LADX: Improve icon guesses for foreign items (#2201)
* synonyms to new file, many added * handle singular rupee * remove redundant map and compass entries * automatic pluralization * add guardian acorn and piece of power * move phrases to ItemIconGuessing.py * organize, comment * fix tab spacing * fix * add tunic and noita synonyms * remove triangle instrument synonym * reorganize, add some matches * add tunic lucky up Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Update worlds/ladx/ItemIconGuessing.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * handle camelCase and single rupee * add indicate_progression option Adds alternative system for foreign item icons that simply indicates whether or not the item is a progression item. * improve splitting drops some more characters, and also dont bother with rejoined stuff in name_cache because our splitting is better * the witness stuff * forbid more * remove boost and surge * Update worlds/ladx/ItemIconGuessing.py Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> * match by game name look at the name of the foreign game and only use game-specific entries for that game * show message for all key drops * updates from async test * vi suggestions * Adding FNAFW suggestions from @lolz1190 (#40) * Adding FNAFW suggestions from @lolz1190 * missing comma --------- Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
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		| @@ -87,6 +87,8 @@ CHEST_ITEMS = { | ||||
|  | ||||
|     TOADSTOOL: 0x50, | ||||
|  | ||||
|     GUARDIAN_ACORN: 0x51, | ||||
|  | ||||
|     HEART_PIECE: 0x80, | ||||
|     BOWWOW: 0x81, | ||||
|     ARROWS_10: 0x82, | ||||
| @@ -128,4 +130,6 @@ CHEST_ITEMS = { | ||||
|     TRADING_ITEM_NECKLACE: 0xA2, | ||||
|     TRADING_ITEM_SCALE: 0xA3, | ||||
|     TRADING_ITEM_MAGNIFYING_GLASS: 0xA4, | ||||
|  | ||||
|     PIECE_OF_POWER: 0xA5, | ||||
| } | ||||
|   | ||||
| @@ -44,6 +44,8 @@ BAD_HEART_CONTAINER = "BAD_HEART_CONTAINER" | ||||
|  | ||||
| TOADSTOOL = "TOADSTOOL" | ||||
|  | ||||
| GUARDIAN_ACORN = "GUARDIAN_ACORN" | ||||
|  | ||||
| KEY = "KEY" | ||||
| KEY1 = "KEY1" | ||||
| KEY2 = "KEY2" | ||||
| @@ -124,3 +126,5 @@ TRADING_ITEM_FISHING_HOOK = "TRADING_ITEM_FISHING_HOOK" | ||||
| TRADING_ITEM_NECKLACE = "TRADING_ITEM_NECKLACE" | ||||
| TRADING_ITEM_SCALE = "TRADING_ITEM_SCALE" | ||||
| TRADING_ITEM_MAGNIFYING_GLASS = "TRADING_ITEM_MAGNIFYING_GLASS" | ||||
|  | ||||
| PIECE_OF_POWER = "PIECE_OF_POWER" | ||||
| @@ -835,6 +835,7 @@ ItemSpriteTable: | ||||
|     db $46, $1C        ; NIGHTMARE_KEY8 | ||||
|     db $46, $1C        ; NIGHTMARE_KEY9 | ||||
|     db $4C, $1C        ; Toadstool | ||||
|     db $AE, $14        ; Guardian Acorn | ||||
|  | ||||
| LargeItemSpriteTable: | ||||
|     db $AC, $02, $AC, $22 ; heart piece | ||||
| @@ -874,6 +875,7 @@ LargeItemSpriteTable: | ||||
|     db $D8, $0D, $DA, $0D ; TradeItem12 | ||||
|     db $DC, $0D, $DE, $0D ; TradeItem13 | ||||
|     db $E0, $0D, $E2, $0D ; TradeItem14 | ||||
|     db $14, $42, $14, $62 ; Piece Of Power | ||||
|  | ||||
| ItemMessageTable: | ||||
|     db $90, $3D, $89, $93, $94, $95, $96, $97, $98, $99, $9A, $9B, $9C, $9D, $D9, $A2 | ||||
| @@ -888,7 +890,7 @@ ItemMessageTable: | ||||
|     ; $80 | ||||
|     db $4F, $C8, $CA, $CB, $E2, $E3, $E4, $CC, $CD, $2A, $2B, $C9, $C9, $C9, $C9, $C9 | ||||
|     db $C9, $C9, $C9, $C9, $C9, $C9, $B8, $44, $C9, $C9, $C9, $C9, $C9, $C9, $C9, $C9 | ||||
|     db $C9, $C9, $C9, $C9, $9D | ||||
|     db $C9, $C9, $C9, $C9, $9D, $C9 | ||||
|  | ||||
| RenderDroppedKey: | ||||
|     ;TODO: See EntityInitKeyDropPoint for a few special cases to unload. | ||||
|   | ||||
| @@ -170,7 +170,7 @@ ItemNamePointers: | ||||
|     dw ItemNameNightmareKey8 | ||||
|     dw ItemNameNightmareKey9 | ||||
|     dw ItemNameToadstool | ||||
|     dw ItemNameNone ; 0x51 | ||||
|     dw ItemNameGuardianAcorn | ||||
|     dw ItemNameNone ; 0x52 | ||||
|     dw ItemNameNone ; 0x53 | ||||
|     dw ItemNameNone ; 0x54 | ||||
| @@ -254,6 +254,7 @@ ItemNamePointers: | ||||
|     dw ItemTradeQuest12 | ||||
|     dw ItemTradeQuest13 | ||||
|     dw ItemTradeQuest14 | ||||
|     dw ItemPieceOfPower | ||||
|  | ||||
| ItemNameNone: | ||||
|     db m"NONE", $ff | ||||
| @@ -418,6 +419,8 @@ ItemNameNightmareKey9: | ||||
|     db m"Got the {NIGHTMARE_KEY9}", $ff | ||||
| ItemNameToadstool: | ||||
|     db m"Got the {TOADSTOOL}", $ff | ||||
| ItemNameGuardianAcorn: | ||||
|     db m"Got a Guardian Acorn", $ff | ||||
|  | ||||
| ItemNameHeartPiece: | ||||
|     db m"Got the {HEART_PIECE}", $ff | ||||
| @@ -496,5 +499,8 @@ ItemTradeQuest13: | ||||
|     db m"You've got the Scale", $ff | ||||
| ItemTradeQuest14: | ||||
|     db m"You've got the Magnifying Lens", $ff | ||||
|   | ||||
| ItemPieceOfPower: | ||||
|     db m"You've got a Piece of Power", $ff | ||||
|  | ||||
| MultiNamePointers: | ||||
| @@ -24,14 +24,10 @@ notSpecialSideView: | ||||
|         ld   a, $06 ; giveItemMultiworld | ||||
|         rst  8 | ||||
|          | ||||
|         ldh  a, [$F1] ; Load active sprite variant to see if this is just a normal small key | ||||
|         cp   $1A | ||||
|         jr   z, isAKey | ||||
|          | ||||
|         ;Show message (if not a key) | ||||
|         ;Show message | ||||
|         ld   a, $0A ; showMessageMultiworld | ||||
|         rst  8 | ||||
| isAKey: | ||||
|  | ||||
|         ret | ||||
|     """)) | ||||
|     rom.patch(0x03, 0x24B7, "3E", "3E")  # sanity check | ||||
|   | ||||
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