from ..assembler import ASM def fixGoldenLeaf(rom): # Patch the golden leaf code so it jumps to the dropped key handling in bank 3E rom.patch(3, 0x2007, ASM(""" ld de, $5FFB call $3C77 ; RenderActiveEntitySprite """), ASM(""" ld a, $04 rst 8 """), fill_nop=True) rom.patch(3, 0x2018, None, ASM(""" ld a, $06 ; giveItemMultiworld rst 8 jp $602F """)) rom.patch(3, 0x2037, None, ASM(""" ld a, $0a ; showMessageMultiworld rst 8 jp $604B """)) # Patch all over the place to move the golden leafs to a different memory location. # We use $DB6D (dungeon 9 status), but we could also use $DB7A (which is only used by the ghost) rom.patch(0x00, 0x2D17, ASM("ld a, [$DB15]"), ASM("ld a, $06"), fill_nop=True) # Always load the slime tiles rom.patch(0x02, 0x3005, ASM("cp $06"), ASM("cp $01"), fill_nop=True) # Instead of checking for 6 leaves a the keyhole, just check for the key rom.patch(0x20, 0x1AD1, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # For the status screen, load the number of leafs from the proper memory rom.patch(0x03, 0x0980, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # If leaves >= 6 move richard rom.patch(0x06, 0x0059, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # If leaves >= 6 move richard rom.patch(0x06, 0x007D, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # Richard message if no leaves rom.patch(0x06, 0x00B8, ASM("ld [$DB15], a"), ASM("ld [wGoldenLeaves], a")) # Stores FF in the leaf counter if we opened the path # 6:40EE uses leaves == 6 to check if we have collected the key, but only to change the message. # rom.patch(0x06, 0x2AEF, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # Telephone message handler