from __future__ import annotations JAP10HASH = '03a63945398191337e896e5771f77173' RANDOMIZERBASEHASH = '383b6f24e7c154de0f215e09f3cc937e' import io import json import hashlib import logging import os import random import struct import sys import subprocess import threading import xxtea import concurrent.futures from typing import Optional from BaseClasses import CollectionState, ShopType, Region, Location from Dungeons import dungeon_music_addresses from Regions import location_table, old_location_address_to_new_location_address from Text import MultiByteTextMapper, CompressedTextMapper, text_addresses, Credits, TextTable from Text import Uncle_texts, Ganon1_texts, TavernMan_texts, Sahasrahla2_texts, Triforce_texts, Blind_texts, \ BombShop2_texts, junk_texts from Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts, Blacksmiths_texts, DeathMountain_texts, \ LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, \ SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names from Utils import output_path, local_path, int16_as_bytes, int32_as_bytes, snes_to_pc, is_bundled from Items import ItemFactory from EntranceShuffle import door_addresses import Patch try: from maseya import z3pr from maseya.z3pr.palette_randomizer import build_offset_collections except: z3pr = None class LocalRom(object): def __init__(self, file, patch=True, vanillaRom=None, name=None, hash=None): self.name = name self.hash = hash self.orig_buffer = None with open(file, 'rb') as stream: self.buffer = read_rom(stream) if patch: self.patch_base_rom() self.orig_buffer = self.buffer.copy() if vanillaRom: with open(vanillaRom, 'rb') as vanillaStream: self.orig_buffer = read_rom(vanillaStream) def read_byte(self, address: int) -> int: return self.buffer[address] def read_bytes(self, startaddress: int, length: int) -> bytes: return self.buffer[startaddress:startaddress + length] def write_byte(self, address: int, value: int): self.buffer[address] = value def write_bytes(self, startaddress: int, values): self.buffer[startaddress:startaddress + len(values)] = values def encrypt_range(self, startaddress: int, length: int, key: bytes): for i in range(0, length, 8): data = bytes(self.read_bytes(startaddress + i, 8)) data = xxtea.encrypt(data, key, padding=False) self.write_bytes(startaddress + i, bytearray(data)) def encrypt(self, world, player): local_random = world.rom_seeds[player] key = bytes(local_random.getrandbits(8 * 16).to_bytes(16, 'big')) self.write_bytes(0x1800B0, bytearray(key)) self.write_int16(0x180087, 1) itemtable = [] locationtable = [] itemplayertable = [] for i in range(168): itemtable.append(self.read_byte(0xE96E + (i * 3))) itemplayertable.append(self.read_byte(0x186142 + (i * 3))) locationtable.append(self.read_byte(0xe96C + (i * 3))) locationtable.append(self.read_byte(0xe96D + (i * 3))) self.write_bytes(0xE96C, locationtable) self.write_bytes(0xE96C + 0x150, itemtable) self.encrypt_range(0xE96C + 0x150, 168, key) self.write_bytes(0x186140, [0] * 0x150) self.write_bytes(0x186140 + 0x150, itemplayertable) self.encrypt_range(0x186140 + 0x150, 168, key) self.encrypt_range(0x186338, 56, key) self.encrypt_range(0x180000, 32, key) self.encrypt_range(0x180140, 32, key) self.encrypt_range(0xEDA1, 8, key) def write_to_file(self, file, hide_enemizer=False): with open(file, 'wb') as outfile: outfile.write(self.buffer) def read_from_file(self, file): with open(file, 'rb') as stream: self.buffer = bytearray(stream.read()) @staticmethod def verify(buffer, expected: str = RANDOMIZERBASEHASH) -> bool: buffermd5 = hashlib.md5() buffermd5.update(buffer) return expected == buffermd5.hexdigest() def patch_base_rom(self): if os.path.isfile(local_path('basepatch.sfc')): with open(local_path('basepatch.sfc'), 'rb') as stream: buffer = bytearray(stream.read()) if self.verify(buffer): self.buffer = buffer if not os.path.exists(local_path('data', 'basepatch.bmbp')): Patch.create_patch_file(local_path('basepatch.sfc')) return if os.path.isfile(local_path('data', 'basepatch.bmbp')): _, target, buffer = Patch.create_rom_bytes(local_path('data', 'basepatch.bmbp')) if self.verify(buffer): self.buffer = bytearray(buffer) with open(local_path('basepatch.sfc'), 'wb') as stream: stream.write(buffer) return raise RuntimeError('Could not find Base Patch. Unable to continue.') 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) -> str: h = hashlib.md5() h.update(self.buffer) return h.hexdigest() def write_int16(self, address: int, value: int): self.write_bytes(address, int16_as_bytes(value)) def write_int32(self, address: int, value: int): self.write_bytes(address, int32_as_bytes(value)) def write_int16s(self, startaddress: int, values): for i, value in enumerate(values): self.write_int16(startaddress + (i * 2), value) def write_int32s(self, startaddress: int, values): for i, value in enumerate(values): self.write_int32(startaddress + (i * 4), value) def read_rom(stream) -> bytearray: "Reads rom into bytearray and strips off any smc header" buffer = bytearray(stream.read()) if len(buffer) % 0x400 == 0x200: buffer = buffer[0x200:] return buffer check_lock = threading.Lock() def check_enemizer(enemizercli): if getattr(check_enemizer, "done", None): return if not os.path.exists(enemizercli) and not os.path.exists(enemizercli + ".exe"): raise Exception(f"Enemizer not found at {enemizercli}, please install it." f"Such as https://github.com/Ijwu/Enemizer/releases") with check_lock: # some time may have passed since the lock was acquired, as such a quick re-check doesn't hurt if getattr(check_enemizer, "done", None): return # version info is saved on the lib, for some reason library_info = os.path.join(os.path.dirname(enemizercli), "EnemizerCLI.Core.deps.json") with open(library_info) as f: info = json.load(f) for lib in info["libraries"]: if lib.startswith("EnemizerLibrary/"): version = lib.split("/")[-1] version = tuple(int(element) for element in version.split(".")) logging.debug(f"Found Enemizer version {version}") if version < (6, 3, 0): raise Exception( f"Enemizer found at {enemizercli} is outdated ({info}), please update your Enemizer. " f"Such as https://github.com/Ijwu/Enemizer/releases") break else: raise Exception(f"Could not find Enemizer library version information in {library_info}") check_enemizer.done = True def apply_random_sprite_on_event(rom: LocalRom, sprite, local_random, allow_random_on_event, sprite_pool): userandomsprites = False if sprite and not isinstance(sprite, Sprite): sprite = sprite.lower() userandomsprites = sprite.startswith('randomon') racerom = rom.read_byte(0x180213) if allow_random_on_event or not racerom: # Changes to this byte for race rom seeds are only permitted on initial rolling of the seed. # However, if the seed is not a racerom seed, then it is always allowed. rom.write_byte(0x186381, 0x00 if userandomsprites else 0x01) onevent = 0 if sprite == 'randomonall': onevent = 0xFFFF # Support all current and future events that can cause random sprite changes. elif sprite == 'randomonnone': # Allows for opting into random on events on race rom seeds, without actually enabling any of the events initially. onevent = 0x0000 elif userandomsprites: onevent = 0x01 if 'hit' in sprite else 0x00 onevent += 0x02 if 'enter' in sprite else 0x00 onevent += 0x04 if 'exit' in sprite else 0x00 onevent += 0x08 if 'slash' in sprite else 0x00 onevent += 0x10 if 'item' in sprite else 0x00 onevent += 0x20 if 'bonk' in sprite else 0x00 rom.write_int16(0x18637F, onevent) sprite = Sprite(sprite) if os.path.isfile(sprite) else Sprite.get_sprite_from_name(sprite, local_random) # write link sprite if required if sprite: sprites = list() sprite.write_to_rom(rom) _populate_sprite_table() if userandomsprites: if sprite_pool: if isinstance(sprite_pool, str): sprite_pool = sprite_pool.split(':') for spritename in sprite_pool: sprite = Sprite(spritename) if os.path.isfile(spritename) else Sprite.get_sprite_from_name( spritename, local_random) if sprite: sprites.append(sprite) else: logging.info(f"Sprite {spritename} was not found.") else: sprites = list(set(_sprite_table.values())) # convert to list and remove dupes else: sprites.append(sprite) if sprites: while len(sprites) < 32: sprites.extend(sprites) local_random.shuffle(sprites) for i, sprite in enumerate(sprites[:32]): if not i and not userandomsprites: continue rom.write_bytes(0x300000 + (i * 0x8000), sprite.sprite) rom.write_bytes(0x307000 + (i * 0x8000), sprite.palette) rom.write_bytes(0x307078 + (i * 0x8000), sprite.glove_palette) def patch_enemizer(world, player: int, rom: LocalRom, enemizercli): check_enemizer(enemizercli) randopatch_path = os.path.abspath(output_path(f'enemizer_randopatch_{player}.sfc')) options_path = os.path.abspath(output_path(f'enemizer_options_{player}.json')) enemizer_output_path = os.path.abspath(output_path(f'enemizer_output_{player}.sfc')) # write options file for enemizer options = { 'RandomizeEnemies': world.enemy_shuffle[player], 'RandomizeEnemiesType': 3, 'RandomizeBushEnemyChance': world.bush_shuffle[player], 'RandomizeEnemyHealthRange': world.enemy_health[player] != 'default', 'RandomizeEnemyHealthType': {'default': 0, 'easy': 0, 'normal': 1, 'hard': 2, 'expert': 3}[ world.enemy_health[player]], 'OHKO': False, 'RandomizeEnemyDamage': world.enemy_damage[player] != 'default', 'AllowEnemyZeroDamage': True, 'ShuffleEnemyDamageGroups': world.enemy_damage[player] != 'default', 'EnemyDamageChaosMode': world.enemy_damage[player] == 'chaos', 'EasyModeEscape': world.mode[player] == "standard", 'EnemiesAbsorbable': False, 'AbsorbableSpawnRate': 10, 'AbsorbableTypes': { 'FullMagic': True, 'SmallMagic': True, 'Bomb_1': True, 'BlueRupee': True, 'Heart': True, 'BigKey': True, 'Key': True, 'Fairy': True, 'Arrow_10': True, 'Arrow_5': True, 'Bomb_8': True, 'Bomb_4': True, 'GreenRupee': True, 'RedRupee': True }, 'BossMadness': False, 'RandomizeBosses': True, 'RandomizeBossesType': 0, 'RandomizeBossHealth': False, 'RandomizeBossHealthMinAmount': 0, 'RandomizeBossHealthMaxAmount': 300, 'RandomizeBossDamage': False, 'RandomizeBossDamageMinAmount': 0, 'RandomizeBossDamageMaxAmount': 200, 'RandomizeBossBehavior': False, 'RandomizeDungeonPalettes': False, 'SetBlackoutMode': False, 'RandomizeOverworldPalettes': False, 'RandomizeSpritePalettes': False, 'SetAdvancedSpritePalettes': False, 'PukeMode': False, 'NegativeMode': False, 'GrayscaleMode': False, 'GenerateSpoilers': False, 'RandomizeLinkSpritePalette': False, 'RandomizePots': world.shufflepots[player], 'ShuffleMusic': False, 'BootlegMagic': True, 'CustomBosses': False, 'AndyMode': False, 'HeartBeepSpeed': 0, 'AlternateGfx': False, 'ShieldGraphics': "shield_gfx/normal.gfx", 'SwordGraphics': "sword_gfx/normal.gfx", 'BeeMizer': False, 'BeesLevel': 0, 'RandomizeTileTrapPattern': world.tile_shuffle[player], 'RandomizeTileTrapFloorTile': False, 'AllowKillableThief': world.killable_thieves[player], 'RandomizeSpriteOnHit': False, 'DebugMode': False, 'DebugForceEnemy': False, 'DebugForceEnemyId': 0, 'DebugForceBoss': False, 'DebugForceBossId': 0, 'DebugOpenShutterDoors': False, 'DebugForceEnemyDamageZero': False, 'DebugShowRoomIdInRupeeCounter': False, 'UseManualBosses': True, 'ManualBosses': { 'EasternPalace': world.get_dungeon("Eastern Palace", player).boss.enemizer_name, 'DesertPalace': world.get_dungeon("Desert Palace", player).boss.enemizer_name, 'TowerOfHera': world.get_dungeon("Tower of Hera", player).boss.enemizer_name, 'AgahnimsTower': 'Agahnim', 'PalaceOfDarkness': world.get_dungeon("Palace of Darkness", player).boss.enemizer_name, 'SwampPalace': world.get_dungeon("Swamp Palace", player).boss.enemizer_name, 'SkullWoods': world.get_dungeon("Skull Woods", player).boss.enemizer_name, 'ThievesTown': world.get_dungeon("Thieves Town", player).boss.enemizer_name, 'IcePalace': world.get_dungeon("Ice Palace", player).boss.enemizer_name, 'MiseryMire': world.get_dungeon("Misery Mire", player).boss.enemizer_name, 'TurtleRock': world.get_dungeon("Turtle Rock", player).boss.enemizer_name, 'GanonsTower1': world.get_dungeon('Ganons Tower' if world.mode[player] != 'inverted' else 'Inverted Ganons Tower', player).bosses['bottom'].enemizer_name, 'GanonsTower2': world.get_dungeon('Ganons Tower' if world.mode[player] != 'inverted' else 'Inverted Ganons Tower', player).bosses['middle'].enemizer_name, 'GanonsTower3': world.get_dungeon('Ganons Tower' if world.mode[player] != 'inverted' else 'Inverted Ganons Tower', player).bosses['top'].enemizer_name, 'GanonsTower4': 'Agahnim2', 'Ganon': 'Ganon', } } rom.write_to_file(randopatch_path) with open(options_path, 'w') as f: json.dump(options, f) max_enemizer_tries = 5 for i in range(max_enemizer_tries): enemizer_seed = str(world.rom_seeds[player].randint(0, 999999999)) enemizer_command = [os.path.abspath(enemizercli), '--rom', randopatch_path, '--seed', enemizer_seed, '--binary', '--enemizer', options_path, '--output', enemizer_output_path] p_open = subprocess.Popen(enemizer_command, cwd=os.path.dirname(enemizercli), stdout=subprocess.PIPE, stderr=subprocess.STDOUT, universal_newlines=True) logging.debug( f"Enemizer attempt {i + 1} of {max_enemizer_tries} for player {player} using enemizer seed {enemizer_seed}") for stdout_line in iter(p_open.stdout.readline, ""): logging.debug(stdout_line.rstrip()) p_open.stdout.close() return_code = p_open.wait() if return_code: if i == max_enemizer_tries - 1: raise subprocess.CalledProcessError(return_code, enemizer_command) continue for j in range(i + 1, max_enemizer_tries): world.rom_seeds[player].randint(0, 999999999) # Sacrifice all remaining random numbers that would have been used for unused enemizer tries. # This allows for future enemizer bug fixes to NOT affect the rest of the seed's randomness break rom.read_from_file(enemizer_output_path) os.remove(enemizer_output_path) if world.get_dungeon("Thieves Town", player).boss.enemizer_name == "Blind": rom.write_byte(0x04DE81, 6) rom.write_byte(0x1B0101, 0) # Do not close boss room door on entry. for used in (randopatch_path, options_path): try: os.remove(used) except OSError: pass sprite_list_lock = threading.Lock() _sprite_table = {} def _populate_sprite_table(): with sprite_list_lock: if not _sprite_table: def load_sprite_from_file(file): sprite = Sprite(file) if sprite.valid: _sprite_table[sprite.name.lower()] = sprite _sprite_table[os.path.basename(file).split(".")[0].lower()] = sprite # alias for filename base else: logging.debug(f"Spritefile {file} could not be loaded as a valid sprite.") with concurrent.futures.ThreadPoolExecutor() as pool: for dir in [local_path('data', 'sprites', 'alttpr'), local_path('data', 'sprites', 'custom')]: for file in os.listdir(dir): pool.submit(load_sprite_from_file, os.path.join(dir, file)) class Sprite(object): 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) glove_palette = (246, 82, 118, 3) author_name: Optional[str] = None def __init__(self, filename): with open(filename, 'rb') as file: filedata = bytearray(file.read()) self.name = os.path.basename(filename) self.valid = True if len(filedata) == 0x7000: # sprite file with graphics and without palette data self.sprite = filedata[:0x7000] 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, 0x400000]: # 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: pass elif len(palette) == 0x78: self.palette = palette elif len(palette) == 0x7C: self.palette = palette[:0x78] self.glove_palette = palette[0x78:] else: self.valid = False else: self.valid = False @staticmethod def get_sprite_from_name(name: str, local_random=random) -> Optional[Sprite]: _populate_sprite_table() name = name.lower() if name.startswith('random'): sprites = list(set(_sprite_table.values())) sprites.sort(key=lambda x: x.name) return local_random.choice(sprites) return _sprite_table.get(name, None) @staticmethod def default_link_sprite(): return Sprite(local_path('data', 'default.zspr')) def decode8(self, pos): arr = [[0 for _ in range(8)] for _ in range(8)] for y in range(8): for x in range(8): position = 1 << (7 - x) val = 0 if self.sprite[pos + 2 * y] & position: val += 1 if self.sprite[pos + 2 * y + 1] & position: val += 2 if self.sprite[pos + 2 * y + 16] & position: val += 4 if self.sprite[pos + 2 * y + 17] & position: val += 8 arr[y][x] = val return arr def decode16(self, pos): arr = [[0 for _ in range(16)] for _ in range(16)] top_left = self.decode8(pos) top_right = self.decode8(pos + 0x20) bottom_left = self.decode8(pos + 0x200) bottom_right = self.decode8(pos + 0x220) for x in range(8): for y in range(8): arr[y][x] = top_left[y][x] arr[y][x + 8] = top_right[y][x] arr[y + 8][x] = bottom_left[y][x] arr[y + 8][x + 8] = bottom_right[y][x] return arr def parse_zspr(self, filedata, expected_kind): logger = logging.getLogger('') headerstr = "<4xBHHIHIHH6x" headersize = struct.calcsize(headerstr) if len(filedata) < headersize: return None (version, csum, icsum, sprite_offset, sprite_size, palette_offset, palette_size, kind) = struct.unpack_from( headerstr, filedata) if version not in [1]: logger.error('Error parsing ZSPR file: Version %g not supported', version) return None if kind != expected_kind: return None stream = io.BytesIO(filedata) stream.seek(headersize) def read_utf16le(stream): "Decodes a null-terminated UTF-16_LE string of unknown size from a stream" raw = bytearray() while True: char = stream.read(2) if char in [b'', b'\x00\x00']: break raw += char return raw.decode('utf-16_le') sprite_name = read_utf16le(stream) author_name = read_utf16le(stream) # Ignoring the Author Rom name for the time being. real_csum = sum(filedata) % 0x10000 if real_csum != csum or real_csum ^ 0xFFFF != icsum: logger.warning('ZSPR file has incorrect checksum. It may be corrupted.') sprite = filedata[sprite_offset:sprite_offset + sprite_size] palette = filedata[palette_offset:palette_offset + palette_size] if len(sprite) != sprite_size or len(palette) != palette_size: logger.error('Error parsing ZSPR file: Unexpected end of file') return None return (sprite, palette, sprite_name, author_name) def decode_palette(self): "Returns the palettes as an array of arrays of 15 colors" def array_chunk(arr, size): return list(zip(*[iter(arr)] * size)) def make_int16(pair): return pair[1] << 8 | pair[0] def expand_color(i): return ((i & 0x1F) * 8, (i >> 5 & 0x1F) * 8, (i >> 10 & 0x1F) * 8) # 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(self.palette, 2)] # split into palettes of 15 colors return array_chunk(palette_as_colors, 15) def __hash__(self): return hash(self.name) def write_to_rom(self, rom: LocalRom): if not self.valid: logging.warning("Tried writing invalid sprite to rom, skipping.") return rom.write_bytes(0x80000, self.sprite) rom.write_bytes(0xDD308, self.palette) rom.write_bytes(0xDEDF5, self.glove_palette) rom.write_bytes(0x300000, self.sprite) rom.write_bytes(0x307000, self.palette) rom.write_bytes(0x307078, self.glove_palette) def patch_rom(world, rom, player, team, enemized): local_random = 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 = local_random.choice(prog_bow_locs) distinguished_prog_bow_loc.item.code = 0x65 # patch items for location in world.get_locations(): if location.player != player: continue itemid = location.item.code if location.item is not None else 0x5A if location.address is None: continue if not location.crystal: if location.item is not None: # Keys in their native dungeon should use the orignal item code for keys if location.parent_region.dungeon: if location.parent_region.dungeon.is_dungeon_item(location.item): if location.item.bigkey: itemid = 0x32 if location.item.smallkey: itemid = 0x24 if location.item.map: itemid = 0x33 if location.item.compass: itemid = 0x25 if world.remote_items[player]: itemid = list(location_table.keys()).index(location.name) + 1 assert itemid < 0x100 rom.write_byte(location.player_address, 0xFF) elif location.item.player != player: if location.player_address is not None: rom.write_byte(location.player_address, location.item.player) else: itemid = 0x5A location_address = old_location_address_to_new_location_address.get(location.address, location.address) rom.write_byte(location_address, itemid) else: # crystals for address, value in zip(location.address, itemid): rom.write_byte(address, value) # patch music music_addresses = dungeon_music_addresses[location.name] if world.mapshuffle[player]: music = local_random.choice([0x11, 0x16]) else: music = 0x11 if 'Pendant' in location.item.name else 0x16 for music_address in music_addresses: rom.write_byte(music_address, music) if world.mapshuffle[player]: rom.write_byte(0x155C9, local_random.choice([0x11, 0x16])) # Randomize GT music too with map shuffle # 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) rom.write_int16(0x15BDB + 2 * offset, vram_loc) rom.write_int16(0x15C79 + 2 * offset, scroll_y) rom.write_int16(0x15D17 + 2 * offset, scroll_x) # for positioning fixups we abuse the roomid as a way of identifying which exit data we are appling # Thanks to Zarby89 for originally finding these values # todo fix screen scrolling if world.shuffle[player] not in {'insanity', 'insanity_legacy', 'madness_legacy'} and \ exit.name in {'Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit', 'Skull Woods Final Section 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. rom.write_int16(0x15DB5 + 2 * offset, link_y) # same as final else elif room_id == 0x0059 and world.fix_skullwoods_exit[player]: rom.write_int16(0x15DB5 + 2 * offset, 0x00F8) elif room_id == 0x004a and world.fix_palaceofdarkness_exit[player]: rom.write_int16(0x15DB5 + 2 * offset, 0x0640) elif room_id == 0x00d6 and world.fix_trock_exit[player]: rom.write_int16(0x15DB5 + 2 * offset, 0x0134) elif room_id == 0x000c and world.fix_gtower_exit: # fix ganons tower exit point rom.write_int16(0x15DB5 + 2 * offset, 0x00A4) else: rom.write_int16(0x15DB5 + 2 * offset, link_y) rom.write_int16(0x15E53 + 2 * offset, link_x) rom.write_int16(0x15EF1 + 2 * offset, camera_y) rom.write_int16(0x15F8F + 2 * offset, camera_x) rom.write_byte(0x1602D + offset, unknown_1) rom.write_byte(0x1607C + offset, unknown_2) rom.write_int16(0x160CB + 2 * offset, door_1) rom.write_int16(0x16169 + 2 * offset, door_2) elif isinstance(exit.addresses, list): # is hole for address in exit.addresses: rom.write_byte(address, exit.target) else: # patch door table rom.write_byte(0xDBB73 + exit.addresses, exit.target) if world.mode[player] == 'inverted': patch_shuffled_dark_sanc(world, rom, player) write_custom_shops(rom, world, player) # patch medallion requirements if world.required_medallions[player][0] == 'Bombos': rom.write_byte(0x180022, 0x00) # requirement rom.write_byte(0x4FF2, 0x31) # sprite rom.write_byte(0x50D1, 0x80) rom.write_byte(0x51B0, 0x00) elif world.required_medallions[player][0] == 'Quake': rom.write_byte(0x180022, 0x02) # requirement rom.write_byte(0x4FF2, 0x31) # sprite rom.write_byte(0x50D1, 0x88) rom.write_byte(0x51B0, 0x00) if world.required_medallions[player][1] == 'Bombos': rom.write_byte(0x180023, 0x00) # requirement rom.write_byte(0x5020, 0x31) # sprite rom.write_byte(0x50FF, 0x90) rom.write_byte(0x51DE, 0x00) elif world.required_medallions[player][1] == 'Ether': rom.write_byte(0x180023, 0x01) # requirement rom.write_byte(0x5020, 0x31) # sprite rom.write_byte(0x50FF, 0x98) rom.write_byte(0x51DE, 0x00) # set open mode: if world.mode[player] in ['open', 'inverted']: rom.write_byte(0x180032, 0x01) # open mode if world.mode[player] == 'inverted': set_inverted_mode(world, player, rom) elif world.mode[player] == 'standard': rom.write_byte(0x180032, 0x00) # standard mode uncle_location = world.get_location('Link\'s Uncle', player) if uncle_location.item is None or uncle_location.item.name not in ['Master Sword', 'Tempered Sword', 'Fighter Sword', 'Golden Sword', 'Progressive Sword']: # disable sword sprite from uncle rom.write_bytes(0x6D263, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D26B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D293, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D29B, [0x00, 0x00, 0xf7, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D2B3, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2BB, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2E3, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2EB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D31B, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) rom.write_bytes(0x6D323, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) # set light cones rom.write_byte(0x180038, 0x01 if world.sewer_light_cone[player] else 0x00) rom.write_byte(0x180039, 0x01 if world.light_world_light_cone else 0x00) rom.write_byte(0x18003A, 0x01 if world.dark_world_light_cone else 0x00) GREEN_TWENTY_RUPEES = 0x47 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 rom.write_int16(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 rom.write_int16(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 rom.write_int16(0x180036, world.rupoor_cost) # Set stun items rom.write_byte(0x180180, 0x03) # All standard items # Set overflow items for progressive equipment if world.timer[player] 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' or world.logic[player] == 'noglitches'): rom.write_bytes(0x180098, [2, overflow_replacement]) rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup # set up game internal RNG seed rom.write_bytes(0x178000, local_random.getrandbits(8 * 1024).to_bytes(1024, 'big')) if "g" in world.shuffle_prizes[player]: # shuffle prize packs prizes = [0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD8, 0xD8, 0xD9, 0xDA, 0xD9, 0xDA, 0xDB, 0xDA, 0xD9, 0xDA, 0xDA, 0xE0, 0xDF, 0xDF, 0xDA, 0xE0, 0xDF, 0xD8, 0xDF, 0xDC, 0xDC, 0xDC, 0xDD, 0xDC, 0xDC, 0xDE, 0xDC, 0xE1, 0xD8, 0xE1, 0xE2, 0xE1, 0xD8, 0xE1, 0xE2, 0xDF, 0xD9, 0xD8, 0xE1, 0xDF, 0xDC, 0xD9, 0xD8, 0xD8, 0xE3, 0xE0, 0xDB, 0xDE, 0xD8, 0xDB, 0xE2, 0xD9, 0xDA, 0xDB, 0xD9, 0xDB, 0xD9, 0xDB] dig_prizes = [0xB2, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD9, 0xD9, 0xD9, 0xD9, 0xDA, 0xDA, 0xDA, 0xDA, 0xDA, 0xDB, 0xDB, 0xDB, 0xDB, 0xDB, 0xDC, 0xDC, 0xDC, 0xDC, 0xDC, 0xDD, 0xDD, 0xDD, 0xDD, 0xDD, 0xDE, 0xDE, 0xDE, 0xDE, 0xDE, 0xDF, 0xDF, 0xDF, 0xDF, 0xDF, 0xE0, 0xE0, 0xE0, 0xE0, 0xE0, 0xE1, 0xE1, 0xE1, 0xE1, 0xE1, 0xE2, 0xE2, 0xE2, 0xE2, 0xE2, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3] def chunk(l, n): return [l[i:i + n] for i in range(0, len(l), n)] # randomize last 7 slots prizes[-7:] = local_random.sample(prizes, 7) # shuffle order of 7 main packs packs = chunk(prizes[:56], 8) local_random.shuffle(packs) prizes[:56] = [drop for pack in packs for drop in pack] if world.difficulty_adjustments[player] in ['hard', 'expert']: prize_replacements = {0xE0: 0xDF, # Fairy -> heart 0xE3: 0xD8} # Big magic -> small magic prizes = [prize_replacements.get(prize, prize) for prize in prizes] dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes] if world.retro[player]: prize_replacements = {0xE1: 0xDA, # 5 Arrows -> Blue Rupee 0xE2: 0xDB} # 10 Arrows -> Red Rupee prizes = [prize_replacements.get(prize, prize) for prize in prizes] dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes] rom.write_bytes(0x180100, dig_prizes) # write tree pull prizes rom.write_byte(0xEFBD4, prizes.pop()) rom.write_byte(0xEFBD5, prizes.pop()) rom.write_byte(0xEFBD6, prizes.pop()) # rupee crab prizes rom.write_byte(0x329C8, prizes.pop()) # first prize rom.write_byte(0x329C4, prizes.pop()) # final prize # stunned enemy prize rom.write_byte(0x37993, prizes.pop()) # saved fish prize rom.write_byte(0xE82CC, prizes.pop()) # fill enemy prize packs rom.write_bytes(0x37A78, prizes) if "b" in world.shuffle_prizes[player]: # set bonk prizes bonk_prizes = [0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xAC, 0xE3, 0xE3, 0xDA, 0xE3, 0xDA, 0xD8, 0xAC, 0xAC, 0xE3, 0xD8, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xDC, 0xDB, 0xE3, 0xDA, 0x79, 0x79, 0xE3, 0xE3, 0xDA, 0x79, 0xAC, 0xAC, 0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xE3, 0x79, 0xDE, 0xE3, 0xAC, 0xDB, 0x79, 0xE3, 0xD8, 0xAC, 0x79, 0xE3, 0xDB, 0xDB, 0xE3, 0xE3, 0x79, 0xD8, 0xDD] bonk_addresses = [0x4CF6C, 0x4CFBA, 0x4CFE0, 0x4CFFB, 0x4D018, 0x4D01B, 0x4D028, 0x4D03C, 0x4D059, 0x4D07A, 0x4D09E, 0x4D0A8, 0x4D0AB, 0x4D0AE, 0x4D0BE, 0x4D0DD, 0x4D16A, 0x4D1E5, 0x4D1EE, 0x4D20B, 0x4CBBF, 0x4CBBF, 0x4CC17, 0x4CC1A, 0x4CC4A, 0x4CC4D, 0x4CC53, 0x4CC69, 0x4CC6F, 0x4CC7C, 0x4CCEF, 0x4CD51, 0x4CDC0, 0x4CDC3, 0x4CDC6, 0x4CE37, 0x4D2DE, 0x4D32F, 0x4D355, 0x4D367, 0x4D384, 0x4D387, 0x4D397, 0x4D39E, 0x4D3AB, 0x4D3AE, 0x4D3D1, 0x4D3D7, 0x4D3F8, 0x4D416, 0x4D420, 0x4D423, 0x4D42D, 0x4D449, 0x4D48C, 0x4D4D9, 0x4D4DC, 0x4D4E3, 0x4D504, 0x4D507, 0x4D55E, 0x4D56A] local_random.shuffle(bonk_prizes) for prize, address in zip(bonk_prizes, bonk_addresses): rom.write_byte(address, prize) # Fill in item substitutions table rom.write_bytes(0x184000, [ # original_item, limit, replacement_item, filler 0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees 0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade 0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade 0x58, 0x01, 0x36 if world.retro[player] else 0x43, 0xFF, # silver arrows -> single arrow (red 20 in retro mode) 0x3E, difficulty.boss_heart_container_limit, 0x47, 0xff, # boss heart -> green 20 0x17, difficulty.heart_piece_limit, 0x47, 0xff, # piece of heart -> green 20 0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel ]) # set Fountain bottle exchange items if world.difficulty[player] in ['hard', 'expert']: rom.write_byte(0x348FF, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x48][local_random.randint(0, 5)]) rom.write_byte(0x3493B, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x48][local_random.randint(0, 5)]) else: rom.write_byte(0x348FF, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x3D, 0x48][local_random.randint(0, 6)]) rom.write_byte(0x3493B, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x3D, 0x48][local_random.randint(0, 6)]) # enable Fat Fairy Chests rom.write_bytes(0x1FC16, [0xB1, 0xC6, 0xF9, 0xC9, 0xC6, 0xF9]) # set Fat Fairy Bow/Sword prizes to be disappointing rom.write_byte(0x34914, 0x3A) # Bow and Arrow rom.write_byte(0x180028, 0x49) # Fighter Sword # enable Waterfall fairy chests rom.write_bytes(0xE9AE, [0x14, 0x01]) rom.write_bytes(0xE9CF, [0x14, 0x01]) rom.write_bytes(0x1F714, [225, 0, 16, 172, 13, 41, 154, 1, 88, 152, 15, 17, 177, 97, 252, 77, 129, 32, 218, 2, 44, 225, 97, 252, 190, 129, 97, 177, 98, 84, 218, 2, 253, 141, 131, 68, 225, 98, 253, 30, 131, 49, 165, 201, 49, 164, 105, 49, 192, 34, 77, 164, 105, 49, 198, 249, 73, 198, 249, 16, 153, 160, 92, 153, 162, 11, 152, 96, 13, 232, 192, 85, 232, 192, 11, 146, 0, 115, 152, 96, 254, 105, 0, 152, 163, 97, 254, 107, 129, 254, 171, 133, 169, 200, 97, 254, 174, 129, 255, 105, 2, 216, 163, 98, 255, 107, 131, 255, 43, 135, 201, 200, 98, 255, 46, 131, 254, 161, 0, 170, 33, 97, 254, 166, 129, 255, 33, 2, 202, 33, 98, 255, 38, 131, 187, 35, 250, 195, 35, 250, 187, 43, 250, 195, 43, 250, 187, 83, 250, 195, 83, 250, 176, 160, 61, 152, 19, 192, 152, 82, 192, 136, 0, 96, 144, 0, 96, 232, 0, 96, 240, 0, 96, 152, 202, 192, 216, 202, 192, 216, 19, 192, 216, 82, 192, 252, 189, 133, 253, 29, 135, 255, 255, 255, 255, 240, 255, 128, 46, 97, 14, 129, 14, 255, 255]) # set Waterfall fairy prizes to be disappointing rom.write_byte(0x348DB, 0x3A) # Red Boomerang becomes Red Boomerang rom.write_byte(0x348EB, 0x05) # Blue Shield becomes Blue Shield # Remove Statues for upgrade fairy rom.write_bytes(0x01F810, [0x1A, 0x1E, 0x01, 0x1A, 0x1E, 0x01]) rom.write_byte(0x180029, 0x01) # Smithy quick item give # set swordless mode settings rom.write_byte(0x18003F, 0x01 if world.swords[player] == 'swordless' else 0x00) # hammer can harm ganon rom.write_byte(0x180040, 0x01 if world.swords[player] == 'swordless' else 0x00) # open curtains rom.write_byte(0x180041, 0x01 if world.swords[player] == 'swordless' else 0x00) # swordless medallions rom.write_byte(0x180043, 0xFF if world.swords[player] == 'swordless' else 0x00) # starting sword for link rom.write_byte(0x180044, 0x01 if world.swords[player] == 'swordless' else 0x00) # hammer activates tablets if world.difficulty_adjustments[player] == 'easy': rom.write_byte(0x18003F, 0x01) # hammer can harm ganon rom.write_byte(0x180041, 0x02) # Allow swordless medallion use EVERYWHERE. rom.write_byte(0x180044, 0x01) # hammer activates tablets # set up clocks for timed modes if world.clock_mode[player] in ['ohko', 'countdown-ohko']: rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality elif world.clock_mode[player] == 'stopwatch': rom.write_bytes(0x180190, [0x02, 0x01, 0x00]) # set stopwatch mode elif world.clock_mode[player] == 'countdown': rom.write_bytes(0x180190, [0x01, 0x01, 0x00]) # set countdown, with no reset available else: rom.write_bytes(0x180190, [0x00, 0x00, 0x00]) # turn off clock mode # Set up requested clock settings if world.clock_mode[player] in ['countdown-ohko', 'stopwatch', 'countdown']: rom.write_int32(0x180200, world.red_clock_time[player] * 60 * 60) # red clock adjustment time (in frames, sint32) rom.write_int32(0x180204, world.blue_clock_time[player] * 60 * 60) # blue clock adjustment time (in frames, sint32) rom.write_int32(0x180208, world.green_clock_time[player] * 60 * 60) # green clock adjustment time (in frames, sint32) else: rom.write_int32(0x180200, 0) # red clock adjustment time (in frames, sint32) rom.write_int32(0x180204, 0) # blue clock adjustment time (in frames, sint32) rom.write_int32(0x180208, 0) # green clock adjustment time (in frames, sint32) # Set up requested start time for countdown modes if world.clock_mode[player] in ['countdown-ohko', 'countdown']: rom.write_int32(0x18020C, world.countdown_start_time[player] * 60 * 60) # starting time (in frames, sint32) else: rom.write_int32(0x18020C, 0) # starting time (in frames, sint32) # set up goals for treasure hunt rom.write_bytes(0x180165, [0x0E, 0x28] if world.treasure_hunt_icon[player] == 'Triforce Piece' else [0x0D, 0x28]) rom.write_byte(0x180167, world.treasure_hunt_count[player] % 256) rom.write_byte(0x180194, 1) # Must turn in triforced pieces (instant win not enabled) rom.write_bytes(0x180213, [0x00, 0x01]) # Not a Tournament Seed gametype = 0x04 # item if world.shuffle[player] != 'vanilla': gametype |= 0x02 # entrance if enemized: gametype |= 0x01 # enemizer rom.write_byte(0x180211, gametype) # Game type # assorted fixes rom.write_byte(0x1800A2, 0x01 if world.fix_fake_world[ player] else 0x00) # Toggle whether to be in real/fake dark world when dying in a DW dungeon before killing aga1 rom.write_byte(0x180169, 0x01 if world.lock_aga_door_in_escape else 0x00) # Lock or unlock aga tower door during escape sequence. if world.mode[player] == 'inverted': rom.write_byte(0x180169, 0x02) # lock aga/ganon tower door with crystals in inverted rom.write_byte(0x180171, 0x01 if world.ganon_at_pyramid[player] else 0x00) # Enable respawning on pyramid after ganon death rom.write_byte(0x180173, 0x01) # Bob is enabled rom.write_byte(0x180168, 0x08) # Spike Cave Damage rom.write_bytes(0x18016B, [0x04, 0x02, 0x01]) # Set spike cave and MM spike room Cape usage rom.write_bytes(0x18016E, [0x04, 0x08, 0x10]) # Set spike cave and MM spike room Cape usage rom.write_bytes(0x50563, [0x3F, 0x14]) # disable below ganon chest rom.write_byte(0x50599, 0x00) # disable below ganon chest rom.write_bytes(0xE9A5, [0x7E, 0x00, 0x24]) # disable below ganon chest rom.write_byte(0x18008B, 0x01 if world.open_pyramid[player] else 0x00) # pre-open Pyramid Hole rom.write_byte(0x18008C, 0x01 if world.crystals_needed_for_gt[ player] == 0 else 0x00) # GT pre-opened if crystal requirement is 0 rom.write_byte(0xF5D73, 0xF0) # bees are catchable rom.write_byte(0xF5F10, 0xF0) # bees are catchable rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness rom.write_byte(0x1800A0, 0x01) # return to light world on s+q without mirror rom.write_byte(0x1800A1, 0x01) # enable overworld screen transition draining for water level inside swamp rom.write_byte(0x180174, 0x01 if world.fix_fake_world[player] else 0x00) rom.write_byte(0x18017E, 0x01) # Fairy fountains only trade in bottles # Starting equipment equip = [0] * (0x340 + 0x4F) equip[0x36C] = 0x18 equip[0x36D] = 0x18 equip[0x379] = 0x68 starting_max_bombs = 10 starting_max_arrows = 30 startingstate = CollectionState(world) if startingstate.has('Silver Bow', player): equip[0x340] = 1 equip[0x38E] |= 0x60 if not world.retro[player]: equip[0x38E] |= 0x80 elif startingstate.has('Bow', player): equip[0x340] = 1 equip[0x38E] |= 0x20 # progressive flag to get the correct hint in all cases if not world.retro[player]: equip[0x38E] |= 0x80 if startingstate.has('Silver Arrows', player): equip[0x38E] |= 0x40 if startingstate.has('Titans Mitts', player): equip[0x354] = 2 elif startingstate.has('Power Glove', player): equip[0x354] = 1 if startingstate.has('Golden Sword', player): equip[0x359] = 4 elif startingstate.has('Tempered Sword', player): equip[0x359] = 3 elif startingstate.has('Master Sword', player): equip[0x359] = 2 elif startingstate.has('Fighter Sword', player): equip[0x359] = 1 if startingstate.has('Mirror Shield', player): equip[0x35A] = 3 elif startingstate.has('Red Shield', player): equip[0x35A] = 2 elif startingstate.has('Blue Shield', player): equip[0x35A] = 1 if startingstate.has('Red Mail', player): equip[0x35B] = 2 elif startingstate.has('Blue Mail', player): equip[0x35B] = 1 if startingstate.has('Magic Upgrade (1/4)', player): equip[0x37B] = 2 equip[0x36E] = 0x80 elif startingstate.has('Magic Upgrade (1/2)', player): equip[0x37B] = 1 equip[0x36E] = 0x80 for item in world.precollected_items: if item.player != player: continue if item.name in {'Bow', 'Silver Bow', 'Silver Arrows', 'Progressive Bow', 'Progressive Bow (Alt)', 'Titans Mitts', 'Power Glove', 'Progressive Glove', 'Golden Sword', 'Tempered Sword', 'Master Sword', 'Fighter Sword', 'Progressive Sword', 'Mirror Shield', 'Red Shield', 'Blue Shield', 'Progressive Shield', 'Red Mail', 'Blue Mail', 'Progressive Mail', 'Magic Upgrade (1/4)', 'Magic Upgrade (1/2)'}: continue set_table = {'Book of Mudora': (0x34E, 1), 'Hammer': (0x34B, 1), 'Bug Catching Net': (0x34D, 1), 'Hookshot': (0x342, 1), 'Magic Mirror': (0x353, 2), 'Cape': (0x352, 1), 'Lamp': (0x34A, 1), 'Moon Pearl': (0x357, 1), 'Cane of Somaria': (0x350, 1), 'Cane of Byrna': (0x351, 1), 'Fire Rod': (0x345, 1), 'Ice Rod': (0x346, 1), 'Bombos': (0x347, 1), 'Ether': (0x348, 1), 'Quake': (0x349, 1)} or_table = {'Green Pendant': (0x374, 0x04), 'Red Pendant': (0x374, 0x01), 'Blue Pendant': (0x374, 0x02), 'Crystal 1': (0x37A, 0x02), 'Crystal 2': (0x37A, 0x10), 'Crystal 3': (0x37A, 0x40), 'Crystal 4': (0x37A, 0x20), 'Crystal 5': (0x37A, 0x04), 'Crystal 6': (0x37A, 0x01), 'Crystal 7': (0x37A, 0x08), 'Big Key (Eastern Palace)': (0x367, 0x20), 'Compass (Eastern Palace)': (0x365, 0x20), 'Map (Eastern Palace)': (0x369, 0x20), 'Big Key (Desert Palace)': (0x367, 0x10), 'Compass (Desert Palace)': (0x365, 0x10), 'Map (Desert Palace)': (0x369, 0x10), 'Big Key (Tower of Hera)': (0x366, 0x20), 'Compass (Tower of Hera)': (0x364, 0x20), 'Map (Tower of Hera)': (0x368, 0x20), 'Big Key (Hyrule Castle)': (0x367, 0xC0), 'Compass (Hyrule Castle)': (0x365, 0xC0), 'Map (Hyrule Castle)': (0x369, 0xC0), # doors-specific items 'Big Key (Agahnims Tower)': (0x367, 0x08), 'Compass (Agahnims Tower)': (0x365, 0x08), 'Map (Agahnims Tower)': (0x369, 0x08), # end of doors-specific items 'Big Key (Palace of Darkness)': (0x367, 0x02), 'Compass (Palace of Darkness)': (0x365, 0x02), 'Map (Palace of Darkness)': (0x369, 0x02), 'Big Key (Thieves Town)': (0x366, 0x10), 'Compass (Thieves Town)': (0x364, 0x10), 'Map (Thieves Town)': (0x368, 0x10), 'Big Key (Skull Woods)': (0x366, 0x80), 'Compass (Skull Woods)': (0x364, 0x80), 'Map (Skull Woods)': (0x368, 0x80), 'Big Key (Swamp Palace)': (0x367, 0x04), 'Compass (Swamp Palace)': (0x365, 0x04), 'Map (Swamp Palace)': (0x369, 0x04), 'Big Key (Ice Palace)': (0x366, 0x40), 'Compass (Ice Palace)': (0x364, 0x40), 'Map (Ice Palace)': (0x368, 0x40), 'Big Key (Misery Mire)': (0x367, 0x01), 'Compass (Misery Mire)': (0x365, 0x01), 'Map (Misery Mire)': (0x369, 0x01), 'Big Key (Turtle Rock)': (0x366, 0x08), 'Compass (Turtle Rock)': (0x364, 0x08), 'Map (Turtle Rock)': (0x368, 0x08), 'Big Key (Ganons Tower)': (0x366, 0x04), 'Compass (Ganons Tower)': (0x364, 0x04), 'Map (Ganons Tower)': (0x368, 0x04)} set_or_table = {'Flippers': (0x356, 1, 0x379, 0x02), 'Pegasus Boots': (0x355, 1, 0x379, 0x04), 'Shovel': (0x34C, 1, 0x38C, 0x04), 'Flute': (0x34C, 3, 0x38C, 0x01), 'Mushroom': (0x344, 1, 0x38C, 0x20 | 0x08), 'Magic Powder': (0x344, 2, 0x38C, 0x10), 'Blue Boomerang': (0x341, 1, 0x38C, 0x80), 'Red Boomerang': (0x341, 2, 0x38C, 0x40)} keys = {'Small Key (Eastern Palace)': [0x37E], 'Small Key (Desert Palace)': [0x37F], 'Small Key (Tower of Hera)': [0x386], 'Small Key (Agahnims Tower)': [0x380], 'Small Key (Palace of Darkness)': [0x382], 'Small Key (Thieves Town)': [0x387], 'Small Key (Skull Woods)': [0x384], 'Small Key (Swamp Palace)': [0x381], 'Small Key (Ice Palace)': [0x385], 'Small Key (Misery Mire)': [0x383], 'Small Key (Turtle Rock)': [0x388], 'Small Key (Ganons Tower)': [0x389], 'Small Key (Universal)': [0x38B], 'Small Key (Hyrule Castle)': [0x37C, 0x37D]} bottles = {'Bottle': 2, 'Bottle (Red Potion)': 3, 'Bottle (Green Potion)': 4, 'Bottle (Blue Potion)': 5, 'Bottle (Fairy)': 6, 'Bottle (Bee)': 7, 'Bottle (Good Bee)': 8} rupees = {'Rupee (1)': 1, 'Rupees (5)': 5, 'Rupees (20)': 20, 'Rupees (50)': 50, 'Rupees (100)': 100, 'Rupees (300)': 300} bomb_caps = {'Bomb Upgrade (+5)': 5, 'Bomb Upgrade (+10)': 10} arrow_caps = {'Arrow Upgrade (+5)': 5, 'Arrow Upgrade (+10)': 10} bombs = {'Single Bomb': 1, 'Bombs (3)': 3, 'Bombs (10)': 10} arrows = {'Single Arrow': 1, 'Arrows (10)': 10} if item.name in set_table: equip[set_table[item.name][0]] = set_table[item.name][1] elif item.name in or_table: equip[or_table[item.name][0]] |= or_table[item.name][1] elif item.name in set_or_table: equip[set_or_table[item.name][0]] = set_or_table[item.name][1] equip[set_or_table[item.name][2]] |= set_or_table[item.name][3] elif item.name in keys: for address in keys[item.name]: equip[address] = min(equip[address] + 1, 99) elif item.name in bottles: if equip[0x34F] < world.difficulty_requirements[player].progressive_bottle_limit: equip[0x35C + equip[0x34F]] = bottles[item.name] equip[0x34F] += 1 elif item.name in rupees: equip[0x360:0x362] = list( min(equip[0x360] + (equip[0x361] << 8) + rupees[item.name], 9999).to_bytes(2, byteorder='little', signed=False)) equip[0x362:0x364] = list( min(equip[0x362] + (equip[0x363] << 8) + rupees[item.name], 9999).to_bytes(2, byteorder='little', signed=False)) elif item.name in bomb_caps: starting_max_bombs = min(starting_max_bombs + bomb_caps[item.name], 50) elif item.name in arrow_caps: starting_max_arrows = min(starting_max_arrows + arrow_caps[item.name], 70) elif item.name in bombs: equip[0x343] += bombs[item.name] elif item.name in arrows: if world.retro[player]: equip[0x38E] |= 0x80 equip[0x377] = 1 else: equip[0x377] += arrows[item.name] elif item.name in ['Piece of Heart', 'Boss Heart Container', 'Sanctuary Heart Container']: if item.name == 'Piece of Heart': equip[0x36B] = (equip[0x36B] + 1) % 4 if item.name != 'Piece of Heart' or equip[0x36B] == 0: equip[0x36C] = min(equip[0x36C] + 0x08, 0xA0) equip[0x36D] = min(equip[0x36D] + 0x08, 0xA0) else: raise RuntimeError(f'Unsupported item in starting equipment: {item.name}') equip[0x343] = min(equip[0x343], starting_max_bombs) rom.write_byte(0x180034, starting_max_bombs) equip[0x377] = min(equip[0x377], starting_max_arrows) rom.write_byte(0x180035, starting_max_arrows) rom.write_bytes(0x180046, equip[0x360:0x362]) if equip[0x359]: rom.write_byte(0x180043, equip[0x359]) assert equip[:0x340] == [0] * 0x340 rom.write_bytes(0x183000, equip[0x340:]) rom.write_bytes(0x271A6, equip[0x340:0x340 + 60]) rom.write_byte(0x18004A, 0x00 if world.mode[player] != 'inverted' else 0x01) # Inverted mode rom.write_byte(0x18005D, 0x00) # Hammer always breaks barrier rom.write_byte(0x2AF79, 0xD0 if world.mode[ player] != 'inverted' else 0xF0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both) rom.write_byte(0x3A943, 0xD0 if world.mode[ player] != 'inverted' else 0xF0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both) rom.write_byte(0x3A96D, 0xF0 if world.mode[ player] != 'inverted' else 0xD0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader)) rom.write_byte(0x3A9A7, 0xD0) # Residual Portal: Normal (D0= Light Side, F0=Dark Side, 42 = both (Darth Vader)) if 'u' in world.shop_shuffle[player]: rom.write_bytes(0x180080, [5, 10, 5, 10]) # values to fill for Capacity Upgrades (Bomb5, Bomb10, Arrow5, Arrow10) else: 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', 'localtriforcehunt']: rom.write_byte(0x18003E, 0x01) # make ganon invincible elif world.goal[player] in ['ganontriforcehunt', 'localganontriforcehunt']: rom.write_byte(0x18003E, 0x05) # make ganon invincible until enough triforce pieces are collected elif world.goal[player] in ['ganonpedestal']: rom.write_byte(0x18003E, 0x06) elif world.goal[player] in ['dungeons']: rom.write_byte(0x18003E, 0x02) # make ganon invincible until all dungeons are beat elif world.goal[player] in ['crystals']: rom.write_byte(0x18003E, 0x04) # make ganon invincible until all crystals else: rom.write_byte(0x18003E, 0x03) # make ganon invincible until all crystals and aga 2 are collected rom.write_byte(0x18005E, world.crystals_needed_for_gt[player]) rom.write_byte(0x18005F, world.crystals_needed_for_ganon[player]) # Bitfield - enable text box to show with free roaming items # # ---o bmcs # o - enabled for outside dungeon items # b - enabled for inside big keys # m - enabled for inside maps # c - enabled for inside compasses # s - enabled for inside small keys # block HC upstairs doors in rain state in standard mode rom.write_byte(0x18008A, 0x01 if world.mode[player] == "standard" and world.shuffle[player] != 'vanilla' else 0x00) rom.write_byte(0x18016A, 0x10 | ((0x01 if world.keyshuffle[player] is True else 0x00) | (0x02 if world.compassshuffle[player] else 0x00) | (0x04 if world.mapshuffle[player] else 0x00) | (0x08 if world.bigkeyshuffle[player] else 0x00))) # free roaming item text boxes rom.write_byte(0x18003B, 0x01 if world.mapshuffle[player] else 0x00) # maps showing crystals on overworld # compasses showing dungeon count if world.clock_mode[player] or not world.dungeon_counters[player]: rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location elif world.dungeon_counters[player] is True: rom.write_byte(0x18003C, 0x02) # always on elif world.compassshuffle[player] or world.dungeon_counters[player] == 'pickup': rom.write_byte(0x18003C, 0x01) # show on pickup else: rom.write_byte(0x18003C, 0x00) # Bitfield - enable free items to show up in menu # # ----dcba # d - Compass # c - Map # b - Big Key # a - Small Key # rom.write_byte(0x180045, ((0x01 if world.keyshuffle[player] is True else 0x00) | (0x02 if world.bigkeyshuffle[player] else 0x00) | (0x04 if world.mapshuffle[player] else 0x00) | (0x08 if world.compassshuffle[player] else 0x00))) # free roaming items in menu # Map reveals reveal_bytes = { "Eastern Palace": 0x2000, "Desert Palace": 0x1000, "Tower of Hera": 0x0020, "Palace of Darkness": 0x0200, "Thieves Town": 0x0010, "Skull Woods": 0x0080, "Swamp Palace": 0x0400, "Ice Palace": 0x0040, "Misery Mire'": 0x0100, "Turtle Rock": 0x0008, } def get_reveal_bytes(itemName): locations = world.find_items(itemName, player) if len(locations) < 1: return 0x0000 location = locations[0] if location.parent_region and location.parent_region.dungeon: return reveal_bytes.get(location.parent_region.dungeon.name, 0x0000) return 0x0000 rom.write_int16(0x18017A, get_reveal_bytes('Green Pendant') if world.mapshuffle[player] else 0x0000) # Sahasrahla reveal rom.write_int16(0x18017C, get_reveal_bytes('Crystal 5') | get_reveal_bytes('Crystal 6') if world.mapshuffle[ player] else 0x0000) # Bomb Shop Reveal rom.write_byte(0x180172, 0x01 if world.keyshuffle[player] == "universal" else 0x00) # universal keys rom.write_byte(0x18637E, 0x01 if world.retro[player] else 0x00) # Skip quiver in item shops once bought rom.write_byte(0x180175, 0x01 if world.retro[player] else 0x00) # rupee bow rom.write_byte(0x180176, 0x0A if world.retro[player] else 0x00) # wood arrow cost rom.write_byte(0x180178, 0x32 if world.retro[player] else 0x00) # silver arrow cost rom.write_byte(0x301FC, 0xDA if world.retro[player] else 0xE1) # rupees replace arrows under pots rom.write_byte(0x30052, 0xDB if world.retro[player] else 0xE2) # replace arrows in fish prize from bottle merchant rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.retro[player] else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.retro[player] else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows rom.write_bytes(0xEDA5, [0x35, 0x41] if world.retro[player] else [0x43, 0x44]) # Chest game gives rupees instead of arrows digging_game_rng = local_random.randint(1, 30) # set rng for digging game rom.write_byte(0x180020, digging_game_rng) rom.write_byte(0xEFD95, digging_game_rng) rom.write_byte(0x1800A3, 0x01) # enable correct world setting behaviour after agahnim kills rom.write_byte(0x1800A4, 0x01 if world.logic[player] != 'nologic' else 0x00) # enable POD EG fix rom.write_byte(0x180042, 0x01 if world.save_and_quit_from_boss else 0x00) # Allow Save and Quit after boss kill # remove shield from uncle rom.write_bytes(0x6D253, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D25B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D283, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D28B, [0x00, 0x00, 0xf7, 0xff, 0x00, 0x0E]) rom.write_bytes(0x6D2CB, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) rom.write_byte(0x18004E, 0) # Escape Fill (nothing) rom.write_int16(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) if world.mode[player] == 'standard' and uncle_location.item and uncle_location.item.player == player: if uncle_location.item.name in {'Bow', 'Progressive Bow'}: rom.write_byte(0x18004E, 1) # Escape Fill (arrows) rom.write_int16(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) elif uncle_location.item.name in {'Bombs (10)'}: rom.write_byte(0x18004E, 2) # Escape Fill (bombs) rom.write_bytes(0x180185, [0, 50, 0]) # Uncle respawn refills (magic, bombs, arrows) rom.write_bytes(0x180188, [0, 3, 0]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [0, 3, 0]) # Mantle respawn refills (magic, bombs, arrows) elif 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) # patch swamp: Need to enable permanent drain of water as dam or swamp were moved rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00) # powder patch: remove the need to leave the screen after powder, since it causes problems for potion shop at race game # temporarally we are just nopping out this check we will conver this to a rom fix soon. rom.write_bytes(0x02F539, [0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if world.powder_patch_required[player] else [0xAD, 0xBF, 0x0A, 0xF0, 0x4F]) # allow smith into multi-entrance caves in appropriate shuffles if world.shuffle[player] in ['restricted', 'full', 'crossed', 'insanity'] or ( world.shuffle[player] == 'simple' and world.mode[player] == 'inverted'): rom.write_byte(0x18004C, 0x01) # set correct flag for hera basement item hera_basement = world.get_location('Tower of Hera - Basement Cage', player) if hera_basement.item is not None and hera_basement.item.name == 'Small Key (Tower of Hera)' and hera_basement.item.player == player: rom.write_byte(0x4E3BB, 0xE4) else: rom.write_byte(0x4E3BB, 0xEB) # fix trock doors for reverse entrances if world.fix_trock_doors[player]: rom.write_byte(0xFED31, 0x0E) # preopen bombable exit rom.write_byte(0xFEE41, 0x0E) # preopen bombable exit # included unconditionally in base2current # rom.write_byte(0xFE465, 0x1E) # remove small key door on backside of big key door else: rom.write_byte(0xFED31, 0x2A) # preopen bombable exit rom.write_byte(0xFEE41, 0x2A) # preopen bombable exit write_strings(rom, world, player, team) rom.write_byte(0x18637C, 1 if world.remote_items[player] else 0) # set rom name # 21 bytes from Main import __version__ rom.name = bytearray(f'BM{__version__.replace(".", "")[0:3]}_{team + 1}_{player}_{world.seed:09}\0', 'utf8')[:21] rom.name.extend([0] * (21 - len(rom.name))) rom.write_bytes(0x7FC0, rom.name) # set player names for p in range(1, min(world.players, 255) + 1): rom.write_bytes(0x195FFC + ((p - 1) * 32), hud_format_text(world.player_names[p][team])) # Write title screen Code hashint = int(rom.get_hash(), 16) code = [ (hashint >> 20) & 0x1F, (hashint >> 15) & 0x1F, (hashint >> 10) & 0x1F, (hashint >> 5) & 0x1F, hashint & 0x1F, ] rom.write_bytes(0x180215, code) rom.hash = code return rom def patch_race_rom(rom, world, player): rom.write_bytes(0x180213, [0x01, 0x00]) # Tournament Seed rom.encrypt(world, player) def write_custom_shops(rom, world, player): shops = [shop for shop in world.shops if shop.custom and shop.region.player == player] shop_data = bytearray() items_data = bytearray() sram_offset = 0 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] = sram_offset if shop.type == ShopType.TakeAny: sram_offset += 1 else: sram_offset += shop.item_count shop_data.extend(bytes) # [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high] for item in shop.inventory: if item is None: break item_data = [shop_id, ItemFactory(item['item'], player).code] + int16_as_bytes(item['price']) + [ item['max'], ItemFactory(item['replacement'], player).code if item['replacement'] else 0xFF] + int16_as_bytes( item['replacement_price']) items_data.extend(item_data) rom.write_bytes(0x184800, shop_data) items_data.extend([0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF]) rom.write_bytes(0x184900, items_data) def hud_format_text(text): output = bytes() for char in text.lower(): if 'a' <= char <= 'z': output += bytes([0x5d + ord(char) - ord('a'), 0x29]) elif '0' <= char <= '8': output += bytes([0x77 + ord(char) - ord('0'), 0x29]) elif char == '9': output += b'\x4b\x29' elif char == ' ' or 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: str, palettes_options, world=None, player=1, allow_random_on_event=False): local_random = random if not world else world.rom_seeds[player] apply_random_sprite_on_event(rom, sprite, local_random, allow_random_on_event, world.sprite_pool[player] if world else []) # 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 = local_random.choice(['red', 'blue', 'green', 'yellow']) rom.write_byte(0x6FA1E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA20, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA22, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA24, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA26, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA28, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA2A, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA2C, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA2E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x6FA30, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color]) rom.write_byte(0x65561, {'red': 0x05, 'blue': 0x0D, 'green': 0x19, 'yellow': 0x09}[color]) if z3pr: def buildAndRandomize(option_name, mode): options = { option_name: True } data_dir = local_path("data") if is_bundled() else None offsets_array = build_offset_collections(options, data_dir) restore_maseya_colors(rom, offsets_array) if mode == 'default': return ColorF = z3pr.ColorF def next_color_generator(): while True: yield ColorF(local_random.random(), local_random.random(), local_random.random()) if mode == 'random': mode = 'maseya' z3pr.randomize(rom.buffer, mode, offset_collections=offsets_array, random_colors=next_color_generator()) uw_palettes = palettes_options['dungeon'] ow_palettes = palettes_options['overworld'] hud_palettes = palettes_options['hud'] sword_palettes = palettes_options['sword'] shield_palettes = palettes_options['shield'] # link_palettes = palettes_options['link'] buildAndRandomize("randomize_dungeon", uw_palettes) buildAndRandomize("randomize_overworld", ow_palettes) buildAndRandomize("randomize_hud", hud_palettes) buildAndRandomize("randomize_sword", sword_palettes) buildAndRandomize("randomize_shield", shield_palettes) # link palette shuffle does not work very well and it's incompatible with random sprite on event # buildAndRandomize("randomize_link_sprite", link_palettes) else: # reset palette if it was adjusted already default_ow_palettes(rom) default_uw_palettes(rom) logging.warning("Could not find z3pr palette shuffle. " "If you want improved palette shuffling please install the maseya-z3pr package.") if palettes_options['overworld'] == 'random': randomize_ow_palettes(rom, local_random) elif palettes_options['overworld'] == 'blackout': blackout_ow_palettes(rom) if palettes_options['dungeon'] == 'blackout': blackout_uw_palettes(rom) elif palettes_options['dungeon'] == 'random': randomize_uw_palettes(rom, local_random) if isinstance(rom, LocalRom): rom.write_crc() def restore_maseya_colors(rom, offsets_array): if not rom.orig_buffer: return for offsetC in offsets_array: for address in offsetC: rom.write_bytes(address, rom.orig_buffer[address:address + 2]) 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, local_random): grass, grass2, grass3, dirt, dirt2, water, clouds, dwdirt, \ dwgrass, dwwater, dwdmdirt, dwdmgrass, dwdmclouds1, dwdmclouds2 = [[local_random.randint(60, 215) for _ in range(3)] for _ in range(14)] dwtree = [c + local_random.randint(-20, 10) for c in dwgrass] treeleaf = [c + local_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, local_random): for dungeon in range(20): wall, pot, chest, floor1, floor2, floor3 = [[local_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): local_random = world.rom_seeds[player] tt = TextTable() tt.removeUnwantedText() # Let's keep this guy's text accurate to the shuffle setting. if world.shuffle[player] in ['vanilla', 'dungeonsfull', 'dungeonssimple']: tt['kakariko_flophouse_man_no_flippers'] = 'I really hate mowing my yard.\n{PAGEBREAK}\nI should move.' tt['kakariko_flophouse_man'] = 'I really hate mowing my yard.\n{PAGEBREAK}\nI should move.' def hint_text(dest, ped_hint=False): if not dest: return "nothing" if ped_hint: hint = dest.pedestal_hint_text if dest.pedestal_hint_text else "unknown item" else: 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() local_random.shuffle(hint_locations) all_entrances = [entrance for entrance in world.get_entrances() if entrance.player == player] local_random.shuffle(all_entrances) # First we take care of the one inconvenient dungeon in the appropriately simple shuffles. entrances_to_hint = {} entrances_to_hint.update(InconvenientDungeonEntrances) if world.shuffle_ganon: if world.mode[player] == 'inverted': entrances_to_hint.update({'Inverted Ganons Tower': 'The sealed castle door'}) else: entrances_to_hint.update({'Ganons Tower': 'Ganon\'s Tower'}) if world.shuffle[player] in ['simple', 'restricted', 'restricted_legacy']: for entrance in all_entrances: if entrance.name in entrances_to_hint: this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text( entrance.connected_region) + '.' tt[hint_locations.pop(0)] = this_hint entrances_to_hint = {} break # Now we write inconvenient locations for most shuffles and finish taking care of the less chaotic ones. entrances_to_hint.update(InconvenientOtherEntrances) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: hint_count = 0 elif world.shuffle[player] in ['simple', 'restricted', 'restricted_legacy']: hint_count = 2 else: hint_count = 4 for entrance in all_entrances: if entrance.name in entrances_to_hint: if hint_count > 0: this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text( entrance.connected_region) + '.' tt[hint_locations.pop(0)] = this_hint entrances_to_hint.pop(entrance.name) hint_count -= 1 else: break # Next we handle hints for randomly selected other entrances, curating the selection intelligently based on shuffle. if world.shuffle[player] not in ['simple', 'restricted', 'restricted_legacy']: entrances_to_hint.update(ConnectorEntrances) entrances_to_hint.update(DungeonEntrances) if world.mode[player] == 'inverted': entrances_to_hint.update({'Inverted Agahnims Tower': 'The dark mountain tower'}) else: entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'}) elif world.shuffle[player] == 'restricted': entrances_to_hint.update(ConnectorEntrances) entrances_to_hint.update(OtherEntrances) if world.mode[player] == 'inverted': entrances_to_hint.update({'Inverted Dark Sanctuary': 'The dark sanctuary cave'}) entrances_to_hint.update({'Inverted Big Bomb Shop': 'The old hero\'s dark home'}) entrances_to_hint.update({'Inverted Links House': 'The old hero\'s light home'}) else: entrances_to_hint.update({'Dark Sanctuary Hint': 'The dark sanctuary cave'}) entrances_to_hint.update({'Big Bomb Shop': 'The old bomb shop'}) if world.shuffle[player] in ['insanity', 'madness_legacy', 'insanity_legacy']: entrances_to_hint.update(InsanityEntrances) if world.shuffle_ganon: if world.mode[player] == 'inverted': entrances_to_hint.update({'Inverted Pyramid Entrance': 'The extra castle passage'}) else: entrances_to_hint.update({'Pyramid Ledge': 'The pyramid ledge'}) hint_count = 4 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull'] else 0 for entrance in all_entrances: if entrance.name in entrances_to_hint: if hint_count > 0: this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text( entrance.connected_region) + '.' tt[hint_locations.pop(0)] = this_hint entrances_to_hint.pop(entrance.name) hint_count -= 1 else: break # Next we write a few hints for specific inconvenient locations. We don't make many because in entrance this is highly unpredictable. locations_to_hint = InconvenientLocations.copy() if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: locations_to_hint.extend(InconvenientVanillaLocations) local_random.shuffle(locations_to_hint) hint_count = 3 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull'] else 5 del locations_to_hint[hint_count:] for location in locations_to_hint: if location == 'Swamp Left': if local_random.randint(0, 1) == 0: first_item = hint_text(world.get_location('Swamp Palace - West Chest', player).item) second_item = hint_text(world.get_location('Swamp Palace - Big Key Chest', player).item) else: second_item = hint_text(world.get_location('Swamp Palace - West Chest', player).item) first_item = hint_text(world.get_location('Swamp Palace - Big Key Chest', player).item) this_hint = ('The westmost chests in Swamp Palace contain ' + first_item + ' and ' + second_item + '.') tt[hint_locations.pop(0)] = this_hint elif location == 'Mire Left': if local_random.randint(0, 1) == 0: first_item = hint_text(world.get_location('Misery Mire - Compass Chest', player).item) second_item = hint_text(world.get_location('Misery Mire - Big Key Chest', player).item) else: second_item = hint_text(world.get_location('Misery Mire - Compass Chest', player).item) first_item = hint_text(world.get_location('Misery Mire - Big Key Chest', player).item) this_hint = ('The westmost chests in Misery Mire contain ' + first_item + ' and ' + second_item + '.') tt[hint_locations.pop(0)] = this_hint elif location == 'Tower of Hera - Big Key Chest': this_hint = 'Waiting in the Tower of Hera basement leads to ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Ganons Tower - Big Chest': this_hint = 'The big chest in Ganon\'s Tower contains ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Thieves\' Town - Big Chest': this_hint = 'The big chest in Thieves\' Town contains ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Ice Palace - Big Chest': this_hint = 'The big chest in Ice Palace contains ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Eastern Palace - Big Key Chest': this_hint = 'The antifairy guarded chest in Eastern Palace contains ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Sahasrahla': this_hint = 'Sahasrahla seeks a green pendant for ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint elif location == 'Graveyard Cave': this_hint = 'The cave north of the graveyard contains ' + hint_text( world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint else: this_hint = location + ' contains ' + hint_text(world.get_location(location, player).item) + '.' tt[hint_locations.pop(0)] = this_hint # Lastly we write hints to show where certain interesting items are. It is done the way it is to re-use the silver code and also to give one hint per each type of item regardless of how many exist. This supports many settings well. items_to_hint = RelevantItems.copy() if world.keyshuffle[player]: items_to_hint.extend(SmallKeys) if world.bigkeyshuffle[player]: items_to_hint.extend(BigKeys) local_random.shuffle(items_to_hint) hint_count = 5 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull'] else 8 while hint_count > 0: this_item = items_to_hint.pop(0) this_location = world.find_items(this_item, player) local_random.shuffle(this_location) # This looks dumb but prevents hints for Skull Woods Pinball Room's key safely with any item pool. if this_location: if this_location[0].name == 'Skull Woods - Pinball Room': this_location.pop(0) if this_location: this_hint = this_location[0].item.hint_text + ' can be found ' + hint_text(this_location[0]) + '.' tt[hint_locations.pop(0)] = this_hint hint_count -= 1 # 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() local_random.shuffle(junk_hints) for location in hint_locations: tt[location] = junk_hints.pop(0) # We still need the older hints of course. Those are done here. silverarrows = world.find_items('Silver Bow', player) local_random.shuffle(silverarrows) silverarrow_hint = ( ' %s?' % hint_text(silverarrows[0]).replace('Ganon\'s', 'my')) if silverarrows else '?\nI think not!' tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint prog_bow_locs = world.find_items('Progressive Bow', player) distinguished_prog_bow_loc = next((location for location in prog_bow_locs if location.item.code == 0x65), None) progressive_silvers = world.difficulty_requirements[player].progressive_bow_limit >= 2 or ( world.swords[player] == 'swordless' or world.logic[player] == 'noglitches') if distinguished_prog_bow_loc: prog_bow_locs.remove(distinguished_prog_bow_loc) silverarrow_hint = (' %s?' % hint_text(distinguished_prog_bow_loc).replace('Ganon\'s', 'my')) if progressive_silvers else '?\nI think not!' tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint if any(prog_bow_locs): silverarrow_hint = (' %s?' % hint_text(local_random.choice(prog_bow_locs)).replace('Ganon\'s', 'my')) if progressive_silvers else '?\nI think not!' tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint crystal5 = world.find_items('Crystal 5', player)[0] crystal6 = world.find_items('Crystal 6', player)[0] tt['bomb_shop'] = 'Big Bomb?\nMy supply is blocked until you clear %s and %s.' % ( crystal5.hint_text, crystal6.hint_text) greenpendant = world.find_items('Green Pendant', player)[0] tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant.hint_text tt['sign_ganons_tower'] = ('You need %d crystal to enter.' if world.crystals_needed_for_gt[ player] == 1 else 'You need %d crystals to enter.') % \ world.crystals_needed_for_gt[player] if world.goal[player] == 'dungeons': tt['sign_ganon'] = 'You need to complete all the dungeons.' elif world.goal[player] == 'ganonpedestal': tt['sign_ganon'] = 'You need to pull the pedestal to defeat Ganon.' elif world.goal[player] == "ganon": if world.crystals_needed_for_ganon[player] == 1: tt['sign_ganon'] = 'You need a crystal to beat Ganon and have beaten Agahnim atop Ganons Tower.' else: tt['sign_ganon'] = f'You need {world.crystals_needed_for_ganon[player]} crystals to beat Ganon and ' \ f'have beaten Agahnim atop Ganons Tower' else: if world.crystals_needed_for_ganon[player] == 1: tt['sign_ganon'] = 'You need a crystal to beat Ganon.' else: tt['sign_ganon'] = f'You need {world.crystals_needed_for_ganon[player]} crystals to beat Ganon.' tt['uncle_leaving_text'] = Uncle_texts[local_random.randint(0, len(Uncle_texts) - 1)] tt['end_triforce'] = "{NOBORDER}\n" + Triforce_texts[local_random.randint(0, len(Triforce_texts) - 1)] tt['bomb_shop_big_bomb'] = BombShop2_texts[local_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[local_random.randint(0, len(Sahasrahla2_texts) - 1)] tt['blind_by_the_light'] = Blind_texts[local_random.randint(0, len(Blind_texts) - 1)] if world.goal[player] in ['triforcehunt', 'localtriforcehunt']: 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.' if world.goal[player] == 'triforcehunt' and world.players > 1: tt['sign_ganon'] = 'Go find the Triforce pieces with your friends... Ganon is invincible!' else: tt['sign_ganon'] = 'Go find the Triforce pieces... Ganon is invincible!' if world.treasure_hunt_count[player] > 1: tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\n" \ "invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \ "hidden in a hollow tree. If you bring\n%d triforce pieces out of %d, I can reassemble it." % \ (world.treasure_hunt_count[player], world.triforce_pieces_available[player]) else: tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\n" \ "invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \ "hidden in a hollow tree. If you bring\n%d triforce piece out of %d, I can reassemble it." % \ (world.treasure_hunt_count[player], world.triforce_pieces_available[player]) elif world.goal[player] in ['pedestal']: tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Your goal is at the pedestal.' tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.' tt['sign_ganon'] = 'You need to get to the pedestal... Ganon is invincible!' else: tt['ganon_fall_in'] = Ganon1_texts[local_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!' if world.treasure_hunt_count[player] > 1: if world.goal[player] == 'ganontriforcehunt' and world.players > 1: tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d with your friends to defeat Ganon.' % \ (world.treasure_hunt_count[player], world.triforce_pieces_available[player]) elif world.goal[player] in ['ganontriforcehunt', 'localganontriforcehunt']: tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d to defeat Ganon.' % \ (world.treasure_hunt_count[player], world.triforce_pieces_available[player]) else: if world.goal[player] == 'ganontriforcehunt' and world.players > 1: tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d with your friends to defeat Ganon.' % \ (world.treasure_hunt_count[player], world.triforce_pieces_available[player]) elif world.goal[player] in ['ganontriforcehunt', 'localganontriforcehunt']: tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d to defeat Ganon.' % \ (world.treasure_hunt_count[player], world.triforce_pieces_available[player]) tt['kakariko_tavern_fisherman'] = TavernMan_texts[local_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 # inverted spawn menu changes if world.mode[player] == 'inverted': tt['menu_start_2'] = "{MENU}\n{SPEED0}\n≥@'s house\n Dark Chapel\n{CHOICE3}" tt['menu_start_3'] = "{MENU}\n{SPEED0}\n≥@'s house\n Dark Chapel\n Mountain Cave\n{CHOICE2}" rom.write_bytes(0xE0000, tt.getBytes()) credits = Credits() sickkiditem = world.get_location('Sick Kid', player).item sickkiditem_text = local_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 = local_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 = local_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 = local_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, local_random.choice(KingsReturn_texts)) credits.update_credits_line('sanctuary', 0, local_random.choice(Sanctuary_texts)) credits.update_credits_line('kakariko', 0, local_random.choice(Kakariko_texts).format(local_random.choice(Sahasrahla_names))) credits.update_credits_line('desert', 0, local_random.choice(DesertPalace_texts)) credits.update_credits_line('hera', 0, local_random.choice(MountainTower_texts)) credits.update_credits_line('house', 0, local_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, local_random.choice(Lumberjacks_texts)) credits.update_credits_line('grove', 0, fluteboyitem_text) credits.update_credits_line('well', 0, local_random.choice(WishingWell_texts)) credits.update_credits_line('smithy', 0, local_random.choice(Blacksmiths_texts)) credits.update_credits_line('kakariko2', 0, sickkiditem_text) credits.update_credits_line('bridge', 0, local_random.choice(DeathMountain_texts)) credits.update_credits_line('woods', 0, local_random.choice(LostWoods_texts)) credits.update_credits_line('pedestal', 0, pedestal_credit_text) (pointers, data) = credits.get_bytes() rom.write_bytes(0x181500, data) rom.write_bytes(0x76CC0, [byte for p in pointers for byte in [p & 0xFF, p >> 8 & 0xFF]]) def set_inverted_mode(world, player, rom): 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) rom.write_byte(snes_to_pc(0x05AF79), 0xF0) rom.write_byte(snes_to_pc(0x0DB3C5), 0xC6) rom.write_byte(snes_to_pc(0x07A3F4), 0xF0) # duck rom.write_int16s(snes_to_pc(0x02E849), [0x0043, 0x0056, 0x0058, 0x006C, 0x006F, 0x0070, 0x007B, 0x007F, 0x001B]) # dw flute rom.write_int16(snes_to_pc(0x02E8D5), 0x07C8) rom.write_int16(snes_to_pc(0x02E8F7), 0x01F8) rom.write_byte(snes_to_pc(0x08D40C), 0xD0) # morph proof # the following bytes should only be written in vanilla # or they'll overwrite the randomizer's shuffles if world.shuffle[player] == 'vanilla': rom.write_byte(0xDBB73 + 0x23, 0x37) # switch AT and GT rom.write_byte(0xDBB73 + 0x36, 0x24) rom.write_int16(0x15AEE + 2 * 0x38, 0x00E0) rom.write_int16(0x15AEE + 2 * 0x25, 0x000C) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(0x15B8C, 0x6C) rom.write_byte(0xDBB73 + 0x00, 0x53) # switch bomb shop and links house rom.write_byte(0xDBB73 + 0x52, 0x01) rom.write_byte(0xDBB73 + 0x15, 0x06) # bumper and old man cave rom.write_int16(0x15AEE + 2 * 0x17, 0x00F0) rom.write_byte(0xDBB73 + 0x05, 0x16) rom.write_int16(0x15AEE + 2 * 0x07, 0x00FB) rom.write_byte(0xDBB73 + 0x2D, 0x17) rom.write_int16(0x15AEE + 2 * 0x2F, 0x00EB) rom.write_byte(0xDBB73 + 0x06, 0x2E) rom.write_int16(0x15AEE + 2 * 0x08, 0x00E6) rom.write_byte(0xDBB73 + 0x16, 0x5E) rom.write_byte(0xDBB73 + 0x6F, 0x07) # DDM fairy to old man cave rom.write_int16(0x15AEE + 2 * 0x18, 0x00F1) rom.write_byte(0x15B8C + 0x18, 0x43) rom.write_int16(0x15BDB + 2 * 0x18, 0x1400) rom.write_int16(0x15C79 + 2 * 0x18, 0x0294) rom.write_int16(0x15D17 + 2 * 0x18, 0x0600) rom.write_int16(0x15DB5 + 2 * 0x18, 0x02E8) rom.write_int16(0x15E53 + 2 * 0x18, 0x0678) rom.write_int16(0x15EF1 + 2 * 0x18, 0x0303) rom.write_int16(0x15F8F + 2 * 0x18, 0x0685) rom.write_byte(0x1602D + 0x18, 0x0A) rom.write_byte(0x1607C + 0x18, 0xF6) rom.write_int16(0x160CB + 2 * 0x18, 0x0000) rom.write_int16(0x16169 + 2 * 0x18, 0x0000) rom.write_int16(0x15AEE + 2 * 0x3D, 0x0003) # pyramid exit and houlihan rom.write_byte(0x15B8C + 0x3D, 0x5B) rom.write_int16(0x15BDB + 2 * 0x3D, 0x0B0E) rom.write_int16(0x15C79 + 2 * 0x3D, 0x075A) rom.write_int16(0x15D17 + 2 * 0x3D, 0x0674) rom.write_int16(0x15DB5 + 2 * 0x3D, 0x07A8) rom.write_int16(0x15E53 + 2 * 0x3D, 0x06E8) rom.write_int16(0x15EF1 + 2 * 0x3D, 0x07C7) rom.write_int16(0x15F8F + 2 * 0x3D, 0x06F3) rom.write_byte(0x1602D + 0x3D, 0x06) rom.write_byte(0x1607C + 0x3D, 0xFA) rom.write_int16(0x160CB + 2 * 0x3D, 0x0000) rom.write_int16(0x16169 + 2 * 0x3D, 0x0000) rom.write_int16(snes_to_pc(0x02D8D4), 0x112) # change sactuary spawn point to dark sanc rom.write_bytes(snes_to_pc(0x02D8E8), [0x22, 0x22, 0x22, 0x23, 0x04, 0x04, 0x04, 0x05]) rom.write_int16(snes_to_pc(0x02D91A), 0x0400) rom.write_int16(snes_to_pc(0x02D928), 0x222E) rom.write_int16(snes_to_pc(0x02D936), 0x229A) rom.write_int16(snes_to_pc(0x02D944), 0x0480) rom.write_int16(snes_to_pc(0x02D952), 0x00A5) rom.write_int16(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) rom.write_int16(snes_to_pc(0x02D998), 0x0000) rom.write_int16(snes_to_pc(0x02D9A6), 0x005A) rom.write_byte(snes_to_pc(0x02D9B3), 0x12) # keep the old man spawn point at old man house unless shuffle is vanilla if world.shuffle[player] in ['vanilla', 'dungeonsfull', 'dungeonssimple']: rom.write_bytes(snes_to_pc(0x308350), [0x00, 0x00, 0x01]) rom.write_int16(snes_to_pc(0x02D8DE), 0x00F1) rom.write_bytes(snes_to_pc(0x02D910), [0x1F, 0x1E, 0x1F, 0x1F, 0x03, 0x02, 0x03, 0x03]) rom.write_int16(snes_to_pc(0x02D924), 0x0300) rom.write_int16(snes_to_pc(0x02D932), 0x1F10) rom.write_int16(snes_to_pc(0x02D940), 0x1FC0) rom.write_int16(snes_to_pc(0x02D94E), 0x0378) rom.write_int16(snes_to_pc(0x02D95C), 0x0187) rom.write_int16(snes_to_pc(0x02D96A), 0x017F) rom.write_byte(snes_to_pc(0x02D972), 0x06) rom.write_byte(snes_to_pc(0x02D979), 0x00) rom.write_byte(snes_to_pc(0x02D980), 0xFF) rom.write_byte(snes_to_pc(0x02D987), 0x00) rom.write_byte(snes_to_pc(0x02D98E), 0x22) rom.write_byte(snes_to_pc(0x02D995), 0x12) rom.write_int16(snes_to_pc(0x02D9A2), 0x0000) rom.write_int16(snes_to_pc(0x02D9B0), 0x0007) rom.write_byte(snes_to_pc(0x02D9B8), 0x12) rom.write_bytes(0x180247, [0x00, 0x5A, 0x00, 0x00, 0x00, 0x00, 0x00]) rom.write_int16(0x15AEE + 2 * 0x06, 0x0020) # post aga hyrule castle spawn rom.write_byte(0x15B8C + 0x06, 0x1B) rom.write_int16(0x15BDB + 2 * 0x06, 0x00AE) rom.write_int16(0x15C79 + 2 * 0x06, 0x0610) rom.write_int16(0x15D17 + 2 * 0x06, 0x077E) rom.write_int16(0x15DB5 + 2 * 0x06, 0x0672) rom.write_int16(0x15E53 + 2 * 0x06, 0x07F8) rom.write_int16(0x15EF1 + 2 * 0x06, 0x067D) rom.write_int16(0x15F8F + 2 * 0x06, 0x0803) rom.write_byte(0x1602D + 0x06, 0x00) rom.write_byte(0x1607C + 0x06, 0xF2) rom.write_int16(0x160CB + 2 * 0x06, 0x0000) rom.write_int16(0x16169 + 2 * 0x06, 0x0000) rom.write_int16(snes_to_pc(0x02E87B), 0x00AE) # move flute splot 9 rom.write_int16(snes_to_pc(0x02E89D), 0x0610) rom.write_int16(snes_to_pc(0x02E8BF), 0x077E) rom.write_int16(snes_to_pc(0x02E8E1), 0x0672) rom.write_int16(snes_to_pc(0x02E903), 0x07F8) rom.write_int16(snes_to_pc(0x02E925), 0x067D) rom.write_int16(snes_to_pc(0x02E947), 0x0803) rom.write_int16(snes_to_pc(0x02E969), 0x0000) rom.write_int16(snes_to_pc(0x02E98B), 0xFFF2) rom.write_byte(snes_to_pc(0x1AF696), 0xF0) # bat sprite retreat rom.write_byte(snes_to_pc(0x1AF6B2), 0x33) 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_int16s(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]) rom.write_int16s(snes_to_pc(0x0FA480), [0x190F, 0x196B, 0x9D04, 0x9D04, 0x196B, 0x190F, 0x9D04, 0x9D04]) rom.write_int16s(snes_to_pc(0x1bb810), [0x00BE, 0x00C0, 0x013E]) rom.write_int16s(snes_to_pc(0x1bb836), [0x001B, 0x001B, 0x001B]) rom.write_int16(snes_to_pc(0x308300), 0x0140) # new pyramid hole entrance rom.write_int16(snes_to_pc(0x308320), 0x001B) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(snes_to_pc(0x308340), 0x7B) rom.write_int16(snes_to_pc(0x1af504), 0x148B) rom.write_int16(snes_to_pc(0x1af50c), 0x149B) rom.write_int16(snes_to_pc(0x1af514), 0x14A4) rom.write_int16(snes_to_pc(0x1af51c), 0x1489) rom.write_int16(snes_to_pc(0x1af524), 0x14AC) rom.write_int16(snes_to_pc(0x1af52c), 0x54AC) rom.write_int16(snes_to_pc(0x1af534), 0x148C) rom.write_int16(snes_to_pc(0x1af53c), 0x548C) rom.write_int16(snes_to_pc(0x1af544), 0x1484) rom.write_int16(snes_to_pc(0x1af54c), 0x5484) rom.write_int16(snes_to_pc(0x1af554), 0x14A2) rom.write_int16(snes_to_pc(0x1af55c), 0x54A2) rom.write_int16(snes_to_pc(0x1af564), 0x14A0) rom.write_int16(snes_to_pc(0x1af56c), 0x54A0) rom.write_int16(snes_to_pc(0x1af574), 0x148E) rom.write_int16(snes_to_pc(0x1af57c), 0x548E) rom.write_int16(snes_to_pc(0x1af584), 0x14AE) rom.write_int16(snes_to_pc(0x1af58c), 0x54AE) rom.write_byte(snes_to_pc(0x00DB9D), 0x1A) # castle hole graphics rom.write_byte(snes_to_pc(0x00DC09), 0x1A) rom.write_byte(snes_to_pc(0x00D009), 0x31) rom.write_byte(snes_to_pc(0x00D0e8), 0xE0) rom.write_byte(snes_to_pc(0x00D1c7), 0x00) rom.write_int16(snes_to_pc(0x1BE8DA), 0x39AD) rom.write_byte(0xF6E58, 0x80) # no whirlpool under castle gate rom.write_bytes(0x0086E, [0x5C, 0x00, 0xA0, 0xA1]) # TR tail rom.write_bytes(snes_to_pc(0x1BC67A), [0x2E, 0x0B, 0x82]) # add warps under rocks rom.write_bytes(snes_to_pc(0x1BC81E), [0x94, 0x1D, 0x82]) rom.write_bytes(snes_to_pc(0x1BC655), [0x4A, 0x1D, 0x82]) rom.write_bytes(snes_to_pc(0x1BC80D), [0xB2, 0x0B, 0x82]) rom.write_bytes(snes_to_pc(0x1BC3DF), [0xD8, 0xD1]) rom.write_bytes(snes_to_pc(0x1BD1D8), [0xA8, 0x02, 0x82, 0xFF, 0xFF]) rom.write_bytes(snes_to_pc(0x1BC85A), [0x50, 0x0F, 0x82]) rom.write_int16(0xDB96F + 2 * 0x35, 0x001B) # move pyramid exit door rom.write_int16(0xDBA71 + 2 * 0x35, 0x06A4) if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_byte(0xDBB73 + 0x35, 0x36) rom.write_byte(snes_to_pc(0x09D436), 0xF3) # remove castle gate warp if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: rom.write_int16(0x15AEE + 2 * 0x37, 0x0010) # pyramid exit to new hc area rom.write_byte(0x15B8C + 0x37, 0x1B) rom.write_int16(0x15BDB + 2 * 0x37, 0x0418) rom.write_int16(0x15C79 + 2 * 0x37, 0x0679) rom.write_int16(0x15D17 + 2 * 0x37, 0x06B4) rom.write_int16(0x15DB5 + 2 * 0x37, 0x06C6) rom.write_int16(0x15E53 + 2 * 0x37, 0x0738) rom.write_int16(0x15EF1 + 2 * 0x37, 0x06E6) rom.write_int16(0x15F8F + 2 * 0x37, 0x0733) rom.write_byte(0x1602D + 0x37, 0x07) rom.write_byte(0x1607C + 0x37, 0xF9) rom.write_int16(0x160CB + 2 * 0x37, 0x0000) rom.write_int16(0x16169 + 2 * 0x37, 0x0000) rom.write_bytes(snes_to_pc(0x1BC387), [0xDD, 0xD1]) rom.write_bytes(snes_to_pc(0x1BD1DD), [0xA4, 0x06, 0x82, 0x9E, 0x06, 0x82, 0xFF, 0xFF]) rom.write_byte(0x180089, 0x01) # open TR after exit rom.write_byte(snes_to_pc(0x0ABFBB), 0x90) rom.write_byte(snes_to_pc(0x0280A6), 0xD0) rom.write_bytes(snes_to_pc(0x06B2AB), [0xF0, 0xE1, 0x05]) def patch_shuffled_dark_sanc(world, rom, player): dark_sanc = world.get_region('Inverted Dark Sanctuary', player) dark_sanc_entrance = str([i for i in dark_sanc.entrances if i.parent_region.name != 'Menu'][0].name) room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2 = \ door_addresses[dark_sanc_entrance][1] door_index = door_addresses[str(dark_sanc_entrance)][0] rom.write_byte(0x180241, 0x01) rom.write_byte(0x180248, door_index + 1) rom.write_int16(0x180250, room_id) rom.write_byte(0x180252, ow_area) rom.write_int16s(0x180253, [vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x]) rom.write_bytes(0x180262, [unknown_1, unknown_2, 0x00]) InconvenientDungeonEntrances = {'Turtle Rock': 'Turtle Rock Main', 'Misery Mire': 'Misery Mire', 'Ice Palace': 'Ice Palace', 'Skull Woods Final Section': 'The back of Skull Woods', } InconvenientOtherEntrances = {'Death Mountain Return Cave (West)': 'The SW DM foothills cave', 'Mimic Cave': 'Mimic Ledge', 'Dark World Hammer Peg Cave': 'The rows of pegs', 'Pyramid Fairy': 'The crack on the pyramid' } ConnectorEntrances = {'Elder House (East)': 'Elder House', 'Elder House (West)': 'Elder House', 'Two Brothers House (East)': 'Eastern Quarreling Brothers\' house', 'Old Man Cave (West)': 'The lower DM entrance', 'Bumper Cave (Bottom)': 'The lower Bumper Cave', 'Superbunny Cave (Top)': 'The summit of dark DM cave', 'Superbunny Cave (Bottom)': 'The base of east dark DM', 'Hookshot Cave': 'The rock on dark DM', 'Two Brothers House (West)': 'The door near the race game', 'Old Man Cave (East)': 'The SW-most cave on west DM', 'Old Man House (Bottom)': 'A cave with a door on west DM', 'Old Man House (Top)': 'The eastmost cave on west DM', 'Death Mountain Return Cave (East)': 'The westmost cave on west DM', 'Spectacle Rock Cave Peak': 'The highest cave on west DM', 'Spectacle Rock Cave': 'The right ledge on west DM', 'Spectacle Rock Cave (Bottom)': 'The left ledge on west DM', 'Paradox Cave (Bottom)': 'The right paired cave on east DM', 'Paradox Cave (Middle)': 'The southmost cave on east DM', 'Paradox Cave (Top)': 'The east DM summit cave', 'Fairy Ascension Cave (Bottom)': 'The east DM cave behind rocks', 'Fairy Ascension Cave (Top)': 'The central ledge on east DM', 'Spiral Cave': 'The left ledge on east DM', 'Spiral Cave (Bottom)': 'The SWmost cave on east DM' } DungeonEntrances = {'Eastern Palace': 'Eastern Palace', 'Hyrule Castle Entrance (South)': 'The ground level castle door', 'Thieves Town': 'Thieves\' Town', 'Swamp Palace': 'Swamp Palace', 'Dark Death Mountain Ledge (West)': 'The East dark DM connector ledge', 'Dark Death Mountain Ledge (East)': 'The East dark DM connector ledge', 'Desert Palace Entrance (South)': 'The book sealed passage', 'Tower of Hera': 'The Tower of Hera', 'Palace of Darkness': 'Palace of Darkness', 'Hyrule Castle Entrance (West)': 'The left castle door', 'Hyrule Castle Entrance (East)': 'The right castle door', 'Desert Palace Entrance (West)': 'The westmost building in the desert', 'Desert Palace Entrance (North)': 'The northmost cave in the desert' } OtherEntrances = {'Blinds Hideout': 'Blind\'s old house', 'Lake Hylia Fairy': 'A cave NE of Lake Hylia', 'Light Hype Fairy': 'The cave south of your house', 'Desert Fairy': 'The cave near the desert', 'Chicken House': 'The chicken lady\'s house', 'Aginahs Cave': 'The open desert cave', 'Sahasrahlas Hut': 'The house near armos', 'Cave Shop (Lake Hylia)': 'The cave NW Lake Hylia', 'Blacksmiths Hut': 'The old smithery', 'Sick Kids House': 'The central house in Kakariko', 'Lost Woods Gamble': 'A tree trunk door', 'Fortune Teller (Light)': 'A building NE of Kakariko', 'Snitch Lady (East)': 'A house guarded by a snitch', 'Snitch Lady (West)': 'A house guarded by a snitch', 'Bush Covered House': 'A house with an uncut lawn', 'Tavern (Front)': 'A building with a backdoor', 'Light World Bomb Hut': 'A Kakariko building with no door', 'Kakariko Shop': 'The old Kakariko shop', 'Mini Moldorm Cave': 'The cave south of Lake Hylia', 'Long Fairy Cave': 'The eastmost portal cave', 'Good Bee Cave': 'The open cave SE Lake Hylia', '20 Rupee Cave': 'The rock SE Lake Hylia', '50 Rupee Cave': 'The rock near the desert', 'Ice Rod Cave': 'The sealed cave SE Lake Hylia', 'Library': 'The old library', 'Potion Shop': 'The witch\'s building', 'Dam': 'The old dam', 'Lumberjack House': 'The lumberjack house', 'Lake Hylia Fortune Teller': 'The building NW Lake Hylia', 'Kakariko Gamble Game': 'The old Kakariko gambling den', 'Waterfall of Wishing': 'Going behind the waterfall', 'Capacity Upgrade': 'The cave on the island', 'Bonk Rock Cave': 'The rock pile near Sanctuary', 'Graveyard Cave': 'The graveyard ledge', 'Checkerboard Cave': 'The NE desert ledge', 'Cave 45': 'The ledge south of haunted grove', 'Kings Grave': 'The northeastmost grave', 'Bonk Fairy (Light)': 'The rock pile near your home', 'Hookshot Fairy': 'The left paired cave on east DM', 'Bonk Fairy (Dark)': 'The rock pile near the old bomb shop', 'Dark Lake Hylia Fairy': 'The cave NE dark Lake Hylia', 'C-Shaped House': 'The NE house in Village of Outcasts', 'Dark Death Mountain Fairy': 'The SW cave on dark DM', 'Dark Lake Hylia Shop': 'The building NW dark Lake Hylia', 'Dark World Shop': 'The hammer sealed building', 'Red Shield Shop': 'The fenced in building', 'Mire Shed': 'The western hut in the mire', 'East Dark World Hint': 'The dark cave near the eastmost portal', 'Dark Desert Hint': 'The cave east of the mire', 'Spike Cave': 'The ledge cave on west dark DM', 'Palace of Darkness Hint': 'The building south of Kiki', 'Dark Lake Hylia Ledge Spike Cave': 'The rock SE dark Lake Hylia', 'Cave Shop (Dark Death Mountain)': 'The base of east dark DM', 'Dark World Potion Shop': 'The building near the catfish', 'Archery Game': 'The old archery game', 'Dark World Lumberjack Shop': 'The northmost Dark World building', 'Hype Cave': 'The cave south of the old bomb shop', 'Brewery': 'The Village of Outcasts building with no door', 'Dark Lake Hylia Ledge Hint': 'The open cave SE dark Lake Hylia', 'Chest Game': 'The westmost building in the Village of Outcasts', 'Dark Desert Fairy': 'The eastern hut in the mire', 'Dark Lake Hylia Ledge Fairy': 'The sealed cave SE dark Lake Hylia', 'Fortune Teller (Dark)': 'The building NE the Village of Outcasts' } InsanityEntrances = {'Sanctuary': 'Sanctuary', 'Lumberjack Tree Cave': 'The cave Behind Lumberjacks', 'Lost Woods Hideout Stump': 'The stump in Lost Woods', 'North Fairy Cave': 'The cave East of Graveyard', 'Bat Cave Cave': 'The cave in eastern Kakariko', 'Kakariko Well Cave': 'The cave in northern Kakariko', 'Hyrule Castle Secret Entrance Stairs': 'The tunnel near the castle', 'Skull Woods First Section Door': 'The southeastmost skull', 'Skull Woods Second Section Door (East)': 'The central open skull', 'Skull Woods Second Section Door (West)': 'The westmost open skull', 'Desert Palace Entrance (East)': 'The eastern building in the desert', 'Turtle Rock Isolated Ledge Entrance': 'The isolated ledge on east dark DM', 'Bumper Cave (Top)': 'The upper Bumper Cave', 'Hookshot Cave Back Entrance': 'The stairs on the floating island' } HintLocations = ['telepathic_tile_eastern_palace', 'telepathic_tile_tower_of_hera_floor_4', 'telepathic_tile_spectacle_rock', 'telepathic_tile_swamp_entrance', 'telepathic_tile_thieves_town_upstairs', 'telepathic_tile_misery_mire', 'telepathic_tile_palace_of_darkness', 'telepathic_tile_desert_bonk_torch_room', 'telepathic_tile_castle_tower', 'telepathic_tile_ice_large_room', 'telepathic_tile_turtle_rock', 'telepathic_tile_ice_entrace', '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', 'Swamp Left', 'Mire Left', 'Tower of Hera - Big Key Chest', 'Eastern Palace - Big Key Chest', 'Thieves\' Town - Big Chest', 'Ice Palace - Big Chest', 'Ganons Tower - Big Chest', 'Magic Bat'] InconvenientVanillaLocations = ['Graveyard Cave', 'Mimic Cave'] RelevantItems = ['Bow', 'Progressive Bow', 'Book of Mudora', 'Hammer', 'Hookshot', 'Magic Mirror', 'Flute', '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 Mail', '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 (Hyrule Castle)', 'Small Key (Desert Palace)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Palace of Darkness)', 'Small Key (Thieves Town)', 'Small Key (Swamp Palace)', 'Small Key (Skull Woods)', 'Small Key (Ice Palace)', 'Small Key (Misery Mire)', 'Small Key (Turtle Rock)', 'Small Key (Ganons Tower)', ] BigKeys = ['Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Big Key (Palace of Darkness)', 'Big Key (Thieves Town)', 'Big Key (Swamp Palace)', 'Big Key (Skull Woods)', 'Big Key (Ice Palace)', 'Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)' ] hash_alphabet = [ "Bow", "Boomerang", "Hookshot", "Bomb", "Mushroom", "Powder", "Rod", "Pendant", "Bombos", "Ether", "Quake", "Lamp", "Hammer", "Shovel", "Flute", "Bug Net", "Book", "Bottle", "Potion", "Cane", "Cape", "Mirror", "Boots", "Gloves", "Flippers", "Pearl", "Shield", "Tunic", "Heart", "Map", "Compass", "Key" ]