from ..backgroundEditor import BackgroundEditor from ..roomEditor import RoomEditor, ObjectWarp from ..assembler import ASM from ..locations.constants import * from ..utils import formatText # Few unused rooms that we can use the room status variables for to store data. UNUSED_ROOMS = [0x15D, 0x17E, 0x17F, 0x1AD] next_bit_flag_index = 0 def getUnusedBitFlag(): global next_bit_flag_index addr = UNUSED_ROOMS[next_bit_flag_index // 8] + 0xD800 bit_nr = next_bit_flag_index & 0x07 mask = 1 << bit_nr next_bit_flag_index += 1 check_code = checkMemoryMask("$%04x" % (addr), "$%02x" % (mask)) set_code = "ld hl, $%04x\nset %d, [hl]" % (addr, bit_nr) return check_code, set_code class Goal: def __init__(self, description, code, tile_info, *, kill_code=None, group=None, extra_patches=None): self.description = description self.code = code self.tile_info = tile_info self.kill_code = kill_code self.group = group self.extra_patches = extra_patches or [] class TileInfo: def __init__(self, index1, index2=None, index3=None, index4=None, *, shift4=False, colormap=None, flipH=False): self.index1 = index1 self.index2 = index2 if index2 is not None else self.index1 + 1 self.index3 = index3 self.index4 = index4 if self.index3 is None: self.index3 = self.index1 if flipH else self.index1 + 2 if self.index4 is None: self.index4 = self.index2 if flipH else self.index1 + 3 self.shift4 = shift4 self.colormap = colormap self.flipH = flipH def getTile(self, rom, idx): return rom.banks[0x2C + idx // 0x400][(idx % 0x400) * 0x10:((idx % 0x400) + 1) * 0x10] def get(self, rom): data = self.getTile(rom, self.index1) + self.getTile(rom, self.index2) + self.getTile(rom, self.index3) + self.getTile( rom, self.index4) if self.shift4: a = [] b = [] for c in data[0:32]: a.append(c >> 4) b.append((c << 4) & 0xFF) data = bytes(a + b) if self.flipH: a = [] for c in data[32:64]: d = 0 for bit in range(8): if c & (1 << bit): d |= 0x80 >> bit a.append(d) data = data[0:32] + bytes(a) if self.colormap: d = [] for n in range(0, 64, 2): a = data[n] b = data[n + 1] for bit in range(8): col = 0 if a & (1 << bit): col |= 1 if b & (1 << bit): col |= 2 col = self.colormap[col] a &= ~(1 << bit) b &= ~(1 << bit) if col & 1: a |= 1 << bit if col & 2: b |= 1 << bit d.append(a) d.append(b) data = bytes(d) return data ITEM_TILES = { BOMB: TileInfo(0x80, shift4=True), POWER_BRACELET: TileInfo(0x82, shift4=True), SWORD: TileInfo(0x84, shift4=True), SHIELD: TileInfo(0x86, shift4=True), BOW: TileInfo(0x88, shift4=True), HOOKSHOT: TileInfo(0x8A, shift4=True), MAGIC_ROD: TileInfo(0x8C, shift4=True), MAGIC_POWDER: TileInfo(0x8E, shift4=True), OCARINA: TileInfo(0x4E90, shift4=True), FEATHER: TileInfo(0x4E92, shift4=True), FLIPPERS: TileInfo(0x94, shift4=True), SHOVEL: TileInfo(0x96, shift4=True), PEGASUS_BOOTS: TileInfo(0x98, shift4=True), SEASHELL: TileInfo(0x9E, shift4=True), MEDICINE: TileInfo(0xA0, shift4=True), BOOMERANG: TileInfo(0xA4, shift4=True), TOADSTOOL: TileInfo(0x28C, shift4=True), GOLD_LEAF: TileInfo(0xCA, shift4=True), } def checkMemoryEqualCode(location, value): return """ ld a, [%s] cp %s ret """ % (location, value) def checkMemoryNotZero(*locations): if len(locations) == 1: return """ ld a, [%s] and a jp flipZ """ % (locations[0]) code = "" for location in locations: code += """ ld a, [%s] and a jp z, flipZ """ % (location) code += "jp flipZ" return code def checkMemoryMask(location, mask): if isinstance(location, tuple): code = "" for loc in location: code += """ ld a, [%s] and %s jp z, clearZ """ % (loc, mask) code += "jp setZ" return code return """ ld a, [%s] and %s jp flipZ """ % (location, mask) def checkForSeashellsCode(count): return """ ld a, [wSeashellsCount] cp $%02x jp nc, setZ ld a, [$DAE9] and $10 jp flipZ """ % (count) def checkMemoryEqualGreater(location, count): return """ ld a, [%s] cp %s jp nc, setZ jp clearZ """ % (location, count) def InventoryGoal(item, *, memory_location=None, msg=None, group=None): if memory_location is not None: code = checkMemoryNotZero(memory_location) elif item in INVENTORY_MAP: code = """ ld hl, $DB00 ld e, INV_SIZE .checkLoop: ldi a, [hl] cp $%s ret z ; item found, return with zero flag set to indicate goal done. dec e jr nz, .checkLoop rra ; clear z flag ret """ % (INVENTORY_MAP[item]) else: code = """ rra ; clear z flag ret """ if msg is None: msg = "Find the {%s}" % (item) return Goal(msg, code, ITEM_TILES[item], group=group) def KillGoal(description, entity_id, tile_info): check_code, set_code = getUnusedBitFlag() return Goal(description, check_code, tile_info, kill_code=""" cp $%02x jr nz, skip_%02x %s jp done skip_%02x: """ % (entity_id, entity_id, set_code, entity_id)) def MonkeyGoal(description, tile_info): check_code, set_code = getUnusedBitFlag() return Goal(description, check_code, tile_info, extra_patches=[ (0x15, 0x36EC, 0x36EF, ASM("jp $7FCE")), (0x15, 0x3FCE, "00" * 8, ASM(""" ld [hl], $FA %s ret """ % (set_code))) ]) def BuzzBlobTalkGoal(description, tile_info): check_code, set_code = getUnusedBitFlag() return Goal(description, check_code, tile_info, extra_patches=[ (0x18, 0x37C9, ASM("call $237C"), ASM("call $7FDE")), (0x18, 0x3FDE, "00" * 11, ASM(""" call $237C ld [hl], $FA %s ret """ % (set_code))) ]) def KillDethlGoal(description, tile_info): check_code, set_code = getUnusedBitFlag() return Goal(description, check_code, tile_info, extra_patches=[ (0x15, 0x0606, 0x060B, ASM(set_code)), ]) def FishDaPondGoal(description, tile_info): check_code, set_code = getUnusedBitFlag() return Goal(description, check_code, tile_info, extra_patches=[ (0x04, 0x21F7, 0x21FC, ASM(set_code)), ]) BINGO_GOALS = [ InventoryGoal(BOOMERANG), InventoryGoal(HOOKSHOT), InventoryGoal(MAGIC_ROD), InventoryGoal(PEGASUS_BOOTS), InventoryGoal(FEATHER), InventoryGoal(POWER_BRACELET), Goal("Find the L2 {POWER_BRACELET}", checkMemoryEqualCode("$DB43", "2"), TileInfo(0x82, 0x83, 0x06, 0xB2)), InventoryGoal(FLIPPERS, memory_location="wHasFlippers"), InventoryGoal(OCARINA), InventoryGoal(MEDICINE, memory_location="wHasMedicine", msg="Have the {MEDICINE}"), InventoryGoal(BOW), InventoryGoal(SHOVEL), # InventoryGoal(MAGIC_POWDER), InventoryGoal(TOADSTOOL, msg="Have the {TOADSTOOL}", group="witch"), Goal("Find the L2 {SHIELD}", checkMemoryEqualCode("$DB44", "2"), TileInfo(0x86, 0x87, 0x06, 0xB2)), Goal("Find 10 Secret Seashells", checkForSeashellsCode(10), ITEM_TILES[SEASHELL]), Goal("Find the L2 {SWORD}", checkMemoryEqualCode("$DB4E", "2"), TileInfo(0x84, 0x85, 0x06, 0xB2)), Goal("Find the {TAIL_KEY}", checkMemoryNotZero("$DB11"), TileInfo(0xC0, shift4=True)), Goal("Find the {SLIME_KEY}", checkMemoryNotZero("$DB15"), TileInfo(0x28E, shift4=True)), Goal("Find the {ANGLER_KEY}", checkMemoryNotZero("$DB12"), TileInfo(0xC2, shift4=True)), Goal("Find the {FACE_KEY}", checkMemoryNotZero("$DB13"), TileInfo(0xC4, shift4=True)), Goal("Find the {BIRD_KEY}", checkMemoryNotZero("$DB14"), TileInfo(0xC6, shift4=True)), # {"description": "Marin's Cucco Killing Text"}, # {"description": "Pick up Crane Game Owner"}, BuzzBlobTalkGoal("Talk to a buzz blob", TileInfo(0x179C, colormap=[2, 3, 1, 0])), # {"description": "Moblin King"}, Goal("Turtle Rock Entrance Boss", checkMemoryMask("$D810", "$20"), TileInfo(0x1413, flipH=True, colormap=[2, 3, 1, 0])), Goal("Kill Master Stalfos", checkMemoryMask("$D980", "$10"), TileInfo(0x1622, colormap=[2, 3, 1, 0])), # {"description": "Gohma"}, # {"description": "Grim Creeper"}, # {"description": "Blaino"}, KillDethlGoal("Kill Dethl", TileInfo(0x1B38, colormap=[2, 3, 1, 0])), # {"description": "Rooster"}, # {"description": "Marin"}, # {"description": "Bow-wow"}, # {"description": "Return Bow-wow"}, # {"description": "8 Heart Pieces"}, # {"description": "12 Heart Pieces"}, Goal("{BOMB} upgrade", checkMemoryEqualCode("$DB77", "$60"), TileInfo(0x80, 0x81, 0x06, 0xA3)), Goal("Arrow upgrade", checkMemoryEqualCode("$DB78", "$60"), TileInfo(0x88, 0x89, 0x06, 0xA3)), Goal("{MAGIC_POWDER} upgrade", checkMemoryEqualCode("$DB76", "$40"), TileInfo(0x8E, 0x8F, 0x06, 0xA3)), # {"description": "Steal From Shop 5 Times"}, KillGoal("Kill the giant ghini", 0x11, TileInfo(0x08A6, colormap=[2, 3, 1, 0])), Goal("Got the Ballad of the Wind Fish", checkMemoryMask("$DB49", "4"), TileInfo(0x298, flipH=True, colormap=[2, 3, 1, 0])), Goal("Got the Manbo's Mambo", checkMemoryMask("$DB49", "2"), TileInfo(0x29A, flipH=True, colormap=[2, 3, 1, 0])), Goal("Got the Frog's Song of Soul", checkMemoryMask("$DB49", "1"), TileInfo(0x29C, flipH=True, colormap=[2, 3, 1, 0])), Goal("Map and Compass in Tail Cave", checkMemoryNotZero("$DB16", "$DB17"), TileInfo(0x1BD0, index4=0xB1)), Goal("Map and Compass in Bottle Grotto", checkMemoryNotZero("$DB1B", "$DB1C"), TileInfo(0x1BD0, index4=0xB2)), Goal("Map and Compass in Key Cavern", checkMemoryNotZero("$DB20", "$DB21"), TileInfo(0x1BD0, index4=0xB3)), Goal("Map and Compass in Angler's Tunnel", checkMemoryNotZero("$DB25", "$DB26"), TileInfo(0x1BD0, index4=0xB4)), Goal("Map and Compass in Catfish's Maw", checkMemoryNotZero("$DB2A", "$DB2B"), TileInfo(0x1BD0, index4=0xB5)), Goal("Map and Compass in Face Shrine", checkMemoryNotZero("$DB2F", "$DB30"), TileInfo(0x1BD0, index4=0xB6)), Goal("Map and Compass in Eagle's Tower", checkMemoryNotZero("$DB34", "$DB35"), TileInfo(0x1BD0, index4=0xB7)), Goal("Map and Compass in Turtle Rock", checkMemoryNotZero("$DB39", "$DB3A"), TileInfo(0x1BD0, index4=0xB8)), Goal("Map and Compass in Color Dungeon", checkMemoryNotZero("$DDDA", "$DDDB"), TileInfo(0x1BD0, index4=0xB0)), # {"description": "Talk to all Owl Statues in Tail Cave"}, # {"description": "Talk to all Owl Statues in Bottle Grotto"}, # {"description": "Talk to all Owl Statues in Key Cavern"}, # {"description": "Talk to all Owl Statues in Angler's Tunnel"}, # {"description": "Talk to all Owl Statues in Catfish's Maw"}, # {"description": "Talk to all Owl Statues in Face Shrine"}, # {"description": "Talk to all Owl Statues in Eagle's Tower"}, # {"description": "Talk to all Owl Statues in Turtle Rock"}, # {"description": "Talk to all Owl Statues in Color Dungeon"}, # {"description": "Defeat 2 Sets of 3-Of-A-Kind (D1, D7)"}, # {"description": "Stand 6 HorseHeads in D6"}, Goal("Find the 5 Golden Leaves", checkMemoryEqualGreater("wGoldenLeaves", "5"), ITEM_TILES[GOLD_LEAF]), # {"description": "Defeat Mad Bomber (outside Kanalet Castle)"}, # {"description": "Totaka's Song in Richard's Villa"}, Goal("Get the Yoshi Doll", checkMemoryMask("$DAA0", "$20"), TileInfo(0x9A)), # {"description": "Save Papahl on the mountain"}, Goal("Give the banana to Kiki", checkMemoryMask("$D87B", "$20"), TileInfo(0x1670, colormap=[2, 3, 1, 0])), Goal("Have 99 or less rupees", checkMemoryEqualCode("$DB5D", "0"), TileInfo(0xA6, 0xA7, shift4=True), group="rupees"), Goal("Have 900 or more rupees", checkMemoryEqualGreater("$DB5D", "9"), TileInfo(0xA6, 0xA7, 0xA6, 0xA7), group="rupees"), MonkeyGoal("Bonk the Beach Monkey", TileInfo(0x1946, colormap=[2, 3, 1, 0])), # {"description": "Kill an enemy after transforming"}, Goal("Got the Red Tunic", checkMemoryMask("wCollectedTunics", "1"), TileInfo(0x2400, 0x0D11, 0x2400, 0x2401, flipH=True, colormap=[2, 3, 1, 0])), Goal("Got the Blue Tunic", checkMemoryMask("wCollectedTunics", "2"), TileInfo(0x2400, 0x0D01, 0x2400, 0x2401, flipH=True, colormap=[2, 3, 1, 0])), Goal("Buy the first shop item", checkMemoryMask("$DAA1", "$10"), TileInfo(0x0880, colormap=[2, 3, 1, 0])), Goal("Buy the second shop item", checkMemoryMask("$DAA1", "$20"), TileInfo(0x0880, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT1}", checkMemoryMask("$DB65", "2"), TileInfo(0x1500, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT2}", checkMemoryMask("$DB66", "2"), TileInfo(0x1504, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT3}", checkMemoryMask("$DB67", "2"), TileInfo(0x1508, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT4}", checkMemoryMask("$DB68", "2"), TileInfo(0x150C, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT5}", checkMemoryMask("$DB69", "2"), TileInfo(0x1510, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT6}", checkMemoryMask("$DB6A", "2"), TileInfo(0x1514, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT7}", checkMemoryMask("$DB6B", "2"), TileInfo(0x1518, colormap=[2, 3, 1, 0])), Goal("Find the {INSTRUMENT8}", checkMemoryMask("$DB6C", "2"), TileInfo(0x151C, colormap=[2, 3, 1, 0])), # {"description": "Moldorm", "group": "d1"}, # {"description": "Genie in a Bottle", "group": "d2"}, # {"description": "Slime Eyes", "group": "d3"}, # {"description": "Angler Fish", "group": "d4"}, # {"description": "Slime Eel", "group": "d5"}, # {"description": "Facade", "group": "d6"}, # {"description": "Evil Eagle", "group": "d7"}, # {"description": "Hot Head", "group": "d8"}, # {"description": "2 Followers at the same time", "group": "multifollower"}, # {"description": "3 Followers at the same time", "group": "multifollower"}, Goal("Visit the 4 Fountain Fairies", checkMemoryMask(("$D853", "$D9AC", "$D9F3", "$D9FB"), "$80"), TileInfo(0x20, shift4=True, colormap=[2, 3, 1, 0])), Goal("Have at least 8 Heart Containers", checkMemoryEqualGreater("$DB5B", "8"), TileInfo(0xAA, flipH=True), group="Health"), Goal("Have at least 9 Heart Containers", checkMemoryEqualGreater("$DB5B", "9"), TileInfo(0xAA, flipH=True), group="Health"), Goal("Have at least 10 Heart Containers", checkMemoryEqualGreater("$DB5B", "10"), TileInfo(0xAA, flipH=True), group="Health"), Goal("Got photo 1: Here Stands A Brave Man", checkMemoryMask("$DC0C", "$01"), TileInfo(0x3008, 0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 2: Looking over the sea with Marin", checkMemoryMask("$DC0C", "$02"), TileInfo(0x08F0, 0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 3: Heads up!", checkMemoryMask("$DC0C", "$04"), TileInfo(0x0E6A, 0x0D0F, 0x0E6B, 0x0E7B)), Goal("Got photo 4: Say Mushroom!", checkMemoryMask("$DC0C", "$08"), TileInfo(0x0E60, 0x0D0F, 0x0E61, 0x0E71)), Goal("Got photo 5: Ulrira's Secret!", checkMemoryMask("$DC0C", "$10"), TileInfo(0x1461, 0x1464, 0x1463, 0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 6: Playing with Bowwow!", checkMemoryMask("$DC0C", "$20"), TileInfo(0x1A42, 0x0D0F, 0x1A42, 0x1A43, flipH=True, colormap=[2, 3, 1, 0])), Goal("Got photo 7: Thief!", checkMemoryMask("$DC0C", "$40"), TileInfo(0x0880, 0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 8: Be more careful next time!", checkMemoryMask("$DC0C", "$80"), TileInfo(0x14E0, index4=0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 9: I Found Zora!", checkMemoryMask("$DC0D", "$01"), TileInfo(0x1906, 0x0D0F, 0x1906, 0x1907, flipH=True, colormap=[2, 3, 1, 0])), Goal("Got photo 10: Richard at Kanalet Castle", checkMemoryMask("$DC0D", "$02"), TileInfo(0x15B0, 0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 11: Ghost", checkMemoryMask("$DC0D", "$04"), TileInfo(0x1980, 0x0D0F, colormap=[2, 3, 1, 0])), Goal("Got photo 12: Close Call", checkMemoryMask("$DC0D", "$08"), TileInfo(0x0FED, 0x0D0F, 0x0FED, 0x0FFD)), # {"description": "Collect 4 Pictures", "group": "pics"}, # {"description": "Collect 5 Pictures", "group": "pics"}, # {"description": "Collect 6 Pictures", "group": "pics"}, Goal("Open the 4 Overworld Warp Holes", checkMemoryMask(("$D801", "$D82C", "$D895", "$D8EC"), "$80"), TileInfo(0x3E, 0x3E, 0x3E, 0x3E, colormap=[2, 1, 3, 0])), Goal("Finish the Raft Minigame", checkMemoryMask("$D87F", "$80"), TileInfo(0x087C, flipH=True, colormap=[2, 3, 1, 0])), Goal("Kill the Ball and Chain Trooper", checkMemoryMask("$DAC6", "$10"), TileInfo(0x09A4, colormap=[2, 3, 1, 0])), Goal("Destroy all Pillars with the Ball", checkMemoryMask(("$DA14", "$DA15", "$DA18", "$DA19"), "$20"), TileInfo(0x166C, flipH=True)), FishDaPondGoal("Fish the pond empty", TileInfo(0x0A00, colormap=[2, 3, 1, 0])), KillGoal("Kill the Anti-Kirby", 0x91, TileInfo(0x1550, colormap=[2, 3, 1, 0])), KillGoal("Kill a Rolling Bones", 0x81, TileInfo(0x0AB6, colormap=[2, 3, 1, 0])), KillGoal("Kill a Hinox", 0x89, TileInfo(0x1542, colormap=[2, 3, 1, 0])), KillGoal("Kill a Stone Hinox", 0xF4, TileInfo(0x2482, colormap=[2, 3, 1, 0])), KillGoal("Kill a Dodongo", 0x60, TileInfo(0x0AA0, flipH=True, colormap=[2, 3, 1, 0])), KillGoal("Kill a Cue Ball", 0x8E, TileInfo(0x1566, flipH=True, colormap=[2, 3, 1, 0])), KillGoal("Kill a Smasher", 0x92, TileInfo(0x1576, colormap=[2, 3, 1, 0])), Goal("Save Marin on the Mountain Bridge", checkMemoryMask("$D808", "$10"), TileInfo(0x1A6C, colormap=[2, 3, 1, 0])), Goal("Save Raccoon Tarin", checkMemoryMask("$D851", "$10"), TileInfo(0x1888, colormap=[2, 3, 1, 0])), Goal("Trade the {TOADSTOOL} with the witch", checkMemoryMask("$DAA2", "$20"), TileInfo(0x0A30, colormap=[2, 3, 1, 0]), group="witch"), ] def randomizeGoals(rnd, options): goals = BINGO_GOALS.copy() rnd.shuffle(goals) has_group = set() for n in range(len(goals)): if goals[n].group: if goals[n].group in has_group: goals[n] = None else: has_group.add(goals[n].group) goals = [goal for goal in goals if goal is not None] return goals[:25] def setBingoGoal(rom, goals, mode): assert len(goals) == 25 for goal in goals: for bank, addr, current, target in goal.extra_patches: rom.patch(bank, addr, current, target) # Setup the bingo card visuals be = BackgroundEditor(rom, 0x15) ba = BackgroundEditor(rom, 0x15, attributes=True) for y in range(18): for x in range(20): be.tiles[0x9800 + x + y * 0x20] = (x + (y & 2)) % 4 | ((y % 2) * 4) ba.tiles[0x9800 + x + y * 0x20] = 0x01 for y in range(5): for x in range(5): idx = x + y * 5 be.tiles[0x9843 + x * 3 + y * 3 * 0x20] = 8 + idx * 4 be.tiles[0x9844 + x * 3 + y * 3 * 0x20] = 10 + idx * 4 be.tiles[0x9863 + x * 3 + y * 3 * 0x20] = 9 + idx * 4 be.tiles[0x9864 + x * 3 + y * 3 * 0x20] = 11 + idx * 4 ba.tiles[0x9843 + x * 3 + y * 3 * 0x20] = 0x03 ba.tiles[0x9844 + x * 3 + y * 3 * 0x20] = 0x03 ba.tiles[0x9863 + x * 3 + y * 3 * 0x20] = 0x03 ba.tiles[0x9864 + x * 3 + y * 3 * 0x20] = 0x03 be.store(rom) ba.store(rom) tiles = rom.banks[0x30][0x3000:0x3040] + rom.banks[0x30][0x3100:0x3140] for goal in goals: tiles += goal.tile_info.get(rom) rom.banks[0x30][0x3000:0x3000 + len(tiles)] = tiles # Patch the mural palette to have more useful entries for us rom.patch(0x21, 0x36EE, ASM("dw $7C00, $7C00, $7C00, $7C00"), ASM("dw $7FFF, $56b5, $294a, $0000")) rom.patch(0x21, 0x36F6, ASM("dw $7C00, $7C00, $7C00, $7C00"), ASM("dw $43f0, $32ac, $1946, $0000")) # Patch the face shrine mural handler stage 4, we want to jump to bank 0x0C, which normally contains # DMG graphics, but gives us a lot of room for our own code and graphics. rom.patch(0x01, 0x2B81, 0x2B99, ASM(""" ld a, $0D ld hl, $4000 push hl jp $080C ; switch bank """), fill_nop=True) # Fix that the mural is always centered on screen, instead offset it properly rom.patch(0x18, 0x1E3D, ASM("add hl, bc\nld [hl], $50"), ASM("call $7FD6")) rom.patch(0x18, 0x3FD6, "00" * 8, ASM(""" add hl, bc ld a, [hl] and $F0 add a, $0F ld [hl], a ret """)) # In stage 5, just exit the mural without waiting for a button press. rom.patch(0x01, 0x2B9E, ASM("jr z, $07"), "", fill_nop=True) # Our custom stage 4 rom.patch(0x0D, 0x0000, 0x3000, ASM(""" wState := $C3C4 ; Our internal state, guaranteed to be 0 on the first entry. wCursorX := $D100 wCursorY := $D101 call mainHandler ; Make sure we return with bank 1 active. ld a, $01 jp $080C ; switch bank mainHandler: ld a, [wState] rst 0 dw init dw checkGoalDone dw chooseSquare dw waitDialogDone dw finishGame init: xor a ld [wCursorX], a ld [wCursorY], a inc a ld [wState], a di ldh [$4F], a ; 2nd vram bank ld hl, $9843 ld c, 25 ld b, $00 .checkDoneLoop: push bc push hl ld a, b call goalCheck pop hl jr nz, .notDone .statWait1: ldh a, [$41] ;STAT and $02 jr nz, .statWait1 ld a, $04 ldi [hl], a ldd [hl], a ld bc, $0020 add hl, bc .statWait2: ldh a, [$41] ;STAT and $02 jr nz, .statWait2 ld a, $04 ldi [hl], a ldd [hl], a ld bc, $FFE0 add hl, bc .notDone: inc hl inc hl inc hl ld a, l and $1F cp $12 jr nz, .noRowSkip ld bc, $0060 - 5*3 add hl, bc .noRowSkip: pop bc inc b dec c jr nz, .checkDoneLoop xor a ldh [$4F], a ; 1st vram bank ei checkGoalDone: ld a, $02 ld [wState], a ; Check if the egg event is already triggered ld a, [$D806] and $10 ret nz call checkAnyGoal ret nz ; Goal done, give a message and goto state to finish the game ld a, $04 ld [wState], a ld a, $E7 call $2385 ; open dialog ret chooseSquare: ld hl, $C000 ; oam buffer ; Draw the cursor ld a, [wCursorY] call multiA24 add a, $27 ldi [hl], a ld a, [wCursorX] call multiA24 add a, $24 ldi [hl], a ld a, $A2 ldi [hl], a ld a, $02 ldi [hl], a ldh a, [$CC] ; button presses bit 0, a jr nz, .right bit 1, a jr nz, .left bit 2, a jr nz, .up bit 3, a jr nz, .down bit 4, a jr nz, .showText bit 5, a jr nz, exitMural bit 7, a jr nz, exitMural ret .right: ld a, [wCursorX] cp $04 ret z inc a ld [wCursorX], a ret .left: ld a, [wCursorX] and a ret z dec a ld [wCursorX], a ret .down: ld a, [wCursorY] cp $04 ret z inc a ld [wCursorY], a ret .up: ld a, [wCursorY] and a ret z dec a ld [wCursorY], a ret .showText: ld a, [wCursorY] ld c, a add a, a add a, a add a, c ld c, a ld a, [wCursorX] add a, c add a, a ld l, a ld h, $00 ld de, messageTable add hl, de ldi a, [hl] ld h, [hl] ld l, a ld de, wCustomMessage .copyLoop: ldi a, [hl] ld [de], a inc de inc a jr nz, .copyLoop ld a, $C9 call $2385 ; open dialog ld a, $03 ld [wState], a ret waitDialogDone: ld a, [$C19F] ; dialog state and a ret nz ld a, $02 ; choose square ld [wState], a ret finishGame: ld a, [$C19F] ; dialog state and a ret nz ldh a, [$CC] ; button presses and a ret z ; Goto "credits" xor a ld [$DB96], a inc a ld [$DB95], a ret exitMural: ld hl, $DB96 ;gameplay subtype inc [hl] ret multiA24: ld c, a add a, a add a, c add a, a add a, a add a, a ret flipZ: jr nz, setZ clearZ: rra ret setZ: cp a ret checkAnyGoal: #IF {mode} call goalcheck_0 ret nz call goalcheck_1 ret nz call goalcheck_2 ret nz call goalcheck_3 ret nz call goalcheck_4 ret nz call goalcheck_5 ret nz call goalcheck_6 ret nz call goalcheck_7 ret nz call goalcheck_8 ret nz call goalcheck_9 ret nz call goalcheck_10 ret nz call goalcheck_11 ret nz call goalcheck_12 ret nz call goalcheck_13 ret nz call goalcheck_14 ret nz call goalcheck_15 ret nz call goalcheck_16 ret nz call goalcheck_17 ret nz call goalcheck_18 ret nz call goalcheck_19 ret nz call goalcheck_20 ret nz call goalcheck_21 ret nz call goalcheck_22 ret nz call goalcheck_23 ret nz call goalcheck_24 ret #ELSE call checkGoalRow1 ret z call checkGoalRow2 ret z call checkGoalRow3 ret z call checkGoalRow4 ret z call checkGoalRow5 ret z call checkGoalCol1 ret z call checkGoalCol2 ret z call checkGoalCol3 ret z call checkGoalCol4 ret z call checkGoalCol5 ret z call checkGoalDiagonal0 ret z call checkGoalDiagonal1 ret checkGoalRow1: call goalcheck_0 ret nz call goalcheck_1 ret nz call goalcheck_2 ret nz call goalcheck_3 ret nz call goalcheck_4 ret checkGoalRow2: call goalcheck_5 ret nz call goalcheck_6 ret nz call goalcheck_7 ret nz call goalcheck_8 ret nz call goalcheck_9 ret checkGoalRow3: call goalcheck_10 ret nz call goalcheck_11 ret nz call goalcheck_12 ret nz call goalcheck_13 ret nz call goalcheck_14 ret checkGoalRow4: call goalcheck_15 ret nz call goalcheck_16 ret nz call goalcheck_17 ret nz call goalcheck_18 ret nz call goalcheck_19 ret checkGoalRow5: call goalcheck_20 ret nz call goalcheck_21 ret nz call goalcheck_22 ret nz call goalcheck_23 ret nz call goalcheck_24 ret checkGoalCol1: call goalcheck_0 ret nz call goalcheck_5 ret nz call goalcheck_10 ret nz call goalcheck_15 ret nz call goalcheck_20 ret checkGoalCol2: call goalcheck_1 ret nz call goalcheck_6 ret nz call goalcheck_11 ret nz call goalcheck_16 ret nz call goalcheck_21 ret checkGoalCol3: call goalcheck_2 ret nz call goalcheck_7 ret nz call goalcheck_12 ret nz call goalcheck_17 ret nz call goalcheck_22 ret checkGoalCol4: call goalcheck_3 ret nz call goalcheck_8 ret nz call goalcheck_13 ret nz call goalcheck_18 ret nz call goalcheck_23 ret checkGoalCol5: call goalcheck_4 ret nz call goalcheck_9 ret nz call goalcheck_14 ret nz call goalcheck_19 ret nz call goalcheck_24 ret checkGoalDiagonal0: call goalcheck_0 ret nz call goalcheck_6 ret nz call goalcheck_12 ret nz call goalcheck_18 ret nz call goalcheck_24 ret checkGoalDiagonal1: call goalcheck_4 ret nz call goalcheck_8 ret nz call goalcheck_12 ret nz call goalcheck_16 ret nz call goalcheck_20 ret #ENDIF messageTable: """.format(mode=1 if mode == "bingo-full" else 0) + "\n".join(["dw message_%d" % (n) for n in range(25)]) + "\n" + "\n".join(["message_%d:\n db m\"%s\"" % (n, goal.description) for n, goal in enumerate(goals)]) + "\n" + """ goalCheck: rst 0 """ + "\n".join(["dw goalcheck_%d" % (n) for n in range(25)]) + "\n" + "\n".join(["goalcheck_%d:\n %s\n" % (n, goal.code) for n, goal in enumerate(goals)]) + "\n", 0x4000), fill_nop=True) rom.texts[0xE7] = formatText("BINGO!\nPress any button to finish.") # Patch the game to call a bit of our code when an enemy is killed by patching into the drop item handling rom.patch(0x00, 0x3F50, ASM("ld a, $03\nld [$C113], a\nld [$2100], a\ncall $55CF"), ASM(""" ld a, $0D ld [$C113], a ld [$2100], a call $7000 """)) rom.patch(0x0D, 0x3000, 0x4000, ASM(""" ldh a, [$EB] ; active entity """ + "\n".join([goal.kill_code for goal in goals if goal.kill_code is not None]) + """ done: ; Return to normal item drop handler ld a, $03 ;normal drop item handler bank ld hl, $55CF ;normal drop item handler address push hl jp $080F ; switch bank """, 0x7000), fill_nop=True) # Patch Dethl to warp you outside rom.patch(0x15, 0x0682, 0x069B, ASM(""" ld a, $0B ld [$DB95], a call $0C7D ld a, $07 ld [$DB96], a """), fill_nop=True) re = RoomEditor(rom, 0x274) re.objects += [ObjectWarp(0, 0, 0x06, 0x58, 0x40)] * 4 re.store(rom) # Patch the egg to be always open rom.patch(0x00, 0x31f5, ASM("ld a, [$D806]\nand $10\njr z, $25"), ASM(""), fill_nop=True) rom.patch(0x20, 0x2dea, ASM("ld a, [$D806]\nand $10\njr z, $29"), ASM(""), fill_nop=True) # Patch unused entity 4C into our bingo board. rom.patch(0x03, 0x004C, "41", "82") rom.patch(0x03, 0x0147, "00", "98") rom.patch(0x20, 0x00e4, "000000", ASM("dw $5e1b\ndb $18")) # Add graphics for our bingo board to 2nd WRAM bank. rom.banks[0x3F][0x3700:0x3780] = rom.banks[0x32][0x1500:0x1580] rom.banks[0x3F][0x3728:0x373A] = b'\x55\xAA\x00\xFF\x55\xAA\x00\xFF\x55\xAA\x00\xFF\x55\xAA\x00\xFF\x00\xFF' rom.banks[0x3F][0x3748:0x375A] = b'\x55\xAA\x00\xFF\x55\xAA\x00\xFF\x55\xAA\x00\xFF\x55\xAA\x00\xFF\x00\xFF' rom.patch(0x18, 0x1E0B, "00F85003" + "00005203" + "00085403" + "00105603", "00F8F00B" + "0000F20B" + "0008F40B" + "0010F60B") # Add the bingo board to marins house re = RoomEditor(rom, 0x2A3) re.entities.append((2, 0, 0x4C)) re.store(rom) # Add the bingo board to the room before the egg re = RoomEditor(rom, 0x016) re.removeObject(4, 5) re.entities.append((3, 4, 0x4C)) re.updateOverlay() re.store(rom) # Remove the egg event from the egg room (no bomb triggers for you!) re = RoomEditor(rom, 0x006) re.entities = [] re.store(rom) rom.texts[0xCF] = formatText(""" Bingo! Young lad, I mean... #####, the hero! You have bingo! You have proven your wisdom, courage and power! ... ... ... ... As part of the Wind Fish's spirit, I am the guardian of his dream world... But one day, we decided to have a bingo game. Then you, #####, came to win the bingo... Thank you, #####... My work is done... The Wind Fish will wake soon. Good bye...Bingo! """) rom.texts[0xCE] = rom.texts[0xCF]