Files
alttpr-python/Rom.py
codemann8 40bff27e6b Various bug fixes for Follower Shuffle post-launch
- Fix issue with infinite purple chest item get
- Fix issue with Kiki running away on iframe ledge hops
- Fix issue with bad follower gfx on screens with followers
- Fix issue with Zelda appearing in conditional follower locations
2025-05-04 09:27:29 -05:00

3108 lines
166 KiB
Python

import bisect
import collections
import io
import json
import hashlib
import logging
import os
import Items
import RaceRandom as random
import struct
import sys
try:
import bps.apply
import bps.io
except ImportError:
raise Exception('Could not load BPS module')
from BaseClasses import ShopType, Region, Location, OWEdge, Door, DoorType, RegionType, LocationType
from DoorShuffle import compass_data, DROptions, boss_indicator, dungeon_portals
from Dungeons import dungeon_music_addresses, dungeon_table
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, Ganon_Phase_3_No_Silvers_texts, TavernMan_texts, Sahasrahla2_texts
from Text import Triforce_texts, Blind_texts, BombShop2_texts, junk_texts
from Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts, Blacksmiths_texts, DeathMountain_texts
from Text import LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts
from Text import Lumberjacks_texts, SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names
from Utils import local_path, int16_as_bytes, int32_as_bytes, snes_to_pc
from Items import ItemFactory, prize_item_table
from source.overworld.EntranceData import door_addresses, ow_prize_table
from source.overworld.EntranceShuffle2 import exit_ids
from OverworldShuffle import default_flute_connections, flute_data
from InitialSram import InitialSram
from source.classes.SFX import randomize_sfx, randomize_sfxinstruments, randomize_songinstruments
from source.item.FillUtil import valid_pot_items
from source.dungeon.EnemyList import EnemySprite, setup_enemy_dungeon_tables
from source.dungeon.RoomObject import DoorObject
from source.enemizer.Bossmizer import boss_writes
from source.enemizer.Enemizer import write_enemy_shuffle_settings
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = 'a1d6e5902d2e33a3c440aca3983897a3'
class JsonRom(object):
def __init__(self, name=None, hash=None):
self.name = name
self.hash = hash
self.orig_buffer = None
self.patches = {}
self.addresses = []
self.initial_sram = InitialSram()
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_initial_sram(self):
self.write_bytes(0x183000, self.initial_sram.get_initial_sram())
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
self.file = file
self.initial_sram = InitialSram()
self.has_smc_header = False
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, self.has_smc_header = read_rom(stream)
if patch:
self.patch_base_rom()
self.orig_buffer = self.buffer.copy()
def read_byte(self, address):
return self.buffer[address]
def write_byte(self, address, value):
self.buffer[address] = value
def write_bytes(self, startaddress, values):
self.buffer[startaddress:startaddress + len(values)] = values
def write_initial_sram(self):
self.write_bytes(0x183000, self.initial_sram.get_initial_sram())
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 verify_base_rom(self):
# verify correct checksum of baserom
basemd5 = hashlib.md5()
basemd5.update(self.buffer)
if JAP10HASH != basemd5.hexdigest():
raise RuntimeError('Supplied Base Rom does not match known MD5 for JAP(1.0) release.')
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())
has_smc_header = False
if len(buffer)%0x400 == 0x200:
buffer = buffer[0x200:]
has_smc_header = True
return buffer, has_smc_header
_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)
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 handle_native_dungeon(location, itemid):
# Keys in their native dungeon should use the original item code for keys
if location.parent_region.dungeon and location.player == location.item.player:
if location.parent_region.dungeon.name == location.item.dungeon:
if location.item.bigkey:
return 0x32
if location.item.smallkey:
return 0x24
if location.item.map:
return 0x33
if location.item.compass:
return 0x25
return itemid
def patch_rom(world, rom, player, team, 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
pot_mw_index = 0
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.type == LocationType.Pot:
if location.item.name in valid_pot_items and location.item.player == player:
location.pot.item = valid_pot_items[location.item.name]
else:
code = itemid
if world.pottery[player] == 'none' or location.locked:
code = handle_native_dungeon(location, itemid)
standing_item_flag = 0x80
if location.item.player != player:
standing_item_flag |= 0x40
rom.write_byte(0x142800 + pot_mw_index * 2, code)
rom.write_byte(0x142800 + pot_mw_index * 2 + 1, location.item.player)
code = pot_mw_index
pot_mw_index += 1
location.pot.indicator = standing_item_flag
location.pot.standing_item_code = code
continue
elif location.type == LocationType.Drop: # handled in the sprite table routine
continue
elif location.type == LocationType.Bonk:
address = snes_to_pc(location.address)
rom.write_byte(address, itemid)
if location.item.player != player:
rom.write_byte(address+1, location.item.player)
else:
rom.write_byte(address+1, 0)
continue
if location.address is None or (type(location.address) is int and location.address >= 0x400000):
continue
if location.item is not None:
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
if not location.locked and ((location.item.smallkey and world.keyshuffle[player] == 'none') or (
location.item.bigkey and world.bigkeyshuffle[player] == 'none') or (
location.item.map and world.mapshuffle[player] == 'none') or (
location.item.compass and world.compassshuffle[player] == 'none')):
itemid = handle_native_dungeon(location, itemid)
rom.write_byte(location.address, itemid)
for dungeon in [d for d in world.dungeons if d.player == player]:
if dungeon.prize:
# prizes
for address, value in zip(dungeon_table[dungeon.name].prize, prize_item_table[dungeon.prize.name]):
rom.write_byte(address, value)
# patch music
if world.mapshuffle[player] != 'none':
music = random.choice([0x11, 0x16])
else:
music = 0x11 if 'Pendant' in dungeon.prize.name else 0x16
for music_address in dungeon_music_addresses[dungeon.name]:
rom.write_byte(music_address, music)
if world.mapshuffle[player] != 'none':
rom.write_byte(0x155C9, random.choice([0x11, 0x16])) # Randomize GT music too with map shuffle
if world.doorShuffle[player] != 'vanilla':
rom.write_bytes(snes_to_pc(0x0293FE), [0x80, 0x15]) # skip pre-Aga music change
# fix for swamp drains if necessary
swamp1location = world.get_location('Swamp Palace - Trench 1 Pot Key', player)
if not swamp1location.pot.indicator:
rom.write_byte(0x142A53, 0)
swamp2location = world.get_location('Swamp Palace - Trench 2 Pot Key', player)
if not swamp2location.pot.indicator:
rom.write_byte(0x142A54, 0)
# patch flute spots
owFlags = 0
if world.owFluteShuffle[player] == 'vanilla':
flute_spots = default_flute_connections
else:
flute_spots = world.owflutespots[player]
owFlags |= 0x0100
write_int16(rom, snes_to_pc(0x0AB7F7), 0xEAEA)
flute_writes = sorted([(f, flute_data[f][1]) for f in flute_spots], key = lambda f: f[1])
for o in range(0, len(flute_writes)):
owid = flute_writes[o][0]
offset = 0
data = flute_data[owid]
if world.is_tile_swapped(owid, player):
offset = 0x40
write_int16(rom, snes_to_pc(0x02E849 + (o * 2)), owid + offset) # owid
write_int16(rom, snes_to_pc(0x02E8D1 + (o * 2)), data[13] if offset > 0 and len(data) > 13 else data[5]) # link Y
write_int16(rom, snes_to_pc(0x02E8F3 + (o * 2)), data[14] if offset > 0 and len(data) > 13 else data[6]) # link X
if offset == 0 or len(data) <= 15:
write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[2]) # vram
write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[3]) # BG scroll Y
write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[4]) # BG scroll X
write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[7]) # cam Y
write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[8]) # cam X
write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[9]) # unknown 1
write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[10]) # unknown 2
rom.write_byte(snes_to_pc(0x0AB783 + o), data[12] & 0xff) # flute menu blip - X low byte
rom.write_byte(snes_to_pc(0x0AB78B + o), data[12] // 0x100) # flute menu blip - X high byte
rom.write_byte(snes_to_pc(0x0AB793 + o), data[11] & 0xff) # flute menu blip - Y low byte
rom.write_byte(snes_to_pc(0x0AB79B + o), data[11] // 0x100) # flute menu blip - Y high byte
else: # use alternate flute data
write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[15]) # vram
write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[16]) # BG scroll Y
write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[17]) # BG scroll X
write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[18]) # cam Y
write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[19]) # cam X
write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[20]) # unknown 1
write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[21]) # unknown 2
rom.write_byte(snes_to_pc(0x0AB783 + o), data[23] & 0xff) # flute menu blip - X low byte
rom.write_byte(snes_to_pc(0x0AB78B + o), data[23] // 0x100) # flute menu blip - X high byte
rom.write_byte(snes_to_pc(0x0AB793 + o), data[22] & 0xff) # flute menu blip - Y low byte
rom.write_byte(snes_to_pc(0x0AB79B + o), data[22] // 0x100) # flute menu blip - Y high byte
# patch whirlpools
if world.owWhirlpoolShuffle[player]:
owFlags |= 0x01
write_int16s(rom, snes_to_pc(0x02EA5C), world.owwhirlpools[player])
# patch overworld edges
inverted_buffer = [0] * 0x82
owMode = 0
if world.owShuffle[player] != 'vanilla' or world.owCrossed[player] not in ['none', 'polar'] or world.owMixed[player]:
if world.owShuffle[player] == 'parallel':
owMode = 1
elif world.owShuffle[player] == 'full':
owMode = 2
if world.owKeepSimilar[player] and (world.owShuffle[player] != 'vanilla' or world.owCrossed[player] == 'unrestricted'):
owMode |= 0x0100
if world.owCrossed[player] != 'none' and (world.owCrossed[player] != 'polar' or world.owMixed[player]):
owMode |= 0x0200
world.fix_fake_world[player] = True
if world.owMixed[player]:
owMode |= 0x0400
# patches map data specific for OW Shuffle
#inverted_buffer[0x03] = inverted_buffer[0x03] | 0x2 # convenient portal on WDM
inverted_buffer[0x1A] |= 0x2 # rocks added to prevent OWG hardlock
inverted_buffer[0x1B] |= 0x2 # rocks added to prevent OWG hardlock
inverted_buffer[0x22] |= 0x2 # rocks added to prevent OWG hardlock
inverted_buffer[0x3F] |= 0x2 # added C to terrain
#inverted_buffer[0x43] = inverted_buffer[0x43] | 0x2 # convenient portal on WDDM
inverted_buffer[0x5A] |= 0x2 # rocks added to prevent OWG hardlock
inverted_buffer[0x5B] |= 0x2 # rocks added to prevent OWG hardlock
inverted_buffer[0x62] |= 0x2 # rocks added to prevent OWG hardlock
inverted_buffer[0x7F] |= 0x2 # added C to terrain
if world.owMixed[player]:
megatiles = {0x00, 0x03, 0x05, 0x18, 0x1b, 0x1e, 0x30, 0x35}
for b in world.owswaps[player][0]:
# load inverted maps
inverted_buffer[b] ^= 0x1
# set world flag
world_flag = 0x00 if b >= 0x40 and b < 0x80 else 0x40
rom.write_byte(0x1539B0 + b, world_flag)
if b & 0xBF in megatiles:
rom.write_byte(0x1539B0 + b + 1, world_flag)
rom.write_byte(0x1539B0 + b + 8, world_flag)
rom.write_byte(0x1539B0 + b + 9, world_flag)
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)
if not edge.specialExit:
rom.write_byte(0x1539A0 + (edge.specialID - 0x80) * 2 if edge.specialEntrance else edge.getAddress() + 0x0e, edge.getTarget())
# patch bonk prizes
if world.shuffle_bonk_drops[player]:
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]
# # legacy bonk prize shuffle, shuffles bonk prizes amongst themselves
# random.shuffle(bonk_prizes)
# for prize, address in zip(bonk_prizes, bonk_addresses):
# rom.write_byte(address, prize)
owFlags |= 0x0200
# setting spriteID to D9, a placeholder sprite we use to inform ROM to spawn a dynamic item
for address in [b for b in bonk_addresses if b != 0x4D0AE]: # temp fix for screen 1A murahdahla sprite replacement
rom.write_byte(address, 0xD9)
# temporary fix for screen 1A
rom.write_byte(snes_to_pc(0x09AE32), 0xD9)
rom.write_byte(snes_to_pc(0x09AE35), 0xD9)
rom.write_byte(snes_to_pc(0x06918E), 0x80) # skip good bee bottle check
write_int16(rom, 0x150002, owMode)
write_int16(rom, 0x150004, owFlags)
# 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'] 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[player]: # 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 exit.name == 'Tavern North':
rom.write_byte(0x157D0, exit.target)
# setup dr option flags based on experimental, etc.
dr_flags = DROptions.NoOptions
if world.mirrorscroll[player] or world.doorShuffle[player] != 'vanilla':
dr_flags |= DROptions.Town_Portal
if world.doorShuffle[player] == 'vanilla':
dr_flags |= DROptions.Eternal_Mini_Bosses
if world.doorShuffle[player] not in ['vanilla', 'basic']:
dr_flags |= DROptions.Map_Info
if ((world.collection_rate[player] or world.goal[player] == 'completionist')
and world.goal[player] not in ['triforcehunt', 'trinity', 'ganonhunt']):
dr_flags |= DROptions.Debug
rom.write_byte(snes_to_pc(0x308039), 1)
if world.doorShuffle[player] not in ['vanilla', 'basic'] and world.logic[player] != 'nologic'\
and world.mixed_travel[player] == 'prevent':
# PoD Falling Bridge or Hammjump
# 1FA607: db $2D, $79, $69 ; 0x0069: Vertical Rail ↕ | { 0B, 1E } | Size: 05
# 1FA60A: db $14, $99, $5D ; 0x005D: Large Horizontal Rail ↔ | { 05, 26 } | Size: 01
rom.write_bytes(0xfa607, [0x2d, 0x79, 0x69, 0x14, 0x99, 0x5d])
# PoD Arena
# 1FA573: db $D4, $B2, $22 ; 0x0022: Horizontal Rail ↔ | { 35, 2C } | Size: 02
# 1FA576: db $D4, $CE, $22 ; 0x0022: Horizontal Rail ↔ | { 35, 33 } | Size: 01
# 1FA579: db $D9, $AE, $69 ; 0x0069: Vertical Rail ↕ | { 36, 2B } | Size: 06
rom.write_bytes(0xfa573, [0xd4, 0xb2, 0x22, 0xd4, 0xce, 0x22, 0xd9, 0xae, 0x69])
# Mire BK Pond
# 1FB1FC: db $C8, $9D, $69 ; 0x0069: Vertical Rail ↕ | { 32, 27 } | Size: 01
# 1FB1FF: db $B4, $AC, $5D ; 0x005D: Large Horizontal Rail ↔ | { 2D, 2B } | Size: 00
rom.write_bytes(0xfb1fc, [0xc8, 0x9d, 0x69, 0xb4, 0xac, 0x5d])
if world.standardize_palettes[player] == 'original':
dr_flags |= DROptions.OriginalPalettes
dr_flags |= DROptions.DarkWorld_Spawns # no longer experimental
if world.logic[player] not in ['owglitches', 'hybridglitches', 'nologic']:
dr_flags |= DROptions.Fix_EG
if world.door_type_mode[player] in ['big', 'all', 'chaos'] and world.doorShuffle[player] != 'vanilla':
dr_flags |= DROptions.BigKeyDoor_Shuffle
if world.dropshuffle[player] in ['underworld']:
dr_flags |= DROptions.EnemyDropIndicator
my_locations = world.get_filled_locations(player)
valid_locations = [l for l in my_locations if ((l.type == LocationType.Pot and not l.forced_item)
or (l.type == LocationType.Drop and not l.forced_item)
or (l.type == LocationType.Normal and not l.forced_item)
or (l.type == LocationType.Bonk and not l.forced_item)
or (l.type == LocationType.Shop and world.shopsanity[player])
or (l.type == LocationType.Prize and not l.prize))]
valid_loc_by_dungeon = valid_dungeon_locations(valid_locations)
# fix hc big key problems (map and compass too)
if (world.doorShuffle[player] != 'vanilla' or world.dropshuffle[player] != 'none'
or world.pottery[player] not in ['none', 'cave'] or world.prizeshuffle[player] != 'none'):
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, valid_loc_by_dungeon, 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_name = 'Sanctuary' if not world.is_dark_chapel_start(player) else 'Dark Sanctuary Hint'
sanc_region = world.get_region(sanc_name, player)
if should_be_bunny(sanc_region, world.mode[player]):
rom.write_bytes(0x13fff2, [0x12, 0x00 if sanc_name == 'Sanctuary' else 0x01])
lh_name = 'Links House' if not world.is_bombshop_start(player) else 'Big Bomb Shop'
links_house = world.get_region(lh_name, player)
if should_be_bunny(links_house, world.mode[player]):
rom.write_bytes(0x13fff0, [0x04 if lh_name == 'Links House' else 0x1C, 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])
old_man_cave = world.get_entrance('Old Man Cave Exit (East)', player)
if old_man_cave.connected_region.type == RegionType.DarkWorld:
rom.write_byte(0x13fff6, 0x40)
# patch doors
if world.doorShuffle[player] not in ['vanilla', 'basic']:
rom.write_byte(0x138002, 2)
for name, layout in world.key_layout[player].items():
offset = compass_data[name][4]//2
if world.keyshuffle[player] == 'universal':
rom.write_byte(0x187010+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(0x187010+offset, layout.max_chests)
builder = world.dungeon_layouts[player][name]
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':
for name, pair in boss_indicator.items():
dungeon_id, boss_door = pair
boss_region = world.get_door(boss_door, player).entrance.parent_region
opposite_door = next(iter(x for x in boss_region.entrances if x.name != 'Skull Final Drop WS')).door
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.is_atgt_swapped(player) 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 = len(valid_locations)
if world.dropshuffle[player] != 'none' or world.pottery[player] != 'none':
rom.write_byte(0x142A50, 1) # StandingItemsOn
multiClientFlags = ((0x1 if world.dropshuffle[player] != 'none' else 0)
| (0x2 if world.shopsanity[player] else 0)
| (0x4 if world.take_any[player] != 'none' else 0)
| (0x8 if world.pottery[player] != 'none' else 0)
| (0x10 if is_mystery else 0))
rom.write_byte(0x142A51, multiClientFlags)
# StandingItemCounterMask
rom.write_byte(0x142A55, ((0x1 if world.pottery[player] not in ['none', 'cave'] else 0)
| (0x2 if world.dropshuffle[player] != 'none' else 0)))
if world.pottery[player] not in ['none', 'keys']:
# Cuccos should not prevent kill rooms from opening
rom.write_byte(snes_to_pc(0x0DB457), 0x40)
rom.write_byte(snes_to_pc(0x28AA56), 0 if world.pottery[player] == 'none' else 1)
write_int16(rom, 0x180196, credits_total) # dynamic credits
if credits_total != 216:
# collection rate address (hi):
cr_address = 0x238055
cr_pc = snes_to_pc(cr_address) # convert to pc
first_top, first_bot = credits_digit((credits_total // 100) % 10)
mid_top, mid_bot = credits_digit((credits_total // 10) % 10)
last_top, last_bot = credits_digit(credits_total % 10)
if credits_total >= 1000:
thousands_top, thousands_bot = credits_digit((credits_total // 1000) % 10)
rom.write_byte(cr_pc, 0xDB) # slash
rom.write_byte(cr_pc+1, thousands_top)
rom.write_byte(cr_pc+0x1e, 0xEE) # slash
rom.write_byte(cr_pc+0x1f, thousands_bot)
# modify stat config
stat_address = 0x23983E
stat_pc = snes_to_pc(stat_address)
rom.write_byte(stat_pc, 0xa9) # change to pos 21 (from b1)
rom.write_byte(stat_pc+2, 0xc0) # change to 12 bits (from a0)
rom.write_byte(stat_pc+3, 0x80) # change to four digits (from 60)
# top half
rom.write_byte(cr_pc+2, first_top)
rom.write_byte(cr_pc+3, mid_top)
rom.write_byte(cr_pc+4, last_top)
# bottom half
rom.write_byte(cr_pc+0x20, first_bot)
rom.write_byte(cr_pc+0x21, mid_bot)
rom.write_byte(cr_pc+0x22, 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']:
init_open_mode_sram(rom)
elif world.mode[player] == 'standard':
init_standard_mode_sram(rom)
set_inverted_mode(world, player, rom, inverted_buffer)
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)
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))
# write dig prizes
rom.write_bytes(0x180100, world.prizes[player]['dig'])
# write tree pull prizes
rom.write_byte(0xEFBD4, world.prizes[player]['pull'][0])
rom.write_byte(0xEFBD5, world.prizes[player]['pull'][1])
rom.write_byte(0xEFBD6, world.prizes[player]['pull'][2])
# rupee crab prizes
rom.write_byte(0x329C8, world.prizes[player]['crab'][0]) # first prize
rom.write_byte(0x329C4, world.prizes[player]['crab'][1]) # final prize
# stunned enemy prize
rom.write_byte(0x37993, world.prizes[player]['stun'])
# saved fish prize
rom.write_byte(0xE82CC, world.prizes[player]['fish'])
# fill enemy prize packs
rom.write_bytes(0x37A78, world.prizes[player]['enemies'])
# Fill in item substitutions table
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x51, 0x00 if world.bombbag[player] else 0x06, 0x31 if world.bombbag[player] else 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade. If bombbag -> turns into Bombs (10)
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0x58, 0x01, 0x36 if world.bow_mode[player].startswith('retro') 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
])
# item property changes
if world.prizeshuffle[player] != 'none':
# allows prizes to contribute to collection rate
write_int16s(rom, snes_to_pc(0x22C06E), [0x01]*3) # pendants
write_int16s(rom, snes_to_pc(0x22C160), [0x81]*7) # crystals
if world.bombbag[player]:
rom.write_byte(snes_to_pc(0x22C8A4), 0xE0) # use new bomb bag gfx
rom.write_byte(snes_to_pc(0x22BD52), 0x02)
# set Fountain bottle exchange items
rom.write_byte(0x348FF, ItemFactory(world.bottle_refills[player][0], player).code)
rom.write_byte(0x3493B, ItemFactory(world.bottle_refills[player][1], player).code)
#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(0x180041, 0x01 if world.swords[player] == 'swordless' else 0x00) # swordless medallions
rom.write_byte(0x180044, 0x01 if world.swords[player] == 'swordless' else 0x00) # hammer activates tablets
if world.swords[player] == 'swordless':
rom.initial_sram.set_swordless_curtains() # open curtains
# 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] != 'none' or world.bigkeyshuffle[player] != 'none' or world.mapshuffle[player] != 'none':
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)
rom.initial_sram.set_starting_timer(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)
rom.initial_sram.set_starting_timer(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 == 'normal':
rom.initial_sram.set_starting_timer((10 + ERtimeincrease) * 60) # starting time (in seconds)
else:
rom.initial_sram.set_starting_timer(int((5 + ERtimeincrease / 2) * 60)) # starting time (in seconds)
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)
rom.initial_sram.set_starting_timer(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)
rom.initial_sram.set_starting_timer((40 + ERtimeincrease) * 60) # starting time (in seconds)
# 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] in ['triforcehunt', 'trinity', 'ganonhunt']:
rom.write_bytes(0x180167, int16_as_bytes(world.treasure_hunt_count[player]))
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.dropshuffle[player] != 'none' or world.pottery[player] != 'none'):
gametype |= 0x02 # entrance/door
rom.write_byte(0x180211, gametype) # Game type
warningflags = 0x00 # none
if world.logic[player] in ['owglitches', 'hybridglitches', 'nologic']:
warningflags |= 0x20
if world.logic[player] in ['minorglitches', 'owglitches', 'hybridglitches', 'nologic']:
warningflags |= 0x40
rom.write_byte(0x180212, warningflags) # Warning flags
# assorted fixes
rom.write_byte(0x1800A2, 0x01 if world.fix_fake_world[player] 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.is_atgt_swapped(player):
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(0x180195, 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
if world.is_pyramid_open(player):
rom.initial_sram.pre_open_pyramid_hole()
if world.crystals_needed_for_gt[player] == 0:
rom.initial_sram.pre_open_ganons_tower()
rom.write_byte(0x18008F, 0x01 if world.is_atgt_swapped(player) else 0x00) # AT/GT swapped
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[player] 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
if world.pseudoboots[player]:
rom.write_byte(0x18008E, 0x01)
rom.initial_sram.set_starting_equipment(world, player)
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(0x02AF79, 0xD0 if world.mode[player] != 'inverted' else 0xF0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both)
rom.write_byte(0x03A943, 0xD0 if world.mode[player] != 'inverted' else 0xF0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both)
rom.write_byte(0x03A96D, 0xF0 if world.mode[player] != 'inverted' else 0xD0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader))
rom.write_byte(0x03A9A7, 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(0x1801A8, 0x01) # make ganon invincible
elif world.goal[player] in ['dungeons']:
rom.write_byte(0x1801A8, 0x02) # make ganon invincible until all dungeons are beat
elif world.goal[player] in ['crystals', 'trinity']:
rom.write_byte(0x1801A8, 0x04) # make ganon invincible until all crystals
elif world.goal[player] in ['ganonhunt']:
rom.write_byte(0x1801A8, 0x05) # make ganon invincible until all triforce pieces collected
elif world.goal[player] in ['completionist']:
rom.write_byte(0x1801A8, 0x0B) # make ganon invincible until everything is collected
else:
rom.write_byte(0x1801A8, 0x03) # make ganon invincible until all crystals and aga 2 are collected
rom.write_byte(0x18019A, world.crystals_needed_for_gt[player])
rom.write_byte(0x1801A6, world.crystals_needed_for_ganon[player])
rom.write_byte(0x1801A2, 0x00) # ped requirement is vanilla, set to 0x1 for special requirements
# block HC upstairs doors in rain state in standard mode
prevent_rain = world.mode[player] == 'standard' and world.shuffle[player] != 'vanilla' and world.logic[player] != 'nologic'
rom.write_byte(0x18008A, 0x01 if prevent_rain else 0x00)
# block sanc door in rain state and the dungeon is not vanilla
block_sanc = world.mode[player] == 'standard' and world.doorShuffle[player] != 'vanilla' and world.logic[player] != 'nologic'
rom.write_byte(0x13f0fa, 0x01 if block_sanc 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
#
# -tpo bmcs
# t - suppress "this dungeon" textboxes (temporary fix)
# p - enabled for non-prize crystals
# o - enabled for outside dungeon items (unused currently?)
# b - enabled for inside big keys
# m - enabled for inside maps
# c - enabled for inside compasses
# s - enabled for inside small keys
free_item_text = 0x40 if 'nearby' in [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]] else 0x00
rom.write_byte(0x18016A, free_item_text | 0x10 | ((0x20 if world.prizeshuffle[player] not in ['none', 'dungeon'] else 0x00)
| (0x01 if world.keyshuffle[player] not in ['none', 'universal'] else 0x00)
| (0x02 if world.compassshuffle[player] != 'none' else 0x00)
| (0x04 if world.mapshuffle[player] != 'none' else 0x00)
| (0x08 if world.bigkeyshuffle[player] != 'none' else 0x00))) # free roaming item text boxes
rom.write_byte(0x18003B, 0x01 if world.mapshuffle[player] not in ['none', 'nearby'] else 0x00) # maps showing crystals on overworld
# compasses showing dungeon count
compass_mode = 0x80 if world.compassshuffle[player] not in ['none', 'nearby'] else 0x00
if world.clock_mode != 'none' or world.dungeon_counters[player] == 'off':
pass
elif world.dungeon_counters[player] == 'on':
compass_mode |= 0x02 # always on
elif (world.compassshuffle[player] not in ['none', 'nearby'] or world.doorShuffle[player] != 'vanilla' or world.dropshuffle[player] != 'none'
or world.dungeon_counters[player] == 'pickup' or world.pottery[player] not in ['none', 'cave']):
compass_mode |= 0x01 # show on pickup
if world.overworld_map[player] == 'map':
compass_mode |= 0x10 # show icon if map is collected
elif world.overworld_map[player] == 'compass':
compass_mode |= 0x20 # show icon if compass is collected
if world.prizeshuffle[player] not in ['none', 'dungeon', 'nearby']:
compass_mode |= 0x40 # show icon if boss is defeated, hide if collected
rom.write_byte(0x18003C, compass_mode)
def get_entrance_coords(ent):
if ent is None:
owid_map = [0x1E, 0x30, 0xFF, 0x7B, 0x5E, 0x70, 0x40, 0x75, 0x03, 0x58, 0x47]
x_map_position_generic = [0x03c0, 0x0740, 0xff00, 0x03c0, 0x01c0, 0x0bc0, 0x05c0, 0x09c0, 0x0ac0, 0x07c0, 0x0dc0]
y_map_position_generic = [0xff00, 0xff00, 0xff00, 0x0fc0, 0x0fc0, 0x0fc0, 0x0fc0, 0x0fc0, 0xff00, 0x0fc0, 0x0fc0]
world_indicator = 0x0000
idx = int((map_index-2)/2)
owid = owid_map[idx]
if owid != 0xFF:
if (owid < 0x40) == (world.is_tile_swapped(owid, player)):
world_indicator = 0x8000
return [world_indicator | x_map_position_generic[idx], y_map_position_generic[idx]]
if type(ent) is Location:
from OverworldShuffle import OWTileRegions
if ent.name == 'Hobo':
coords = (0xb80, 0xb80)
elif ent.name == 'Master Sword Pedestal':
coords = (0x06d, 0x070)
else:
owid = OWTileRegions[ent.parent_region.name]
if owid == 0x81:
coords = (0x220, 0xf40)
else:
owid = owid % 0x40
coords = (0x200 * (owid % 0x08) + 0x100, 0x200 * int(owid / 0x08) + 0x100)
if owid in [0x00, 0x03, 0x05, 0x18, 0x1b, 0x1e, 0x30, 0x35]:
coords = (coords[0] + 0x100, coords[1] + 0x100)
else:
coords = ow_prize_table[ent.name]
coords = ((0x8000 if ent.parent_region.type == RegionType.DarkWorld else 0x0000) | coords[0], coords[1])
return coords
if world.overworld_map[player] == 'default':
# disable HC/AT/GT icons
if not world.owMixed[player]:
write_int16(rom, snes_to_pc(0x0ABF52)+0x1A, 0x0000) # GT
write_int16(rom, snes_to_pc(0x0ABF52)+0x08, 0x0000) # AT
write_int16(rom, snes_to_pc(0x0ABF52)+0x00, 0x0000) # HC
for dungeon, portal_list in dungeon_portals.items():
dungeon_index = dungeon_table[dungeon].dungeon_index
extra_map_index = dungeon_table[dungeon].extra_map_index
map_index = max(0, dungeon_index - 2)
# write out dislocated coords
if map_index >= 0x02 and map_index < 0x18 and (world.overworld_map[player] != 'default' or world.prizeshuffle[player] not in ['none', 'dungeon', 'nearby']):
coords = get_entrance_coords(None)
write_int16s(rom, snes_to_pc(0x0ABE2E)+(map_index*6)+4, coords)
# write out icon coord data
if world.prizeshuffle[player] not in ['none', 'dungeon', 'nearby'] and dungeon_table[dungeon].prize:
dungeon_obj = world.get_dungeon(dungeon, player)
entrance = None
if dungeon_obj.prize:
entrance = dungeon_obj.prize.get_map_location()
coords = get_entrance_coords(entrance)
# prize location
write_int16s(rom, snes_to_pc(0x0ABE2E)+(map_index*6)+8, coords)
if world.shuffle[player] == 'vanilla' or world.overworld_map[player] == 'default':
# TODO: I think this is logically the same as some of the vanilla stuff below
vanilla_entrances = { 'Hyrule Castle': 'Hyrule Castle Entrance (South)',
'Desert Palace': 'Desert Palace Entrance (North)',
'Skull Woods': 'Skull Woods Final Section' }
entrance_name = vanilla_entrances[dungeon] if dungeon in vanilla_entrances else dungeon
if world.is_atgt_swapped(player):
swap_entrances = { 'Agahnims Tower': 'Ganons Tower',
'Ganons Tower': 'Agahnims Tower' }
entrance_name = swap_entrances[dungeon] if dungeon in swap_entrances else entrance_name
entrance = world.get_entrance(entrance_name, player)
else:
if len(portal_list) == 1:
portal_idx = 0
else:
vanilla_portal_idx = {'Hyrule Castle': 0, 'Desert Palace': 0, 'Skull Woods': 3, 'Turtle Rock': 3}
extra_map_offsets = {'Hyrule Castle': 0, 'Desert Palace': 0x12, 'Skull Woods': 0x20, 'Turtle Rock': 0x3E}
portal_idx = vanilla_portal_idx[dungeon]
offset = 0
if (world.overworld_map[player] != 'default' and world.shuffle[player] not in ['vanilla', 'dungeonssimple']
and (dungeon != 'Skull Woods' or world.shuffle[player] in ['district', 'insanity'])):
for i, elem in enumerate(portal_list):
if i != portal_idx and (elem != 'Sanctuary' or world.shuffle[player] in ['district', 'insanity']):
portal = world.get_portal(elem, player)
entrance = portal.find_portal_entrance()
coords = get_entrance_coords(entrance)
write_int16s(rom, snes_to_pc(0x8ABECA+extra_map_offsets[dungeon]+offset), coords)
offset += 4
portal = world.get_portal(portal_list[portal_idx], player)
entrance = portal.find_portal_entrance()
coords = get_entrance_coords(entrance)
# figure out compass entrances and what world (light/dark)
write_int16s(rom, snes_to_pc(0x0ABE2E)+(map_index*6), coords)
if world.prizeshuffle[player] in ['none', 'dungeon', 'nearby'] and dungeon_table[dungeon].prize:
# prize location
write_int16s(rom, snes_to_pc(0x0ABE2E)+(map_index*6)+8, coords)
# Map reveals
reveal_bytes = {
"Hyrule Castle": 0xC000,
"Eastern Palace": 0x2000,
"Desert Palace": 0x1000,
"Tower of Hera": 0x0020,
"Agahnims Tower": 0x800,
"Palace of Darkness": 0x0200,
"Thieves Town": 0x0010,
"Skull Woods": 0x0080,
"Swamp Palace": 0x0400,
"Ice Palace": 0x0040,
"Misery Mire": 0x0100,
"Turtle Rock": 0x0008,
"Ganons Tower": 0x0004
}
# in crossed doors - flip the compass exists flags
if world.doorShuffle[player] not in ['vanilla', 'basic']:
compass_exists = 0x0000
for dungeon, portal_list in dungeon_portals.items():
dungeon_index = dungeon_table[dungeon].dungeon_index
if any(x for x in world.get_dungeon(dungeon, player).dungeon_items if x.type == 'Compass'):
compass_exists |= reveal_bytes.get(dungeon, 0x0000)
write_int16(rom, snes_to_pc(0x0ABF6E), compass_exists)
# Bitfield - enable free items to show up in menu
#
# ---edcba
# e - Bosses
# d - Compass
# c - Map
# b - Big Key
# a - Small Key
#
enable_menu_map_check = (world.overworld_map[player] != 'default' and world.shuffle[player] != 'vanilla') or world.prizeshuffle[player] not in ['none', 'dungeon', 'nearby']
rom.write_byte(0x180045, ((0x01 if world.keyshuffle[player] not in ['none', 'universal'] else 0x00)
| (0x02 if world.bigkeyshuffle[player] != 'none' else 0x00)
| (0x04 if world.mapshuffle[player] != 'none' or enable_menu_map_check else 0x00)
| (0x08 if world.compassshuffle[player] != 'none' else 0x00) # free roaming items in menu
| (0x10 if world.logic[player] == 'nologic' else 0))) # boss icon
def get_reveal_bytes(itemName):
for dungeon in world.dungeons:
if dungeon.player == player and dungeon.prize and dungeon.prize.name == itemName:
return reveal_bytes.get(dungeon.name, 0x0000)
return 0x0000
write_int16(rom, 0x18017A, get_reveal_bytes('Green Pendant')) # Sahasrahla reveal
write_int16(rom, 0x18017C, get_reveal_bytes('Crystal 5')|get_reveal_bytes('Crystal 6')) # Bomb Shop Reveal
rom.write_byte(0x180172, 0x01 if world.keyshuffle[player] == 'universal' else 0x00) # universal keys
rom.write_byte(0x180175, 0x01 if world.bow_mode[player].startswith('retro') else 0x00) # rupee bow
rom.write_byte(0x180176, 0x0A if world.bow_mode[player].startswith('retro') else 0x00) # wood arrow cost
rom.write_byte(0x180178, 0x32 if world.bow_mode[player].startswith('retro') else 0x00) # silver arrow cost
# rupees replace arrows under pots for original and enemizer code
rom.write_byte(0x301FC, 0xDA if world.bow_mode[player].startswith('retro') else 0xE1)
rom.write_byte(snes_to_pc(0x36837D), 0xDA if world.bow_mode[player].startswith('retro') else 0xE1)
if world.bow_mode[player].startswith('retro') or world.keyshuffle[player] == 'universal':
rom.write_byte(0x30052, 0xE4 if world.keyshuffle[player] == 'universal' else 0xDB) # replace arrows in fish prize from bottle merchant
rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.bow_mode[player].startswith('retro') else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows
rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.bow_mode[player].startswith('retro') else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows
rom.write_bytes(0xEDA5, [0x35, 0x41] if world.bow_mode[player].startswith('retro') 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)
glitches_enabled = world.logic[player] in ['owglitches', 'hybridglitches', 'nologic']
rom.write_byte(0x1800A3, 0x01) # enable correct world setting behaviour after agahnim kills
rom.write_byte(0x1800A4, 0x01 if not glitches_enabled 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
rom.write_byte(0x180358, 0x01 if glitches_enabled else 0x00)
rom.write_byte(0x18008B, 0x01 if glitches_enabled else 0x00)
# 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 ['Bomb Upgrade (+10)' if world.bombbag[player] else '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] not in ['vanilla', 'basic']:
# Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180185, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
# Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
# Mantle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
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.
if world.powder_patch_required[player]:
rom.write_bytes(0x02F539, [0xEA, 0xEA, 0xEA, 0xEA, 0xEA])
# sprite patches
rom.write_byte(snes_to_pc(0x0DB7D1), 0x03) # patch apple sprites to not permadeatch like enemies
rom.write_byte(snes_to_pc(0x0DB4F8), 0x40) # patch apples to not prevent kill rooms from opening
if world.shuffle_bonk_drops[player]:
# warning, this temporary patch might cause fairies to respawn differently?, limiting this to bonk drop mode only
rom.write_byte(snes_to_pc(0x0DB808), 0x03) # patch fairies sprites to not permadeath like enemies
rom.write_byte(snes_to_pc(0x0DB810), 0x8A) # allows heart pieces to travel across water
# rom.write_byte(snes_to_pc(0x0DB730), 0x08) # allows chickens to travel across water
if world.shuffle_followers[player]:
from ItemList import follower_locations, follower_pickups
for loc_name, address in follower_locations.items():
loc = world.get_location(loc_name, player)
rom.write_byte(address, follower_pickups[loc.item.name])
rom.write_byte(0x18004C, 0x02) # enable follower shuffle
rom.write_byte(snes_to_pc(0x1BBD3A), 0x80) # allow all followers thru entrances
rom.write_bytes(snes_to_pc(0x1DFC70), [0xEA, 0xEA]) # allow followers at dig game
rom.write_byte(snes_to_pc(0x02823B), 0x80) # allow super bomb indoors
rom.write_byte(snes_to_pc(0x0283FB), 0x80) # allow maiden to go outside
rom.write_bytes(snes_to_pc(0x02D6F2), [0xEA, 0xEA]) # disable old man checkpoint
rom.write_byte(snes_to_pc(0x05DEFA), 0xAF) # no follower despawn at uncle
rom.write_byte(snes_to_pc(0x05DF3C), 0xAF) # no follower despawn at uncle
rom.write_bytes(snes_to_pc(0x079448), [0xEA, 0xEA]) # dont draw super bomb while falling into holes
rom.write_byte(snes_to_pc(0x079595), 0x80) # allow super bomb to follow into OW holes
rom.write_bytes(snes_to_pc(0x07A132), [0xEA, 0xEA]) # allow bomb use with super bomb
rom.write_byte(snes_to_pc(0x07A4B4), 0x80) # allow ether use with super bomb
rom.write_byte(snes_to_pc(0x07A589), 0x80) # allow bombos use with super bomb
rom.write_byte(snes_to_pc(0x07A66B), 0x80) # allow quake use with super bomb
rom.write_byte(snes_to_pc(0x07A919), 0x80) # disable kiki dialogue during mirror
rom.write_byte(snes_to_pc(0x07AAC5), 0xAF) # keep all followers after mirroring
rom.write_byte(snes_to_pc(0x08DED6), 0x80) # allow locksmith to follow with flute
rom.write_bytes(snes_to_pc(0x09A045), [0xEA, 0xEA]) # allow super bomb to follow into UW holes
rom.write_byte(snes_to_pc(0x09ACDF), 0x6B) # allow kiki/locksmith to follow after screen transition
if world.enemy_shuffle[player] != 'none':
# informs zelda and maiden to draw over gfx slots that are guaranteed unused
rom.write_bytes(0x1802C1, world.data_tables[player].room_headers[0x80].free_gfx[0:2])
rom.write_bytes(0x1802C7, world.data_tables[player].room_headers[0x45].free_gfx[0:2])
else:
from OverworldShuffle import can_reach_smith
if not can_reach_smith(world, player):
rom.write_byte(0x180043, 0x01) # patch for deleting smith on S+Q
if world.shuffle[player] in ['restricted', 'simple', 'full', 'lite', 'lean', 'district', 'swapped', 'crossed', 'insanity']:
rom.write_byte(0x18004C, 0x01) # allow smith into multi-entrance caves in appropriate shuffles
# 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
# hera small key is 11th in list, 10th sprite because of overlord
if is_small_key_this_dungeon:
world.data_tables[player].uw_enemy_table.room_map[0x87][11].kind = EnemySprite.SmallKey
else:
world.data_tables[player].uw_enemy_table.room_map[0x87][11].kind = EnemySprite.HeartPiece
# 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 conditionally - don't mess with doors
if world.doorShuffle[player] == 'vanilla':
rom.initial_sram.pre_open_tr_bomb_doors() # preopen bombable exits
if world.boss_shuffle[player] != 'none' or world.doorShuffle[player] != 'vanilla':
rom.write_byte(snes_to_pc(0x30835A), 1) # fix Prize On The Eyes
if world.boss_shuffle[player] != 'none':
boss_writes(world, player, rom)
write_enemy_shuffle_settings(world, player, rom)
if (world.doorShuffle[player] != 'vanilla' or world.dropshuffle[player] != 'none'
or world.pottery[player] != 'none'):
for room in world.rooms:
if room.player == player and room.modified:
if room.index in world.data_tables[player].room_list:
t = [DoorObject(x[0], x[1]) for x in room.doorList]
world.data_tables[player].room_list[room.index].doors = t
else:
rom.write_bytes(room.address(), room.rom_data())
if world.data_tables[player]:
colorize_pots = (world.pottery[player] != 'vanilla', 'lottery'
and (world.colorizepots[player] or world.pottery[player] in ['reduced', 'clustered']))
setup_enemy_dungeon_tables(world, player)
world.data_tables[player].write_to_rom(rom, colorize_pots, world.enemy_shuffle[player] == 'random')
write_enemizer_tweaks(rom, world, player)
write_strings(rom, world, player, team)
# write initial sram
rom.write_initial_sram()
rom.write_byte(0x187E30, 1 if world.remote_items[player] else 0)
# set rom name
# 21 bytes
from Main import __version__
from OverworldShuffle import __version__ as ORVersion
seedstring = f'{world.seed:09}' if isinstance(world.seed, int) else world.seed
rom.name = bytearray(f'OR{__version__.split("-")[0].replace(".","")[0:3]}_{team+1}_{player}_{seedstring}\0', 'utf8')[:21]
rom.name.extend([0] * (21 - len(rom.name)))
rom.write_bytes(0x7FC0, rom.name)
rom.write_bytes(0x138010, bytearray(__version__, 'utf8'))
rom.write_bytes(0x150010, bytearray(ORVersion, 'utf8'))
# 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(0x186E40 + 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'):
# it's a BeeTrap -- surprise!!!
item_id, price, replace, replace_price, item_max = Items.item_table['Bee Trap'][3], [0, 0], 0xFF, [0, 0], 1
else:
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_max = item['max']
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 write_enemizer_tweaks(rom, world, player):
if world.enemy_shuffle[player] != 'none':
rom.write_byte(snes_to_pc(0x1DF6D8), 0) # lets enemies walk on water instead of clipping into infinity?
rom.write_byte(snes_to_pc(0x0DB6B3), 0x82) # hovers don't need water necessarily?
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, reduce_flashing, shuffle_sfx,
shuffle_sfxinstruments, shuffle_songinstruments, msu_resume):
if not os.path.exists("data/sprites/official/001.link.1.zspr") and rom.orig_buffer:
dump_zspr(rom.orig_buffer[0x80000:0x87000], rom.orig_buffer[0xdd308:0xdd380],
rom.orig_buffer[0xdedf5:0xdedf9], "data/sprites/official/001.link.1.zspr", "Nintendo", "Link")
if msu_resume:
rom.write_bytes(0x18021D, [0x8, 0x7])
else:
rom.write_bytes(0x18021D, [0, 0]) # default to off for now
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(0x187020, {'red': 0, 'blue': 1, 'green': 2, 'yellow': 3}[color])
# write link sprite if required
if sprite is not None:
write_sprite(rom, sprite)
# sprite author credits
padded_author = sprite.author_name if sprite is not None else "Nintendo"
padded_author = padded_author[:28] if len(padded_author) > 28 else padded_author
padded_author = padded_author.center(28).upper()
def convert_char_to_credits(char):
char_map = {
" ": (0x9F, 0x9F), "0": (0x53, 0x79), "1": (0x54, 0x7A), "2": (0x55, 0x7B), "3": (0x56, 0x7C),
"4": (0x57, 0x7D), "5": (0x58, 0x7E), "6": (0x59, 0x7F), "7": (0x5A, 0x80), "8": (0x5B, 0x81),
"9": (0x5C, 0x82), "A": (0x5D, 0x83), "B": (0x5E, 0x84), "C": (0x5F, 0x85), "D": (0x60, 0x86),
"E": (0x61, 0x87), "F": (0x62, 0x88), "G": (0x63, 0x89), "H": (0x64, 0x8A), "I": (0x65, 0x8B),
"J": (0x66, 0x8C), "K": (0x67, 0x8D), "L": (0x68, 0x8E), "M": (0x69, 0x8F), "N": (0x6A, 0x90),
"O": (0x6B, 0x91), "P": (0x6C, 0x92), "Q": (0x6D, 0x93), "R": (0x6E, 0x94), "S": (0x6F, 0x95),
"T": (0x70, 0x96), "U": (0x71, 0x97), "V": (0x72, 0x98), "W": (0x73, 0x99), "X": (0x74, 0x9A),
"Y": (0x75, 0x9B), "Z": (0x76, 0x9C), "'": (0xD9, 0xEC), ".": (0xDC, 0xEF), "/": (0xDB, 0xEE),
":": (0xDD, 0xF0), "_": (0xDE, 0xF1)}
return char_map[char] if char in char_map else (0x9F, 0x9F)
character_bytes = map(convert_char_to_credits, padded_author)
for i, pair in enumerate(character_bytes):
rom.write_byte(0x118002 + i, pair[0])
rom.write_byte(0x118020 + i, pair[1])
if reduce_flashing:
rom.write_byte(0x18017f, 1)
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 shuffle_sfx:
randomize_sfx(rom)
if shuffle_sfxinstruments:
randomize_sfxinstruments(rom)
if shuffle_songinstruments:
randomize_songinstruments(rom)
if isinstance(rom, LocalRom):
rom.write_crc()
# .zspr file dumping logic copied with permission from SpriteSomething:
# https://github.com/Artheau/SpriteSomething/blob/master/source/meta/classes/spritelib.py#L443 (thanks miketrethewey!)
def dump_zspr(basesprite, basepalette, baseglove, outfilename, author_name, sprite_name):
palettes = basepalette
# Add glove data
palettes.extend(baseglove)
HEADER_STRING = b"ZSPR"
VERSION = 0x01
SPRITE_TYPE = 0x01 # this format has "1" for the player sprite
RESERVED_BYTES = b'\x00\x00\x00\x00\x00\x00'
QUAD_BYTE_NULL_CHAR = b'\x00\x00\x00\x00'
DOUBLE_BYTE_NULL_CHAR = b'\x00\x00'
SINGLE_BYTE_NULL_CHAR = b'\x00'
write_buffer = bytearray()
write_buffer.extend(HEADER_STRING)
write_buffer.extend(struct.pack('B', VERSION)) # as_u8
checksum_start = len(write_buffer)
write_buffer.extend(QUAD_BYTE_NULL_CHAR) # checksum
sprite_sheet_pointer = len(write_buffer)
write_buffer.extend(QUAD_BYTE_NULL_CHAR)
write_buffer.extend(struct.pack('<H', len(basesprite))) # as_u16
palettes_pointer = len(write_buffer)
write_buffer.extend(QUAD_BYTE_NULL_CHAR)
write_buffer.extend(struct.pack('<H', len(palettes))) # as_u16
write_buffer.extend(struct.pack('<H', SPRITE_TYPE)) # as_u16
write_buffer.extend(RESERVED_BYTES)
# sprite.name
write_buffer.extend(sprite_name.encode('utf-16-le'))
write_buffer.extend(DOUBLE_BYTE_NULL_CHAR)
# author.name
write_buffer.extend(author_name.encode('utf-16-le'))
write_buffer.extend(DOUBLE_BYTE_NULL_CHAR)
# author.name-short
write_buffer.extend(author_name.encode('ascii'))
write_buffer.extend(SINGLE_BYTE_NULL_CHAR)
write_buffer[sprite_sheet_pointer:sprite_sheet_pointer +
4] = struct.pack('<L', len(write_buffer)) # as_u32
write_buffer.extend(basesprite)
write_buffer[palettes_pointer:palettes_pointer +
4] = struct.pack('<L', len(write_buffer)) # as_u32
write_buffer.extend(palettes)
checksum = (sum(write_buffer) + 0xFF + 0xFF) % 0x10000
checksum_complement = 0xFFFF - checksum
write_buffer[checksum_start:checksum_start +
2] = struct.pack('<H', checksum) # as_u16
write_buffer[checksum_start + 2:checksum_start +
4] = struct.pack('<H', checksum_complement) # as_u16
with open('%s' % outfilename, "wb") as zspr_file:
zspr_file.write(write_buffer)
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()
if world.shuffle[player] != 'vanilla':
tt['houlihan_room'] = CompressedTextMapper.convert(
" Crosskeys\n"
" Tournament\n"
" Winners\n{HARP}\n"
" ~~~2022~~~\n Schulzer\n\n"
" ~~~2021~~~\n Goomba\n\n"
" ~~~2020~~~\n Linlinlin\n\n"
" ~~~2019~~~\n Kohrek\n"
)
# Let's keep this guy's text accurate to the shuffle setting.
if world.shuffle[player] in ['vanilla', 'dungeonsfull', 'dungeonssimple', 'lite', 'lean']:
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[player]:
entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'})
entrances_to_hint.update({'Ganons Tower': 'The dark mountain tower'})
elif world.is_atgt_swapped(player):
entrances_to_hint.update({'Ganons Tower': 'The dark mountain tower'})
else:
entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'})
if world.shuffle[player] in ['simple', 'restricted']:
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.
if world.shuffle[player] not in ['lite', 'lean']:
entrances_to_hint.update(InconvenientOtherEntrances)
if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'district', 'swapped']:
hint_count = 0
elif world.shuffle[player] in ['simple', 'restricted', 'lite', 'lean']:
hint_count = 2
else:
hint_count = 4
for entrance in all_entrances:
if hint_count > 0:
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.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']:
entrances_to_hint.update(ConnectorEntrances)
entrances_to_hint.update(DungeonEntrances)
elif world.shuffle[player] == 'restricted':
entrances_to_hint.update(ConnectorEntrances)
if world.shuffle[player] in ['lite', 'lean']:
# all inconvenient dungeons + AT/GT stay in hint pool, but the remaining should exclude non-specific connector hints
for entrance in all_entrances:
if entrance.spot_type == 'Entrance' and entrance.connected_region \
and entrance.connected_region.type != RegionType.Dungeon and entrance.name in list(ConnectorEntrances) + list(DungeonEntrances):
entrances_to_hint.pop(entrance.name)
else:
entrances_to_hint.update(ItemEntrances)
entrances_to_hint.update(ShopEntrances)
entrances_to_hint.update(OtherEntrances)
if not world.is_dark_chapel_start(player):
entrances_to_hint.update({'Dark Sanctuary Hint': 'The dark sanctuary cave'})
if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'lite', 'lean', 'district']:
if world.shufflelinks[player]:
entrances_to_hint.update({'Big Bomb Shop': 'The old bomb shop'})
entrances_to_hint.update({'Links House': 'The hero\'s old residence'})
elif not world.is_bombshop_start(player):
entrances_to_hint.update({'Big Bomb Shop': 'The old bomb shop'})
else:
entrances_to_hint.update({'Links House': 'The hero\'s old residence'})
if world.shuffletavern[player]:
entrances_to_hint.update({'Tavern North': 'A backdoor'})
if world.shuffle[player] in ['insanity']:
entrances_to_hint.update(InsanityEntrances)
if world.shuffle_ganon[player]:
if world.is_tile_swapped(0x1b, player):
entrances_to_hint.update({'Inverted Pyramid Entrance': 'The extra castle passage'})
else:
entrances_to_hint.update({'Pyramid Entrance': 'The pyramid ledge'})
hint_count = 4 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'district', 'swapped'] else 0
hint_count -= 2 if world.shuffle[player] not in ['simple', 'restricted'] else 0
for entrance in all_entrances:
if hint_count > 0:
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.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] == 'vanilla':
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', 'district', 'swapped'] else 5
hint_count -= 2 if world.doorShuffle[player] not in ['vanilla', 'basic'] 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 = f'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 = f'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':
item = hint_text(world.get_location(location, player).item)
this_hint = f'Waiting in the Tower of Hera basement leads to {item}.'
tt[hint_locations.pop(0)] = this_hint
elif location == 'Ganons Tower - Big Chest':
item = hint_text(world.get_location(location, player).item)
this_hint = f'The big chest in Ganon\'s Tower contains {item}.'
tt[hint_locations.pop(0)] = this_hint
elif location == 'Thieves\' Town - Big Chest':
item = hint_text(world.get_location(location, player).item)
this_hint = f'The big chest in Thieves\' Town contains {item}.'
tt[hint_locations.pop(0)] = this_hint
elif location == 'Ice Palace - Big Chest':
item = hint_text(world.get_location(location, player).item)
this_hint = f'The big chest in Ice Palace contains {item}.'
tt[hint_locations.pop(0)] = this_hint
elif location == 'Eastern Palace - Big Key Chest':
item = hint_text(world.get_location(location, player).item)
this_hint = f'The antifairy guarded chest in Eastern Palace contains {item}.'
tt[hint_locations.pop(0)] = this_hint
elif location == 'Sahasrahla':
item = hint_text(world.get_location(location, player).item)
this_hint = f'Sahasrahla seeks a green pendant for {item}.'
tt[hint_locations.pop(0)] = this_hint
elif location == 'Graveyard Cave':
item = hint_text(world.get_location(location, player).item)
this_hint = f'The cave north of the graveyard contains {item}.'
tt[hint_locations.pop(0)] = this_hint
else:
this_hint = f'{location} contains {hint_text(world.get_location(location, player).item)}.'
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()
flute_item = 'Ocarina'
if world.is_tile_swapped(0x18, player) or world.flute_mode[player] == 'active':
items_to_hint.remove(flute_item)
flute_item = 'Ocarina (Activated)'
if world.owShuffle[player] != 'vanilla' or world.owMixed[player]:
# Adding a guaranteed hint for the Flute in overworld shuffle.
this_location = world.find_items_not_key_only(flute_item, player)
if this_location:
this_hint = this_location[0].item.hint_text + ' can be found ' + hint_text(this_location[0]) + '.'
this_hint = this_hint[0].upper() + this_hint[1:]
tt[hint_locations.pop(0)] = this_hint
items_to_hint.remove(flute_item)
if world.keyshuffle[player] not in ['none', 'nearby', 'universal']:
items_to_hint.extend(SmallKeys)
if world.bigkeyshuffle[player] not in ['none', 'nearby']:
items_to_hint.extend(BigKeys)
if world.prizeshuffle[player] not in ['none', 'dungeon', 'nearby']:
items_to_hint.extend(Prizes)
random.shuffle(items_to_hint)
hint_count = 5 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'district', 'swapped'] else 8
hint_count += 2 if world.doorShuffle[player] not in ['vanilla', 'basic'] else 0
hint_count += 1 if world.owShuffle[player] != 'vanilla' or world.owCrossed[player] != 'none' or world.owMixed[player] else 0
while hint_count > 0 and len(items_to_hint) > 0:
this_item = items_to_hint.pop(0)
this_location = world.find_items_not_key_only(this_item, player)
if this_location:
random.shuffle(this_location)
item_name = this_location[0].item.hint_text
item_name = item_name[0].upper() + item_name[1:]
this_hint = f'{item_name} 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 mixed door shuffles.
if world.doorShuffle[player] not in ['vanilla', 'basic']:
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
hint_candidates = []
for name, district in world.districts[player].items():
hint_type = 'foolish'
choices = []
item_count, item_type = 0, 'useful'
for loc_name in district.locations:
location_item = world.get_location(loc_name, player).item
if location_item.advancement:
if 'Heart Container' in location_item.name or location_item.compass or location_item.map:
continue
itm_type = 'useful' if useful_item_for_hint(location_item, world) else 'vital'
hint_type = 'path'
if item_type == itm_type:
choices.append(location_item)
item_count += 1
elif itm_type == 'vital':
item_type = 'vital'
item_count = 1
choices.clear()
choices.append(location_item)
if hint_type == 'foolish':
if district.dungeons and world.shuffle[player] not in ['vanilla', 'district']:
choices.extend(district.dungeons)
hint_type = 'dungeon_path'
elif district.access_points and world.shuffle[player] not in ['vanilla', 'dungeonssimple',
'dungeonsfull', 'district']:
choices.extend([x.hint_text for x in district.access_points])
hint_type = 'connector'
if hint_type == 'foolish':
hint_candidates.append((hint_type, f'{name} is a foolish choice'))
elif hint_type == 'dungeon_path':
dungeon_choice = random.choice(choices) # prefer required dungeons...
hint_candidates.append((hint_type, f'{name} is on the path to {dungeon_choice}'))
elif hint_type == 'connector':
access_point = random.choice(choices) # prefer required access...
hint_candidates.append((hint_type, f'{name} can reach {access_point}'))
elif hint_type == 'path':
if item_count == 1:
the_item = text_for_item(next(iter(choices)), world, player, team)
hint_candidates.append((hint_type, f'{name} conceals only {the_item}'))
else:
hint_candidates.append((hint_type, f'{name} conceals {item_count} {item_type} items'))
district_hints = min(len(hint_candidates), len(hint_locations))
random.shuffle(hint_candidates)
hint_candidates.sort(key=lambda x: 1 if x[0] == 'foolish' else 0)
foolish_only = min(2, district_hints) # 2 foolish only
for i in range(0, foolish_only):
tt[hint_locations.pop(0)] = hint_candidates.pop(0)[1]
random.shuffle(hint_candidates)
district_hints -= foolish_only # the rest can be anything
for i in range(0, district_hints):
tt[hint_locations.pop(0)] = hint_candidates.pop(0)[1]
if len(hint_locations) > 0:
# 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.
no_silver_text = Ganon_Phase_3_No_Silvers_texts[random.randint(0, len(Ganon_Phase_3_No_Silvers_texts) - 1)]
silverarrows = world.find_items('Silver Arrows', player)
random.shuffle(silverarrows)
if silverarrows:
hint_phrase = hint_text(silverarrows[0]).replace("Ganon's", "my")
silverarrow_hint = f'Did you find the silver arrows {hint_phrase}?'
else:
silverarrow_hint = no_silver_text
tt['ganon_phase_3_no_silvers'] = silverarrow_hint
tt['ganon_phase_3_no_silvers_alt'] = 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)
hint_phrase = hint_text(distinguished_prog_bow_loc).replace("Ganon's", "my")
silverarrow_hint = f'Did you find the silver arrows {hint_phrase}?' if progressive_silvers else no_silver_text
tt['ganon_phase_3_no_silvers'] = silverarrow_hint
if any(prog_bow_locs):
hint_phrase = hint_text(random.choice(prog_bow_locs)).replace("Ganon's", "my")
silverarrow_hint = f'Did you find the silver arrows {hint_phrase}?' if progressive_silvers else no_silver_text
tt['ganon_phase_3_no_silvers_alt'] = silverarrow_hint
crystal5 = world.find_items('Crystal 5', player)
crystal6 = world.find_items('Crystal 6', player)
greenpendant = world.find_items('Green Pendant', player)
def missing_prize():
from BaseClasses import Dungeon
d = Dungeon('your pocket', [], None, [], [], player, 0)
i = ItemFactory('Nothing', player)
i.dungeon_object = d
r = Region('Nowhere', RegionType.Menu, 'in your pocket', player)
r.dungeon = d
loc = Location(player, 'Nowhere', parent=r, hint_text='in your pocket')
loc.item = i
return loc
(crystal5, crystal6, greenpendant) = tuple([x[0] if x else missing_prize() for x in [crystal5, crystal6, greenpendant]])
if world.prizeshuffle[player] in ['none', 'dungeon']:
(crystal5, crystal6, greenpendant) = tuple([x.parent_region.dungeon.name for x in [crystal5, crystal6, greenpendant]])
tt['bomb_shop'] = 'Big Bomb?\nMy supply is blocked until you clear %s and %s.' % (crystal5, crystal6)
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant
elif world.prizeshuffle[player] == 'nearby':
(crystal5, crystal6, greenpendant) = tuple([x.item.dungeon_object.name for x in [crystal5, crystal6, greenpendant]])
tt['bomb_shop'] = 'Big Bomb?\nThe crystals can be found near %s and %s.' % (crystal5, crystal6)
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom near %s' % greenpendant
else:
tt['bomb_shop'] = 'Big Bomb?\nThe crystals can be found %s and %s.' % (crystal5.hint_text, crystal6.hint_text)
tt['sahasrahla_bring_courage'] = 'My family heirloom can be found %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.'
if world.boots_hint[player]:
starting_boots = next((i for i in world.precollected_items if i.player == player
and i.name == 'Pegasus Boots'), None)
if starting_boots:
uncle_text = 'Lonk! Boots\nare on\nyour feet.'
else:
boots_location = next((l for l in world.get_locations()
if l.player == player and l.item and l.item.name == 'Pegasus Boots'), None)
if boots_location:
district = next((d for k, d in world.districts[player].items()
if boots_location.name in d.locations), 'Zebes')
uncle_text = f'Lonk! Boots\nare in {district.name}'
else:
uncle_text = "I couldn't\nfind the Boots\ntoday.\nRIP me."
tt['uncle_leaving_text'] = uncle_text
else:
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:
if world.goal[player] == 'trinity':
trinity_crystal_text = ('%d crystal to beat Ganon.' if world.crystals_needed_for_ganon[player] == 1 else '%d crystals to beat Ganon.') % world.crystals_needed_for_ganon[player]
tt['sign_ganon'] = 'Three ways to victory! %s Get to it!' % trinity_crystal_text
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] == 'ganonhunt':
tt['sign_ganon'] = 'Go find the Triforce pieces to beat Ganon'
elif world.goal[player] == 'completionist':
tt['sign_ganon'] = 'Ganon only respects those who have done everything'
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] not in ['vanilla', 'basic']:
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
lh_text = "House"
if world.is_bombshop_start(player):
lh_text = "Bomb Shop"
sanc_text = "Sanctuary"
if world.is_dark_chapel_start(player):
sanc_text = "Dark Chapel"
tt['menu_start_2'] = "{MENU}\n{SPEED0}\n≥@'s " + lh_text + "\n " + sanc_text + "\n{CHOICE3}"
tt['menu_start_3'] = "{MENU}\n{SPEED0}\n≥@'s " + lh_text + "\n " + sanc_text + "\n Mountain Cave\n{CHOICE2}"
if world.mode[player] == 'inverted':
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]])
useful_item_names = {
'Mushroom', 'Shovel', 'Magic Powder', 'Progressive Shield', 'Progressive Armor', 'Blue Mail', 'Red Mail',
'Mirror Shield', 'Blue Boomerang', 'Red Boomerang', 'Bug Catching Net', 'Cane of Byrna', 'Cape',
'Magic Upgrade (1/2)', 'Magic Upgrade (1/4)', 'Ether', 'Quake'}
def useful_item_for_hint(item, world):
return 'Bottle' in item.name or (item.name in useful_item_names
and item.name not in world.required_medallions[item.player])
def text_for_item(item, world, player, team):
if item.player == player:
return item.hint_text
else:
return f'{item.hint_text} for {world.player_names[item.player][team]}'
def init_open_mode_sram(rom):
rom.initial_sram.pre_open_castle_gate()
rom.initial_sram.set_progress_indicator(0x02)
rom.initial_sram.set_progress_flags(0x14)
rom.initial_sram.set_starting_entrance(0x01)
def init_standard_mode_sram(rom):
rom.initial_sram.set_progress_indicator(0x00)
rom.initial_sram.set_progress_flags(0x0)
rom.initial_sram.set_starting_entrance(0x00)
def set_inverted_mode(world, player, rom, inverted_buffer):
if world.mode[player] == 'inverted':
# load inverted maps
for b in range(0x00, len(inverted_buffer)):
inverted_buffer[b] ^= 0x1
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
if world.is_dark_chapel_start(player):
patch_shuffled_dark_sanc(world, rom, player)
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)
# switch AT and GT
if world.shuffle[player] == 'vanilla' and world.is_atgt_swapped(player):
rom.write_byte(0xDBB73 + 0x23, 0x37)
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.is_tile_swapped(0x05, player):
rom.write_bytes(snes_to_pc(0x1BC655), [0x4A, 0x1D, 0x82]) # add warp under rock
rom.write_byte(snes_to_pc(0x1BC428), 0x00) # remove secret portal
if world.is_tile_swapped(0x07, player):
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
rom.write_bytes(snes_to_pc(0x04E7A3), [0x20, 0x06]) # Top peg moved down, for peg puzzle
rom.write_byte(snes_to_pc(0x04E7E4), 0x10) # Remove TR portal overlay
if world.shuffle[player] in ['vanilla']:
world.fix_trock_doors[player] = True
if world.is_tile_swapped(0x10, player):
rom.write_bytes(snes_to_pc(0x1BC67A), [0x2E, 0x0B, 0x82]) # add warp under rock
rom.write_byte(snes_to_pc(0x1BC43A), 0x00) # remove secret portal
if world.is_tile_swapped(0x1b, player):
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])
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)
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) # move pyramid exit door
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)
del world.data_tables[player].ow_enemy_table[0xab][5] # remove castle gate warp
if world.is_tile_swapped(0x29, player):
rom.write_bytes(snes_to_pc(0x06B2AB), [0xF0, 0xE1, 0x05]) # frog pickup on contact
if world.is_bombshop_start(player):
rom.write_bytes(snes_to_pc(0x03F484), [0xFD, 0x4B, 0x68]) # place bed in bomb shop
# spawn in bomb shop
patch_shuffled_bomb_shop(world, rom, player)
rom.write_byte(snes_to_pc(0x02D8D2), 0x1C)
rom.write_bytes(snes_to_pc(0x02D8E0), [0x23, 0x22, 0x23, 0x23, 0x18, 0x18, 0x18, 0x19])
rom.write_byte(snes_to_pc(0x02D919), 0x18)
rom.write_byte(snes_to_pc(0x02D927), 0x23)
write_int16(rom, snes_to_pc(0x02D934), 0x2398)
rom.write_byte(snes_to_pc(0x02D943), 0x18)
write_int16(rom, snes_to_pc(0x02D950), 0x0087)
write_int16(rom, snes_to_pc(0x02D95E), 0x0081)
rom.write_byte(snes_to_pc(0x02D9A4), 0x53)
# disable custom exit on links house exit
rom.write_byte(snes_to_pc(0x02E225), 0x1C)
rom.write_byte(snes_to_pc(0x02DAEE), 0x1C)
rom.write_byte(snes_to_pc(0x02DB8C), 0x6C)
if world.is_tile_swapped(0x2f, player):
rom.write_bytes(snes_to_pc(0x1BC80D), [0xB2, 0x0B, 0x82]) # add warp under rock
rom.write_byte(snes_to_pc(0x1BC590), 0x00) # remove secret portal
if world.is_tile_swapped(0x30, player):
rom.write_bytes(snes_to_pc(0x1BC81E), [0x94, 0x1D, 0x82]) # add warp under rock
rom.write_byte(snes_to_pc(0x1BC5A1), 0x00) # remove secret portal
if world.is_tile_swapped(0x33, player):
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
rom.write_byte(snes_to_pc(0x1BC5B1), 0x00) # remove secret portal
if world.is_tile_swapped(0x35, player):
#rom.write_bytes(snes_to_pc(0x1BC85A), [0x50, 0x0F, 0x82]) # add warp under rock
rom.write_bytes(snes_to_pc(0x1BC85A), [0x52, 0x13, 0x82]) # add warp under rock
rom.write_byte(snes_to_pc(0x1BC5C7), 0x00) # remove secret portal
# apply inverted map changes
for b in range(0x00, len(inverted_buffer)):
rom.write_byte(0x153A70 + b, inverted_buffer[b])
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]
if dark_sanc_entrance == 'Tavern North':
link_y -= 0x10 # rom code assumes south-facing doors and adds $10 to the y-coordinate
door_index = door_addresses[str(dark_sanc_entrance)][0]
rom.initial_sram.pre_set_overworld_flag(ow_area, door_addresses[dark_sanc_entrance][2])
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 patch_shuffled_bomb_shop(world, rom, player):
bomb_shop = world.get_region('Big Bomb Shop', player)
bomb_shop_entrance = str([i for i in bomb_shop.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[bomb_shop_entrance][1]
if bomb_shop_entrance == 'Tavern North':
link_y -= 0x10 # rom code assumes south-facing doors and adds $10 to the y-coordinate
door_index = door_addresses[str(bomb_shop_entrance)][0]
rom.initial_sram.pre_set_overworld_flag(ow_area, door_addresses[bomb_shop_entrance][2])
rom.write_byte(0x180240, 0x02)
rom.write_byte(0x180247, door_index + 1)
write_int16(rom, 0x180264, room_id)
rom.write_byte(0x180266, ow_area)
write_int16s(rom, 0x180267, [vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x])
rom.write_bytes(0x180275, [unknown_1, unknown_2, 0x00])
write_int16(rom, snes_to_pc(0x02D996), door_1)
def valid_dungeon_locations(valid_locations):
dungeon_locations = collections.defaultdict(set)
for l in valid_locations:
if l.parent_region.dungeon:
dungeon_locations[l.parent_region.dungeon.name].add(l)
return dungeon_locations
def update_compasses(rom, dungeon_locations, world, player):
layouts = world.dungeon_layouts[player]
provided_dungeon = False
for name, builder in layouts.items():
dungeon_id = compass_data[name][4]
dungeon_count = len(dungeon_locations[name])
rom.write_bytes(0x187040 + dungeon_id, int16_as_bytes(dungeon_count))
# total tiles
rom.write_bytes(0x187060 + dungeon_id, int16_as_bytes(((dungeon_count // 100) % 10) + 0x2490))
rom.write_bytes(0x187080 + dungeon_id, int16_as_bytes(((dungeon_count // 10) % 10) + 0x2490))
rom.write_bytes(0x1870A0 + dungeon_id, int16_as_bytes((dungeon_count % 10) + 0x2490))
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',
'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'
}
ItemEntrances = {'Blinds Hideout': 'Blind\'s old house',
'Chicken House': 'The chicken lady\'s house',
'Aginahs Cave': 'The open desert cave',
'Sahasrahlas Hut': 'The house near armos',
'Blacksmiths Hut': 'The old smithery',
'Sick Kids House': 'The central house in Kakariko',
'Mini Moldorm Cave': 'The cave south of Lake Hylia',
'Ice Rod Cave': 'The sealed cave SE Lake Hylia',
'Library': 'The old library',
'Potion Shop': 'The witch\'s building',
'Dam': 'The old dam',
'Waterfall of Wishing': 'Going behind the waterfall',
'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',
'C-Shaped House': 'The NE house in Village of Outcasts',
'Mire Shed': 'The western hut in the mire',
'Spike Cave': 'The ledge cave on west dark DM',
'Hype Cave': 'The cave south of the old bomb shop',
'Brewery': 'The Village of Outcasts building with no door',
'Chest Game': 'The westmost building in the Village of Outcasts'
}
ShopEntrances = {'Lake Hylia Shop': 'The cave NW Lake Hylia',
'Kakariko Shop': 'The old Kakariko shop',
'Capacity Upgrade': 'The cave on the island',
'Dark Lake Hylia Shop': 'The building NW dark Lake Hylia',
'Dark World Shop': 'The hammer sealed building',
'Red Shield Shop': 'The fenced in building',
'Dark Death Mountain Shop': 'The base of east dark DM',
'Dark Potion Shop': 'The building near the catfish',
'Dark Lumberjack Shop': 'The northmost Dark World building'
}
OtherEntrances = {'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',
'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',
'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',
'Lumberjack House': 'The lumberjack house',
'Lake Hylia Fortune Teller': 'The building NW Lake Hylia',
'Kakariko Gamble Game': 'The old Kakariko gambling den',
'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',
'Dark Death Mountain Fairy': 'The SW cave on dark DM',
'East Dark World Hint': 'The dark cave near the eastmost portal',
'Mire Hint': 'The cave east of the mire',
'Palace of Darkness Hint': 'The building south of Kiki',
'Dark Lake Hylia Ledge Spike Cave': 'The rock SE dark Lake Hylia',
'Archery Game': 'The old archery game',
'Dark Lake Hylia Ledge Hint': 'The open cave SE dark Lake Hylia',
'Mire 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',
'Ocarina (Activated)',
'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)'
]
Prizes = ['Green Pendant',
'Blue Pendant',
'Red Pendant',
'Crystal 1',
'Crystal 2',
'Crystal 3',
'Crystal 4',
'Crystal 5',
'Crystal 6',
'Crystal 7'
]
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"
]