diff --git a/BaseClasses.py b/BaseClasses.py index 38e53e5c..e90b38da 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -7,7 +7,7 @@ from collections import OrderedDict, deque, defaultdict from EntranceShuffle import door_addresses from _vendor.collections_extended import bag from Utils import int16_as_bytes -from Tables import normal_offset_table, spiral_offset_table +from Tables import normal_offset_table, spiral_offset_table, multiply_lookup, divisor_lookup from RoomData import Room class World(object): @@ -1137,6 +1137,8 @@ class Door(object): self.zeroHzCam = False self.zeroVtCam = False self.doorListPos = -1 + self.edge_id = None + self.edge_width = None # logical properties # self.connected = False # combine with Dest? @@ -1161,10 +1163,18 @@ class Door(object): return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2 elif self.type == DoorType.SpiralStairs: return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4 + elif self.type == DoorType.Open: + base_address = { + Direction.North: 0x13C500, + Direction.South: 0x13C533, + Direction.West: 0x13C566, + Direction.East: 0x13C581, + } + return base_address[self.direction] + self.edge_id * 3 - def getTarget(self, toggle): + def getTarget(self, src): if self.type == DoorType.Normal: - bitmask = 4 * (self.layer ^ 1 if toggle else self.layer) + bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer) bitmask += 0x08 * int(self.trapFlag) return [self.roomIndex, bitmask + self.doorIndex] if self.type == DoorType.SpiralStairs: @@ -1173,6 +1183,17 @@ class Door(object): bitmask += 0x20 * int(self.zeroVtCam) bitmask += 0x80 if self.direction == Direction.Up else 0 return [self.roomIndex, bitmask + self.quadrant, self.shiftX, self.shiftY] + if self.type == DoorType.Open: + bitmask = self.edge_id + bitmask += 0x10 * self.layer + bitmask += 0x20 * self.quadrant + bitmask += 0x80 + if src.type == DoorType.Open: + fraction = 0x10 * multiply_lookup[src.edge_width][self.edge_width] + fraction += divisor_lookup[src.edge_width][self.edge_width] + return [self.roomIndex, bitmask, fraction] + else: + return [self.roomIndex, bitmask] def dir(self, direction, room, doorIndex, layer): self.direction = direction @@ -1189,6 +1210,12 @@ class Door(object): self.zeroVtCam = zero_vt_cam return self + def edge(self, edge_id, quadrant, width): + self.edge_id = edge_id + self.quadrant = quadrant + self.edge_width = width + return self + def small_key(self): self.smallKey = True return self diff --git a/DoorShuffle.py b/DoorShuffle.py index 22d91f30..8bd93efc 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -30,8 +30,6 @@ def link_doors(world, player): # These connections are here because they are currently unable to be shuffled for entrance, ext in straight_staircases: connect_two_way(world, entrance, ext, player) - for entrance, ext in open_edges: - connect_two_way(world, entrance, ext, player) for exitName, regionName in falldown_pits: connect_simple_door(world, exitName, regionName, player) for exitName, regionName in dungeon_warps: @@ -40,6 +38,8 @@ def link_doors(world, player): connect_two_way(world, ent, ext, player) if world.doorShuffle[player] == 'vanilla': + for entrance, ext in open_edges: + connect_two_way(world, entrance, ext, player) for exitName, regionName in vanilla_logical_connections: connect_simple_door(world, exitName, regionName, player) for entrance, ext in spiral_staircases: @@ -50,8 +50,13 @@ def link_doors(world, player): connect_one_way(world, ent, ext, player) vanilla_key_logic(world, player) elif world.doorShuffle[player] == 'basic': + if not world.experimental[player]: + for entrance, ext in open_edges: + connect_two_way(world, entrance, ext, player) within_dungeon(world, player) elif world.doorShuffle[player] == 'crossed': + for entrance, ext in open_edges: + connect_two_way(world, entrance, ext, player) cross_dungeon(world, player) else: logging.getLogger('').error('Invalid door shuffle setting: %s' % world.doorShuffle[player]) @@ -819,7 +824,7 @@ def convert_to_sectors(region_names, world, player): matching_sectors = [] while len(exits) > 0: ext = exits.pop() - door = world.check_for_door(ext.name, player) + door = ext.door if ext.connected_region is not None or door is not None and door.controller is not None: if door is not None and door.controller is not None: connect_region = world.get_entrance(door.controller.name, player).parent_region @@ -1692,7 +1697,7 @@ open_edges = [ ('Thieves Ambush EN Edge', 'Thieves BK Corner WN Edge'), ('Thieves BK Corner S Edge', 'Thieves Compass Room N Edge'), ('Thieves BK Corner SW Edge', 'Thieves Compass Room NW Edge'), - ('Thieves Compass Room WS Edge', 'Thieves Big Chest Nook WS Edge'), + ('Thieves Compass Room WS Edge', 'Thieves Big Chest Nook ES Edge'), ('Thieves Cricket Hall Left Edge', 'Thieves Cricket Hall Right Edge') ] @@ -1942,7 +1947,7 @@ interior_doors = [ key_doors = [ ('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'), - ('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'), + ('Sewers Dark Cross Key Door N', 'Sewers Water S'), ('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'), ('Eastern Darkness Up Stairs', 'Eastern Attic Start Down Stairs'), ('Eastern Big Key NE', 'Eastern Hint Tile Blocked Path SE'), @@ -1962,7 +1967,7 @@ key_doors = [ default_small_key_doors = { 'Hyrule Castle': [ ('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'), - ('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'), + ('Sewers Dark Cross Key Door N', 'Sewers Water S'), ('Hyrule Dungeon Map Room Key Door S', 'Hyrule Dungeon North Abyss Key Door N'), ('Hyrule Dungeon Armory Interior Key Door N', 'Hyrule Dungeon Armory Interior Key Door S') ], @@ -2060,7 +2065,7 @@ default_door_connections = [ ('Hyrule Castle West Hall E', 'Hyrule Castle Back Hall W'), ('Hyrule Castle Throne Room N', 'Sewers Behind Tapestry S'), ('Hyrule Dungeon Guardroom N', 'Hyrule Dungeon Armory S'), - ('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'), + ('Sewers Dark Cross Key Door N', 'Sewers Water S'), ('Sewers Water W', 'Sewers Key Rat E'), ('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'), ('Eastern Lobby Bridge N', 'Eastern Cannonball S'), diff --git a/Doors.py b/Doors.py index 82a87b38..c096ce47 100644 --- a/Doors.py +++ b/Doors.py @@ -68,15 +68,15 @@ def create_doors(world, player): create_door(player, 'Hyrule Dungeon Map Room Up Stairs', Sprl).dir(Up, 0x72, 0, LTH).ss(A, 0x4b, 0xec), create_door(player, 'Hyrule Dungeon Map Room Key Door S', Intr).dir(So, 0x72, Mid, High).small_key().pos(0), create_door(player, 'Hyrule Dungeon North Abyss Key Door N', Intr).dir(No, 0x72, Mid, High).small_key().pos(0), - create_door(player, 'Hyrule Dungeon North Abyss South Edge', Open).dir(So, 0x72, None, Low), - create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', Open).dir(So, 0x72, None, High), + create_door(player, 'Hyrule Dungeon North Abyss South Edge', Open).dir(So, 0x72, None, Low).edge(0, Z, 0x10), + create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', Open).dir(So, 0x72, None, High).edge(1, Z, 0x08), create_door(player, 'Hyrule Dungeon North Abyss Catwalk Dropdown', Lgcl), - create_door(player, 'Hyrule Dungeon South Abyss North Edge', Open).dir(No, 0x82, None, Low), - create_door(player, 'Hyrule Dungeon South Abyss West Edge', Open).dir(We, 0x82, None, Low), - create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', Open).dir(No, 0x82, None, High), - create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', Open).dir(We, 0x82, None, High), - create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', Open).dir(Ea, 0x81, None, High), - create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', Open).dir(We, 0x81, None, High), + create_door(player, 'Hyrule Dungeon South Abyss North Edge', Open).dir(No, 0x82, None, Low).edge(0, A, 0x10), + create_door(player, 'Hyrule Dungeon South Abyss West Edge', Open).dir(We, 0x82, None, Low).edge(3, Z, 0x10), + create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', Open).dir(No, 0x82, None, High).edge(1, A, 0x08), + create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', Open).dir(We, 0x82, None, High).edge(4, A, 0x18), + create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', Open).dir(Ea, 0x81, None, High).edge(3, S, 0x10), + create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', Open).dir(Ea, 0x81, None, High).edge(4, X, 0x18), create_door(player, 'Hyrule Dungeon Guardroom N', Nrml).dir(No, 0x81, Left, Low).pos(0), create_door(player, 'Hyrule Dungeon Armory S', Nrml).dir(So, 0x71, Left, Low).trap(0x2).pos(1), create_door(player, 'Hyrule Dungeon Armory ES', Intr).dir(Ea, 0x71, Left, Low).pos(2), @@ -95,7 +95,7 @@ def create_doors(world, player): create_door(player, 'Sewers Rope Room North Stairs', StrS).dir(No, 0x42, Mid, High), create_door(player, 'Sewers Dark Cross South Stairs', StrS).dir(So, 0x32, Mid, High), create_door(player, 'Sewers Dark Cross Key Door N', Nrml).dir(No, 0x32, Mid, High).small_key().pos(0), - create_door(player, 'Sewers Dark Cross Key Door S', Nrml).dir(So, 0x22, Mid, High).small_key().pos(0), + create_door(player, 'Sewers Water S', Nrml).dir(So, 0x22, Mid, High).small_key().pos(0), create_door(player, 'Sewers Water W', Nrml).dir(We, 0x22, Bot, High).pos(1), create_door(player, 'Sewers Key Rat E', Nrml).dir(Ea, 0x21, Bot, High).pos(1), create_door(player, 'Sewers Key Rat Key Door N', Nrml).dir(No, 0x21, Right, High).small_key().pos(0), @@ -178,44 +178,44 @@ def create_doors(world, player): create_door(player, 'Eastern Boss SE', Nrml).dir(So, 0xc8, Right, High).no_exit().trap(0x4).pos(0), # Desert Palace - create_door(player, 'Desert Main Lobby NW Edge', Open).dir(No, 0x84, None, High), - create_door(player, 'Desert Main Lobby N Edge', Open).dir(No, 0x84, None, High), - create_door(player, 'Desert Main Lobby NE Edge', Open).dir(No, 0x84, None, High), - create_door(player, 'Desert Main Lobby E Edge', Open).dir(Ea, 0x84, None, High), + create_door(player, 'Desert Main Lobby NW Edge', Open).dir(No, 0x84, None, High).edge(3, A, 0x20), + create_door(player, 'Desert Main Lobby N Edge', Open).dir(No, 0x84, None, High).edge(4, A, 0xa0), + create_door(player, 'Desert Main Lobby NE Edge', Open).dir(No, 0x84, None, High).edge(5, S, 0x20), + create_door(player, 'Desert Main Lobby E Edge', Open).dir(Ea, 0x84, None, High).edge(5, S, 0xa0), create_door(player, 'Desert Main Lobby Left Path', Lgcl), create_door(player, 'Desert Main Lobby Right Path', Lgcl), create_door(player, 'Desert Left Alcove Path', Lgcl), create_door(player, 'Desert Right Alcove Path', Lgcl), - create_door(player, 'Desert Dead End Edge', Open).dir(So, 0x74, None, High), - create_door(player, 'Desert East Wing W Edge', Open).dir(We, 0x85, None, High), - create_door(player, 'Desert East Wing N Edge', Open).dir(No, 0x85, None, High), + create_door(player, 'Desert Dead End Edge', Open).dir(So, 0x74, None, High).edge(4, Z, 0xa0), + create_door(player, 'Desert East Wing W Edge', Open).dir(We, 0x85, None, High).edge(5, A, 0xa0), + create_door(player, 'Desert East Wing N Edge', Open).dir(No, 0x85, None, High).edge(6, A, 0x20), create_door(player, 'Desert East Lobby WS', Intr).dir(We, 0x85, Bot, High).pos(3), create_door(player, 'Desert East Wing ES', Intr).dir(Ea, 0x85, Bot, High).pos(3), create_door(player, 'Desert East Wing Key Door EN', Intr).dir(Ea, 0x85, Top, High).small_key().pos(1), create_door(player, 'Desert Compass Key Door WN', Intr).dir(We, 0x85, Top, High).small_key().pos(1), create_door(player, 'Desert Compass NW', Nrml).dir(No, 0x85, Right, High).trap(0x4).pos(0), create_door(player, 'Desert Cannonball S', Nrml).dir(So, 0x75, Right, High).pos(1), - create_door(player, 'Desert Arrow Pot Corner S Edge', Open).dir(So, 0x75, None, High), - create_door(player, 'Desert Arrow Pot Corner W Edge', Open).dir(We, 0x75, None, High), + create_door(player, 'Desert Arrow Pot Corner S Edge', Open).dir(So, 0x75, None, High).edge(6, Z, 0x20), + create_door(player, 'Desert Arrow Pot Corner W Edge', Open).dir(We, 0x75, None, High).edge(2, Z, 0x20), create_door(player, 'Desert Arrow Pot Corner NW', Intr).dir(No, 0x75, Left, High).pos(0), create_door(player, 'Desert Trap Room SW', Intr).dir(So, 0x75, Left, High).pos(0), - create_door(player, 'Desert North Hall SE Edge', Open).dir(So, 0x74, None, High), - create_door(player, 'Desert North Hall SW Edge', Open).dir(So, 0x74, None, High), - create_door(player, 'Desert North Hall W Edge', Open).dir(We, 0x74, None, High), - create_door(player, 'Desert North Hall E Edge', Open).dir(Ea, 0x74, None, High), + create_door(player, 'Desert North Hall SE Edge', Open).dir(So, 0x74, None, High).edge(5, X, 0x20), + create_door(player, 'Desert North Hall SW Edge', Open).dir(So, 0x74, None, High).edge(3, Z, 0x20), + create_door(player, 'Desert North Hall W Edge', Open).dir(We, 0x74, None, High).edge(2, Z, 0x20), + create_door(player, 'Desert North Hall E Edge', Open).dir(Ea, 0x74, None, High).edge(1, X, 0x20), create_door(player, 'Desert North Hall NW', Intr).dir(No, 0x74, Left, High).pos(1), create_door(player, 'Desert Map SW', Intr).dir(So, 0x74, Left, High).pos(1), create_door(player, 'Desert North Hall NE', Intr).dir(No, 0x74, Right, High).pos(0), create_door(player, 'Desert Map SE', Intr).dir(So, 0x74, Right, High).pos(0), - create_door(player, 'Desert Sandworm Corner S Edge', Open).dir(So, 0x73, None, High), - create_door(player, 'Desert Sandworm Corner E Edge', Open).dir(Ea, 0x73, None, High), + create_door(player, 'Desert Sandworm Corner S Edge', Open).dir(So, 0x73, None, High).edge(2, X, 0x20), + create_door(player, 'Desert Sandworm Corner E Edge', Open).dir(Ea, 0x73, None, High).edge(1, X, 0x20), create_door(player, 'Desert Sandworm Corner NE', Intr).dir(No, 0x73, Right, High).pos(2), create_door(player, 'Desert Bonk Torch SE', Intr).dir(So, 0x73, Right, High).pos(2), create_door(player, 'Desert Sandworm Corner WS', Intr).dir(We, 0x73, Bot, High).pos(1), create_door(player, 'Desert Circle of Pots ES', Intr).dir(Ea, 0x73, Bot, High).pos(1), create_door(player, 'Desert Circle of Pots NW', Intr).dir(No, 0x73, Left, High).pos(0), create_door(player, 'Desert Big Chest SW', Intr).dir(So, 0x73, Left, High).pos(0), - create_door(player, 'Desert West Wing N Edge', Open).dir(No, 0x83, None, High), + create_door(player, 'Desert West Wing N Edge', Open).dir(No, 0x83, None, High).edge(2, S, 0x20), create_door(player, 'Desert West Wing WS', Intr).dir(We, 0x83, Bot, High).pos(2), create_door(player, 'Desert West Lobby ES', Intr).dir(Ea, 0x83, Bot, High).pos(2), create_door(player, 'Desert West Lobby NW', Intr).dir(No, 0x83, Left, High).pos(0), @@ -537,26 +537,26 @@ def create_doors(world, player): create_door(player, 'Skull Final Drop WS', Intr).dir(We, 0x39, Bot, High).small_key().pos(1), create_door(player, 'Skull Final Drop Hole', Hole), - create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low), - create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low), + create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low).edge(7, A, 0x10), + create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low).edge(8, S, 0x18), create_door(player, 'Thieves Lobby E', Nrml).dir(Ea, 0xdb, Mid, High).no_exit().trap(0x4).pos(0), - create_door(player, 'Thieves Big Chest Nook WS Edge', Open).dir(We, 0xdb, None, Low), - create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low), - create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low), - create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low), - create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low), + create_door(player, 'Thieves Big Chest Nook ES Edge', Open).dir(Ea, 0xdb, None, Low).edge(8, X, 0x50), + create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low).edge(7, Z, 0x10), + create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low).edge(8, X, 0x18), + create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low).edge(6, X, 0x50), + create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low).edge(7, S, 0x50), create_door(player, 'Thieves Ambush E', Nrml).dir(Ea, 0xcb, Mid, High).pos(0), - create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low), - create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low), - create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low), - create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low), + create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low).edge(7, A, 0x50), + create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low).edge(6, Z, 0x50), + create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low).edge(10, Z, 0x10), + create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low).edge(9, Z, 0x18), create_door(player, 'Thieves Rail Ledge Drop Down', Lgcl), create_door(player, 'Thieves Rail Ledge W', Nrml).dir(We, 0xcc, Mid, High).pos(2), create_door(player, 'Thieves Rail Ledge NW', Nrml).dir(No, 0xcc, Left, High).pos(1), create_door(player, 'Thieves BK Corner NE', Nrml).dir(No, 0xcc, Right, High).big_key().pos(0), - create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low), - create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low), - create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low), + create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low).edge(9, A, 0x18), + create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low).edge(10, A, 0x10), + create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low).edge(8, Z, 0x50), create_door(player, 'Thieves Compass Room W', Nrml).dir(We, 0xdc, Mid, High).pos(0), create_door(player, 'Thieves Hallway SE', Nrml).dir(So, 0xbc, Right, High).small_key().pos(1), create_door(player, 'Thieves Hallway NE', Nrml).dir(No, 0xbc, Right, High).pos(7), @@ -589,8 +589,8 @@ def create_doors(world, player): create_door(player, 'Thieves Attic Down Stairs', Sprl).dir(Dn, 0x64, 0, HTH).ss(Z, 0x11, 0x80, True, True), create_door(player, 'Thieves Attic ES', Intr).dir(Ea, 0x64, Bot, High).pos(0), create_door(player, 'Thieves Cricket Hall Left WS', Intr).dir(We, 0x64, Bot, High).pos(0), - create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High), - create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High), + create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High).edge(0, X, 0x30), + create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High).edge(0, Z, 0x30), create_door(player, 'Thieves Cricket Hall Right ES', Intr).dir(Ea, 0x65, Bot, High).pos(0), create_door(player, 'Thieves Attic Window WS', Intr).dir(We, 0x65, Bot, High).pos(0), create_door(player, 'Thieves Basement Block Up Stairs', Sprl).dir(Up, 0x45, 0, HTH).ss(A, 0x1a, 0x6c, True, True), @@ -1231,7 +1231,7 @@ def create_paired_doors(world, player): PairedDoor('PoD Falling Bridge WN', 'PoD Dark Maze EN', True), # Pod Dark maze door PairedDoor('PoD Dark Maze E', 'PoD Big Chest Balcony W', True), # PoD Bombable by Big Chest PairedDoor('PoD Arena Main NW', 'PoD Falling Bridge SW', True), # Pod key door by bridge - PairedDoor('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S', True), + PairedDoor('Sewers Dark Cross Key Door N', 'Sewers Water S', True), PairedDoor('Swamp Hub WN', 'Swamp Crystal Switch EN', True), # Swamp key door crystal switch PairedDoor('Swamp Hub North Ledge N', 'Swamp Push Statue S', True), # Swamp key door above big chest PairedDoor('PoD Map Balcony WS', 'PoD Arena Ledge ES', True), # Pod bombable by arena diff --git a/DungeonGenerator.py b/DungeonGenerator.py index e065f6d5..5dd74be4 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -20,6 +20,10 @@ class Hook(Enum): South = 2 East = 3 Stairs = 4 + NEdge = 5 + SEdge = 6 + WEdge = 7 + EEdge = 8 class GraphPiece: @@ -522,11 +526,29 @@ def opposite_h_type(h_type): Hook.South: Hook.North, Hook.West: Hook.East, Hook.East: Hook.West, - + Hook.NEdge: Hook.SEdge, + Hook.SEdge: Hook.NEdge, + Hook.EEdge: Hook.WEdge, + Hook.WEdge: Hook.EEdge, } return type_map[h_type] +edge_map = { + Direction.North: Hook.NEdge, + Direction.South: Hook.SEdge, + Direction.West: Hook.WEdge, + Direction.East: Hook.EEdge, +} + +edge_map_back = { + Direction.North: Hook.SEdge, + Direction.South: Hook.NEdge, + Direction.West: Hook.EEdge, + Direction.East: Hook.WEdge, +} + + def hook_from_door(door): if door.type == DoorType.SpiralStairs: return Hook.Stairs @@ -538,6 +560,8 @@ def hook_from_door(door): Direction.East: Hook.East, } return dir[door.direction] + if door.type == DoorType.Open: + return edge_map[door.direction] return None @@ -552,16 +576,18 @@ def hanger_from_door(door): Direction.East: Hook.West, } return dir[door.direction] + if door.type == DoorType.Open: + return edge_map_back[door.direction] return None def connect_doors(a, b): # Return on unsupported types. - if a.type in [DoorType.Open, DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder, + if a.type in [DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder, DoorType.Interior, DoorType.Logical]: return # Connect supported types - if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs: + if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs or a.type == DoorType.Open: if a.blocked: connect_one_way(b.entrance, a.entrance) elif b.blocked: diff --git a/Fill.py b/Fill.py index 54b9581f..d7cb5d7a 100644 --- a/Fill.py +++ b/Fill.py @@ -225,7 +225,7 @@ def fill_restrictive(world, base_state, locations, itempool, single_player_place itempool.extend(unplaced_items) -def valid_key_placement(item, location, itempool, world): +def valid_key_placement(item, location, itempool, world): if (not item.smallkey and not item.bigkey) or item.player != location.player or world.retro[item.player]: return True dungeon = location.parent_region.dungeon @@ -233,7 +233,7 @@ def valid_key_placement(item, location, itempool, world): if dungeon.name not in item.name and (dungeon.name != 'Hyrule Castle' or 'Escape' not in item.name): return True key_logic = world.key_logic[item.player][dungeon.name] - unplaced_keys = len([x for x in itempool if x.name == key_logic.small_key_name and x.player == item.player]) + unplaced_keys = len([x for x in itempool+world.itempool if x.name == key_logic.small_key_name and x.player == item.player]) return key_logic.check_placement(unplaced_keys) else: inside_dungeon_item = ((item.smallkey and not world.keyshuffle[item.player]) diff --git a/Main.py b/Main.py index e8db9b73..315ba5f5 100644 --- a/Main.py +++ b/Main.py @@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute from ItemList import generate_itempool, difficulties, fill_prizes from Utils import output_path, parse_player_names, print_wiki_doors_by_room -__version__ = '0.0.18.3d' +__version__ = '0.0.18.4d' def main(args, seed=None): diff --git a/Regions.py b/Regions.py index 9d6cedc3..5a0bf298 100644 --- a/Regions.py +++ b/Regions.py @@ -232,7 +232,7 @@ def create_dungeon_regions(world, player): create_dungeon_region(player, 'Sewers Behind Tapestry', 'Hyrule Castle', None, ['Sewers Behind Tapestry S', 'Sewers Behind Tapestry Down Stairs']), create_dungeon_region(player, 'Sewers Rope Room', 'Hyrule Castle', None, ['Sewers Rope Room Up Stairs', 'Sewers Rope Room North Stairs']), create_dungeon_region(player, 'Sewers Dark Cross', 'Hyrule Castle', ['Sewers - Dark Cross'], ['Sewers Dark Cross Key Door N', 'Sewers Dark Cross South Stairs']), - create_dungeon_region(player, 'Sewers Water', 'Hyrule Castle', None, ['Sewers Dark Cross Key Door S', 'Sewers Water W']), + create_dungeon_region(player, 'Sewers Water', 'Hyrule Castle', None, ['Sewers Water S', 'Sewers Water W']), create_dungeon_region(player, 'Sewers Key Rat', 'Hyrule Castle', ['Hyrule Castle - Key Rat Key Drop'], ['Sewers Key Rat E', 'Sewers Key Rat Key Door N']), create_dungeon_region(player, 'Sewers Secret Room Blocked Path', 'Hyrule Castle', None, ['Sewers Secret Room Up Stairs']), create_dungeon_region(player, 'Sewers Rat Path', 'Hyrule Castle', None, ['Sewers Secret Room Key Door S', 'Sewers Secret Room Push Block', 'Sewers Rat Path WS', 'Sewers Rat Path WN']), @@ -460,7 +460,7 @@ def create_dungeon_regions(world, player): create_dungeon_region(player, 'Thieves Rail Ledge', 'Thieves\' Town', None, ['Thieves Rail Ledge NW', 'Thieves Rail Ledge W', 'Thieves Rail Ledge Drop Down']), create_dungeon_region(player, 'Thieves BK Corner', 'Thieves\' Town', None, ['Thieves BK Corner WN Edge', 'Thieves BK Corner WS Edge', 'Thieves BK Corner S Edge', 'Thieves BK Corner SW Edge', 'Thieves BK Corner NE']), create_dungeon_region(player, 'Thieves Compass Room', 'Thieves\' Town', ['Thieves\' Town - Compass Chest'], ['Thieves Compass Room NW Edge', 'Thieves Compass Room N Edge', 'Thieves Compass Room WS Edge', 'Thieves Compass Room W']), - create_dungeon_region(player, 'Thieves Big Chest Nook', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest'], ['Thieves Big Chest Nook WS Edge']), + create_dungeon_region(player, 'Thieves Big Chest Nook', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest'], ['Thieves Big Chest Nook ES Edge']), create_dungeon_region(player, 'Thieves Hallway', 'Thieves\' Town', ['Thieves\' Town - Hallway Pot Key'], ['Thieves Hallway SE', 'Thieves Hallway NE', 'Thieves Hallway WN', 'Thieves Hallway WS']), create_dungeon_region(player, 'Thieves Boss', 'Thieves\' Town', ['Revealing Light', 'Thieves\' Town - Boss', 'Thieves\' Town - Prize'], ['Thieves Boss SE']), create_dungeon_region(player, 'Thieves Pot Alcove Mid', 'Thieves\' Town', None, ['Thieves Pot Alcove Mid ES', 'Thieves Pot Alcove Mid WS']), diff --git a/Rom.py b/Rom.py index 7a68eae4..7f74a53f 100644 --- a/Rom.py +++ b/Rom.py @@ -605,7 +605,7 @@ def patch_rom(world, rom, player, team, enemized): rom.write_byte(0x139004, 1) for door in world.doors: if door.dest is not None and door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs]: - rom.write_bytes(door.getAddress(), door.dest.getTarget(door.toggle)) + rom.write_bytes(door.getAddress(), door.dest.getTarget(door)) for room in world.rooms: if room.player == player and room.modified: rom.write_bytes(room.address(), room.rom_data()) diff --git a/Rules.py b/Rules.py index 291eb11e..9cc8102d 100644 --- a/Rules.py +++ b/Rules.py @@ -732,7 +732,7 @@ def no_glitches_rules(world, player): 'Sewers Dark Cross': {'sewer': True, 'entrances': ['Sewers Dark Cross Key Door N', 'Sewers Dark Cross South Stairs'], 'locations': ['Sewers - Dark Cross']}, 'Sewers Behind Tapestry': {'sewer': True, 'entrances': ['Sewers Behind Tapestry S', 'Sewers Behind Tapestry Down Stairs'], 'locations': []}, 'Sewers Rope Room': {'sewer': True, 'entrances': ['Sewers Rope Room Up Stairs', 'Sewers Rope Room North Stairs'], 'locations': []}, - 'Sewers Water': {'sewer': True, 'entrances': ['Sewers Dark Cross Key Door S', 'Sewers Water W'], 'locations': []}, + 'Sewers Water': {'sewer': True, 'entrances': ['Sewers Water S', 'Sewers Water W'], 'locations': []}, 'Sewers Key Rat': {'sewer': True, 'entrances': ['Sewers Key Rat E', 'Sewers Key Rat Key Door N'], 'locations': ['Hyrule Castle - Key Rat Key Drop']}, } diff --git a/Tables.py b/Tables.py index 272a0f93..15f98f58 100644 --- a/Tables.py +++ b/Tables.py @@ -59,4 +59,25 @@ door_pair_offset_table = { 0xc1: 0x01c2, 0xc2: 0x01ca, 0xc3: 0x01d2, 0xc4: 0x01d9, 0xc5: 0x01da, 0xc6: 0x01dd, 0xc7: 0x01e3, 0xc8: 0x01e6, 0xc9: 0x01e7, 0xcb: 0x01ec, 0xcc: 0x01ed, 0xce: 0x01f0, 0xd0: 0x01f1, 0xd1: 0x01f3, 0xd2: 0x01f7, 0xd5: 0x01f8, 0xd6: 0x01fa, 0xd8: 0x01fd, 0xd9: 0x0200, 0xda: 0x0203, 0xdb: 0x0204, 0xdc: 0x0206, 0xe0: 0x020 -} \ No newline at end of file +} + +multiply_lookup = { + 0x08: {0x8: 1, 0x10: 2, 0x18: 3, 0x20: 4, 0x30: 6, 0x50: 0xa, 0xa0: 0x14}, + 0x10: {0x8: 1, 0x10: 1, 0x18: 3, 0x20: 2, 0x30: 3, 0x50: 0x4, 0xa0: 0xa}, + 0x18: {0x8: 1, 0x10: 2, 0x18: 1, 0x20: 4, 0x30: 2, 0x50: 0xa, 0xa0: 0x14}, + 0x20: {0x8: 1, 0x10: 1, 0x18: 3, 0x20: 1, 0x30: 3, 0x50: 5, 0xa0: 5}, + 0x30: {0x8: 1, 0x10: 1, 0x18: 1, 0x20: 2, 0x30: 1, 0x50: 5, 0xa0: 0xa}, + 0x50: {0x8: 1, 0x10: 1, 0x18: 3, 0x20: 2, 0x30: 3, 0x50: 1, 0xa0: 2}, + 0xa0: {0x8: 1, 0x10: 1, 0x18: 3, 0x20: 1, 0x30: 3, 0x50: 1, 0xa0: 1}, +} + +divisor_lookup = { + 0x08: {0x8: 1, 0x10: 1, 0x18: 1, 0x20: 1, 0x30: 1, 0x50: 1, 0xa0: 1}, + 0x10: {0x8: 2, 0x10: 1, 0x18: 2, 0x20: 1, 0x30: 1, 0x50: 1, 0xa0: 1}, + 0x18: {0x8: 3, 0x10: 3, 0x18: 1, 0x20: 3, 0x30: 1, 0x50: 3, 0xa0: 3}, + 0x20: {0x8: 4, 0x10: 2, 0x18: 4, 0x20: 1, 0x30: 2, 0x50: 2, 0xa0: 1}, + 0x30: {0x8: 6, 0x10: 3, 0x18: 2, 0x20: 3, 0x30: 1, 0x50: 3, 0xa0: 3}, + 0x50: {0x8: 0xa, 0x10: 4, 0x18: 0xa, 0x20: 5, 0x30: 5, 0x50: 1, 0xa0: 1}, + 0xa0: {0x8: 0x14, 0x10: 0xa, 0x18: 0x14, 0x20: 5, 0x30: 0xa, 0x50: 2, 0xa0: 1}, +} + diff --git a/asm/doorrando.asm b/asm/doorrando.asm index c24dbab2..646580eb 100644 --- a/asm/doorrando.asm +++ b/asm/doorrando.asm @@ -1,9 +1,11 @@ !add = "clc : adc" !sub = "sec : sbc" +!bge = "bcs" +!blt = "bcc" ; Free RAM notes -; Normal doors use $FE for scrolling indicator -; Normal doors use $AB to store the trap door indicator +; Normal doors use $AB-AC for scrolling indicator +; Normal doors use $FE to store the trap door indicator ; Spiral doors use $045e to store stair type ; Gfx uses $b1 to for sub-sub-sub-module thing @@ -17,6 +19,8 @@ incsrc spiral.asm incsrc gfx.asm incsrc keydoors.asm incsrc overrides.asm +incsrc edges.asm +incsrc math.asm warnpc $279000 ; Data Section diff --git a/asm/doortables.asm b/asm/doortables.asm index d4dd762b..2aed2bf3 100644 --- a/asm/doortables.asm +++ b/asm/doortables.asm @@ -488,4 +488,56 @@ dw $0000 dw $0000,$0000 dw $0000 dw $0000,$0000,$0000,$0000 -dw $ffff ; indicates the end - we can drop this \ No newline at end of file +dw $ffff ; indicates the end - we can drop this + +; Edge Transition Table +org $27C500 ;ends around 27C5F0 +NorthOpenEdge: +db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +SouthOpenEdge: +db $83,$a2,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +WestOpenEdge: +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +EastOpenEdge: +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +db $00,$80,$11, $00,$80,$11, $00,$80,$11 +; Edge Info Table (Midpoint, Width, Min Coord) +NorthEdgeInfo: +db $a8,$10,$a0, $2c,$08,$28 ;HC +db $b8,$20,$a8 ; DP West Wing +db $38,$20,$28, $f8,$a0,$a8, $b8,$20,$a8 ; DP Main +db $78,$20,$68 ; DP East Wing +db $f8,$10,$f0, $7c,$18,$70 ; TT Lobby +db $74,$18,$68, $f8,$10,$f0 ; TT Compass +SouthEdgeInfo: +db $a8,$10,$a0, $2c,$08,$28 ; HC +db $b8,$20,$a8 ; DP Sandworm +db $38,$20,$28, $f8,$a0,$a8, $b8,$20,$a8 ; DP North Hall & Dead End +db $78,$20,$68 ; DP Arrow Pot +db $f8,$10,$f0, $7c,$18,$70 ; TT Ambush +db $74,$18,$68, $f8,$10,$f0 ; TT BK Corner +WestEdgeInfo: +db $78,$30,$60 ; TT Attic +db $40,$20,$30 ; DP North Hall +db $40,$20,$30 ; DP Arrow Pot +db $84,$18,$78, $68,$10,$60 ; HC South +db $a0,$a0,$50 ; DP East Wing +db $58,$50,$30, $98,$50,$70 ; TT BK Corner +db $58,$50,$30 ; TT Compass +EastEdgeInfo: +db $78,$30,$60 ; TT Attic +db $40,$20,$30 ; DP Sandworm +db $40,$20,$30 ; DP North Hall +db $68,$10,$60, $84,$18,$78 ; HC Guards +db $a0,$a0,$50 ; DP Main Lobby +db $58,$50,$30, $98,$50,$70 ; TT Ambush +db $58,$50,$30 ; TT Nook +MultDivInfo: ; (1placeholder, 1, 2, 3, 4, 5, 6, 10, 20) +db $01, $01, $02, $03, $04, $05, $06, $0a, $14 \ No newline at end of file diff --git a/asm/edges.asm b/asm/edges.asm new file mode 100644 index 00000000..098ef310 --- /dev/null +++ b/asm/edges.asm @@ -0,0 +1,291 @@ +HorzEdge: + cpy #$ff : beq + + jsr DetectWestEdge : bra ++ + + jsr DetectEastEdge + ++ cmp #$ff : beq + + sta $00 : asl : !add $00 : tax + cpy #$ff : beq ++ + jsr LoadWestData : bra .main + ++ jsr LoadEastData + .main + jsr LoadEdgeRoomHorz + sec : rts + + clc : rts + +VertEdge: + cpy #$ff : beq + + jsr DetectNorthEdge : bra ++ + + jsr DetectSouthEdge + ++ cmp #$ff : beq + + sta $00 : asl : !add $00 : tax + cpy #$ff : beq ++ + jsr LoadNorthData : bra .main + ++ jsr LoadSouthData + .main + jsr LoadEdgeRoomVert + sec : rts + + clc : rts + +LoadEdgeRoomHorz: + lda $03 : sta $a0 + sty $09 + and.b #$0f : asl a : !sub $23 : !add $09 : sta $02 + ldy #$00 : jsr ShiftVariablesMainDir + lda $a0 : and.b #$F0 : lsr #3 : sta $0603 : inc : sta $0607 + + + lda $aa : asl : tax ; current quad as 0/4 + lda $04 : and #$40 : bne + + lda $603 : sta $00 : stz $01 : bra ++ + + lda $607 : sta $00 : lda #$02 : sta $01 + ++ ; $01 now contains 0 or 2 + lda $00 : sta $21 : sta $0601 : sta $0605 + lda $01 : sta $aa : lsr : sta $01 : stz $00 + lda $0a : sta $20 + + stz $0e + rep #$30 + lda $e8 : and #$01ff : sta $02 + lda $0a : and #$00ff : !add $00 : sta $00 + + cmp #$006c : !bge + + lda #$0077 : bra ++ + + cmp #$017c : !blt + + lda #$0187 : bra ++ + + !add #$000b + ++ sta $0618 : inc #2 : sta $061a + + lda $00 : cmp #$0078 : !bge + + lda #$0000 : bra ++ + + cmp #$0178 : !blt + + lda #$0100 : bra ++ + + !sub #$0078 + ++ sta $00 + + ; figures out scroll amt + cmp $02 : bne + + lda #$0000 : bra .done + + !blt + + !sub $02 : inc $0e : bra .done + + lda $02 : !sub $00 + + .done sta $ab : sep #$30 + lda $0e : asl : ora $ac : sta $ac + lda $0603, x : sta $e9 + + lda $04 : and #$80 : lsr #4 : sta $ee ; layer stuff + rts + +LoadEdgeRoomVert: + lda $03 : sta $a0 + sty $09 + and.b #$f0 : lsr #3 : !sub $21 : !add $09 : sta $02 + ldy #$01 : jsr ShiftVariablesMainDir + lda $a0 : and.b #$0f : asl : sta $060b : inc : sta $060f + + lda $a9 : asl #2 : tax ; current quad as 0/4 + lda $04 : and #$20 : bne + + lda $60b : sta $00 : stz $01 : bra ++ + + lda $60f : sta $00 : lda #$01 : sta $01 + ++ ; $01 now contains 0 or 1 + lda $00 : sta $23 : sta $0609 : sta $060d + lda $01 : sta $a9 : stz $00 ; setup for 16 bit ops + lda $0a : sta $22 + + stz $0e ; pos/neg indicator + rep #$30 + lda $e2 : and #$01ff : sta $02 + lda $0a : and #$00ff : !add $00 : sta $00 + + cmp #$0078 : !bge + + lda #$007f : bra ++ + + cmp #$0178 : !blt + + lda #$017f : bra ++ + + !add #$0007 + ++ sta $061c : inc #2 : sta $061e + + lda $00 : cmp #$0078 : !bge + + lda #$0000 : bra ++ + + cmp #$0178 : !blt + + lda #$0100 : bra ++ + + !sub #$0078 + ++ sta $00 + + ; figures out scroll amt + cmp $02 : bne + + lda #$0000 : bra .done + + !blt + + !sub $02 : inc $0e : bra .done + + lda $02 : !sub $00 + + .done sta $ab : sep #$30 + lda $0e : asl : ora $ac : sta $ac + lda $060b, x : sta $e3 + + lda $04 : and #$10 : lsr #4 : sta $ee ; layer stuff + rts + + +LoadNorthData: + lda NorthEdgeInfo, x : sta $06 ; not needed I think + lda NorthOpenEdge, x : sta $03 : inx + lda NorthEdgeInfo, x : sta $07 ;probably needed for maths - unsure + lda NorthOpenEdge, x : sta $04 : inx + lda NorthEdgeInfo, x : sta $08 ; needed for maths + lda NorthOpenEdge, x : sta $05 + lda $04 : and #$0f : sta $00 : asl : !add $00 : tax + lda SouthEdgeInfo, x : sta $0a : inx ; needed now, and for nrml transition + lda SouthEdgeInfo, x : sta $0b : inx ; probably not needed - unsure + lda SouthEdgeInfo, x : sta $0c ; needed for maths + rts + +LoadSouthData: + lda SouthEdgeInfo, x : sta $06 + lda SouthOpenEdge, x : sta $03 : inx + lda SouthEdgeInfo, x : sta $07 + lda SouthOpenEdge, x : sta $04 : inx + lda SouthEdgeInfo, x : sta $08 + lda SouthOpenEdge, x : sta $05 + lda $04 : and #$0f : sta $00 : asl : !add $00 : tax + lda NorthEdgeInfo, x : sta $0a : inx + lda NorthEdgeInfo, x : sta $0b : inx + lda NorthEdgeInfo, x : sta $0c + rts + +LoadWestData: + lda WestEdgeInfo, x : sta $06 + lda WestOpenEdge, x : sta $03 : inx + lda WestEdgeInfo, x : sta $07 + lda WestOpenEdge, x : sta $04 : inx + lda WestEdgeInfo, x : sta $08 + lda WestOpenEdge, x : sta $05 + lda $04 : and #$0f : sta $00 : asl : !add $00 : tax + lda EastEdgeInfo, x : sta $0a : inx + lda EastEdgeInfo, x : sta $0b : inx + lda EastEdgeInfo, x : sta $0c + rts + +LoadEastData: + lda EastEdgeInfo, x : sta $06 + lda EastOpenEdge, x : sta $03 : inx + lda EastEdgeInfo, x : sta $07 + lda EastOpenEdge, x : sta $04 : inx + lda EastEdgeInfo, x : sta $08 + lda EastOpenEdge, x : sta $05 + lda $04 : and #$0f : sta $00 : asl : !add $00 : tax + lda WestEdgeInfo, x : sta $0a : inx + lda WestEdgeInfo, x : sta $0b : inx + lda WestEdgeInfo, x : sta $0c + rts + + +DetectNorthEdge: + ldx #$ff + lda $a2 + cmp #$82 : bne + + lda $22 : cmp #$50 : bcs ++ + ldx #$01 : bra .end + ++ ldx #$00 : bra .end + + cmp #$83 : bne + + ldx #$02 : bra .end + + cmp #$84 : bne + + lda $a9 : beq ++ + lda $22 : cmp #$78 : bcs +++ + ldx #$04 : bra .end + +++ ldx #$05 : bra .end + ++ lda $22 : cmp #$78 : bcs ++ + ldx #$03 : bra .end + ++ ldx #$04 : bra .end + + cmp #$85 : bne + + ldx #$06 : bra .end + + cmp #$db : bne + + lda $a9 : beq ++ + lda $22 : beq ++ + ldx #$08 : bra .end + ++ ldx #$07 : bra .end + + cmp #$dc : bne .end + lda $a9 : bne ++ + lda $22 : cmp #$b0 : bcs ++ + ldx #$09 : bra .end + ++ ldx #$0a + .end txa : rts + +DetectSouthEdge: + ldx #$ff + lda $a2 + cmp #$72 : bne + + lda $22 : cmp #$50 : bcs ++ + ldx #$01 : bra .end + ++ ldx #$00 : bra .end + + cmp #$73 : bne + + ldx #$02 : bra .end + + cmp #$74 : bne + + lda $a9 : beq ++ + lda $22 : cmp #$78 : bcs +++ + ldx #$04 : bra .end + +++ ldx #$05 : bra .end + ++ lda $22 : cmp #$78 : bcs ++ + ldx #$03 : bra .end + ++ ldx #$04 : bra .end + + cmp #$75 : bne + + ldx #$06 : bra .end + + cmp #$cb : bne + + lda $a9 : beq ++ + lda $22 : beq ++ + ldx #$08 : bra .end + ++ ldx #$07 : bra .end + + cmp #$cc : bne .end + lda $a9 : bne ++ + lda $22 : cmp #$b0 : bcs ++ + ldx #$09 : bra .end + ++ ldx #$0a + .end txa : rts + +DetectWestEdge: + ldx #$ff + lda $a2 + cmp #$65 : bne + + ldx #$00 : bra .end + + cmp #$74 : bne + + ldx #$01 : bra .end + + cmp #$75 : bne + + ldx #$02 : bra .end + + cmp #$82 : bne + + lda $aa : beq ++ + ldx #$03 : bra .end + ++ ldx #$04 : bra .end + + cmp #$85 : bne + + ldx #$05 : bra .end + + cmp #$cc : bne + + lda $aa : beq ++ + ldx #$07 : bra .end + ++ ldx #$06 : bra .end + + cmp #$dc : bne .end + ldx #$08 + .end txa : rts + +DetectEastEdge: + ldx #$ff + lda $a2 + cmp #$64 : bne + + ldx #$00 : bra .end + + cmp #$73 : bne + + ldx #$01 : bra .end + + cmp #$74 : bne + + ldx #$02 : bra .end + + cmp #$81 : bne + + lda $aa : beq ++ + ldx #$04 : bra .end + ++ ldx #$03 : bra .end + + cmp #$84 : bne + + ldx #$05 : bra .end + + cmp #$cb : bne + + lda $aa : beq ++ + ldx #$07 : bra .end + ++ ldx #$06 : bra .end + + cmp #$db : bne .end + ldx #$08 + .end txa : rts + + + diff --git a/asm/math.asm b/asm/math.asm new file mode 100644 index 00000000..3ea48668 --- /dev/null +++ b/asm/math.asm @@ -0,0 +1,61 @@ +;divide by 2 example +; 0 1 2 3 4 5 6 7 8 9 a b c d e f 10--Offset Ruler +;v 00 01 01 02 02 03 03 04 04 04 05 05 06 06 07 07 08 + +;divide by 3 example +; 0 1 2 3 4 5 6 7 8 9 a b c d e f 10 11 12 13 14 15 16 17 18 +;00 00 01 01 01 02 02 02 03 03 03 04 04 04 05 05 05 06 06 06 07 07 07 08 08 + +MultiplyByY: +.loop cpy #$0001 : beq .done +cpy #$0003 : bne ++ + jsr MultiBy3 : bra .done +++ cpy #$0005 : bne ++ + jsr MultiBy5 : bra .done +++ asl : sta $00 : tya : lsr : tay : lda $00 : bra .loop +.done rts + +;todo -- width in X? +DivideByY: +.loop cpy #$0001 : beq .done +cpy #$0003 : bne ++ + jsr DivideBy3 : bra .done +++ cpy #$0005 : bne ++ + jsr DivideBy5 : bra .done +; todo -- alter - width +++ tyx : jsr DivideBy2 : sta $00 : tya : lsr : tay : lda $00 : bra .loop +.done rts + +MultiBy3: +sta $00 : asl : !add $00 +rts + +MultiBy5: +sta $00 : asl #2 : !add $00 +rts + +;width of divison in x +DivideBy2: +sta $00 +lsr : bcc .done +sta $02 : txa : lsr : cmp $00 : !bge .done +lda $02 : inc +.done rts + +DivideBy3: +sta $00 +ldx #$0000 +lda #$0002 +.loop cmp $00 : !bge .store + inx : !add #$0003 : bra .loop +.store txa +rts + +DivideBy5: +sta $00 +ldx #$0000 +lda #$0003 +.loop cmp $00 : !bge .store + inx : !add #$0005 : bra .loop +.store txa +rts \ No newline at end of file diff --git a/asm/normal.asm b/asm/normal.asm index 1cfe952c..fde06011 100644 --- a/asm/normal.asm +++ b/asm/normal.asm @@ -1,4 +1,5 @@ WarpLeft: + lda DRMode : beq .end lda $040c : cmp.b #$ff : beq .end lda $20 : ldx $aa jsr CalcIndex @@ -9,6 +10,7 @@ WarpLeft: rtl WarpRight: + lda DRMode : beq .end lda $040c : cmp.b #$ff : beq .end lda $20 : ldx $aa jsr CalcIndex @@ -19,6 +21,7 @@ WarpRight: rtl WarpUp: + lda DRMode : beq .end lda $040c : cmp.b #$ff : beq .end lda $22 : ldx $a9 jsr CalcIndex @@ -29,6 +32,7 @@ WarpUp: rtl WarpDown: + lda DRMode : beq .end lda $040c : cmp.b #$ff : beq .end lda $22 : ldx $a9 jsr CalcIndex @@ -39,11 +43,11 @@ WarpDown: rtl TrapDoorFixer: - lda $ab : and #$0038 : beq .end + lda $fe : and #$0038 : beq .end xba : asl #2 : sta $00 stz $0468 : lda $068c : ora $00 : sta $068c .end - stz $ab ; clear our ab here because we don't need it anymore + stz $fe ; clear our ab here because we don't need it anymore rts Cleanup: @@ -72,7 +76,8 @@ LoadRoomHorz: sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00 lda $01 : and.b #$80 : cmp #$80 : bne .gtg - pla : sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine) + jsr HorzEdge : pla : bcs .end + sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine) .gtg ;Good to Go! pla ; Throw away normal room (don't fill up the stack) @@ -84,7 +89,8 @@ LoadRoomHorz: jsr ShiftQuad jsr ShiftCameraBounds ldy #$01 : jsr ShiftVariablesSubDir ; flip direction - lda $01 : sta $ab : and #$04 : lsr #2 + jsr SetupScrollIndicator + lda $01 : sta $fe : and #$04 : lsr #2 sta $ee lda $01 : and #$10 : beq .end : stz $0468 .end @@ -100,8 +106,8 @@ LoadRoomVert: sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00 lda $01 : and.b #$80 : cmp #$80 : bne .gtg - pla : sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine) - + jsr VertEdge : pla : bcs .end + sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine) .gtg ;Good to Go! pla ; Throw away normal room (don't fill up the stack) lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02 @@ -111,13 +117,20 @@ LoadRoomVert: jsr ShiftQuad jsr ShiftCameraBounds ldy #$00 : jsr ShiftVariablesSubDir ; flip direction - lda $01 : sta $ab : and #$04 : lsr #2 + jsr SetupScrollIndicator + lda $01 : sta $fe : and #$04 : lsr #2 sta $ee .end plb ; restore db register rts } +SetupScrollIndicator: + lda $ab : and #$01 : asl : sta $ac + lda $ab : and #$40 : clc : rol #3 : ora $ac : sta $ac + lda $ab : and #$20 : asl #2 : sta $ab + rts + LookupNewRoom: ; expects data offset to be in A { rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte) @@ -132,7 +145,7 @@ LookupNewRoom: ; expects data offset to be in A rts } -; INPUTS-- X: Direction Index , $02: Shift Value +; INPUTS-- Y: Direction Index , $02: Shift Value ; Sets high bytes of various registers ShiftVariablesMainDir: { @@ -152,7 +165,7 @@ ShiftLowCoord: { lda $01 : and.b #$03 ; high byte index jsr CalcOpposingShift - lda $fe : and.b #$f0 : cmp.b #$20 : bne .lowDone + lda $ab : and.b #$f0 : cmp.b #$20 : bne .lowDone lda OppCoordIndex,y : tax lda #$80 : !add $20,x : sta $20,x .lowDone @@ -160,13 +173,13 @@ ShiftLowCoord: } ; expects A to be (0,1,2) (dest number) and (0,1,2) (src door number) to be stored in $04 -; $0127 will be set to a bitmask aaaa qxxf +; $ab will be set to a bitmask aaaa qxxf ; a - amount of adjust ; f - flag, if set, then amount is pos, otherwise neg. ; q - quadrant, if set, then quadrant needs to be modified CalcOpposingShift: { - stz $fe ; set up (can you zero out 127 alone?) + stz $ab : stz $ac ; set up cmp.b $04 : beq .noOffset ; (equal, no shifts to do) phy : tay ; reserve these lda $04 : tax : tya : !sub $04 : sta $04 : cmp.b #$00 : bpl .shiftPos @@ -174,8 +187,8 @@ CalcOpposingShift: cpx.b #$01 : beq .skipNegQuad ora #$08 .skipNegQuad - sta $fe : lda $04 : cmp.b #$FE : beq .done ;already set $0127 - lda $fe : eor #$60 + sta $ab : lda $04 : cmp.b #$FE : beq .done ;already set $ab + lda $ab : eor #$60 bra .setDone .shiftPos @@ -183,10 +196,10 @@ CalcOpposingShift: cpy.b #$01 : beq .skipPosQuad ora #$08 .skipPosQuad - sta $fe : lda $04 : cmp.b #$02 : bcs .done ;already set $0127 - lda $fe : eor #$60 + sta $ab : lda $04 : cmp.b #$02 : bcs .done ;already set $ab + lda $ab : eor #$60 - .setDone sta $fe + .setDone sta $ab .done ply .noOffset rts } @@ -194,9 +207,9 @@ CalcOpposingShift: ShiftQuad: { - lda $fe : and #$08 : cmp.b #$00 : beq .quadDone + lda $ab : and #$08 : beq .quadDone lda ShiftQuadIndex,y : tax ; X should be set to either 1 (vertical) or 2 (horizontal) (for a9,aa quadrant) - lda $fe : and #$01 : cmp.b #$00 : beq .decQuad + lda $ab : and #$01 : beq .decQuad inc $02 txa : sta $a8, x ; alter a9/aa bra .quadDone @@ -224,8 +237,8 @@ ShiftCameraBounds: { lda CamBoundIndex,y : tax ; should be 0 for horz travel (vert bounds) or 4 for vert travel (horz bounds) rep #$30 - lda $fe : and #$00f0 : asl #2 : sta $06 - lda $fe : and #$0001 : cmp #$0000 : beq .subIt + lda $ab : and #$00f0 : asl #2 : sta $06 + lda $ab : and #$0001 : cmp #$0000 : beq .subIt lda $0618, x : !add $06 : sta $0618, x lda $061A, x : !add $06 : sta $061A, x sep #$30 @@ -239,19 +252,26 @@ ShiftCameraBounds: AdjustTransition: { - lda $fe : and #$00f0 : lsr - sep #$20 : cmp $0126 : bcc .reset - rep #$20 + lda $ab : and #$01ff : beq .reset phy : ldy #$06 ; operating on vertical registers during horizontal trans cpx.b #$02 : bcs .horizontalScrolling ldy #$00 ; operate on horizontal regs during vert trans .horizontalScrolling - lda $fe : and #$0001 : asl : tax - lda.l OffsetTable,x : adc $00E2,y : and.w #$FFFE : sta $00E2,y : sta $00E0,y + cmp #$0008 : bcs + + pha : lda $ab : and #$0200 : beq ++ + pla : bra .add + ++ pla : eor #$ffff : inc ; convert to negative + .add jsr AdjustCamAdd : ply : bra .reset + + lda $ab : and #$0200 : xba : tax + lda.l OffsetTable,x : jsr AdjustCamAdd + lda $ab : !sub #$0008 : sta $ab ply : bra .done - .reset ; clear the 0127 variable so to not disturb intra-tile doors - stz $fe + .reset ; clear the $ab variable so to not disturb intra-tile doors + stz $ab .done - rep #$20 : lda $00 : and #$01fc + lda $00 : and #$01fc rtl -} \ No newline at end of file +} + +AdjustCamAdd: + !add $00E2,y : sta $00E2,y : sta $00E0,y : rts \ No newline at end of file