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

208 lines
10 KiB
Python

from ..assembler import ASM
from ..roomEditor import RoomEditor
def fixBowwow(rom, everywhere=False):
### BowWow patches
rom.patch(0x03, 0x1E0E, ASM("ld [$DB56], a"), "", fill_nop=True) # Do not mark BowWow as kidnapped after we complete dungeon 1.
rom.patch(0x15, 0x06B6, ASM("ld a, [$DB56]\ncp $80"), ASM("xor a"), fill_nop=True) # always load the moblin boss
rom.patch(0x03, 0x182D, ASM("ld a, [$DB56]\ncp $80"), ASM("ld a, [$DAE2]\nand $10")) # load the cave moblins if the chest is not opened
rom.patch(0x07, 0x3947, ASM("ld a, [$DB56]\ncp $80"), ASM("ld a, [$DAE2]\nand $10")) # load the cave moblin with sword if the chest is not opened
# Modify the moblin cave to contain a chest at the end, which contains bowwow
re = RoomEditor(rom, 0x2E2)
re.removeEntities(0x6D)
re.changeObject(8, 3, 0xA0)
re.store(rom)
# Place bowwow in the chest table
rom.banks[0x14][0x560 + 0x2E2] = 0x81
# Patch bowwow follower sprite to be used from 2nd vram bank
rom.patch(0x05, 0x001C,
b"40034023"
b"42034223"
b"44034603"
b"48034A03"
b"46234423"
b"4A234823"
b"4C034C23",
b"500B502B"
b"520B522B"
b"540B560B"
b"580B5A0B"
b"562B542B"
b"5A2B582B"
b"5C0B5C2B")
# Patch to use the chain sprite from second vram bank (however, the chain bugs out various things)
rom.patch(0x05, 0x0282,
ASM("ld a, $4E\njr nz, $02\nld a, $7E\nld [de], a\ninc de\nld a, $00"),
ASM("ld a, $5E\nld [de], a\ninc de\nld a, $08"), fill_nop=True)
# Never load the bowwow tiles in the first VRAM bank, as we do not need them.
rom.patch(0x00, 0x2EB0, ASM("ld a, [$DB56]\ncp $01\nld a, $A4\njr z, $18"), "", fill_nop=True)
# Patch the location where bowwow stores chain X/Y positions so it does not conflict with a lot of other things
rom.patch(0x05, 0x00BE, ASM("ld hl, $D100"), ASM("ld hl, $D180"))
rom.patch(0x05, 0x0275, ASM("ld hl, $D100"), ASM("ld hl, $D180"))
rom.patch(0x05, 0x03AD, ASM("ld [$D100], a"), ASM("ld [$D180], a"))
rom.patch(0x05, 0x03BD, ASM("ld de, $D100"), ASM("ld de, $D180"))
rom.patch(0x05, 0x049F, ASM("ld hl, $D100"), ASM("ld hl, $D180"))
rom.patch(0x05, 0x04C2, ASM("ld a, [$D100]"), ASM("ld a, [$D180]"))
rom.patch(0x05, 0x03C0, ASM("ld hl, $D101"), ASM("ld hl, $D181"))
rom.patch(0x05, 0x0418, ASM("ld [$D106], a"), ASM("ld [$D186], a"))
rom.patch(0x05, 0x0423, ASM("ld de, $D106"), ASM("ld de, $D186"))
rom.patch(0x05, 0x0426, ASM("ld hl, $D105"), ASM("ld hl, $D185"))
rom.patch(0x19, 0x3A4E, ASM("ld hl, $D100"), ASM("ld hl, $D180"))
rom.patch(0x19, 0x3A5A, ASM("ld hl, $D110"), ASM("ld hl, $D190"))
rom.patch(0x05, 0x00D9, ASM("ld hl, $D110"), ASM("ld hl, $D190"))
rom.patch(0x05, 0x026E, ASM("ld hl, $D110"), ASM("ld hl, $D190"))
rom.patch(0x05, 0x03BA, ASM("ld [$D110], a"), ASM("ld [$D190], a"))
rom.patch(0x05, 0x03DD, ASM("ld de, $D110"), ASM("ld de, $D190"))
rom.patch(0x05, 0x0480, ASM("ld hl, $D110"), ASM("ld hl, $D190"))
rom.patch(0x05, 0x04B5, ASM("ld a, [$D110]"), ASM("ld a, [$D190]"))
rom.patch(0x05, 0x03E0, ASM("ld hl, $D111"), ASM("ld hl, $D191"))
rom.patch(0x05, 0x0420, ASM("ld [$D116], a"), ASM("ld [$D196], a"))
rom.patch(0x05, 0x044d, ASM("ld de, $D116"), ASM("ld de, $D196"))
rom.patch(0x05, 0x0450, ASM("ld hl, $D115"), ASM("ld hl, $D195"))
rom.patch(0x05, 0x0039, ASM("ld [$D154], a"), "", fill_nop=True) # normally this stores the index to bowwow, for the kiki fight
rom.patch(0x05, 0x013C, ASM("ld [$D150], a"), ASM("ld [$D197], a"))
rom.patch(0x05, 0x0144, ASM("ld [$D151], a"), ASM("ld [$D198], a"))
rom.patch(0x05, 0x02F9, ASM("ld [$D152], a"), ASM("ld [$D199], a"))
rom.patch(0x05, 0x0335, ASM("ld a, [$D152]"), ASM("ld a, [$D199]"))
rom.patch(0x05, 0x0485, ASM("ld a, [$D151]"), ASM("ld a, [$D198]"))
rom.patch(0x05, 0x04A4, ASM("ld a, [$D150]"), ASM("ld a, [$D197]"))
# Patch the bowwow create code to call our custom check of we are in swamp function.
if everywhere:
# Load followers in dungeons, caves, etc
rom.patch(0x01, 0x1FC1, ASM("ret z"), "", fill_nop=True)
rom.patch(0x01, 0x1FC4, ASM("ret z"), "", fill_nop=True)
rom.patch(0x01, 0x1FC7, ASM("ret z"), "", fill_nop=True)
rom.patch(0x01, 0x1FCA, ASM("ret c"), "", fill_nop=True) # dungeon
# rom.patch(0x01, 0x1FBC, ASM("ret nz"), "", fill_nop=True) # sidescroller: TOFIX this breaks fishing minigame reward
else:
# Patch the bowwow create code to call our custom check of we are in swamp function.
rom.patch(0x01, 0x211F, ASM("ldh a, [$F6]\ncp $A7\nret z\nld a, [$DB56]\ncp $01\njr nz, $36"), ASM("""
ld a, $07
rst 8
ld a, e
and a
ret z
"""), fill_nop=True)
# Patch bowwow to not stay around when we move from map to map
rom.patch(0x05, 0x0049, 0x0054, ASM("""
cp [hl]
jr z, Continue
ld hl, $C280
add hl, bc
ld [hl], b
ret
Continue:
"""), fill_nop=True)
# Patch madam meow meow to not take bowwow
rom.patch(0x06, 0x1BD7, ASM("ld a, [$DB66]\nand $02"), ASM("ld a, $00\nand $02"), fill_nop=True)
# Patch kiki not to react to bowwow, as bowwow is not with link at this map
rom.patch(0x07, 0x18A8, ASM("ld a, [$DB56]\ncp $01"), ASM("ld a, $00\ncp $01"), fill_nop=True)
# Patch the color dungeon entrance not to check for bowwow
rom.patch(0x02, 0x340D, ASM("ld hl, $DB56\nor [hl]"), "", fill_nop=True)
# Patch richard to ignore bowwow
rom.patch(0x06, 0x006C, ASM("ld a, [$DB56]"), ASM("xor a"), fill_nop=True)
# Patch to modify how bowwow eats enemies, normally it just unloads them, but we call our handler in bank 3E
rom.patch(0x05, 0x03A0, 0x03A8, ASM("""
push bc
ld b, d
ld c, e
ld a, $08
rst 8
pop bc
ret
"""), fill_nop=True)
rom.patch(0x05, 0x0387, ASM("ld a, $03\nldh [$F2], a"), "", fill_nop=True) # remove the default chomp sfx
# Various enemies
rom.banks[0x14][0x1218 + 0xC5] = 0x01 # Urchin
rom.banks[0x14][0x1218 + 0x93] = 0x01 # MadBomber
rom.banks[0x14][0x1218 + 0x51] = 0x01 # Swinging ball&chain golden leaf enemy
rom.banks[0x14][0x1218 + 0xF2] = 0x01 # Color dungeon flying hopper
rom.banks[0x14][0x1218 + 0xF3] = 0x01 # Color dungeon hopper
rom.banks[0x14][0x1218 + 0xE9] = 0x01 # Color dungeon shell
rom.banks[0x14][0x1218 + 0xEA] = 0x01 # Color dungeon shell
rom.banks[0x14][0x1218 + 0xEB] = 0x01 # Color dungeon shell
rom.banks[0x14][0x1218 + 0xEC] = 0x01 # Color dungeon thing
rom.banks[0x14][0x1218 + 0xED] = 0x01 # Color dungeon thing
rom.banks[0x14][0x1218 + 0xEE] = 0x01 # Color dungeon thing
rom.banks[0x14][0x1218 + 0x87] = 0x01 # Lanmola (for D4 key)
rom.banks[0x14][0x1218 + 0x88] = 0x01 # Armos knight (for D6 key)
rom.banks[0x14][0x1218 + 0x16] = 0x01 # Spark
rom.banks[0x14][0x1218 + 0x17] = 0x01 # Spark
rom.banks[0x14][0x1218 + 0x2C] = 0x01 # Spiked beetle
rom.banks[0x14][0x1218 + 0x90] = 0x01 # Three of a kind (screw these guys)
rom.banks[0x14][0x1218 + 0x18] = 0x01 # Pols voice
rom.banks[0x14][0x1218 + 0x50] = 0x01 # Boo buddy
rom.banks[0x14][0x1218 + 0xA2] = 0x01 # Pirana plant
rom.banks[0x14][0x1218 + 0x52] = 0x01 # Tractor device
rom.banks[0x14][0x1218 + 0x53] = 0x01 # Tractor device (D3)
rom.banks[0x14][0x1218 + 0x55] = 0x01 # Bounding bombite
rom.banks[0x14][0x1218 + 0x56] = 0x01 # Timer bombite
rom.banks[0x14][0x1218 + 0x57] = 0x01 # Pairod
rom.banks[0x14][0x1218 + 0x15] = 0x01 # Antifairy
rom.banks[0x14][0x1218 + 0xA0] = 0x01 # Peahat
rom.banks[0x14][0x1218 + 0x9C] = 0x01 # Star
rom.banks[0x14][0x1218 + 0xA1] = 0x01 # Snake
rom.banks[0x14][0x1218 + 0xBD] = 0x01 # Vire
rom.banks[0x14][0x1218 + 0xE4] = 0x01 # Moblin boss
# Bosses
rom.banks[0x14][0x1218 + 0x59] = 0x01 # Moldorm
rom.banks[0x14][0x1218 + 0x5C] = 0x01 # Genie
rom.banks[0x14][0x1218 + 0x5B] = 0x01 # Slime Eye
rom.patch(0x04, 0x0AC4, ASM("ld [hl], $28"), ASM("ld [hl], $FF")) # give more time before slimeeye unsplits
rom.patch(0x04, 0x0B05, ASM("ld [hl], $50"), ASM("ld [hl], $FF")) # give more time before slimeeye unsplits
rom.banks[0x14][0x1218 + 0x65] = 0x01 # Angler fish
rom.banks[0x14][0x1218 + 0x5D] = 0x01 # Slime eel
rom.banks[0x14][0x1218 + 0x5A] = 0x01 # Facade
rom.banks[0x14][0x1218 + 0x63] = 0x01 # Eagle
rom.banks[0x14][0x1218 + 0x62] = 0x01 # Hot head
rom.banks[0x14][0x1218 + 0xF9] = 0x01 # Hardhit beetle
rom.banks[0x14][0x1218 + 0xE6] = 0x01 # Nightmare
# Minibosses
rom.banks[0x14][0x1218 + 0x81] = 0x01 # Rolling bones
rom.banks[0x14][0x1218 + 0x89] = 0x01 # Hinox
rom.banks[0x14][0x1218 + 0x8E] = 0x01 # Cue ball
rom.banks[0x14][0x1218 + 0x5E] = 0x01 # Gnoma
rom.banks[0x14][0x1218 + 0x5F] = 0x01 # Master stalfos
rom.banks[0x14][0x1218 + 0x92] = 0x01 # Smasher
rom.banks[0x14][0x1218 + 0xBC] = 0x01 # Grim creeper
rom.banks[0x14][0x1218 + 0xBE] = 0x01 # Blaino
rom.banks[0x14][0x1218 + 0xF8] = 0x01 # Giant buzz blob
rom.banks[0x14][0x1218 + 0xF4] = 0x01 # Avalaunch
# NPCs
rom.banks[0x14][0x1218 + 0x6F] = 0x01 # Dog
rom.banks[0x14][0x1218 + 0x6E] = 0x01 # Butterfly
rom.banks[0x14][0x1218 + 0x6C] = 0x01 # Cucco
rom.banks[0x14][0x1218 + 0x70] = 0x01 # Kid
rom.banks[0x14][0x1218 + 0x71] = 0x01 # Kid
rom.banks[0x14][0x1218 + 0x72] = 0x01 # Kid
rom.banks[0x14][0x1218 + 0x73] = 0x01 # Kid
rom.banks[0x14][0x1218 + 0xD0] = 0x01 # Animal
rom.banks[0x14][0x1218 + 0xD1] = 0x01 # Animal
rom.banks[0x14][0x1218 + 0xD2] = 0x01 # Animal
rom.banks[0x14][0x1218 + 0xD3] = 0x01 # Animal
def bowwowMapPatches(rom):
# Remove all the cystal things that can only be destroyed with a sword.
for n in range(0x100, 0x2FF):
re = RoomEditor(rom, n)
re.objects = list(filter(lambda obj: obj.type_id != 0xDD, re.objects))
re.store(rom)