from collections import defaultdict from Utils import snes_to_pc, int24_as_bytes, int16_as_bytes, load_cached_yaml, pc_to_snes from source.dungeon.EnemyList import EnemyTable, init_vanilla_sprites, vanilla_sprites, init_enemy_stats, EnemySprite from source.dungeon.EnemyList import sprite_translation from source.dungeon.RoomHeader import init_room_headers from source.dungeon.RoomList import Room0127 from source.enemizer.OwEnemyList import init_vanilla_sprites_ow, vanilla_sprites_ow from source.enemizer.SpriteSheets import init_sprite_sheets, init_sprite_requirements, SheetChoice def convert_area_id_to_offset(area_id): if area_id < 0x40: return area_id if 0x40 <= area_id < 0x80: return area_id + 0x40 if 0x90 <= area_id <= 0xCF: return area_id - 0x50 raise Exception(f'{hex(area_id)} is not a valid area id for offset math') class DataTables: def __init__(self): self.room_headers = None self.room_list = None self.sprite_sheets = None self.uw_enemy_table = None self.ow_enemy_table = None self.pot_secret_table = None self.overworld_sprite_sheets = None # associated data self.sprite_requirements = None self.room_requirements = None self.enemy_stats = None self.enemy_damage = None self.bush_sprite_table = {} # enemizer conditions self.uw_enemy_denials = {} self.ow_enemy_denials = {} self.uw_enemy_drop_denials = {} self.sheet_choices = [] denial_data = load_cached_yaml(['source', 'enemizer', 'enemy_deny.yaml']) for denial in denial_data['UwGeneralDeny']: self.uw_enemy_denials[denial[0], denial[1]] = {sprite_translation[x] for x in denial[2]} for denial in denial_data['OwGeneralDeny']: self.ow_enemy_denials[denial[0], denial[1]] = {sprite_translation[x] for x in denial[2]} for denial in denial_data['UwEnemyDrop']: self.uw_enemy_drop_denials[denial[0], denial[1]] = {sprite_translation[x] for x in denial[2]} weights = load_cached_yaml(['source', 'enemizer', 'enemy_weight.yaml']) self.uw_weights = {sprite_translation[k]: v for k, v in weights['UW'].items()} self.ow_weights = {sprite_translation[k]: v for k, v in weights['OW'].items()} sheet_weights = load_cached_yaml(['source', 'enemizer', 'sheet_weight.yaml']) for item in sheet_weights['SheetChoices']: choice = SheetChoice(tuple(item['slots']), item['assignments'], item['weight']) self.sheet_choices.append(choice) def write_to_rom(self, rom, colorize_pots=False, increase_bush_sprite_chance=False): if self.pot_secret_table.size() > 0x11c0: raise Exception('Pot table is too big for current area') self.pot_secret_table.write_pot_data_to_rom(rom, colorize_pots, self) for room_id, header in self.room_headers.items(): data_location = (0x30DA00 + room_id * 14) & 0xFFFF rom.write_bytes(snes_to_pc(0x04F1E2) + room_id * 2, int16_as_bytes(data_location)) header.write_to_rom(rom, snes_to_pc(0x30DA00)) # new header table, bank30, tables.asm room_start_address = 0x378000 for room_id, room in self.room_list.items(): rom.write_bytes(snes_to_pc(0x1F8000 + room_id * 3), int24_as_bytes(room_start_address)) door_start, bytes_written = room.write_to_rom(snes_to_pc(room_start_address), rom) rom.write_bytes(snes_to_pc(0x1F83C0 + room_id * 3), int24_as_bytes(room_start_address + door_start)) room_start_address += bytes_written if room_start_address > 0x380000: raise Exception('Room list exceeded bank size') # size notes: bank 03 uses 140E bytes # bank 0A uses 372A bytes # bank 1F uses 77CE bytes: total is about a bank and a half # probably should reuse bank 1F if writing all the rooms out for sheet in self.sprite_sheets.values(): sheet.write_to_rom(rom, snes_to_pc(0x00DB97)) # bank 00, SheetsTable_AA3 if self.uw_enemy_table.size() > 0x2800: raise Exception('Sprite table is too big for current area') self.uw_enemy_table.write_sprite_data_to_rom(rom) self.uw_enemy_table.check_special_bitmasks_size() self.uw_enemy_table.write_special_bitmask_table(rom) for area_id, sheet in self.overworld_sprite_sheets.items(): if area_id in [0x80, 0x81]: offset = area_id - 0x80 # 02E575 for special areas? rom.write_byte(snes_to_pc(0x02E576+offset), sheet.id) else: offset = convert_area_id_to_offset(area_id) rom.write_byte(snes_to_pc(0x00FA81+offset), sheet.id) # _00FA81 is LW normal # _00FAC1 is LW post-aga # _00FB01 is DW # _00FA41 is rain state self.write_ow_sprite_data_to_rom(rom) for sprite, stats in self.enemy_stats.items(): # write health to rom if stats.health is not None: if isinstance(stats.health, tuple): if sprite == EnemySprite.Octorok4Way: # skip this one continue if sprite in special_health_table: a1, a2 = special_health_table[sprite] rom.write_byte(snes_to_pc(a1), stats.health[0]) rom.write_byte(snes_to_pc(a2), stats.health[1]) else: rom.write_byte(snes_to_pc(0x0DB173+int(sprite)), stats.health) # write damage class to rom if stats.damage is not None: if isinstance(stats.damage, tuple): if sprite == EnemySprite.Octorok4Way: # skip this one continue if sprite in special_damage_table: a1, a2 = special_damage_table[sprite] rom.write_byte(snes_to_pc(a1), stats.dmask | stats.damage[0]) rom.write_byte(snes_to_pc(a2), stats.dmask | stats.damage[1]) else: rom.write_byte(snes_to_pc(0x0DB266+int(sprite)), stats.dmask | stats.damage) # write damage table to rom for idx, damage_list in self.enemy_damage.items(): rom.write_bytes(snes_to_pc(0x06F42D + idx * 3), damage_list) # write bush spawns to rom: for area_id, bush_sprite in self.bush_sprite_table.items(): rom.write_byte(snes_to_pc(0x368120 + area_id), bush_sprite.sprite) if increase_bush_sprite_chance: rom.write_bytes(snes_to_pc(0x1AFBBB), [ 0x01, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x12, 0x0F, 0x01, 0x0F, 0x0F, 0x11, 0x0F, 0x0F, 0x03 ]) def write_ow_sprite_data_to_rom(self, rom): # calculate how big this table is going to be? # bytes = sum(1+len(x)*3 for x in self.ow_enemy_table.values() if len(x) > 0)+1 # ending_byte = 0x09CB3B + bytes max_per_state = {0: 0x40, 1: 0x90, 2: 0x8B} # dropped max on state 2 to steal space for a couple extra sprites (Murahdahla, extra tutorial guard) pointer_address = snes_to_pc(0x09C881) # currently borrowed 10 bytes, used 9 (2xMurah + TutorialGuard) data_pointer = snes_to_pc(0x09CB38) # was originally 0x09CB41 - stealing space for a couple extra sprites (Murahdahla, extra tutorial guard) empty_pointer = pc_to_snes(data_pointer) & 0xFFFF rom.write_byte(data_pointer, 0xff) cached_dark_world = {} data_pointer += 1 for state in range(0, 3): if state > 0: # move pointer to next section pointer_address += max_per_state[state-1] * 2 for screen in range(0, max_per_state[state]): internal_screen_id = screen if state == 0: internal_screen_id += 0x200 if state == 2 and screen < 0x40: internal_screen_id += 0x90 # has no sprites if internal_screen_id not in self.ow_enemy_table or len(self.ow_enemy_table[internal_screen_id]) == 0: rom.write_bytes(pointer_address + screen * 2, int16_as_bytes(empty_pointer)) else: if state == 2 and screen >= 0x40: # state 2 uses state 1 pointer for screens >= 0x40 rom.write_bytes(pointer_address + screen * 2, cached_dark_world[screen]) # the sprites are already written out elif len(self.ow_enemy_table[internal_screen_id]) > 0: data_address = pc_to_snes(data_pointer) & 0xFFFF ref = int16_as_bytes(data_address) if screen >= 40: cached_dark_world[screen] = ref rom.write_bytes(pointer_address + screen * 2, ref) for sprite in self.ow_enemy_table[internal_screen_id]: data = sprite.sprite_data() rom.write_bytes(data_pointer, data) data_pointer += len(data) rom.write_byte(data_pointer, 0xff) data_pointer += 1 special_health_table = { EnemySprite.Octorok: (0x068F76, 0x068F77), EnemySprite.HardhatBeetle: (0x06911F, 0x069120), EnemySprite.Tektite: (0x068D97, 0x068D98), EnemySprite.CricketRat: (0x068876, 0x068877), EnemySprite.Keese: (0x06888A, 0x06888B), EnemySprite.Snake: (0x0688A6, 0x0688A7), EnemySprite.Raven: (0x068965, 0x068966) } special_damage_table = { EnemySprite.Octorok: (0x068F74, 0x068F75), EnemySprite.Tektite: (0x068D99, 0x068D9A), EnemySprite.CricketRat: (0x068874, 0x068875), EnemySprite.Keese: (0x068888, 0x068889), EnemySprite.Snake: (0x0688A4, 0x0688A5), EnemySprite.Raven: (0x068963, 0x068964) } def init_data_tables(world, player): data_tables = DataTables() data_tables.room_headers = init_room_headers() data_tables.room_list = {} if world.pottery[player] not in ['none']: data_tables.room_list[0x0127] = Room0127 data_tables.sprite_requirements = init_sprite_requirements() data_tables.sprite_sheets = init_sprite_sheets(data_tables.sprite_requirements) init_vanilla_sprites() data_tables.enemy_stats = init_enemy_stats() uw_table = data_tables.uw_enemy_table = EnemyTable() for room, sprite_list in vanilla_sprites.items(): for sprite in sprite_list: uw_table.room_map[room].append(sprite.copy()) data_tables.overworld_sprite_sheets = {} data_tables.ow_enemy_table = defaultdict(list) init_vanilla_sprites_ow() for area, sprite_list in vanilla_sprites_ow.items(): for sprite in sprite_list: if sprite.bonk and world.shuffle_bonk_drops[player]: sprite.kind = EnemySprite.GreenRupee data_tables.ow_enemy_table[area].append(sprite.copy()) data_tables.enemy_damage = {k: list(v) for k, v in world.damage_table[player].enemy_damage.items()} # todo: more denials based on enemy drops return data_tables def get_uw_enemy_table(): init_vanilla_sprites() uw_table = EnemyTable() for room, sprite_list in vanilla_sprites.items(): for sprite in sprite_list: uw_table.room_map[room].append(sprite.copy()) return uw_table