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Fix spawning enemies in area0 after a large encounter death.
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Chris Frantz committed Apr 10, 2020
1 parent 73bea56 commit 85e7b92
Showing 1 changed file with 5 additions and 0 deletions.
5 changes: 5 additions & 0 deletions nes/enemylist.cc
Original file line number Diff line number Diff line change
Expand Up @@ -117,6 +117,11 @@ bool EnemyListPack::Pack() {
// Insert an empty list to consolidate all empty rooms to the same
// zero length list.
packed.push_back(1);
// Insert a second empty list: if Link dies to a large encounter, the
// game will spawn enemies from the second encounter list in area 0
// (north palace). Since North Palace is usually empty, it will pick
// the enemy list from the next area.
packed.push_back(1);

// Pack all of the enemy lists into the buffer
for(int i=0; i<126; i++) {
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