from ..assembler import ASM from ..backgroundEditor import BackgroundEditor def selectToSwitchSongs(rom): # Do not ignore left/right keys when ocarina is selected rom.patch(0x20, 0x1F18, ASM("and a"), ASM("xor a")) # Change the keys which switch the ocarina song to select and no key. rom.patch(0x20, 0x21A9, ASM("and $01"), ASM("and $40")) rom.patch(0x20, 0x21C7, ASM("and $02"), ASM("and $00")) def songSelectAfterOcarinaSelect(rom): rom.patch(0x20, 0x2002, ASM("ld [$DB00], a"), ASM("call $5F96")) rom.patch(0x20, 0x1FE0, ASM("ld [$DB01], a"), ASM("call $5F9B")) # Remove the code that opens the ocerina on cursor movement, but use it to insert code # for opening the menu on item select rom.patch(0x20, 0x1F93, 0x1FB2, ASM(""" jp $5FB2 itemToB: ld [$DB00], a jr checkForOcarina itemToA: ld [$DB01], a checkForOcarina: cp $09 jp nz, $6010 ld a, [$DB49] and a ret z ld a, $08 ldh [$90], a ; load ocarina song select graphics ;ld a, $10 ;ld [$C1B8], a ; shows the opening animation ld a, $01 ld [$C1B5], a ret """), fill_nop=True) # More code that opens the menu, use this to close the menu rom.patch(0x20, 0x200D, 0x2027, ASM(""" jp $6027 closeOcarinaMenu: ld a, [$C1B5] and a ret z xor a ld [$C1B5], a ld a, $10 ld [$C1B9], a ; shows the closing animation ret """), fill_nop=True) rom.patch(0x20, 0x2027, 0x2036, "", fill_nop=True) # Code that closes the ocarina menu on item select rom.patch(0x20, 0x22A2, ASM(""" ld a, [$C159] inc a ld [$C159], a and $10 jr nz, $30 """), ASM(""" ld a, [$C1B5] and a ret nz ldh a, [$E7] ; frame counter and $10 ret nz """), fill_nop=True) def moreSlots(rom): #Move flippers, medicine, trade item and seashells to DB3E+ rom.patch(0x02, 0x292B, ASM("ld a, [$DB0C]"), ASM("ld a, [$DB3E]")) #rom.patch(0x02, 0x2E8F, ASM("ld a, [$DB0C]"), ASM("ld a, [$DB3E]")) rom.patch(0x02, 0x3713, ASM("ld a, [$DB0C]"), ASM("ld a, [$DB3E]")) rom.patch(0x20, 0x1A23, ASM("ld de, $DB0C"), ASM("ld de, $DB3E")) rom.patch(0x02, 0x23a3, ASM("ld a, [$DB0D]"), ASM("ld a, [$DB3F]")) rom.patch(0x02, 0x23d7, ASM("ld a, [$DB0D]"), ASM("ld a, [$DB3F]")) rom.patch(0x02, 0x23aa, ASM("ld [$DB0D], a"), ASM("ld [$DB3F], a")) rom.patch(0x04, 0x3b1f, ASM("ld [$DB0D], a"), ASM("ld [$DB3F], a")) rom.patch(0x06, 0x1f58, ASM("ld a, [$DB0D]"), ASM("ld a, [$DB3F]")) rom.patch(0x06, 0x1ff5, ASM("ld hl, $DB0D"), ASM("ld hl, $DB3F")) rom.patch(0x07, 0x3c33, ASM("ld [$DB0D], a"), ASM("ld [$DB3F], a")) rom.patch(0x00, 0x1e01, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x00, 0x2d21, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x00, 0x3199, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x03, 0x0ae6, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x03, 0x0b6d, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x03, 0x0f68, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x04, 0x2faa, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x04, 0x3502, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x04, 0x3624, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x05, 0x0bff, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x05, 0x0d20, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x05, 0x0db1, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x05, 0x0dd5, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x05, 0x0e8e, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x05, 0x11ce, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x06, 0x1a2c, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x06, 0x1a7c, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x06, 0x1ab1, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x06, 0x2214, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x06, 0x223e, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x02f8, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x04bf, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x057f, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x07, 0x0797, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0856, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x07, 0x0a21, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0a33, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0a58, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0a81, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0acf, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0af9, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0b31, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x07, 0x0bcc, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0c23, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0c3c, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x0c60, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x07, 0x0d73, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x07, 0x1549, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x155d, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x159f, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x18e6, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x07, 0x19ce, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) #rom.patch(0x15, 0x3F23, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0966, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0972, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x18, 0x09f3, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0bf1, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0c2c, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0c6d, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x18, 0x0c8b, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0ce4, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x18, 0x0d3c, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0d4a, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0d95, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0da3, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0de4, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x18, 0x0e7a, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0e91, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x18, 0x0eb6, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x18, 0x219e, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x19, 0x05ec, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x19, 0x2d54, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x19, 0x2df2, ASM("ld [$DB0E], a"), ASM("ld [$DB40], a")) rom.patch(0x19, 0x2ef1, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x19, 0x2f95, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x20, 0x1b04, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x20, 0x1e42, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x36, 0x0948, ASM("ld a, [$DB0E]"), ASM("ld a, [$DB40]")) rom.patch(0x19, 0x31Ca, ASM("ld a, [$DB0F]"), ASM("ld a, [$DB41]")) rom.patch(0x19, 0x3215, ASM("ld a, [$DB0F]"), ASM("ld a, [$DB41]")) rom.patch(0x19, 0x32a2, ASM("ld a, [$DB0F]"), ASM("ld a, [$DB41]")) rom.patch(0x19, 0x3700, ASM("ld [$DB0F], a"), ASM("ld [$DB41], a")) rom.patch(0x19, 0x38b3, ASM("ld a, [$DB0F]"), ASM("ld a, [$DB41]")) rom.patch(0x19, 0x38c3, ASM("ld [$DB0F], a"), ASM("ld [$DB41], a")) rom.patch(0x20, 0x1a83, ASM("ld a, [$DB0F]"), ASM("ld a, [$DB41]")) # Fix the whole inventory rendering, this needs to extend a few tables with more entries so it moves tables # to the end of the bank as well. rom.patch(0x20, 0x3E53, "00" * 32, "9C019C06" "9C619C65" "9CA19CA5" "9CE19CE5" "9D219D25" "9D619D65" "9DA19DA5" "9DE19DE5") # New table with tile addresses for all slots rom.patch(0x20, 0x1CC7, ASM("ld hl, $5C84"), ASM("ld hl, $7E53")) # use the new table rom.patch(0x20, 0x1BCC, ASM("ld hl, $5C84"), ASM("ld hl, $7E53")) # use the new table rom.patch(0x20, 0x1CF0, ASM("ld hl, $5C84"), ASM("ld hl, $7E53")) # use the new table # sprite positions for inventory cursor, new table, placed at the end of the bank rom.patch(0x20, 0x3E90, "00" * 16, "28283838484858586868787888889898") rom.patch(0x20, 0x22b3, ASM("ld hl, $6298"), ASM("ld hl, $7E90")) rom.patch(0x20, 0x2298, "28284040", "08280828") # Extend the sprite X positions for the inventory table # Piece of power overlay positions rom.patch(0x20, 0x233A, "1038103010301030103010300E0E2626", "10381030103010301030103010301030") rom.patch(0x20, 0x3E73, "00" * 16, "0E0E2626363646465656666676768686") rom.patch(0x20, 0x2377, ASM("ld hl, $6346"), ASM("ld hl, $7E73")) # Allow selecting the 4 extra slots. rom.patch(0x20, 0x1F33, ASM("ld a, $09"), ASM("ld a, $0D")) rom.patch(0x20, 0x1F54, ASM("ld a, $09"), ASM("ld a, $0D")) rom.patch(0x20, 0x1F2A, ASM("cp $0A"), ASM("cp $0E")) rom.patch(0x20, 0x1F4B, ASM("cp $0A"), ASM("cp $0E")) rom.patch(0x02, 0x217E, ASM("ld a, $0B"), ASM("ld a, $0F")) # Patch all the locations that iterate over inventory to check the extra slots rom.patch(0x02, 0x33FC, ASM("cp $0C"), ASM("cp $10")) rom.patch(0x03, 0x2475, ASM("ld e, $0C"), ASM("ld e, $10")) rom.patch(0x03, 0x248a, ASM("cp $0C"), ASM("cp $10")) rom.patch(0x04, 0x3849, ASM("ld c, $0B"), ASM("ld c, $0F")) rom.patch(0x04, 0x3862, ASM("ld c, $0B"), ASM("ld c, $0F")) rom.patch(0x04, 0x39C2, ASM("ld d, $0C"), ASM("ld d, $10")) rom.patch(0x04, 0x39E0, ASM("ld d, $0C"), ASM("ld d, $10")) rom.patch(0x04, 0x39FE, ASM("ld d, $0C"), ASM("ld d, $10")) rom.patch(0x05, 0x0F95, ASM("ld e, $0B"), ASM("ld e, $0F")) rom.patch(0x05, 0x0FD1, ASM("ld c, $0B"), ASM("ld c, $0F")) rom.patch(0x05, 0x1324, ASM("ld e, $0C"), ASM("ld e, $10")) rom.patch(0x05, 0x1339, ASM("cp $0C"), ASM("cp $10")) rom.patch(0x18, 0x005A, ASM("ld e, $0B"), ASM("ld e, $0F")) rom.patch(0x18, 0x0571, ASM("ld e, $0B"), ASM("ld e, $0F")) rom.patch(0x19, 0x0703, ASM("cp $0C"), ASM("cp $10")) rom.patch(0x20, 0x235C, ASM("ld d, $0C"), ASM("ld d, $10")) rom.patch(0x36, 0x31B8, ASM("ld e, $0C"), ASM("ld e, $10")) ## Patch the toadstool as a different item rom.patch(0x20, 0x1C84, "9C019C" "069C61", "4C7F7F" "4D7F7F") # Which tiles are used for the toadstool rom.patch(0x20, 0x1C8A, "9C659C" "C19CC5", "90927F" "91937F") # Which tiles are used for the rooster rom.patch(0x20, 0x1C6C, "927F7F" "937F7F", "127F7F" "137F7F") # Which tiles are used for the feather (to make space for rooster) rom.patch(0x20, 0x1C66, "907F7F" "917F7F", "107F7F" "117F7F") # Which tiles are used for the ocarina (to make space for rooster) # Move the inventory tile numbers to a higher address, so there is space for the table above it. rom.banks[0x20][0x1C34:0x1C94] = rom.banks[0x20][0x1C30:0x1C90] rom.patch(0x20, 0x1CDB, ASM("ld hl, $5C30"), ASM("ld hl, $5C34")) rom.patch(0x20, 0x1D0D, ASM("ld hl, $5C33"), ASM("ld hl, $5C37")) rom.patch(0x20, 0x1C30, "7F7F", "0A0B") # Toadstool tile attributes rom.patch(0x20, 0x1C32, "7F7F", "0101") # Rooster tile attributes rom.patch(0x20, 0x1C28, "0303", "0B0B") # Feather tile attributes (due to rooster) rom.patch(0x20, 0x1C26, "0202", "0A0A") # Ocarina tile attributes (due to rooster) # Allow usage of the toadstool (replace the whole manual jump table with an rst 0 jumptable rom.patch(0x00, 0x129D, 0x12D8, ASM(""" rst 0 ; jump table dw $12ED ; no item dw $1528 ; Sword dw $135A ; Bomb dw $1382 ; Bracelet dw $12EE ; Shield dw $13BD ; Bow dw $1319 ; Hookshot dw $12D8 ; Magic rod dw $12ED ; Boots (no action) dw $41FC ; Ocarina dw $14CB ; Feather dw $12F8 ; Shovel dw $148D ; Magic powder dw $1383 ; Boomerang dw $1498 ; Toadstool dw RoosterUse ; Rooster RoosterUse: ld a, $01 ld [$DB7B], a ; has rooster call $3958 ; spawn followers xor a ld [$DB7B], a ; has rooster ret """, 0x129D), fill_nop=True) # Fix the graphics of the toadstool hold over your head rom.patch(0x02, 0x121E, ASM("ld e, $8E"), ASM("ld e, $4C")) rom.patch(0x02, 0x1241, ASM("ld a, $14"), ASM("ld a, $1C")) # Do not remove powder when it is used up. rom.patch(0x20, 0x0C59, ASM("jr nz, $12"), ASM("jr $12")) # Patch the toadstool entity code to give the proper item, and not set the has-toadstool flag. rom.patch(0x03, 0x1D6F, ASM(""" ld a, $0A ldh [$A5], a ld d, $0C call $6472 ld a, $01 ld [$DB4B], a """), ASM(""" ld d, $0E call $6472 """), fill_nop=True) # Patch the debug save game so it does not give a bunch of swords rom.patch(0x01, 0x0673, "01010100", "0D0E0F00") # Patch the witch to use the new toadstool instead of the old flag rom.patch(0x05, 0x081A, ASM("ld a, [$DB4B]"), ASM("ld a, $01"), fill_nop=True) rom.patch(0x05, 0x082A, ASM("cp $0C"), ASM("cp $0E")) rom.patch(0x05, 0x083E, ASM("cp $0C"), ASM("cp $0E")) def advancedInventorySubscreen(rom): # Instrument positions rom.patch(0x01, 0x2BCF, "0F51B1EFECAA4A0C", "090C0F12494C4F52") be = BackgroundEditor(rom, 2) be.tiles[0x9DA9] = 0x4A be.tiles[0x9DC9] = 0x4B for x in range(1, 10): be.tiles[0x9DE9 + x] = 0xB0 + (x % 9) be.tiles[0x9DE9] = 0xBA be.store(rom) be = BackgroundEditor(rom, 2, attributes=True) # Remove all attributes out of range. for y in range(0x9C00, 0x9E40, 0x20): for x in range(0x14, 0x20): del be.tiles[x + y] for n in range(0x9E40, 0xA020): del be.tiles[n] # Remove palette of instruments for y in range(0x9D00, 0x9E20, 0x20): for x in range(0x00, 0x14): be.tiles[x + y] = 0x01 # And place it at the proper location for y in range(0x9D00, 0x9D80, 0x20): for x in range(0x09, 0x14): be.tiles[x + y] = 0x07 # Key from 2nd vram bank be.tiles[0x9DA9] = 0x09 be.tiles[0x9DC9] = 0x09 # Nightmare heads from 2nd vram bank with proper palette for n in range(1, 10): be.tiles[0x9DA9 + n] = 0x0E be.store(rom) rom.patch(0x20, 0x19D3, ASM("ld bc, $5994\nld e, $33"), ASM("ld bc, $7E08\nld e, $%02x" % (0x33 + 24))) rom.banks[0x20][0x3E08:0x3E08+0x33] = rom.banks[0x20][0x1994:0x1994+0x33] rom.patch(0x20, 0x3E08+0x32, "00" * 25, "9DAA08464646464646464646" "9DCA08B0B0B0B0B0B0B0B0B0" "00") # instead of doing an GBC specific check, jump to our custom handling rom.patch(0x20, 0x19DE, ASM("ldh a, [$FE]\nand a\njr z, $40"), ASM("call $7F00"), fill_nop=True) rom.patch(0x20, 0x3F00, "00" * 0x100, ASM(""" ld a, [$DBA5] ; isIndoor and a jr z, RenderKeysCounts ldh a, [$F7] ; mapNr cp $FF jr z, RenderDungeonFix cp $06 jr z, D7RenderDungeonFix cp $08 jr c, RenderDungeonFix RenderKeysCounts: ; Check if we have each nightmare key, and else null out the rendered tile ld hl, $D636 ld de, $DB19 ld c, $08 NKeyLoop: ld a, [de] and a jr nz, .hasNKey ld a, $7F ld [hl], a .hasNKey: inc hl inc de inc de inc de inc de inc de dec c jr nz, NKeyLoop ld a, [$DDDD] and a jr nz, .hasCNKey ld a, $7F ld [hl], a .hasCNKey: ; Check the small key count for each dungeon and increase the tile to match the number ld hl, $D642 ld de, $DB1A ld c, $08 KeyLoop: ld a, [de] add a, $B0 ld [hl], a inc hl inc de inc de inc de inc de inc de dec c jr nz, KeyLoop ld a, [$DDDE] add a, $B0 ld [hl], a ret D7RenderDungeonFix: ld de, D7DungeonFix ld c, $11 jr RenderDungeonFixGo RenderDungeonFix: ld de, DungeonFix ld c, $0D RenderDungeonFixGo: ld hl, $D633 .copyLoop: ld a, [de] inc de ldi [hl], a dec c jr nz, .copyLoop ret DungeonFix: db $9D, $09, $C7, $7F db $9D, $0A, $C7, $7F db $9D, $13, $C3, $7F db $00 D7DungeonFix: db $9D, $09, $C7, $7F db $9D, $0A, $C7, $7F db $9D, $6B, $48, $7F db $9D, $0F, $C7, $7F db $00 """, 0x7F00), fill_nop=True)