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My patches (mostly fixes) #98

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H-A-M-G-E-R
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@blkerby
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blkerby commented Sep 19, 2024

  • Unsure about removing the hurt sound with zero-energy sparks. I can see the idea of trying to create more coherence in the game behavior; the hurt sound is mainly associated with energy loss, so with there no longer being energy loss it can make sense to remove the sound. On the other hand, in vanilla, the hurt sound still plays even if you don't lose energy (e.g. if already at 29 or below) so it can be consistent to just keep it. I'd lean toward keeping it vanilla unless there is a more compelling reason to change it.
  • The simpler vertical doors fix is interesting. Do we know if swapping the order of those two calls will have any other effect on the game? At this stage of the randomizer's development, changing something like this feels a bit risky; given that the existing solution is working, I'm not sure we have much to gain from changing it? Unless there is some problem that you've observed or know about? If nothing else, looks like something to keep in mind for future projects.
  • Can you explain more about what you are fixing in the MSU patch? Is it addressing some problem that has been observed or reported? I'm not sure how to quickly check exactly what song numbers get played in the game, so it's not easy to verify the modifications in this PR.

@H-A-M-G-E-R
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For my MSU-1 fix, the wrong track plays when Ceres explodes with Samus on it.

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And the sound that plays when you have not enough energy for shinespark is an indication sound that you don't have enough energy, not losing energy.

@blkerby
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blkerby commented Sep 20, 2024

For my MSU-1 fix, the wrong track plays when Ceres explodes with Samus on it.

That would explain the bank_2D change? But what about the other two changes, in bank_00 and bank_33?

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