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Sram rework #985
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Sram rework #985
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Refactor starting equipment, game state, etc to use initial SRAM table
sporchia
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Some small questions
| // force starting bomb and quiver capacities | ||
| $world->setPreCollectedItems(new ItemCollection([ | ||
| Item::get('BombUpgrade10', $world), | ||
| Item::get('ArrowUpgrade10', $world), | ||
| Item::get('ArrowUpgrade10', $world), | ||
| Item::get('ArrowUpgrade10', $world), | ||
| ])); |
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Are we relying on a different mech? (how does this work with customizer?)
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Basically there was a conflict with this and the ammo upgrade counters in SRAM which is why I changed it. So the starting max also gets set separately in the Rom.php (StartingMaxArrows and StartingMaxBombs in tables.asm.) Then it will work as normal with no starting upgrades but they can be added as starting items and will be applied correctly in customizer as well. The world model and filler don't depend on these being pre-collected as far as I can tell.
Remove function for pre-opening lumberjack tree
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I updated underlying deps, please fix conflicts so we can merge :) |
Adds an initial SRAM class which computes the state of the first 0x500 bytes of SRAM and writes it to a table in the ROM. Corresponds with ROM changes in KatDevsGames/z3randomizer#159