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

94 lines
3.4 KiB
Python

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")