Allow Zelda escape to use TT Maiden Cell as checkpoint
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14
Rom.py
14
Rom.py
@@ -43,7 +43,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '93386b05ee4b5de6b9165941b9e14e97'
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RANDOMIZERBASEHASH = '20e588b832011dcf15dbd31dff6955ce'
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class JsonRom(object):
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@@ -1581,6 +1581,18 @@ def patch_rom(world, rom, player, team, is_mystery=False):
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rom.write_bytes(snes_to_pc(0x09A045), [0xEA, 0xEA]) # allow super bomb to follow into UW holes
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rom.write_byte(snes_to_pc(0x09ACDF), 0x6B) # allow kiki/locksmith to follow after screen transition
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if world.default_zelda_region[player] == 'Thieves Blind\'s Cell':
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write_int16(rom, snes_to_pc(0x02D8D6), 0x45) # change zelda spawn point to maiden cell
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rom.write_bytes(snes_to_pc(0x02D8F0), [0x08, 0x08, 0x08, 0x09, 0x0B, 0x0A, 0x0B, 0x0B])
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write_int16(rom, snes_to_pc(0x02D91C), 0x0B00)
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write_int16(rom, snes_to_pc(0x02D92A), 0x0800)
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write_int16(rom, snes_to_pc(0x02D938), 0x0860)
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write_int16(rom, snes_to_pc(0x02D946), 0x0B90)
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write_int16(rom, snes_to_pc(0x02D954), 0x0078)
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write_int16(rom, snes_to_pc(0x02D962), 0x017F)
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rom.write_byte(snes_to_pc(0x02D975), 0x00)
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rom.write_byte(snes_to_pc(0x02D98A), 0x02)
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if world.enemy_shuffle[player] != 'none':
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# informs zelda and maiden to draw over gfx slots that are guaranteed unused
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rom.write_bytes(0x1802C1, world.data_tables[player].room_headers[0x80].free_gfx[0:2])
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