From c26a80b47c8ee5da8e6369914daec0c21a845691 Mon Sep 17 00:00:00 2001 From: GSKirox <65768236+GSKirox@users.noreply.github.com> Date: Sun, 27 Oct 2024 11:36:39 +0100 Subject: [PATCH] Improve after collapse cutscene skip --- Cutscenes.py | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/Cutscenes.py b/Cutscenes.py index 338c0a088..a3a3e8afd 100644 --- a/Cutscenes.py +++ b/Cutscenes.py @@ -463,8 +463,16 @@ def patch_cutscenes(rom: Rom, songs_as_items: bool, settings: Settings) -> None: patch_cutscene_destination_and_length(rom, 0x33FB328, 1) # After tower collapse - # Jump from csState 1 to csState 4, 100 frames before giving back control. Next state only starts when Link gets near Ganon. + # Delete a bunch of camera instructions to avoid sudden movement when getting control back. + # Put subCamId at 0 in csState 0 + rom.write_byte(0xE82DE9, 0x00) + # Jump from csState 1 to csState 4. rom.write_byte(0xE82E0F, 0x04) + # Remove all main camera changes in csState 4. + for byte in range(0, 80): + rom.write_byte(0xE8343C + byte, 0x00) + # Reduce the 100 frames wait in state 4 to 1. Next cutscene state only starts when Link gets close to Ganon. + rom.write_int16(0xE8341A, 0x0001) # Ganon intro # Jump from state 14 to 15 instantly instead of waiting 60 frames. rom.write_int32(0xE83B5C, 0x00000000)