def removeOwlEvents(rom): # Remove all the owl events from the entity tables. for room in range(0x100): re = RoomEditor(rom, room) if re.hasEntity(0x41): re.removeEntities(0x41) re.store(rom) # Clear texts used by the owl. Potentially reused somewhere else. rom.texts[0x0D9] = b'\xff' # used by boomerang # 1 Used by empty chest (master stalfos message) # 9 used by keysanity items # 1 used by bowwow in chest # 1 used by item for other player message # 2 used by arrow chest messages # 2 used by tunics for idx in range(0x0BE, 0x0CE): rom.texts[idx] = b'\xff'
def patch(self, rom, option, *, multiworld=None): if option != SWORD or multiworld is not None: # Set the heart piece data super().patch(rom, option, multiworld=multiworld) # Patch the room to contain a heart piece instead of the sword on the beach re = RoomEditor(rom, 0x0F2) re.removeEntities(0x31) # remove sword re.addEntity(5, 5, 0x35) # add heart piece re.store(rom) # Prevent shield drops from the like-like from turning into swords. rom.patch(0x03, 0x1B9C, ASM("ld a, [$DB4E]"), ASM("ld a, $01"), fill_nop=True) rom.patch(0x03, 0x244D, ASM("ld a, [$DB4E]"), ASM("ld a, $01"), fill_nop=True)
def doubleTrouble(rom): for n in range(0x316): if n == 0x2FF: continue re = RoomEditor(rom, n) # Bosses if re.hasEntity(0x59): # Moldorm (TODO; double heart container drop) re.removeEntities(0x59) re.entities += [(3, 2, 0x59), (4, 2, 0x59)] re.store(rom) if re.hasEntity(0x5C): # Ghini re.removeEntities(0x5C) re.entities += [(3, 2, 0x5C), (4, 2, 0x5C)] re.store(rom) if re.hasEntity(0x5B): # slime eye re.removeEntities(0x5B) re.entities += [(3, 2, 0x5B), (6, 2, 0x5B)] re.store(rom) if re.hasEntity(0x65): # angler fish re.removeEntities(0x65) re.entities += [(6, 2, 0x65), (6, 5, 0x65)] re.store(rom) # Slime eel bugs out on death if duplicated. # if re.hasEntity(0x5D): # slime eel # re.removeEntities(0x5D) # re.entities += [(6, 2, 0x5D), (6, 5, 0x5D)] # re.store(rom) if re.hasEntity( 0x5A): # facade (TODO: Drops two hearts, shared health?) re.removeEntities(0x5A) re.entities += [(2, 3, 0x5A), (6, 3, 0x5A)] re.store(rom) # Evil eagle causes a crash, and messes up the intro sequence and generally is just a mess if I spawn multiple # if re.hasEntity(0x63): # evil eagle # re.removeEntities(0x63) # re.entities += [(3, 4, 0x63), (2, 4, 0x63)] # re.store(rom) # # Remove that links movement is blocked # rom.patch(0x05, 0x2258, ASM("ldh [$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)
def removeOwlEvents(rom): # Remove all the owl events from the entity tables. for room in range(0x100): re = RoomEditor(rom, room) if re.hasEntity(0x41): re.removeEntities(0x41) re.store(rom) # Clear texts used by the owl. Potentially reused somewhere o else. rom.texts[0x0D9] = b'\xff' # used by boomerang # 1 Used by empty chest (master stalfos message) # 8 unused (0x0C0-0x0C7) # 1 used by bowwow in chest # 1 used by item for other player message # 2 used by arrow chest messages # 2 used by tunics for idx in range(0x0BE, 0x0CE): rom.texts[idx] = b'\xff' # Patch the owl entity into a ghost to allow refill of powder/bombs/arrows rom.texts[0xC0] = formatText("Everybody hates me, so I give away free things in the hope people will love me. Want something?", ask="Okay No") rom.texts[0xC1] = formatText("Good for you.") rom.patch(0x06, 0x27F5, 0x2A77, ASM(""" ; Check if we have powder or bombs. ld e, INV_SIZE ld hl, $DB00 loop: ldi a, [hl] cp $02 ; bombs jr z, hasProperItem cp $0C ; powder jr z, hasProperItem cp $05 ; bow jr z, hasProperItem dec e jr nz, loop ret hasProperItem: ; Render ghost ld de, sprite call $3BC0 call $64C6 ; check if game is busy (pops this stack frame if busy) ldh a, [$E7] ; frame counter swap a and $01 call $3B0C ; set entity sprite variant call $641A ; check collision ldh a, [$F0] ;entity state rst 0 dw waitForTalk dw talking waitForTalk: call $645D ; check if talked to ret nc ld a, $C0 call $2385 ; open dialog call $3B12 ; increase entity state ret talking: ; Check if we are still talking ld a, [$C19F] and a ret nz call $3B12 ; increase entity state ld [hl], $00 ; set to state 0 ld a, [$C177] ; get which option we selected and a ret nz ; Give powder ld a, [$DB4C] cp $10 jr nc, doNotGivePowder ld a, $10 ld [$DB4C], a doNotGivePowder: ld a, [$DB4D] cp $10 jr nc, doNotGiveBombs ld a, $10 ld [$DB4D], a doNotGiveBombs: ld a, [$DB45] cp $10 jr nc, doNotGiveArrows ld a, $10 ld [$DB45], a doNotGiveArrows: ld a, $C1 call $2385 ; open dialog ret sprite: db $76, $09, $78, $09, $7A, $09, $7C, $09 """, 0x67F5), fill_nop=True) rom.patch(0x20, 0x0322 + 0x41 * 2, "734A", "564B") # Remove the owl init handler re = RoomEditor(rom, 0x2A3) re.entities.append((7, 6, 0x41)) re.store(rom)
def fixBowwow(rom, everywhere=False): ### BowWow patches rom.patch(0x03, 0x1E0E, ASM("ld [$DB56], a"), "", fill_nop=True ) # Do not mark BowWow as kidnapped after we complete dungeon 1. rom.patch(0x15, 0x06B6, ASM("ld a, [$DB56]\ncp $80"), ASM("xor a"), fill_nop=True) # always load the moblin boss rom.patch(0x03, 0x182D, ASM("ld a, [$DB56]\ncp $80"), ASM("ld a, [$DAE2]\nand $10") ) # load the cave moblins if the chest is not opened rom.patch(0x07, 0x3947, ASM("ld a, [$DB56]\ncp $80"), ASM("ld a, [$DAE2]\nand $10") ) # load the cave moblin with sword if the chest is not opened # Modify the moblin cave to contain a chest at the end, which contains bowwow re = RoomEditor(rom, 0x2E2) re.removeEntities(0x6D) re.changeObject(8, 3, 0xA0) re.store(rom) # Place bowwow in the chest table rom.banks[0x14][0x560 + 0x2E2] = 0x81 # Patch bowwow follower sprite to be used from 2nd vram bank rom.patch( 0x05, 0x001C, b"40034023" b"42034223" b"44034603" b"48034A03" b"46234423" b"4A234823" b"4C034C23", b"500B502B" b"520B522B" b"540B560B" b"580B5A0B" b"562B542B" b"5A2B582B" b"5C0B5C2B") # Patch to use the chain sprite from second vram bank (however, the chain bugs out various things) rom.patch( 0x05, 0x0282, ASM("ld a, $4E\njr nz, $02\nld a, $7E\nld [de], a\ninc de\nld a, $00"), ASM("ld a, $5E\nld [de], a\ninc de\nld a, $08"), fill_nop=True) # Never load the bowwow tiles in the first VRAM bank, as we do not need them. rom.patch(0x00, 0x2EB0, ASM("ld a, [$DB56]\ncp $01\nld a, $A4\njr z, $18"), "", fill_nop=True) # Patch the location where bowwow stores chain X/Y positions so it does not conflict with a lot of other things rom.patch(0x05, 0x00BE, ASM("ld hl, $D100"), ASM("ld hl, $D180")) rom.patch(0x05, 0x0275, ASM("ld hl, $D100"), ASM("ld hl, $D180")) rom.patch(0x05, 0x03AD, ASM("ld [$D100], a"), ASM("ld [$D180], a")) rom.patch(0x05, 0x03BD, ASM("ld de, $D100"), ASM("ld de, $D180")) rom.patch(0x05, 0x049F, ASM("ld hl, $D100"), ASM("ld hl, $D180")) rom.patch(0x05, 0x04C2, ASM("ld a, [$D100]"), ASM("ld a, [$D180]")) rom.patch(0x05, 0x03C0, ASM("ld hl, $D101"), ASM("ld hl, $D181")) rom.patch(0x05, 0x0418, ASM("ld [$D106], a"), ASM("ld [$D186], a")) rom.patch(0x05, 0x0423, ASM("ld de, $D106"), ASM("ld de, $D186")) rom.patch(0x05, 0x0426, ASM("ld hl, $D105"), ASM("ld hl, $D185")) rom.patch(0x19, 0x3A4E, ASM("ld hl, $D100"), ASM("ld hl, $D180")) rom.patch(0x19, 0x3A5A, ASM("ld hl, $D110"), ASM("ld hl, $D190")) rom.patch(0x05, 0x00D9, ASM("ld hl, $D110"), ASM("ld hl, $D190")) rom.patch(0x05, 0x026E, ASM("ld hl, $D110"), ASM("ld hl, $D190")) rom.patch(0x05, 0x03BA, ASM("ld [$D110], a"), ASM("ld [$D190], a")) rom.patch(0x05, 0x03DD, ASM("ld de, $D110"), ASM("ld de, $D190")) rom.patch(0x05, 0x0480, ASM("ld hl, $D110"), ASM("ld hl, $D190")) rom.patch(0x05, 0x04B5, ASM("ld a, [$D110]"), ASM("ld a, [$D190]")) rom.patch(0x05, 0x03E0, ASM("ld hl, $D111"), ASM("ld hl, $D191")) rom.patch(0x05, 0x0420, ASM("ld [$D116], a"), ASM("ld [$D196], a")) rom.patch(0x05, 0x044d, ASM("ld de, $D116"), ASM("ld de, $D196")) rom.patch(0x05, 0x0450, ASM("ld hl, $D115"), ASM("ld hl, $D195")) rom.patch(0x05, 0x0039, ASM("ld [$D154], a"), "", fill_nop=True ) # normally this stores the index to bowwow, for the kiki fight rom.patch(0x05, 0x013C, ASM("ld [$D150], a"), ASM("ld [$D197], a")) rom.patch(0x05, 0x0144, ASM("ld [$D151], a"), ASM("ld [$D198], a")) rom.patch(0x05, 0x02F9, ASM("ld [$D152], a"), ASM("ld [$D199], a")) rom.patch(0x05, 0x0335, ASM("ld a, [$D152]"), ASM("ld a, [$D199]")) rom.patch(0x05, 0x0485, ASM("ld a, [$D151]"), ASM("ld a, [$D198]")) rom.patch(0x05, 0x04A4, ASM("ld a, [$D150]"), ASM("ld a, [$D197]")) # Patch the bowwow create code to call our custom check of we are in swamp function. if everywhere: # Load followers in dungeons, caves, etc rom.patch(0x01, 0x1FC1, ASM("ret z"), "", fill_nop=True) rom.patch(0x01, 0x1FC4, ASM("ret z"), "", fill_nop=True) rom.patch(0x01, 0x1FC7, ASM("ret z"), "", fill_nop=True) rom.patch(0x01, 0x1FCA, ASM("ret c"), "", fill_nop=True) # dungeon rom.patch(0x01, 0x1FBC, ASM("ret nz"), "", fill_nop=True) # sidescroller else: # Patch the bowwow create code to call our custom check of we are in swamp function. rom.patch( 0x01, 0x211F, ASM("ldh a, [$F6]\ncp $A7\nret z\nld a, [$DB56]\ncp $01\njr nz, $36" ), ASM(""" ld a, $07 rst 8 ld a, e and a ret z """), fill_nop=True) # Patch bowwow to not stay around when we move from map to map rom.patch(0x05, 0x0049, 0x0054, ASM(""" cp [hl] jr z, Continue ld hl, $C280 add hl, bc ld [hl], b ret Continue: """), fill_nop=True) # Patch madam meow meow to not take bowwow rom.patch(0x06, 0x1BD7, ASM("ld a, [$DB66]\nand $02"), ASM("ld a, $00\nand $02"), fill_nop=True) # Patch kiki not to react to bowwow, as bowwow is not with link at this map rom.patch(0x07, 0x18A8, ASM("ld a, [$DB56]\ncp $01"), ASM("ld a, $00\ncp $01"), fill_nop=True) # Patch the color dungeon entrance not to check for bowwow rom.patch(0x02, 0x340D, ASM("ld hl, $DB56\nor [hl]"), "", fill_nop=True) # Patch richard to ignore bowwow rom.patch(0x06, 0x006C, ASM("ld a, [$DB56]"), ASM("xor a"), fill_nop=True) # Patch to modify how bowwow eats enemies, normally it just unloads them, but we call our handler in bank 3E rom.patch(0x05, 0x03A0, 0x03A8, ASM(""" push bc ld b, d ld c, e ld a, $08 rst 8 pop bc ret """), fill_nop=True) rom.patch(0x05, 0x0387, ASM("ld a, $03\nldh [$F2], a"), "", fill_nop=True) # remove the default chomp sfx # Various enemies rom.banks[0x14][0x1218 + 0xC5] = 0x01 # Urchin rom.banks[0x14][0x1218 + 0x93] = 0x01 # MadBomber rom.banks[0x14][0x1218 + 0x51] = 0x01 # Swinging ball&chain golden leaf enemy rom.banks[0x14][0x1218 + 0xF2] = 0x01 # Color dungeon flying hopper rom.banks[0x14][0x1218 + 0xF3] = 0x01 # Color dungeon hopper rom.banks[0x14][0x1218 + 0xE9] = 0x01 # Color dungeon shell rom.banks[0x14][0x1218 + 0xEA] = 0x01 # Color dungeon shell rom.banks[0x14][0x1218 + 0xEB] = 0x01 # Color dungeon shell rom.banks[0x14][0x1218 + 0xEC] = 0x01 # Color dungeon thing rom.banks[0x14][0x1218 + 0xED] = 0x01 # Color dungeon thing rom.banks[0x14][0x1218 + 0xEE] = 0x01 # Color dungeon thing rom.banks[0x14][0x1218 + 0x87] = 0x01 # Lanmola (for D4 key) rom.banks[0x14][0x1218 + 0x88] = 0x01 # Armos knight (for D6 key) rom.banks[0x14][0x1218 + 0x16] = 0x01 # Spark rom.banks[0x14][0x1218 + 0x17] = 0x01 # Spark rom.banks[0x14][0x1218 + 0x2C] = 0x01 # Spiked beetle rom.banks[0x14][0x1218 + 0x90] = 0x01 # Three of a kind (screw these guys) rom.banks[0x14][0x1218 + 0x18] = 0x01 # Pols voice rom.banks[0x14][0x1218 + 0x50] = 0x01 # Boo buddy rom.banks[0x14][0x1218 + 0xA2] = 0x01 # Pirana plant rom.banks[0x14][0x1218 + 0x52] = 0x01 # Tractor device rom.banks[0x14][0x1218 + 0x53] = 0x01 # Tractor device (D3) rom.banks[0x14][0x1218 + 0x55] = 0x01 # Bounding bombite rom.banks[0x14][0x1218 + 0x56] = 0x01 # Timer bombite rom.banks[0x14][0x1218 + 0x57] = 0x01 # Pairod rom.banks[0x14][0x1218 + 0x15] = 0x01 # Antifairy rom.banks[0x14][0x1218 + 0xA0] = 0x01 # Peahat rom.banks[0x14][0x1218 + 0x9C] = 0x01 # Star rom.banks[0x14][0x1218 + 0xA1] = 0x01 # Snake rom.banks[0x14][0x1218 + 0xBD] = 0x01 # Vire rom.banks[0x14][0x1218 + 0xE4] = 0x01 # Moblin boss # Bosses rom.banks[0x14][0x1218 + 0x59] = 0x01 # Moldorm rom.banks[0x14][0x1218 + 0x5C] = 0x01 # Genie rom.banks[0x14][0x1218 + 0x5B] = 0x01 # Slime Eye rom.patch(0x04, 0x0AC4, ASM("ld [hl], $28"), ASM("ld [hl], $FF")) # give more time before slimeeye unsplits rom.patch(0x04, 0x0B05, ASM("ld [hl], $50"), ASM("ld [hl], $FF")) # give more time before slimeeye unsplits rom.banks[0x14][0x1218 + 0x65] = 0x01 # Angler fish rom.banks[0x14][0x1218 + 0x5D] = 0x01 # Slime eel rom.banks[0x14][0x1218 + 0x5A] = 0x01 # Facade rom.banks[0x14][0x1218 + 0x63] = 0x01 # Eagle rom.banks[0x14][0x1218 + 0x62] = 0x01 # Hot head rom.banks[0x14][0x1218 + 0xF9] = 0x01 # Hardhit beetle rom.banks[0x14][0x1218 + 0xE6] = 0x01 # Nightmare # Minibosses rom.banks[0x14][0x1218 + 0x81] = 0x01 # Rolling bones rom.banks[0x14][0x1218 + 0x89] = 0x01 # Hinox rom.banks[0x14][0x1218 + 0x8E] = 0x01 # Cue ball rom.banks[0x14][0x1218 + 0x5E] = 0x01 # Gnoma rom.banks[0x14][0x1218 + 0x5F] = 0x01 # Master stalfos rom.banks[0x14][0x1218 + 0x92] = 0x01 # Smasher rom.banks[0x14][0x1218 + 0xBC] = 0x01 # Grim creeper rom.banks[0x14][0x1218 + 0xBE] = 0x01 # Blaino rom.banks[0x14][0x1218 + 0xF8] = 0x01 # Giant buzz blob rom.banks[0x14][0x1218 + 0xF4] = 0x01 # Avalaunch # NPCs rom.banks[0x14][0x1218 + 0x6F] = 0x01 # Dog rom.banks[0x14][0x1218 + 0x6E] = 0x01 # Butterfly rom.banks[0x14][0x1218 + 0x6C] = 0x01 # Cucco rom.banks[0x14][0x1218 + 0x70] = 0x01 # Kid rom.banks[0x14][0x1218 + 0x71] = 0x01 # Kid rom.banks[0x14][0x1218 + 0x72] = 0x01 # Kid rom.banks[0x14][0x1218 + 0x73] = 0x01 # Kid rom.banks[0x14][0x1218 + 0xD0] = 0x01 # Animal rom.banks[0x14][0x1218 + 0xD1] = 0x01 # Animal rom.banks[0x14][0x1218 + 0xD2] = 0x01 # Animal rom.banks[0x14][0x1218 + 0xD3] = 0x01 # Animal rom.banks[0x14][0x1218 + 0xFA] = 0x01 # Photographer
def removeOwlEvents(rom): # Remove all the owl events from the entity tables. for room in range(0x100): re = RoomEditor(rom, room) if re.hasEntity(0x41): re.removeEntities(0x41) re.store(rom) # Clear texts used by the owl. Potentially reused somewhere else. rom.texts[0x0D9] = b'\xff' # used by boomerang # 1 Used by empty chest (master stalfos message) # 8 unused (0x0C0-0x0C7) # 1 used by bowwow in chest # 1 used by item for other player message # 2 used by arrow chest messages # 2 used by tunics for idx in range(0x0BE, 0x0CE): rom.texts[idx] = b'\xff' # Patch the owl entity to allow refill of powder/bombs rom.texts[0xC0] = formatText("Hoot!\nHoot!\nOut of stock?", ask="Okay No") rom.texts[0xC1] = formatText( "Hoot!\nHoot! Hoot!\nHoot!\nHere are a few things for you.") rom.patch(0x06, 0x27F5, 0x2A77, ASM( """ ; Render owl ld de, sprite call $3BC0 call $64C6 ; check if game is busy (pops this stack frame if busy) ldh a, [$E7] ; frame counter cp $F0 jr c, eyesOpen ld a, $01 jr setSpriteVariant eyesOpen: xor a setSpriteVariant: call $3B0C ; set entity sprite variant call $641A ; check collision ldh a, [$F0] ;entity state rst 0 dw waitForTalk dw talking waitForTalk: call $645D ; check if talked to ret nc ld a, $C0 call $2385 ; open dialog call $3B12 ; increase entity state ret talking: ; Check if we are still talking ld a, [$C19F] and a ret nz call $3B12 ; increase entity state ld [hl], $00 ; set to state 0 ld a, [$C177] ; get which option we selected and a ret nz ; Give powder ld a, [$DB4C] cp $10 jr nc, doNotGivePowder ld a, $10 ld [$DB4C], a doNotGivePowder: ld a, [$DB4D] cp $10 jr nc, doNotGiveBombs ld a, $10 ld [$DB4D], a doNotGiveBombs: ld a, $C1 call $2385 ; open dialog ret sprite: db $78, $01, $78, $21, $7A, $01, $7A, $21 """, 0x67F5), fill_nop=True)