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
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2
Doors.py
2
Doors.py
@@ -60,7 +60,7 @@ def create_doors(world, player):
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create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low),
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create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low),
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trap(create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), 0x2),
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trap(create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), 0x1),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)),
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create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True),
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4
Rom.py
4
Rom.py
@@ -18,7 +18,7 @@ from EntranceShuffle import door_addresses
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JAP10HASH = '03a63945398191337e896e5771f77173'
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '05390999d13b1c365bafcc17d2870fec'
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RANDOMIZERBASEHASH = '685febf25ec0aeef6df39e645f195521'
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class JsonRom(object):
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class JsonRom(object):
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@@ -1029,7 +1029,7 @@ def patch_rom(world, player, rom):
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# set rom name
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# set rom name
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# 21 bytes
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# 21 bytes
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from Main import __version__
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from Main import __version__
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rom.name = bytearray('ER_{0}_{1:09}\0'.format(__version__[0:7],world.seed), 'utf8')
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rom.name = bytearray('DR_{0}_{1:09}\0'.format(__version__[0:7],world.seed), 'utf8')
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assert len(rom.name) <= 21
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assert len(rom.name) <= 21
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rom.write_bytes(0x7FC0, rom.name)
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rom.write_bytes(0x7FC0, rom.name)
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@@ -60,8 +60,8 @@ PrepTransAuxGfx:
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;Dungeon_LoadCustomTileAttr:
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;Dungeon_LoadCustomTileAttr:
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;org $01fec1
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;org $01fec1
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;Dungeon_ApproachFixedColor_variable:
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;Dungeon_ApproachFixedColor_variable:
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org $a0f432 ; Rando version -- needs to be after hooks and loadroom.asm I think?
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;org $a0f972 ; Rando version
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Dungeon_LoadRoom_RANDO:
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;LoadRoomHook:
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org $1bee74 ;(PC: 0dee74)
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org $1bee74 ;(PC: 0dee74)
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Palette_DungBgMain:
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Palette_DungBgMain:
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org $1bec77
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org $1bec77
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@@ -1,7 +1,7 @@
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GfxFixer:
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GfxFixer:
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{
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{
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lda $b1 : bne .stage2
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lda $b1 : bne .stage2
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jsl Dungeon_LoadRoom_RANDO ; let's only call this guy once - may fix star tiles and slower loads
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jsl LoadRoomHook ; this is the rando version - let's only call this guy once - may fix star tiles and slower loads
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jsl Dungeon_InitStarTileCh
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jsl Dungeon_InitStarTileCh
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jsl LoadTransAuxGfx
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jsl LoadTransAuxGfx
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;jsl Dungeon_LoadCustomTileAttr
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;jsl Dungeon_LoadCustomTileAttr
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@@ -23,8 +23,10 @@ SpiralWarp: {
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lda $00 : sta $a0
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lda $00 : sta $a0
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; shift quadrant if necessary
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; shift quadrant if necessary
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lda $01 : and #$01 : !sub $a9
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lda $01 : and #$01 : !sub $a9
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beq .skipXQuad
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bne .xQuad
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sta $06 : !add $a9 : sta $a9
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lda $22 : bne .skipXQuad ; this is an edge case
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dec $23 : bra .skipXQuad ; need to -1 if $22 is 0
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.xQuad sta $06 : !add $a9 : sta $a9
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ldy #$00 : jsr ShiftQuadSimple
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ldy #$00 : jsr ShiftQuadSimple
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.skipXQuad
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.skipXQuad
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