60 lines
1.9 KiB
Python
60 lines
1.9 KiB
Python
from ..assembler import ASM
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from ..utils import formatText
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from ..locations.constants import CHEST_ITEMS
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def fixChests(rom):
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# Patch the chest code, so it can give a lvl1 sword.
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# Normally, there is some code related to the owl event when getting the tail key,
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# as we patched out the owl. We use it to jump to our custom code in bank $3E to handle getting the item
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rom.patch(0x03, 0x109C, ASM("""
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cp $11 ; if not tail key, skip
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jr nz, end
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push af
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ld a, [$C501]
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ld e, a
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ld hl, $C2F0
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add hl, de
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ld [hl], $38
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pop af
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end:
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ld e, a
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cp $21 ; if is message chest or higher number, next instruction is to skip giving things.
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"""), ASM("""
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ld a, $06 ; GiveItemMultiworld
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rst 8
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and a ; clear the carry flag to always skip giving stuff.
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"""), fill_nop=True)
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# Instead of the normal logic to on which sprite data to show, we jump to our custom code in bank 3E.
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rom.patch(0x07, 0x3C36, None, ASM("""
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ld a, $01
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rst 8
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jp $7C5E
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"""), fill_nop=True)
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# Instead of the normal logic of showing the proper dialog, we jump to our custom code in bank 3E.
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rom.patch(0x07, 0x3C9C, None, ASM("""
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ld a, $0A ; showItemMessageMultiworld
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rst 8
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jp $7CE9
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"""))
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# Sound to play is normally loaded from a table, which is no longer big enough. So always use the same sound.
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rom.patch(0x07, 0x3C81, ASM("""
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add hl, de
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ld a, [hl]
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"""), ASM("ld a, $01"), fill_nop=True)
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# Always spawn seashells even if you have the L2 sword
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rom.patch(0x14, 0x192F, ASM("ld a, $1C"), ASM("ld a, $20"))
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rom.texts[0x9A] = formatText("You found 10 {BOMB}!")
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def setMultiChest(rom, option):
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room = 0x2F2
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addr = room + 0x560
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rom.banks[0x14][addr] = CHEST_ITEMS[option]
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