fix: rain state + activated flute
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@@ -53,6 +53,9 @@ class InitialSram:
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def pre_open_pyramid_hole(self):
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self._or_value(OVERWORLD_DATA+0x5B, 0x20)
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def pre_set_overworld_flag(self, owid, bitmask):
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self._or_value(OVERWORLD_DATA+owid, bitmask)
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def pre_open_tr_bomb_doors(self):
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self._or_value(ROOM_DATA+0x47, 0x80)
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self._or_value(ROOM_DATA+0x01AB, 0x80)
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@@ -111,6 +114,20 @@ class InitialSram:
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equip[0x37B] = 1
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starting_magic = 0x80
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if world.mode[player] == 'standard' and world.logic[player] not in ['noglitches', 'minorglitches']:
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if startingstate.has('Ocarina (Activated)', player):
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self.pre_set_overworld_flag(0x18, 0x20)
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if startingstate.has('Return Old Man', player):
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self._initial_sram_bytes[0x410] |= 0x01
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if startingstate.has('Beat Agahnim 1', player):
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self.pre_open_lumberjack()
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if world.mode[player] == 'standard':
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self.set_progress_indicator(0x80) # todo: probably missing some code rom side for this
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else:
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self.set_progress_indicator(0x03)
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for item in world.precollected_items:
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if item.player != player:
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continue
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@@ -3,4 +3,5 @@
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* 1.4.8
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- New option: Mirror Scroll - to add the item to the starting inventory in non-doors modes (Thanks Telethar!)
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- Fixed a key logic bug with decoupled doors when a big key door leads to a small key door (the small key door was missing appropriate logic)
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- Minor documentation fixes (thanks Codemann8!)
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- Fixed an issue with flute activation in rain mode. (thanks Codemann!)
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- Minor documentation fixes (thanks Codemann!)
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2
Rom.py
2
Rom.py
@@ -42,7 +42,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '1cbe62592c0e9a7d224232c62292ecc9'
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RANDOMIZERBASEHASH = '403d349584246fd845c3a9c78a55b3d4'
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class JsonRom(object):
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