UW Enemizer work
Refinements for data table support
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@@ -1,4 +1,4 @@
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from Utils import snes_to_pc
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from Utils import snes_to_pc, int24_as_bytes, int16_as_bytes
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from source.dungeon.EnemyList import EnemyTable, init_vanilla_sprites, vanilla_sprites
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from source.dungeon.RoomHeader import init_room_headers
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@@ -9,32 +9,50 @@ from source.enemizer.SpriteSheets import init_sprite_sheets, init_sprite_require
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class DataTables:
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def __init__(self):
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self.room_headers = None
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self.room_list = None # todo: for boss rando
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self.room_list = None
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self.sprite_sheets = None
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self.uw_enemy_table = None
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self.ow_enemy_tables = None # todo : data migration
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self.pot_secret_table = None # todo : migrate storage
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self.ow_enemy_table = None # todo : data migration
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self.pot_secret_table = None
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# associated data
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self.sprite_requirements = None
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def write_to_rom(self, rom):
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for header in self.room_headers.values():
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def write_to_rom(self, rom, colorize_pots=False):
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if self.pot_secret_table.size() > 0x11c0:
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raise Exception('Pot table is too big for current area')
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self.pot_secret_table.write_pot_data_to_rom(rom, colorize_pots)
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for room_id, header in self.room_headers.items():
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data_location = (0x30DA00 + room_id * 14) & 0xFFFF
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rom.write_bytes(snes_to_pc(0x04F1E2) + room_id * 2, int16_as_bytes(data_location))
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header.write_to_rom(rom, snes_to_pc(0x30DA00)) # new header table, bank30, tables.asm
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# room list
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room_start_address = 0x378000
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for room_id, room in self.room_list.items():
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rom.write_bytes(0x1F8000 + room_id * 3, int24_as_bytes(room_start_address))
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door_start, bytes_written = room.write_to_rom(snes_to_pc(room_start_address), rom)
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rom.write_bytes(0x1F83C0 + room_id * 3, int24_as_bytes(room_start_address + door_start))
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room_start_address += bytes_written
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# todo: room data doors pointers at 1F83C0
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if room_start_address > 0x380000:
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raise Exception('Room list exceeded bank size')
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# size notes: bank 03 uses 140E bytes
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# bank 0A uses 372A bytes
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# bank 1F uses 77CE bytes: total is about a bank and a half
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# probably should reuse bank 1F if writing all the rooms out
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for sheet in self.sprite_sheets.values():
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sheet.write_to_rom(snes_to_pc(0x00DB97)) # bank 00, SheetsTable_AA3
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sheet.write_to_rom(rom, snes_to_pc(0x00DB97)) # bank 00, SheetsTable_AA3
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if self.uw_enemy_table.size() > 0x2800:
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raise Exception('Sprite table is too big for current area')
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self.uw_enemy_table.write_sprite_data_to_rom(rom)
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# todo: write ow enemy table
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def init_data_tables(world, player):
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data_tables = DataTables()
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data_tables.room_headers = init_room_headers()
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data_tables.room_list = {}
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# if world.pottery[player] not in ['none']:
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# data_tables.room_list[0x0127] = Room0127
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if world.pottery[player] not in ['none']:
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data_tables.room_list[0x0127] = Room0127
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data_tables.sprite_requirements = init_sprite_requirements()
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data_tables.sprite_sheets = init_sprite_sheets(data_tables.sprite_requirements)
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init_vanilla_sprites()
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