MirrorScroll block erase removed

Standard+Crossed ammo issue addressed
Fix for vitreous' eye dropping keys
Fix for vanilla linking doors (hc back hallway)
This commit is contained in:
aerinon
2020-04-02 13:15:08 -06:00
parent e5a1c59f85
commit e30f66742b
7 changed files with 59 additions and 11 deletions

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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 Utils import output_path, parse_player_names
__version__ = '0.0.20.1u'
__version__ = '0.0.20.2u'
class EnemizerError(RuntimeError):

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@@ -1,6 +1,10 @@
# Features
## Door Randomizer
Mirror Scroll no longer erases blocks, the real mirror still will. (Sorry!)
Standard+Crossed Dungeon now gives you a little magic, a few bombs, and a few arrows if you die or S&Q after meeting your uncle (also works with mirror/scroll)
* Native GUI executables
* Native Dungeon Randomizer CLI executables
# Bug Fixes
Splashing at hobo no longer prevents you from buying bomb capacity upgrades
Small vitreous eyeballs will not drop items (DR basic and crossed only)
In Vanilla doors the HC back hallway area was broken - should be better now

12
Rom.py
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@@ -22,7 +22,7 @@ from EntranceShuffle import door_addresses, exit_ids
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '35153af01c45841b5a3f4d9c341a7887'
RANDOMIZERBASEHASH = 'b7b962ea562962200c4c88c0b615f8fe'
class JsonRom(object):
@@ -1229,6 +1229,7 @@ def patch_rom(world, rom, player, team, enemized):
rom.write_bytes(0x180185, [0,0,0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0,0,0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0,0,0]) # Mantle respawn refills (magic, bombs, arrows)
bow_max, bomb_max, magic_max = 0, 0, 0
if world.mode[player] == 'standard':
if uncle_location.item is not None and uncle_location.item.name in ['Bow', 'Progressive Bow']:
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
@@ -1236,16 +1237,25 @@ def patch_rom(world, rom, player, team, enemized):
rom.write_bytes(0x180185, [0,0,70]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0,0,10]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0,0,10]) # Mantle respawn refills (magic, bombs, arrows)
bow_max = 70
elif uncle_location.item is not None and uncle_location.item.name in ['Bombs (10)']:
rom.write_byte(0x18004E, 2) # Escape Fill (bombs)
rom.write_bytes(0x180185, [0,50,0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0,3,0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0,3,0]) # Mantle respawn refills (magic, bombs, arrows)
bomb_max = 50
elif uncle_location.item is not None and uncle_location.item.name in ['Cane of Somaria', 'Cane of Byrna', 'Fire Rod']:
rom.write_byte(0x18004E, 4) # Escape Fill (magic)
rom.write_bytes(0x180185, [0x80,0,0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0x20,0,0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0x20,0,0]) # Mantle respawn refills (magic, bombs, arrows)
magic_max = 0x80
if world.doorShuffle[player] == 'crossed':
# Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180185, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
rom.write_bytes(0x180188, [0x20, 3, 10]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0x20, 3, 10]) # Mantle respawn refills (magic, bombs, arrows)
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)

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@@ -11,12 +11,14 @@ jsl AdjustTransition
nop
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
org $02b5a6
bra NotLinkDoor1
org $02b5a8 ; <- 135a8 - Bank02.asm : 8368 (LDA $7EC004 : STA $A0)
jsl CheckLinkDoorR
bcc NotLinkDoor1
org $02b5b6
NotLinkDoor1:
org $02b647
bra NotLinkDoor2
org $02b649 ; <- 135a8 - Bank02.asm : 8482 (LDA $7EC004 : STA $A0)
jsl CheckLinkDoorL
bcc NotLinkDoor2
org $02b657
NotLinkDoor2:
@@ -77,10 +79,16 @@ org $2081f2
jsl MirrorCheckOverride2
org $20825c
jsl MirrorCheckOverride2
org $07a955 ; <- Bank07.asm : around 6564 (JP is a bit different) (STZ $05FC : STZ $05FD)
jsl BlockEraseFix
nop #2
org $02b82a
jsl FixShopCode
org $1ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
jsl VitreousKeyReset
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes

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@@ -42,6 +42,20 @@ WarpDown:
jsr Cleanup
rtl
; carry set = use link door like normal
; carry clear = we are in dr mode, never use linking doors
CheckLinkDoorR:
lda DRMode : bne +
lda $7ec004 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
CheckLinkDoorL:
lda DRMode : bne +
lda $7ec003 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
TrapDoorFixer:
lda $fe : and #$0038 : beq .end
xba : asl #2 : sta $00

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@@ -52,7 +52,19 @@ MirrorCheckOverride:
MirrorCheckOverride2:
lda $7ef353 : and #$02 : rtl
BlockEraseFix:
lda $7ef353 : and #$02 : beq +
stz $05fc : stz $05fd
+ rtl
FixShopCode:
cpx #$300 : !bge +
sta $7ef000, x
+ rtl
+ rtl
VitreousKeyReset:
lda DRMode : beq +
stz $0cba, x
+ jsl $0db818 ;restore old code
rtl

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