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

463 lines
19 KiB
Python

from ..roomEditor import RoomEditor, Object, ObjectWarp, ObjectHorizontal
from ..assembler import ASM
from ..locations import constants
from typing import List
# Room containing the boss
BOSS_ROOMS = [
0x106,
0x12b,
0x15a,
0x166,
0x185,
0x1bc,
0x223, # Note: unused room normally
0x234,
0x300,
]
BOSS_ENTITIES = [
(3, 2, 0x59),
(4, 2, 0x5C),
(4, 3, 0x5B),
None,
(4, 3, 0x5D),
(4, 3, 0x5A),
None,
(4, 3, 0x62),
(5, 2, 0xF9),
]
MINIBOSS_ENTITIES = {
"ROLLING_BONES": [(8, 3, 0x81), (6, 3, 0x82)],
"HINOX": [(5, 2, 0x89)],
"DODONGO": [(3, 2, 0x60), (5, 2, 0x60)],
"CUE_BALL": [(1, 1, 0x8e)],
"GHOMA": [(2, 1, 0x5e), (2, 4, 0x5e)],
"SMASHER": [(5, 2, 0x92)],
"GRIM_CREEPER": [(4, 0, 0xbc)],
"BLAINO": [(5, 3, 0xbe)],
"AVALAUNCH": [(5, 1, 0xf4)],
"GIANT_BUZZ_BLOB": [(4, 2, 0xf8)],
"MOBLIN_KING": [(5, 5, 0xe4)],
"ARMOS_KNIGHT": [(4, 3, 0x88)],
}
MINIBOSS_ROOMS = {
0: 0x111, 1: 0x128, 2: 0x145, 3: 0x164, 4: 0x193, 5: 0x1C5, 6: 0x228, 7: 0x23F,
"c1": 0x30C, "c2": 0x303,
"moblin_cave": 0x2E1,
"armos_temple": 0x27F,
}
def fixArmosKnightAsMiniboss(rom):
# Make the armos temple room with armos knight drop a ceiling key on kill.
# This makes the door always open, but that's fine.
rom.patch(0x14, 0x017F, "21", "81")
# Do not change the drop from Armos knight into a ceiling key.
rom.patch(0x06, 0x12E8, ASM("ld [hl], $30"), "", fill_nop=True)
def getBossRoomStatusFlagLocation(dungeon_nr):
if BOSS_ROOMS[dungeon_nr] >= 0x300:
return 0xDDE0 - 0x300 + BOSS_ROOMS[dungeon_nr]
return 0xD800 + BOSS_ROOMS[dungeon_nr]
def fixDungeonItem(item_chest_id, dungeon_nr):
if item_chest_id == constants.CHEST_ITEMS[constants.MAP]:
return constants.CHEST_ITEMS["MAP%d" % (dungeon_nr + 1)]
if item_chest_id == constants.CHEST_ITEMS[constants.COMPASS]:
return constants.CHEST_ITEMS["COMPASS%d" % (dungeon_nr + 1)]
if item_chest_id == constants.CHEST_ITEMS[constants.KEY]:
return constants.CHEST_ITEMS["KEY%d" % (dungeon_nr + 1)]
if item_chest_id == constants.CHEST_ITEMS[constants.NIGHTMARE_KEY]:
return constants.CHEST_ITEMS["NIGHTMARE_KEY%d" % (dungeon_nr + 1)]
if item_chest_id == constants.CHEST_ITEMS[constants.STONE_BEAK]:
return constants.CHEST_ITEMS["STONE_BEAK%d" % (dungeon_nr + 1)]
return item_chest_id
def getCleanBossRoom(rom, dungeon_nr):
re = RoomEditor(rom, BOSS_ROOMS[dungeon_nr])
new_objects = []
for obj in re.objects:
if isinstance(obj, ObjectWarp):
continue
if obj.type_id == 0xBE: # Remove staircases
continue
if obj.type_id == 0x06: # Remove lava
continue
if obj.type_id == 0x1c: # Change D1 pits into normal pits
obj.type_id = 0x01
if obj.type_id == 0x1e: # Change D1 pits into normal pits
obj.type_id = 0xaf
if obj.type_id == 0x1f: # Change D1 pits into normal pits
obj.type_id = 0xb0
if obj.type_id == 0xF5: # Change open doors into closing doors.
obj.type_id = 0xF1
new_objects.append(obj)
# Make D4 room a valid fighting room by removing most content.
if dungeon_nr == 3:
new_objects = new_objects[:2] + [Object(1, 1, 0xAC), Object(8, 1, 0xAC), Object(1, 6, 0xAC), Object(8, 6, 0xAC)]
# D7 has an empty room we use for most bosses, but it needs some adjustments.
if dungeon_nr == 6:
# Move around the unused and instrument room.
rom.banks[0x14][0x03a0 + 6 + 1 * 8] = 0x00
rom.banks[0x14][0x03a0 + 7 + 2 * 8] = 0x2C
rom.banks[0x14][0x03a0 + 7 + 3 * 8] = 0x23
rom.banks[0x14][0x03a0 + 6 + 5 * 8] = 0x00
rom.banks[0x14][0x0520 + 7 + 2 * 8] = 0x2C
rom.banks[0x14][0x0520 + 7 + 3 * 8] = 0x23
rom.banks[0x14][0x0520 + 6 + 5 * 8] = 0x00
re.floor_object &= 0x0F
new_objects += [
Object(4, 0, 0xF0),
Object(1, 6, 0xBE),
ObjectWarp(1, dungeon_nr, 0x22E, 24, 16)
]
# Set the stairs towards the eagle tower top to our new room.
r = RoomEditor(rom, 0x22E)
r.objects[-1] = ObjectWarp(1, dungeon_nr, re.room, 24, 112)
r.store(rom)
# Remove the normal door to the instrument room
r = RoomEditor(rom, 0x22e)
r.removeObject(4, 0)
r.store(rom)
rom.banks[0x14][0x22e - 0x100] = 0x00
r = RoomEditor(rom, 0x22c)
r.changeObject(0, 7, 0x03)
r.changeObject(2, 7, 0x03)
r.store(rom)
re.objects = new_objects
re.entities = []
return re
def changeBosses(rom, mapping: List[int]):
# Fix the color dungeon not properly warping to room 0 with the boss.
for addr in range(0x04E0, 0x04E0 + 64):
if rom.banks[0x14][addr] == 0x00 and addr not in {0x04E0 + 1 + 3 * 8, 0x04E0 + 2 + 6 * 8}:
rom.banks[0x14][addr] = 0xFF
# Fix the genie death not really liking pits/water.
rom.patch(0x04, 0x0521, ASM("ld [hl], $81"), ASM("ld [hl], $91"))
# For the sidescroll bosses, we need to update this check to be the evil eagle dungeon.
# But if evil eagle is not there we still need to remove this check to make angler fish work in D7
dungeon_nr = mapping.index(6) if 6 in mapping else 0xFE
rom.patch(0x02, 0x1FC8, ASM("cp $06"), ASM("cp $%02x" % (dungeon_nr if dungeon_nr < 8 else 0xff)))
for dungeon_nr in range(9):
target = mapping[dungeon_nr]
if target == dungeon_nr:
continue
if target == 3: # D4 fish boss
# If dungeon_nr == 6: use normal eagle door towards fish.
if dungeon_nr == 6:
# Add the staircase to the boss, and fix the warp back.
re = RoomEditor(rom, 0x22E)
for obj in re.objects:
if isinstance(obj, ObjectWarp):
obj.type_id = 2
obj.map_nr = 3
obj.room = 0x1EF
obj.target_x = 24
obj.target_y = 16
re.store(rom)
re = RoomEditor(rom, 0x1EF)
re.objects[-1] = ObjectWarp(1, dungeon_nr if dungeon_nr < 8 else 0xff, 0x22E, 24, 16)
re.store(rom)
else:
# Set the proper room event flags
rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 0x100] = 0x2A
# Add the staircase to the boss, and fix the warp back.
re = getCleanBossRoom(rom, dungeon_nr)
re.objects += [Object(4, 4, 0xBE), ObjectWarp(2, 3, 0x1EF, 24, 16)]
re.store(rom)
re = RoomEditor(rom, 0x1EF)
re.objects[-1] = ObjectWarp(1, dungeon_nr if dungeon_nr < 8 else 0xff, BOSS_ROOMS[dungeon_nr], 72, 80)
re.store(rom)
# Patch the fish heart container to open up the right room.
if dungeon_nr == 6:
rom.patch(0x03, 0x1A0F, ASM("ld hl, $D966"), ASM("ld hl, $%04x" % (0xD800 + 0x22E)))
else:
rom.patch(0x03, 0x1A0F, ASM("ld hl, $D966"), ASM("ld hl, $%04x" % (getBossRoomStatusFlagLocation(dungeon_nr))))
# Patch the proper item towards the D4 boss
rom.banks[0x3E][0x3800 + 0x01ff] = fixDungeonItem(rom.banks[0x3E][0x3800 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
rom.banks[0x3E][0x3300 + 0x01ff] = fixDungeonItem(rom.banks[0x3E][0x3300 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
elif target == 6: # Evil eagle
rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 0x100] = 0x2A
# Patch the eagle heart container to open up the right room.
rom.patch(0x03, 0x1A04, ASM("ld hl, $DA2E"), ASM("ld hl, $%04x" % (getBossRoomStatusFlagLocation(dungeon_nr))))
# Add the staircase to the boss, and fix the warp back.
re = getCleanBossRoom(rom, dungeon_nr)
re.objects += [Object(4, 4, 0xBE), ObjectWarp(2, 6, 0x2F8, 72, 80)]
re.store(rom)
re = RoomEditor(rom, 0x2F8)
re.objects[-1] = ObjectWarp(1, dungeon_nr if dungeon_nr < 8 else 0xff, BOSS_ROOMS[dungeon_nr], 72, 80)
re.store(rom)
# Patch the proper item towards the D7 boss
rom.banks[0x3E][0x3800 + 0x02E8] = fixDungeonItem(rom.banks[0x3E][0x3800 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
rom.banks[0x3E][0x3300 + 0x02E8] = fixDungeonItem(rom.banks[0x3E][0x3300 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
else:
rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 0x100] = 0x21
re = getCleanBossRoom(rom, dungeon_nr)
re.entities = [BOSS_ENTITIES[target]]
if target == 4:
# For slime eel, we need to setup the right wall tiles.
rom.banks[0x20][0x2EB3 + BOSS_ROOMS[dungeon_nr] - 0x100] = 0x06
if target == 5:
# Patch facade so he doesn't use the spinning tiles, which is a problem for the sprites.
rom.patch(0x04, 0x121D, ASM("cp $14"), ASM("cp $00"))
rom.patch(0x04, 0x1226, ASM("cp $04"), ASM("cp $00"))
rom.patch(0x04, 0x127F, ASM("cp $14"), ASM("cp $00"))
if target == 7:
pass
# For hot head, add some lava (causes graphical glitches)
# re.animation_id = 0x06
# re.objects += [
# ObjectHorizontal(3, 2, 0x06, 4),
# ObjectHorizontal(2, 3, 0x06, 6),
# ObjectHorizontal(2, 4, 0x06, 6),
# ObjectHorizontal(3, 5, 0x06, 4),
# ]
re.store(rom)
def readBossMapping(rom):
mapping = []
for dungeon_nr in range(9):
r = RoomEditor(rom, BOSS_ROOMS[dungeon_nr])
if r.entities:
mapping.append(BOSS_ENTITIES.index(r.entities[0]))
elif isinstance(r.objects[-1], ObjectWarp) and r.objects[-1].room == 0x1ef:
mapping.append(3)
elif isinstance(r.objects[-1], ObjectWarp) and r.objects[-1].room == 0x2f8:
mapping.append(6)
else:
mapping.append(dungeon_nr)
return mapping
def changeMiniBosses(rom, mapping):
# Fix avalaunch not working when entering a room from the left or right
rom.patch(0x03, 0x0BE0, ASM("""
ld [hl], $50
ld hl, $C2D0
add hl, bc
ld [hl], $00
jp $4B56
"""), ASM("""
ld a, [hl]
sub $08
ld [hl], a
ld hl, $C2D0
add hl, bc
ld [hl], b ; b is always zero here
ret
"""), fill_nop=True)
# Fix avalaunch waiting until the room event is done (and not all rooms have a room event on enter)
rom.patch(0x36, 0x1C14, ASM("ret z"), "", fill_nop=True)
# Fix giant buzz blob waiting until the room event is done (and not all rooms have a room event on enter)
rom.patch(0x36, 0x153B, ASM("ret z"), "", fill_nop=True)
# Remove the powder fairy from giant buzz blob
rom.patch(0x36, 0x14F7, ASM("jr nz, $05"), ASM("jr $05"))
# Do not allow the force barrier in D3 dodongo room
rom.patch(0x14, 0x14AC, 0x14B5, ASM("jp $7FE0"), fill_nop=True)
rom.patch(0x14, 0x3FE0, "00" * 0x20, ASM("""
ld a, [$C124] ; room transition
ld hl, $C17B
or [hl]
ret nz
ldh a, [$F6] ; room
cp $45 ; check for D3 dodogo room
ret z
cp $7F ; check for armos temple room
ret z
jp $54B5
"""), fill_nop=True)
# Patch smasher to spawn the ball closer, so it doesn't spawn on the wall in the armos temple
rom.patch(0x06, 0x0533, ASM("add a, $30"), ASM("add a, $20"))
for target, name in mapping.items():
re = RoomEditor(rom, MINIBOSS_ROOMS[target])
re.entities = [e for e in re.entities if e[2] == 0x61] # Only keep warp, if available
re.entities += MINIBOSS_ENTITIES[name]
if re.room == 0x228 and name != "GRIM_CREEPER":
for x in range(3, 7):
for y in range(0, 3):
re.removeObject(x, y)
if name == "CUE_BALL":
re.objects += [
Object(3, 3, 0x2c),
ObjectHorizontal(4, 3, 0x22, 2),
Object(6, 3, 0x2b),
Object(3, 4, 0x2a),
ObjectHorizontal(4, 4, 0x21, 2),
Object(6, 4, 0x29),
]
if name == "BLAINO":
# BLAINO needs a warp object to hit you to the entrance of the dungeon.
if len(re.getWarps()) < 1:
# Default to start house.
target = (0x10, 0x2A3, 0x50, 0x7c)
if 0x100 <= re.room < 0x11D: #D1
target = (0, 0x117, 80, 80)
elif 0x11D <= re.room < 0x140: #D2
target = (1, 0x136, 80, 80)
elif 0x140 <= re.room < 0x15D: #D3
target = (2, 0x152, 80, 80)
elif 0x15D <= re.room < 0x180: #D4
target = (3, 0x174, 80, 80)
elif 0x180 <= re.room < 0x1AC: #D5
target = (4, 0x1A1, 80, 80)
elif 0x1B0 <= re.room < 0x1DE: #D6
target = (5, 0x1D4, 80, 80)
elif 0x200 <= re.room < 0x22D: #D7
target = (6, 0x20E, 80, 80)
elif 0x22D <= re.room < 0x26C: #D8
target = (7, 0x25D, 80, 80)
elif re.room >= 0x300: #D0
target = (0xFF, 0x312, 80, 80)
elif re.room == 0x2E1: #Moblin cave
target = (0x15, 0x2F0, 0x50, 0x7C)
elif re.room == 0x27F: #Armos temple
target = (0x16, 0x28F, 0x50, 0x7C)
re.objects.append(ObjectWarp(1, *target))
if name == "DODONGO":
# Remove breaking floor tiles from the room.
re.objects = [obj for obj in re.objects if obj.type_id != 0xDF]
if name == "ROLLING_BONES" and target == 2:
# Make rolling bones pass trough walls so it does not get stuck here.
rom.patch(0x03, 0x02F1 + 0x81, "84", "95")
re.store(rom)
def readMiniBossMapping(rom):
mapping = {}
for key, room in MINIBOSS_ROOMS.items():
r = RoomEditor(rom, room)
for me_key, me_data in MINIBOSS_ENTITIES.items():
if me_data[-1][2] == r.entities[-1][2]:
mapping[key] = me_key
return mapping
def doubleTrouble(rom):
for n in range(0x316):
if n == 0x2FF:
continue
re = RoomEditor(rom, n)
# Bosses
if re.hasEntity(0x59): # Moldorm (TODO; double heart container drop)
re.removeEntities(0x59)
re.entities += [(3, 2, 0x59), (4, 2, 0x59)]
re.store(rom)
if re.hasEntity(0x5C): # Ghini
re.removeEntities(0x5C)
re.entities += [(3, 2, 0x5C), (4, 2, 0x5C)]
re.store(rom)
if re.hasEntity(0x5B): # slime eye
re.removeEntities(0x5B)
re.entities += [(3, 2, 0x5B), (6, 2, 0x5B)]
re.store(rom)
if re.hasEntity(0x65): # angler fish
re.removeEntities(0x65)
re.entities += [(6, 2, 0x65), (6, 5, 0x65)]
re.store(rom)
# Slime eel bugs out on death if duplicated.
# if re.hasEntity(0x5D): # slime eel
# re.removeEntities(0x5D)
# re.entities += [(6, 2, 0x5D), (6, 5, 0x5D)]
# re.store(rom)
if re.hasEntity(0x5A): # facade (TODO: Drops two hearts, shared health?)
re.removeEntities(0x5A)
re.entities += [(2, 3, 0x5A), (6, 3, 0x5A)]
re.store(rom)
# Evil eagle causes a crash, and messes up the intro sequence and generally is just a mess if I spawn multiple
# if re.hasEntity(0x63): # evil eagle
# re.removeEntities(0x63)
# re.entities += [(3, 4, 0x63), (2, 4, 0x63)]
# re.store(rom)
# # Remove that links movement is blocked
# rom.patch(0x05, 0x2258, ASM("ldh [$A1], a"), "0000")
# rom.patch(0x05, 0x1AE3, ASM("ldh [$A1], a"), "0000")
# rom.patch(0x05, 0x1C5D, ASM("ldh [$A1], a"), "0000")
# rom.patch(0x05, 0x1C8D, ASM("ldh [$A1], a"), "0000")
# rom.patch(0x05, 0x1CAF, ASM("ldh [$A1], a"), "0000")
if re.hasEntity(0x62): # hot head (TODO: Drops thwo hearts)
re.removeEntities(0x62)
re.entities += [(2, 2, 0x62), (4, 4, 0x62)]
re.store(rom)
if re.hasEntity(0xF9): # hardhit beetle
re.removeEntities(0xF9)
re.entities += [(2, 2, 0xF9), (5, 4, 0xF9)]
re.store(rom)
# Minibosses
if re.hasEntity(0x89):
re.removeEntities(0x89)
re.entities += [(2, 3, 0x89), (6, 3, 0x89)]
re.store(rom)
if re.hasEntity(0x81):
re.removeEntities(0x81)
re.entities += [(2, 3, 0x81), (6, 3, 0x81)]
re.store(rom)
if re.hasEntity(0x60):
dodongo = [e for e in re.entities if e[2] == 0x60]
x = (dodongo[0][0] + dodongo[1][0]) // 2
y = (dodongo[0][1] + dodongo[1][1]) // 2
re.entities += [(x, y, 0x60)]
re.store(rom)
if re.hasEntity(0x8e):
re.removeEntities(0x8e)
re.entities += [(1, 1, 0x8e), (7, 1, 0x8e)]
re.store(rom)
if re.hasEntity(0x92):
re.removeEntities(0x92)
re.entities += [(2, 3, 0x92), (4, 3, 0x92)]
re.store(rom)
if re.hasEntity(0xf4):
re.removeEntities(0xf4)
re.entities += [(2, 1, 0xf4), (6, 1, 0xf4)]
re.store(rom)
if re.hasEntity(0xf8):
re.removeEntities(0xf8)
re.entities += [(2, 2, 0xf8), (6, 2, 0xf8)]
re.store(rom)
if re.hasEntity(0xe4):
re.removeEntities(0xe4)
re.entities += [(5, 2, 0xe4), (5, 5, 0xe4)]
re.store(rom)
if re.hasEntity(0x88): # Armos knight (TODO: double item drop)
re.removeEntities(0x88)
re.entities += [(3, 3, 0x88), (6, 3, 0x88)]
re.store(rom)
if re.hasEntity(0x87): # Lanmola (TODO: killing one drops the item, and marks as done)
re.removeEntities(0x87)
re.entities += [(2, 2, 0x87), (1, 1, 0x87)]
re.store(rom)