Death Link during a crystal/pendant cutscene no longer softlocks while connected.

This commit is contained in:
CaitSith2 2022-01-26 07:54:09 -08:00
parent d701a7b04e
commit c2be70b61d
1 changed files with 11 additions and 2 deletions

View File

@ -173,6 +173,15 @@ async def deathlink_kill_player(ctx: Context):
while ctx.death_state == DeathState.killing_player and \
ctx.snes_state == SNESState.SNES_ATTACHED:
if ctx.game == GAME_ALTTP:
invincible = await snes_read(ctx, WRAM_START + 0x037B, 1)
last_health = await snes_read(ctx, WRAM_START + 0xF36D, 1)
await asyncio.sleep(0.25)
health = await snes_read(ctx, WRAM_START + 0xF36D, 1)
if not invincible or not last_health or not health:
ctx.death_state = DeathState.dead
ctx.last_death_link = time.time()
continue
if not invincible[0] and last_health[0] == health[0]:
snes_buffered_write(ctx, WRAM_START + 0xF36D, bytes([0])) # set current health to 0
snes_buffered_write(ctx, WRAM_START + 0x0373, bytes([8])) # deal 1 full heart of damage at next opportunity
elif ctx.game == GAME_SM: