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
This commit is contained in:
threeandthreee
2025-09-30 12:47:17 -04:00
committed by GitHub
parent 50c9d056c9
commit f26fcc0eda
2 changed files with 5 additions and 5 deletions

View File

@@ -412,10 +412,10 @@ class LinksAwakeningClient():
status = (await self.gameboy.async_read_memory_safe(LAClientConstants.wLinkStatusBits))[0]
item_id -= LABaseID
# The player name table only goes up to 100, so don't go past that
# The player name table only goes up to 101, so don't go past that
# Even if it didn't, the remote player _index_ byte is just a byte, so 255 max
if from_player > 100:
from_player = 100
if from_player > 101:
from_player = 101
next_index += 1
self.gameboy.write_memory(LAClientConstants.wLinkGiveItem, [

View File

@@ -271,9 +271,9 @@ def generateRom(base_rom: bytes, args, patch_data: Dict):
mw = None
if spot.item_owner != spot.location_owner:
mw = spot.item_owner
if mw > 100:
if mw > 101:
# There are only 101 player name slots (99 + "The Server" + "another world"), so don't use more than that
mw = 100
mw = 101
spot.patch(rom, spot.item, multiworld=mw)
patches.enemies.changeBosses(rom, patch_data["world_setup"]["boss_mapping"])
patches.enemies.changeMiniBosses(rom, patch_data["world_setup"]["miniboss_mapping"])