fix: rain state + activated flute

This commit is contained in:
aerinon
2025-01-08 09:19:38 -07:00
parent 9a8529100e
commit fe520626e9
4 changed files with 20 additions and 2 deletions

View File

@@ -53,6 +53,9 @@ class InitialSram:
def pre_open_pyramid_hole(self):
self._or_value(OVERWORLD_DATA+0x5B, 0x20)
def pre_set_overworld_flag(self, owid, bitmask):
self._or_value(OVERWORLD_DATA+owid, bitmask)
def pre_open_tr_bomb_doors(self):
self._or_value(ROOM_DATA+0x47, 0x80)
self._or_value(ROOM_DATA+0x01AB, 0x80)
@@ -111,6 +114,20 @@ class InitialSram:
equip[0x37B] = 1
starting_magic = 0x80
if world.mode[player] == 'standard' and world.logic[player] not in ['noglitches', 'minorglitches']:
if startingstate.has('Ocarina (Activated)', player):
self.pre_set_overworld_flag(0x18, 0x20)
if startingstate.has('Return Old Man', player):
self._initial_sram_bytes[0x410] |= 0x01
if startingstate.has('Beat Agahnim 1', player):
self.pre_open_lumberjack()
if world.mode[player] == 'standard':
self.set_progress_indicator(0x80) # todo: probably missing some code rom side for this
else:
self.set_progress_indicator(0x03)
for item in world.precollected_items:
if item.player != player:
continue