sm_practice_hack
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Door HUD mode
If the user has Enemy HP set as their InfoHUD mode, then we can safely overwrite it during a door transition. I'm using this to draw my horizontal speed, but it also supports a few other HUD modes that only draw in those four tiles. Some of them were duplicated and optimized for one-time use (no checks if it's already been drawn) or to only draw in the designated area.
There are also some new menu palette profiles from PapaSchmo and Vespher.
Added a fix for our IGT room timer not being incremented when Samus is locked in place
If %a8() isn't set before the math, then the math relies on the high byte being zero. I ran into this issue in arcade; maybe it's not an issue on the vanilla practice rom? At least not yet? I'd rather it not rely on it though.
Maybe the correct solution is what you have but also do an AND #$00FF before the math.
For some reason, I was thinking there was already an AND #$00FF at the top of the routine, but the value isn't loaded until after the direction is determined. I also missed the two other places where the value is stored back to RAM. I think it should be safe now.