463 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			463 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from ..roomEditor import RoomEditor, Object, ObjectWarp, ObjectHorizontal | ||
|  | from ..assembler import ASM | ||
|  | from ..locations import constants | ||
|  | from typing import List | ||
|  | 
 | ||
|  | 
 | ||
|  | # Room containing the boss | ||
|  | BOSS_ROOMS = [ | ||
|  |     0x106, | ||
|  |     0x12b, | ||
|  |     0x15a, | ||
|  |     0x166, | ||
|  |     0x185, | ||
|  |     0x1bc, | ||
|  |     0x223,  # Note: unused room normally | ||
|  |     0x234, | ||
|  |     0x300, | ||
|  | ] | ||
|  | BOSS_ENTITIES = [ | ||
|  |     (3, 2, 0x59), | ||
|  |     (4, 2, 0x5C), | ||
|  |     (4, 3, 0x5B), | ||
|  |     None, | ||
|  |     (4, 3, 0x5D), | ||
|  |     (4, 3, 0x5A), | ||
|  |     None, | ||
|  |     (4, 3, 0x62), | ||
|  |     (5, 2, 0xF9), | ||
|  | ] | ||
|  | MINIBOSS_ENTITIES = { | ||
|  |     "ROLLING_BONES":    [(8, 3, 0x81), (6, 3, 0x82)], | ||
|  |     "HINOX":            [(5, 2, 0x89)], | ||
|  |     "DODONGO":          [(3, 2, 0x60), (5, 2, 0x60)], | ||
|  |     "CUE_BALL":         [(1, 1, 0x8e)], | ||
|  |     "GHOMA":            [(2, 1, 0x5e), (2, 4, 0x5e)], | ||
|  |     "SMASHER":          [(5, 2, 0x92)], | ||
|  |     "GRIM_CREEPER":     [(4, 0, 0xbc)], | ||
|  |     "BLAINO":           [(5, 3, 0xbe)], | ||
|  |     "AVALAUNCH":        [(5, 1, 0xf4)], | ||
|  |     "GIANT_BUZZ_BLOB":  [(4, 2, 0xf8)], | ||
|  |     "MOBLIN_KING":      [(5, 5, 0xe4)], | ||
|  |     "ARMOS_KNIGHT":     [(4, 3, 0x88)], | ||
|  | } | ||
|  | MINIBOSS_ROOMS = { | ||
|  |     0: 0x111, 1: 0x128, 2: 0x145, 3: 0x164, 4: 0x193, 5: 0x1C5, 6: 0x228, 7: 0x23F, | ||
|  |     "c1": 0x30C, "c2": 0x303, | ||
|  |     "moblin_cave": 0x2E1, | ||
|  |     "armos_temple": 0x27F, | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | def fixArmosKnightAsMiniboss(rom): | ||
|  |     # Make the armos temple room with armos knight drop a ceiling key on kill. | ||
|  |     # This makes the door always open, but that's fine. | ||
|  |     rom.patch(0x14, 0x017F, "21", "81") | ||
|  | 
 | ||
|  |     # Do not change the drop from Armos knight into a ceiling key. | ||
|  |     rom.patch(0x06, 0x12E8, ASM("ld [hl], $30"), "", fill_nop=True) | ||
|  | 
 | ||
|  | 
 | ||
|  | def getBossRoomStatusFlagLocation(dungeon_nr): | ||
|  |     if BOSS_ROOMS[dungeon_nr] >= 0x300: | ||
|  |         return 0xDDE0 - 0x300 + BOSS_ROOMS[dungeon_nr] | ||
|  |     return 0xD800 + BOSS_ROOMS[dungeon_nr] | ||
|  | 
 | ||
|  | 
 | ||
|  | def fixDungeonItem(item_chest_id, dungeon_nr): | ||
|  |     if item_chest_id == constants.CHEST_ITEMS[constants.MAP]: | ||
|  |         return constants.CHEST_ITEMS["MAP%d" % (dungeon_nr + 1)] | ||
|  |     if item_chest_id == constants.CHEST_ITEMS[constants.COMPASS]: | ||
|  |         return constants.CHEST_ITEMS["COMPASS%d" % (dungeon_nr + 1)] | ||
|  |     if item_chest_id == constants.CHEST_ITEMS[constants.KEY]: | ||
|  |         return constants.CHEST_ITEMS["KEY%d" % (dungeon_nr + 1)] | ||
|  |     if item_chest_id == constants.CHEST_ITEMS[constants.NIGHTMARE_KEY]: | ||
|  |         return constants.CHEST_ITEMS["NIGHTMARE_KEY%d" % (dungeon_nr + 1)] | ||
|  |     if item_chest_id == constants.CHEST_ITEMS[constants.STONE_BEAK]: | ||
|  |         return constants.CHEST_ITEMS["STONE_BEAK%d" % (dungeon_nr + 1)] | ||
|  |     return item_chest_id | ||
|  | 
 | ||
|  | 
 | ||
|  | def getCleanBossRoom(rom, dungeon_nr): | ||
|  |     re = RoomEditor(rom, BOSS_ROOMS[dungeon_nr]) | ||
|  |     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 | ||
|  | 
 | ||
|  | 
 | ||
|  | def changeBosses(rom, mapping: List[int]): | ||
|  |     # Fix the color dungeon not properly warping to room 0 with the boss. | ||
|  |     for addr in range(0x04E0, 0x04E0 + 64): | ||
|  |         if rom.banks[0x14][addr] == 0x00 and addr not in {0x04E0 + 1 + 3 * 8, 0x04E0 + 2 + 6 * 8}: | ||
|  |             rom.banks[0x14][addr] = 0xFF | ||
|  |     # Fix the genie death not really liking pits/water. | ||
|  |     rom.patch(0x04, 0x0521, ASM("ld [hl], $81"), ASM("ld [hl], $91")) | ||
|  | 
 | ||
|  |     # For the sidescroll bosses, we need to update this check to be the evil eagle dungeon. | ||
|  |     # But if evil eagle is not there we still need to remove this check to make angler fish work in D7 | ||
|  |     dungeon_nr = mapping.index(6) if 6 in mapping else 0xFE | ||
|  |     rom.patch(0x02, 0x1FC8, ASM("cp $06"), ASM("cp $%02x" % (dungeon_nr if dungeon_nr < 8 else 0xff))) | ||
|  | 
 | ||
|  |     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] - 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], 72, 80) | ||
|  |                 re.store(rom) | ||
|  | 
 | ||
|  |             # Patch the fish heart container to open up the right room. | ||
|  |             if dungeon_nr == 6: | ||
|  |                 rom.patch(0x03, 0x1A0F, ASM("ld hl, $D966"), ASM("ld hl, $%04x" % (0xD800 + 0x22E))) | ||
|  |             else: | ||
|  |                 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] = fixDungeonItem(rom.banks[0x3E][0x3800 + BOSS_ROOMS[dungeon_nr]], dungeon_nr) | ||
|  |             rom.banks[0x3E][0x3300 + 0x01ff] = fixDungeonItem(rom.banks[0x3E][0x3300 + BOSS_ROOMS[dungeon_nr]], dungeon_nr) | ||
|  |         elif target == 6:  # Evil eagle | ||
|  |             rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 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)))) | ||
|  | 
 | ||
|  |             # 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], 72, 80) | ||
|  |             re.store(rom) | ||
|  | 
 | ||
|  |             # Patch the proper item towards the D7 boss | ||
|  |             rom.banks[0x3E][0x3800 + 0x02E8] = fixDungeonItem(rom.banks[0x3E][0x3800 + BOSS_ROOMS[dungeon_nr]], dungeon_nr) | ||
|  |             rom.banks[0x3E][0x3300 + 0x02E8] = fixDungeonItem(rom.banks[0x3E][0x3300 + BOSS_ROOMS[dungeon_nr]], dungeon_nr) | ||
|  |         else: | ||
|  |             rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 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] - 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) | ||
|  | 
 | ||
|  | 
 | ||
|  | def readBossMapping(rom): | ||
|  |     mapping = [] | ||
|  |     for dungeon_nr in range(9): | ||
|  |         r = RoomEditor(rom, BOSS_ROOMS[dungeon_nr]) | ||
|  |         if r.entities: | ||
|  |             mapping.append(BOSS_ENTITIES.index(r.entities[0])) | ||
|  |         elif isinstance(r.objects[-1], ObjectWarp) and r.objects[-1].room == 0x1ef: | ||
|  |             mapping.append(3) | ||
|  |         elif isinstance(r.objects[-1], ObjectWarp) and r.objects[-1].room == 0x2f8: | ||
|  |             mapping.append(6) | ||
|  |         else: | ||
|  |             mapping.append(dungeon_nr) | ||
|  |     return mapping | ||
|  | 
 | ||
|  | 
 | ||
|  | 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)
 | ||
|  |     # Fix avalaunch waiting until the room event is done (and not all rooms have a room event on enter) | ||
|  |     rom.patch(0x36, 0x1C14, ASM("ret z"), "", fill_nop=True) | ||
|  |     # Fix giant buzz blob waiting until the room event is done (and not all rooms have a room event on enter) | ||
|  |     rom.patch(0x36, 0x153B, ASM("ret z"), "", fill_nop=True) | ||
|  | 
 | ||
|  |     # Remove the powder fairy from giant buzz blob | ||
|  |     rom.patch(0x36, 0x14F7, ASM("jr nz, $05"), ASM("jr $05")) | ||
|  | 
 | ||
|  |     # Do not allow the force barrier in D3 dodongo room | ||
|  |     rom.patch(0x14, 0x14AC, 0x14B5, ASM("jp $7FE0"), fill_nop=True) | ||
|  |     rom.patch(0x14, 0x3FE0, "00" * 0x20, ASM("""
 | ||
|  |         ld  a, [$C124] ; room transition | ||
|  |         ld  hl, $C17B | ||
|  |         or  [hl] | ||
|  |         ret nz | ||
|  |         ldh a, [$F6] ; room | ||
|  |         cp  $45 ; check for D3 dodogo room | ||
|  |         ret z | ||
|  |         cp  $7F ; check for armos temple room | ||
|  |         ret z | ||
|  |         jp  $54B5 | ||
|  |     """), fill_nop=True)
 | ||
|  | 
 | ||
|  |     # Patch smasher to spawn the ball closer, so it doesn't spawn on the wall in the armos temple | ||
|  |     rom.patch(0x06, 0x0533, ASM("add a, $30"), ASM("add a, $20")) | ||
|  | 
 | ||
|  |     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) | ||
|  |                 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 = (3, 0x174, 80, 80) | ||
|  |                 elif 0x180 <= re.room < 0x1AC: #D5 | ||
|  |                     target = (4, 0x1A1, 80, 80) | ||
|  |                 elif 0x1B0 <= re.room < 0x1DE: #D6 | ||
|  |                     target = (5, 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) | ||
|  |                 elif re.room == 0x27F: #Armos temple | ||
|  |                     target = (0x16, 0x28F, 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) | ||
|  | 
 | ||
|  | 
 | ||
|  | def readMiniBossMapping(rom): | ||
|  |     mapping = {} | ||
|  |     for key, room in MINIBOSS_ROOMS.items(): | ||
|  |         r = RoomEditor(rom, room) | ||
|  |         for me_key, me_data in MINIBOSS_ENTITIES.items(): | ||
|  |             if me_data[-1][2] == r.entities[-1][2]: | ||
|  |                 mapping[key] = me_key | ||
|  |     return mapping | ||
|  | 
 | ||
|  | 
 | ||
|  | 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) |