Bug fix for attic blind

Bug fix for simple dungeon shuffles making HC your DW access with door shuffle on
Bug fix for accessibility: none
Moved bk/key info to keysanity screen
Added chest total to keysanity screen
This commit is contained in:
aerinon
2020-07-13 17:11:36 -06:00
parent 6574b5708a
commit b4fd8f6bdc
10 changed files with 122 additions and 24 deletions

View File

@@ -1798,7 +1798,9 @@ class Spoiler(object):
# locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name # locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name
# items: Item names # items: Item names
outfile.write('\n\nUnreachable Items:\n\n') outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n'.join(['%s: %s' % (self.world.fish.translate("meta","items",unreachable.item), self.world.fish.translate("meta","locations",unreachable)) for unreachable in self.unreachables])) outfile.write('\n'.join(['%s: %s' % (self.world.fish.translate("meta", "items", unreachable.item.name),
self.world.fish.translate("meta", "locations", unreachable.name))
for unreachable in self.unreachables]))
# rooms: Change up room names; only if it's got no locations in it # rooms: Change up room names; only if it's got no locations in it
# entrances: To/From overworld; Checking w/ & w/out "Exit" and translating accordingly # entrances: To/From overworld; Checking w/ & w/out "Exit" and translating accordingly

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@@ -42,6 +42,8 @@ def link_entrances(world, player):
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape # must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
elif world.doorShuffle[player] != 'vanilla':
lw_entrances.append('Hyrule Castle Entrance (South)')
else: else:
dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
lw_entrances.append('Hyrule Castle Entrance (South)') lw_entrances.append('Hyrule Castle Entrance (South)')
@@ -55,6 +57,11 @@ def link_entrances(world, player):
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
# rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert # rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert
connect_mandatory_exits(world, lw_entrances, [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], list(LW_Dungeon_Entrances_Must_Exit), player) connect_mandatory_exits(world, lw_entrances, [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], list(LW_Dungeon_Entrances_Must_Exit), player)
elif world.doorShuffle[player] != 'vanilla':
# sanc is in light world, so must all of HC if door shuffle is on
connect_mandatory_exits(world, lw_entrances,
[('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')],
list(LW_Dungeon_Entrances_Must_Exit), player)
else: else:
connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player) connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player) connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player)
@@ -2047,6 +2054,14 @@ def simple_shuffle_dungeons(world, player):
else: else:
hc_target = multi_dungeons[2] hc_target = multi_dungeons[2]
# door shuffle should restrict hyrule castle to the light world due to sanc being limited to the LW
if world.doorShuffle[player] != 'vanilla' and hc_target == 'Turtle Rock':
swap_w_dp = random.choice([True, False])
if swap_w_dp:
hc_target, dp_target = dp_target, hc_target
else:
hc_target, tr_target = tr_target, hc_target
# ToDo improve this? # ToDo improve this?
if world.mode[player] != 'inverted': if world.mode[player] != 'inverted':

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@@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
from ItemList import generate_itempool, difficulties, fill_prizes from ItemList import generate_itempool, difficulties, fill_prizes
from Utils import output_path, parse_player_names from Utils import output_path, parse_player_names
__version__ = '0.1.0.10-u' __version__ = '0.1.0.11-u'
class EnemizerError(RuntimeError): class EnemizerError(RuntimeError):
pass pass

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@@ -10,6 +10,9 @@
### Experimental features ### Experimental features
* Moved BK information and total chest keys per dungeon to keysanity menu. The info there requires compass for all info.
* Map still required for on-hud key counter.
* Added total counter to keysanity the compass/map screen when you have the compass for the dungeon.
* Open "Edge" transitions can now be linked with normal doors * Open "Edge" transitions can now be linked with normal doors
* "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges * "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges
@@ -28,4 +31,8 @@
* Swamp flooded ladders in the basement now requires Flippers * Swamp flooded ladders in the basement now requires Flippers
* PoD EG Glitch gets killed on transitions (Only when DR is on) * PoD EG Glitch gets killed on transitions (Only when DR is on)
* Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda * Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda
* Fixed SRAM corruption issues (we believe) * Fixed SRAM corruption issues
* Problem with the dungeons requiring you to take Blind through her attic fixed. (Maiden no longer despawns)
* Hyrule Castle will not be your DW access in various Entrance Shuffles: simple, restricted, dungeonssimple, dungeonsfull
(Also prevents getting stuck in TR opening)
* Beatable only (accessibility: none) no longer fails when there are unplaced items

4
Rom.py
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@@ -22,7 +22,7 @@ from EntranceShuffle import door_addresses, exit_ids
JAP10HASH = '03a63945398191337e896e5771f77173' JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '2a64368fe169ff1e5099ef65f926417f' RANDOMIZERBASEHASH = 'ad03900849f7220770bd8d00ed514dad'
class JsonRom(object): class JsonRom(object):
@@ -608,6 +608,8 @@ def patch_rom(world, rom, player, team, enemized):
rom.write_byte(0x13f01c+offset, layout.max_chests + layout.max_drops) rom.write_byte(0x13f01c+offset, layout.max_chests + layout.max_drops)
rom.write_byte(0x13f02a+offset, layout.max_chests) rom.write_byte(0x13f02a+offset, layout.max_chests)
builder = world.dungeon_layouts[player][name] builder = world.dungeon_layouts[player][name]
rom.write_byte(0x13f070+offset, builder.location_cnt % 10)
rom.write_byte(0x13f07e+offset, builder.location_cnt // 10)
bk_status = 1 if builder.bk_required else 0 bk_status = 1 if builder.bk_required else 0
bk_status = 2 if builder.bk_provided else bk_status bk_status = 2 if builder.bk_provided else bk_status
rom.write_byte(0x13f038+offset*2, bk_status) rom.write_byte(0x13f038+offset*2, bk_status)

View File

@@ -561,10 +561,14 @@ BigKeyStatus: ;27f038 (status 2 indicate BnC guard)
dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001 dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001
DungeonReminderTable: ;27f054 DungeonReminderTable: ;27f054
dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C
;27f070 TotalLocationsLow: ;27f070
db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07
TotalLocationsHigh: ;27f07e
db $00, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $02
;27F08C
; Vert 0,6,0 Horz 2,0,8 ; Vert 0,6,0 Horz 2,0,8
org $27f080 org $27f090
CoordIndex: ; Horizontal 1st CoordIndex: ; Horizontal 1st
db 2, 0 ; Coordinate Index $20-$23 db 2, 0 ; Coordinate Index $20-$23
OppCoordIndex: OppCoordIndex:
@@ -584,7 +588,7 @@ dw $007f, $0077 ; Left/Top camera bounds when at edge or layout frozen
dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c) dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c)
dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22 dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22
dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen
;27f09e next free byte ;27f0ae next free byte
org $27f100 org $27f100
TilesetTable: TilesetTable:

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@@ -120,10 +120,15 @@ jsl GuruguruFix : bra .next
nop #3 nop #3
.next .next
org $028fc9
nop #2 : jsl BlindAtticFix
; also rando's hooks.asm line 1360 ; also rando's hooks.asm line 1360
; 106e4e -> goes to a0ee4e ; 106e4e -> goes to a0ee4e
org $a0ee84 ; <- 6FC4C - headsup_display.asm : 836 (LDA $7EF36E : AND.w #$00FF : ADD.w #$0007 : AND.w #$FFF8 : TAX) org $a0ee84 ; <- 6FC4C - headsup_display.asm : 836 (LDA $7EF36E : AND.w #$00FF : ADD.w #$0007 : AND.w #$FFF8 : TAX)
jsl DrHudOverride jsl DrHudOverride
org $0ded04 ; <- rando's hooks.asm line 2192 - 6ED04 - equipment.asm : 1963 (REP #$30)
jsl DrHudDungeonItemsAdditions
org $098638 ; rando's hooks.asm line 2192 org $098638 ; rando's hooks.asm line 2192
jsl CountChestKeys jsl CountChestKeys
org $06D192 ; rando's hooks.asm line 457 org $06D192 ; rando's hooks.asm line 457

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@@ -36,35 +36,92 @@ HudAdditions:
+ lda.w DRFlags : and #$0004 : beq .restore + lda.w DRFlags : and #$0004 : beq .restore
lda $7ef368 : and.l $0098c0, x : beq .restore lda $7ef368 : and.l $0098c0, x : beq .restore
lda #$2811 : sta $7ec740 ; lda #$2811 : sta $7ec740
lda $7ef366 : and.l $0098c0, x : bne .check ; lda $7ef366 : and.l $0098c0, x : bne .check
lda.w BigKeyStatus, x : bne + ; change this, if bk status changes to one byte ; lda.w BigKeyStatus, x : bne + ; change this, if bk status changes to one byte
lda #$2574 : bra ++ ; lda #$2574 : bra ++
+ cmp #$0002 : bne + ; + cmp #$0002 : bne +
lda #$2420 : bra ++ ; lda #$2420 : bra ++
+ lda #$207f : bra ++ ; + lda #$207f : bra ++
.check lda #$2826 ; .check lda #$2826
++ sta $7ec742 ; ++ sta $7ec742
txa : lsr : tax txa : lsr : tax
lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2 lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4 lda #$2830 : sta $7ec7a4
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6 lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
lda #$2871 : sta $7ec780 ; lda #$2871 : sta $7ec780
lda.w TotalKeys, x ; lda.w TotalKeys, x
sep #$20 : !sub $7ef4b0, x : rep #$20 ; sep #$20 : !sub $7ef4b0, x : rep #$20 ; todo 4b0 no longer in use
jsr ConvertToDisplay : sta $7ec782 ; jsr ConvertToDisplay : sta $7ec782
.restore .restore
plb : rts plb : rts
} }
HudOffsets:
; none hc east desert aga swamp pod mire skull ice hera tt tr gt
dw $fffe, $0000, $0006, $0008, $0002, $0010, $000e, $0018, $0012, $0016, $000a, $0014, $001a, $001e
DrHudDungeonItemsAdditions:
{
jsl DrawHUDDungeonItems
lda.l HUDDungeonItems : and #$ff : bne + : rtl : +
lda.l DRMode : cmp #$02 : beq + : rtl : +
phx : phy : php
rep #$30
lda !HUD_FLAG : and.w #$0020 : beq + : bra ++ : +
lda HUDDungeonItems : and.w #$0003 : bne + : bra ++ : +
lda.w #$2810 : sta $1684 ; small keys icon
lda.w #$2811 : sta $16c4 ; big key icon
lda.w #$2810 : sta $1704 ; small keys icon
ldx #$0002
- lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
lda.l HudOffsets, x : tay
jsr BkStatus : sta $16C6, y ; big key status
lda.l ChestKeys, x : jsr ConvertToDisplay2 : sta $1706, y ; small key totals
+ inx #2 : cpx #$001b : bcc -
++
lda !HUD_FLAG : and.w #$0020 : bne + : bra ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : bra ++ : +
lda.w #$24f5 : sta $1704 ; blank
ldx #$0002
- lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
lda.l HudOffsets, x : tay
phx ; total chest counts
txa : lsr : tax
lda.l TotalLocationsLow, x : jsr ConvertToDisplay2 : sta $1706, y
lda.l TotalLocationsHigh, x : jsr ConvertToDisplay2 : sta $16c6, y
plx
+
+ inx #2 : cpx #$001b : bcc -
++
plp : ply : plx : rtl
}
BkStatus:
lda $7ef366 : and.l $0098c0, x : bne +++ ; has the bk already
lda.l BigKeyStatus, x : bne ++
lda #$2574 : rts ; X for no BK
++ cmp #$0002 : bne +
lda #$2420 : rts ; symbol for BnC
+ lda #$24f5 : rts ; black otherwise
+++ lda #$2826 : rts ; check mark
ConvertToDisplay: ConvertToDisplay:
and #$00ff : cmp #$000a : !blt + and.w #$00ff : cmp #$000a : !blt +
!add #$2553 : rts !add #$2553 : rts
+ !add #$2490 : rts + !add #$2490 : rts
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp #$000a : !blt +
!add #$2553 : rts
+ !add #$2816 : rts
++ lda #$3020 : rts
CountChestKeys: CountChestKeys:
jsl ItemDowngradeFix jsl ItemDowngradeFix

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@@ -74,3 +74,9 @@ GuruguruFix:
and #$0f : cmp #$0e : !blt + and #$0f : cmp #$0e : !blt +
iny #2 iny #2
+ rtl + rtl
BlindAtticFix:
lda.l DRMode : beq +
lda #$01 : rtl
+ lda $7EF3CC : cmp.b #$06
rtl

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