from ..assembler import ASM def fixDroppedKey(rom): # Patch the rendering code to use the dropped key rendering code. rom.patch(0x03, 0x1C99, None, ASM(""" ld a, $04 rst 8 jp $5CA6 """)) # Patch the key pickup code to use the chest pickup code. rom.patch(0x03, 0x248F, None, ASM(""" ldh a, [$F6] ; load room nr cp $7C ; L4 Side-view room where the key drops jr nz, notSpecialSideView ld hl, $D969 ; status of the room above the side-view where the key drops in dungeon 4 set 4, [hl] notSpecialSideView: call $512A ; mark room as done ; Handle item effect ld a, $06 ; giveItemMultiworld rst 8 ldh a, [$F1] ; Load active sprite variant to see if this is just a normal small key cp $1A jr z, isAKey ;Show message (if not a key) ld a, $0A ; showMessageMultiworld rst 8 isAKey: ret """)) rom.patch(0x03, 0x24B7, "3E", "3E") # sanity check # Mark all dropped keys as keys by default. for n in range(0x316): rom.banks[0x3E][0x3800 + n] = 0x1A # Set the proper angler key by default rom.banks[0x3E][0x3800 + 0x0CE] = 0x12 rom.banks[0x3E][0x3800 + 0x1F8] = 0x12 # Set the proper bird key by default rom.banks[0x3E][0x3800 + 0x27A] = 0x14 # Set the proper face key by default rom.banks[0x3E][0x3800 + 0x27F] = 0x13 # Set the proper hookshot key by default rom.banks[0x3E][0x3800 + 0x180] = 0x03 # Set the proper golden leaves rom.banks[0x3E][0x3800 + 0x058] = 0x15 rom.banks[0x3E][0x3800 + 0x05a] = 0x15 rom.banks[0x3E][0x3800 + 0x2d2] = 0x15 rom.banks[0x3E][0x3800 + 0x2c5] = 0x15 rom.banks[0x3E][0x3800 + 0x2c6] = 0x15 # Set the slime key drop. rom.banks[0x3E][0x3800 + 0x0C6] = 0x0F # Set the heart pieces rom.banks[0x3E][0x3800 + 0x000] = 0x80 rom.banks[0x3E][0x3800 + 0x2A4] = 0x80 rom.banks[0x3E][0x3800 + 0x2B1] = 0x80 # fishing game, unused rom.banks[0x3E][0x3800 + 0x044] = 0x80 rom.banks[0x3E][0x3800 + 0x2AB] = 0x80 rom.banks[0x3E][0x3800 + 0x2DF] = 0x80 rom.banks[0x3E][0x3800 + 0x2E5] = 0x80 rom.banks[0x3E][0x3800 + 0x078] = 0x80 rom.banks[0x3E][0x3800 + 0x2E6] = 0x80 rom.banks[0x3E][0x3800 + 0x1E8] = 0x80 rom.banks[0x3E][0x3800 + 0x1F2] = 0x80 rom.banks[0x3E][0x3800 + 0x2BA] = 0x80 # Set the seashells rom.banks[0x3E][0x3800 + 0x0A3] = 0x20 rom.banks[0x3E][0x3800 + 0x2B2] = 0x20 rom.banks[0x3E][0x3800 + 0x0A5] = 0x20 rom.banks[0x3E][0x3800 + 0x0A6] = 0x20 rom.banks[0x3E][0x3800 + 0x08B] = 0x20 rom.banks[0x3E][0x3800 + 0x074] = 0x20 rom.banks[0x3E][0x3800 + 0x0A4] = 0x20 rom.banks[0x3E][0x3800 + 0x0D2] = 0x20 rom.banks[0x3E][0x3800 + 0x0E9] = 0x20 rom.banks[0x3E][0x3800 + 0x0B9] = 0x20 rom.banks[0x3E][0x3800 + 0x0F8] = 0x20 rom.banks[0x3E][0x3800 + 0x0A8] = 0x20 rom.banks[0x3E][0x3800 + 0x0FF] = 0x20 rom.banks[0x3E][0x3800 + 0x1E3] = 0x20 rom.banks[0x3E][0x3800 + 0x0DA] = 0x20 rom.banks[0x3E][0x3800 + 0x00C] = 0x20 # Set heart containers rom.banks[0x3E][0x3800 + 0x106] = 0x89 rom.banks[0x3E][0x3800 + 0x12B] = 0x89 rom.banks[0x3E][0x3800 + 0x15A] = 0x89 rom.banks[0x3E][0x3800 + 0x1FF] = 0x89 rom.banks[0x3E][0x3800 + 0x185] = 0x89 rom.banks[0x3E][0x3800 + 0x1BC] = 0x89 rom.banks[0x3E][0x3800 + 0x2E8] = 0x89 rom.banks[0x3E][0x3800 + 0x234] = 0x89 # Toadstool rom.banks[0x3E][0x3800 + 0x050] = 0x50 # Sword on beach rom.banks[0x3E][0x3800 + 0x0F2] = 0x0B # Sword upgrade rom.banks[0x3E][0x3800 + 0x2E9] = 0x0B # Songs rom.banks[0x3E][0x3800 + 0x092] = 0x8B # song 1 rom.banks[0x3E][0x3800 + 0x0DC] = 0x8B # song 1 rom.banks[0x3E][0x3800 + 0x2FD] = 0x8C # song 2 rom.banks[0x3E][0x3800 + 0x2FB] = 0x8D # song 3 # Instruments rom.banks[0x3E][0x3800 + 0x102] = 0x8E rom.banks[0x3E][0x3800 + 0x12a] = 0x8F rom.banks[0x3E][0x3800 + 0x159] = 0x90 rom.banks[0x3E][0x3800 + 0x162] = 0x91 rom.banks[0x3E][0x3800 + 0x182] = 0x92 rom.banks[0x3E][0x3800 + 0x1b5] = 0x93 rom.banks[0x3E][0x3800 + 0x22c] = 0x94 rom.banks[0x3E][0x3800 + 0x230] = 0x95 # Start item rom.banks[0x3E][0x3800 + 0x2a3] = 0x01 # Master stalfos overkill drops rom.banks[0x3E][0x3800 + 0x195] = 0x1A rom.banks[0x3E][0x3800 + 0x192] = 0x1A rom.banks[0x3E][0x3800 + 0x184] = 0x1A