The bulk of this pull is to allow users to move and delete their custom presets. It's a duplicate of the preset slot menu where you can press X to delete (with confirmation screen) or press A and select another slot to swap their contents. The tilemap buffer is used as freespace since the whole tilemap is redrawn after every menu action.
The door alignment time is now printed on the HUD before the screen starts scrolling. Unfortunately, I discovered that our ih_before_room_transition runs a frame or two before Samus is done moving. The alignment time can sometimes be off a bit because of this. It's not enough for me to stop using it in my custom builds, but I'd like to hear your opinions on it.
Decimal word numfields can also be incremented/decremented the old way with left/right.
Added a cutscene option to unlock the camera after Kraid quick kill.
The fix for loading presets into Draygon's room was using the room ID for Space Jump by mistake.
A reversed branch in the shinespark movement code was accidentally giving a flash suit in some presets.
I went through a few more of our hijacks in infohud.asm and cleaned them up a bit. No performance impact this time.
The selected byte will be highlighted in nearby memory of the crash handler memory viewer.
The bulk of this pull is to allow users to move and delete their custom presets. It's a duplicate of the preset slot menu where you can press X to delete (with confirmation screen) or press A and select another slot to swap their contents. The tilemap buffer is used as freespace since the whole tilemap is redrawn after every menu action.
The door alignment time is now printed on the HUD before the screen starts scrolling. Unfortunately, I discovered that our
ih_before_room_transition
runs a frame or two before Samus is done moving. The alignment time can sometimes be off a bit because of this. It's not enough for me to stop using it in my custom builds, but I'd like to hear your opinions on it.infohud.asm
and cleaned them up a bit. No performance impact this time.