from ..roomEditor import RoomEditor, Object from ..assembler import ASM def fixAll(rom): # Prevent soft locking in the first mountain cave if we do not have a feather re = RoomEditor(rom, 0x2B7) re.removeObject(3, 3) re.store(rom) # Prevent getting stuck in the sidescroll room in the beginning of dungeon 5 re = RoomEditor(rom, 0x1A9) re.objects[6].count = 7 re.store(rom) # Cave that allows you to escape from D4 without flippers, make it no longer require a feather re = RoomEditor(rom, 0x1EA) re.objects[9].count = 8 re.removeObject(5, 4) re.moveObject(4, 4, 7, 5) re.store(rom) # D3 west side room requires feather to get the key. But feather is not required to unlock the door, potentially softlocking you. re = RoomEditor(rom, 0x155) re.changeObject(4, 1, 0xcf) re.changeObject(4, 6, 0xd0) re.store(rom) # D3 boots room requires boots to escape re = RoomEditor(rom, 0x146) re.removeObject(5, 6) re.store(rom) allowRaftGameWithoutFlippers(rom) # We cannot access thes holes in logic: # removeBirdKeyHoleDrop(rom) fixDoghouse(rom) flameThrowerShieldRequirement(rom) fixLessThen3MaxHealth(rom) def fixDoghouse(rom): # Fix entering the dog house from the back, and ending up out of bounds. re = RoomEditor(rom, 0x0A1) re.objects.append(Object(6, 2, 0x0E2)) re.objects.append(re.objects[20]) # Move the flower patch after the warp entry definition so it overrules the tile re.objects.append(re.objects[3]) re.objects.pop(22) re.objects.pop(21) re.objects.pop(20) # Remove the flower patch at the normal entry index re.objects.pop(11) # Duplicate object, we can just remove it, gives room for our custom entry door re.store(rom) def allowRaftGameWithoutFlippers(rom): # Allow jumping down the waterfall in the raft game without the flippers. rom.patch(0x02, 0x2E8F, ASM("ld a, [$DB0C]"), ASM("ld a, $01"), fill_nop=True) # Change the room that goes back up to the raft game from the bottom, so we no longer need flippers re = RoomEditor(rom, 0x1F7) re.changeObject(3, 2, 0x1B) re.changeObject(2, 3, 0x1B) re.changeObject(3, 4, 0x1B) re.changeObject(4, 5, 0x1B) re.changeObject(6, 6, 0x1B) re.store(rom) def removeBirdKeyHoleDrop(rom): # Prevent the cave with the bird key from dropping you in the water # (if you do not have flippers this would softlock you) rom.patch(0x02, 0x1176, ASM(""" ldh a, [$F7] cp $0A jr nz, $30 """), ASM(""" nop nop nop nop jr $30 """)) # Remove the hole that drops you all the way from dungeon7 entrance to the water in the cave re = RoomEditor(rom, 0x01E) re.removeObject(5, 4) re.store(rom) def flameThrowerShieldRequirement(rom): # if you somehow get a lvl3 shield or higher, it no longer works against the flamethrower, easy fix. rom.patch(0x03, 0x2EBA, ASM("ld a, [$DB44]\ncp $02\nret nz"), # if not shield level 2 ASM("ld a, [$DB44]\ncp $02\nret c")) # if not shield level 2 or higher def fixLessThen3MaxHealth(rom): # The table that starts your start HP when you die is not working for less then 3 HP, and locks the game. rom.patch(0x01, 0x1295, "18181818", "08081018")