Shuffle in-room stairs
This commit is contained in:
@@ -1071,7 +1071,7 @@ hook_dir_map = {
|
||||
def hook_from_door(door):
|
||||
if door.type == DoorType.SpiralStairs:
|
||||
return Hook.Stairs
|
||||
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs]:
|
||||
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
return hook_dir_map[door.direction]
|
||||
return None
|
||||
|
||||
@@ -1189,7 +1189,8 @@ class Door(object):
|
||||
|
||||
# rom properties
|
||||
self.roomIndex = -1
|
||||
# 0,1,2 + Direction (N:0, W:3, S:6, E:9) for normal
|
||||
# 0,1,2 for normal
|
||||
# 0-7 for ladder
|
||||
# 0-4 for spiral offset thing
|
||||
self.doorIndex = -1
|
||||
self.layer = -1 # 0 for normal floor, 1 for the inset layer
|
||||
@@ -1240,6 +1241,8 @@ class Door(object):
|
||||
return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2
|
||||
elif self.type == DoorType.SpiralStairs:
|
||||
return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4
|
||||
elif self.type == DoorType.Ladder:
|
||||
return 0x13C700 + self.doorIndex * 2
|
||||
elif self.type == DoorType.Open:
|
||||
base_address = {
|
||||
Direction.North: 0x13C500,
|
||||
@@ -1256,6 +1259,12 @@ class Door(object):
|
||||
if src.type == DoorType.StraightStairs:
|
||||
bitmask += 0x40
|
||||
return [self.roomIndex, bitmask + self.doorIndex]
|
||||
if self.type == DoorType.Ladder:
|
||||
bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer)
|
||||
bitmask += 0x08 * self.doorIndex
|
||||
if src.type == DoorType.StraightStairs:
|
||||
bitmask += 0x40
|
||||
return [self.roomIndex, bitmask + 0x03]
|
||||
if self.type == DoorType.SpiralStairs:
|
||||
bitmask = int(self.layer) << 2
|
||||
bitmask += 0x10 * int(self.zeroHzCam)
|
||||
|
||||
@@ -58,14 +58,14 @@ def link_doors_main(world, player):
|
||||
connect_simple_door(world, exitName, regionName, player)
|
||||
for exitName, regionName in dungeon_warps:
|
||||
connect_simple_door(world, exitName, regionName, player)
|
||||
for ent, ext in ladders:
|
||||
connect_two_way(world, ent, ext, player)
|
||||
|
||||
if world.intensity[player] < 2:
|
||||
for entrance, ext in open_edges:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for entrance, ext in straight_staircases:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for entrance, ext in ladders:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
|
||||
if world.intensity[player] < 3 or world.doorShuffle == 'vanilla':
|
||||
mirror_route = world.get_entrance('Sanctuary Mirror Route', player)
|
||||
@@ -107,6 +107,8 @@ def link_doors_main(world, player):
|
||||
connect_simple_door(world, exitName, regionName, player)
|
||||
for entrance, ext in spiral_staircases:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for entrance, ext in ladders:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for entrance, ext in default_door_connections:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for ent, ext in default_one_way_connections:
|
||||
@@ -161,7 +163,7 @@ def create_door_spoiler(world, player):
|
||||
door_a = ext.door
|
||||
connect = ext.connected_region
|
||||
if door_a and door_a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open,
|
||||
DoorType.StraightStairs] and door_a not in done:
|
||||
DoorType.StraightStairs, DoorType.Ladder] and door_a not in done:
|
||||
done.add(door_a)
|
||||
door_b = door_a.dest
|
||||
if door_b and not isinstance(door_b, Region):
|
||||
@@ -1324,11 +1326,10 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map):
|
||||
if recombine.master_sector is None:
|
||||
recombine.master_sector = builder.master_sector
|
||||
recombine.master_sector.name = recombine.name
|
||||
recombine.pre_open_stonewall = builder.pre_open_stonewall
|
||||
recombine.pre_open_stonewalls = builder.pre_open_stonewalls
|
||||
else:
|
||||
recombine.master_sector.regions.extend(builder.master_sector.regions)
|
||||
if builder.pre_open_stonewall:
|
||||
recombine.pre_open_stonewall = builder.pre_open_stonewall
|
||||
recombine.pre_open_stonewalls.update(builder.pre_open_stonewalls)
|
||||
recombine.layout_starts = list(entrances_map[recombine.name])
|
||||
dungeon_builders[recombine.name] = recombine
|
||||
|
||||
@@ -2009,7 +2010,7 @@ class DROptions(Flag):
|
||||
Debug = 0x08
|
||||
Rails = 0x10 # If on, draws rails
|
||||
OriginalPalettes = 0x20
|
||||
Reserved = 0x40 # Reserved for PoD sliding wall?
|
||||
Open_PoD_Wall = 0x40 # If on, pre opens the PoD wall, no bow required
|
||||
Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
|
||||
|
||||
|
||||
@@ -2042,6 +2043,13 @@ logical_connections = [
|
||||
('PoD Basement Ledge Drop Down', 'PoD Stalfos Basement'),
|
||||
('PoD Falling Bridge Path N', 'PoD Falling Bridge Ledge'),
|
||||
('PoD Falling Bridge Path S', 'PoD Falling Bridge'),
|
||||
('PoD Bow Statue Crystal Path', 'PoD Bow Statue Moving Wall'),
|
||||
('PoD Bow Statue Moving Wall Path', 'PoD Bow Statue'),
|
||||
('PoD Bow Statue Moving Wall Cane Path', 'PoD Bow Statue'),
|
||||
('PoD Dark Pegs Hammer Path', 'PoD Dark Pegs Ladder'),
|
||||
('PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs'),
|
||||
('PoD Dark Pegs Ladder Cane Path', 'PoD Dark Pegs Switch'),
|
||||
('PoD Dark Pegs Switch Path', 'PoD Dark Pegs Ladder'),
|
||||
('Swamp Lobby Moat', 'Swamp Entrance'),
|
||||
('Swamp Entrance Moat', 'Swamp Lobby'),
|
||||
('Swamp Trench 1 Approach Dry', 'Swamp Trench 1 Nexus'),
|
||||
|
||||
29
Doors.py
29
Doors.py
@@ -395,8 +395,15 @@ def create_doors(world, player):
|
||||
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).kill().portal(Z, 0x00),
|
||||
create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
|
||||
create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
|
||||
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).no_entrance(),
|
||||
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr),
|
||||
create_door(player, 'PoD Bow Statue Crystal Path', Lgcl),
|
||||
create_door(player, 'PoD Bow Statue Moving Wall Path', Lgcl),
|
||||
create_door(player, 'PoD Bow Statue Moving Wall Cane Path', Lgcl),
|
||||
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).dir(So, 0x1b, 1, High).no_entrance(),
|
||||
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr).dir(No, 0x0b, 0, High),
|
||||
create_door(player, 'PoD Dark Pegs Hammer Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs Ladder Hammer Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs Ladder Cane Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs Switch Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs WN', Intr).dir(We, 0x0b, Mid, High).small_key().pos(2),
|
||||
create_door(player, 'PoD Lonely Turtle SW', Intr).dir(So, 0x0b, Mid, High).pos(0),
|
||||
create_door(player, 'PoD Lonely Turtle EN', Intr).dir(Ea, 0x0b, Mid, High).small_key().pos(2),
|
||||
@@ -663,7 +670,7 @@ def create_doors(world, player):
|
||||
create_door(player, 'Ice Pengator Switch ES', Intr).dir(Ea, 0x1f, Bot, High).pos(1),
|
||||
create_door(player, 'Ice Dead End WS', Intr).dir(We, 0x1f, Bot, High).pos(1),
|
||||
create_door(player, 'Ice Big Key Push Block', Lgcl),
|
||||
create_door(player, 'Ice Big Key Down Ladder', Lddr),
|
||||
create_door(player, 'Ice Big Key Down Ladder', Lddr).dir(So, 0x1f, 3, High),
|
||||
create_door(player, 'Ice Stalfos Hint SE', Intr).dir(So, 0x3e, Right, High).pos(0),
|
||||
create_door(player, 'Ice Conveyor NE', Intr).dir(No, 0x3e, Right, High).no_exit().pos(0),
|
||||
create_door(player, 'Ice Conveyor SW', Nrml).dir(So, 0x3e, Left, High).small_key().pos(1).portal(Z, 0x20),
|
||||
@@ -679,7 +686,7 @@ def create_doors(world, player):
|
||||
create_door(player, 'Ice Spike Cross ES', Nrml).dir(Ea, 0x5e, Bot, High).small_key().pos(0),
|
||||
create_door(player, 'Ice Spike Cross WS', Intr).dir(We, 0x5e, Bot, High).pos(3),
|
||||
create_door(player, 'Ice Firebar ES', Intr).dir(Ea, 0x5e, Bot, High).pos(3),
|
||||
create_door(player, 'Ice Firebar Down Ladder', Lddr),
|
||||
create_door(player, 'Ice Firebar Down Ladder', Lddr).dir(So, 0x5e, 5, High),
|
||||
create_door(player, 'Ice Spike Cross NE', Intr).dir(No, 0x5e, Right, High).pos(1),
|
||||
create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).no_exit().pos(1),
|
||||
create_door(player, 'Ice Falling Square Hole', Hole),
|
||||
@@ -689,8 +696,8 @@ def create_doors(world, player):
|
||||
create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Dn, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True).kill(),
|
||||
create_door(player, 'Ice Hammer Block ES', Intr).dir(Ea, 0x3f, Bot, High).pos(0),
|
||||
create_door(player, 'Ice Tongue Pull WS', Intr).dir(We, 0x3f, Bot, High).pos(0),
|
||||
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr),
|
||||
create_door(player, 'Ice Freezors Up Ladder', Lddr),
|
||||
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr).dir(No, 0x3f, 2, High),
|
||||
create_door(player, 'Ice Freezors Up Ladder', Lddr).dir(No, 0x7e, 4, High),
|
||||
create_door(player, 'Ice Freezors Hole', Hole),
|
||||
create_door(player, 'Ice Freezors Bomb Hole', Hole), # combine these two? -- they have to lead to the same spot
|
||||
create_door(player, 'Ice Freezors Ledge Hole', Hole),
|
||||
@@ -1078,8 +1085,8 @@ def create_doors(world, player):
|
||||
create_door(player, 'GT Torch Cross WN', Nrml).dir(We, 0x96, Top, High).pos(1),
|
||||
create_door(player, 'GT Torch Cross ES', Intr).dir(Ea, 0x96, Bot, High).pos(0),
|
||||
create_door(player, 'GT Staredown WS', Intr).dir(We, 0x96, Bot, High).pos(0),
|
||||
create_door(player, 'GT Staredown Up Ladder', Lddr),
|
||||
create_door(player, 'GT Falling Torches Down Ladder', Lddr),
|
||||
create_door(player, 'GT Staredown Up Ladder', Lddr).dir(No, 0x96, 6, High),
|
||||
create_door(player, 'GT Falling Torches Down Ladder', Lddr).dir(So, 0x3d, 7, High),
|
||||
create_door(player, 'GT Falling Torches NE', Intr).dir(No, 0x3d, Right, High).pos(0),
|
||||
create_door(player, 'GT Mini Helmasaur Room SE', Intr).dir(So, 0x3d, Right, High).pos(0),
|
||||
create_door(player, 'GT Falling Torches Hole', Hole),
|
||||
@@ -1156,9 +1163,11 @@ def create_doors(world, player):
|
||||
world.get_door('PoD Map Balcony WS', player).c_switch()
|
||||
world.get_door('PoD Map Balcony South Stairs', player).c_switch()
|
||||
world.get_door('PoD Bow Statue SW', player).c_switch()
|
||||
world.get_door('PoD Bow Statue Down Ladder', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Up Ladder', player).c_switch()
|
||||
world.get_door('PoD Bow Statue Moving Wall Path', player).barrier(CrystalBarrier.Orange)
|
||||
world.get_door('PoD Bow Statue Crystal Path', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs WN', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Switch Path', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Hammer Path', player).c_switch()
|
||||
|
||||
world.get_door('Swamp Crystal Switch EN', player).c_switch()
|
||||
world.get_door('Swamp Crystal Switch SE', player).c_switch()
|
||||
|
||||
@@ -55,19 +55,21 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player):
|
||||
|
||||
|
||||
def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
|
||||
stonewall = check_for_stonewall(builder)
|
||||
stonewalls = check_for_stonewalls(builder)
|
||||
sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player)
|
||||
if stonewall and not stonewall_valid(stonewall):
|
||||
builder.pre_open_stonewall = stonewall
|
||||
for stonewall in stonewalls:
|
||||
if not stonewall_valid(stonewall):
|
||||
builder.pre_open_stonewalls.add(stonewall)
|
||||
return sector
|
||||
|
||||
|
||||
def check_for_stonewall(builder):
|
||||
def check_for_stonewalls(builder):
|
||||
stonewalls = set()
|
||||
for sector in builder.sectors:
|
||||
for door in sector.outstanding_doors:
|
||||
if door.stonewall:
|
||||
return door
|
||||
return None
|
||||
stonewalls.add(door)
|
||||
return stonewalls
|
||||
|
||||
|
||||
def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player):
|
||||
@@ -418,8 +420,7 @@ def check_valid(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, a
|
||||
true_origin_hooks = [x for x in dungeon['Origin'].hooks.keys() if not x.bigKey or possible_bks > 0 or not bk_needed]
|
||||
if len(true_origin_hooks) == 0 and len(proposed_map.keys()) < len(doors_to_connect):
|
||||
return False
|
||||
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(
|
||||
doors_to_connect):
|
||||
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(doors_to_connect):
|
||||
return False
|
||||
for key in hangers.keys():
|
||||
if len(hooks[key]) > 0 and len(hangers[key]) == 0:
|
||||
@@ -694,17 +695,17 @@ hang_dir_map = {
|
||||
def hanger_from_door(door):
|
||||
if door.type == DoorType.SpiralStairs:
|
||||
return Hook.Stairs
|
||||
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs]:
|
||||
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
return hang_dir_map[door.direction]
|
||||
return None
|
||||
|
||||
|
||||
def connect_doors(a, b):
|
||||
# Return on unsupported types.
|
||||
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Ladder, DoorType.Interior, DoorType.Logical]:
|
||||
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
|
||||
return
|
||||
# Connect supported types
|
||||
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs]:
|
||||
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
if a.blocked:
|
||||
connect_one_way(b.entrance, a.entrance)
|
||||
elif b.blocked:
|
||||
@@ -1171,7 +1172,7 @@ class DungeonBuilder(object):
|
||||
self.path_entrances = None # used for pathing/key doors, I think
|
||||
self.split_flag = False
|
||||
|
||||
self.pre_open_stonewall = None # used by stonewall system
|
||||
self.pre_open_stonewalls = set() # used by stonewall system
|
||||
|
||||
self.candidates = None
|
||||
self.key_doors_num = None
|
||||
|
||||
@@ -213,8 +213,8 @@ pod_regions = [
|
||||
'PoD Map Balcony', 'PoD Conveyor', 'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room',
|
||||
'PoD Stalfos Basement', 'PoD Basement Ledge', 'PoD Big Key Landing', 'PoD Falling Bridge',
|
||||
'PoD Falling Bridge Ledge', 'PoD Dark Maze', 'PoD Big Chest Balcony', 'PoD Compass Room', 'PoD Dark Basement',
|
||||
'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs', 'PoD Lonely Turtle', 'PoD Turtle Party',
|
||||
'PoD Dark Alley', 'PoD Callback', 'PoD Boss', 'Palace of Darkness Portal'
|
||||
'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Bow Statue Moving Wall', 'PoD Dark Pegs', 'PoD Dark Pegs Ladder', 'PoD Dark Pegs Switch',
|
||||
'PoD Lonely Turtle', 'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss', 'Palace of Darkness Portal'
|
||||
]
|
||||
|
||||
swamp_regions = [
|
||||
|
||||
@@ -45,7 +45,7 @@ Doors are not shuffled.
|
||||
#### Level 1
|
||||
Normal door and spiral staircases are shuffled
|
||||
#### Level 2
|
||||
Same as Level 1 plus open edges and straight staircases are shuffled.
|
||||
Same as Level 1 plus open edges and both types of straight staircases are shuffled.
|
||||
#### Level 3
|
||||
Same as Level 2 plus Dungeon Lobbies are shuffled
|
||||
|
||||
|
||||
10
Regions.py
10
Regions.py
@@ -401,8 +401,11 @@ def create_dungeon_regions(world, player):
|
||||
create_dungeon_region(player, 'PoD Dark Basement', 'Palace of Darkness', ['Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right'], ['PoD Dark Basement W Up Stairs', 'PoD Dark Basement E Up Stairs']),
|
||||
create_dungeon_region(player, 'PoD Harmless Hellway', 'Palace of Darkness', ['Palace of Darkness - Harmless Hellway'], ['PoD Harmless Hellway NE', 'PoD Harmless Hellway SE']),
|
||||
create_dungeon_region(player, 'PoD Mimics 2', 'Palace of Darkness', None, ['PoD Mimics 2 SW', 'PoD Mimics 2 NW']),
|
||||
create_dungeon_region(player, 'PoD Bow Statue', 'Palace of Darkness', None, ['PoD Bow Statue SW', 'PoD Bow Statue Down Ladder']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs', 'Palace of Darkness', None, ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs WN']),
|
||||
create_dungeon_region(player, 'PoD Bow Statue', 'Palace of Darkness', None, ['PoD Bow Statue SW', 'PoD Bow Statue Crystal Path']),
|
||||
create_dungeon_region(player, 'PoD Bow Statue Moving Wall', 'Palace of Darkness', None, ['PoD Bow Statue Moving Wall Path', 'PoD Bow Statue Down Ladder', 'PoD Bow Statue Moving Wall Cane Path']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs', 'Palace of Darkness', None, ['PoD Dark Pegs Hammer Path', 'PoD Dark Pegs WN']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs Ladder', 'Palace of Darkness', None, ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs Ladder Cane Path']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs Switch', 'Palace of Darkness', None, ['PoD Dark Pegs Switch Path']),
|
||||
create_dungeon_region(player, 'PoD Lonely Turtle', 'Palace of Darkness', None, ['PoD Lonely Turtle SW', 'PoD Lonely Turtle EN']),
|
||||
create_dungeon_region(player, 'PoD Turtle Party', 'Palace of Darkness', None, ['PoD Turtle Party ES', 'PoD Turtle Party NW']),
|
||||
create_dungeon_region(player, 'PoD Dark Alley', 'Palace of Darkness', None, ['PoD Dark Alley NE']),
|
||||
@@ -762,7 +765,8 @@ def create_dungeon_regions(world, player):
|
||||
world.get_region('PoD Arena Main', player).crystal_switch = True
|
||||
world.get_region('PoD Arena Bridge', player).crystal_switch = True # RANGED Weapon Required
|
||||
world.get_region('PoD Sexy Statue', player).crystal_switch = True
|
||||
world.get_region('PoD Bow Statue', player).crystal_switch = True # LADDER not accessible (maybe with cane)
|
||||
world.get_region('PoD Bow Statue', player).crystal_switch = True
|
||||
world.get_region('PoD Dark Pegs Switch', player).crystal_switch = True
|
||||
world.get_region('PoD Dark Pegs', player).crystal_switch = True
|
||||
world.get_region('Swamp Crystal Switch', player).crystal_switch = True
|
||||
world.get_region('Thieves Spike Switch', player).crystal_switch = True
|
||||
|
||||
10
Rom.py
10
Rom.py
@@ -27,7 +27,7 @@ from EntranceShuffle import door_addresses, exit_ids
|
||||
|
||||
|
||||
JAP10HASH = '03a63945398191337e896e5771f77173'
|
||||
RANDOMIZERBASEHASH = '30147375153cc57197805eddf38c2a23'
|
||||
RANDOMIZERBASEHASH = 'bffd4e834049ca5f5295601436fc6009'
|
||||
|
||||
|
||||
class JsonRom(object):
|
||||
@@ -685,7 +685,7 @@ def patch_rom(world, rom, player, team, enemized):
|
||||
for door in world.doors:
|
||||
if door.dest is not None and isinstance(door.dest, Door) and\
|
||||
door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs,
|
||||
DoorType.Open, DoorType.StraightStairs]:
|
||||
DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
rom.write_bytes(door.getAddress(), door.dest.getTarget(door))
|
||||
for paired_door in world.paired_doors[player]:
|
||||
rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player))
|
||||
@@ -693,9 +693,11 @@ def patch_rom(world, rom, player, team, enemized):
|
||||
if world.doorShuffle[player] != 'vanilla':
|
||||
|
||||
for builder in world.dungeon_layouts[player].values():
|
||||
if builder.pre_open_stonewall:
|
||||
if builder.pre_open_stonewall.name == 'Desert Wall Slide NW':
|
||||
for stonewall in builder.pre_open_stonewalls:
|
||||
if stonewall.name == 'Desert Wall Slide NW':
|
||||
dr_flags |= DROptions.Open_Desert_Wall
|
||||
elif stonewall.name == 'PoD Bow Statue Down Ladder':
|
||||
dr_flags |= DROptions.Open_PoD_Wall
|
||||
for name, pair in boss_indicator.items():
|
||||
dungeon_id, boss_door = pair
|
||||
opposite_door = world.get_door(boss_door, player).dest
|
||||
|
||||
10
Rules.py
10
Rules.py
@@ -180,8 +180,10 @@ def global_rules(world, player):
|
||||
set_rule(world.get_entrance('PoD Mimics 2 NW', player), lambda state: state.can_shoot_arrows(player))
|
||||
set_rule(world.get_entrance('PoD Bow Statue Down Ladder', player), lambda state: state.can_shoot_arrows(player))
|
||||
set_rule(world.get_entrance('PoD Map Balcony Drop Down', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs WN', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Up Ladder', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Hammer Path', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Ladder Hammer Path', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Ladder Cane Path', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_entrance('PoD Bow Statue Moving Wall Cane Path', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize', player))
|
||||
|
||||
@@ -723,7 +725,9 @@ def no_glitches_rules(world, player):
|
||||
'PoD Callback': {'sewer': False, 'entrances': ['PoD Callback WS', 'PoD Callback Warp'], 'locations': []},
|
||||
'PoD Turtle Party': {'sewer': False, 'entrances': ['PoD Turtle Party ES', 'PoD Turtle Party NW'], 'locations': []},
|
||||
'PoD Lonely Turtle': {'sewer': False, 'entrances': ['PoD Lonely Turtle SW', 'PoD Lonely Turtle EN'], 'locations': []},
|
||||
'PoD Dark Pegs': {'sewer': False, 'entrances': ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs WN'], 'locations': []},
|
||||
'PoD Dark Pegs': {'sewer': False, 'entrances': ['PoD Dark Pegs Hammer Path', 'PoD Dark Pegs WN'], 'locations': []},
|
||||
'PoD Dark Pegs Ladder': {'sewer': False, 'entrances': ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs Ladder Cane Path'], 'locations': []},
|
||||
'PoD Dark Pegs Switch': {'sewer': False, 'entrances': ['PoD Dark Pegs Switch Path'], 'locations': []},
|
||||
'PoD Dark Basement': {'sewer': False, 'entrances': ['PoD Dark Basement W Up Stairs', 'PoD Dark Basement E Up Stairs'], 'locations': ['Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right']},
|
||||
'PoD Dark Maze': {'sewer': False, 'entrances': ['PoD Dark Maze EN', 'PoD Dark Maze E'], 'locations': ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom']},
|
||||
'Eastern Dark Square': {'sewer': False, 'entrances': ['Eastern Dark Square NW', 'Eastern Dark Square Key Door WN', 'Eastern Dark Square EN'], 'locations': []},
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
; Free RAM notes
|
||||
; Normal doors use $AB-AC for scrolling indicator
|
||||
; Normal doors use $FE to store the trap door indicator
|
||||
; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs
|
||||
; Normal doors use $045f to determine the order in which supertile quadrants are drawn
|
||||
; Spiral doors use $045e to store stair type
|
||||
; Gfx uses $b1 to for sub-sub-sub-module thing
|
||||
|
||||
@@ -35,7 +37,7 @@ incsrc edges.asm
|
||||
incsrc math.asm
|
||||
incsrc hudadditions.asm
|
||||
incsrc dr_lobby.asm
|
||||
warnpc $279700
|
||||
warnpc $279C00
|
||||
|
||||
incsrc doortables.asm
|
||||
warnpc $288000
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
org $279700
|
||||
org $279C00
|
||||
KeyDoorOffset:
|
||||
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
|
||||
dw $0000,$0001,$0003,$0000,$0006,$0000,$000b,$0000,$0000,$0000,$000c,$000d,$0010,$0011,$0012,$0000
|
||||
@@ -58,7 +58,7 @@ db $9f
|
||||
|
||||
org $27A000
|
||||
DoorTable:
|
||||
;; NW 00 N 01 N 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
|
||||
;; NW 00 N 01 NE 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
|
||||
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row
|
||||
dw $0003, $0003, $0003, $0450, $0003, $0003, $0003, $0003, $0003, $0452, $0003, $0003 ; HC Back Hall (x01)
|
||||
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Switches (x02)
|
||||
@@ -227,7 +227,7 @@ dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003,
|
||||
;dw $0080, $1f50 ; ->zelda's cellblock
|
||||
|
||||
org $27B000
|
||||
SpiralTable: ;113 4 byte entries - should end at 27B44C
|
||||
SpiralTable: ;113 4 byte entries - should end at 27B1C4
|
||||
dw $0203, $8080 ;null row
|
||||
dw $0203, $8080 ;HC Backhallway
|
||||
dw $0203, $8080 ;Sewer Pull
|
||||
@@ -557,6 +557,20 @@ MultDivInfo: ; (1, 2, 3, 4, 5, 6, 10, 20)
|
||||
db $01, $02, $03, $04, $05, $06, $0a, $14
|
||||
; indices: 0-7
|
||||
|
||||
; In-room stairs in North/South pairs. From left to right:
|
||||
; PoD, IP right side, IP Freezor chest and GT
|
||||
org $27C700
|
||||
InroomStairsTable:
|
||||
dw $0003,$0003, $0003,$0003, $0003,$0003, $0003,$0003
|
||||
|
||||
org $27C720
|
||||
InroomStairsRoom:
|
||||
db $0B,$1B, $3F,$1F, $7E,$5E, $96,$3D
|
||||
InroomStairsX:
|
||||
dw $0190, $0160, $0040, $0178
|
||||
InroomStairsY:
|
||||
dw $0058, $0148, $0198, $0190
|
||||
|
||||
|
||||
; dungeon tables
|
||||
; HC HC EP DP AT SP PD MM SW IP TH TT TR GT
|
||||
|
||||
@@ -46,8 +46,19 @@ org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
|
||||
jsl StraightStairLayerFix
|
||||
org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
|
||||
jsl DoorToStraight : nop
|
||||
org $02c092 ; STA $0020, Y : LDX #$00
|
||||
jsl DoorToInroom : nop
|
||||
org $02c0f8 ; CMP $02C034, X
|
||||
jsl DoorToInroomEnd
|
||||
org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
|
||||
jsl StraightStairsTrapDoor : rts
|
||||
org $028b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
|
||||
jsl InroomStairsTrapDoor
|
||||
|
||||
org $0289a0 ; JSL $0091C4
|
||||
jsl QuadrantLoadOrderBeforeScroll
|
||||
org $02bd9c ; JSL $0091C4
|
||||
jsl QuadrantLoadOrderAfterScroll
|
||||
|
||||
|
||||
; Graphics fix
|
||||
|
||||
@@ -52,14 +52,20 @@ LoadEdgeRoomVert:
|
||||
lda $03 : sta $a0
|
||||
sty $06
|
||||
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
|
||||
lda $04 : and #$80 : bne .edge
|
||||
lda $04 : sta $01 ; load up flags in $01
|
||||
and #$03 : cmp #$03 : beq .inroom
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr PrepScrollToNormal
|
||||
bra .scroll
|
||||
|
||||
.inroom
|
||||
jsr ScrollToInroomStairs
|
||||
rts
|
||||
|
||||
.edge
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
lda $04 : and #$10 : beq +
|
||||
lda #$01
|
||||
+ sta $ee ; layer stuff
|
||||
|
||||
118
asm/normal.asm
118
asm/normal.asm
@@ -31,6 +31,13 @@ WarpUp:
|
||||
jsr Cleanup
|
||||
rtl
|
||||
|
||||
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
|
||||
macro StonewallCheck(Room)
|
||||
lda $a0 : cmp.b #<Room> : bne ?end
|
||||
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
|
||||
?end
|
||||
endmacro
|
||||
|
||||
WarpDown:
|
||||
lda.l DRMode : beq .end
|
||||
lda $040c : cmp.b #$ff : beq .end
|
||||
@@ -38,6 +45,7 @@ WarpDown:
|
||||
jsr CalcIndex
|
||||
!add #$0c : ldy #$ff ; offsets in A, Y
|
||||
jsr LoadRoomVert
|
||||
%StonewallCheck($43)
|
||||
.end
|
||||
jsr Cleanup
|
||||
rtl
|
||||
@@ -130,15 +138,20 @@ LoadRoomVert:
|
||||
.gtg ;Good to Go!
|
||||
pla ; Throw away normal room (don't fill up the stack)
|
||||
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
|
||||
lda $01 : and #$80 : beq .normal
|
||||
lda $01 : and #$80 : beq .notEdge
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
ldy $06 : cpy #$ff : beq +
|
||||
lda $01 : jsr LoadSouthMidpoint : bra ++
|
||||
+ lda $01 : jsr LoadNorthMidpoint
|
||||
++ jsr PrepScrollToEdge : bra .scroll
|
||||
|
||||
.notEdge
|
||||
lda $01 : and #$03 : cmp #$03 : bne .normal
|
||||
jsr ScrollToInroomStairs
|
||||
bra .end
|
||||
.normal
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr PrepScrollToNormal
|
||||
.scroll
|
||||
lda $01 : and #$40 : pha
|
||||
@@ -180,6 +193,68 @@ ShiftVariablesMainDir:
|
||||
rts
|
||||
}
|
||||
|
||||
; Normal Flags should be in $01
|
||||
ScrollToInroomStairs:
|
||||
{
|
||||
jsr PrepScrollToInroomStairs
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr ScrollX
|
||||
ldy #$00 : jsr ApplyScroll
|
||||
lda $a0 : and #$0f : cmp #$0f : bne +
|
||||
stz $e0 : stz $e2 ; special case camera fix
|
||||
lda #$1f : sta $e1 : sta $e3
|
||||
+
|
||||
rts
|
||||
}
|
||||
|
||||
; Direction should be in $06, Shift Value (see above) in $02 and other info in $01
|
||||
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
|
||||
PrepScrollToInroomStairs:
|
||||
{
|
||||
lda $01 : and #$30 : lsr #3 : tay
|
||||
lda.w InroomStairsX,y : sta $04
|
||||
lda.w InroomStairsX+1,y : sta $05
|
||||
lda $06 : cmp #$ff : beq .south
|
||||
lda.w InroomStairsY+1,y : bne +
|
||||
inc $045f ; flag indicating special screen transition
|
||||
dec $02 ; shift variables further
|
||||
stz $aa
|
||||
lda $a8 : and #%11111101 : sta $a8
|
||||
stz $0613 ; North scroll target
|
||||
inc $0603 : inc $0607
|
||||
dec $0619 : dec $061b
|
||||
+
|
||||
lda.w InroomStairsY,y : !add #$20 : sta $20
|
||||
!sub #$38 : sta $045e
|
||||
lda $01 : and #$40 : beq +
|
||||
lda $20 : !add #$20 : sta $20
|
||||
stz $045f
|
||||
+
|
||||
dec $21
|
||||
%StonewallCheck($1b)
|
||||
bra ++
|
||||
.south
|
||||
lda.w InroomStairsY+1,y : beq +
|
||||
inc $045f ; flag indicating special screen transition
|
||||
inc $02 ; shift variables further
|
||||
lda #$02 : sta $aa
|
||||
lda $a8 : ora #%00000010 : sta $a8
|
||||
inc $0611 ; South scroll target
|
||||
dec $0603 : dec $0607
|
||||
inc $0619 : inc $061b
|
||||
+
|
||||
lda.w InroomStairsY,y : !sub #$20 : sta $20
|
||||
!add #$38 : sta $045e
|
||||
lda $01 : and #$40 : beq +
|
||||
lda $20 : !sub #$20 : sta $20
|
||||
stz $045f
|
||||
+
|
||||
inc $21
|
||||
++
|
||||
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
|
||||
stz $0476
|
||||
+ rts
|
||||
}
|
||||
|
||||
; Target pixel should be in A, other info in $01
|
||||
; Sets $04 $05 and $ee
|
||||
@@ -214,6 +289,7 @@ StraightStairsAdj:
|
||||
{
|
||||
stx $0464 : sty $012e ; what we wrote over
|
||||
lda.l DRMode : beq +
|
||||
lda $045e : bne .toInroom
|
||||
jsr GetTileAttribute : tax
|
||||
lda $11 : cmp #$12 : beq .goingNorth
|
||||
lda $a2 : cmp #$51 : bne ++
|
||||
@@ -234,6 +310,9 @@ StraightStairsAdj:
|
||||
pla : !add #$f6 : pha
|
||||
++ pla : !add $0464 : sta $0464
|
||||
+ rtl
|
||||
.toInroom
|
||||
lda #$32 : sta $0464 : stz $045e
|
||||
rtl
|
||||
}
|
||||
|
||||
GetTileAttribute:
|
||||
@@ -283,11 +362,32 @@ DoorToStraight:
|
||||
rtl
|
||||
}
|
||||
|
||||
DoorToInroom:
|
||||
{
|
||||
ldx $045e : bne .end
|
||||
sta $0020, y ; what we wrote over
|
||||
.end
|
||||
ldx #$00 ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
DoorToInroomEnd:
|
||||
{
|
||||
ldy $045e : beq .vanilla
|
||||
cmp $045e : bne .return
|
||||
stz $045e ; clear
|
||||
.return
|
||||
rtl
|
||||
.vanilla
|
||||
cmp $02c034, x ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
StraightStairsTrapDoor:
|
||||
{
|
||||
lda $0464 : bne +
|
||||
; reset function
|
||||
phk : pea.w .jslrtsreturn-1
|
||||
.reset phk : pea.w .jslrtsreturn-1
|
||||
pea.w $02802c
|
||||
jml $028c73 ; $10D71 .reset label of Bank02
|
||||
.jslrtsreturn
|
||||
@@ -300,5 +400,15 @@ StraightStairsTrapDoor:
|
||||
inc $0468 : stz $068e : stz $0690
|
||||
++ rtl
|
||||
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
|
||||
.end rtl
|
||||
rtl
|
||||
}
|
||||
|
||||
InroomStairsTrapDoor:
|
||||
{
|
||||
lda $0200 : cmp #$05 : beq .reset
|
||||
lda $b0 : jml $008781 ; what we wrote over (essentially)
|
||||
.reset
|
||||
pla : pla : pla
|
||||
jsl StraightStairsTrapDoor_reset
|
||||
jml $028b15 ; just some RTS in bank 02
|
||||
}
|
||||
@@ -37,6 +37,8 @@ OnFileLoadOverride:
|
||||
jsl OnFileLoad ; what I wrote over
|
||||
lda.l DRFlags : and #$80 : beq + ;flag is off
|
||||
lda $7ef086 : ora #$80 : sta $7ef086
|
||||
+ lda.l DRFlags : and #$40 : beq + ;flag is off
|
||||
lda $7ef036 : ora #$80 : sta $7ef036
|
||||
+ lda.l DRFlags : and #$02 : beq +
|
||||
lda $7ef353 : bne +
|
||||
lda #$01 : sta $7ef353
|
||||
|
||||
@@ -204,3 +204,17 @@ ApplyScroll:
|
||||
sta $00e2, y
|
||||
sta $00e0, y
|
||||
stz $ab : sep #$30 : rts
|
||||
|
||||
QuadrantLoadOrderBeforeScroll:
|
||||
lda $045f : beq .end
|
||||
lda #$08 : sta $045c ; start with opposite quadrant row
|
||||
.end
|
||||
jsl $0091c4 ; what we overwrote
|
||||
rtl
|
||||
|
||||
QuadrantLoadOrderAfterScroll:
|
||||
lda $045f : beq .end
|
||||
stz $045c : stz $045f ; draw other row and clear flag
|
||||
.end
|
||||
jsl $0091c4 ; what we overwrote
|
||||
rtl
|
||||
122
asm/spiral.asm
122
asm/spiral.asm
@@ -2,9 +2,10 @@ RecordStairType: {
|
||||
pha
|
||||
lda.l DRMode : beq .norm
|
||||
lda $040c : cmp #$ff : beq .norm
|
||||
lda $0e : sta $045e
|
||||
cmp #$26 : beq .norm ; skipping in-floor staircases
|
||||
pla : bra +
|
||||
lda $0e
|
||||
cmp #$25 : bcc ++ ; don't record straight staircases
|
||||
sta $045e
|
||||
++ pla : bra +
|
||||
.norm pla : sta $a0
|
||||
+ lda $063d, x
|
||||
rtl
|
||||
@@ -15,8 +16,13 @@ SpiralWarp: {
|
||||
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
|
||||
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
|
||||
cmp #$5f : beq .gtg
|
||||
cmp #$26 : beq .inroom
|
||||
.abort
|
||||
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
|
||||
.inroom
|
||||
jsr InroomStairsWarp
|
||||
lda $a2 : and #$0f ; this is the code we are hijacking
|
||||
rtl
|
||||
|
||||
.gtg
|
||||
phb : phk : plb : phx : phy ; push stuff
|
||||
@@ -70,6 +76,13 @@ SpiralWarp: {
|
||||
lda $01 : and #$20 : sta $07 ; zeroVtCam check
|
||||
ldy #$01 : jsr SetCamera
|
||||
|
||||
jsr StairCleanup
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
lda $a2 : and #$0f ; this is the code we are hijacking
|
||||
rtl
|
||||
}
|
||||
|
||||
StairCleanup: {
|
||||
stz $045e ; clear the staircase flag
|
||||
|
||||
; animated tiles fix
|
||||
@@ -81,9 +94,7 @@ SpiralWarp: {
|
||||
jsl DecompDungAnimatedTiles
|
||||
+
|
||||
stz $047a
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
lda $a2 : and #$0f ; this is the code we are hijacking
|
||||
rtl
|
||||
rts
|
||||
}
|
||||
|
||||
;Sets the offset in A
|
||||
@@ -105,7 +116,7 @@ LookupSpiralOffset: {
|
||||
lda $a9 : ora $aa : and #$03 : beq .quad0
|
||||
cmp #$01 : beq .quad1
|
||||
cmp #$02 : beq .quad2
|
||||
cmp #$03 : beq .quad3
|
||||
bra .quad3
|
||||
.quad0
|
||||
inc $01 : lda $a2
|
||||
cmp #$0c : beq .q0diff ;gt ent
|
||||
@@ -138,6 +149,103 @@ LookupSpiralOffset: {
|
||||
rts
|
||||
}
|
||||
|
||||
InroomStairsWarp: {
|
||||
phb : phk : plb : phx : phy ; push stuff
|
||||
; find stairs by room and store index in X
|
||||
lda $a0 : ldx #$07
|
||||
.loop
|
||||
cmp.w InroomStairsRoom,x
|
||||
beq .found
|
||||
dex
|
||||
bne .loop
|
||||
.found
|
||||
rep #$30
|
||||
txa : and #$00ff : asl : tay
|
||||
lda.w InroomStairsTable,y : sta $00
|
||||
sep #$30
|
||||
sta $a0
|
||||
|
||||
; set position and everything else based on target door type
|
||||
txa : and #$01 : eor #$01 : sta $07
|
||||
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
|
||||
lda $01 : and #$80 : beq .notEdge
|
||||
lda $07 : sta $03 : beq +
|
||||
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$e0
|
||||
bra ++
|
||||
+
|
||||
lda $01 : jsr LoadNorthMidpoint : sta $22 : lda #$1b
|
||||
++
|
||||
sta $20
|
||||
lda $01 : and #$20 : beq +
|
||||
lda #$01
|
||||
+
|
||||
sta $02
|
||||
stz $07
|
||||
lda $01 : and #$10 : lsr #4
|
||||
brl .layer
|
||||
.notEdge
|
||||
lda $01 : and #$03 : cmp #$03 : bne .normal
|
||||
lda $01 : and #$30 : lsr #3 : tay
|
||||
lda.w InroomStairsX,y : sta $22
|
||||
lda.w InroomStairsX+1,y : sta $02
|
||||
lda.w InroomStairsY+1,y : sta $03
|
||||
lda.w InroomStairsY,y
|
||||
ldy $07 : beq +
|
||||
!add #$07
|
||||
+
|
||||
sta $20
|
||||
%StonewallCheck($1b)
|
||||
inc $07
|
||||
lda $01 : and #$04 : lsr #2
|
||||
bra .layer
|
||||
.normal
|
||||
lda $01 : sta $fe ; trap door
|
||||
lda $07 : sta $03 : beq +
|
||||
lda #$e0
|
||||
ldy $a0 : cpy #$51 : bne ++ ; special fix for throne room
|
||||
!sub #$18
|
||||
bra ++
|
||||
+
|
||||
%StonewallCheck($43)
|
||||
lda #$1b
|
||||
++
|
||||
sta $20
|
||||
inc $07 : stz $02 : lda #$78 : sta $22
|
||||
lda $01 : and #$03 : beq ++
|
||||
cmp #$02 : !bge +
|
||||
lda #$f8 : sta $22 : stz $07 : bra ++
|
||||
+ inc $02
|
||||
++
|
||||
lda $01 : and #$04 : lsr #2
|
||||
|
||||
.layer
|
||||
sta $ee
|
||||
bne +
|
||||
stz $0476
|
||||
+
|
||||
|
||||
lda $02 : !sub $a9
|
||||
beq .skipXQuad
|
||||
sta $06 : !add $a9 : sta $a9
|
||||
ldy #$00 : jsr ShiftQuadSimple
|
||||
.skipXQuad
|
||||
lda $aa : lsr : sta $06 : lda $03 : !sub $06
|
||||
beq .skipYQuad
|
||||
sta $06 : asl : !add $aa : sta $aa
|
||||
ldy #$01 : jsr ShiftQuadSimple
|
||||
.skipYQuad
|
||||
|
||||
ldy #$00 : jsr SetCamera ; horizontal camera
|
||||
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
|
||||
lda $20 : cmp #$e0 : bcc +
|
||||
lda $e8 : bne +
|
||||
lda #$10 : sta $e8 ; adjust vertical camera at bottom
|
||||
+
|
||||
jsr StairCleanup
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
rts
|
||||
}
|
||||
|
||||
ShiftQuadSimple: {
|
||||
lda.w CoordIndex,y : tax
|
||||
lda $20,x : beq .skip
|
||||
|
||||
Binary file not shown.
@@ -202,7 +202,7 @@
|
||||
"intensity" : [
|
||||
"Door Shuffle Intensity Level (default: %(default)s)",
|
||||
"1: Shuffles normal doors and spiral staircases",
|
||||
"2: And shuffles open edges and straight staircases",
|
||||
"2: And shuffles open edges and both types of straight staircases",
|
||||
"3: And shuffles dungeon lobbies",
|
||||
"random: Picks one of those at random"
|
||||
],
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
|
||||
"randomizer.dungeon.dungeonintensity": "Intensity Level",
|
||||
"randomizer.dungeon.dungeonintensity.1": "1: Normal Supertile and Spiral Stairs",
|
||||
"randomizer.dungeon.dungeonintensity.2": "2: Open Edges and Straight Stairs",
|
||||
"randomizer.dungeon.dungeonintensity.2": "2: Open Edges, Straight Stairs and In-Room Stairs",
|
||||
"randomizer.dungeon.dungeonintensity.3": "3: Dungeon Lobbies",
|
||||
"randomizer.dungeon.dungeonintensity.random": "Random",
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
"random"
|
||||
],
|
||||
"config": {
|
||||
"width": 35
|
||||
"width": 45
|
||||
}
|
||||
},
|
||||
"potshuffle": { "type": "checkbox" },
|
||||
|
||||
Reference in New Issue
Block a user