Implemented Bonk Drop Shuffle
This commit is contained in:
@@ -1080,6 +1080,9 @@ class CollectionState(object):
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return True
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return False
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def can_collect_bonkdrops(self, player):
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return self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player))
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def can_farm_rupees(self, player):
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tree_pulls = ['Lost Woods East Area',
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'Snitch Lady (East)',
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@@ -1192,7 +1195,7 @@ class CollectionState(object):
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if can_reach_non_bunny(region):
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return True
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if self.has_Boots(player):
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if not self.world.shuffle_bonk_drops[player] and self.can_collect_bonkdrops(player):
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for region in bonk_bombs:
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if can_reach_non_bunny(region):
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return True
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@@ -2696,6 +2699,7 @@ class LocationType(FastEnum):
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Shop = 3
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Pot = 4
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Drop = 5
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Bonk = 6
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class Item(object):
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@@ -2911,6 +2915,7 @@ class Spoiler(object):
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'ow_mixed': self.world.owMixed,
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'ow_whirlpool': self.world.owWhirlpoolShuffle,
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'ow_fluteshuffle': self.world.owFluteShuffle,
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'bonk_drops': self.world.shuffle_bonk_drops,
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'shuffle': self.world.shuffle,
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'shuffleganon': self.world.shuffle_ganon,
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'shufflelinks': self.world.shufflelinks,
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@@ -3123,6 +3128,7 @@ class Spoiler(object):
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outfile.write('Swapped OW (Mixed):'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_mixed'][player]))
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outfile.write('Whirlpool Shuffle:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_whirlpool'][player]))
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outfile.write('Flute Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_fluteshuffle'][player])
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outfile.write('Bonk Drops:'.ljust(line_width) + '%s\n' % yn(self.metadata['bonk_drops'][player]))
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outfile.write('Entrance Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['shuffle'][player])
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if self.metadata['shuffle'][player] != 'vanilla':
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outfile.write('Shuffle GT/Ganon:'.ljust(line_width) + '%s\n' % yn(self.metadata['shuffleganon'][player]))
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29
Fill.py
29
Fill.py
@@ -355,18 +355,23 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
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# handle pot shuffle
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pots_used = False
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pot_item_pool = collections.defaultdict(list)
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for item in world.itempool:
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if item.name in ['Chicken', 'Big Magic']: # can only fill these in that players world
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pot_item_pool[item.player].append(item)
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for player, pot_pool in pot_item_pool.items():
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if pot_pool:
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for pot_item in pot_pool:
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world.itempool.remove(pot_item)
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pot_locations = [location for location in fill_locations
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if location.type == LocationType.Pot and location.player == player]
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pot_locations = filter_pot_locations(pot_locations, world)
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fast_fill_helper(world, pot_pool, pot_locations)
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pots_used = True
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# guarantee one big magic in a bonk location
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for player in range(1, world.players + 1):
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if world.shuffle_bonk_drops[player]:
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for item in world.itempool:
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if item.name in ['Big Magic']:
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pot_item_pool[player].append(item)
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break
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for player, magic_pool in pot_item_pool.items():
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world.itempool.remove(magic_pool[0])
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pot_locations = [location for location in fill_locations
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if location.type == LocationType.Bonk and location.player == player]
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pot_locations = filter_pot_locations(pot_locations, world)
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fast_fill_helper(world, magic_pool, pot_locations)
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pots_used = True
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if pots_used:
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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33
ItemList.py
33
ItemList.py
@@ -3,11 +3,12 @@ import logging
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import math
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import RaceRandom as random
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from BaseClasses import Region, RegionType, Shop, ShopType, Location, CollectionState, PotItem
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from BaseClasses import LocationType, Region, RegionType, Shop, ShopType, Location, CollectionState, PotItem
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from EntranceShuffle import connect_entrance
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from Regions import shop_to_location_table, retro_shops, shop_table_by_location, valid_pot_location
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from Fill import FillError, fill_restrictive, fast_fill, get_dungeon_item_pool
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from PotShuffle import vanilla_pots
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from Tables import bonk_prize_lookup
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from Items import ItemFactory
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from source.item.FillUtil import trash_items, pot_items
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@@ -411,6 +412,10 @@ def generate_itempool(world, player):
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if world.pottery[player] not in ['none', 'keys']:
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add_pot_contents(world, player)
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if world.shuffle_bonk_drops[player]:
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create_dynamic_bonkdrop_locations(world, player)
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add_bonkdrop_contents(world, player)
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take_any_locations = [
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'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Light World Bomb Hut',
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@@ -500,6 +505,21 @@ def create_dynamic_shop_locations(world, player):
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loc.locked = True
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def create_dynamic_bonkdrop_locations(world, player):
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from Regions import bonk_prize_table
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for bonk_location, (_, _, _, region_name, hint_text) in bonk_prize_table.items():
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region = world.get_region(region_name, player)
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loc = Location(player, bonk_location, 0, region, hint_text)
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loc.type = LocationType.Bonk
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loc.parent_region = region
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loc.address = 0x2abb00 + (bonk_prize_table[loc.name][0] * 6) + 3
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region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.clear_location_cache()
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def fill_prizes(world, attempts=15):
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all_state = world.get_all_state(keys=True)
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for player in range(1, world.players + 1):
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@@ -779,6 +799,17 @@ def add_pot_contents(world, player):
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world.itempool.append(ItemFactory(item, player))
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def add_bonkdrop_contents(world, player):
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from Items import item_table
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for item_name, (_, count, alt_item) in bonk_prize_lookup.items():
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if item_name not in item_table:
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item_name = alt_item
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while (count > 0):
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item = ItemFactory(item_name, player)
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world.itempool.append(item)
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count -= 1
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def get_pool_core(progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, retro, bombbag, door_shuffle, logic, flute_activated):
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pool = []
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placed_items = {}
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8
Items.py
8
Items.py
@@ -81,10 +81,10 @@ item_table = {'Bow': (True, False, None, 0x0B, 200, 'You have\nchosen the\narche
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'Arrow Upgrade (+10)': (False, False, None, 0x54, 100, 'Increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Arrow Upgrade (+5)': (False, False, None, 0x53, 100, 'Increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Single Bomb': (False, False, None, 0x27, 5, 'I make things\ngo BOOM! But\njust once.', 'and the explosion', 'the bomb-holding kid', 'firecracker for sale', 'blend fungus into bomb', '\'splosion boy explodes again', 'a bomb'),
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'Arrows (5)': (False, False, None, 0x5A, 15, 'This will give\nyou five shots\nwith your bow!', 'and the arrow pack', 'stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again', 'five arrows'),
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'Arrows (5)': (False, False, None, 0xB5, 15, 'This will give\nyou five shots\nwith your bow!', 'and the arrow pack', 'stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again', 'five arrows'),
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'Small Magic': (False, False, None, 0x45, 5, 'A bit of magic', 'and the bit of magic', 'bit-o-magic kid', 'magic bit for sale', 'fungus for magic', 'magic boy conjures again', 'a bit of magic'),
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'Big Magic': (False, False, None, 0x5A, 40, 'A lot of magic', 'and lots of magic', 'lot-o-magic kid', 'magic refill for sale', 'fungus for magic', 'magic boy conjures again', 'a magic refill'),
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'Chicken': (False, False, None, 0x5A, 999, 'Cucco of Legend', 'and the legendary cucco', 'chicken kid', 'fried chicken for sale', 'fungus for chicken', 'cucco boy clucks again', 'a cucco'),
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'Big Magic': (False, False, None, 0xB4, 40, 'A lot of magic', 'and lots of magic', 'lot-o-magic kid', 'magic refill for sale', 'fungus for magic', 'magic boy conjures again', 'a magic refill'),
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'Chicken': (False, False, None, 0xB3, 999, 'Cucco of Legend', 'and the legendary cucco', 'chicken kid', 'fried chicken for sale', 'fungus for chicken', 'cucco boy clucks again', 'a cucco'),
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'Bombs (3)': (False, False, None, 0x28, 15, 'I make things\ngo triple\nBOOM!!!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'three bombs'),
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'Bombs (10)': (False, False, None, 0x31, 50, 'I make things\ngo BOOM! Ten\ntimes!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'ten bombs'),
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'Bomb Upgrade (+10)': (False, False, None, 0x52, 100, 'Increase bomb\nstorage, low\nlow price', 'and the bomb bag', 'boom-enlarging kid', 'bomb boost for sale', 'the shroom goes boom', 'upgrade boy explodes more again', 'bomb capacity'),
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@@ -177,6 +177,8 @@ item_table = {'Bow': (True, False, None, 0x0B, 200, 'You have\nchosen the\narche
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'Blue Potion': (False, False, None, 0x30, 160, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has blue goo again', 'a blue potion'),
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'Bee': (False, False, None, 0x0E, 10, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has mad bee again', 'a bee'),
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'Small Heart': (False, False, None, 0x42, 10, 'Just a little\npiece of love!', 'and the heart', 'the life-giving kid', 'little love for sale', 'fungus for life', 'life boy feels some love again', 'a heart'),
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'Apples': (False, False, None, 0xB1, 30, 'Just a few pieces of fruit!', 'and the juicy fruit', 'the fruity kid', 'the fruit stand', 'expired fruit', 'bottle boy has fruit again', 'an apple hoard'),
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'Fairy': (False, False, None, 0xB2, 50, 'Just a pixie!', 'and the pixie', 'the pixie kid', 'pixie for sale', 'pixie fungus', 'bottle boy has pixie again', 'a pixie'),
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'Beat Agahnim 1': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
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'Beat Agahnim 2': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
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'Get Frog': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
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49
Regions.py
49
Regions.py
@@ -1266,7 +1266,54 @@ def pot_address(pot_index, super_tile):
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return 0x7f6018 + super_tile * 2 + (pot_index << 24)
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# (type, room_id, shopkeeper, custom, locked, [items])
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# bonk location: record id, aga required, default item, region, hint text
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bonk_prize_table = {
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'Lost Woods Hideout Tree': (0x00, False, '', 'Lost Woods East Area', 'in a tree'),
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'Death Mountain Bonk Rocks': (0x01, False, '', 'East Death Mountain (Top East)', 'encased in stone'),
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'Mountain Entry Pull Tree': (0x02, False, '', 'Mountain Entry Area', 'in a tree'),
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'Mountain Entry Southeast Tree': (0x03, False, '', 'Mountain Entry Area', 'in a tree'),
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'Lost Woods Pass West Tree': (0x04, False, '', 'Lost Woods Pass West Area', 'in a tree'),
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'Kakariko Portal Tree': (0x05, False, '', 'Lost Woods Pass East Top Area', 'in a tree'),
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'Fortune Bonk Rocks': (0x06, False, '', 'Kakariko Fortune Area', 'in a tree'),
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'Kakariko Pond Tree': (0x07, True, '', 'Kakariko Pond Area', 'in a tree'),
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'Bonk Rocks Tree': (0x08, True, '', 'Bonk Rock Ledge', 'in a tree'),
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'Sanctuary Tree': (0x09, False, '', 'Sanctuary Area', 'in a tree'),
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'River Bend West Tree': (0x0a, True, '', 'River Bend Area', 'in a tree'),
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'River Bend East Tree': (0x0b, False, '', 'River Bend East Bank', 'in a tree'),
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'Blinds Hideout Tree': (0x0c, False, '', 'Kakariko Area', 'in a tree'),
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'Kakariko Welcome Tree': (0x0d, False, '', 'Kakariko Area', 'in a tree'),
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'Forgotten Forest Southwest Tree': (0x0e, False, '', 'Forgotten Forest Area', 'in a tree'),
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'Forgotten Forest Central Tree': (0x0f, False, '', 'Forgotten Forest Area', 'in a tree'),
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#'Forgotten Forest Southeast Tree': (0x??, False, '', 'Forgotten Forest Area', 'in a tree'),
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'Hyrule Castle Tree': (0x10, False, '', 'Hyrule Castle Courtyard', 'in a tree'),
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'Wooden Bridge Tree': (0x11, False, '', 'Wooden Bridge Area', 'in a tree'),
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'Eastern Palace Tree': (0x12, True, '', 'Eastern Palace Area', 'in a tree'),
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'Flute Boy South Tree': (0x13, True, '', 'Flute Boy Area', 'in a tree'),
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'Flute Boy East Tree': (0x14, True, '', 'Flute Boy Area', 'in a tree'),
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'Central Bonk Rocks Tree': (0x15, False, '', 'Central Bonk Rocks Area', 'in a tree'),
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'Tree Line Tree 2': (0x16, True, '', 'Tree Line Area', 'in a tree'),
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'Tree Line Tree 4': (0x17, True, '', 'Tree Line Area', 'in a tree'),
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'Flute Boy Approach South Tree': (0x18, False, '', 'Flute Boy Approach Area', 'in a tree'),
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'Flute Boy Approach North Tree': (0x19, False, '', 'Flute Boy Approach Area', 'in a tree'),
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'Dark Lumberjack Tree': (0x1a, False, '', 'Dark Lumberjack Area', 'in a tree'),
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'Dark Fortune Bonk Rocks (Drop 1)': (0x1b, False, '', 'Dark Fortune Area', 'encased in stone'),
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'Dark Fortune Bonk Rocks (Drop 2)': (0x1c, False, '', 'Dark Fortune Area', 'encased in stone'),
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'Dark Graveyard West Bonk Rocks': (0x1d, False, '', 'Dark Graveyard Area', 'encased in stone'),
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'Dark Graveyard North Bonk Rocks': (0x1e, False, '', 'Dark Graveyard North', 'encased in stone'),
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'Dark Graveyard Tomb Bonk Rocks': (0x1f, False, '', 'Dark Graveyard North', 'encased in stone'),
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'Qirn Jump West Tree': (0x20, False, '', 'Qirn Jump Area', 'in a tree'),
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'Qirn Jump East Tree': (0x21, False, '', 'Qirn Jump East Bank', 'in a tree'),
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'Dark Witch Tree': (0x22, False, '', 'Dark Witch Area', 'in a tree'),
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'Pyramid Tree': (0x23, False, '', 'Pyramid Area', 'in a tree'),
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'Palace of Darkness Tree': (0x24, False, '', 'Palace of Darkness Area', 'in a tree'),
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'Dark Tree Line Tree 2': (0x25, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 3': (0x26, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 4': (0x27, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Hype Cave Statue': (0x28, False, '', 'Hype Cave Area', 'encased in stone')
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}
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# (room_id, type, shopkeeper, custom, locked, [items])
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# item = (item, price, max=0, replacement=None, replacement_price=0)
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_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
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_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
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65
Rom.py
65
Rom.py
@@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '210e4631353e3d094f01bf91562844a5'
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RANDOMIZERBASEHASH = 'f76555dcc8cbd0f185fb37eafa3779c3'
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class JsonRom(object):
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@@ -630,6 +630,14 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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rom.write_byte(sprite_pointer+1, 0)
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rom.write_byte(sprite_pointer+2, code)
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continue
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elif location.type == LocationType.Bonk:
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address = snes_to_pc(location.address)
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rom.write_byte(address, handle_native_dungeon(location, itemid))
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if location.item.player != player:
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rom.write_byte(address+1, location.item.player)
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else:
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rom.write_byte(address+1, 0)
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continue
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if location.address is None or (type(location.address) is int and location.address >= 0x400000):
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continue
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@@ -771,17 +779,41 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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# set world flag
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world_flag = 0x00 if b >= 0x40 and b < 0x80 else 0x40
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rom.write_byte(0x153A00 + b, world_flag)
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rom.write_byte(0x1539B0 + b, world_flag)
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if b & 0xBF in megatiles:
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rom.write_byte(0x153A00 + b + 1, world_flag)
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rom.write_byte(0x153A00 + b + 8, world_flag)
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rom.write_byte(0x153A00 + b + 9, world_flag)
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rom.write_byte(0x1539B0 + b + 1, world_flag)
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rom.write_byte(0x1539B0 + b + 8, world_flag)
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rom.write_byte(0x1539B0 + b + 9, world_flag)
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for edge in world.owedges:
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if edge.dest is not None and isinstance(edge.dest, OWEdge) and edge.player == player:
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write_int16(rom, edge.getAddress() + 0x0a, edge.vramLoc)
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if not edge.specialExit:
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rom.write_byte(0x1539e0 + (edge.specialID - 0x80) * 2 if edge.specialEntrance else edge.getAddress() + 0x0e, edge.getTarget())
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rom.write_byte(0x1539A0 + (edge.specialID - 0x80) * 2 if edge.specialEntrance else edge.getAddress() + 0x0e, edge.getTarget())
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# patch bonk prizes
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if world.shuffle_bonk_drops:
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bonk_prizes = [0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xAC, 0xE3, 0xE3, 0xDA, 0xE3, 0xDA, 0xD8, 0xAC, 0xAC, 0xE3, 0xD8, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xDC, 0xDB, 0xE3, 0xDA, 0x79, 0x79, 0xE3, 0xE3,
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0xDA, 0x79, 0xAC, 0xAC, 0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xE3, 0x79, 0xDE, 0xE3, 0xAC, 0xDB, 0x79, 0xE3, 0xD8, 0xAC, 0x79, 0xE3, 0xDB, 0xDB, 0xE3, 0xE3, 0x79, 0xD8, 0xDD]
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bonk_addresses = [0x4CF6C, 0x4CFBA, 0x4CFE0, 0x4CFFB, 0x4D018, 0x4D01B, 0x4D028, 0x4D03C, 0x4D059, 0x4D07A, 0x4D09E, 0x4D0A8, 0x4D0AB, 0x4D0AE, 0x4D0BE, 0x4D0DD,
|
||||
0x4D16A, 0x4D1E5, 0x4D1EE, 0x4D20B, 0x4CBBF, 0x4CBBF, 0x4CC17, 0x4CC1A, 0x4CC4A, 0x4CC4D, 0x4CC53, 0x4CC69, 0x4CC6F, 0x4CC7C, 0x4CCEF, 0x4CD51,
|
||||
0x4CDC0, 0x4CDC3, 0x4CDC6, 0x4CE37, 0x4D2DE, 0x4D32F, 0x4D355, 0x4D367, 0x4D384, 0x4D387, 0x4D397, 0x4D39E, 0x4D3AB, 0x4D3AE, 0x4D3D1, 0x4D3D7,
|
||||
0x4D3F8, 0x4D416, 0x4D420, 0x4D423, 0x4D42D, 0x4D449, 0x4D48C, 0x4D4D9, 0x4D4DC, 0x4D4E3, 0x4D504, 0x4D507, 0x4D55E, 0x4D56A]
|
||||
|
||||
# # legacy bonk prize shuffle, shuffles bonk prizes amongst themselves
|
||||
# random.shuffle(bonk_prizes)
|
||||
# for prize, address in zip(bonk_prizes, bonk_addresses):
|
||||
# rom.write_byte(address, prize)
|
||||
|
||||
owFlags |= 0x200
|
||||
|
||||
# setting spriteID to D8, a placeholder sprite we use to inform ROM to spawn a dynamic item
|
||||
#for address in bonk_addresses:
|
||||
for address in [b for b in bonk_addresses if b != 0x4D0AE]: # temp fix for screen 1A murahdahla sprite replacement
|
||||
rom.write_byte(address, 0xD8)
|
||||
# temporary fix for screen 1A
|
||||
rom.write_byte(snes_to_pc(0x09AE32), 0xD8)
|
||||
rom.write_byte(snes_to_pc(0x09AE35), 0xD8)
|
||||
|
||||
write_int16(rom, 0x150002, owMode)
|
||||
write_int16(rom, 0x150004, owFlags)
|
||||
@@ -875,6 +907,7 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
|
||||
valid_locations = [l for l in my_locations if ((l.type == LocationType.Pot and not l.forced_item)
|
||||
or (l.type == LocationType.Drop and not l.forced_item)
|
||||
or (l.type == LocationType.Normal and not l.forced_item)
|
||||
or (l.type == LocationType.Bonk and not l.forced_item)
|
||||
or (l.type == LocationType.Shop and world.shopsanity[player]))]
|
||||
valid_loc_by_dungeon = valid_dungeon_locations(valid_locations)
|
||||
|
||||
@@ -1251,18 +1284,6 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
|
||||
# fill enemy prize packs
|
||||
rom.write_bytes(0x37A78, pack_prizes)
|
||||
|
||||
# set bonk prizes
|
||||
bonk_prizes = [0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xAC, 0xE3, 0xE3, 0xDA, 0xE3, 0xDA, 0xD8, 0xAC, 0xAC, 0xE3, 0xD8, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xDC, 0xDB, 0xE3, 0xDA, 0x79, 0x79, 0xE3, 0xE3,
|
||||
0xDA, 0x79, 0xAC, 0xAC, 0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xE3, 0x79, 0xDE, 0xE3, 0xAC, 0xDB, 0x79, 0xE3, 0xD8, 0xAC, 0x79, 0xE3, 0xDB, 0xDB, 0xE3, 0xE3, 0x79, 0xD8, 0xDD]
|
||||
bonk_addresses = [0x4CF6C, 0x4CFBA, 0x4CFE0, 0x4CFFB, 0x4D018, 0x4D01B, 0x4D028, 0x4D03C, 0x4D059, 0x4D07A, 0x4D09E, 0x4D0A8, 0x4D0AB, 0x4D0AE, 0x4D0BE, 0x4D0DD,
|
||||
0x4D16A, 0x4D1E5, 0x4D1EE, 0x4D20B, 0x4CBBF, 0x4CBBF, 0x4CC17, 0x4CC1A, 0x4CC4A, 0x4CC4D, 0x4CC53, 0x4CC69, 0x4CC6F, 0x4CC7C, 0x4CCEF, 0x4CD51,
|
||||
0x4CDC0, 0x4CDC3, 0x4CDC6, 0x4CE37, 0x4D2DE, 0x4D32F, 0x4D355, 0x4D367, 0x4D384, 0x4D387, 0x4D397, 0x4D39E, 0x4D3AB, 0x4D3AE, 0x4D3D1, 0x4D3D7,
|
||||
0x4D3F8, 0x4D416, 0x4D420, 0x4D423, 0x4D42D, 0x4D449, 0x4D48C, 0x4D4D9, 0x4D4DC, 0x4D4E3, 0x4D504, 0x4D507, 0x4D55E, 0x4D56A]
|
||||
if world.shuffle_bonk_prizes:
|
||||
random.shuffle(bonk_prizes)
|
||||
for prize, address in zip(bonk_prizes, bonk_addresses):
|
||||
rom.write_byte(address, prize)
|
||||
|
||||
# Fill in item substitutions table
|
||||
rom.write_bytes(0x184000, [
|
||||
# original_item, limit, replacement_item, filler
|
||||
@@ -1644,6 +1665,12 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
|
||||
# temporarally we are just nopping out this check we will conver this to a rom fix soon.
|
||||
rom.write_bytes(0x02F539, [0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if world.powder_patch_required[player] else [0xAD, 0xBF, 0x0A, 0xF0, 0x4F])
|
||||
|
||||
# sprite patches
|
||||
rom.write_byte(snes_to_pc(0x0db7d1), 0x03) # patch apple sprites to not permadeatch like enemies
|
||||
if world.shuffle_bonk_drops[player]:
|
||||
# warning, this temporary patch might cause fairies to respawn differently?, limiting this to bonk drop mode only
|
||||
rom.write_byte(snes_to_pc(0x0db808), 0x03) # patch fairies sprites to not permadeatch like enemies
|
||||
|
||||
# allow smith into multi-entrance caves in appropriate shuffles
|
||||
if world.shuffle[player] in ['restricted', 'full', 'lite', 'lean', 'crossed', 'insanity'] or (world.shuffle[player] == 'simple' and world.mode[player] == 'inverted'):
|
||||
rom.write_byte(0x18004C, 0x01)
|
||||
@@ -2754,7 +2781,7 @@ def set_inverted_mode(world, player, rom, inverted_buffer):
|
||||
|
||||
# apply inverted map changes
|
||||
for b in range(0x00, len(inverted_buffer)):
|
||||
rom.write_byte(0x153B00 + b, inverted_buffer[b])
|
||||
rom.write_byte(0x153A70 + b, inverted_buffer[b])
|
||||
|
||||
def patch_shuffled_dark_sanc(world, rom, player):
|
||||
dark_sanc = world.get_region('Dark Sanctuary Hint', player)
|
||||
|
||||
14
Rules.py
14
Rules.py
@@ -823,6 +823,15 @@ def default_rules(world, player):
|
||||
set_rule(world.get_location('Ether Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
|
||||
set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
|
||||
|
||||
# Bonk Item Access
|
||||
if world.shuffle_bonk_drops[player]:
|
||||
if world.get_region('Big Bomb Shop', player).entrances: # just some location that is placed late in the ER algorithm, prevent standard rules from applying when trying to search reachability in the overworld
|
||||
from Regions import bonk_prize_table
|
||||
for location_name, (_, aga_required, _, _, _) in bonk_prize_table.items():
|
||||
loc = world.get_location(location_name, player)
|
||||
set_rule(loc, lambda state: (state.can_collect_bonkdrops(player)) and (not aga_required or state.has_beaten_aga(player)))
|
||||
add_bunny_rule(loc, player)
|
||||
|
||||
# Entrance Access
|
||||
set_rule(world.get_entrance('Lumberjack Tree Tree', player), lambda state: state.has_Boots(player) and state.has_beaten_aga(player))
|
||||
set_rule(world.get_entrance('Bonk Rock Cave', player), lambda state: state.has_Boots(player))
|
||||
@@ -1731,6 +1740,11 @@ def standard_rules(world, player):
|
||||
add_rule(world.get_entrance('Hyrule Castle Ledge Drop', player), lambda state: state.has('Zelda Delivered', player))
|
||||
add_rule(world.get_entrance('Bonk Fairy (Light)', player), lambda state: state.has('Zelda Delivered', player))
|
||||
|
||||
if world.shuffle_bonk_drops[player]:
|
||||
if world.get_region('Big Bomb Shop', player).entrances: # just some location that is placed late in the ER algorithm, prevent standard rules from applying when trying to search reachability in the overworld
|
||||
add_rule(world.get_location('Hyrule Castle Tree', player), lambda state: state.has('Zelda Delivered', player))
|
||||
add_rule(world.get_location('Central Bonk Rocks Tree', player), lambda state: state.has('Zelda Delivered', player))
|
||||
|
||||
# don't allow bombs to get past here before zelda is rescued
|
||||
set_rule(world.get_entrance('GT Hookshot South Entry to Ranged Crystal', player), lambda state: (state.can_use_bombs(player) and state.has('Zelda Delivered', player)) or state.has('Blue Boomerang', player) or state.has('Red Boomerang', player)) # or state.has('Cane of Somaria', player))
|
||||
|
||||
|
||||
32
Tables.py
32
Tables.py
@@ -125,17 +125,23 @@ divisor_lookup = {
|
||||
# 0xf8: 0xbac, 0xf9: 0xbba, 0xfa: 0xbc1, 0xfb: 0xbcc, 0xfc: 0xbd7, 0xfd: 0xbd7, 0xfe: 0xbba, 0xff: 0xbe3
|
||||
# }
|
||||
|
||||
prize_lookup = {
|
||||
0xd8: 'Small Magic Refill',
|
||||
0xd9: 'Rupee (1)',
|
||||
0xda: 'Rupees (5)',
|
||||
0xdb: 'Rupees (20)',
|
||||
0xdc: 'Bomb (1)',
|
||||
0xdd: 'Bombs (4)',
|
||||
0xde: 'Bombs (8)',
|
||||
0xdf: 'Heart',
|
||||
0xe0: 'Fairy',
|
||||
0xe1: 'Arrows (5)',
|
||||
0xe2: 'Arrows (10)',
|
||||
0xe3: 'Full Magic Refill'
|
||||
# item name: (spriteID, pool count, replacement item)
|
||||
bonk_prize_lookup = {
|
||||
'Chicken': (0x0b, 0, None),
|
||||
'Bee Trap': (0x79, 6, None),
|
||||
'Apples': (0xac, 8, None),
|
||||
'Small Heart': (0xd8, 2, None),
|
||||
'Rupee (1)': (0xd9, 0, None),
|
||||
'Rupees (5)': (0xda, 3, None), # TODO: add in murahdahla tree rupee
|
||||
'Rupees (20)': (0xdb, 3, None),
|
||||
'Single Bomb': (0xdc, 2, None),
|
||||
'Bombs (3)': (None, 0, 'Bombs (4)'),
|
||||
'Bombs (4)': (0xdd, 0, 'Bombs (3)'),
|
||||
'Bombs (8)': (0xde, 1, 'Bombs (10)'),
|
||||
'Bombs (10)': (None, 0, 'Bombs (8)'),
|
||||
'Small Magic': (0xdf, 0, None),
|
||||
'Big Magic': (0xe0, 1, None),
|
||||
'Arrows (5)': (0xe1, 0, None),
|
||||
'Arrows (10)': (0xe2, 0, None),
|
||||
'Fairy': (0xe3, 15, None)
|
||||
}
|
||||
|
||||
199
asm/owrando.asm
199
asm/owrando.asm
@@ -143,6 +143,9 @@ jsl.l OWWorldCheck16 : nop
|
||||
org $02b16e ; AND #$3F : ORA 7EF3CA
|
||||
and #$7f : eor #$40 : nop #2
|
||||
|
||||
org $06AD4C
|
||||
jsl.l OWBonkDrops : nop #4
|
||||
|
||||
;Code
|
||||
org $aa8800
|
||||
OWTransitionDirection:
|
||||
@@ -368,6 +371,136 @@ LoadMapDarkOrMixed:
|
||||
dw $0400+$0210 ; bottom right
|
||||
}
|
||||
|
||||
; Y = sprite slot index of bonk sprite
|
||||
OWBonkDrops:
|
||||
{
|
||||
CMP.b #$D8 : BEQ +
|
||||
RTL
|
||||
+ LDA.l OWFlags+1 : AND.b #$02 : BNE +
|
||||
JSL.l Sprite_TransmuteToBomb : RTL
|
||||
+
|
||||
|
||||
; loop thru rando bonk table to find match
|
||||
PHB : PHK : PLB
|
||||
LDA.b $8A
|
||||
LDX.b #(40*6) ; 40 bonk items, 6 bytes each
|
||||
- CMP.w OWBonkPrizeData,X : BNE +
|
||||
INX
|
||||
LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
|
||||
EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
|
||||
BRA .found_match
|
||||
++ DEX : LDA.b $8A
|
||||
+ CPX.b #$00 : BNE +
|
||||
PLB : RTL
|
||||
+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
|
||||
|
||||
.found_match
|
||||
INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
|
||||
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
|
||||
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
|
||||
+
|
||||
LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
|
||||
PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
|
||||
; multiworld item
|
||||
DEX : PLA ; X = row + 3
|
||||
JMP .spawn_item
|
||||
+ DEX : PLA ; X = row + 3
|
||||
|
||||
.determine_type ; A = item id ; S = Collected, FlagBitmask, X (row + 2)
|
||||
CMP.b #$B0 : BNE +
|
||||
LDA.b #$79 : JMP .sprite_transform ; transform to bees
|
||||
+ CMP.b #$42 : BNE +
|
||||
JSL.l Sprite_TransmuteToBomb ; transform a heart to bomb, vanilla behavior
|
||||
JMP .mark_collected
|
||||
+ CMP.b #$34 : BNE +
|
||||
LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee
|
||||
+ CMP.b #$35 : BNE +
|
||||
LDA.b #$DA : CLC : BRA .sprite_transform ; transform to blue rupee
|
||||
+ CMP.b #$36 : BNE +
|
||||
LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee
|
||||
+ CMP.b #$27 : BNE +
|
||||
LDA.b #$DC : CLC : BRA .sprite_transform ; transform to 1 bomb
|
||||
+ CMP.b #$28 : BNE +
|
||||
LDA.b #$DD : CLC : BRA .sprite_transform ; transform to 4 bombs
|
||||
+ CMP.b #$31 : BNE +
|
||||
LDA.b #$DE : CLC : BRA .sprite_transform ; transform to 8 bombs
|
||||
+ CMP.b #$45 : BNE +
|
||||
LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic
|
||||
+ CMP.b #$B4 : BNE +
|
||||
LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic
|
||||
+ CMP.b #$B5 : BNE +
|
||||
LDA.b #$E1 : CLC : BRA .sprite_transform ; transform to 5 arrows
|
||||
+ CMP.b #$44 : BNE +
|
||||
LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows
|
||||
+ CMP.b #$B1 : BNE +
|
||||
LDA.b #$AC : BRA .sprite_transform ; transform to apples
|
||||
+ CMP.b #$B2 : BNE +
|
||||
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
|
||||
+ CMP.b #$B3 : BNE .spawn_item
|
||||
INX : INX : LDA.w OWBonkPrizeData,X ; X = row + 5
|
||||
CLC : ADC.b #$08 : PHA
|
||||
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
|
||||
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
|
||||
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
|
||||
|
||||
.sprite_transform
|
||||
STA.w $0E20,Y
|
||||
TYX : JSL.l Sprite_LoadProperties
|
||||
BEQ +
|
||||
; these are sprite properties that make it fall out of the tree to the east
|
||||
LDA #$30 : STA $0F80,Y ; amount of force (related to speed)
|
||||
LDA #$10 : STA $0D50,Y ; eastward rate of speed
|
||||
LDA #$FF : STA $0B58,Y ; expiration timer
|
||||
+
|
||||
|
||||
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
|
||||
PLA : BNE + ; S = FlagBitmask, X (row + 2)
|
||||
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
|
||||
|
||||
REP #$20
|
||||
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
|
||||
SEP #$20
|
||||
+ JMP .return
|
||||
|
||||
; spawn itemget item
|
||||
.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
|
||||
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
|
||||
+ LDA 2,S : TAX : INX : INX
|
||||
LDA.w OWBonkPrizeData,X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
|
||||
DEX
|
||||
|
||||
LDA.b #$01 : STA !REDRAW
|
||||
|
||||
LDA.b #$EB
|
||||
STA.l $7FFE00
|
||||
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
|
||||
|
||||
; affects the rate the item moves in the Y/X direction
|
||||
LDA.b #$00 : STA.w $0D40,Y
|
||||
LDA.b #$0A : STA.w $0D50,Y
|
||||
|
||||
LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch)
|
||||
LDA.b #$FF : STA.w $0B58,Y ; stun timer
|
||||
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
|
||||
|
||||
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
|
||||
|
||||
; sets OW event bitmask flag, uses free RAM
|
||||
PLA : STA.w $0ED0,Y ; S = X (row + 2)
|
||||
|
||||
; determines the initial spawn point of item
|
||||
PLX : INX : INX : INX
|
||||
LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
|
||||
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
|
||||
|
||||
LDA.b #$01 : STA !REDRAW : STA !FORCE_HEART_SPAWN
|
||||
|
||||
PLB : RTL
|
||||
|
||||
.return
|
||||
PLA : PLA : PLB : RTL
|
||||
}
|
||||
|
||||
org $aa9000
|
||||
OWDetectEdgeTransition:
|
||||
{
|
||||
@@ -1130,11 +1263,11 @@ dw $0f20, $0f40, $0020, $0f30, $757e, $0000, $0000, $0049
|
||||
dw $0f70, $0fb8, $0048, $0f94, $757e, $0000, $0000, $004a
|
||||
dw $0058, $00c0, $0068, $008c, $8080, $0000, $0000, $0017 ;Hobo (unused)
|
||||
|
||||
org $aab9e0 ;PC 1539e0
|
||||
org $aab9a0 ;PC 1539a0
|
||||
OWSpecialDestIndex:
|
||||
dw $0080, $0081, $0082
|
||||
|
||||
org $aaba00 ;PC 153a00
|
||||
org $aab9b0 ;PC 1539b0
|
||||
OWTileWorldAssoc:
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0
|
||||
@@ -1154,7 +1287,7 @@ db $40, $40, $40, $40, $40, $40, $40, $40
|
||||
db $40, $40, $40, $40, $40, $40, $40, $40
|
||||
db $00, $00
|
||||
|
||||
org $aabb00 ;PC 153b00
|
||||
org $aaba70 ;PC 153a70
|
||||
OWTileMapAlt:
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0
|
||||
@@ -1175,3 +1308,63 @@ db 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0
|
||||
|
||||
db 0, 0
|
||||
|
||||
org $aabb00 ;PC 153b00
|
||||
OWBonkPrizeData:
|
||||
; OWID YX Flag Item MW Offset
|
||||
db $00, $59, $10, $b0, $00, $20
|
||||
db $05, $04, $10, $b2, $00, $00
|
||||
db $0a, $4e, $10, $b0, $00, $20
|
||||
db $0a, $a9, $08, $b1, $00, $20
|
||||
db $10, $c7, $10, $b1, $00, $20
|
||||
db $10, $f7, $08, $b4, $00, $20
|
||||
db $11, $08, $10, $27, $00, $00
|
||||
db $12, $a4, $10, $b2, $00, $20
|
||||
db $13, $c7, $10, $31, $00, $20
|
||||
db $13, $98, $08, $b1, $00, $20
|
||||
db $15, $a4, $10, $b1, $00, $20
|
||||
db $15, $fb, $08, $b2, $00, $20
|
||||
db $18, $a8, $10, $b2, $00, $20
|
||||
db $18, $36, $08, $35, $00, $20
|
||||
db $1a, $8a, $10, $42, $00, $20
|
||||
db $1a, $1d, $08, $b2, $00, $20
|
||||
;db $1a, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
|
||||
db $1b, $46, $10, $b1, $00, $10
|
||||
db $1d, $6b, $10, $b1, $00, $20
|
||||
db $1e, $72, $10, $b2, $00, $20
|
||||
db $2a, $8f, $10, $36, $00, $20
|
||||
db $2a, $45, $08, $36, $00, $20
|
||||
db $2b, $d6, $10, $b2, $00, $20
|
||||
db $2e, $9c, $10, $b2, $00, $20
|
||||
db $2e, $b4, $08, $b0, $00, $20
|
||||
db $32, $29, $10, $42, $00, $20
|
||||
db $32, $9a, $08, $b2, $00, $20
|
||||
db $42, $66, $10, $b2, $00, $20
|
||||
db $51, $08, $10, $b2, $00, $00
|
||||
db $51, $09, $08, $b2, $00, $00
|
||||
db $54, $b5, $10, $27, $00, $00
|
||||
db $54, $ef, $08, $b2, $00, $08
|
||||
db $54, $b9, $04, $36, $00, $00
|
||||
db $55, $aa, $10, $b0, $00, $20
|
||||
db $55, $fb, $08, $35, $00, $20
|
||||
db $56, $e4, $10, $b0, $00, $20
|
||||
db $5b, $a7, $10, $b2, $00, $20
|
||||
db $5e, $00, $10, $b2, $00, $20
|
||||
db $6e, $8c, $10, $35, $00, $10
|
||||
db $6e, $90, $08, $b0, $00, $10
|
||||
db $6e, $a4, $04, $b1, $00, $10
|
||||
db $74, $4e, $10, $b1, $00, $1c
|
||||
|
||||
; temporary fix - murahdahla replaces one of the bonk tree prizes
|
||||
; so we copy the sprite table here and update the pointer
|
||||
; longterm solution should be to spawn in murahdahla separately
|
||||
org $09AE2A
|
||||
Overworld_Sprites_Screen1A_2:
|
||||
db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
|
||||
db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
|
||||
db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
|
||||
db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
|
||||
db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
|
||||
db $FF ; END
|
||||
org $09CA55
|
||||
dw Overworld_Sprites_Screen1A_2&$FFFF
|
||||
Binary file not shown.
@@ -22,6 +22,9 @@
|
||||
vanilla: 0
|
||||
balanced: 1
|
||||
random: 1
|
||||
bonk_drops:
|
||||
on: 1
|
||||
off: 1
|
||||
door_shuffle:
|
||||
vanilla: 0
|
||||
basic: 2
|
||||
|
||||
@@ -792,8 +792,8 @@ trash_items = {
|
||||
'Bee Trap': 0,
|
||||
'Rupee (1)': 1, 'Rupees (5)': 1, 'Small Heart': 1, 'Bee': 1, 'Arrows (5)': 1, 'Chicken': 1, 'Single Bomb': 1,
|
||||
'Rupees (20)': 2, 'Small Magic': 2,
|
||||
'Bombs (3)': 3, 'Arrows (10)': 3, 'Bombs (10)': 3,
|
||||
'Big Magic': 4, 'Red Potion': 4, 'Blue Shield': 4, 'Rupees (50)': 4, 'Rupees (100)': 4,
|
||||
'Bombs (3)': 3, 'Arrows (10)': 3, 'Bombs (10)': 3, 'Apples': 3,
|
||||
'Fairy': 4, 'Big Magic': 4, 'Red Potion': 4, 'Blue Shield': 4, 'Rupees (50)': 4, 'Rupees (100)': 4,
|
||||
'Rupees (300)': 5,
|
||||
'Piece of Heart': 17
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user