from ..assembler import ASM from ..utils import formatText, setReplacementName from ..roomEditor import RoomEditor from .. import entityData import os import bsdiff4 import pkgutil 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) lines = pkgutil.get_data(__name__, "marin.txt").decode("unicode_escape").splitlines() lines = [l for l in lines if l.strip()] rom.texts[0x01] = formatText(rnd.choice(lines).strip()) # 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 def bin_to_rgb(word): red = word & 0b11111 word >>= 5 green = word & 0b11111 word >>= 5 blue = word & 0b11111 return (red, green, blue) def rgb_to_bin(r, g, b): return (b << 10) | (g << 5) | r