LADX: use generic slot name for slots 101+ (#5208)
* init * we already had the generic name, just use it * cap hints at 101 * nevermind, the name is just baked in here
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@@ -412,10 +412,10 @@ class LinksAwakeningClient():
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status = (await self.gameboy.async_read_memory_safe(LAClientConstants.wLinkStatusBits))[0]
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status = (await self.gameboy.async_read_memory_safe(LAClientConstants.wLinkStatusBits))[0]
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item_id -= LABaseID
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item_id -= LABaseID
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# The player name table only goes up to 100, so don't go past that
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# The player name table only goes up to 101, so don't go past that
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# Even if it didn't, the remote player _index_ byte is just a byte, so 255 max
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# Even if it didn't, the remote player _index_ byte is just a byte, so 255 max
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if from_player > 100:
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if from_player > 101:
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from_player = 100
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from_player = 101
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next_index += 1
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next_index += 1
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self.gameboy.write_memory(LAClientConstants.wLinkGiveItem, [
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self.gameboy.write_memory(LAClientConstants.wLinkGiveItem, [
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@@ -271,9 +271,9 @@ def generateRom(base_rom: bytes, args, patch_data: Dict):
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mw = None
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mw = None
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if spot.item_owner != spot.location_owner:
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if spot.item_owner != spot.location_owner:
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mw = spot.item_owner
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mw = spot.item_owner
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if mw > 100:
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if mw > 101:
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# There are only 101 player name slots (99 + "The Server" + "another world"), so don't use more than that
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# There are only 101 player name slots (99 + "The Server" + "another world"), so don't use more than that
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mw = 100
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mw = 101
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spot.patch(rom, spot.item, multiworld=mw)
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spot.patch(rom, spot.item, multiworld=mw)
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patches.enemies.changeBosses(rom, patch_data["world_setup"]["boss_mapping"])
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patches.enemies.changeBosses(rom, patch_data["world_setup"]["boss_mapping"])
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patches.enemies.changeMiniBosses(rom, patch_data["world_setup"]["miniboss_mapping"])
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patches.enemies.changeMiniBosses(rom, patch_data["world_setup"]["miniboss_mapping"])
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