Update to latest baserom (has some MSU-1 stuff)

Minor fix to Armory S door - can't seem to get it right
Minor fix to spirals that cross the horiz quadrant boundary while traversing
This commit is contained in:
randall.rupper
2019-09-18 13:01:35 -06:00
parent 292af3241c
commit 2f659da39f
6 changed files with 11 additions and 9 deletions

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@@ -60,7 +60,7 @@ def create_doors(world, player):
create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High), create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High),
create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High), create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low), create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low),
trap(create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), 0x2), trap(create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), 0x1),
small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)), small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)),
small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)), small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)),
create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True), create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True),

4
Rom.py
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@@ -18,7 +18,7 @@ from EntranceShuffle import door_addresses
JAP10HASH = '03a63945398191337e896e5771f77173' JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '05390999d13b1c365bafcc17d2870fec' RANDOMIZERBASEHASH = '685febf25ec0aeef6df39e645f195521'
class JsonRom(object): class JsonRom(object):
@@ -1029,7 +1029,7 @@ def patch_rom(world, player, rom):
# set rom name # set rom name
# 21 bytes # 21 bytes
from Main import __version__ from Main import __version__
rom.name = bytearray('ER_{0}_{1:09}\0'.format(__version__[0:7],world.seed), 'utf8') rom.name = bytearray('DR_{0}_{1:09}\0'.format(__version__[0:7],world.seed), 'utf8')
assert len(rom.name) <= 21 assert len(rom.name) <= 21
rom.write_bytes(0x7FC0, rom.name) rom.write_bytes(0x7FC0, rom.name)

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@@ -60,8 +60,8 @@ PrepTransAuxGfx:
;Dungeon_LoadCustomTileAttr: ;Dungeon_LoadCustomTileAttr:
;org $01fec1 ;org $01fec1
;Dungeon_ApproachFixedColor_variable: ;Dungeon_ApproachFixedColor_variable:
org $a0f432 ; Rando version -- needs to be after hooks and loadroom.asm I think? ;org $a0f972 ; Rando version
Dungeon_LoadRoom_RANDO: ;LoadRoomHook:
org $1bee74 ;(PC: 0dee74) org $1bee74 ;(PC: 0dee74)
Palette_DungBgMain: Palette_DungBgMain:
org $1bec77 org $1bec77

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@@ -1,7 +1,7 @@
GfxFixer: GfxFixer:
{ {
lda $b1 : bne .stage2 lda $b1 : bne .stage2
jsl Dungeon_LoadRoom_RANDO ; let's only call this guy once - may fix star tiles and slower loads jsl LoadRoomHook ; this is the rando version - let's only call this guy once - may fix star tiles and slower loads
jsl Dungeon_InitStarTileCh jsl Dungeon_InitStarTileCh
jsl LoadTransAuxGfx jsl LoadTransAuxGfx
;jsl Dungeon_LoadCustomTileAttr ;jsl Dungeon_LoadCustomTileAttr

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@@ -23,8 +23,10 @@ SpiralWarp: {
lda $00 : sta $a0 lda $00 : sta $a0
; shift quadrant if necessary ; shift quadrant if necessary
lda $01 : and #$01 : !sub $a9 lda $01 : and #$01 : !sub $a9
beq .skipXQuad bne .xQuad
sta $06 : !add $a9 : sta $a9 lda $22 : bne .skipXQuad ; this is an edge case
dec $23 : bra .skipXQuad ; need to -1 if $22 is 0
.xQuad sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple ldy #$00 : jsr ShiftQuadSimple
.skipXQuad .skipXQuad

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