47 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			47 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | # probably I should generate this from the list file | ||
|  | 
 | ||
|  | static_item_data_location = 0xe9d | ||
|  | static_item_element_size = 9 | ||
|  | static_first_dragon_index = 6 | ||
|  | item_position_table = 0x402 | ||
|  | items_ram_start = 0xa1 | ||
|  | connector_port_offset = 0xff9 | ||
|  | # dragon speeds are hardcoded directly in their respective movement subroutines, not in their item table or state data | ||
|  | # so this is the second byte of an LDA immediate instruction | ||
|  | yorgle_speed_data_location = 0x724 | ||
|  | grundle_speed_data_location = 0x73f | ||
|  | rhindle_speed_data_location = 0x709 | ||
|  | 
 | ||
|  | 
 | ||
|  | # in case I need to place a rom address in the rom | ||
|  | rom_address_space_start = 0xf000 | ||
|  | 
 | ||
|  | start_castle_offset = 0x39c | ||
|  | start_castle_values = [0x11, 0x10, 0x0F] | ||
|  | """yellow, black, white castle gate rooms""" | ||
|  | 
 | ||
|  | # indexed by static item table index.  0x00 indicates the position data is in ROM and is irrelevant to the randomizer | ||
|  | item_ram_addresses = [ | ||
|  |     0xD9,  # lamp | ||
|  |     0x00,  # portcullis 1 | ||
|  |     0x00,  # portcullis 2 | ||
|  |     0x00,  # portcullis 3 | ||
|  |     0x00,  # author name | ||
|  |     0x00,  # GO object | ||
|  |     0xA4,  # Rhindle | ||
|  |     0xA9,  # Yorgle | ||
|  |     0xAE,  # Grundle | ||
|  |     0xB6,  # Sword | ||
|  |     0xBC,  # Bridge | ||
|  |     0xBF,  # Yellow Key | ||
|  |     0xC2,  # White key | ||
|  |     0xC5,  # Black key | ||
|  |     0xCB,  # Bat | ||
|  |     0xA1,  # Dot | ||
|  |     0xB9,  # Chalice | ||
|  |     0xB3,  # Magnet | ||
|  |     0xE7,  # AP object 1 | ||
|  |     0xEA,  # AP bat object | ||
|  |     0xBC,  # NULL object (end of table) | ||
|  | ] |