Fix for colorized pots in "dark desert hint" aka mire storyteller

This commit is contained in:
aerinon
2022-08-05 16:48:34 -06:00
parent 4267c2dde5
commit 32714b4c6a
4 changed files with 24 additions and 20 deletions

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@@ -31,7 +31,7 @@ from Utils import output_path, parse_player_names
from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
from source.tools.BPS import create_bps_from_data from source.tools.BPS import create_bps_from_data
__version__ = '1.0.1.0-u' __version__ = '1.0.1.1-u'
from source.classes.BabelFish import BabelFish from source.classes.BabelFish import BabelFish

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@@ -787,12 +787,13 @@ vanilla_pots = {
Pot(230, 27, PotItem.Bomb, 'Light World Bomb Hut', obj=RoomObject(0x03EF5E, [0xCF, 0xDF, 0xFA]))], Pot(230, 27, PotItem.Bomb, 'Light World Bomb Hut', obj=RoomObject(0x03EF5E, [0xCF, 0xDF, 0xFA]))],
0x108: [Pot(166, 19, PotItem.Chicken, 'Chicken House', obj=RoomObject(0x03EFA9, [0x4F, 0x9F, 0xFA]))], 0x108: [Pot(166, 19, PotItem.Chicken, 'Chicken House', obj=RoomObject(0x03EFA9, [0x4F, 0x9F, 0xFA]))],
0x10C: [Pot(88, 14, PotItem.Heart, 'Hookshot Fairy', obj=RoomObject(0x03F329, [0xB3, 0x73, 0xFA]))], 0x10C: [Pot(88, 14, PotItem.Heart, 'Hookshot Fairy', obj=RoomObject(0x03F329, [0xB3, 0x73, 0xFA]))],
0x114: [Pot(92, 4, PotItem.Heart, 'Dark Desert Hint', obj=RoomObject(0x03F7A0, [0xBB, 0x23, 0xFA])), # note: these addresses got moved thanks to waterfall fairy edit
Pot(96, 4, PotItem.Heart, 'Dark Desert Hint', obj=RoomObject(0x03F7A3, [0xC3, 0x23, 0xFA])), 0x114: [Pot(92, 4, PotItem.Heart, 'Dark Desert Hint', obj=RoomObject(0x03F79A, [0xBB, 0x23, 0xFA])),
Pot(92, 5, PotItem.Bomb, 'Dark Desert Hint', obj=RoomObject(0x03F7A6, [0xBB, 0x2B, 0xFA])), Pot(96, 4, PotItem.Heart, 'Dark Desert Hint', obj=RoomObject(0x03F79D, [0xC3, 0x23, 0xFA])),
Pot(96, 5, PotItem.Bomb, 'Dark Desert Hint', obj=RoomObject(0x03F7A9, [0xC3, 0x2B, 0xFA])), Pot(92, 5, PotItem.Bomb, 'Dark Desert Hint', obj=RoomObject(0x03F7A0, [0xBB, 0x2B, 0xFA])),
Pot(92, 10, PotItem.FiveArrows, 'Dark Desert Hint', obj=RoomObject(0x03F7AC, [0xBB, 0x53, 0xFA])), Pot(96, 5, PotItem.Bomb, 'Dark Desert Hint', obj=RoomObject(0x03F7A3, [0xC3, 0x2B, 0xFA])),
Pot(96, 10, PotItem.Heart, 'Dark Desert Hint', obj=RoomObject(0x03F7AF, [0xC3, 0x53, 0xFA]))], Pot(92, 10, PotItem.FiveArrows, 'Dark Desert Hint', obj=RoomObject(0x03F7A6, [0xBB, 0x53, 0xFA])),
Pot(96, 10, PotItem.Heart, 'Dark Desert Hint', obj=RoomObject(0x03F7A9, [0xC3, 0x53, 0xFA]))],
0x117: [Pot(138, 3, PotItem.Heart, 'Spike Cave', obj=RoomObject(0x03FCB2, [0x17, 0x1F, 0xFA])), # 0x38A -> 38A 0x117: [Pot(138, 3, PotItem.Heart, 'Spike Cave', obj=RoomObject(0x03FCB2, [0x17, 0x1F, 0xFA])), # 0x38A -> 38A
Pot(142, 3, PotItem.Heart, 'Spike Cave', obj=RoomObject(0x03FCB8, [0x1F, 0x1F, 0xFA])), Pot(142, 3, PotItem.Heart, 'Spike Cave', obj=RoomObject(0x03FCB8, [0x1F, 0x1F, 0xFA])),
Pot(166, 3, PotItem.Heart, 'Spike Cave', obj=RoomObject(0x03FCC1, [0x4F, 0x1F, 0xFA])), Pot(166, 3, PotItem.Heart, 'Spike Cave', obj=RoomObject(0x03FCC1, [0x4F, 0x1F, 0xFA])),

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@@ -183,6 +183,8 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
#### Unstable #### Unstable
* 1.0.1.1
* Fixed the pots in Mire Storyteller/ Dark Desert Hint to be colorized when they should be
* 1.0.1.0 * 1.0.1.0
* Large features * Large features
* New pottery modes - see notes above * New pottery modes - see notes above
@@ -235,7 +237,7 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
* Fixed a bug with shopsanity + district algorithm where pre-placed potions messed up the placeholder count * Fixed a bug with shopsanity + district algorithm where pre-placed potions messed up the placeholder count
* Fixed usestartinventory flag (can be use on a per player basis) * Fixed usestartinventory flag (can be use on a per player basis)
* Sprite selector fix for systems with SSL issues * Sprite selector fix for systems with SSL issues
* Fix for Standard ER where locations in rain state could be in logic * Fix for Standard ER where locations in rain state could be in logic
* 1.0.0.3 * 1.0.0.3
* overworld_map=map mode fixed. Location of dungeons with maps are not shown until map is retrieved. (Dungeon that do not have map like Castle Tower are simply never shown) * overworld_map=map mode fixed. Location of dungeons with maps are not shown until map is retrieved. (Dungeon that do not have map like Castle Tower are simply never shown)
* Aga2 completion on overworld_map now tied to boss defeat flag instead of pyramid hole being opened (fast ganon fix) * Aga2 completion on overworld_map now tied to boss defeat flag instead of pyramid hole being opened (fast ganon fix)

25
Rom.py
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@@ -663,18 +663,6 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
if world.mapshuffle[player]: if world.mapshuffle[player]:
rom.write_byte(0x155C9, random.choice([0x11, 0x16])) # Randomize GT music too with map shuffle rom.write_byte(0x155C9, random.choice([0x11, 0x16])) # Randomize GT music too with map shuffle
if world.pottery[player] not in ['none']:
rom.write_bytes(snes_to_pc(0x1F8375), int32_as_bytes(0x2A8000))
# make hammer pegs use different tiles
Room0127.write_to_rom(snes_to_pc(0x2A8000), rom)
if world.pot_contents[player]:
colorize_pots = is_mystery or (world.pottery[player] not in ['vanilla', 'lottery']
and (world.colorizepots[player]
or world.pottery[player] in ['reduced', 'clustered']))
if world.pot_contents[player].size() > 0x2800:
raise Exception('Pot table is too big for current area')
world.pot_contents[player].write_pot_data_to_rom(rom, colorize_pots)
# fix for swamp drains if necessary # fix for swamp drains if necessary
swamp1location = world.get_location('Swamp Palace - Trench 1 Pot Key', player) swamp1location = world.get_location('Swamp Palace - Trench 1 Pot Key', player)
if not swamp1location.pot.indicator: if not swamp1location.pot.indicator:
@@ -1545,6 +1533,19 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
if room.player == player and room.modified: if room.player == player and room.modified:
rom.write_bytes(room.address(), room.rom_data()) rom.write_bytes(room.address(), room.rom_data())
if world.pottery[player] not in ['none']:
rom.write_bytes(snes_to_pc(0x1F8375), int32_as_bytes(0x2A8000))
# make hammer pegs use different tiles
Room0127.write_to_rom(snes_to_pc(0x2A8000), rom)
if world.pot_contents[player]:
colorize_pots = is_mystery or (world.pottery[player] not in ['vanilla', 'lottery']
and (world.colorizepots[player]
or world.pottery[player] in ['reduced', 'clustered']))
if world.pot_contents[player].size() > 0x2800:
raise Exception('Pot table is too big for current area')
world.pot_contents[player].write_pot_data_to_rom(rom, colorize_pots)
write_strings(rom, world, player, team) write_strings(rom, world, player, team)
# write initial sram # write initial sram