import bisect import io import itertools import json import hashlib import logging import os import random import struct import sys import subprocess import bps.apply import bps.io from BaseClasses import CollectionState, ShopType, Region, Location, OWEdge, Door, DoorType, RegionType, PotItem from DoorShuffle import compass_data, DROptions, boss_indicator from Dungeons import dungeon_music_addresses from KeyDoorShuffle import count_locations_exclude_logic from Regions import location_table, shop_to_location_table, retro_shops from RoomData import DoorKind from Text import MultiByteTextMapper, CompressedTextMapper, text_addresses, Credits, TextTable from Text import Uncle_texts, Ganon1_texts, TavernMan_texts, Sahasrahla2_texts, Triforce_texts, Blind_texts, BombShop2_texts, junk_texts from Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts, Blacksmiths_texts, DeathMountain_texts, LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names from Utils import output_path, local_path, int16_as_bytes, int32_as_bytes, snes_to_pc from Items import ItemFactory from EntranceShuffle import door_addresses, exit_ids JAP10HASH = '03a63945398191337e896e5771f77173' RANDOMIZERBASEHASH = '35a3f01c05c95b6a420f9bd6220c56a2' class JsonRom(object): def __init__(self, name=None, hash=None): self.name = name self.hash = hash self.orig_buffer = None self.patches = {} self.addresses = [] def write_byte(self, address, value): self.write_bytes(address, [value]) def write_bytes(self, startaddress, values): if not values: return values = list(values) pos = bisect.bisect_right(self.addresses, startaddress) intervalstart = self.addresses[pos-1] if pos else None intervalpatch = self.patches[str(intervalstart)] if pos else None if pos and startaddress <= intervalstart + len(intervalpatch): # merge with previous segment offset = startaddress - intervalstart intervalpatch[offset:offset+len(values)] = values startaddress = intervalstart values = intervalpatch else: # new segment self.addresses.insert(pos, startaddress) self.patches[str(startaddress)] = values pos = pos + 1 while pos < len(self.addresses) and self.addresses[pos] <= startaddress + len(values): # merge the next segment into this one intervalstart = self.addresses[pos] values.extend(self.patches[str(intervalstart)][startaddress+len(values)-intervalstart:]) del self.patches[str(intervalstart)] del self.addresses[pos] def write_to_file(self, file): with open(file, 'w') as stream: json.dump([self.patches], stream) def get_hash(self): h = hashlib.md5() h.update(json.dumps([self.patches]).encode('utf-8')) return h.hexdigest() class LocalRom(object): def __init__(self, file, patch=True, name=None, hash=None): self.name = name self.hash = hash self.orig_buffer = None if not os.path.isfile(file): raise RuntimeError("Could not find valid local base rom for patching at expected path %s." % file) with open(file, 'rb') as stream: self.buffer = read_rom(stream) if patch: self.patch_base_rom() self.orig_buffer = self.buffer.copy() def write_byte(self, address, value): self.buffer[address] = value def write_bytes(self, startaddress, values): for i, value in enumerate(values): self.write_byte(startaddress + i, value) def write_to_file(self, file): with open(file, 'wb') as outfile: outfile.write(self.buffer) @staticmethod def fromJsonRom(rom, file, rom_size = 0x200000): ret = LocalRom(file, True, rom.name, rom.hash) ret.buffer.extend(bytearray([0x00] * (rom_size - len(ret.buffer)))) for address, values in rom.patches.items(): ret.write_bytes(int(address), values) return ret def patch_base_rom(self): # verify correct checksum of baserom basemd5 = hashlib.md5() basemd5.update(self.buffer) if JAP10HASH != basemd5.hexdigest(): logging.getLogger('').warning('Supplied Base Rom does not match known MD5 for JAP(1.0) release. Will try to patch anyway.') orig_buffer = self.buffer.copy() # extend to 2MB self.buffer.extend(bytearray([0x00] * (0x200000 - len(self.buffer)))) # load randomizer patches with open(local_path('data/base2current.bps'), 'rb') as stream: bps.apply.apply_to_bytearrays(bps.io.read_bps(stream), orig_buffer, self.buffer) self.create_json_patch(orig_buffer) # verify md5 patchedmd5 = hashlib.md5() patchedmd5.update(self.buffer) if RANDOMIZERBASEHASH != patchedmd5.hexdigest(): raise RuntimeError('Provided Base Rom unsuitable for patching. Please provide a JAP(1.0) "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc" rom to use as a base.') def create_json_patch(self, orig_buffer): # extend to 2MB orig_buffer.extend(bytearray([0x00] * (len(self.buffer) - len(orig_buffer)))) i = 0 patches = [] while i < len(self.buffer): if self.buffer[i] == orig_buffer[i]: i += 1 continue patch_start = i patch_contents = [] while self.buffer[i] != orig_buffer[i]: patch_contents.append(self.buffer[i]) i += 1 patches.append({patch_start: patch_contents}) with open(local_path('data/base2current.json'), 'w') as fp: json.dump(patches, fp, separators=(',', ':')) def write_crc(self): crc = (sum(self.buffer[:0x7FDC] + self.buffer[0x7FE0:]) + 0x01FE) & 0xFFFF inv = crc ^ 0xFFFF self.write_bytes(0x7FDC, [inv & 0xFF, (inv >> 8) & 0xFF, crc & 0xFF, (crc >> 8) & 0xFF]) def get_hash(self): h = hashlib.md5() h.update(self.buffer) return h.hexdigest() def write_int16(rom, address, value): rom.write_bytes(address, int16_as_bytes(value)) def write_int32(rom, address, value): rom.write_bytes(address, int32_as_bytes(value)) def write_int16s(rom, startaddress, values): for i, value in enumerate(values): write_int16(rom, startaddress + (i * 2), value) def write_int32s(rom, startaddress, values): for i, value in enumerate(values): write_int32(rom, startaddress + (i * 4), value) def read_rom(stream): "Reads rom into bytearray and strips off any smc header" buffer = bytearray(stream.read()) if len(buffer)%0x400 == 0x200: buffer = buffer[0x200:] return buffer def patch_enemizer(world, player, rom, baserom_path, enemizercli, random_sprite_on_hit): baserom_path = os.path.abspath(baserom_path) basepatch_path = os.path.abspath(local_path(os.path.join("data","base2current.json"))) enemizer_basepatch_path = os.path.join(os.path.dirname(enemizercli), "enemizerBasePatch.json") randopatch_path = os.path.abspath(output_path('enemizer_randopatch.json')) options_path = os.path.abspath(output_path('enemizer_options.json')) enemizer_output_path = os.path.abspath(output_path('enemizer_output.json')) # write options file for enemizer options = { 'RandomizeEnemies': world.enemy_shuffle[player] != 'none', 'RandomizeEnemiesType': 3, 'RandomizeBushEnemyChance': world.enemy_shuffle[player] == 'random', 'RandomizeEnemyHealthRange': world.enemy_health[player] != 'default', 'RandomizeEnemyHealthType': {'default': 0, 'easy': 0, 'normal': 1, 'hard': 2, 'expert': 3}[world.enemy_health[player]], 'OHKO': False, 'RandomizeEnemyDamage': world.enemy_damage[player] != 'default', 'AllowEnemyZeroDamage': True, 'ShuffleEnemyDamageGroups': world.enemy_damage[player] != 'default', 'EnemyDamageChaosMode': world.enemy_damage[player] == 'random', 'EasyModeEscape': False, 'EnemiesAbsorbable': False, 'AbsorbableSpawnRate': 10, 'AbsorbableTypes': { 'FullMagic': True, 'SmallMagic': True, 'Bomb_1': True, 'BlueRupee': True, 'Heart': True, 'BigKey': True, 'Key': True, 'Fairy': True, 'Arrow_10': True, 'Arrow_5': True, 'Bomb_8': True, 'Bomb_4': True, 'GreenRupee': True, 'RedRupee': True }, 'BossMadness': False, 'RandomizeBosses': True, 'RandomizeBossesType': 0, 'RandomizeBossHealth': False, 'RandomizeBossHealthMinAmount': 0, 'RandomizeBossHealthMaxAmount': 300, 'RandomizeBossDamage': False, 'RandomizeBossDamageMinAmount': 0, 'RandomizeBossDamageMaxAmount': 200, 'RandomizeBossBehavior': False, 'RandomizeDungeonPalettes': False, 'SetBlackoutMode': False, 'RandomizeOverworldPalettes': False, 'RandomizeSpritePalettes': False, 'SetAdvancedSpritePalettes': False, 'PukeMode': False, 'NegativeMode': False, 'GrayscaleMode': False, 'GenerateSpoilers': False, 'RandomizeLinkSpritePalette': False, 'RandomizePots': False, 'ShuffleMusic': False, 'BootlegMagic': True, 'CustomBosses': False, 'AndyMode': False, 'HeartBeepSpeed': 0, 'AlternateGfx': False, 'ShieldGraphics': "shield_gfx/normal.gfx", 'SwordGraphics': "sword_gfx/normal.gfx", 'BeeMizer': False, 'BeesLevel': 0, 'RandomizeTileTrapPattern': world.enemy_shuffle[player] == 'random', 'RandomizeTileTrapFloorTile': False, 'AllowKillableThief': bool(random.randint(0, 1)) if world.enemy_shuffle[player] == 'random' else world.enemy_shuffle[player] != 'none', 'RandomizeSpriteOnHit': random_sprite_on_hit, 'DebugMode': False, 'DebugForceEnemy': False, 'DebugForceEnemyId': 0, 'DebugForceBoss': False, 'DebugForceBossId': 0, 'DebugOpenShutterDoors': False, 'DebugForceEnemyDamageZero': False, 'DebugShowRoomIdInRupeeCounter': False, 'UseManualBosses': True, 'ManualBosses': { 'EasternPalace': world.get_dungeon("Eastern Palace", player).boss.enemizer_name, 'DesertPalace': world.get_dungeon("Desert Palace", player).boss.enemizer_name, 'TowerOfHera': world.get_dungeon("Tower of Hera", player).boss.enemizer_name, 'AgahnimsTower': 'Agahnim', 'PalaceOfDarkness': world.get_dungeon("Palace of Darkness", player).boss.enemizer_name, 'SwampPalace': world.get_dungeon("Swamp Palace", player).boss.enemizer_name, 'SkullWoods': world.get_dungeon("Skull Woods", player).boss.enemizer_name, 'ThievesTown': world.get_dungeon("Thieves Town", player).boss.enemizer_name, 'IcePalace': world.get_dungeon("Ice Palace", player).boss.enemizer_name, 'MiseryMire': world.get_dungeon("Misery Mire", player).boss.enemizer_name, 'TurtleRock': world.get_dungeon("Turtle Rock", player).boss.enemizer_name, 'GanonsTower1': [x for x in world.dungeons if x.player == player and 'bottom' in x.bosses.keys()][0].bosses['bottom'].enemizer_name, 'GanonsTower2': [x for x in world.dungeons if x.player == player and 'middle' in x.bosses.keys()][0].bosses['middle'].enemizer_name, 'GanonsTower3': [x for x in world.dungeons if x.player == player and 'top' in x.bosses.keys()][0].bosses['top'].enemizer_name, 'GanonsTower4': 'Agahnim2', 'Ganon': 'Ganon', } } rom.write_to_file(randopatch_path) with open(options_path, 'w') as f: json.dump(options, f) try: subprocess.run([os.path.abspath(enemizercli), '--rom', baserom_path, '--seed', str(world.rom_seeds[player]), '--base', basepatch_path, '--randomizer', randopatch_path, '--enemizer', options_path, '--output', enemizer_output_path], cwd=os.path.dirname(enemizercli), check=True, capture_output=True) except subprocess.CalledProcessError as e: from Main import EnemizerError enemizerMsg = world.fish.translate("cli","cli","Enemizer returned exit code: ") + str(e.returncode) + "\n" enemizerMsg += world.fish.translate("cli","cli","enemizer.nothing.applied") logging.error(f'Enemizer error output: {e.stderr.decode("utf-8")}\n') raise EnemizerError(enemizerMsg) with open(enemizer_basepatch_path, 'r') as f: for patch in json.load(f): rom.write_bytes(patch["address"], patch["patchData"]) with open(enemizer_output_path, 'r') as f: for patch in json.load(f): rom.write_bytes(patch["address"], patch["patchData"]) if world.get_dungeon("Thieves Town", player).boss.enemizer_name == "Blind": rom.write_byte(0x04DE81, 0x6) # maiden spawn # restore blind spawn code - necessary because the old enemizer clobbers this stuff # this line could be commented out if ijwu's enemizer is used exclusively # if keeping this line, note the jump to the dr_baserom's enemizer section rom.write_bytes(0xEA081, [0x5c, 0x00, 0x80, 0xb7, 0xc9, 0x6, 0xf0, 0x24, 0xad, 0x3, 0x4, 0x29, 0x20, 0xf0, 0x1d]) rom.write_byte(0x200101, 0) # Do not close boss room door on entry. if random_sprite_on_hit: _populate_sprite_table() sprites = list(_sprite_table.values()) if sprites: while len(sprites) < 32: sprites.extend(sprites) random.shuffle(sprites) for i, path in enumerate(sprites[:32]): sprite = Sprite(path) rom.write_bytes(0x300000 + (i * 0x8000), sprite.sprite) rom.write_bytes(0x307000 + (i * 0x8000), sprite.palette) rom.write_bytes(0x307078 + (i * 0x8000), sprite.glove_palette) try: os.remove(randopatch_path) except OSError: pass try: os.remove(options_path) except OSError: pass try: os.remove(enemizer_output_path) except OSError: pass _sprite_table = {} def _populate_sprite_table(): if not _sprite_table: for dir in [local_path(os.path.join("data","sprites","official")), local_path(os.path.join("data","sprites","unofficial"))]: for file in os.listdir(dir): filepath = os.path.join(dir, file) if not os.path.isfile(filepath): continue sprite = Sprite(filepath) if sprite.valid: _sprite_table[sprite.name.lower()] = filepath def get_sprite_from_name(name): _populate_sprite_table() name = name.lower() if name in ['random', 'randomonhit']: return Sprite(random.choice(list(_sprite_table.values()))) if name == ('(default link)'): name = 'link' return Sprite(_sprite_table[name]) if name in _sprite_table else None class Sprite(object): default_palette = [255, 127, 126, 35, 183, 17, 158, 54, 165, 20, 255, 1, 120, 16, 157, 89, 71, 54, 104, 59, 74, 10, 239, 18, 92, 42, 113, 21, 24, 122, 255, 127, 126, 35, 183, 17, 158, 54, 165, 20, 255, 1, 120, 16, 157, 89, 128, 105, 145, 118, 184, 38, 127, 67, 92, 42, 153, 17, 24, 122, 255, 127, 126, 35, 183, 17, 158, 54, 165, 20, 255, 1, 120, 16, 157, 89, 87, 16, 126, 69, 243, 109, 185, 126, 92, 42, 39, 34, 24, 122, 255, 127, 126, 35, 218, 17, 158, 54, 165, 20, 255, 1, 120, 16, 151, 61, 71, 54, 104, 59, 74, 10, 239, 18, 126, 86, 114, 24, 24, 122] default_glove_palette = [246, 82, 118, 3] def __init__(self, filename): with open(filename, 'rb') as file: filedata = bytearray(file.read()) self.name = os.path.basename(filename) self.author_name = None self.valid = True if len(filedata) == 0x7000: # sprite file with graphics and without palette data self.sprite = filedata[:0x7000] self.palette = list(self.default_palette) self.glove_palette = list(self.default_glove_palette) elif len(filedata) == 0x7078: # sprite file with graphics and palette data self.sprite = filedata[:0x7000] self.palette = filedata[0x7000:] self.glove_palette = filedata[0x7036:0x7038] + filedata[0x7054:0x7056] elif len(filedata) == 0x707C: # sprite file with graphics and palette data including gloves self.sprite = filedata[:0x7000] self.palette = filedata[0x7000:0x7078] self.glove_palette = filedata[0x7078:] elif len(filedata) in [0x100000, 0x200000]: # full rom with patched sprite, extract it self.sprite = filedata[0x80000:0x87000] self.palette = filedata[0xDD308:0xDD380] self.glove_palette = filedata[0xDEDF5:0xDEDF9] elif filedata.startswith(b'ZSPR'): result = self.parse_zspr(filedata, 1) if result is None: self.valid = False return (sprite, palette, self.name, self.author_name) = result if len(sprite) != 0x7000: self.valid = False return self.sprite = sprite if len(palette) == 0: self.palette = list(self.default_palette) self.glove_palette = list(self.default_glove_palette) elif len(palette) == 0x78: self.palette = palette self.glove_palette = list(self.default_glove_palette) elif len(palette) == 0x7C: self.palette = palette[:0x78] self.glove_palette = palette[0x78:] else: self.valid = False else: self.valid = False @staticmethod def default_link_sprite(): return get_sprite_from_name('Link') def decode8(self, pos): arr = [[0 for _ in range(8)] for _ in range(8)] for y in range(8): for x in range(8): position = 1<<(7-x) val = 0 if self.sprite[pos+2*y] & position: val += 1 if self.sprite[pos+2*y+1] & position: val += 2 if self.sprite[pos+2*y+16] & position: val += 4 if self.sprite[pos+2*y+17] & position: val += 8 arr[y][x] = val return arr def decode16(self, pos): arr = [[0 for _ in range(16)] for _ in range(16)] top_left = self.decode8(pos) top_right = self.decode8(pos+0x20) bottom_left = self.decode8(pos+0x200) bottom_right = self.decode8(pos+0x220) for x in range(8): for y in range(8): arr[y][x] = top_left[y][x] arr[y][x+8] = top_right[y][x] arr[y+8][x] = bottom_left[y][x] arr[y+8][x+8] = bottom_right[y][x] return arr def parse_zspr(self, filedata, expected_kind): logger = logging.getLogger('') headerstr = "<4xBHHIHIHH6x" headersize = struct.calcsize(headerstr) if len(filedata) < headersize: return None (version, csum, icsum, sprite_offset, sprite_size, palette_offset, palette_size, kind) = struct.unpack_from(headerstr, filedata) if version not in [1]: logger.error('Error parsing ZSPR file: Version %g not supported', version) return None if kind != expected_kind: return None stream = io.BytesIO(filedata) stream.seek(headersize) def read_utf16le(stream): "Decodes a null-terminated UTF-16_LE string of unknown size from a stream" raw = bytearray() while True: char = stream.read(2) if char in [b'', b'\x00\x00']: break raw += char return raw.decode('utf-16_le') sprite_name = read_utf16le(stream) author_name = read_utf16le(stream) # Ignoring the Author Rom name for the time being. real_csum = sum(filedata) % 0x10000 if real_csum != csum or real_csum ^ 0xFFFF != icsum: logger.warning('ZSPR file has incorrect checksum. It may be corrupted.') sprite = filedata[sprite_offset:sprite_offset + sprite_size] palette = filedata[palette_offset:palette_offset + palette_size] if len(sprite) != sprite_size or len(palette) != palette_size: logger.error('Error parsing ZSPR file: Unexpected end of file') return None return (sprite, palette, sprite_name, author_name) def decode_palette(self): "Returns the palettes as an array of arrays of 15 colors" def array_chunk(arr, size): return list(zip(*[iter(arr)] * size)) def make_int16(pair): return pair[1]<<8 | pair[0] def expand_color(i): return ((i & 0x1F) * 8, (i>>5 & 0x1F) * 8, (i>>10 & 0x1F) * 8) raw_palette = self.palette if raw_palette is None: raw_palette = Sprite.default_palette # turn palette data into a list of RGB tuples with 8 bit values palette_as_colors = [expand_color(make_int16(chnk)) for chnk in array_chunk(raw_palette, 2)] # split into palettes of 15 colors return array_chunk(palette_as_colors, 15) def patch_rom(world, rom, player, team, enemized, is_mystery=False): random.seed(world.rom_seeds[player]) # progressive bow silver arrow hint hack prog_bow_locs = world.find_items('Progressive Bow', player) if len(prog_bow_locs) > 1: # only pick a distingushed bow if we have at least two distinguished_prog_bow_loc = random.choice(prog_bow_locs) distinguished_prog_bow_loc.item.code = 0x65 # patch items for location in world.get_locations(): if location.player != player: continue itemid = location.item.code if location.item is not None else 0x5A if location.address is None or (type(location.address) is int and location.address >= 0x400000): continue if not location.crystal: if location.item is not None: # Keys in their native dungeon should use the original item code for keys if location.parent_region.dungeon: if location.parent_region.dungeon.is_dungeon_item(location.item): if location.item.bigkey: itemid = 0x32 if location.item.smallkey: itemid = 0x24 if location.item.map: itemid = 0x33 if location.item.compass: itemid = 0x25 if world.remote_items[player]: itemid = list(location_table.keys()).index(location.name) + 1 assert itemid < 0x100 rom.write_byte(location.player_address, 0xFF) elif location.item.player != player: if location.player_address is not None: rom.write_byte(location.player_address, location.item.player) else: itemid = 0x5A rom.write_byte(location.address, itemid) else: # crystals for address, value in zip(location.address, itemid): rom.write_byte(address, value) # patch music music_addresses = dungeon_music_addresses[location.name] if world.mapshuffle[player]: music = random.choice([0x11, 0x16]) else: music = 0x11 if 'Pendant' in location.item.name else 0x16 for music_address in music_addresses: rom.write_byte(music_address, music) if world.mapshuffle[player]: rom.write_byte(0x155C9, random.choice([0x11, 0x16])) # Randomize GT music too with map shuffle if world.pot_contents[player]: write_pots_to_rom(rom, world.pot_contents[player]) # patch overworld edges if world.owShuffle[player] != 'vanilla' or world.owSwap[player] != 'vanilla': rom.write_byte(0x18004C, 0x01) #patch for allowing Frogsmith to enter multi-entrance caves #patches map data specific for OW Shuffle rom.buffer[0x153B03] = rom.buffer[0x153B03] | 0x2 #convenient portal on WDM rom.buffer[0x153B1A] = rom.buffer[0x153B1A] | 0x2 #rocks added to prevent OWG hardlock rom.buffer[0x153B1B] = rom.buffer[0x153B1B] | 0x2 #rocks added to prevent OWG hardlock rom.buffer[0x153B22] = rom.buffer[0x153B22] | 0x2 #rocks added to prevent OWG hardlock rom.buffer[0x153B3F] = rom.buffer[0x153B3F] | 0x2 #added C to terrain rom.buffer[0x153B43] = rom.buffer[0x153B43] | 0x2 #convenient portal on WDDM rom.buffer[0x153B5A] = rom.buffer[0x153B5A] | 0x2 #rocks added to prevent OWG hardlock rom.buffer[0x153B5B] = rom.buffer[0x153B5B] | 0x2 #rocks added to prevent OWG hardlock rom.buffer[0x153B62] = rom.buffer[0x153B62] | 0x2 #rocks added to prevent OWG hardlock rom.buffer[0x153B7F] = rom.buffer[0x153B7F] | 0x2 #added C to terrain owMode = 0 if world.owShuffle[player] == 'parallel': owMode = 1 elif world.owShuffle[player] == 'full': owMode = 2 if world.owSwap[player] == 'mixed': owMode |= 0x100 world.fix_fake_world[player] = True elif world.owSwap[player] == 'crossed': owMode |= 0x200 world.fix_fake_world[player] = True write_int16(rom, 0x150002, owMode) owFlags = 0 if world.owKeepSimilar[player]: owFlags |= 0x1 write_int16(rom, 0x150004, owFlags) if world.owSwap[player] == 'mixed': for b in world.owswaps[player][0]: # load inverted maps v = rom.buffer[0x153B00 + b] v = (v & 0xFE) | ((v + 1) % 2) rom.buffer[0x153B00 + b] = v # set world flag v = rom.buffer[0x153A00 + b] v = (v & 0xBF) | ((((v >> 6) + 1) % 2) << 6) rom.buffer[0x153A00 + b] = v for edge in world.owedges: if edge.dest is not None and isinstance(edge.dest, OWEdge) and edge.player == player: write_int16(rom, edge.getAddress() + 0x0a, edge.vramLoc) write_int16(rom, edge.getAddress() + 0x0e, edge.getTarget()) # patch entrance/exits/holes for region in world.regions: for exit in region.exits: if exit.target is not None and exit.player == player: if isinstance(exit.addresses, tuple): offset = exit.target room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2 = exit.addresses #room id is deliberately not written rom.write_byte(0x15B8C + offset, ow_area) write_int16(rom, 0x15BDB + 2 * offset, vram_loc) write_int16(rom, 0x15C79 + 2 * offset, scroll_y) write_int16(rom, 0x15D17 + 2 * offset, scroll_x) # for positioning fixups we abuse the roomid as a way of identifying which exit data we are appling # Thanks to Zarby89 for originally finding these values # todo fix screen scrolling if world.shuffle[player] not in ['insanity', 'insanity_legacy', 'madness_legacy'] and \ exit.name in ['Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit', 'Ice Palace Exit', 'Misery Mire Exit', 'Palace of Darkness Exit', 'Swamp Palace Exit', 'Ganons Tower Exit', 'Desert Palace Exit (North)', 'Agahnims Tower Exit', 'Spiral Cave Exit (Top)', 'Superbunny Cave Exit (Bottom)', 'Turtle Rock Ledge Exit (East)']: # For exits that connot be reached from another, no need to apply offset fixes. write_int16(rom, 0x15DB5 + 2 * offset, link_y) # same as final else elif room_id == 0x0059 and world.fix_skullwoods_exit[player]: write_int16(rom, 0x15DB5 + 2 * offset, 0x00F8) elif room_id == 0x004a and world.fix_palaceofdarkness_exit[player]: write_int16(rom, 0x15DB5 + 2 * offset, 0x0640) elif room_id == 0x00d6 and world.fix_trock_exit[player]: write_int16(rom, 0x15DB5 + 2 * offset, 0x0134) elif room_id == 0x000c and world.fix_gtower_exit: # fix ganons tower exit point write_int16(rom, 0x15DB5 + 2 * offset, 0x00A4) else: write_int16(rom, 0x15DB5 + 2 * offset, link_y) write_int16(rom, 0x15E53 + 2 * offset, link_x) write_int16(rom, 0x15EF1 + 2 * offset, camera_y) write_int16(rom, 0x15F8F + 2 * offset, camera_x) rom.write_byte(0x1602D + offset, unknown_1) rom.write_byte(0x1607C + offset, unknown_2) write_int16(rom, 0x160CB + 2 * offset, door_1) write_int16(rom, 0x16169 + 2 * offset, door_2) elif isinstance(exit.addresses, list): # is hole for address in exit.addresses: rom.write_byte(address, exit.target) else: # patch door table rom.write_byte(0xDBB73 + exit.addresses, exit.target) if world.mode[player] == 'inverted': patch_shuffled_dark_sanc(world, rom, player) # setup dr option flags based on experimental, etc. dr_flags = DROptions.Eternal_Mini_Bosses if world.doorShuffle[player] == 'vanilla' else DROptions.Town_Portal if world.doorShuffle[player] == 'crossed': dr_flags |= DROptions.Map_Info if world.experimental[player] and world.goal[player] != 'triforcehunt': dr_flags |= DROptions.Debug if world.doorShuffle[player] == 'crossed' and world.logic[player] != 'nologic'\ and world.mixed_travel[player] == 'prevent': dr_flags |= DROptions.Rails if world.standardize_palettes[player] == 'original': dr_flags |= DROptions.OriginalPalettes if world.experimental[player]: dr_flags |= DROptions.DarkWorld_Spawns # fix hc big key problems (map and compass too) if world.doorShuffle[player] == 'crossed' or world.keydropshuffle[player]: rom.write_byte(0x151f1, 2) rom.write_byte(0x15270, 2) sanctuary = world.get_region('Sanctuary', player) rom.write_byte(0x1597b, sanctuary.dungeon.dungeon_id*2) update_compasses(rom, world, player) def should_be_bunny(region, mode): if mode != 'inverted': return region.is_dark_world and not region.is_light_world else: return region.is_light_world and not region.is_dark_world # dark world spawns sanc_region = world.get_region('Sanctuary', player) if should_be_bunny(sanc_region, world.mode[player]): rom.write_bytes(0x13fff2, [0x12, 0x00]) lh_name = 'Links House' links_house = world.get_region(lh_name, player) if should_be_bunny(links_house, world.mode[player]): rom.write_bytes(0x13fff0, [0x04, 0x01]) old_man_house = world.get_region('Old Man House', player) if should_be_bunny(old_man_house, world.mode[player]): rom.write_bytes(0x13fff4, [0xe4, 0x00]) # patch doors if world.doorShuffle[player] == 'crossed': rom.write_byte(0x138002, 2) for name, layout in world.key_layout[player].items(): offset = compass_data[name][4]//2 if world.retro[player]: rom.write_byte(0x13f030+offset, layout.max_chests + layout.max_drops) else: rom.write_byte(0x13f020+offset, layout.max_chests + layout.max_drops) # not currently used rom.write_byte(0x13f030+offset, layout.max_chests) builder = world.dungeon_layouts[player][name] rom.write_byte(0x13f080+offset, builder.location_cnt % 10) rom.write_byte(0x13f090+offset, builder.location_cnt // 10) rom.write_byte(0x13f0a0+offset, builder.location_cnt) bk_status = 1 if builder.bk_required else 0 bk_status = 2 if builder.bk_provided else bk_status rom.write_byte(0x13f040+offset*2, bk_status) if player in world.sanc_portal.keys(): rom.write_byte(0x159a6, world.sanc_portal[player].ent_offset) sanc_region = world.sanc_portal[player].door.entrance.parent_region if sanc_region.is_dark_world and not sanc_region.is_light_world: rom.write_byte(0x13ff00, 1) for room in world.rooms: if room.player == player and room.palette is not None: rom.write_byte(0x13f200+room.index, room.palette) if world.doorShuffle[player] == 'basic': rom.write_byte(0x138002, 1) for door in world.doors: if door.dest is not None and isinstance(door.dest, Door) and\ door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]: rom.write_bytes(door.getAddress(), door.dest.getTarget(door)) for paired_door in world.paired_doors[player]: rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player)) rom.write_bytes(paired_door.address_b(world, player), paired_door.rom_data_b(world, player)) if world.doorShuffle[player] != 'vanilla': if not world.experimental[player]: for builder in world.dungeon_layouts[player].values(): for stonewall in builder.pre_open_stonewalls: if stonewall.name == 'Desert Wall Slide NW': dr_flags |= DROptions.Open_Desert_Wall elif stonewall.name == 'PoD Bow Statue Down Ladder': dr_flags |= DROptions.Open_PoD_Wall for name, pair in boss_indicator.items(): dungeon_id, boss_door = pair opposite_door = world.get_door(boss_door, player).dest if opposite_door and isinstance(opposite_door, Door) and opposite_door.roomIndex > -1: dungeon_name = opposite_door.entrance.parent_region.dungeon.name dungeon_id = boss_indicator[dungeon_name][0] rom.write_byte(0x13f000+dungeon_id, opposite_door.roomIndex) elif not opposite_door: rom.write_byte(0x13f000+dungeon_id, 0) # no supertile preceeding boss if is_mystery: dr_flags |= DROptions.Hide_Total rom.write_byte(0x138004, dr_flags.value & 0xff) rom.write_byte(0x138005, (dr_flags.value & 0xff00) >> 8) if dr_flags & DROptions.Town_Portal and world.mode[player] == 'inverted': rom.write_byte(0x138006, 1) # swap in non-ER Lobby Shuffle Inverted - but only then if world.mode[player] == 'inverted' and world.intensity[player] >= 3 and world.doorShuffle[player] != 'vanilla' and world.shuffle[player] == 'vanilla': aga_portal = world.get_portal('Agahnims Tower', player) gt_portal = world.get_portal('Ganons Tower', player) aga_portal.exit_offset, gt_portal.exit_offset = gt_portal.exit_offset, aga_portal.exit_offset aga_portal.default = False gt_portal.default = False for portal in world.dungeon_portals[player]: if not portal.default: offset = portal.ent_offset rom.write_byte(0x14577 + offset*2, portal.current_room()) rom.write_bytes(0x14681 + offset*8, portal.relative_coords()) rom.write_bytes(0x14aa9 + offset*2, portal.scroll_x()) rom.write_bytes(0x14bb3 + offset*2, portal.scroll_y()) rom.write_bytes(0x14cbd + offset*2, portal.link_y()) rom.write_bytes(0x14dc7 + offset*2, portal.link_x()) rom.write_bytes(0x14fdb + offset*2, portal.camera_x()) rom.write_byte(0x152f9 + offset, portal.bg_setting()) rom.write_byte(0x1537e + offset, portal.hv_scroll()) rom.write_byte(0x15403 + offset, portal.scroll_quad()) rom.write_byte(0x15aee + portal.exit_offset, portal.current_room()) if portal.boss_exit_idx > -1: rom.write_byte(0x7939 + portal.boss_exit_idx, portal.current_room()) # fix exits, if not fixed during exit patching if world.fix_skullwoods_exit[player] and world.shuffle[player] == 'vanilla': write_int16(rom, 0x15DB5 + 2 * exit_ids['Skull Woods Final Section Exit'][1], 0x00F8) elif world.force_fix[player]['sw']: write_int16(rom, 0x15DB5 + world.force_fix[player]['sw'].exit_offset, 0x00F8) if world.force_fix[player]['pod']: write_int16(rom, 0x15DB5 + world.force_fix[player]['pod'].exit_offset, 0x0640) if world.force_fix[player]['tr']: write_int16(rom, 0x15DB5 + world.force_fix[player]['tr'].exit_offset, 0x0134) if world.force_fix[player]['gt']: write_int16(rom, 0x15DB5 + world.force_fix[player]['gt'].exit_offset, 0x00A4) write_custom_shops(rom, world, player) def credits_digit(num): # top: $54 is 1, 55 2, etc , so 57=4, 5C=9 # bot: $7A is 1, 7B is 2, etc so 7D=4, 82=9 (zero unknown...) return 0x53+int(num), 0x79+int(num) credits_total = 216 if world.keydropshuffle[player]: credits_total += 33 if world.shopsanity[player]: credits_total += 32 if world.retro[player]: credits_total += 9 if world.shopsanity[player] else 5 if world.keydropshuffle[player]: rom.write_byte(0x140000, 1) multiClientFlags = ((0x1 if world.keydropshuffle[player] else 0) | (0x2 if world.shopsanity[player] else 0) | (0x4 if world.retro[player] else 0)) rom.write_byte(0x140001, multiClientFlags) write_int16(rom, 0x187010, credits_total) # dynamic credits if credits_total != 216: # collection rate address: cr_address = 0x2391BE cr_pc = cr_address - 0x120000 # convert to pc mid_top, mid_bot = credits_digit((credits_total // 10) % 10) last_top, last_bot = credits_digit(credits_total % 10) # top half rom.write_byte(cr_pc+0x1c, mid_top) rom.write_byte(cr_pc+0x1d, last_top) # bottom half rom.write_byte(cr_pc+0x3a, mid_bot) rom.write_byte(cr_pc+0x3b, last_bot) if world.keydropshuffle[player] or world.doorShuffle[player] != 'vanilla': gt = world.dungeon_layouts[player]['Ganons Tower'] gt_logic = world.key_logic[player]['Ganons Tower'] total = 0 for region in gt.master_sector.regions: total += count_locations_exclude_logic(region.locations, gt_logic) # rom.write_byte(0x187012, total) # dynamic credits # gt big key address: gtbk_address = 0x2390E0 gtbk_pc = gtbk_address - 0x120000 # convert to pc mid_top, mid_bot = credits_digit(total // 10) last_top, last_bot = credits_digit(total % 10) # top half rom.write_byte(gtbk_pc+0x1c, mid_top) rom.write_byte(gtbk_pc+0x1d, last_top) # bottom half rom.write_byte(gtbk_pc+0x3a, mid_bot) rom.write_byte(gtbk_pc+0x3b, last_bot) # patch medallion requirements if world.required_medallions[player][0] == 'Bombos': rom.write_byte(0x180022, 0x00) # requirement rom.write_byte(0x4FF2, 0x31) # sprite rom.write_byte(0x50D1, 0x80) rom.write_byte(0x51B0, 0x00) elif world.required_medallions[player][0] == 'Quake': rom.write_byte(0x180022, 0x02) # requirement rom.write_byte(0x4FF2, 0x31) # sprite rom.write_byte(0x50D1, 0x88) rom.write_byte(0x51B0, 0x00) if world.required_medallions[player][1] == 'Bombos': rom.write_byte(0x180023, 0x00) # requirement rom.write_byte(0x5020, 0x31) # sprite rom.write_byte(0x50FF, 0x90) rom.write_byte(0x51DE, 0x00) elif world.required_medallions[player][1] == 'Ether': rom.write_byte(0x180023, 0x01) # requirement rom.write_byte(0x5020, 0x31) # sprite rom.write_byte(0x50FF, 0x98) rom.write_byte(0x51DE, 0x00) # set open mode: if world.mode[player] in ['open', 'inverted']: rom.write_byte(0x180032, 0x01) # open mode elif world.mode[player] == 'standard': rom.write_byte(0x180032, 0x00) # standard mode set_inverted_mode(world, player, rom) uncle_location = world.get_location('Link\'s Uncle', player) if uncle_location.item is None or uncle_location.item.name not in ['Master Sword', 'Tempered Sword', 'Fighter Sword', 'Golden Sword', 'Progressive Sword']: # disable sword sprite from uncle rom.write_bytes(0x6D263, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D26B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D293, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D29B, [0x00, 0x00, 0xf7, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D2B3, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2BB, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2E3, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2EB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D31B, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) rom.write_bytes(0x6D323, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) # set light cones rom.write_byte(0x180038, 0x01 if world.sewer_light_cone[player] else 0x00) rom.write_byte(0x180039, 0x01 if world.light_world_light_cone else 0x00) rom.write_byte(0x18003A, 0x01 if world.dark_world_light_cone else 0x00) GREEN_TWENTY_RUPEES = 0x47 TRIFORCE_PIECE = ItemFactory('Triforce Piece', player).code GREEN_CLOCK = ItemFactory('Green Clock', player).code rom.write_byte(0x18004F, 0x01) # Byrna Invulnerability: on # handle difficulty_adjustments if world.difficulty_adjustments[player] == 'hard': rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup # Powdered Fairies Prize rom.write_byte(0x36DD0, 0xD8) # One Heart # potion heal amount rom.write_byte(0x180084, 0x38) # Seven Hearts # potion magic restore amount rom.write_byte(0x180085, 0x40) # Half Magic #Cape magic cost rom.write_bytes(0x3ADA7, [0x02, 0x04, 0x08]) # Byrna Invulnerability: off rom.write_byte(0x18004F, 0x00) #Disable catching fairies rom.write_byte(0x34FD6, 0x80) overflow_replacement = GREEN_TWENTY_RUPEES # Rupoor negative value write_int16(rom, 0x180036, world.rupoor_cost) # Set stun items rom.write_byte(0x180180, 0x02) # Hookshot only elif world.difficulty_adjustments[player] == 'expert': rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup # Powdered Fairies Prize rom.write_byte(0x36DD0, 0xD8) # One Heart # potion heal amount rom.write_byte(0x180084, 0x20) # 4 Hearts # potion magic restore amount rom.write_byte(0x180085, 0x20) # Quarter Magic #Cape magic cost rom.write_bytes(0x3ADA7, [0x02, 0x04, 0x08]) # Byrna Invulnerability: off rom.write_byte(0x18004F, 0x00) #Disable catching fairies rom.write_byte(0x34FD6, 0x80) overflow_replacement = GREEN_TWENTY_RUPEES # Rupoor negative value write_int16(rom, 0x180036, world.rupoor_cost) # Set stun items rom.write_byte(0x180180, 0x00) # Nothing else: rom.write_byte(0x180181, 0x00) # Make silver arrows freely usable rom.write_byte(0x180182, 0x01) # auto equip silvers on pickup # Powdered Fairies Prize rom.write_byte(0x36DD0, 0xE3) # fairy # potion heal amount rom.write_byte(0x180084, 0xA0) # full # potion magic restore amount rom.write_byte(0x180085, 0x80) # full #Cape magic cost rom.write_bytes(0x3ADA7, [0x04, 0x08, 0x10]) # Byrna Invulnerability: on rom.write_byte(0x18004F, 0x01) #Enable catching fairies rom.write_byte(0x34FD6, 0xF0) # Rupoor negative value write_int16(rom, 0x180036, world.rupoor_cost) # Set stun items rom.write_byte(0x180180, 0x03) # All standard items #Set overflow items for progressive equipment if world.timer in ['timed', 'timed-countdown', 'timed-ohko']: overflow_replacement = GREEN_CLOCK else: overflow_replacement = GREEN_TWENTY_RUPEES #Byrna residual magic cost rom.write_bytes(0x45C42, [0x04, 0x02, 0x01]) difficulty = world.difficulty_requirements[player] #Set overflow items for progressive equipment rom.write_bytes(0x180090, [difficulty.progressive_sword_limit if world.swords[player] != 'swordless' else 0, overflow_replacement, difficulty.progressive_shield_limit, overflow_replacement, difficulty.progressive_armor_limit, overflow_replacement, difficulty.progressive_bottle_limit, overflow_replacement]) #Work around for json patch ordering issues - write bow limit separately so that it is replaced in the patch rom.write_bytes(0x180098, [difficulty.progressive_bow_limit, overflow_replacement]) if difficulty.progressive_bow_limit < 2 and world.swords[player] == 'swordless': rom.write_bytes(0x180098, [2, overflow_replacement]) # set up game internal RNG seed for i in range(1024): rom.write_byte(0x178000 + i, random.randint(0, 255)) # shuffle prize packs prizes = [0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD8, 0xD8, 0xD9, 0xDA, 0xD9, 0xDA, 0xDB, 0xDA, 0xD9, 0xDA, 0xDA, 0xE0, 0xDF, 0xDF, 0xDA, 0xE0, 0xDF, 0xD8, 0xDF, 0xDC, 0xDC, 0xDC, 0xDD, 0xDC, 0xDC, 0xDE, 0xDC, 0xE1, 0xD8, 0xE1, 0xE2, 0xE1, 0xD8, 0xE1, 0xE2, 0xDF, 0xD9, 0xD8, 0xE1, 0xDF, 0xDC, 0xD9, 0xD8, 0xD8, 0xE3, 0xE0, 0xDB, 0xDE, 0xD8, 0xDB, 0xE2, 0xD9, 0xDA, 0xDB, 0xD9, 0xDB, 0xD9, 0xDB] dig_prizes = [0xB2, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD9, 0xD9, 0xD9, 0xD9, 0xDA, 0xDA, 0xDA, 0xDA, 0xDA, 0xDB, 0xDB, 0xDB, 0xDB, 0xDB, 0xDC, 0xDC, 0xDC, 0xDC, 0xDC, 0xDD, 0xDD, 0xDD, 0xDD, 0xDD, 0xDE, 0xDE, 0xDE, 0xDE, 0xDE, 0xDF, 0xDF, 0xDF, 0xDF, 0xDF, 0xE0, 0xE0, 0xE0, 0xE0, 0xE0, 0xE1, 0xE1, 0xE1, 0xE1, 0xE1, 0xE2, 0xE2, 0xE2, 0xE2, 0xE2, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3] def chunk(l,n): return [l[i:i+n] for i in range(0, len(l), n)] # randomize last 7 slots prizes [-7:] = random.sample(prizes, 7) #shuffle order of 7 main packs packs = chunk(prizes[:56], 8) random.shuffle(packs) prizes[:56] = [drop for pack in packs for drop in pack] if world.difficulty_adjustments[player] in ['hard', 'expert']: prize_replacements = {0xE0: 0xDF, # Fairy -> heart 0xE3: 0xD8} # Big magic -> small magic prizes = [prize_replacements.get(prize, prize) for prize in prizes] dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes] if world.retro[player]: prize_replacements = {0xE1: 0xDA, #5 Arrows -> Blue Rupee 0xE2: 0xDB} #10 Arrows -> Red Rupee prizes = [prize_replacements.get(prize, prize) for prize in prizes] dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes] rom.write_bytes(0x180100, dig_prizes) # write tree pull prizes rom.write_byte(0xEFBD4, prizes.pop()) rom.write_byte(0xEFBD5, prizes.pop()) rom.write_byte(0xEFBD6, prizes.pop()) # rupee crab prizes rom.write_byte(0x329C8, prizes.pop()) # first prize rom.write_byte(0x329C4, prizes.pop()) # final prize # stunned enemy prize rom.write_byte(0x37993, prizes.pop()) # saved fish prize rom.write_byte(0xE82CC, prizes.pop()) # fill enemy prize packs rom.write_bytes(0x37A78, prizes) # set bonk prizes bonk_prizes = [0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xAC, 0xE3, 0xE3, 0xDA, 0xE3, 0xDA, 0xD8, 0xAC, 0xAC, 0xE3, 0xD8, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xDC, 0xDB, 0xE3, 0xDA, 0x79, 0x79, 0xE3, 0xE3, 0xDA, 0x79, 0xAC, 0xAC, 0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xE3, 0x79, 0xDE, 0xE3, 0xAC, 0xDB, 0x79, 0xE3, 0xD8, 0xAC, 0x79, 0xE3, 0xDB, 0xDB, 0xE3, 0xE3, 0x79, 0xD8, 0xDD] bonk_addresses = [0x4CF6C, 0x4CFBA, 0x4CFE0, 0x4CFFB, 0x4D018, 0x4D01B, 0x4D028, 0x4D03C, 0x4D059, 0x4D07A, 0x4D09E, 0x4D0A8, 0x4D0AB, 0x4D0AE, 0x4D0BE, 0x4D0DD, 0x4D16A, 0x4D1E5, 0x4D1EE, 0x4D20B, 0x4CBBF, 0x4CBBF, 0x4CC17, 0x4CC1A, 0x4CC4A, 0x4CC4D, 0x4CC53, 0x4CC69, 0x4CC6F, 0x4CC7C, 0x4CCEF, 0x4CD51, 0x4CDC0, 0x4CDC3, 0x4CDC6, 0x4CE37, 0x4D2DE, 0x4D32F, 0x4D355, 0x4D367, 0x4D384, 0x4D387, 0x4D397, 0x4D39E, 0x4D3AB, 0x4D3AE, 0x4D3D1, 0x4D3D7, 0x4D3F8, 0x4D416, 0x4D420, 0x4D423, 0x4D42D, 0x4D449, 0x4D48C, 0x4D4D9, 0x4D4DC, 0x4D4E3, 0x4D504, 0x4D507, 0x4D55E, 0x4D56A] if world.shuffle_bonk_prizes: random.shuffle(bonk_prizes) for prize, address in zip(bonk_prizes, bonk_addresses): rom.write_byte(address, prize) # Fill in item substitutions table rom.write_bytes(0x184000, [ # original_item, limit, replacement_item, filler 0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees 0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade 0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade 0x58, 0x01, 0x36 if world.retro[player] else 0x43, 0xFF, # silver arrows -> single arrow (red 20 in retro mode) 0x3E, difficulty.boss_heart_container_limit, 0x47, 0xff, # boss heart -> green 20 0x17, difficulty.heart_piece_limit, 0x47, 0xff, # piece of heart -> green 20 0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel ]) # set Fountain bottle exchange items if world.difficulty[player] in ['hard', 'expert']: rom.write_byte(0x348FF, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x48][random.randint(0, 5)]) rom.write_byte(0x3493B, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x48][random.randint(0, 5)]) else: rom.write_byte(0x348FF, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x3D, 0x48][random.randint(0, 6)]) rom.write_byte(0x3493B, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x3D, 0x48][random.randint(0, 6)]) #enable Fat Fairy Chests rom.write_bytes(0x1FC16, [0xB1, 0xC6, 0xF9, 0xC9, 0xC6, 0xF9]) # set Fat Fairy Bow/Sword prizes to be disappointing rom.write_byte(0x34914, 0x3A) # Bow and Arrow rom.write_byte(0x180028, 0x49) # Fighter Sword # enable Waterfall fairy chests rom.write_bytes(0xE9AE, [0x14, 0x01]) rom.write_bytes(0xE9CF, [0x14, 0x01]) rom.write_bytes(0x1F714, [225, 0, 16, 172, 13, 41, 154, 1, 88, 152, 15, 17, 177, 97, 252, 77, 129, 32, 218, 2, 44, 225, 97, 252, 190, 129, 97, 177, 98, 84, 218, 2, 253, 141, 131, 68, 225, 98, 253, 30, 131, 49, 165, 201, 49, 164, 105, 49, 192, 34, 77, 164, 105, 49, 198, 249, 73, 198, 249, 16, 153, 160, 92, 153, 162, 11, 152, 96, 13, 232, 192, 85, 232, 192, 11, 146, 0, 115, 152, 96, 254, 105, 0, 152, 163, 97, 254, 107, 129, 254, 171, 133, 169, 200, 97, 254, 174, 129, 255, 105, 2, 216, 163, 98, 255, 107, 131, 255, 43, 135, 201, 200, 98, 255, 46, 131, 254, 161, 0, 170, 33, 97, 254, 166, 129, 255, 33, 2, 202, 33, 98, 255, 38, 131, 187, 35, 250, 195, 35, 250, 187, 43, 250, 195, 43, 250, 187, 83, 250, 195, 83, 250, 176, 160, 61, 152, 19, 192, 152, 82, 192, 136, 0, 96, 144, 0, 96, 232, 0, 96, 240, 0, 96, 152, 202, 192, 216, 202, 192, 216, 19, 192, 216, 82, 192, 252, 189, 133, 253, 29, 135, 255, 255, 255, 255, 240, 255, 128, 46, 97, 14, 129, 14, 255, 255]) # set Waterfall fairy prizes to be disappointing rom.write_byte(0x348DB, 0x3A) # Red Boomerang becomes Red Boomerang rom.write_byte(0x348EB, 0x05) # Blue Shield becomes Blue Shield # Remove Statues for upgrade fairy rom.write_bytes(0x01F810, [0x1A, 0x1E, 0x01, 0x1A, 0x1E, 0x01]) rom.write_byte(0x180029, 0x01) # Smithy quick item give # set swordless mode settings rom.write_byte(0x18003F, 0x01 if world.swords[player] == 'swordless' else 0x00) # hammer can harm ganon rom.write_byte(0x180040, 0x01 if world.swords[player] == 'swordless' else 0x00) # open curtains rom.write_byte(0x180041, 0x01 if world.swords[player] == 'swordless' else 0x00) # swordless medallions rom.write_byte(0x180043, 0xFF if world.swords[player] == 'swordless' else 0x00) # starting sword for link rom.write_byte(0x180044, 0x01 if world.swords[player] == 'swordless' else 0x00) # hammer activates tablets # set up clocks for timed modes if world.shuffle[player] == 'vanilla': ERtimeincrease = 0 elif world.shuffle[player] in ['dungeonssimple', 'dungeonsfull']: ERtimeincrease = 10 else: ERtimeincrease = 20 if world.keyshuffle[player] or world.bigkeyshuffle[player] or world.mapshuffle[player]: ERtimeincrease = ERtimeincrease + 15 if world.clock_mode == 'none': rom.write_bytes(0x180190, [0x00, 0x00, 0x00]) # turn off clock mode write_int32(rom, 0x180200, 0) # red clock adjustment time (in frames, sint32) write_int32(rom, 0x180204, 0) # blue clock adjustment time (in frames, sint32) write_int32(rom, 0x180208, 0) # green clock adjustment time (in frames, sint32) write_int32(rom, 0x18020C, 0) # starting time (in frames, sint32) elif world.clock_mode == 'ohko': rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality write_int32(rom, 0x180200, 0) # red clock adjustment time (in frames, sint32) write_int32(rom, 0x180204, 0) # blue clock adjustment time (in frames, sint32) write_int32(rom, 0x180208, 0) # green clock adjustment time (in frames, sint32) write_int32(rom, 0x18020C, 0) # starting time (in frames, sint32) elif world.clock_mode == 'countdown-ohko': rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality write_int32(rom, 0x180200, -100 * 60 * 60 * 60) # red clock adjustment time (in frames, sint32) write_int32(rom, 0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32) write_int32(rom, 0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32) if world.difficulty_adjustments[player] == 'normal': write_int32(rom, 0x18020C, (10 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32) else: write_int32(rom, 0x18020C, int((5 + ERtimeincrease / 2) * 60 * 60)) # starting time (in frames, sint32) if world.clock_mode == 'stopwatch': rom.write_bytes(0x180190, [0x02, 0x01, 0x00]) # set stopwatch mode write_int32(rom, 0x180200, -2 * 60 * 60) # red clock adjustment time (in frames, sint32) write_int32(rom, 0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32) write_int32(rom, 0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32) write_int32(rom, 0x18020C, 0) # starting time (in frames, sint32) if world.clock_mode == 'countdown': rom.write_bytes(0x180190, [0x01, 0x01, 0x00]) # set countdown, with no reset available write_int32(rom, 0x180200, -2 * 60 * 60) # red clock adjustment time (in frames, sint32) write_int32(rom, 0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32) write_int32(rom, 0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32) write_int32(rom, 0x18020C, (40 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32) # set up goals for treasure hunt rom.write_bytes(0x180165, [0x0E, 0x28] if world.treasure_hunt_icon[player] == 'Triforce Piece' else [0x0D, 0x28]) if world.goal[player] == 'triforcehunt': rom.write_byte(0x180167, int(world.treasure_hunt_count[player]) % 256) rom.write_byte(0x180194, 1) # Must turn in triforced pieces (instant win not enabled) rom.write_bytes(0x180213, [0x00, 0x01]) # Not a Tournament Seed gametype = 0x04 # item if world.shuffle[player] != 'vanilla' or world.doorShuffle[player] != 'vanilla' or world.keydropshuffle[player]: gametype |= 0x02 # entrance/door if enemized: gametype |= 0x01 # enemizer rom.write_byte(0x180211, gametype) # Game type # assorted fixes rom.write_byte(0x1800A2, 0x01 if world.fix_fake_world else 0x00) # remain in real dark world when dying in dark world dungeon before killing aga1 rom.write_byte(0x180169, 0x01 if world.lock_aga_door_in_escape else 0x00) # Lock or unlock aga tower door during escape sequence. if world.mode[player] == 'inverted': rom.write_byte(0x180169, 0x02) # lock aga/ganon tower door with crystals in inverted rom.write_byte(0x180171, 0x01 if world.ganon_at_pyramid[player] else 0x00) # Enable respawning on pyramid after ganon death rom.write_byte(0x180173, 0x01) # Bob is enabled rom.write_byte(0x180168, 0x08) # Spike Cave Damage rom.write_bytes(0x18016B, [0x04, 0x02, 0x01]) # Set spike cave and MM spike room Byrna usage rom.write_bytes(0x18016E, [0x04, 0x08, 0x10]) # Set spike cave and MM spike room Cape usage rom.write_bytes(0x50563, [0x3F, 0x14]) # disable below ganon chest rom.write_byte(0x50599, 0x00) # disable below ganon chest rom.write_bytes(0xE9A5, [0x7E, 0x00, 0x24]) # disable below ganon chest rom.write_byte(0x18008B, 0x01 if world.open_pyramid[player] else 0x00) # pre-open Pyramid Hole rom.write_byte(0x18008C, 0x01 if world.crystals_needed_for_gt[player] == 0 else 0x00) # GT pre-opened if crystal requirement is 0 rom.write_byte(0xF5D73, 0xF0) # bees are catchable rom.write_byte(0xF5F10, 0xF0) # bees are catchable rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness rom.write_byte(0x1800A0, 0x01) # return to light world on s+q without mirror rom.write_byte(0x1800A1, 0x01) # enable overworld screen transition draining for water level inside swamp rom.write_byte(0x180174, 0x01 if world.fix_fake_world[player] else 0x00) rom.write_byte(0x18017E, 0x01) # Fairy fountains only trade in bottles # Starting equipment equip = [0] * (0x340 + 0x4F) equip[0x36C] = 0x18 equip[0x36D] = 0x18 equip[0x379] = 0x68 starting_max_bombs = 10 starting_max_arrows = 30 startingstate = CollectionState(world) if startingstate.has('Bow', player): equip[0x340] = 3 if startingstate.has('Silver Arrows', player) else 1 equip[0x38E] |= 0x20 # progressive flag to get the correct hint in all cases if not world.retro[player]: equip[0x38E] |= 0x80 if startingstate.has('Silver Arrows', player): equip[0x38E] |= 0x40 if startingstate.has('Titans Mitts', player): equip[0x354] = 2 elif startingstate.has('Power Glove', player): equip[0x354] = 1 if startingstate.has('Golden Sword', player): equip[0x359] = 4 elif startingstate.has('Tempered Sword', player): equip[0x359] = 3 elif startingstate.has('Master Sword', player): equip[0x359] = 2 elif startingstate.has('Fighter Sword', player): equip[0x359] = 1 if startingstate.has('Mirror Shield', player): equip[0x35A] = 3 elif startingstate.has('Red Shield', player): equip[0x35A] = 2 elif startingstate.has('Blue Shield', player): equip[0x35A] = 1 if startingstate.has('Red Mail', player): equip[0x35B] = 2 elif startingstate.has('Blue Mail', player): equip[0x35B] = 1 if startingstate.has('Magic Upgrade (1/4)', player): equip[0x37B] = 2 equip[0x36E] = 0x80 elif startingstate.has('Magic Upgrade (1/2)', player): equip[0x37B] = 1 equip[0x36E] = 0x80 for item in world.precollected_items: if item.player != player: continue if item.name in ['Bow', 'Silver Arrows', 'Progressive Bow', 'Progressive Bow (Alt)', 'Titans Mitts', 'Power Glove', 'Progressive Glove', 'Golden Sword', 'Tempered Sword', 'Master Sword', 'Fighter Sword', 'Progressive Sword', 'Mirror Shield', 'Red Shield', 'Blue Shield', 'Progressive Shield', 'Red Mail', 'Blue Mail', 'Progressive Armor', 'Magic Upgrade (1/4)', 'Magic Upgrade (1/2)']: continue set_table = {'Book of Mudora': (0x34E, 1), 'Hammer': (0x34B, 1), 'Bug Catching Net': (0x34D, 1), 'Hookshot': (0x342, 1), 'Magic Mirror': (0x353, 2), 'Cape': (0x352, 1), 'Lamp': (0x34A, 1), 'Moon Pearl': (0x357, 1), 'Cane of Somaria': (0x350, 1), 'Cane of Byrna': (0x351, 1), 'Fire Rod': (0x345, 1), 'Ice Rod': (0x346, 1), 'Bombos': (0x347, 1), 'Ether': (0x348, 1), 'Quake': (0x349, 1)} or_table = {'Green Pendant': (0x374, 0x04), 'Red Pendant': (0x374, 0x01), 'Blue Pendant': (0x374, 0x02), 'Crystal 1': (0x37A, 0x02), 'Crystal 2': (0x37A, 0x10), 'Crystal 3': (0x37A, 0x40), 'Crystal 4': (0x37A, 0x20), 'Crystal 5': (0x37A, 0x04), 'Crystal 6': (0x37A, 0x01), 'Crystal 7': (0x37A, 0x08), 'Big Key (Eastern Palace)': (0x367, 0x20), 'Compass (Eastern Palace)': (0x365, 0x20), 'Map (Eastern Palace)': (0x369, 0x20), 'Big Key (Desert Palace)': (0x367, 0x10), 'Compass (Desert Palace)': (0x365, 0x10), 'Map (Desert Palace)': (0x369, 0x10), 'Big Key (Tower of Hera)': (0x366, 0x20), 'Compass (Tower of Hera)': (0x364, 0x20), 'Map (Tower of Hera)': (0x368, 0x20), 'Big Key (Escape)': (0x367, 0xC0), 'Compass (Escape)': (0x365, 0xC0), 'Map (Escape)': (0x369, 0xC0), 'Big Key (Agahnims Tower)': (0x367, 0x08), 'Compass (Agahnims Tower)': (0x365, 0x08), 'Map (Agahnims Tower)': (0x369, 0x08), 'Big Key (Palace of Darkness)': (0x367, 0x02), 'Compass (Palace of Darkness)': (0x365, 0x02), 'Map (Palace of Darkness)': (0x369, 0x02), 'Big Key (Thieves Town)': (0x366, 0x10), 'Compass (Thieves Town)': (0x364, 0x10), 'Map (Thieves Town)': (0x368, 0x10), 'Big Key (Skull Woods)': (0x366, 0x80), 'Compass (Skull Woods)': (0x364, 0x80), 'Map (Skull Woods)': (0x368, 0x80), 'Big Key (Swamp Palace)': (0x367, 0x04), 'Compass (Swamp Palace)': (0x365, 0x04), 'Map (Swamp Palace)': (0x369, 0x04), 'Big Key (Ice Palace)': (0x366, 0x40), 'Compass (Ice Palace)': (0x364, 0x40), 'Map (Ice Palace)': (0x368, 0x40), 'Big Key (Misery Mire)': (0x367, 0x01), 'Compass (Misery Mire)': (0x365, 0x01), 'Map (Misery Mire)': (0x369, 0x01), 'Big Key (Turtle Rock)': (0x366, 0x08), 'Compass (Turtle Rock)': (0x364, 0x08), 'Map (Turtle Rock)': (0x368, 0x08), 'Big Key (Ganons Tower)': (0x366, 0x04), 'Compass (Ganons Tower)': (0x364, 0x04), 'Map (Ganons Tower)': (0x368, 0x04)} set_or_table = {'Flippers': (0x356, 1, 0x379, 0x02),'Pegasus Boots': (0x355, 1, 0x379, 0x04), 'Shovel': (0x34C, 1, 0x38C, 0x04), 'Ocarina': (0x34C, 3, 0x38C, 0x01), 'Mushroom': (0x344, 1, 0x38C, 0x20 | 0x08), 'Magic Powder': (0x344, 2, 0x38C, 0x10), 'Blue Boomerang': (0x341, 1, 0x38C, 0x80), 'Red Boomerang': (0x341, 2, 0x38C, 0x40)} keys = {'Small Key (Eastern Palace)': [0x37E], 'Small Key (Desert Palace)': [0x37F], 'Small Key (Tower of Hera)': [0x386], 'Small Key (Agahnims Tower)': [0x380], 'Small Key (Palace of Darkness)': [0x382], 'Small Key (Thieves Town)': [0x387], 'Small Key (Skull Woods)': [0x384], 'Small Key (Swamp Palace)': [0x381], 'Small Key (Ice Palace)': [0x385], 'Small Key (Misery Mire)': [0x383], 'Small Key (Turtle Rock)': [0x388], 'Small Key (Ganons Tower)': [0x389], 'Small Key (Universal)': [0x38B], 'Small Key (Escape)': [0x37C, 0x37D]} bottles = {'Bottle': 2, 'Bottle (Red Potion)': 3, 'Bottle (Green Potion)': 4, 'Bottle (Blue Potion)': 5, 'Bottle (Fairy)': 6, 'Bottle (Bee)': 7, 'Bottle (Good Bee)': 8} rupees = {'Rupee (1)': 1, 'Rupees (5)': 5, 'Rupees (20)': 20, 'Rupees (50)': 50, 'Rupees (100)': 100, 'Rupees (300)': 300} bomb_caps = {'Bomb Upgrade (+5)': 5, 'Bomb Upgrade (+10)': 10} arrow_caps = {'Arrow Upgrade (+5)': 5, 'Arrow Upgrade (+10)': 10} bombs = {'Single Bomb': 1, 'Bombs (3)': 3, 'Bombs (10)': 10} arrows = {'Single Arrow': 1, 'Arrows (10)': 10} if item.name in set_table: equip[set_table[item.name][0]] = set_table[item.name][1] elif item.name in or_table: equip[or_table[item.name][0]] |= or_table[item.name][1] elif item.name in set_or_table: equip[set_or_table[item.name][0]] = set_or_table[item.name][1] equip[set_or_table[item.name][2]] |= set_or_table[item.name][3] elif item.name in keys: for address in keys[item.name]: equip[address] = min(equip[address] + 1, 99) elif item.name in bottles: if equip[0x34F] < world.difficulty_requirements[player].progressive_bottle_limit: equip[0x35C + equip[0x34F]] = bottles[item.name] equip[0x34F] += 1 elif item.name in rupees: equip[0x360:0x362] = list(min(equip[0x360] + (equip[0x361] << 8) + rupees[item.name], 9999).to_bytes(2, byteorder='little', signed=False)) equip[0x362:0x364] = list(min(equip[0x362] + (equip[0x363] << 8) + rupees[item.name], 9999).to_bytes(2, byteorder='little', signed=False)) elif item.name in bomb_caps: starting_max_bombs = min(starting_max_bombs + bomb_caps[item.name], 50) elif item.name in arrow_caps: starting_max_arrows = min(starting_max_arrows + arrow_caps[item.name], 70) elif item.name in bombs: equip[0x343] += bombs[item.name] elif item.name in arrows: if world.retro[player]: equip[0x38E] |= 0x80 equip[0x377] = 1 else: equip[0x377] += arrows[item.name] elif item.name in ['Piece of Heart', 'Boss Heart Container', 'Sanctuary Heart Container']: if item.name == 'Piece of Heart': equip[0x36B] = (equip[0x36B] + 1) % 4 if item.name != 'Piece of Heart' or equip[0x36B] == 0: equip[0x36C] = min(equip[0x36C] + 0x08, 0xA0) equip[0x36D] = min(equip[0x36D] + 0x08, 0xA0) else: raise RuntimeError(f'Unsupported item in starting equipment: {item.name}') equip[0x343] = min(equip[0x343], starting_max_bombs) rom.write_byte(0x180034, starting_max_bombs) equip[0x377] = min(equip[0x377], starting_max_arrows) rom.write_byte(0x180035, starting_max_arrows) rom.write_bytes(0x180046, equip[0x360:0x362]) if equip[0x359]: rom.write_byte(0x180043, equip[0x359]) assert equip[:0x340] == [0] * 0x340 rom.write_bytes(0x183000, equip[0x340:]) rom.write_bytes(0x271A6, equip[0x340:0x340+60]) rom.write_byte(0x18004A, 0x00 if world.mode[player] != 'inverted' else 0x01) # Inverted mode rom.write_byte(0x18005D, 0x00) # Hammer always breaks barrier rom.write_byte(0x2AF79, 0xD0 if world.mode[player] != 'inverted' else 0xF0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both) rom.write_byte(0x3A943, 0xD0 if world.mode[player] != 'inverted' else 0xF0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both) rom.write_byte(0x3A96D, 0xF0 if world.mode[player] != 'inverted' else 0xD0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader)) rom.write_byte(0x3A9A7, 0xD0) # Residual Portal: Normal (D0= Light Side, F0=Dark Side, 42 = both (Darth Vader)) rom.write_bytes(0x180080, [50, 50, 70, 70]) # values to fill for Capacity Upgrades (Bomb5, Bomb10, Arrow5, Arrow10) rom.write_byte(0x18004D, ((0x01 if 'arrows' in world.escape_assist[player] else 0x00) | (0x02 if 'bombs' in world.escape_assist[player] else 0x00) | (0x04 if 'magic' in world.escape_assist[player] else 0x00))) # Escape assist if world.goal[player] in ['pedestal', 'triforcehunt']: rom.write_byte(0x18003E, 0x01) # make ganon invincible elif world.goal[player] in ['dungeons']: rom.write_byte(0x18003E, 0x02) # make ganon invincible until all dungeons are beat elif world.goal[player] in ['crystals']: rom.write_byte(0x18003E, 0x04) # make ganon invincible until all crystals else: rom.write_byte(0x18003E, 0x03) # make ganon invincible until all crystals and aga 2 are collected rom.write_byte(0x18005E, world.crystals_needed_for_gt[player]) rom.write_byte(0x18005F, world.crystals_needed_for_ganon[player]) # block HC upstairs doors in rain state in standard mode prevent_rain = world.mode[player] == "standard" and world.shuffle[player] != 'vanilla' rom.write_byte(0x18008A, 0x01 if prevent_rain else 0x00) # block sanc door in rain state and the dungeon is not vanilla rom.write_byte(0x13f0fa, 0x01 if world.mode[player] == "standard" and world.doorShuffle[player] != 'vanilla' else 0x00) if prevent_rain: portals = [world.get_portal('Hyrule Castle East', player), world.get_portal('Hyrule Castle West', player)] for idx, portal in enumerate(portals): x = idx*2 room_idx = portal.door.roomIndex room = world.get_room(room_idx, player) write_int16(rom, 0x13f0f0+x, room_idx) rom.write_byte(0x13f0f6+x, room.position(portal.door).value) rom.write_byte(0x13f0f7+x, room.kind(portal.door).value) # Bitfield - enable text box to show with free roaming items # # ---o bmcs # o - enabled for outside dungeon items # b - enabled for inside big keys # m - enabled for inside maps # c - enabled for inside compasses # s - enabled for inside small keys rom.write_byte(0x18016A, 0x10 | ((0x01 if world.keyshuffle[player] else 0x00) | (0x02 if world.compassshuffle[player] else 0x00) | (0x04 if world.mapshuffle[player] else 0x00) | (0x08 if world.bigkeyshuffle[player] else 0x00))) # free roaming item text boxes rom.write_byte(0x18003B, 0x01 if world.mapshuffle[player] else 0x00) # maps showing crystals on overworld # compasses showing dungeon count if world.clock_mode != 'none' or world.dungeon_counters[player] == 'off': rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location elif world.dungeon_counters[player] == 'on': rom.write_byte(0x18003C, 0x02) # always on elif world.compassshuffle[player] or world.doorShuffle[player] != 'vanilla' or world.dungeon_counters[player] == 'pickup': rom.write_byte(0x18003C, 0x01) # show on pickup else: rom.write_byte(0x18003C, 0x00) # Bitfield - enable free items to show up in menu # # ----dcba # d - Compass # c - Map # b - Big Key # a - Small Key # rom.write_byte(0x180045, ((0x01 if world.keyshuffle[player] else 0x00) | (0x02 if world.bigkeyshuffle[player] else 0x00) | (0x04 if world.mapshuffle[player] else 0x00) | (0x08 if world.compassshuffle[player] else 0x00))) # free roaming items in menu # Map reveals reveal_bytes = { "Eastern Palace": 0x2000, "Desert Palace": 0x1000, "Tower of Hera": 0x0020, "Palace of Darkness": 0x0200, "Thieves Town": 0x0010, "Skull Woods": 0x0080, "Swamp Palace": 0x0400, "Ice Palace": 0x0040, "Misery Mire'": 0x0100, "Turtle Rock": 0x0008, } def get_reveal_bytes(itemName): locations = world.find_items(itemName, player) if len(locations) < 1: return 0x0000 location = locations[0] if location.parent_region and location.parent_region.dungeon: return reveal_bytes.get(location.parent_region.dungeon.name, 0x0000) return 0x0000 write_int16(rom, 0x18017A, get_reveal_bytes('Green Pendant') if world.mapshuffle[player] else 0x0000) # Sahasrahla reveal write_int16(rom, 0x18017C, get_reveal_bytes('Crystal 5')|get_reveal_bytes('Crystal 6') if world.mapshuffle[player] else 0x0000) # Bomb Shop Reveal rom.write_byte(0x180172, 0x01 if world.retro[player] else 0x00) # universal keys rom.write_byte(0x180175, 0x01 if world.retro[player] else 0x00) # rupee bow rom.write_byte(0x180176, 0x0A if world.retro[player] else 0x00) # wood arrow cost rom.write_byte(0x180178, 0x32 if world.retro[player] else 0x00) # silver arrow cost rom.write_byte(0x301FC, 0xDA if world.retro[player] else 0xE1) # rupees replace arrows under pots rom.write_byte(0x30052, 0xDB if world.retro[player] else 0xE2) # replace arrows in fish prize from bottle merchant rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.retro[player] else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.retro[player] else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows rom.write_bytes(0xEDA5, [0x35, 0x41] if world.retro[player] else [0x43, 0x44]) # Chest game gives rupees instead of arrows digging_game_rng = random.randint(1, 30) # set rng for digging game rom.write_byte(0x180020, digging_game_rng) rom.write_byte(0xEFD95, digging_game_rng) rom.write_byte(0x1800A3, 0x01) # enable correct world setting behaviour after agahnim kills rom.write_byte(0x1800A4, 0x01 if world.logic[player] != 'nologic' else 0x00) # enable POD EG fix rom.write_byte(0x180042, 0x01 if world.save_and_quit_from_boss else 0x00) # Allow Save and Quit after boss kill # remove shield from uncle rom.write_bytes(0x6D253, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D25B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D283, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D28B, [0x00, 0x00, 0xf7, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D2CB, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) rom.write_byte(0x18004E, 0) # Escape Fill (nothing) write_int16(rom, 0x180183, 300) # Escape fill rupee bow 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 bow_small, magic_small = 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) write_int16(rom, 0x180183, 300) # Escape fill rupee bow 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, bow_small = 70, 10 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, magic_small = 0x80, 0x20 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) elif world.doorShuffle[player] == 'basic': # just in case a bomb is needed to get to a chest rom.write_bytes(0x180185, [max(0x00, magic_max), max(3, bomb_max), max(0, bow_max)]) rom.write_bytes(0x180188, [magic_small, 3, bow_small]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [magic_small, 3, bow_small]) # 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) # powder patch: remove the need to leave the screen after powder, since it causes problems for potion shop at race game # temporarally we are just nopping out this check we will conver this to a rom fix soon. rom.write_bytes(0x02F539, [0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if world.powder_patch_required[player] else [0xAD, 0xBF, 0x0A, 0xF0, 0x4F]) # allow smith into multi-entrance caves in appropriate shuffles if world.shuffle[player] in ['restricted', 'full', 'crossed', 'insanity'] or (world.shuffle[player] == 'simple' and world.mode[player] == 'inverted'): rom.write_byte(0x18004C, 0x01) # set correct flag for hera basement item hera_basement = world.get_location('Tower of Hera - Basement Cage', player) is_small_key_this_dungeon = False if hera_basement.item is not None and hera_basement.item.smallkey: item_dungeon = hera_basement.item.name.split('(')[1][:-1] if item_dungeon == 'Escape': item_dungeon = 'Hyrule Castle' is_small_key_this_dungeon = hera_basement.parent_region.dungeon.name == item_dungeon if is_small_key_this_dungeon: rom.write_byte(0x4E3BB, 0xE4) else: rom.write_byte(0x4E3BB, 0xEB) # fix trock doors for reverse entrances if world.fix_trock_doors[player]: if world.get_door('TR Lazy Eyes SE', player).entranceFlag: world.get_room(0x23, player).change(0, DoorKind.CaveEntrance) if world.get_door('TR Eye Bridge SW', player).entranceFlag: world.get_room(0xd5, player).change(0, DoorKind.CaveEntrance) # do this unconditionally - gets overwritten by RoomData in doorShufflemodes rom.write_byte(0xFED31, 0x0E) # preopen bombable exit rom.write_byte(0xFEE41, 0x0E) # preopen bombable exit if world.doorShuffle[player] != 'vanilla' or world.keydropshuffle[player]: for room in world.rooms: if room.player == player and room.modified: rom.write_bytes(room.address(), room.rom_data()) write_strings(rom, world, player, team) rom.write_byte(0x18636C, 1 if world.remote_items[player] else 0) # set rom name # 21 bytes from Main import __version__ # todo: change to DR when Enemizer is okay with DR rom.name = bytearray(f'ER{__version__.split("-")[0].replace(".","")[0:3]}_{team+1}_{player}_{world.seed:09}\0', 'utf8')[:21] rom.name.extend([0] * (21 - len(rom.name))) rom.write_bytes(0x7FC0, rom.name) # set player names for p in range(1, min(world.players, 255) + 1): rom.write_bytes(0x195FFC + ((p - 1) * 32), hud_format_text(world.player_names[p][team])) # Write title screen Code hashint = int(rom.get_hash(), 16) code = [ (hashint >> 20) & 0x1F, (hashint >> 15) & 0x1F, (hashint >> 10) & 0x1F, (hashint >> 5) & 0x1F, hashint & 0x1F, ] rom.write_bytes(0x180215, code) rom.hash = code return rom try: import RaceRom except ImportError: RaceRom = None def patch_race_rom(rom): rom.write_bytes(0x180213, [0x01, 0x00]) # Tournament Seed if 'RaceRom' in sys.modules: RaceRom.encrypt(rom) def write_custom_shops(rom, world, player): shops = [shop for shop in world.shops[player] if shop.custom and shop.region.player == player] shop_data = bytearray() items_data = bytearray() for shop_id, shop in enumerate(shops): if shop_id == len(shops) - 1: shop_id = 0xFF bytes = shop.get_bytes() bytes[0] = shop_id bytes[-1] = shop.sram_address shop_data.extend(bytes) # [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high][player][sram] for index, item in enumerate(shop.inventory): if item is None: break if world.shopsanity[player] or shop.type == ShopType.TakeAny: rom.write_byte(0x186560 + shop.sram_address + index, 1) if world.shopsanity[player] and shop.region.name in shop_to_location_table: loc_item = world.get_location(shop_to_location_table[shop.region.name][index], player).item elif world.shopsanity[player] and shop.region.name in retro_shops: loc_item = world.get_location(retro_shops[shop.region.name][index], player).item else: loc_item = ItemFactory(item['item'], player) if (not world.shopsanity[player] and shop.region.name == 'Capacity Upgrade' and world.difficulty[player] != 'normal'): continue # skip cap upgrades except in normal/shopsanity item_id = loc_item.code price = int16_as_bytes(item['price']) replace = ItemFactory(item['replacement'], player).code if item['replacement'] else 0xFF replace_price = int16_as_bytes(item['replacement_price']) item_player = 0 if item['player'] == player else item['player'] item_data = [shop_id, item_id] + price + [item['max'], replace] + replace_price + [item_player] items_data.extend(item_data) rom.write_bytes(0x184800, shop_data) items_data.extend([0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF]) rom.write_bytes(0x184900, items_data) def hud_format_text(text): output = bytes() for char in text.lower(): if 'a' <= char <= 'z': output += bytes([0x5d + ord(char) - ord('a'), 0x29]) elif '0' <= char <= '8': output += bytes([0x77 + ord(char) - ord('0'), 0x29]) elif char == '9': output += b'\x4b\x29' elif char == ' ': output += b'\x7f\x00' else: output += b'\x2a\x29' while len(output) < 32: output += b'\x7f\x00' return output[:32] def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, sprite, ow_palettes, uw_palettes): if sprite and not isinstance(sprite, Sprite): sprite = Sprite(sprite) if os.path.isfile(sprite) else get_sprite_from_name(sprite) # enable instant item menu if fastmenu == 'instant': rom.write_byte(0x6DD9A, 0x20) rom.write_byte(0x6DF2A, 0x20) rom.write_byte(0x6E0E9, 0x20) else: rom.write_byte(0x6DD9A, 0x11) rom.write_byte(0x6DF2A, 0x12) rom.write_byte(0x6E0E9, 0x12) if fastmenu == 'instant': rom.write_byte(0x180048, 0xE8) elif fastmenu == 'double': rom.write_byte(0x180048, 0x10) elif fastmenu == 'triple': rom.write_byte(0x180048, 0x18) elif fastmenu == 'quadruple': rom.write_byte(0x180048, 0x20) elif fastmenu == 'half': rom.write_byte(0x180048, 0x04) else: rom.write_byte(0x180048, 0x08) rom.write_byte(0x18004B, 0x01 if quickswap else 0x00) rom.write_byte(0x0CFE18, 0x00 if disable_music else rom.orig_buffer[0x0CFE18] if rom.orig_buffer else 0x70) rom.write_byte(0x0CFEC1, 0x00 if disable_music else rom.orig_buffer[0x0CFEC1] if rom.orig_buffer else 0xC0) rom.write_bytes(0x0D0000, [0x00, 0x00] if disable_music else rom.orig_buffer[0x0D0000:0x0D0002] if rom.orig_buffer else [0xDA, 0x58]) rom.write_bytes(0x0D00E7, [0xC4, 0x58] if disable_music else rom.orig_buffer[0x0D00E7:0x0D00E9] if rom.orig_buffer else [0xDA, 0x58]) rom.write_byte(0x18021A, 1 if disable_music else 0x00) # set heart beep rate rom.write_byte(0x180033, {'off': 0x00, 'half': 0x40, 'quarter': 0x80, 'normal': 0x20, 'double': 0x10}[beep]) # set heart color if color == 'random': color = random.choice(['red', 'blue', 'green', 'yellow']) rom.write_byte(0x6FA1E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA20, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA22, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA24, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA26, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA28, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA2A, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA2C, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA2E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA30, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x65561, {'red': 0x05, 'blue': 0x0D, 'green': 0x19, 'yellow': 0x09}[color]) # write link sprite if required if sprite is not None: write_sprite(rom, sprite) default_ow_palettes(rom) if ow_palettes == 'random': randomize_ow_palettes(rom) elif ow_palettes == 'blackout': blackout_ow_palettes(rom) default_uw_palettes(rom) if uw_palettes == 'random': randomize_uw_palettes(rom) elif uw_palettes == 'blackout': blackout_uw_palettes(rom) if isinstance(rom, LocalRom): rom.write_crc() def write_sprite(rom, sprite): if not sprite.valid: return rom.write_bytes(0x80000, sprite.sprite) rom.write_bytes(0xDD308, sprite.palette) rom.write_bytes(0xDEDF5, sprite.glove_palette) def set_color(rom, address, color, shade): r = round(min(color[0], 0xFF) * pow(0.8, shade) * 0x1F / 0xFF) g = round(min(color[1], 0xFF) * pow(0.8, shade) * 0x1F / 0xFF) b = round(min(color[2], 0xFF) * pow(0.8, shade) * 0x1F / 0xFF) rom.write_bytes(address, ((b << 10) | (g << 5) | (r << 0)).to_bytes(2, byteorder='little', signed=False)) def default_ow_palettes(rom): if not rom.orig_buffer: return rom.write_bytes(0xDE604, rom.orig_buffer[0xDE604:0xDEBB4]) for address in [0x067FB4, 0x067F94, 0x067FC6, 0x067FE6, 0x067FE1, 0x05FEA9, 0x05FEB3]: rom.write_bytes(address, rom.orig_buffer[address:address+2]) def randomize_ow_palettes(rom): grass, grass2, grass3, dirt, dirt2, water, clouds, dwdirt,\ dwgrass, dwwater, dwdmdirt, dwdmgrass, dwdmclouds1, dwdmclouds2 = [[random.randint(60, 215) for _ in range(3)] for _ in range(14)] dwtree = [c + random.randint(-20, 10) for c in dwgrass] treeleaf = [c + random.randint(-20, 10) for c in grass] patches = {0x067FB4: (grass, 0), 0x067F94: (grass, 0), 0x067FC6: (grass, 0), 0x067FE6: (grass, 0), 0x067FE1: (grass, 3), 0x05FEA9: (grass, 0), 0x05FEB3: (dwgrass, 1), 0x0DD4AC: (grass, 2), 0x0DE6DE: (grass2, 2), 0x0DE6E0: (grass2, 1), 0x0DD4AE: (grass2, 1), 0x0DE9FA: (grass2, 1), 0x0DEA0E: (grass2, 1), 0x0DE9FE: (grass2, 0), 0x0DD3D2: (grass2, 2), 0x0DE88C: (grass2, 2), 0x0DE8A8: (grass2, 2), 0x0DE9F8: (grass2, 2), 0x0DEA4E: (grass2, 2), 0x0DEAF6: (grass2, 2), 0x0DEB2E: (grass2, 2), 0x0DEB4A: (grass2, 2), 0x0DE892: (grass, 1), 0x0DE886: (grass, 0), 0x0DE6D2: (grass, 0), 0x0DE6FA: (grass, 3), 0x0DE6FC: (grass, 0), 0x0DE6FE: (grass, 0), 0x0DE70A: (grass, 0), 0x0DE708: (grass, 2), 0x0DE70C: (grass, 1), 0x0DE6D4: (dirt, 2), 0x0DE6CA: (dirt, 5), 0x0DE6CC: (dirt, 4), 0x0DE6CE: (dirt, 3), 0x0DE6E2: (dirt, 2), 0x0DE6D8: (dirt, 5), 0x0DE6DA: (dirt, 4), 0x0DE6DC: (dirt, 2), 0x0DE6F0: (dirt, 2), 0x0DE6E6: (dirt, 5), 0x0DE6E8: (dirt, 4), 0x0DE6EA: (dirt, 2), 0x0DE6EC: (dirt, 4), 0x0DE6EE: (dirt, 2), 0x0DE91E: (grass, 0), 0x0DE920: (dirt, 2), 0x0DE916: (dirt, 3), 0x0DE934: (dirt, 3), 0x0DE92C: (grass, 0), 0x0DE93A: (grass, 0), 0x0DE91C: (grass, 1), 0x0DE92A: (grass, 1), 0x0DEA1C: (grass, 0), 0x0DEA2A: (grass, 0), 0x0DEA30: (grass, 0), 0x0DEA2E: (dirt, 5), 0x0DE884: (grass, 3), 0x0DE8AE: (grass, 3), 0x0DE8BE: (grass, 3), 0x0DE8E4: (grass, 3), 0x0DE938: (grass, 3), 0x0DE9C4: (grass, 3), 0x0DE6D0: (grass, 4), 0x0DE890: (treeleaf, 1), 0x0DE894: (treeleaf, 0), 0x0DE924: (water, 3), 0x0DE668: (water, 3), 0x0DE66A: (water, 2), 0x0DE670: (water, 1), 0x0DE918: (water, 1), 0x0DE66C: (water, 0), 0x0DE91A: (water, 0), 0x0DE92E: (water, 1), 0x0DEA1A: (water, 1), 0x0DEA16: (water, 3), 0x0DEA10: (water, 4), 0x0DE66E: (dirt, 3), 0x0DE672: (dirt, 2), 0x0DE932: (dirt, 4), 0x0DE936: (dirt, 2), 0x0DE93C: (dirt, 1), 0x0DE756: (dirt2, 4), 0x0DE764: (dirt2, 4), 0x0DE772: (dirt2, 4), 0x0DE994: (dirt2, 4), 0x0DE9A2: (dirt2, 4), 0x0DE758: (dirt2, 3), 0x0DE766: (dirt2, 3), 0x0DE774: (dirt2, 3), 0x0DE996: (dirt2, 3), 0x0DE9A4: (dirt2, 3), 0x0DE75A: (dirt2, 2), 0x0DE768: (dirt2, 2), 0x0DE776: (dirt2, 2), 0x0DE778: (dirt2, 2), 0x0DE998: (dirt2, 2), 0x0DE9A6: (dirt2, 2), 0x0DE9AC: (dirt2, 1), 0x0DE99E: (dirt2, 1), 0x0DE760: (dirt2, 1), 0x0DE77A: (dirt2, 1), 0x0DE77C: (dirt2, 1), 0x0DE798: (dirt2, 1), 0x0DE980: (dirt2, 1), 0x0DE75C: (grass3, 2), 0x0DE786: (grass3, 2), 0x0DE794: (grass3, 2), 0x0DE99A: (grass3, 2), 0x0DE75E: (grass3, 1), 0x0DE788: (grass3, 1), 0x0DE796: (grass3, 1), 0x0DE99C: (grass3, 1), 0x0DE76A: (clouds, 2), 0x0DE9A8: (clouds, 2), 0x0DE76E: (clouds, 0), 0x0DE9AA: (clouds, 0), 0x0DE8DA: (clouds, 0), 0x0DE8D8: (clouds, 0), 0x0DE8D0: (clouds, 0), 0x0DE98C: (clouds, 2), 0x0DE990: (clouds, 0), 0x0DEB34: (dwtree, 4), 0x0DEB30: (dwtree, 3), 0x0DEB32: (dwtree, 1), 0x0DE710: (dwdirt, 5), 0x0DE71E: (dwdirt, 5), 0x0DE72C: (dwdirt, 5), 0x0DEAD6: (dwdirt, 5), 0x0DE712: (dwdirt, 4), 0x0DE720: (dwdirt, 4), 0x0DE72E: (dwdirt, 4), 0x0DE660: (dwdirt, 4), 0x0DEAD8: (dwdirt, 4), 0x0DEADA: (dwdirt, 3), 0x0DE714: (dwdirt, 3), 0x0DE722: (dwdirt, 3), 0x0DE730: (dwdirt, 3), 0x0DE732: (dwdirt, 3), 0x0DE734: (dwdirt, 2), 0x0DE736: (dwdirt, 2), 0x0DE728: (dwdirt, 2), 0x0DE71A: (dwdirt, 2), 0x0DE664: (dwdirt, 2), 0x0DEAE0: (dwdirt, 2), 0x0DE716: (dwgrass, 3), 0x0DE740: (dwgrass, 3), 0x0DE74E: (dwgrass, 3), 0x0DEAC0: (dwgrass, 3), 0x0DEACE: (dwgrass, 3), 0x0DEADC: (dwgrass, 3), 0x0DEB24: (dwgrass, 3), 0x0DE752: (dwgrass, 2), 0x0DE718: (dwgrass, 1), 0x0DE742: (dwgrass, 1), 0x0DE750: (dwgrass, 1), 0x0DEB26: (dwgrass, 1), 0x0DEAC2: (dwgrass, 1), 0x0DEAD0: (dwgrass, 1), 0x0DEADE: (dwgrass, 1), 0x0DE65A: (dwwater, 5), 0x0DE65C: (dwwater, 3), 0x0DEAC8: (dwwater, 3), 0x0DEAD2: (dwwater, 2), 0x0DEABC: (dwwater, 2), 0x0DE662: (dwwater, 2), 0x0DE65E: (dwwater, 1), 0x0DEABE: (dwwater, 1), 0x0DEA98: (dwwater, 2), 0x0DE79A: (dwdmdirt, 6), 0x0DE7A8: (dwdmdirt, 6), 0x0DE7B6: (dwdmdirt, 6), 0x0DEB60: (dwdmdirt, 6), 0x0DEB6E: (dwdmdirt, 6), 0x0DE93E: (dwdmdirt, 6), 0x0DE94C: (dwdmdirt, 6), 0x0DEBA6: (dwdmdirt, 6), 0x0DE79C: (dwdmdirt, 4), 0x0DE7AA: (dwdmdirt, 4), 0x0DE7B8: (dwdmdirt, 4), 0x0DEB70: (dwdmdirt, 4), 0x0DEBA8: (dwdmdirt, 4), 0x0DEB72: (dwdmdirt, 3), 0x0DEB74: (dwdmdirt, 3), 0x0DE79E: (dwdmdirt, 3), 0x0DE7AC: (dwdmdirt, 3), 0x0DEBAA: (dwdmdirt, 3), 0x0DE7A0: (dwdmdirt, 3), 0x0DE7BC: (dwdmgrass, 3), 0x0DEBAC: (dwdmdirt, 2), 0x0DE7AE: (dwdmdirt, 2), 0x0DE7C2: (dwdmdirt, 2), 0x0DE7A6: (dwdmdirt, 2), 0x0DEB7A: (dwdmdirt, 2), 0x0DEB6C: (dwdmdirt, 2), 0x0DE7C0: (dwdmdirt, 2), 0x0DE7A2: (dwdmgrass, 3), 0x0DE7BE: (dwdmgrass, 3), 0x0DE7CC: (dwdmgrass, 3), 0x0DE7DA: (dwdmgrass, 3), 0x0DEB6A: (dwdmgrass, 3), 0x0DE948: (dwdmgrass, 3), 0x0DE956: (dwdmgrass, 3), 0x0DE964: (dwdmgrass, 3), 0x0DE7CE: (dwdmgrass, 1), 0x0DE7A4: (dwdmgrass, 1), 0x0DEBA2: (dwdmgrass, 1), 0x0DEBB0: (dwdmgrass, 1), 0x0DE644: (dwdmclouds1, 2), 0x0DEB84: (dwdmclouds1, 2), 0x0DE648: (dwdmclouds1, 1), 0x0DEB88: (dwdmclouds1, 1), 0x0DEBAE: (dwdmclouds2, 2), 0x0DE7B0: (dwdmclouds2, 2), 0x0DE7B4: (dwdmclouds2, 0), 0x0DEB78: (dwdmclouds2, 0), 0x0DEBB2: (dwdmclouds2, 0) } for address, (color, shade) in patches.items(): set_color(rom, address, color, shade) def blackout_ow_palettes(rom): rom.write_bytes(0xDE604, [0] * 0xC4) for i in range(0xDE6C8, 0xDE86C, 70): rom.write_bytes(i, [0] * 64) rom.write_bytes(i+66, [0] * 4) rom.write_bytes(0xDE86C, [0] * 0x348) for address in [0x067FB4, 0x067F94, 0x067FC6, 0x067FE6, 0x067FE1, 0x05FEA9, 0x05FEB3]: rom.write_bytes(address, [0,0]) def default_uw_palettes(rom): if not rom.orig_buffer: return rom.write_bytes(0xDD734, rom.orig_buffer[0xDD734:0xDE544]) def randomize_uw_palettes(rom): for dungeon in range(20): wall, pot, chest, floor1, floor2, floor3 = [[random.randint(60, 240) for _ in range(3)] for _ in range(6)] for i in range(5): shade = 10 - (i * 2) set_color(rom, 0x0DD734 + (0xB4 * dungeon) + (i * 2), wall, shade) set_color(rom, 0x0DD770 + (0xB4 * dungeon) + (i * 2), wall, shade) set_color(rom, 0x0DD744 + (0xB4 * dungeon) + (i * 2), wall, shade) if dungeon == 0: set_color(rom, 0x0DD7CA + (0xB4 * dungeon) + (i * 2), wall, shade) if dungeon == 2: set_color(rom, 0x0DD74E + (0xB4 * dungeon), wall, 3) set_color(rom, 0x0DD750 + (0xB4 * dungeon), wall, 5) set_color(rom, 0x0DD73E + (0xB4 * dungeon), wall, 3) set_color(rom, 0x0DD740 + (0xB4 * dungeon), wall, 5) set_color(rom, 0x0DD7E4 + (0xB4 * dungeon), wall, 4) set_color(rom, 0x0DD7E6 + (0xB4 * dungeon), wall, 2) set_color(rom, 0xDD7DA + (0xB4 * dungeon), wall, 10) set_color(rom, 0xDD7DC + (0xB4 * dungeon), wall, 8) set_color(rom, 0x0DD75A + (0xB4 * dungeon), pot, 7) set_color(rom, 0x0DD75C + (0xB4 * dungeon), pot, 1) set_color(rom, 0x0DD75E + (0xB4 * dungeon), pot, 3) set_color(rom, 0x0DD76A + (0xB4 * dungeon), wall, 7) set_color(rom, 0x0DD76C + (0xB4 * dungeon), wall, 2) set_color(rom, 0x0DD76E + (0xB4 * dungeon), wall, 4) set_color(rom, 0x0DD7AE + (0xB4 * dungeon), chest, 2) set_color(rom, 0x0DD7B0 + (0xB4 * dungeon), chest, 0) for i in range(3): shade = 6 - (i * 2) set_color(rom, 0x0DD764 + (0xB4 * dungeon) + (i * 2), floor1, shade) set_color(rom, 0x0DD782 + (0xB4 * dungeon) + (i * 2), floor1, shade + 3) set_color(rom, 0x0DD7A0 + (0xB4 * dungeon) + (i * 2), floor2, shade) set_color(rom, 0x0DD7BE + (0xB4 * dungeon) + (i * 2), floor2, shade + 3) set_color(rom, 0x0DD7E2 + (0xB4 * dungeon), floor3, 3) set_color(rom, 0x0DD796 + (0xB4 * dungeon), floor3, 4) def blackout_uw_palettes(rom): for i in range(0xDD734, 0xDE544, 180): rom.write_bytes(i, [0] * 38) rom.write_bytes(i+44, [0] * 76) rom.write_bytes(i+136, [0] * 44) def get_hash_string(hash): return ", ".join([hash_alphabet[code & 0x1F] for code in hash]) def write_string_to_rom(rom, target, string): address, maxbytes = text_addresses[target] rom.write_bytes(address, MultiByteTextMapper.convert(string, maxbytes)) def write_strings(rom, world, player, team): tt = TextTable() tt.removeUnwantedText() # Let's keep this guy's text accurate to the shuffle setting. if world.shuffle[player] in ['vanilla', 'dungeonsfull', 'dungeonssimple']: tt['kakariko_flophouse_man_no_flippers'] = 'I really hate mowing my yard.\n{PAGEBREAK}\nI should move.' tt['kakariko_flophouse_man'] = 'I really hate mowing my yard.\n{PAGEBREAK}\nI should move.' def hint_text(dest, ped_hint=False): if not dest: return "nothing" if ped_hint: hint = dest.pedestal_hint_text if dest.pedestal_hint_text else "unknown item" else: if isinstance(dest, Region) and dest.type == RegionType.Dungeon and dest.dungeon: hint = dest.dungeon.name else: hint = dest.hint_text if dest.hint_text else "something" if dest.player != player: if ped_hint: hint += f" for {world.player_names[dest.player][team]}!" elif type(dest) in [Region, Location]: hint += f" in {world.player_names[dest.player][team]}'s world" else: hint += f" for {world.player_names[dest.player][team]}" return hint # For hints, first we write hints about entrances, some from the inconvenient list others from all reasonable entrances. if world.hints[player]: tt['sign_north_of_links_house'] = '> Randomizer The telepathic tiles can have hints!' hint_locations = HintLocations.copy() random.shuffle(hint_locations) all_entrances = [entrance for entrance in world.get_entrances() if entrance.player == player] random.shuffle(all_entrances) #First we take care of the one inconvenient dungeon in the appropriately simple shuffles. entrances_to_hint = {} entrances_to_hint.update(InconvenientDungeonEntrances) if world.shuffle_ganon: if world.mode[player] == 'inverted': entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'}) else: entrances_to_hint.update({'Ganons Tower': 'Ganon\'s Tower'}) if world.shuffle[player] in ['simple', 'restricted', 'restricted_legacy']: for entrance in all_entrances: if entrance.name in entrances_to_hint: this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text(entrance.connected_region) + '.' tt[hint_locations.pop(0)] = this_hint entrances_to_hint = {} break #Now we write inconvenient locations for most shuffles and finish taking care of the less chaotic ones. entrances_to_hint.update(InconvenientOtherEntrances) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: hint_count = 0 elif world.shuffle[player] in ['simple', 'restricted', 'restricted_legacy']: hint_count = 2 else: hint_count = 4 for entrance in all_entrances: if entrance.name in entrances_to_hint: if hint_count > 0: this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text(entrance.connected_region) + '.' tt[hint_locations.pop(0)] = this_hint entrances_to_hint.pop(entrance.name) hint_count -= 1 else: break #Next we handle hints for randomly selected other entrances, curating the selection intelligently based on shuffle. if world.shuffle[player] not in ['simple', 'restricted', 'restricted_legacy']: entrances_to_hint.update(ConnectorEntrances) entrances_to_hint.update(DungeonEntrances) if world.mode[player] == 'inverted': entrances_to_hint.update({'Ganons Tower': 'The dark mountain tower'}) else: entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'}) elif world.shuffle[player] == 'restricted': entrances_to_hint.update(ConnectorEntrances) entrances_to_hint.update(OtherEntrances) entrances_to_hint.update({'Dark Sanctuary Hint': 'The dark sanctuary cave'}) entrances_to_hint.update({'Big Bomb Shop': 'The old bomb shop'}) if world.shuffle[player] in ['insanity', 'madness_legacy', 'insanity_legacy']: entrances_to_hint.update(InsanityEntrances) if world.shuffle_ganon: if world.mode[player] == 'inverted': entrances_to_hint.update({'Inverted Pyramid Entrance': 'The extra castle passage'}) else: entrances_to_hint.update({'Pyramid Ledge': 'The pyramid ledge'}) hint_count = 4 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull'] else 0 for entrance in all_entrances: if entrance.name in entrances_to_hint: if hint_count > 0: this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text(entrance.connected_region) + '.' tt[hint_locations.pop(0)] = this_hint entrances_to_hint.pop(entrance.name) hint_count -= 1 else: break # Next we write a few hints for specific inconvenient locations. We don't make many because in entrance this is highly unpredictable. locations_to_hint = InconvenientLocations.copy() if world.doorShuffle[player] != 'crossed': locations_to_hint.extend(InconvenientDungeonLocations) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: locations_to_hint.extend(InconvenientVanillaLocations) random.shuffle(locations_to_hint) hint_count = 3 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull'] else 5 hint_count -= 2 if world.doorShuffle[player] == 'crossed' else 0 del locations_to_hint[hint_count:] for location in locations_to_hint: if location == 'Swamp Left': if random.randint(0, 1) == 0: first_item = hint_text(world.get_location('Swamp Palace - West Chest', player).item) second_item = hint_text(world.get_location('Swamp Palace - Big Key Chest', player).item) else: second_item = hint_text(world.get_location('Swamp Palace - West Chest', player).item) first_item = hint_text(world.get_location('Swamp Palace - Big Key Chest', player).item) this_hint = ('The westmost chests in Swamp Palace contain ' + first_item + ' and ' + second_item + '.') tt[hint_locations.pop(0)] = this_hint elif location == 'Mire Left': if random.randint(0, 1) == 0: first_item = hint_text(world.get_location('Misery Mire - Compass Chest', player).item) second_item = hint_text(world.get_location('Misery Mire - Big Key Chest', player).item) else: second_item = hint_text(world.get_location('Misery Mire - Compass Chest', player).item) first_item = hint_text(world.get_location('Misery Mire - Big Key Chest', player).item) this_hint = ('The westmost chests in Misery Mire contain ' + first_item + ' and ' + second_item + '.') tt[hint_locations.pop(0)] = this_hint elif location == 'Tower of Hera - Big Key Chest': this_hint = 'Waiting in the Tower of Hera basement leads to ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Ganons Tower - Big Chest': this_hint = 'The big chest in Ganon\'s Tower contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Thieves\' Town - Big Chest': this_hint = 'The big chest in Thieves\' Town contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Ice Palace - Big Chest': this_hint = 'The big chest in Ice Palace contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Eastern Palace - Big Key Chest': this_hint = 'The antifairy guarded chest in Eastern Palace contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Sahasrahla': this_hint = 'Sahasrahla seeks a green pendant for ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Graveyard Cave': this_hint = 'The cave north of the graveyard contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint else: this_hint = location + ' contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint # Adding a guaranteed hint for the Flute in overworld shuffle. if world.owShuffle[player] in ['parallel','full']: this_location = world.find_items_not_key_only('Ocarina', player) if this_location: this_hint = this_location[0].item.hint_text + ' can be found ' + hint_text(this_location[0]) + '.' tt[hint_locations.pop(0)] = this_hint # Lastly we write hints to show where certain interesting items are. It is done the way it is to re-use the silver code and also to give one hint per each type of item regardless of how many exist. This supports many settings well. items_to_hint = RelevantItems.copy() if world.owShuffle[player] in ['parallel','full']: items_to_hint.remove('Ocarina') if world.keyshuffle[player]: items_to_hint.extend(SmallKeys) if world.bigkeyshuffle[player]: items_to_hint.extend(BigKeys) random.shuffle(items_to_hint) hint_count = 5 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull'] else 8 hint_count += 2 if world.doorShuffle[player] == 'crossed' else 0 hint_count += 1 if world.owShuffle[player] in ['parallel', 'full'] else 0 while hint_count > 0: this_item = items_to_hint.pop(0) this_location = world.find_items_not_key_only(this_item, player) random.shuffle(this_location) if this_location: this_hint = this_location[0].item.hint_text + ' can be found ' + hint_text(this_location[0]) + '.' tt[hint_locations.pop(0)] = this_hint hint_count -= 1 # Adding a hint for the Thieves' Town Attic location in Crossed door shuffle. if world.doorShuffle[player] in ['crossed']: attic_hint = world.get_location("Thieves' Town - Attic", player).parent_region.dungeon.name this_hint = 'A cracked floor can be found in ' + attic_hint + '.' if world.intensity[player] < 2 and hint_locations[0] == 'telepathic_tile_thieves_town_upstairs': tt[hint_locations.pop(1)] = this_hint else: tt[hint_locations.pop(0)] = this_hint # All remaining hint slots are filled with junk hints. It is done this way to ensure the same junk hint isn't selected twice. junk_hints = junk_texts.copy() random.shuffle(junk_hints) for location in hint_locations: tt[location] = junk_hints.pop(0) # We still need the older hints of course. Those are done here. silverarrows = world.find_items('Silver Arrows', player) random.shuffle(silverarrows) silverarrow_hint = (' %s?' % hint_text(silverarrows[0]).replace('Ganon\'s', 'my')) if silverarrows else '?\nI think not!' tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint prog_bow_locs = world.find_items('Progressive Bow', player) distinguished_prog_bow_loc = next((location for location in prog_bow_locs if location.item.code == 0x65), None) progressive_silvers = world.difficulty_requirements[player].progressive_bow_limit >= 2 or world.swords[player] == 'swordless' if distinguished_prog_bow_loc: prog_bow_locs.remove(distinguished_prog_bow_loc) silverarrow_hint = (' %s?' % hint_text(distinguished_prog_bow_loc).replace('Ganon\'s', 'my')) if progressive_silvers else '?\nI think not!' tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint if any(prog_bow_locs): silverarrow_hint = (' %s?' % hint_text(random.choice(prog_bow_locs)).replace('Ganon\'s', 'my')) if progressive_silvers else '?\nI think not!' tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint crystal5 = world.find_items('Crystal 5', player)[0] crystal6 = world.find_items('Crystal 6', player)[0] tt['bomb_shop'] = 'Big Bomb?\nMy supply is blocked until you clear %s and %s.' % (crystal5.hint_text, crystal6.hint_text) greenpendant = world.find_items('Green Pendant', player)[0] tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant.hint_text tt['sign_ganons_tower'] = ('You need %d crystal to enter.' if world.crystals_needed_for_gt[player] == 1 else 'You need %d crystals to enter.') % world.crystals_needed_for_gt[player] ganon_crystals_singular = 'You need %d crystal to beat Ganon.' ganon_crystals_plural = 'You need %d crystals to beat Ganon.' if world.goal[player] == 'ganon': ganon_crystals_singular = 'To beat Ganon you must collect %d crystal and defeat his minion at the top of his tower.' ganon_crystals_plural = 'To beat Ganon you must collect %d crystals and defeat his minion at the top of his tower.' tt['sign_ganon'] = (ganon_crystals_singular if world.crystals_needed_for_ganon[player] == 1 else ganon_crystals_plural) % world.crystals_needed_for_ganon[player] if world.goal[player] in ['dungeons']: tt['sign_ganon'] = 'You need to complete all the dungeons.' tt['uncle_leaving_text'] = Uncle_texts[random.randint(0, len(Uncle_texts) - 1)] tt['end_triforce'] = "{NOBORDER}\n" + Triforce_texts[random.randint(0, len(Triforce_texts) - 1)] tt['bomb_shop_big_bomb'] = BombShop2_texts[random.randint(0, len(BombShop2_texts) - 1)] # this is what shows after getting the green pendant item in rando tt['sahasrahla_quest_have_master_sword'] = Sahasrahla2_texts[random.randint(0, len(Sahasrahla2_texts) - 1)] tt['blind_by_the_light'] = Blind_texts[random.randint(0, len(Blind_texts) - 1)] if world.goal[player] in ['triforcehunt']: tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Get the Triforce Pieces.' tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.' tt['sign_ganon'] = 'Go find the Triforce pieces... Ganon is invincible!' tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\ninvisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\nhidden in a hollow tree. If you bring\n%d triforce pieces, I can reassemble it." % int(world.treasure_hunt_count[player]) elif world.goal[player] in ['pedestal']: tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Your goal is at the pedestal.' tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.' tt['sign_ganon'] = 'You need to get to the pedestal... Ganon is invincible!' else: tt['ganon_fall_in'] = Ganon1_texts[random.randint(0, len(Ganon1_texts) - 1)] tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!' tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!' tt['kakariko_tavern_fisherman'] = TavernMan_texts[random.randint(0, len(TavernMan_texts) - 1)] pedestalitem = world.get_location('Master Sword Pedestal', player).item pedestal_text = 'Some Hot Air' if pedestalitem is None else hint_text(pedestalitem, True) if pedestalitem.pedestal_hint_text is not None else 'Unknown Item' tt['mastersword_pedestal_translated'] = pedestal_text pedestal_credit_text = 'and the Hot Air' if pedestalitem is None else pedestalitem.pedestal_credit_text if pedestalitem.pedestal_credit_text is not None else 'and the Unknown Item' etheritem = world.get_location('Ether Tablet', player).item ether_text = 'Some Hot Air' if etheritem is None else hint_text(etheritem, True) if etheritem.pedestal_hint_text is not None else 'Unknown Item' tt['tablet_ether_book'] = ether_text bombositem = world.get_location('Bombos Tablet', player).item bombos_text = 'Some Hot Air' if bombositem is None else hint_text(bombositem, True) if bombositem.pedestal_hint_text is not None else 'Unknown Item' tt['tablet_bombos_book'] = bombos_text # attic hint if world.doorShuffle[player] in ['crossed']: attic_hint = world.get_location("Thieves' Town - Attic", player).parent_region.dungeon.name tt['blind_not_that_way'] = f'{attic_hint} is too bright for my eyes' # see tagalog.asm tables at 957,967 or Follower_HandleTrigger in JPDASM # also the baserom table at org $09A4C2 in hooks.asm (Escort text) rom.write_byte(0x04a4be, 0xac) # change the room to blind's room rom.write_byte(0x04a526, 0xb8) # y coordinate, shifted down rom.write_byte(0x04a529, 0x19) # x tile shifted right a few tiles rom.write_byte(0x04a52e, 0x06) # follower set to blind maiden # inverted spawn menu changes if world.mode[player] == 'inverted': tt['menu_start_2'] = "{MENU}\n{SPEED0}\n≥@'s house\n Dark Chapel\n{CHOICE3}" tt['menu_start_3'] = "{MENU}\n{SPEED0}\n≥@'s house\n Dark Chapel\n Mountain Cave\n{CHOICE2}" tt['intro_main'] = CompressedTextMapper.convert( "{INTRO}\n Episode III\n{PAUSE3}\n A Link to\n the Past\n" + "{PAUSE3}\nInverted\n Randomizer\n{PAUSE3}\nAfter mostly disregarding what happened in the first two games.\n" + "{PAUSE3}\nLink has been transported to the Dark World\n{PAUSE3}\nWhile he was slumbering\n" + "{PAUSE3}\nWhatever will happen?\n{PAUSE3}\n{CHANGEPIC}\nGanon has moved around all the items in Hyrule.\n" + "{PAUSE7}\nYou will have to find all the items necessary to beat Ganon.\n" + "{PAUSE7}\nThis is your chance to be a hero.\n{PAUSE3}\n{CHANGEPIC}\n" + "You must get the 7 crystals to beat Ganon.\n{PAUSE9}\n{CHANGEPIC}", False) rom.write_bytes(0xE0000, tt.getBytes()) credits = Credits() sickkiditem = world.get_location('Sick Kid', player).item sickkiditem_text = random.choice(SickKid_texts) if sickkiditem is None or sickkiditem.sickkid_credit_text is None else sickkiditem.sickkid_credit_text zoraitem = world.get_location('King Zora', player).item zoraitem_text = random.choice(Zora_texts) if zoraitem is None or zoraitem.zora_credit_text is None else zoraitem.zora_credit_text magicshopitem = world.get_location('Potion Shop', player).item magicshopitem_text = random.choice(MagicShop_texts) if magicshopitem is None or magicshopitem.magicshop_credit_text is None else magicshopitem.magicshop_credit_text fluteboyitem = world.get_location('Flute Spot', player).item fluteboyitem_text = random.choice(FluteBoy_texts) if fluteboyitem is None or fluteboyitem.fluteboy_credit_text is None else fluteboyitem.fluteboy_credit_text credits.update_credits_line('castle', 0, random.choice(KingsReturn_texts)) credits.update_credits_line('sanctuary', 0, random.choice(Sanctuary_texts)) credits.update_credits_line('kakariko', 0, random.choice(Kakariko_texts).format(random.choice(Sahasrahla_names))) credits.update_credits_line('desert', 0, random.choice(DesertPalace_texts)) credits.update_credits_line('hera', 0, random.choice(MountainTower_texts)) credits.update_credits_line('house', 0, random.choice(LinksHouse_texts)) credits.update_credits_line('zora', 0, zoraitem_text) credits.update_credits_line('witch', 0, magicshopitem_text) credits.update_credits_line('lumberjacks', 0, random.choice(Lumberjacks_texts)) credits.update_credits_line('grove', 0, fluteboyitem_text) credits.update_credits_line('well', 0, random.choice(WishingWell_texts)) credits.update_credits_line('smithy', 0, random.choice(Blacksmiths_texts)) credits.update_credits_line('kakariko2', 0, sickkiditem_text) credits.update_credits_line('bridge', 0, random.choice(DeathMountain_texts)) credits.update_credits_line('woods', 0, random.choice(LostWoods_texts)) credits.update_credits_line('pedestal', 0, pedestal_credit_text) (pointers, data) = credits.get_bytes() rom.write_bytes(0x181500, data) rom.write_bytes(0x76CC0, [byte for p in pointers for byte in [p & 0xFF, p >> 8 & 0xFF]]) def set_inverted_mode(world, player, rom): if world.mode[player] == 'inverted': # load inverted maps for b in range(0x00, 0x82): v = rom.buffer[0x153B00 + b] rom.buffer[0x153B00 + b] = (v & 0xFE) | ((v + 1) % 2) rom.write_byte(snes_to_pc(0x0283E0), 0xF0) # residual portals rom.write_byte(snes_to_pc(0x02B34D), 0xF0) rom.write_byte(snes_to_pc(0x06DB78), 0x8B) # dark-style portal rom.write_byte(snes_to_pc(0x0DB3C5), 0xC6) #vortex rom.write_byte(snes_to_pc(0x07A3F4), 0xF0) # duck rom.write_byte(snes_to_pc(0x08D40C), 0xD0) # morph poof rom.write_byte(snes_to_pc(0x0ABFBB), 0x90) # move mirror portal indicator to correct map (0xB0 normally) rom.write_byte(snes_to_pc(0x0280A6), 0xD0) # use starting point prompt instead of start at pyramid write_int16(rom, snes_to_pc(0x02D8D4), 0x112) # change sanctuary spawn point to dark sanc rom.write_bytes(snes_to_pc(0x02D8E8), [0x22, 0x22, 0x22, 0x23, 0x04, 0x04, 0x04, 0x05]) write_int16(rom, snes_to_pc(0x02D91A), 0x0400) write_int16(rom, snes_to_pc(0x02D928), 0x222E) write_int16(rom, snes_to_pc(0x02D936), 0x229A) write_int16(rom, snes_to_pc(0x02D944), 0x0480) write_int16(rom, snes_to_pc(0x02D952), 0x00A5) write_int16(rom, snes_to_pc(0x02D960), 0x007F) rom.write_byte(snes_to_pc(0x02D96D), 0x14) rom.write_byte(snes_to_pc(0x02D974), 0x00) rom.write_byte(snes_to_pc(0x02D97B), 0xFF) rom.write_byte(snes_to_pc(0x02D982), 0x00) rom.write_byte(snes_to_pc(0x02D989), 0x02) rom.write_byte(snes_to_pc(0x02D990), 0x00) write_int16(rom, snes_to_pc(0x02D998), 0x0000) write_int16(rom, snes_to_pc(0x02D9A6), 0x005A) rom.write_byte(snes_to_pc(0x02D9B3), 0x12) if world.shuffle[player] == 'vanilla': rom.write_byte(0xDBB73 + 0x23, 0x37) # switch AT and GT rom.write_byte(0xDBB73 + 0x36, 0x24) if world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3: write_int16(rom, 0x15AEE + 2*0x38, 0x00E0) write_int16(rom, 0x15AEE + 2*0x25, 0x000C) if (world.mode[player] == 'inverted') != (0x03 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E849), 0x0043) #flute spot if world.shuffle[player] in ['vanilla', 'dungeonsfull', 'dungeonssimple']: rom.write_bytes(snes_to_pc(0x308350), [0x00, 0x00, 0x01]) # mountain cave starts on OW write_int16(rom, snes_to_pc(0x02D8DE), 0x00F1) # change mountain cave spawn point to just outside old man cave rom.write_bytes(snes_to_pc(0x02D910), [0x1F, 0x1E, 0x1F, 0x1F, 0x03, 0x02, 0x03, 0x03]) write_int16(rom, snes_to_pc(0x02D924), 0x0300) write_int16(rom, snes_to_pc(0x02D932), 0x1F10) write_int16(rom, snes_to_pc(0x02D940), 0x1FC0) write_int16(rom, snes_to_pc(0x02D94E), 0x0378) write_int16(rom, snes_to_pc(0x02D95C), 0x0187) write_int16(rom, snes_to_pc(0x02D96A), 0x017F) rom.write_byte(snes_to_pc(0x02D972), 0x06) rom.write_byte(snes_to_pc(0x02D979), 0x00) rom.write_byte(snes_to_pc(0x02D980), 0xFF) rom.write_byte(snes_to_pc(0x02D987), 0x00) rom.write_byte(snes_to_pc(0x02D98E), 0x22) rom.write_byte(snes_to_pc(0x02D995), 0x12) write_int16(rom, snes_to_pc(0x02D9A2), 0x0000) write_int16(rom, snes_to_pc(0x02D9B0), 0x0007) rom.write_byte(snes_to_pc(0x02D9B8), 0x12) rom.write_bytes(0x180247, [0x00, 0x5A, 0x00, 0x00, 0x00, 0x00, 0x00]) #indicates the overworld door being used for the single entrance spawn point rom.write_byte(0xDBB73 + 0x6F, 0x07) # DDM fairy entrance to old man fetch east UW write_int16(rom, 0x15AEE + 2*0x18, 0x00F1) # old man fetch UW to DDM fairy entrance rom.write_byte(0x15B8C + 0x18, 0x43) write_int16(rom, 0x15BDB + 2 * 0x18, 0x1400) write_int16(rom, 0x15C79 + 2 * 0x18, 0x0294) write_int16(rom, 0x15D17 + 2 * 0x18, 0x0600) write_int16(rom, 0x15DB5 + 2 * 0x18, 0x02E8) write_int16(rom, 0x15E53 + 2 * 0x18, 0x0678) write_int16(rom, 0x15EF1 + 2 * 0x18, 0x0303) write_int16(rom, 0x15F8F + 2 * 0x18, 0x0685) rom.write_byte(0x1602D + 0x18, 0x0A) rom.write_byte(0x1607C + 0x18, 0xF6) write_int16(rom, 0x160CB + 2 * 0x18, 0x0000) write_int16(rom, 0x16169 + 2 * 0x18, 0x0000) rom.write_byte(0xDBB73 + 0x06, 0x2E) # old man fetch east entrance to DMD west UW write_int16(rom, 0x15AEE + 2*0x08, 0x00E6) # DMD west UW to old man fetch east entrance if (world.mode[player] == 'inverted') != (0x0A in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_byte(0xDBB73 + 0x16, 0x5E) # bumper cave top entrance to DDM Fairy UW else: rom.write_byte(0xDBB73 + 0x2D, 0x5E) # DMD west entrance to DDM Fairy if (world.mode[player] == 'inverted') != (0x05 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_bytes(snes_to_pc(0x1BC655), [0x4A, 0x1D, 0x82]) # add warp under rock if (world.mode[player] == 'inverted') != (0x07 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_bytes(snes_to_pc(0x1BC387), [0xDD, 0xD1]) # add warps under rocks rom.write_bytes(snes_to_pc(0x1BD1DD), [0xA4, 0x06, 0x82, 0x9E, 0x06, 0x82, 0xFF, 0xFF]) # add warps under rocks rom.write_byte(0x180089, 0x01) # open TR after exit rom.write_bytes(0x0086E, [0x5C, 0x00, 0xA0, 0xA1]) # TR tail if world.shuffle[player] in ['vanilla']: world.fix_trock_doors[player] = True if (world.mode[player] == 'inverted') != (0x0A in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(0xDBB73 + 0x15, 0x06) # bumper cave bottom entrance to old man fetch west UW write_int16(rom, 0x15AEE + 2*0x17, 0x00F0) # old man fetch west UW to bumper cave bottom entrance rom.write_byte(0xDBB73 + 0x05, 0x16) # old man fetch west entrance to bumper cave bottom UW write_int16(rom, 0x15AEE + 2*0x07, 0x00FB) # bumper cave bottom UW to old man fetch west entrance rom.write_byte(0xDBB73 + 0x2D, 0x17) # DMD west entrance to bumper cave top UW write_int16(rom, 0x15AEE + 2*0x2F, 0x00EB) # bumper cave top UW to DMD west entrance if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_byte(0xDBB73 + 0x16, 0x2E) # bumper cave top entrance to DMD west UW write_int16(rom, 0x15AEE + 2*0x18, 0x00E6) # DMD west UW to bumper cave top entrance if (world.mode[player] == 'inverted') != (0x10 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_bytes(snes_to_pc(0x1BC67A), [0x2E, 0x0B, 0x82]) # add warp under rock if (world.mode[player] == 'inverted') != (0x16 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E84B), 0x0056) #flute spot if (world.mode[player] == 'inverted') != (0x18 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E84D), 0x0058) #flute spot write_int16(rom, snes_to_pc(0x02E8D5), 0x07C8) #flute spot write_int16(rom, snes_to_pc(0x02E8F7), 0x01F8) #flute spot if (world.mode[player] == 'inverted') != (0x1B in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, 0x15AEE + 2 * 0x06, 0x0020) # post aga hyrule castle spawn rom.write_byte(0x15B8C + 0x06, 0x1B) write_int16(rom, 0x15BDB + 2 * 0x06, 0x00AE) write_int16(rom, 0x15C79 + 2 * 0x06, 0x0610) write_int16(rom, 0x15D17 + 2 * 0x06, 0x077E) write_int16(rom, 0x15DB5 + 2 * 0x06, 0x0672) write_int16(rom, 0x15E53 + 2 * 0x06, 0x07F8) write_int16(rom, 0x15EF1 + 2 * 0x06, 0x067D) write_int16(rom, 0x15F8F + 2 * 0x06, 0x0803) rom.write_byte(0x1602D + 0x06, 0x00) rom.write_byte(0x1607C + 0x06, 0xF2) write_int16(rom, 0x160CB + 2 * 0x06, 0x0000) write_int16(rom, 0x16169 + 2 * 0x06, 0x0000) write_int16(rom, snes_to_pc(0x02E859), 0x001B) # move flute spot 9 write_int16(rom, snes_to_pc(0x02E87B), 0x00AE) write_int16(rom, snes_to_pc(0x02E89D), 0x0610) write_int16(rom, snes_to_pc(0x02E8BF), 0x077E) write_int16(rom, snes_to_pc(0x02E8E1), 0x0672) write_int16(rom, snes_to_pc(0x02E903), 0x07F8) write_int16(rom, snes_to_pc(0x02E925), 0x067D) write_int16(rom, snes_to_pc(0x02E947), 0x0803) write_int16(rom, snes_to_pc(0x02E969), 0x0000) write_int16(rom, snes_to_pc(0x02E98B), 0xFFF2) #new pyramid hole mask position rom.write_bytes(snes_to_pc(0x1AF730), [0x6A, 0x9E, 0x0C, 0x00, 0x7A, 0x9E, 0x0C, 0x00, 0x8A, 0x9E, 0x0C, 0x00, 0x6A, 0xAE, 0x0C, 0x00, 0x7A, 0xAE, 0x0C, 0x00, 0x8A, 0xAE, 0x0C, 0x00, 0x67, 0x97, 0x0C, 0x00, 0x8D, 0x97, 0x0C, 0x00]) rom.write_byte(snes_to_pc(0x00D009), 0x31) # castle hole graphics rom.write_byte(snes_to_pc(0x00D0E8), 0xE0) rom.write_byte(snes_to_pc(0x00D1C7), 0x00) write_int16(rom, snes_to_pc(0x1BE8DA), 0x39AD) # add color for shading for castle hole #castle hole map16 data write_int16s(rom, snes_to_pc(0x0FF1C8), [0x190F, 0x190F, 0x190F, 0x194C, 0x190F, 0x194B, 0x190F, 0x195C, 0x594B, 0x194C, 0x19EE, 0x19EE, 0x194B, 0x19EE, 0x19EE, 0x19EE, 0x594B, 0x190F, 0x595C, 0x190F, 0x190F, 0x195B, 0x190F, 0x190F, 0x19EE, 0x19EE, 0x195C, 0x19EE, 0x19EE, 0x19EE, 0x19EE, 0x595C, 0x595B, 0x190F, 0x190F, 0x190F]) write_int16s(rom, snes_to_pc(0x0FA480), [0x190F, 0x196B, 0x9D04, 0x9D04, 0x196B, 0x190F, 0x9D04, 0x9D04]) write_int16s(rom, snes_to_pc(0x1BB810), [0x00BE, 0x00C0, 0x013E]) # update pyramid hole entrance write_int16s(rom, snes_to_pc(0x1BB836), [0x001B, 0x001B, 0x001B]) write_int16(rom, snes_to_pc(0x308300), 0x0140) #add extra pyramid hole write_int16(rom, snes_to_pc(0x308320), 0x001B) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(snes_to_pc(0x308340), 0x7B) rom.write_byte(snes_to_pc(0x00DB9D), 0x1A) # make retreat bat gfx available in HC area rom.write_byte(snes_to_pc(0x00DC09), 0x1A) rom.write_byte(snes_to_pc(0x1AF696), 0xF0) # bat sprite retreat : bat X position rom.write_byte(snes_to_pc(0x1AF6B2), 0x33) # bat sprite retreat : bat delay write_int16(rom, snes_to_pc(0x1af504), 0x148B) # prioritize retreat Bat and use 3rd sprite group write_int16(rom, snes_to_pc(0x1af50c), 0x149B) write_int16(rom, snes_to_pc(0x1af514), 0x14A4) write_int16(rom, snes_to_pc(0x1af51c), 0x1489) write_int16(rom, snes_to_pc(0x1af524), 0x14AC) write_int16(rom, snes_to_pc(0x1af52c), 0x54AC) write_int16(rom, snes_to_pc(0x1af534), 0x148C) write_int16(rom, snes_to_pc(0x1af53c), 0x548C) write_int16(rom, snes_to_pc(0x1af544), 0x1484) write_int16(rom, snes_to_pc(0x1af54c), 0x5484) write_int16(rom, snes_to_pc(0x1af554), 0x14A2) write_int16(rom, snes_to_pc(0x1af55c), 0x54A2) write_int16(rom, snes_to_pc(0x1af564), 0x14A0) write_int16(rom, snes_to_pc(0x1af56c), 0x54A0) write_int16(rom, snes_to_pc(0x1af574), 0x148E) write_int16(rom, snes_to_pc(0x1af57c), 0x548E) write_int16(rom, snes_to_pc(0x1af584), 0x14AE) write_int16(rom, snes_to_pc(0x1af58c), 0x54AE) rom.write_byte(0xF6E58, 0x80) # no whirlpool under castle gate rom.write_byte(snes_to_pc(0x09D436), 0xF3) # replace whirlpool with harmless sprite write_int16(rom, 0xDB96F + 2 * 0x35, 0x001B) # move pyramid exit door write_int16(rom, 0xDBA71 + 2 * 0x35, 0x011C) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(0xDBB73 + 0x35, 0x36) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: write_int16(rom, 0x15AEE + 2 * 0x37, 0x0010) # pyramid exit to new hc area rom.write_byte(0x15B8C + 0x37, 0x1B) write_int16(rom, 0x15BDB + 2 * 0x37, 0x000E) write_int16(rom, 0x15C79 + 2 * 0x37, 0x0600) write_int16(rom, 0x15D17 + 2 * 0x37, 0x0676) write_int16(rom, 0x15DB5 + 2 * 0x37, 0x0604) write_int16(rom, 0x15E53 + 2 * 0x37, 0x06E8) write_int16(rom, 0x15EF1 + 2 * 0x37, 0x066D) write_int16(rom, 0x15F8F + 2 * 0x37, 0x06F3) rom.write_byte(0x1602D + 0x37, 0x00) rom.write_byte(0x1607C + 0x37, 0x0A) write_int16(rom, 0x160CB + 2 * 0x37, 0x0000) write_int16(rom, 0x16169 + 2 * 0x37, 0x811c) if (world.mode[player] == 'inverted') != (0x29 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_bytes(snes_to_pc(0x06B2AB), [0xF0, 0xE1, 0x05]) #frog pickup on contact if (world.mode[player] == 'inverted') != (0x2C in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E84F), 0x006C) #flute spot if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(0x15B8C, 0x6C) #exit links at bomb shop area rom.write_byte(0xDBB73 + 0x00, 0x53) # switch bomb shop and links house rom.write_byte(0xDBB73 + 0x52, 0x01) if (world.mode[player] == 'inverted') != (0x2F in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E851), 0x006F) #flute spot rom.write_bytes(snes_to_pc(0x1BC80D), [0xB2, 0x0B, 0x82]) # add warp under rock if (world.mode[player] == 'inverted') != (0x30 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E853), 0x0070) #flute spot rom.write_bytes(snes_to_pc(0x1BC81E), [0x94, 0x1D, 0x82]) # add warp under rock if (world.mode[player] == 'inverted') != (0x33 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_bytes(snes_to_pc(0x1BC3DF), [0xD8, 0xD1]) # add warp under rock rom.write_bytes(snes_to_pc(0x1BD1D8), [0xA8, 0x02, 0x82, 0xFF, 0xFF]) # add warp under rock if (world.mode[player] == 'inverted') != (0x35 in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): rom.write_bytes(snes_to_pc(0x1BC85A), [0x50, 0x0F, 0x82]) # add warp under rock if (world.mode[player] == 'inverted') != (0x3B in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E855), 0x007B) #flute spot if (world.mode[player] == 'inverted') != (0x3F in world.owswaps[player][0] and world.owSwap[player] == 'mixed'): write_int16(rom, snes_to_pc(0x02E857), 0x007F) #flute spot if world.mode[player] == 'inverted': rom.write_byte(0x15B8C + 0x3D, rom.buffer[0x15B8C]) # houlihan exit write_int16(rom, 0x15BDB + 2 * 0x3D, rom.buffer[0x15BDB] + (rom.buffer[0x15BDC] << 8)) write_int16(rom, 0x15C79 + 2 * 0x3D, rom.buffer[0x15C79] + (rom.buffer[0x15C7A] << 8)) write_int16(rom, 0x15D17 + 2 * 0x3D, rom.buffer[0x15D17] + (rom.buffer[0x15D18] << 8)) write_int16(rom, 0x15DB5 + 2 * 0x3D, rom.buffer[0x15DB5] + (rom.buffer[0x15DB6] << 8)) write_int16(rom, 0x15E53 + 2 * 0x3D, rom.buffer[0x15E53] + (rom.buffer[0x15E54] << 8)) write_int16(rom, 0x15EF1 + 2 * 0x3D, rom.buffer[0x15EF1] + (rom.buffer[0x15EF2] << 8)) write_int16(rom, 0x15F8F + 2 * 0x3D, rom.buffer[0x15F8F] + (rom.buffer[0x15F90] << 8)) rom.write_byte(0x1602D + 0x3D, rom.buffer[0x1602D]) rom.write_byte(0x1607C + 0x3D, rom.buffer[0x1607C]) write_int16(rom, 0x160CB + 2 * 0x3D, rom.buffer[0x160CB] + (rom.buffer[0x160CC] << 8)) write_int16(rom, 0x16169 + 2 * 0x3D, rom.buffer[0x16169] + (rom.buffer[0x1616A] << 8)) def patch_shuffled_dark_sanc(world, rom, player): dark_sanc = world.get_region('Dark Sanctuary Hint', player) dark_sanc_entrance = str([i for i in dark_sanc.entrances if i.parent_region.name != 'Menu'][0].name) room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2 = door_addresses[dark_sanc_entrance][1] door_index = door_addresses[str(dark_sanc_entrance)][0] rom.write_byte(0x180241, 0x01) rom.write_byte(0x180248, door_index + 1) write_int16(rom, 0x180250, room_id) rom.write_byte(0x180252, ow_area) write_int16s(rom, 0x180253, [vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x]) rom.write_bytes(0x180262, [unknown_1, unknown_2, 0x00]) def update_compasses(rom, world, player): layouts = world.dungeon_layouts[player] provided_dungeon = False for name, builder in layouts.items(): dungeon_id = compass_data[name][4] rom.write_byte(0x187000 + dungeon_id//2, builder.location_cnt) if builder.bk_provided: if provided_dungeon: logging.getLogger('').warning('Multiple dungeons have forced BKs! Compass code might need updating?') rom.write_byte(0x186FFF, dungeon_id) provided_dungeon = True if not provided_dungeon: rom.write_byte(0x186FFF, 0xff) InconvenientDungeonEntrances = {'Turtle Rock': 'Turtle Rock Main', 'Misery Mire': 'Misery Mire', 'Ice Palace': 'Ice Palace', 'Skull Woods Final Section': 'The back of Skull Woods', } InconvenientOtherEntrances = {'Death Mountain Return Cave (West)': 'The SW DM foothills cave', 'Mimic Cave': 'Mimic Ledge', 'Dark World Hammer Peg Cave': 'The rows of pegs', 'Pyramid Fairy': 'The crack on the pyramid' } ConnectorEntrances = {'Elder House (East)': 'Elder House', 'Elder House (West)': 'Elder House', 'Two Brothers House (East)': 'Eastern Quarreling Brothers\' house', 'Old Man Cave (West)': 'The lower DM entrance', 'Bumper Cave (Bottom)': 'The lower Bumper Cave', 'Superbunny Cave (Top)': 'The summit of dark DM cave', 'Superbunny Cave (Bottom)': 'The base of east dark DM', 'Hookshot Cave': 'The rock on dark DM', 'Two Brothers House (West)': 'The door near the race game', 'Old Man Cave (East)': 'The SW-most cave on west DM', 'Old Man House (Bottom)': 'A cave with a door on west DM', 'Old Man House (Top)': 'The eastmost cave on west DM', 'Death Mountain Return Cave (East)': 'The westmost cave on west DM', 'Spectacle Rock Cave Peak': 'The highest cave on west DM', 'Spectacle Rock Cave': 'The right ledge on west DM', 'Spectacle Rock Cave (Bottom)': 'The left ledge on west DM', 'Paradox Cave (Bottom)': 'The right paired cave on east DM', 'Paradox Cave (Middle)': 'The southmost cave on east DM', 'Paradox Cave (Top)': 'The east DM summit cave', 'Fairy Ascension Cave (Bottom)': 'The east DM cave behind rocks', 'Fairy Ascension Cave (Top)': 'The central ledge on east DM', 'Spiral Cave': 'The left ledge on east DM', 'Spiral Cave (Bottom)': 'The SWmost cave on east DM' } DungeonEntrances = {'Eastern Palace': 'Eastern Palace', 'Hyrule Castle Entrance (South)': 'The ground level castle door', 'Thieves Town': 'Thieves\' Town', 'Swamp Palace': 'Swamp Palace', 'Dark Death Mountain Ledge (West)': 'The East dark DM connector ledge', 'Dark Death Mountain Ledge (East)': 'The East dark DM connector ledge', 'Desert Palace Entrance (South)': 'The book sealed passage', 'Tower of Hera': 'The Tower of Hera', 'Palace of Darkness': 'Palace of Darkness', 'Hyrule Castle Entrance (West)': 'The left castle door', 'Hyrule Castle Entrance (East)': 'The right castle door', 'Desert Palace Entrance (West)': 'The westmost building in the desert', 'Desert Palace Entrance (North)': 'The northmost cave in the desert' } OtherEntrances = {'Blinds Hideout': 'Blind\'s old house', 'Lake Hylia Fairy': 'A cave NE of Lake Hylia', 'Light Hype Fairy': 'The cave south of your house', 'Desert Fairy': 'The cave near the desert', 'Chicken House': 'The chicken lady\'s house', 'Aginahs Cave': 'The open desert cave', 'Sahasrahlas Hut': 'The house near armos', 'Cave Shop (Lake Hylia)': 'The cave NW Lake Hylia', 'Blacksmiths Hut': 'The old smithery', 'Sick Kids House': 'The central house in Kakariko', 'Lost Woods Gamble': 'A tree trunk door', 'Fortune Teller (Light)': 'A building NE of Kakariko', 'Snitch Lady (East)': 'A house guarded by a snitch', 'Snitch Lady (West)': 'A house guarded by a snitch', 'Bush Covered House': 'A house with an uncut lawn', 'Tavern (Front)': 'A building with a backdoor', 'Light World Bomb Hut': 'A Kakariko building with no door', 'Kakariko Shop': 'The old Kakariko shop', 'Mini Moldorm Cave': 'The cave south of Lake Hylia', 'Long Fairy Cave': 'The eastmost portal cave', 'Good Bee Cave': 'The open cave SE Lake Hylia', '20 Rupee Cave': 'The rock SE Lake Hylia', '50 Rupee Cave': 'The rock near the desert', 'Ice Rod Cave': 'The sealed cave SE Lake Hylia', 'Library': 'The old library', 'Potion Shop': 'The witch\'s building', 'Dam': 'The old dam', 'Lumberjack House': 'The lumberjack house', 'Lake Hylia Fortune Teller': 'The building NW Lake Hylia', 'Kakariko Gamble Game': 'The old Kakariko gambling den', 'Waterfall of Wishing': 'Going behind the waterfall', 'Capacity Upgrade': 'The cave on the island', 'Bonk Rock Cave': 'The rock pile near Sanctuary', 'Graveyard Cave': 'The graveyard ledge', 'Checkerboard Cave': 'The NE desert ledge', 'Cave 45': 'The ledge south of haunted grove', 'Kings Grave': 'The northeastmost grave', 'Bonk Fairy (Light)': 'The rock pile near your home', 'Hookshot Fairy': 'The left paired cave on east DM', 'Bonk Fairy (Dark)': 'The rock pile near the old bomb shop', 'Dark Lake Hylia Fairy': 'The cave NE dark Lake Hylia', 'C-Shaped House': 'The NE house in Village of Outcasts', 'Dark Death Mountain Fairy': 'The SW cave on dark DM', 'Dark Lake Hylia Shop': 'The building NW dark Lake Hylia', 'Dark World Shop': 'The hammer sealed building', 'Red Shield Shop': 'The fenced in building', 'Mire Shed': 'The western hut in the mire', 'East Dark World Hint': 'The dark cave near the eastmost portal', 'Dark Desert Hint': 'The cave east of the mire', 'Spike Cave': 'The ledge cave on west dark DM', 'Palace of Darkness Hint': 'The building south of Kiki', 'Dark Lake Hylia Ledge Spike Cave': 'The rock SE dark Lake Hylia', 'Cave Shop (Dark Death Mountain)': 'The base of east dark DM', 'Dark World Potion Shop': 'The building near the catfish', 'Archery Game': 'The old archery game', 'Dark World Lumberjack Shop': 'The northmost Dark World building', 'Hype Cave': 'The cave south of the old bomb shop', 'Brewery': 'The Village of Outcasts building with no door', 'Dark Lake Hylia Ledge Hint': 'The open cave SE dark Lake Hylia', 'Chest Game': 'The westmost building in the Village of Outcasts', 'Dark Desert Fairy': 'The eastern hut in the mire', 'Dark Lake Hylia Ledge Fairy': 'The sealed cave SE dark Lake Hylia', 'Fortune Teller (Dark)': 'The building NE the Village of Outcasts' } InsanityEntrances = {'Sanctuary': 'Sanctuary', 'Lumberjack Tree Cave': 'The cave Behind Lumberjacks', 'Lost Woods Hideout Stump': 'The stump in Lost Woods', 'North Fairy Cave': 'The cave East of Graveyard', 'Bat Cave Cave': 'The cave in eastern Kakariko', 'Kakariko Well Cave': 'The cave in northern Kakariko', 'Hyrule Castle Secret Entrance Stairs': 'The tunnel near the castle', 'Skull Woods First Section Door': 'The southeastmost skull', 'Skull Woods Second Section Door (East)': 'The central open skull', 'Skull Woods Second Section Door (West)': 'The westmost open skull', 'Desert Palace Entrance (East)': 'The eastern building in the desert', 'Turtle Rock Isolated Ledge Entrance': 'The isolated ledge on east dark DM', 'Bumper Cave (Top)': 'The upper Bumper Cave', 'Hookshot Cave Back Entrance': 'The stairs on the floating island' } HintLocations = ['telepathic_tile_eastern_palace', 'telepathic_tile_tower_of_hera_floor_4', 'telepathic_tile_spectacle_rock', 'telepathic_tile_swamp_entrance', 'telepathic_tile_thieves_town_upstairs', 'telepathic_tile_misery_mire', 'telepathic_tile_palace_of_darkness', 'telepathic_tile_desert_bonk_torch_room', 'telepathic_tile_castle_tower', 'telepathic_tile_ice_large_room', 'telepathic_tile_turtle_rock', 'telepathic_tile_ice_entrance', 'telepathic_tile_ice_stalfos_knights_room', 'telepathic_tile_tower_of_hera_entrance', 'telepathic_tile_south_east_darkworld_cave', 'dark_palace_tree_dude', 'dark_sanctuary_hint_0', 'dark_sanctuary_hint_1', 'dark_sanctuary_yes', 'dark_sanctuary_hint_2'] InconvenientLocations = ['Spike Cave', 'Sahasrahla', 'Purple Chest', 'Magic Bat'] InconvenientDungeonLocations = ['Swamp Left', 'Mire Left', 'Eastern Palace - Big Key Chest', 'Tower of Hera - Big Key Chest', 'Thieves\' Town - Big Chest', 'Ice Palace - Big Chest', 'Ganons Tower - Big Chest'] InconvenientVanillaLocations = ['Graveyard Cave', 'Mimic Cave'] RelevantItems = ['Bow', 'Progressive Bow', 'Book of Mudora', 'Hammer', 'Hookshot', 'Magic Mirror', 'Ocarina', 'Pegasus Boots', 'Power Glove', 'Cape', 'Mushroom', 'Shovel', 'Lamp', 'Magic Powder', 'Moon Pearl', 'Cane of Somaria', 'Fire Rod', 'Flippers', 'Ice Rod', 'Titans Mitts', 'Ether', 'Bombos', 'Quake', 'Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)', 'Master Sword', 'Tempered Sword', 'Fighter Sword', 'Golden Sword', 'Progressive Sword', 'Progressive Glove', 'Master Sword', 'Power Star', 'Triforce Piece', 'Single Arrow', 'Blue Mail', 'Red Mail', 'Progressive Armor', 'Blue Boomerang', 'Red Boomerang', 'Blue Shield', 'Red Shield', 'Mirror Shield', 'Progressive Shield', 'Bug Catching Net', 'Cane of Byrna', 'Magic Upgrade (1/2)', 'Magic Upgrade (1/4)' ] SmallKeys = ['Small Key (Eastern Palace)', 'Small Key (Escape)', 'Small Key (Desert Palace)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Palace of Darkness)', 'Small Key (Thieves Town)', 'Small Key (Swamp Palace)', 'Small Key (Skull Woods)', 'Small Key (Ice Palace)', 'Small Key (Misery Mire)', 'Small Key (Turtle Rock)', 'Small Key (Ganons Tower)', ] BigKeys = ['Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Big Key (Palace of Darkness)', 'Big Key (Thieves Town)', 'Big Key (Swamp Palace)', 'Big Key (Skull Woods)', 'Big Key (Ice Palace)', 'Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)' ] hash_alphabet = [ "Bow", "Boomerang", "Hookshot", "Bomb", "Mushroom", "Powder", "Rod", "Pendant", "Bombos", "Ether", "Quake", "Lamp", "Hammer", "Shovel", "Ocarina", "Bug Net", "Book", "Bottle", "Potion", "Cane", "Cape", "Mirror", "Boots", "Gloves", "Flippers", "Pearl", "Shield", "Tunic", "Heart", "Map", "Compass", "Key" ] pot_item_room_table_lookup = 0xDB67 ### # Pointer to pot location and contents for each non-empty pot in a supertile # Format: [(x, y, item)] FF FF (Note: x,y are bit packed to include layer) pot_item_table = 0xDDE7 pot_item_table_end = 0xE6B0 def write_pots_to_rom(rom, pot_contents): n = pot_item_table rom.write_bytes(n, [0xFF,0xFF]) n += 2 for i in range(0x140): if i in pot_contents: pots = [pot for pot in pot_contents[i] if pot.item != PotItem.Nothing] if len(pots) > 0: write_int16(rom, pot_item_room_table_lookup + 2*i, n) rom.write_bytes(n, itertools.chain(*((pot.x,pot.y,pot.item) for pot in pots))) n += 3*len(pots) + 2 rom.write_bytes(n - 2, [0xFF,0xFF]) else: write_int16(rom, pot_item_room_table_lookup + 2*i, n-2) else: write_int16(rom, pot_item_room_table_lookup + 2*i, n-2) assert n <= pot_item_table_end