Trap (All difficulties) vs Trap (Hard mode)

LoadChapterBallistae (really LoadChapterTraps) gets the pointer for trap data from your chapter events and loads it
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GetCurrentChapterBallistae2 (should be GetHardModeTrapPointer) gets “Trap2” data if hard mode. If not, it returns 0.
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LoadTrapData immediately exits if given a pointer of 0

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In summary, these should really be called:

Trap (All difficulties)
Trap (Hard mode)

I tested this and it seems to be correct. Surprised I haven’t heard mention that Trap2 is hard mode traps. I’m sure someone knew but it simply wasn’t documented yet… or nobody uses traps lol.

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