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The Legend of Zelda: Make items obtained counter in save data 16 bits. #2117
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This is the exact shit that happened to LADX. :D |
I'm aware of this PR from the bug report that spawned it. Haven't had a chance to test it myself yet |
t3hf1gm3nt
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Aug 26, 2023
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lgtm.
Berserker66
approved these changes
Sep 15, 2023
ThePhar
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The Legend of Zelda Conntector: Make items obtained counter in save data 16 bits.
The Legend of Zelda: Make items obtained counter in save data 16 bits.
Oct 16, 2023
ThePhar
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is: bug/fix
Issues that are reporting bugs or pull requests that are fixing bugs.
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Oct 16, 2023
FlySniper
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Nov 14, 2023
…ata 16 bits. (ArchipelagoMW#2117) Certain multiworld settings (bug observed with item link settings) can cause the total item count in TLoZ world to exceed 255. This causes an overflow in the loop to receive all pending items. This adds an additional byte to be used as a high byte for the items obtained counter. This approach was taken due to the surrounding bytes being occupied, preventing a direct 16-bit number from being used without moving to a different location and leaving more empty bytes in the memory block for save data.
Jouramie
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Feb 28, 2024
…ata 16 bits. (ArchipelagoMW#2117) Certain multiworld settings (bug observed with item link settings) can cause the total item count in TLoZ world to exceed 255. This causes an overflow in the loop to receive all pending items. This adds an additional byte to be used as a high byte for the items obtained counter. This approach was taken due to the surrounding bytes being occupied, preventing a direct 16-bit number from being used without moving to a different location and leaving more empty bytes in the memory block for save data.
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What is this fixing or adding?
Certain multiworld settings (bug observed with item link settings) can cause the total item count in TLoZ world to exceed 255. This causes an overflow in the loop to receive all pending items. This adds an additional byte to be used as a high byte for the items obtained counter.
This approach was taken due to the surrounding bytes being occupied, preventing a direct 16-bit number from being used without moving to a different location and leaving more empty bytes in the memory block for save data.
How was this tested?
When I encountered this problem in my own game, I made this as my fix for the problem. It worked without any noticeable side effects. Save persistence was checked with a reboot after ensuring data had been saved. Additionally, the variables table and connector script were checked for conflicts.
If this makes graphical changes, please attach screenshots.
N/A.