437 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			437 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from ..assembler import ASM | ||
|  | from ..utils import formatText, setReplacementName | ||
|  | from ..roomEditor import RoomEditor | ||
|  | from .. import entityData | ||
|  | import os | ||
|  | import bsdiff4 | ||
|  | 
 | ||
|  | def imageTo2bpp(filename): | ||
|  |     import PIL.Image | ||
|  |     baseimg = PIL.Image.new('P', (1,1)) | ||
|  |     baseimg.putpalette(( | ||
|  |         128, 0, 128, | ||
|  |         0, 0, 0, | ||
|  |         128, 128, 128, | ||
|  |         255, 255, 255, | ||
|  |     )) | ||
|  |     img = PIL.Image.open(filename) | ||
|  |     img = img.quantize(colors=4, palette=baseimg) | ||
|  |     print (f"Palette: {img.getpalette()}") | ||
|  |     assert (img.size[0] % 8) == 0 | ||
|  |     tileheight = 8 if img.size[1] == 8 else 16 | ||
|  |     assert (img.size[1] % tileheight) == 0 | ||
|  | 
 | ||
|  |     cols = img.size[0] // 8 | ||
|  |     rows = img.size[1] // tileheight | ||
|  |     result = bytearray(rows * cols * tileheight * 2) | ||
|  |     index = 0 | ||
|  |     for ty in range(rows): | ||
|  |         for tx in range(cols): | ||
|  |             for y in range(tileheight): | ||
|  |                 a = 0 | ||
|  |                 b = 0 | ||
|  |                 for x in range(8): | ||
|  |                     c = img.getpixel((tx * 8 + x, ty * 16 + y)) | ||
|  |                     if c & 1: | ||
|  |                         a |= 0x80 >> x | ||
|  |                     if c & 2: | ||
|  |                         b |= 0x80 >> x | ||
|  |                 result[index] = a | ||
|  |                 result[index+1] = b | ||
|  |                 index += 2 | ||
|  |     return result | ||
|  | 
 | ||
|  | 
 | ||
|  | def updateGraphics(rom, bank, offset, data): | ||
|  |     if offset + len(data) > 0x4000: | ||
|  |         updateGraphics(rom, bank, offset, data[:0x4000-offset]) | ||
|  |         updateGraphics(rom, bank + 1, 0, data[0x4000 - offset:]) | ||
|  |     else: | ||
|  |         rom.banks[bank][offset:offset+len(data)] = data | ||
|  |         if bank < 0x34: | ||
|  |             rom.banks[bank-0x20][offset:offset + len(data)] = data | ||
|  | 
 | ||
|  | 
 | ||
|  | def gfxMod(rom, filename): | ||
|  |     if os.path.exists(filename + ".names"): | ||
|  |         for line in open(filename + ".names", "rt"): | ||
|  |             if ":" in line: | ||
|  |                 k, v = line.strip().split(":", 1) | ||
|  |                 setReplacementName(k, v) | ||
|  | 
 | ||
|  |     ext = os.path.splitext(filename)[1].lower() | ||
|  |     if ext == ".bin": | ||
|  |         updateGraphics(rom, 0x2C, 0, open(filename, "rb").read()) | ||
|  |     elif ext in (".png", ".bmp"): | ||
|  |         updateGraphics(rom, 0x2C, 0, imageTo2bpp(filename)) | ||
|  |     elif ext == ".bdiff": | ||
|  |         updateGraphics(rom, 0x2C, 0, prepatch(rom, 0x2C, 0, filename)) | ||
|  |     elif ext == ".json": | ||
|  |         import json | ||
|  |         data = json.load(open(filename, "rt")) | ||
|  | 
 | ||
|  |         for patch in data: | ||
|  |             if "gfx" in patch: | ||
|  |                 updateGraphics(rom, int(patch["bank"], 16), int(patch["offset"], 16), imageTo2bpp(os.path.join(os.path.dirname(filename), patch["gfx"]))) | ||
|  |             if "name" in patch: | ||
|  |                 setReplacementName(patch["item"], patch["name"]) | ||
|  |     else: | ||
|  |         updateGraphics(rom, 0x2C, 0, imageTo2bpp(filename)) | ||
|  | 
 | ||
|  | 
 | ||
|  | def createGfxImage(rom, filename): | ||
|  |     import PIL.Image | ||
|  |     bank_count = 8 | ||
|  |     img = PIL.Image.new("P", (32 * 8, 32 * 8 * bank_count)) | ||
|  |     img.putpalette(( | ||
|  |         128, 0, 128, | ||
|  |         0, 0, 0, | ||
|  |         128, 128, 128, | ||
|  |         255, 255, 255, | ||
|  |     )) | ||
|  |     for bank_nr in range(bank_count): | ||
|  |         bank = rom.banks[0x2C + bank_nr] | ||
|  |         for tx in range(32): | ||
|  |             for ty in range(16): | ||
|  |                 for y in range(16): | ||
|  |                     a = bank[tx * 32 + ty * 32 * 32 + y * 2] | ||
|  |                     b = bank[tx * 32 + ty * 32 * 32 + y * 2 + 1] | ||
|  |                     for x in range(8): | ||
|  |                         c = 0 | ||
|  |                         if a & (0x80 >> x): | ||
|  |                             c |= 1 | ||
|  |                         if b & (0x80 >> x): | ||
|  |                             c |= 2 | ||
|  |                         img.putpixel((tx*8+x, bank_nr * 32 * 8 + ty*16+y), c) | ||
|  |     img.save(filename) | ||
|  | 
 | ||
|  | def prepatch(rom, bank, offset, filename): | ||
|  |     bank_count = 8 | ||
|  |     base_sheet = [] | ||
|  |     result = [] | ||
|  |     for bank_nr in range(bank_count): | ||
|  |         base_sheet[0x4000 * bank_nr:0x4000 * (bank_nr + 1) - 1] = rom.banks[0x2C + bank_nr] | ||
|  |     with open(filename, "rb") as patch: | ||
|  |         file = patch.read() | ||
|  |         result = bsdiff4.patch(src_bytes=bytes(base_sheet), patch_bytes=file) | ||
|  |     return result | ||
|  | 
 | ||
|  | def noSwordMusic(rom): | ||
|  |     # Skip no-sword music override | ||
|  |     # Instead of loading the sword level, we put the value 1 in the A register, indicating we have a sword. | ||
|  |     rom.patch(2, 0x0151, ASM("ld a, [$DB4E]"), ASM("ld a, $01"), fill_nop=True) | ||
|  |     rom.patch(2, 0x3AEF, ASM("ld a, [$DB4E]"), ASM("ld a, $01"), fill_nop=True) | ||
|  |     rom.patch(3, 0x0996, ASM("ld a, [$DB4E]"), ASM("ld a, $01"), fill_nop=True) | ||
|  |     rom.patch(3, 0x0B35, ASM("ld a, [$DB44]"), ASM("ld a, $01"), fill_nop=True) | ||
|  | 
 | ||
|  | 
 | ||
|  | def removeNagMessages(rom): | ||
|  |     # Remove "this object is heavy, bla bla", and other nag messages when touching an object | ||
|  |     rom.patch(0x02, 0x32BB, ASM("ld a, [$C14A]"), ASM("ld a, $01"), fill_nop=True)  # crystal blocks | ||
|  |     rom.patch(0x02, 0x32EC, ASM("ld a, [$C5A6]"), ASM("ld a, $01"), fill_nop=True) # cracked blocks | ||
|  |     rom.patch(0x02, 0x32D3, ASM("jr nz, $25"), ASM("jr $25"), fill_nop=True)  # stones/pots | ||
|  |     rom.patch(0x02, 0x2B88, ASM("jr nz, $0F"), ASM("jr $0F"), fill_nop=True)  # ice blocks | ||
|  | 
 | ||
|  | 
 | ||
|  | def removeLowHPBeep(rom): | ||
|  |     rom.patch(2,  0x233A, ASM("ld hl, $FFF3\nld [hl], $04"), b"", fill_nop=True) # Remove health beep | ||
|  | 
 | ||
|  | 
 | ||
|  | def slowLowHPBeep(rom): | ||
|  |     rom.patch(2, 0x2338, ASM("ld a, $30"), ASM("ld a, $60"))  # slow slow hp beep | ||
|  | 
 | ||
|  | 
 | ||
|  | def removeFlashingLights(rom): | ||
|  |     # Remove the switching between two backgrounds at mamu, always show the spotlights. | ||
|  |     rom.patch(0x00, 0x01EB, ASM("ldh a, [$E7]\nrrca\nand $80"), ASM("ld a, $80"), fill_nop=True) | ||
|  |     # Remove flashing colors from shopkeeper killing you after stealing and the mad batter giving items. | ||
|  |     rom.patch(0x24, 0x3B77, ASM("push bc"), ASM("ret")) | ||
|  | 
 | ||
|  | 
 | ||
|  | def forceLinksPalette(rom, index): | ||
|  |     # This forces the link sprite into a specific palette index ignoring the tunic options. | ||
|  |     rom.patch(0, 0x1D8C, | ||
|  |             ASM("ld a, [$DC0F]\nand a\njr z, $03\ninc a"), | ||
|  |             ASM("ld a, $%02X" % (index)), fill_nop=True) | ||
|  |     rom.patch(0, 0x1DD2, | ||
|  |             ASM("ld a, [$DC0F]\nand a\njr z, $03\ninc a"), | ||
|  |             ASM("ld a, $%02X" % (index)), fill_nop=True) | ||
|  |     # Fix the waking up from bed palette | ||
|  |     if index == 1: | ||
|  |         rom.patch(0x21, 0x33FC, "A222", "FF05") | ||
|  |     elif index == 2: | ||
|  |         rom.patch(0x21, 0x33FC, "A222", "3F14") | ||
|  |     elif index == 3: | ||
|  |         rom.patch(0x21, 0x33FC, "A222", "037E") | ||
|  |     for n in range(6): | ||
|  |         rom.patch(0x05, 0x1261 + n * 2, "00", f"{index:02x}") | ||
|  | 
 | ||
|  | 
 | ||
|  | def fastText(rom): | ||
|  |     rom.patch(0x00, 0x24CA, ASM("jp $2485"), ASM("call $2485")) | ||
|  | 
 | ||
|  | 
 | ||
|  | def noText(rom): | ||
|  |     for idx in range(len(rom.texts)): | ||
|  |         if not isinstance(rom.texts[idx], int) and (idx < 0x217 or idx > 0x21A): | ||
|  |             rom.texts[idx] = rom.texts[idx][-1:] | ||
|  | 
 | ||
|  | 
 | ||
|  | def reduceMessageLengths(rom, rnd): | ||
|  |     # Into text from Marin. Got to go fast, so less text. (This intro text is very long) | ||
|  |     rom.texts[0x01] = formatText(rnd.choice([ | ||
|  |         "Let's a go!", | ||
|  |         "Remember, sword goes on A!", | ||
|  |         "Avoid the heart piece of shame!", | ||
|  |         "Marin? No, this is Zelda. Welcome to Hyrule", | ||
|  |         "Why are you in my bed?", | ||
|  |         "This is not a Mario game!", | ||
|  |         "MuffinJets was here...", | ||
|  |         "Remember, there are no bugs in LADX", | ||
|  |         "#####, #####, you got to wake up!\nDinner is ready.", | ||
|  |         "Go find the stepladder", | ||
|  |         "Pizza power!", | ||
|  |         "Eastmost penninsula is the secret", | ||
|  |         "There is no cow level", | ||
|  |         "You cannot lift rocks with your bear hands", | ||
|  |         "Thank you, daid!", | ||
|  |         "There, there now. Just relax. You've been asleep for almost nine hours now." | ||
|  |     ])) | ||
|  | 
 | ||
|  |     # Reduce length of a bunch of common texts | ||
|  |     rom.texts[0xEA] = formatText("You've got a Guardian Acorn!") | ||
|  |     rom.texts[0xEB] = rom.texts[0xEA] | ||
|  |     rom.texts[0xEC] = rom.texts[0xEA] | ||
|  |     rom.texts[0x08] = formatText("You got a Piece of Power!") | ||
|  |     rom.texts[0xEF] = formatText("You found a {SEASHELL}!") | ||
|  |     rom.texts[0xA7] = formatText("You've got the {COMPASS}!") | ||
|  | 
 | ||
|  |     rom.texts[0x07] = formatText("You need the {NIGHTMARE_KEY}!") | ||
|  |     rom.texts[0x8C] = formatText("You need a {KEY}!")  # keyhole block | ||
|  | 
 | ||
|  |     rom.texts[0x09] = formatText("Ahhh... It has  the Sleepy {TOADSTOOL}, it does! We'll mix it up something in a jiffy, we will!") | ||
|  |     rom.texts[0x0A] = formatText("The last thing I kin remember was bitin' into a big juicy {TOADSTOOL}... Then, I had the darndest dream... I was a raccoon! Yeah, sounds strange, but it sure was fun!") | ||
|  |     rom.texts[0x0F] = formatText("You pick the {TOADSTOOL}... As you hold it over your head, a mellow aroma flows into your nostrils.") | ||
|  |     rom.texts[0x13] = formatText("You've learned the ^{SONG1}!^ This song will always remain in your heart!") | ||
|  |     rom.texts[0x18] = formatText("Will you give me 28 {RUPEES} for my secret?", ask="Give Don't") | ||
|  |     rom.texts[0x19] = formatText("How about it? 42 {RUPEES} for my little secret...", ask="Give Don't") | ||
|  |     rom.texts[0x1e] = formatText("...You're so cute! I'll give you a 7 {RUPEE} discount!") | ||
|  |     rom.texts[0x2d] = formatText("{ARROWS_10}\n10 {RUPEES}!", ask="Buy  Don't") | ||
|  |     rom.texts[0x32] = formatText("{SHIELD}\n20 {RUPEES}!", ask="Buy  Don't") | ||
|  |     rom.texts[0x33] = formatText("Ten {BOMB}\n10 {RUPEES}", ask="Buy  Don't") | ||
|  |     rom.texts[0x3d] = formatText("It's a {SHIELD}! There is space for your name!") | ||
|  |     rom.texts[0x42] = formatText("It's 30 {RUPEES}! You can play the game three more times with this!") | ||
|  |     rom.texts[0x45] = formatText("How about some fishing, little buddy? I'll only charge you 10 {RUPEES}...", ask="Fish Not Now") | ||
|  |     rom.texts[0x4b] = formatText("Wow! Nice Fish! It's a lunker!! I'll give you a 20 {RUPEE} prize! Try again?", ask="Cast Not Now") | ||
|  |     rom.texts[0x4e] = formatText("You're short of {RUPEES}? Don't worry about it. You just come back when you have more money, little buddy.") | ||
|  |     rom.texts[0x4f] = formatText("You've got a {HEART_PIECE}! Press SELECT on the Subscreen to see.") | ||
|  |     rom.texts[0x8e] = formatText("Well, it's an {OCARINA}, but you don't know how  to play it...") | ||
|  |     rom.texts[0x90] = formatText("You found the {POWER_BRACELET}! At last, you can pick up pots and stones!") | ||
|  |     rom.texts[0x91] = formatText("You got your {SHIELD} back! Press the button and repel enemies with it!") | ||
|  |     rom.texts[0x93] = formatText("You've got the {HOOKSHOT}! Its chain stretches long when you use it!") | ||
|  |     rom.texts[0x94] = formatText("You've got the {MAGIC_ROD}! Now you can burn things! Burn it! Burn, baby burn!") | ||
|  |     rom.texts[0x95] = formatText("You've got the {PEGASUS_BOOTS}! If you hold down the Button, you can dash!") | ||
|  |     rom.texts[0x96] = formatText("You've got the {OCARINA}! You should learn to play many songs!") | ||
|  |     rom.texts[0x97] = formatText("You've got the {FEATHER}! It feels like your body is a  lot lighter!") | ||
|  |     rom.texts[0x98] = formatText("You've got a {SHOVEL}! Now you can feel the joy of digging!") | ||
|  |     rom.texts[0x99] = formatText("You've got some {MAGIC_POWDER}! Try sprinkling it on a variety of things!") | ||
|  |     rom.texts[0x9b] = formatText("You found your {SWORD}!  It must be yours because it has your name engraved on it!") | ||
|  |     rom.texts[0x9c] = formatText("You've got the {FLIPPERS}! If you press the B Button while you swim, you can dive underwater!") | ||
|  |     rom.texts[0x9e] = formatText("You've got a new {SWORD}! You should put your name on it right away!") | ||
|  |     rom.texts[0x9f] = formatText("You've got a new {SWORD}! You should put your name on it right away!") | ||
|  |     rom.texts[0xa0] = formatText("You found the {MEDICINE}! You should apply this and see what happens!") | ||
|  |     rom.texts[0xa1] = formatText("You've got the {TAIL_KEY}! Now you can open the Tail Cave gate!") | ||
|  |     rom.texts[0xa2] = formatText("You've got the {SLIME_KEY}! Now you can open the gate in Ukuku Prairie!") | ||
|  |     rom.texts[0xa3] = formatText("You've got the {ANGLER_KEY}!") | ||
|  |     rom.texts[0xa4] = formatText("You've got the {FACE_KEY}!") | ||
|  |     rom.texts[0xa5] = formatText("You've got the {BIRD_KEY}!") | ||
|  |     rom.texts[0xa6] = formatText("At last, you got a {MAP}! Press the START Button to look at it!") | ||
|  |     rom.texts[0xa8] = formatText("You found a {STONE_BEAK}! Let's find the owl statue that belongs to it.") | ||
|  |     rom.texts[0xa9] = formatText("You've got the {NIGHTMARE_KEY}! Now you can open the door to the Nightmare's Lair!") | ||
|  |     rom.texts[0xaa] = formatText("You got a {KEY}! You can open a locked door.") | ||
|  |     rom.texts[0xab] = formatText("You got 20 {RUPEES}! JOY!", center=True) | ||
|  |     rom.texts[0xac] = formatText("You got 50 {RUPEES}! Very Nice!", center=True) | ||
|  |     rom.texts[0xad] = formatText("You got 100 {RUPEES}! You're Happy!", center=True) | ||
|  |     rom.texts[0xae] = formatText("You got 200 {RUPEES}! You're Ecstatic!", center=True) | ||
|  |     rom.texts[0xdc] = formatText("Ribbit! Ribbit! I'm Mamu, on vocals! But I don't need to tell you that, do I? Everybody knows me! Want to hang out and listen to us jam? For 300 Rupees, we'll let you listen to a previously unreleased cut! What do you do?", ask="Pay Leave") | ||
|  |     rom.texts[0xe8] = formatText("You've found a {GOLD_LEAF}! Press START to see how many you've collected!") | ||
|  |     rom.texts[0xed] = formatText("You've got the Mirror Shield! You can now turnback the beams you couldn't block before!") | ||
|  |     rom.texts[0xee] = formatText("You've got a more Powerful {POWER_BRACELET}! Now you can almost lift a whale!") | ||
|  |     rom.texts[0xf0] = formatText("Want to go on a raft ride for a hundred {RUPEES}?", ask="Yes No Way") | ||
|  | 
 | ||
|  | 
 | ||
|  | def allowColorDungeonSpritesEverywhere(rom): | ||
|  |     # Set sprite set numbers $01-$40 to map to the color dungeon sprites | ||
|  |     rom.patch(0x00, 0x2E6F, "00", "15") | ||
|  |     # Patch the spriteset loading code to load the 4 entries from the normal table instead of skipping this for color dungeon specific exception weirdness | ||
|  |     rom.patch(0x00, 0x0DA4, ASM("jr nc, $05"), ASM("jr nc, $41")) | ||
|  |     rom.patch(0x00, 0x0DE5, ASM("""
 | ||
|  |         ldh  a, [$F7] | ||
|  |         cp   $FF | ||
|  |         jr   nz, $06 | ||
|  |         ld a, $01 | ||
|  |         ldh [$91], a | ||
|  |         jr $40 | ||
|  |     """), ASM(""" | ||
|  |         jr $0A ; skip over the rest of the code | ||
|  |         cp $FF ; check if color dungeon | ||
|  |         jp nz, $0DAB | ||
|  |         inc d | ||
|  |         jp $0DAA | ||
|  |     """), fill_nop=True)
 | ||
|  |     # Disable color dungeon specific tile load hacks | ||
|  |     rom.patch(0x00, 0x06A7, ASM("jr nz, $22"), ASM("jr $22")) | ||
|  |     rom.patch(0x00, 0x2E77, ASM("jr nz, $0B"), ASM("jr $0B")) | ||
|  |      | ||
|  |     # Finally fill in the sprite data for the color dungeon | ||
|  |     for n in range(22): | ||
|  |         data = bytearray() | ||
|  |         for m in range(4): | ||
|  |             idx = rom.banks[0x20][0x06AA + 44 * m + n * 2] | ||
|  |             bank = rom.banks[0x20][0x06AA + 44 * m + n * 2 + 1] | ||
|  |             if idx == 0 and bank == 0: | ||
|  |                 v = 0xFF | ||
|  |             elif bank == 0x35: | ||
|  |                 v = idx - 0x40 | ||
|  |             elif bank == 0x31: | ||
|  |                 v = idx | ||
|  |             elif bank == 0x2E: | ||
|  |                 v = idx + 0x40 | ||
|  |             else: | ||
|  |                 assert False, "%02x %02x" % (idx, bank) | ||
|  |             data += bytes([v]) | ||
|  |         rom.room_sprite_data_indoor[0x200 + n] = data | ||
|  | 
 | ||
|  |     # Patch the graphics loading code to use DMA and load all sets that need to be reloaded, not just the first and last | ||
|  |     rom.patch(0x00, 0x06FA, 0x07AF, ASM("""
 | ||
|  |         ;We enter this code with the right bank selected for tile data copy, | ||
|  |         ;d = tile row (source addr = (d*$100+$4000)) | ||
|  |         ;e = $00 | ||
|  |         ;$C197 = index of sprite set to update (target addr = ($8400 + $100 * [$C197])) | ||
|  |         ld  a, d | ||
|  |         add a, $40 | ||
|  |         ldh [$51], a | ||
|  |         xor a | ||
|  |         ldh [$52], a | ||
|  |         ldh [$54], a | ||
|  |         ld  a, [$C197] | ||
|  |         add a, $84 | ||
|  |         ldh [$53], a | ||
|  |         ld  a, $0F | ||
|  |         ldh [$55], a | ||
|  | 
 | ||
|  |         ; See if we need to do anything next | ||
|  |         ld  a, [$C10E] ; check the 2nd update flag | ||
|  |         and a | ||
|  |         jr  nz, getNext | ||
|  |         ldh [$91], a ; no 2nd update flag, so clear primary update flag | ||
|  |         ret | ||
|  |     getNext: | ||
|  |         ld  hl, $C197 | ||
|  |         inc [hl] | ||
|  |         res 2, [hl] | ||
|  |         ld  a, [$C10D] | ||
|  |         cp  [hl] | ||
|  |         ret nz | ||
|  |         xor a ; clear the 2nd update flag when we prepare to update the last spriteset | ||
|  |         ld  [$C10E], a | ||
|  |         ret | ||
|  |     """), fill_nop=True)
 | ||
|  |     rom.patch(0x00, 0x0738, "00" * (0x073E - 0x0738), ASM("""
 | ||
|  |         ; we get here by some color dungeon specific code jumping to this position | ||
|  |         ; We still need that color dungeon specific code as it loads background tiles | ||
|  |         xor a | ||
|  |         ldh [$91], a | ||
|  |         ldh [$93], a | ||
|  |         ret | ||
|  |     """))
 | ||
|  |     rom.patch(0x00, 0x073E, "00" * (0x07AF - 0x073E), ASM("""
 | ||
|  |         ;If we get here, only the 2nd flag is filled and the primary is not. So swap those around. | ||
|  |         ld  a, [$C10D] ;copy the index number | ||
|  |         ld  [$C197], a | ||
|  |         xor a | ||
|  |         ld  [$C10E], a ; clear the 2nd update flag | ||
|  |         inc a | ||
|  |         ldh [$91], a ; set the primary update flag | ||
|  |         ret | ||
|  |     """), fill_nop=True)
 | ||
|  | 
 | ||
|  | 
 | ||
|  | def updateSpriteData(rom): | ||
|  |     # Change the special sprite change exceptions | ||
|  |     rom.patch(0x00, 0x0DAD, 0x0DDB, ASM("""
 | ||
|  |     ; Check for indoor | ||
|  |     ld   a, d | ||
|  |     and  a | ||
|  |     jr   nz, noChange | ||
|  |     ldh  a, [$F6] ; hMapRoom | ||
|  |     cp   $C9 | ||
|  |     jr   nz, sirenRoomEnd | ||
|  |     ld   a, [$D8C9] ; wOverworldRoomStatus + ROOM_OW_SIREN | ||
|  |     and  $20 | ||
|  |     jr   z, noChange | ||
|  |     ld   hl, $7837 | ||
|  |     jp   $0DFE | ||
|  | sirenRoomEnd: | ||
|  |     ldh  a, [$F6] ; hMapRoom | ||
|  |     cp   $D8 | ||
|  |     jr   nz, noChange | ||
|  |     ld   a, [$D8FD] ; wOverworldRoomStatus + ROOM_OW_WALRUS  | ||
|  |     and  $20 | ||
|  |     jr   z, noChange | ||
|  |     ld   hl, $783B | ||
|  |     jp   $0DFE | ||
|  | noChange: | ||
|  |     """), fill_nop=True)
 | ||
|  |     rom.patch(0x20, 0x3837, "A4FF8BFF", "A461FF72") | ||
|  |     rom.patch(0x20, 0x383B, "A44DFFFF", "A4C5FF70") | ||
|  | 
 | ||
|  |     # For each room update the sprite load data based on which entities are in there. | ||
|  |     for room_nr in range(0x316): | ||
|  |         if room_nr == 0x2FF: | ||
|  |             continue | ||
|  |         values = [None, None, None, None] | ||
|  |         if room_nr == 0x00E:  # D7 entrance opening | ||
|  |             values[2] = 0xD6 | ||
|  |             values[3] = 0xD7 | ||
|  |         if 0x211 <= room_nr <= 0x21E:  # D7 throwing ball thing. | ||
|  |             values[0] = 0x66 | ||
|  |         r = RoomEditor(rom, room_nr) | ||
|  |         for obj in r.objects: | ||
|  |             if obj.type_id == 0xC5 and room_nr < 0x100: # Pushable Gravestone | ||
|  |                 values[3] = 0x82 | ||
|  |         for x, y, entity in r.entities: | ||
|  |             sprite_data = entityData.SPRITE_DATA[entity] | ||
|  |             if callable(sprite_data): | ||
|  |                 sprite_data = sprite_data(r) | ||
|  |             if sprite_data is None: | ||
|  |                 continue | ||
|  |             for m in range(0, len(sprite_data), 2): | ||
|  |                 idx, value = sprite_data[m:m+2] | ||
|  |                 if values[idx] is None: | ||
|  |                     values[idx] = value | ||
|  |                 elif isinstance(values[idx], set) and isinstance(value, set): | ||
|  |                     values[idx] = values[idx].intersection(value) | ||
|  |                     assert len(values[idx]) > 0 | ||
|  |                 elif isinstance(values[idx], set) and value in values[idx]: | ||
|  |                     values[idx] = value | ||
|  |                 elif isinstance(value, set) and values[idx] in value: | ||
|  |                     pass | ||
|  |                 elif values[idx] == value: | ||
|  |                     pass | ||
|  |                 else: | ||
|  |                     assert False, "Room: %03x cannot load graphics for entity: %02x (Index: %d Failed: %s, Active: %s)" % (room_nr, entity, idx, value, values[idx]) | ||
|  | 
 | ||
|  |         data = bytearray() | ||
|  |         for v in values: | ||
|  |             if isinstance(v, set): | ||
|  |                 v = next(iter(v)) | ||
|  |             elif v is None: | ||
|  |                 v = 0xff | ||
|  |             data.append(v) | ||
|  | 
 | ||
|  |         if room_nr < 0x100: | ||
|  |             rom.room_sprite_data_overworld[room_nr] = data | ||
|  |         else: | ||
|  |             rom.room_sprite_data_indoor[room_nr - 0x100] = data |