-
Notifications
You must be signed in to change notification settings - Fork 25
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Implement ISG #188
Merged
Merged
Implement ISG #188
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.
leoetlino
reviewed
Jul 13, 2021
Whoops, sorry for forgetting about this! Has the relative branch been tested? I don't really have enough time to test changes so I'll trust you and merge if this has been tested after you converted the branches into relative jumps |
Aside from the comma existing instead of a period, I did test it once more and it seemed to pass all my cases. A few are listed:
I believe this should be good to go! |
leoetlino
approved these changes
Jul 20, 2021
PhlexPlexico
pushed a commit
to PhlexPlexico/project-restoration
that referenced
this pull request
Aug 4, 2021
rst: Move custom message logic out of game/ Remove more extern "C" game: Fix GlobalContext pause flag definition New field definitions in player.h and actor.h. Some have a few explanations as to what they really mean as well. Update boss lines to ztarget_pos Update common_data.h and main.cpp (leoetlino#174) * Update common_data.h and main.cpp Some more decomp'd things like the RespawnData. Increased assert size due to the fact that sub13s[8] contains respawn data. Created RespawnData struct. Found some BitFields that indicate counters for items. Found bitfiled for sword and shield. Include enums for sword and shield. * Keep naming convention. * Remove extra value in sub13s. Update raw to u32. Collect Register didn't change in main? * Remove old BitField. Update more structs in player.h and common_data.h (leoetlino#176) * Update common_data.h and main.cpp Some more decomp'd things like the RespawnData. Increased assert size due to the fact that sub13s[8] contains respawn data. Created RespawnData struct. Found some BitFields that indicate counters for items. Found bitfiled for sword and shield. Include enums for sword and shield. * Keep naming convention. * Remove extra value in sub13s. Update raw to u32. Collect Register didn't change in main? * Remove old BitField. * Update inventory registers. * Include more common_data changes. Include player changes. game: Add memory allocator structures game: Update player struct to add PlayerUtils Update common_data.h and main.cpp Some more decomp'd things like the RespawnData. Increased assert size due to the fact that sub13s[8] contains respawn data. Created RespawnData struct. Found some BitFields that indicate counters for items. Found bitfiled for sword and shield. Include enums for sword and shield. Keep naming convention. Remove extra value in sub13s. Update raw to u32. Collect Register didn't change in main? Remove old BitField. Update inventory registers. Include more common_data changes. Include player changes. Update common_data struct. Include rupee accumulator and bottle contents array. Change casing. Update Common Data (leoetlino#187) Implement ISG (leoetlino#188) I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.