Add PAL 1.0 fix of Wolfos slash state reset on hit - #2622
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This isnt a fix, stop calling version differences fixes. Its misleading the original conversation in the oot discord is here with the twitch clips and count’s comments. https://discord.com/channels/82938430371139584/237772023374413835/1539520194269945876 I dont think this is significant enough to change |
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Was there a different purpose to the version difference? Sorry, I don't see it. |
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It was noted in the OoT speedrunning Discord that Wolfos can have active hurtboxes after taking damage or getting stunned, ex https://www.youtube.com/watch?v=lU7l0mr1T30
This is due to Wolfos
slashStatusnot getting reset to 0 on damage/stun. This was fixed in PAL 1.0.NTSC 1.0:
NTSC 1.2:
This adds the fix. Maybe it's possible to hack it into the function itself, I didn't examine it closer than comparing the IDO assembly length with a GCC build (GCC is 2 instructions longer).
Testing
Tested in ares older nightly build and Project64 3.0.1. It doesn't crash, the function is being run and sets the
slashStatusto zero. I didn't test the AT colliders themselves.In bad quality video you can see breakpoint at
sh zero,744(s0)and that it replaces one of the Wolfos'slashStatus.wolfos.slash.fix.mp4