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