improved fix for border block glitch

This commit is contained in:
jojobear13 2024-01-18 11:31:38 -06:00
parent fab1364343
commit 00ad0119b1

View file

@ -2082,17 +2082,12 @@ LoadMapHeader::
ld a, [wCurMap]
call SwitchToMapRomBank
ld a, [wCurMapTileset]
ld b, a
bit 7, a
res 7, a
ld [wCurMapTileset], a
ldh [hPreviousTileset], a
bit 7, b
;replace the conditional return with a nop in order to always load the map header data...
;...even when selecting CONTINUE from the main menu
; ret nz
nop
; ret nz ;comment this out so that the header data always loads
push af ;preserve the bit check for later to tell if CONTINUE is being selected
ld hl, MapHeaderPointers
ld a, [wCurMap]
sla a
@ -2150,7 +2145,7 @@ LoadMapHeader::
ld [wObjectDataPointerTemp], a
ld a, [hli]
ld [wObjectDataPointerTemp + 1], a
push hl
; push hl ; save hl before going to the warp/sign/sprite data (this value is saved for seemingly no purpose)
ld a, [wObjectDataPointerTemp]
ld l, a
ld a, [wObjectDataPointerTemp + 1]
@ -2158,6 +2153,9 @@ LoadMapHeader::
ld de, wMapBackgroundTile
ld a, [hli]
ld [de], a
pop af ;we're done if loading from the CONTINUE option of the main menu
ret nz
nop ;padding
.loadWarpData
ld a, [hli]
ld [wNumberOfWarps], a
@ -2330,7 +2328,7 @@ LoadMapHeader::
.finishUp
predef LoadTilesetHeader
callfar LoadWildData
pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose)
; pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose)
ld a, [wCurMapHeight] ; map height in 4x4 tile blocks
add a ; double it
ld [wCurrentMapHeight2], a ; store map height in 2x2 tile blocks