Archipelago/worlds/ladx/LADXR/patches/phone.py

62 lines
1.5 KiB
Python

from ..assembler import ASM
def patchPhone(rom):
# reenabled for text shuffle
# rom.texts[0x141] = b""
# rom.texts[0x142] = b""
# rom.texts[0x143] = b""
# rom.texts[0x144] = b""
# rom.texts[0x145] = b""
# rom.texts[0x146] = b""
# rom.texts[0x147] = b""
# rom.texts[0x148] = b""
# rom.texts[0x149] = b""
# rom.texts[0x14A] = b""
# rom.texts[0x14B] = b""
# rom.texts[0x14C] = b""
# rom.texts[0x14D] = b""
# rom.texts[0x14E] = b""
# rom.texts[0x14F] = b""
# rom.texts[0x16E] = b""
# rom.texts[0x1FD] = b""
# rom.texts[0x228] = b""
# rom.texts[0x229] = b""
# rom.texts[0x22A] = b""
# rom.texts[0x240] = b""
# rom.texts[0x241] = b""
# rom.texts[0x242] = b""
# rom.texts[0x243] = b""
# rom.texts[0x244] = b""
# rom.texts[0x245] = b""
# rom.texts[0x247] = b""
# rom.texts[0x248] = b""
rom.patch(0x06, 0x2A8F, 0x2BBC, ASM("""
; We use $DB6D to store which tunics we have. This is normally the Dungeon9 instrument, which does not exist.
ld a, [$DC0F]
ld hl, wCollectedTunics
inc a
cp $01
jr nz, notTunic1
bit 0, [HL]
jr nz, notTunic1
inc a
notTunic1:
cp $02
jr nz, notTunic2
bit 1, [HL]
jr nz, notTunic2
inc a
notTunic2:
cp $03
jr nz, noWrap
xor a
noWrap:
ld [$DC0F], a
ret
"""), fill_nop=True)