Overhauled how map checks display dungeon prizes
This commit is contained in:
55
Rom.py
55
Rom.py
@@ -1484,8 +1484,7 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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elif (world.compassshuffle[player] or world.doorShuffle[player] != 'vanilla' or world.dropshuffle[player]
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elif (world.compassshuffle[player] or world.doorShuffle[player] != 'vanilla' or world.dropshuffle[player]
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or world.dungeon_counters[player] == 'pickup' or world.pottery[player] not in ['none', 'cave']):
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or world.dungeon_counters[player] == 'pickup' or world.pottery[player] not in ['none', 'cave']):
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compass_mode = 0x01 # show on pickup
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compass_mode = 0x01 # show on pickup
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if (world.shuffle[player] != 'vanilla' and world.overworld_map[player] != 'default') \
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if (world.shuffle[player] != 'vanilla' and world.overworld_map[player] != 'default') or world.owMixed[player]:
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or (world.owMixed[player] and not (world.shuffle[player] != 'vanilla' and world.overworld_map[player] == 'default')):
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compass_mode |= 0x80 # turn on locating dungeons
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compass_mode |= 0x80 # turn on locating dungeons
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if world.overworld_map[player] == 'compass':
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if world.overworld_map[player] == 'compass':
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compass_mode |= 0x20 # show icon if compass is collected, 0x00 for maps
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compass_mode |= 0x20 # show icon if compass is collected, 0x00 for maps
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@@ -1500,39 +1499,49 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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for idx, x_map in enumerate(x_map_position_generic):
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for idx, x_map in enumerate(x_map_position_generic):
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rom.write_bytes(0x53df6+idx*2, int16_as_bytes(x_map))
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rom.write_bytes(0x53df6+idx*2, int16_as_bytes(x_map))
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rom.write_bytes(0x53e16+idx*2, int16_as_bytes(0xFC0))
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rom.write_bytes(0x53e16+idx*2, int16_as_bytes(0xFC0))
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elif world.shuffle[player] == 'vanilla':
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elif world.overworld_map[player] == 'default':
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# disable HC/AT/GT icons
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# disable HC/AT/GT icons
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# rom.write_bytes(0x53E8A, int16_as_bytes(0xFF00)) # GT
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if not world.owMixed[player]:
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# rom.write_bytes(0x53E8C, int16_as_bytes(0xFF00)) # AT
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rom.write_bytes(0x53E8A, int16_as_bytes(0xFF00)) # GT
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rom.write_bytes(0x53E8C, int16_as_bytes(0xFF00)) # AT
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rom.write_bytes(0x53E8E, int16_as_bytes(0xFF00)) # HC
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rom.write_bytes(0x53E8E, int16_as_bytes(0xFF00)) # HC
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for dungeon, portal_list in dungeon_portals.items():
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for dungeon, portal_list in dungeon_portals.items():
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ow_map_index = dungeon_table[dungeon].map_index
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ow_map_index = dungeon_table[dungeon].map_index
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if world.shuffle[player] != 'vanilla' and world.overworld_map[player] != 'default':
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if world.shuffle[player] != 'vanilla' and world.overworld_map[player] == 'default':
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if len(portal_list) == 1:
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vanilla_entrances = { 'Hyrule Castle': 'Hyrule Castle Entrance (South)',
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portal_idx = 0
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'Desert Palace': 'Desert Palace Entrance (North)',
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else:
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'Skull Woods': 'Skull Woods Final Section'
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if world.doorShuffle[player] == 'crossed':
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}
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# the random choice excludes sanctuary
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entrance_name = vanilla_entrances[dungeon] if dungeon in vanilla_entrances else dungeon
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portal_idx = next((i for i, elem in enumerate(portal_list)
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entrance = world.get_entrance(entrance_name, player)
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if world.get_portal(elem, player).chosen), random.choice([1, 2, 3]))
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else:
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portal_idx = {'Hyrule Castle': 0, 'Desert Palace': 0, 'Skull Woods': 3, 'Turtle Rock': 3}[dungeon]
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else:
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else:
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if dungeon in ['Hyrule Castle', 'Agahnims Tower', 'Ganons Tower']:
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if world.shuffle[player] != 'vanilla':
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portal_idx = -1
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if len(portal_list) == 1:
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elif len(portal_list) == 1:
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portal_idx = 0
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portal_idx = 0
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else:
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if world.doorShuffle[player] == 'crossed':
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# the random choice excludes sanctuary
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portal_idx = next((i for i, elem in enumerate(portal_list)
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if world.get_portal(elem, player).chosen), random.choice([1, 2, 3]))
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else:
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portal_idx = {'Hyrule Castle': 0, 'Desert Palace': 0, 'Skull Woods': 3, 'Turtle Rock': 3}[dungeon]
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else:
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else:
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portal_idx = {'Desert Palace': 1, 'Skull Woods': 3, 'Turtle Rock': 0}[dungeon]
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if dungeon in ['Hyrule Castle', 'Agahnims Tower', 'Ganons Tower']:
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portal = world.get_portal(portal_list[0 if portal_idx == -1 else portal_idx], player)
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portal_idx = -1
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entrance = portal.find_portal_entrance()
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elif len(portal_list) == 1:
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portal_idx = 0
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else:
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portal_idx = {'Desert Palace': 1, 'Skull Woods': 3, 'Turtle Rock': 0}[dungeon]
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portal = world.get_portal(portal_list[0 if portal_idx == -1 else portal_idx], player)
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entrance = portal.find_portal_entrance()
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world_indicator = 0x01 if entrance.parent_region.type == RegionType.DarkWorld else 0x00
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world_indicator = 0x01 if entrance.parent_region.type == RegionType.DarkWorld else 0x00
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coords = ow_prize_table[entrance.name]
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coords = ow_prize_table[entrance.name]
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# figure out compass entrances and what world (light/dark)
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# figure out compass entrances and what world (light/dark)
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if world.shuffle[player] == 'vanilla' or world.overworld_map[player] != 'default':
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if world.overworld_map[player] != 'default' or world.owMixed[player]:
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rom.write_bytes(0x53E36+ow_map_index*2, int16_as_bytes(coords[0]))
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rom.write_bytes(0x53E36+ow_map_index*2, int16_as_bytes(coords[0]))
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rom.write_bytes(0x53E56+ow_map_index*2, int16_as_bytes(coords[1]))
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rom.write_bytes(0x53E56+ow_map_index*2, int16_as_bytes(coords[1]))
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rom.write_byte(0x53EA6+ow_map_index, world_indicator)
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rom.write_byte(0x53EA6+ow_map_index, world_indicator)
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# in crossed doors - flip the compass exists flags
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# in crossed doors - flip the compass exists flags
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if world.doorShuffle[player] == 'crossed':
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if world.doorShuffle[player] == 'crossed':
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for dungeon, portal_list in dungeon_portals.items():
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for dungeon, portal_list in dungeon_portals.items():
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