Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Resolves #729.
Checklist
Description
In classic we swap the sprite textures for stone and jade statues in Floating Islands, as they're the wrong way around in the level file. This means they appear in order in-game and are named correctly if looking up trview. We can't change the textures in remastered graphics (I'm not sure how it's defined, there only seems to be one statue model so we can't even use
.MAP
entries) so instead the stone and jade entity types are now swapped. The side effect is that trview lookups will show the textures the other way around, but that's not too big a deal.We do the same in Lair and HSH in classic, but this doesn't appear to be needed in remastered.
The 40 Fathoms change is a bit of a stopgap. Ideally the route logic would be more aware of big underwater areas and give them less weight, but that's too complicated to investigate at the moment. So instead I've just guaranteed that only the stone will appear before room 21, and then jade and gold can be allocated fairly to the rest of the level.