Exemplo n.º 1
0
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'
Exemplo n.º 2
0
    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, $01"),
                      fill_nop=True)
Exemplo n.º 3
0
def doubleTrouble(rom):
    for n in range(0x316):
        if n == 0x2FF:
            continue
        re = RoomEditor(rom, n)
        # Bosses
        if re.hasEntity(0x59):  # Moldorm (TODO; double heart container drop)
            re.removeEntities(0x59)
            re.entities += [(3, 2, 0x59), (4, 2, 0x59)]
            re.store(rom)
        if re.hasEntity(0x5C):  # Ghini
            re.removeEntities(0x5C)
            re.entities += [(3, 2, 0x5C), (4, 2, 0x5C)]
            re.store(rom)
        if re.hasEntity(0x5B):  # slime eye
            re.removeEntities(0x5B)
            re.entities += [(3, 2, 0x5B), (6, 2, 0x5B)]
            re.store(rom)
        if re.hasEntity(0x65):  # angler fish
            re.removeEntities(0x65)
            re.entities += [(6, 2, 0x65), (6, 5, 0x65)]
            re.store(rom)
        # Slime eel bugs out on death if duplicated.
        # if re.hasEntity(0x5D):  # slime eel
        #     re.removeEntities(0x5D)
        #     re.entities += [(6, 2, 0x5D), (6, 5, 0x5D)]
        #     re.store(rom)
        if re.hasEntity(
                0x5A):  # facade (TODO: Drops two hearts, shared health?)
            re.removeEntities(0x5A)
            re.entities += [(2, 3, 0x5A), (6, 3, 0x5A)]
            re.store(rom)
        # Evil eagle causes a crash, and messes up the intro sequence and generally is just a mess if I spawn multiple
        # if re.hasEntity(0x63):  # evil eagle
        #     re.removeEntities(0x63)
        #     re.entities += [(3, 4, 0x63), (2, 4, 0x63)]
        #     re.store(rom)
        #     # Remove that links movement is blocked
        #     rom.patch(0x05, 0x2258, ASM("ldh [$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)
Exemplo n.º 4
0
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)
Exemplo n.º 5
0
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
Exemplo n.º 6
0
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)