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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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@@ -835,6 +835,7 @@ ItemSpriteTable:
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db $46, $1C ; NIGHTMARE_KEY8
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db $46, $1C ; NIGHTMARE_KEY9
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db $4C, $1C ; Toadstool
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db $AE, $14 ; Guardian Acorn
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LargeItemSpriteTable:
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db $AC, $02, $AC, $22 ; heart piece
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@@ -874,6 +875,7 @@ LargeItemSpriteTable:
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db $D8, $0D, $DA, $0D ; TradeItem12
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db $DC, $0D, $DE, $0D ; TradeItem13
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db $E0, $0D, $E2, $0D ; TradeItem14
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db $14, $42, $14, $62 ; Piece Of Power
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ItemMessageTable:
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db $90, $3D, $89, $93, $94, $95, $96, $97, $98, $99, $9A, $9B, $9C, $9D, $D9, $A2
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@@ -888,7 +890,7 @@ ItemMessageTable:
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; $80
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db $4F, $C8, $CA, $CB, $E2, $E3, $E4, $CC, $CD, $2A, $2B, $C9, $C9, $C9, $C9, $C9
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db $C9, $C9, $C9, $C9, $C9, $C9, $B8, $44, $C9, $C9, $C9, $C9, $C9, $C9, $C9, $C9
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db $C9, $C9, $C9, $C9, $9D
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db $C9, $C9, $C9, $C9, $9D, $C9
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RenderDroppedKey:
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;TODO: See EntityInitKeyDropPoint for a few special cases to unload.
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@@ -170,7 +170,7 @@ ItemNamePointers:
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dw ItemNameNightmareKey8
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dw ItemNameNightmareKey9
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dw ItemNameToadstool
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dw ItemNameNone ; 0x51
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dw ItemNameGuardianAcorn
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dw ItemNameNone ; 0x52
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dw ItemNameNone ; 0x53
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dw ItemNameNone ; 0x54
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@@ -254,6 +254,7 @@ ItemNamePointers:
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dw ItemTradeQuest12
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dw ItemTradeQuest13
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dw ItemTradeQuest14
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dw ItemPieceOfPower
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ItemNameNone:
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db m"NONE", $ff
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@@ -418,6 +419,8 @@ ItemNameNightmareKey9:
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db m"Got the {NIGHTMARE_KEY9}", $ff
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ItemNameToadstool:
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db m"Got the {TOADSTOOL}", $ff
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ItemNameGuardianAcorn:
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db m"Got a Guardian Acorn", $ff
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ItemNameHeartPiece:
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db m"Got the {HEART_PIECE}", $ff
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@@ -496,5 +499,8 @@ ItemTradeQuest13:
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db m"You've got the Scale", $ff
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ItemTradeQuest14:
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db m"You've got the Magnifying Lens", $ff
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ItemPieceOfPower:
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db m"You've got a Piece of Power", $ff
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MultiNamePointers:
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@@ -24,14 +24,10 @@ notSpecialSideView:
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ld a, $06 ; giveItemMultiworld
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rst 8
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ldh a, [$F1] ; Load active sprite variant to see if this is just a normal small key
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cp $1A
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jr z, isAKey
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;Show message (if not a key)
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;Show message
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ld a, $0A ; showMessageMultiworld
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rst 8
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isAKey:
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ret
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"""))
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rom.patch(0x03, 0x24B7, "3E", "3E") # sanity check
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