35 lines
1.8 KiB
Python
35 lines
1.8 KiB
Python
from ..assembler import ASM
|
|
|
|
|
|
def fixGoldenLeaf(rom):
|
|
# Patch the golden leaf code so it jumps to the dropped key handling in bank 3E
|
|
rom.patch(3, 0x2007, ASM("""
|
|
ld de, $5FFB
|
|
call $3C77 ; RenderActiveEntitySprite
|
|
"""), ASM("""
|
|
ld a, $04
|
|
rst 8
|
|
"""), fill_nop=True)
|
|
rom.patch(3, 0x2018, None, ASM("""
|
|
ld a, $06 ; giveItemMultiworld
|
|
rst 8
|
|
jp $602F
|
|
"""))
|
|
rom.patch(3, 0x2037, None, ASM("""
|
|
ld a, $0a ; showMessageMultiworld
|
|
rst 8
|
|
jp $604B
|
|
"""))
|
|
|
|
# Patch all over the place to move the golden leafs to a different memory location.
|
|
# We use $DB6D (dungeon 9 status), but we could also use $DB7A (which is only used by the ghost)
|
|
rom.patch(0x00, 0x2D17, ASM("ld a, [$DB15]"), ASM("ld a, $06"), fill_nop=True) # Always load the slime tiles
|
|
rom.patch(0x02, 0x3005, ASM("cp $06"), ASM("cp $01"), fill_nop=True) # Instead of checking for 6 leaves a the keyhole, just check for the key
|
|
rom.patch(0x20, 0x1AD1, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # For the status screen, load the number of leafs from the proper memory
|
|
rom.patch(0x03, 0x0980, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # If leaves >= 6 move richard
|
|
rom.patch(0x06, 0x0059, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # If leaves >= 6 move richard
|
|
rom.patch(0x06, 0x007D, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # Richard message if no leaves
|
|
rom.patch(0x06, 0x00B8, ASM("ld [$DB15], a"), ASM("ld [wGoldenLeaves], a")) # Stores FF in the leaf counter if we opened the path
|
|
# 6:40EE uses leaves == 6 to check if we have collected the key, but only to change the message.
|
|
# rom.patch(0x06, 0x2AEF, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # Telephone message handler
|