Changed Inverted Flute Spot 1 to Top of DDM
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38
Rom.py
38
Rom.py
@@ -629,21 +629,33 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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offset = 0x40
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write_int16(rom, snes_to_pc(0x02E849 + (o * 2)), data[1] + offset) # owid
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write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[2]) #vram
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write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[3]) # BG scroll Y
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write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[4]) # BG scroll X
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write_int16(rom, snes_to_pc(0x02E8D1 + (o * 2)), data[13] if offset > 0 and len(data) > 13 else data[5]) # link Y
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write_int16(rom, snes_to_pc(0x02E8F3 + (o * 2)), data[14] if offset > 0 and len(data) > 13 else data[6]) # link X
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write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[7]) # cam Y
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write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[8]) # cam X
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write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[9]) # unknown 1
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write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[10]) # unknown 2
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# flute menu blips
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rom.write_byte(snes_to_pc(0x0AB783 + o), data[12] & 0xff) # X low byte
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rom.write_byte(snes_to_pc(0x0AB78B + o), data[12] // 0x100) # X high byte
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rom.write_byte(snes_to_pc(0x0AB793 + o), data[11] & 0xff) # Y low byte
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rom.write_byte(snes_to_pc(0x0AB79B + o), data[11] // 0x100) # Y high byte
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if offset == 0 or len(data) <= 15:
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write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[2]) # vram
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write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[3]) # BG scroll Y
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write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[4]) # BG scroll X
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write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[7]) # cam Y
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write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[8]) # cam X
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write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[9]) # unknown 1
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write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[10]) # unknown 2
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rom.write_byte(snes_to_pc(0x0AB783 + o), data[12] & 0xff) # flute menu blip - X low byte
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rom.write_byte(snes_to_pc(0x0AB78B + o), data[12] // 0x100) # flute menu blip - X high byte
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rom.write_byte(snes_to_pc(0x0AB793 + o), data[11] & 0xff) # flute menu blip - Y low byte
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rom.write_byte(snes_to_pc(0x0AB79B + o), data[11] // 0x100) # flute menu blip - Y high byte
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else: # use alternate flute data
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write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[15]) # vram
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write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[16]) # BG scroll Y
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write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[17]) # BG scroll X
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write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[18]) # cam Y
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write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[19]) # cam X
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write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[20]) # unknown 1
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write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[21]) # unknown 2
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rom.write_byte(snes_to_pc(0x0AB783 + o), data[23] & 0xff) # flute menu blip - X low byte
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rom.write_byte(snes_to_pc(0x0AB78B + o), data[23] // 0x100) # flute menu blip - X high byte
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rom.write_byte(snes_to_pc(0x0AB793 + o), data[22] & 0xff) # flute menu blip - Y low byte
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rom.write_byte(snes_to_pc(0x0AB79B + o), data[22] // 0x100) # flute menu blip - Y high byte
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# patch whirlpools
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if world.owWhirlpoolShuffle[player]:
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