示例#1
0
文件: core.py 项目: daid/LADXR
def fixWrongWarp(rom):
    rom.patch(0x00, 0x18CE, ASM("cp $04"), ASM("cp $03"))
    re = RoomEditor(rom, 0x2b)
    for x in range(10):
        re.removeObject(x, 7)
    re.objects.append(ObjectHorizontal(0, 7, 0x2C, 10))
    while len(re.getWarps()) < 4:
        re.objects.append(ObjectWarp(1, 3, 0x7a, 80, 124))
    re.store(rom)
示例#2
0
文件: maptweaks.py 项目: loopfz/LADXR
def addBetaRoom(rom):
    re = RoomEditor(rom, 0x1FC)
    re.objects[-1].target_y -= 0x10
    re.store(rom)
    re = RoomEditor(rom, 0x038)
    re.changeObject(5, 1, 0xE1)
    re.removeObject(0, 0)
    re.removeObject(0, 1)
    re.removeObject(0, 2)
    re.removeObject(6, 1)
    re.objects.append(ObjectVertical(0, 0, 0x38, 3))
    re.objects.append(ObjectWarp(1, 0x1F, 0x1FC, 0x50, 0x7C))
    re.store(rom)

    rom.room_sprite_data_indoor[0x0FC] = rom.room_sprite_data_indoor[0x1A1]
示例#3
0
def setRaftGoal(rom):
    rom.texts[0x1A3] = formatText(b"Just sail away.")

    # Remove the egg and egg event handler.
    re = RoomEditor(rom, 0x006)
    for x in range(4, 7):
        for y in range(0, 4):
            re.removeObject(x, y)
    re.objects.append(ObjectHorizontal(4, 1, 0x4d, 3))
    re.objects.append(ObjectHorizontal(4, 2, 0x03, 3))
    re.objects.append(ObjectHorizontal(4, 3, 0x03, 3))
    re.entities = []
    re.updateOverlay()
    re.store(rom)

    re = RoomEditor(rom, 0x08D)
    re.objects[6].count = 4
    re.objects[7].x += 2
    re.objects[7].type_id = 0x2B
    re.objects[8].x += 2
    re.objects[8].count = 2
    re.objects[9].x += 1
    re.objects[11] = ObjectVertical(7, 5, 0x37, 2)
    re.objects[12].x -= 1
    re.objects[13].x -= 1
    re.objects[14].x -= 1
    re.objects[14].type_id = 0x34
    re.objects[17].x += 3
    re.objects[17].count -= 3
    re.updateOverlay()
    re.overlay[7 + 60] = 0x33
    re.store(rom)

    re = RoomEditor(rom, 0x0E9)
    re.objects[30].count = 1
    re.objects[30].x += 2
    re.overlay[7 + 70] = 0x0E
    re.overlay[8 + 70] = 0x0E
    re.store(rom)
    re = RoomEditor(rom, 0x0F9)
    re.objects = [
        ObjectHorizontal(4, 0, 0x0E, 6),
        ObjectVertical(9, 0, 0xCA, 8),
        ObjectVertical(8, 0, 0x0E, 8),
        Object(3, 0, 0x38),
        Object(3, 1, 0x32),
        ObjectHorizontal(4, 1, 0x2C, 3),
        Object(7, 1, 0x2D),
        ObjectVertical(7, 2, 0x38, 5),
        Object(7, 7, 0x34),
        ObjectHorizontal(0, 7, 0x2F, 7),
        ObjectVertical(2, 3, 0xE8, 4),
        ObjectVertical(3, 2, 0xE8, 5),
        ObjectVertical(4, 2, 0xE8, 2),
        ObjectVertical(4, 4, 0x5C, 3),
        ObjectVertical(5, 2, 0x5C, 5),
        ObjectVertical(6, 2, 0x5C, 5),
        Object(6, 4, 0xC6),
        ObjectWarp(1, 0x1F, 0xF6, 136, 112)
    ]
    re.updateOverlay(True)
    re.entities.append((0, 0, 0x41))
    re.store(rom)
    re = RoomEditor(rom, 0x1F6)
    re.objects[-1].target_x -= 16
    re.store(rom)

    # Fix the raft graphics (this overrides some unused graphic tiles)
    rom.banks[0x31][0x21C0:0x2200] = rom.banks[0x2E][0x07C0:0x0800]

    # Patch the owl entity to run our custom end handling.
    rom.patch(0x06,
              0x27F5,
              0x2A77,
              ASM("""
        ld  a, [$DB95]
        cp  $0B
        ret nz
        ; If map is not fully loaded, return
        ld  a, [$C124]
        and a
        ret nz
        ; Check if we are moving off the bottom of the map
        ldh a, [$99]
        cp  $7D
        ret c
        ; Move link back so it does not move off the map
        ld  a, $7D
        ldh [$99], a
        
        xor a
        ld  e, a
        ld  d, a

raftSearchLoop:
        ld  hl, $C280
        add hl, de
        ld  a, [hl]
        and a
        jr  z, .skipEntity
        
        ld  hl, $C3A0
        add hl, de
        ld  a, [hl]
        cp  $6A
        jr  nz, .skipEntity

        ; Raft found, check if near the bottom of the screen.
        ld  hl, $C210
        add hl, de
        ld  a, [hl]
        cp  $70
        jr  nc, raftOffWorld

.skipEntity:
        inc e
        ld  a, e
        cp  $10
        jr  nz, raftSearchLoop
        ret

raftOffWorld:
        ; Switch to the end credits
        ld  a, $01
        ld  [$DB95], a
        ld  a, $00
        ld  [$DB96], a
        ret
    """),
              fill_nop=True)

    # We need to run quickly trough part of the credits, or else it bugs out
    # Skip the whole windfish part.
    rom.patch(0x17, 0x0D39, None, ASM("ld a, $18\nld [$D00E], a\nret"))
    # And skip the zoomed out laying on the log
    rom.patch(0x17, 0x20ED, None, ASM("ld a, $00"))
    # Finally skip some waking up on the log.
    rom.patch(0x17, 0x23BC, None, ASM("jp $4CD9"))
    rom.patch(0x17, 0x2476, None, ASM("jp $4CD9"))
示例#4
0
def getCleanBossRoom(rom, dungeon_nr):
    re = RoomEditor(rom, BOSS_ROOMS[dungeon_nr][0])
    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
示例#5
0
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)
    # Remove the powder fairy from giant buzz blob
    rom.patch(0x36, 0x14F7, ASM("jr nz, $05"), ASM("jr $05"))

    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, 0x2A3)
                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 = (2, 0x174, 80, 80)
                elif 0x180 <= re.room < 0x1AC:  #D5
                    target = (2, 0x1A1, 80, 80)
                elif 0x1B0 <= re.room < 0x1DE:  #D6
                    target = (2, 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)
                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)
示例#6
0
def changeBosses(rom, mapping):
    # Fix the color dungeon not properly warping to room 0 with the boss.
    rom.patch(
        0x14, 0x04E0, "0000000000000000" + "0000000000000000" +
        "0000000000000000" + "0000010000020300" + "0004050607080900" +
        "00000A0B0C0D0000" + "00000E0F10110000" + "0000121314150000",
        "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" +
        "FF0001FFFF0203FF" + "FF040506070809FF" + "FFFF0A0B0C0DFFFF" +
        "FFFF0E0F1011FFFF" + "FFFF12131415FFFF")
    # Fix the genie death not really liking pits/water.
    rom.patch(0x04, 0x0521, ASM("ld [hl], $81"), ASM("ld [hl], $91"))

    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][0] - 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][0], 72, 80)
                re.store(rom)

            # Patch the fish heart container to open up the right room.
            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] = rom.banks[0x3E][
                0x3800 + BOSS_ROOMS[dungeon_nr][0]]
            rom.banks[0x3E][0x3300 + 0x01ff] = rom.banks[0x3E][
                0x3300 + BOSS_ROOMS[dungeon_nr][0]]
        elif target == 6:  # Evil eagle
            rom.banks[0x14][BOSS_ROOMS[dungeon_nr][0] - 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))))
            rom.patch(
                0x02, 0x1FC8, ASM("cp $06"),
                ASM("cp $%02x" % (dungeon_nr if dungeon_nr < 8 else 0xff)))

            # 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][0], 72, 80)
            re.store(rom)

            # Patch the proper item towards the D7 boss
            rom.banks[0x3E][0x3800 + 0x02E8] = rom.banks[0x3E][
                0x3800 + BOSS_ROOMS[dungeon_nr][0]]
            rom.banks[0x3E][0x3300 + 0x02E8] = rom.banks[0x3E][
                0x3300 + BOSS_ROOMS[dungeon_nr][0]]
        else:
            rom.banks[0x14][BOSS_ROOMS[dungeon_nr][0] - 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][0] -
                                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)
示例#7
0
文件: enemies.py 项目: dragonc0/LADXR
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)

    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, 0x2A3)
                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 = (2, 0x174, 80, 80)
                elif 0x180 <= re.room < 0x1AC:  #D5
                    target = (2, 0x1A1, 80, 80)
                elif 0x1B0 <= re.room < 0x1DE:  #D6
                    target = (2, 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)
                re.objects.append(ObjectWarp(1, *target))
        re.store(rom)

        sprite_data = entityData.SPRITE_DATA[MINIBOSS_ENTITIES[name][0][2]]
        for n in range(0, len(sprite_data), 2):
            rom.room_sprite_data_indoor[re.room -
                                        0x100][sprite_data[n]] = sprite_data[n
                                                                             +
                                                                             1]
示例#8
0
def changeBosses(rom, mapping):
    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, 72, 80)
                re.store(rom)
            else:
                # Set the proper room event flags
                rom.banks[0x14][BOSS_ROOMS[dungeon_nr][0] - 0x100] = 0x2A

                # Patch the fish heart container to open up the right room.
                rom.patch(
                    0x03, 0x1A0F, ASM("ld hl, $D966"),
                    ASM("ld hl, $%04x" % (0xD800 + BOSS_ROOMS[dungeon_nr][0])))

                # 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][0], 72, 80)
                re.store(rom)
            # Patch the proper item towards the D4 boss
            rom.banks[0x3E][0x3800 + 0x01ff] = rom.banks[0x3E][
                0x3800 + BOSS_ROOMS[dungeon_nr][0]]
            rom.banks[0x3E][0x3300 + 0x01ff] = rom.banks[0x3E][
                0x3300 + BOSS_ROOMS[dungeon_nr][0]]
        elif target == 6:  # Evil eagle
            rom.banks[0x14][BOSS_ROOMS[dungeon_nr][0] - 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" % (0xD800 + BOSS_ROOMS[dungeon_nr][0])))
            rom.patch(
                0x02, 0x1FC8, ASM("cp $06"),
                ASM("cp $%02x" % (dungeon_nr if dungeon_nr < 8 else 0xff)))

            # 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][0], 72, 80)
            re.store(rom)

            # Patch the proper item towards the D7 boss
            rom.banks[0x3E][0x3800 + 0x0223] = rom.banks[0x3E][
                0x3800 + BOSS_ROOMS[dungeon_nr][0]]
            rom.banks[0x3E][0x3300 + 0x0223] = rom.banks[0x3E][
                0x3300 + BOSS_ROOMS[dungeon_nr][0]]
        else:
            rom.banks[0x14][BOSS_ROOMS[dungeon_nr][0] - 0x100] = 0x21
            rom.room_sprite_data_indoor[BOSS_ROOMS[dungeon_nr][0] -
                                        0x100] = SPRITE_DATA[target]
            for room in BOSS_ROOMS[dungeon_nr][1:]:
                rom.room_sprite_data_indoor[room - 0x100] = b'\xff\xff\xff\xff'
            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][0] -
                                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)