Adds Link's Awakening: DX. Fully imports and forks LADXR, with permission - https://github.com/daid/LADXR
		
			
				
	
	
		
			463 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			463 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from ..roomEditor import RoomEditor, Object, ObjectWarp, ObjectHorizontal
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from ..assembler import ASM
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from ..locations import constants
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from typing import List
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# Room containing the boss
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BOSS_ROOMS = [
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    0x106,
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    0x12b,
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    0x15a,
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    0x166,
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    0x185,
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    0x1bc,
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    0x223,  # Note: unused room normally
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    0x234,
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    0x300,
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]
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BOSS_ENTITIES = [
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    (3, 2, 0x59),
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    (4, 2, 0x5C),
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    (4, 3, 0x5B),
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    None,
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    (4, 3, 0x5D),
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    (4, 3, 0x5A),
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    None,
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    (4, 3, 0x62),
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    (5, 2, 0xF9),
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]
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MINIBOSS_ENTITIES = {
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    "ROLLING_BONES":    [(8, 3, 0x81), (6, 3, 0x82)],
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    "HINOX":            [(5, 2, 0x89)],
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    "DODONGO":          [(3, 2, 0x60), (5, 2, 0x60)],
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    "CUE_BALL":         [(1, 1, 0x8e)],
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    "GHOMA":            [(2, 1, 0x5e), (2, 4, 0x5e)],
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    "SMASHER":          [(5, 2, 0x92)],
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    "GRIM_CREEPER":     [(4, 0, 0xbc)],
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    "BLAINO":           [(5, 3, 0xbe)],
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    "AVALAUNCH":        [(5, 1, 0xf4)],
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    "GIANT_BUZZ_BLOB":  [(4, 2, 0xf8)],
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    "MOBLIN_KING":      [(5, 5, 0xe4)],
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    "ARMOS_KNIGHT":     [(4, 3, 0x88)],
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}
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MINIBOSS_ROOMS = {
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    0: 0x111, 1: 0x128, 2: 0x145, 3: 0x164, 4: 0x193, 5: 0x1C5, 6: 0x228, 7: 0x23F,
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    "c1": 0x30C, "c2": 0x303,
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    "moblin_cave": 0x2E1,
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    "armos_temple": 0x27F,
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}
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def fixArmosKnightAsMiniboss(rom):
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    # Make the armos temple room with armos knight drop a ceiling key on kill.
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    # This makes the door always open, but that's fine.
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    rom.patch(0x14, 0x017F, "21", "81")
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    # Do not change the drop from Armos knight into a ceiling key.
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    rom.patch(0x06, 0x12E8, ASM("ld [hl], $30"), "", fill_nop=True)
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def getBossRoomStatusFlagLocation(dungeon_nr):
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    if BOSS_ROOMS[dungeon_nr] >= 0x300:
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        return 0xDDE0 - 0x300 + BOSS_ROOMS[dungeon_nr]
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    return 0xD800 + BOSS_ROOMS[dungeon_nr]
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def fixDungeonItem(item_chest_id, dungeon_nr):
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    if item_chest_id == constants.CHEST_ITEMS[constants.MAP]:
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        return constants.CHEST_ITEMS["MAP%d" % (dungeon_nr + 1)]
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    if item_chest_id == constants.CHEST_ITEMS[constants.COMPASS]:
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        return constants.CHEST_ITEMS["COMPASS%d" % (dungeon_nr + 1)]
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    if item_chest_id == constants.CHEST_ITEMS[constants.KEY]:
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        return constants.CHEST_ITEMS["KEY%d" % (dungeon_nr + 1)]
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    if item_chest_id == constants.CHEST_ITEMS[constants.NIGHTMARE_KEY]:
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        return constants.CHEST_ITEMS["NIGHTMARE_KEY%d" % (dungeon_nr + 1)]
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    if item_chest_id == constants.CHEST_ITEMS[constants.STONE_BEAK]:
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        return constants.CHEST_ITEMS["STONE_BEAK%d" % (dungeon_nr + 1)]
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    return item_chest_id
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def getCleanBossRoom(rom, dungeon_nr):
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    re = RoomEditor(rom, BOSS_ROOMS[dungeon_nr])
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    new_objects = []
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    for obj in re.objects:
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        if isinstance(obj, ObjectWarp):
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            continue
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        if obj.type_id == 0xBE:  # Remove staircases
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            continue
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        if obj.type_id == 0x06:  # Remove lava
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            continue
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        if obj.type_id == 0x1c:  # Change D1 pits into normal pits
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            obj.type_id = 0x01
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        if obj.type_id == 0x1e:  # Change D1 pits into normal pits
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            obj.type_id = 0xaf
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        if obj.type_id == 0x1f:  # Change D1 pits into normal pits
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            obj.type_id = 0xb0
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        if obj.type_id == 0xF5:  # Change open doors into closing doors.
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            obj.type_id = 0xF1
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        new_objects.append(obj)
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    # Make D4 room a valid fighting room by removing most content.
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    if dungeon_nr == 3:
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        new_objects = new_objects[:2] + [Object(1, 1, 0xAC), Object(8, 1, 0xAC), Object(1, 6, 0xAC), Object(8, 6, 0xAC)]
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    # D7 has an empty room we use for most bosses, but it needs some adjustments.
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    if dungeon_nr == 6:
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        # Move around the unused and instrument room.
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        rom.banks[0x14][0x03a0 + 6 + 1 * 8] = 0x00
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        rom.banks[0x14][0x03a0 + 7 + 2 * 8] = 0x2C
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        rom.banks[0x14][0x03a0 + 7 + 3 * 8] = 0x23
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        rom.banks[0x14][0x03a0 + 6 + 5 * 8] = 0x00
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        rom.banks[0x14][0x0520 + 7 + 2 * 8] = 0x2C
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        rom.banks[0x14][0x0520 + 7 + 3 * 8] = 0x23
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        rom.banks[0x14][0x0520 + 6 + 5 * 8] = 0x00
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        re.floor_object &= 0x0F
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        new_objects += [
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            Object(4, 0, 0xF0),
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            Object(1, 6, 0xBE),
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            ObjectWarp(1, dungeon_nr, 0x22E, 24, 16)
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        ]
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        # Set the stairs towards the eagle tower top to our new room.
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        r = RoomEditor(rom, 0x22E)
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        r.objects[-1] = ObjectWarp(1, dungeon_nr, re.room, 24, 112)
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        r.store(rom)
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        # Remove the normal door to the instrument room
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        r = RoomEditor(rom, 0x22e)
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        r.removeObject(4, 0)
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        r.store(rom)
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        rom.banks[0x14][0x22e - 0x100] = 0x00
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        r = RoomEditor(rom, 0x22c)
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        r.changeObject(0, 7, 0x03)
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        r.changeObject(2, 7, 0x03)
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        r.store(rom)
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    re.objects = new_objects
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    re.entities = []
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    return re
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def changeBosses(rom, mapping: List[int]):
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    # Fix the color dungeon not properly warping to room 0 with the boss.
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    for addr in range(0x04E0, 0x04E0 + 64):
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        if rom.banks[0x14][addr] == 0x00 and addr not in {0x04E0 + 1 + 3 * 8, 0x04E0 + 2 + 6 * 8}:
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            rom.banks[0x14][addr] = 0xFF
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    # Fix the genie death not really liking pits/water.
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    rom.patch(0x04, 0x0521, ASM("ld [hl], $81"), ASM("ld [hl], $91"))
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    # For the sidescroll bosses, we need to update this check to be the evil eagle dungeon.
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    # But if evil eagle is not there we still need to remove this check to make angler fish work in D7
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    dungeon_nr = mapping.index(6) if 6 in mapping else 0xFE
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    rom.patch(0x02, 0x1FC8, ASM("cp $06"), ASM("cp $%02x" % (dungeon_nr if dungeon_nr < 8 else 0xff)))
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    for dungeon_nr in range(9):
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        target = mapping[dungeon_nr]
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        if target == dungeon_nr:
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            continue
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        if target == 3:  # D4 fish boss
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            # If dungeon_nr == 6: use normal eagle door towards fish.
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            if dungeon_nr == 6:
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                # Add the staircase to the boss, and fix the warp back.
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                re = RoomEditor(rom, 0x22E)
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                for obj in re.objects:
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                    if isinstance(obj, ObjectWarp):
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                        obj.type_id = 2
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                        obj.map_nr = 3
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                        obj.room = 0x1EF
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                        obj.target_x = 24
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                        obj.target_y = 16
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                re.store(rom)
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                re = RoomEditor(rom, 0x1EF)
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                re.objects[-1] = ObjectWarp(1, dungeon_nr if dungeon_nr < 8 else 0xff, 0x22E, 24, 16)
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                re.store(rom)
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            else:
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                # Set the proper room event flags
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                rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 0x100] = 0x2A
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                # Add the staircase to the boss, and fix the warp back.
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                re = getCleanBossRoom(rom, dungeon_nr)
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                re.objects += [Object(4, 4, 0xBE), ObjectWarp(2, 3, 0x1EF, 24, 16)]
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                re.store(rom)
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                re = RoomEditor(rom, 0x1EF)
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                re.objects[-1] = ObjectWarp(1, dungeon_nr if dungeon_nr < 8 else 0xff, BOSS_ROOMS[dungeon_nr], 72, 80)
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                re.store(rom)
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            # Patch the fish heart container to open up the right room.
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            if dungeon_nr == 6:
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                rom.patch(0x03, 0x1A0F, ASM("ld hl, $D966"), ASM("ld hl, $%04x" % (0xD800 + 0x22E)))
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            else:
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                rom.patch(0x03, 0x1A0F, ASM("ld hl, $D966"), ASM("ld hl, $%04x" % (getBossRoomStatusFlagLocation(dungeon_nr))))
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            # Patch the proper item towards the D4 boss
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            rom.banks[0x3E][0x3800 + 0x01ff] = fixDungeonItem(rom.banks[0x3E][0x3800 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
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            rom.banks[0x3E][0x3300 + 0x01ff] = fixDungeonItem(rom.banks[0x3E][0x3300 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
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        elif target == 6:  # Evil eagle
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            rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 0x100] = 0x2A
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            # Patch the eagle heart container to open up the right room.
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            rom.patch(0x03, 0x1A04, ASM("ld hl, $DA2E"), ASM("ld hl, $%04x" % (getBossRoomStatusFlagLocation(dungeon_nr))))
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            # Add the staircase to the boss, and fix the warp back.
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            re = getCleanBossRoom(rom, dungeon_nr)
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            re.objects += [Object(4, 4, 0xBE), ObjectWarp(2, 6, 0x2F8, 72, 80)]
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            re.store(rom)
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            re = RoomEditor(rom, 0x2F8)
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            re.objects[-1] = ObjectWarp(1, dungeon_nr if dungeon_nr < 8 else 0xff, BOSS_ROOMS[dungeon_nr], 72, 80)
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            re.store(rom)
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            # Patch the proper item towards the D7 boss
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            rom.banks[0x3E][0x3800 + 0x02E8] = fixDungeonItem(rom.banks[0x3E][0x3800 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
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            rom.banks[0x3E][0x3300 + 0x02E8] = fixDungeonItem(rom.banks[0x3E][0x3300 + BOSS_ROOMS[dungeon_nr]], dungeon_nr)
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        else:
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            rom.banks[0x14][BOSS_ROOMS[dungeon_nr] - 0x100] = 0x21
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            re = getCleanBossRoom(rom, dungeon_nr)
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            re.entities = [BOSS_ENTITIES[target]]
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            if target == 4:
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                # For slime eel, we need to setup the right wall tiles.
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                rom.banks[0x20][0x2EB3 + BOSS_ROOMS[dungeon_nr] - 0x100] = 0x06
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            if target == 5:
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                # Patch facade so he doesn't use the spinning tiles, which is a problem for the sprites.
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                rom.patch(0x04, 0x121D, ASM("cp $14"), ASM("cp $00"))
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                rom.patch(0x04, 0x1226, ASM("cp $04"), ASM("cp $00"))
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                rom.patch(0x04, 0x127F, ASM("cp $14"), ASM("cp $00"))
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            if target == 7:
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                pass
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                # For hot head, add some lava (causes graphical glitches)
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                # re.animation_id = 0x06
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                # re.objects += [
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                #     ObjectHorizontal(3, 2, 0x06, 4),
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                #     ObjectHorizontal(2, 3, 0x06, 6),
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                #     ObjectHorizontal(2, 4, 0x06, 6),
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                #     ObjectHorizontal(3, 5, 0x06, 4),
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                # ]
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            re.store(rom)
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def readBossMapping(rom):
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    mapping = []
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    for dungeon_nr in range(9):
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        r = RoomEditor(rom, BOSS_ROOMS[dungeon_nr])
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        if r.entities:
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            mapping.append(BOSS_ENTITIES.index(r.entities[0]))
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        elif isinstance(r.objects[-1], ObjectWarp) and r.objects[-1].room == 0x1ef:
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            mapping.append(3)
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        elif isinstance(r.objects[-1], ObjectWarp) and r.objects[-1].room == 0x2f8:
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            mapping.append(6)
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        else:
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            mapping.append(dungeon_nr)
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    return mapping
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def changeMiniBosses(rom, mapping):
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    # Fix avalaunch not working when entering a room from the left or right
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    rom.patch(0x03, 0x0BE0, ASM("""
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        ld  [hl], $50
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        ld  hl, $C2D0
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        add hl, bc
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        ld  [hl], $00
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        jp  $4B56
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    """), ASM("""
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        ld  a, [hl]
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        sub $08
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        ld  [hl], a    
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        ld  hl, $C2D0
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        add hl, bc
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        ld  [hl], b ; b is always zero here
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        ret
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    """), fill_nop=True)
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    # Fix avalaunch waiting until the room event is done (and not all rooms have a room event on enter)
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    rom.patch(0x36, 0x1C14, ASM("ret z"), "", fill_nop=True)
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    # Fix giant buzz blob waiting until the room event is done (and not all rooms have a room event on enter)
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    rom.patch(0x36, 0x153B, ASM("ret z"), "", fill_nop=True)
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    # Remove the powder fairy from giant buzz blob
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    rom.patch(0x36, 0x14F7, ASM("jr nz, $05"), ASM("jr $05"))
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    # Do not allow the force barrier in D3 dodongo room
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    rom.patch(0x14, 0x14AC, 0x14B5, ASM("jp $7FE0"), fill_nop=True)
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    rom.patch(0x14, 0x3FE0, "00" * 0x20, ASM("""
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        ld  a, [$C124] ; room transition
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        ld  hl, $C17B
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        or  [hl]
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        ret nz
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        ldh a, [$F6] ; room
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        cp  $45 ; check for D3 dodogo room
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        ret z
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        cp  $7F ; check for armos temple room
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        ret z
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        jp  $54B5
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    """), fill_nop=True)
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    # Patch smasher to spawn the ball closer, so it doesn't spawn on the wall in the armos temple
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    rom.patch(0x06, 0x0533, ASM("add a, $30"), ASM("add a, $20"))
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    for target, name in mapping.items():
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        re = RoomEditor(rom, MINIBOSS_ROOMS[target])
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        re.entities = [e for e in re.entities if e[2] == 0x61]  # Only keep warp, if available
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        re.entities += MINIBOSS_ENTITIES[name]
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        if re.room == 0x228 and name != "GRIM_CREEPER":
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            for x in range(3, 7):
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                for y in range(0, 3):
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                    re.removeObject(x, y)
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        if name == "CUE_BALL":
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            re.objects += [
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                Object(3, 3, 0x2c),
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                ObjectHorizontal(4, 3, 0x22, 2),
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                Object(6, 3, 0x2b),
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                Object(3, 4, 0x2a),
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                ObjectHorizontal(4, 4, 0x21, 2),
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                Object(6, 4, 0x29),
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            ]
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        if name == "BLAINO":
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            # BLAINO needs a warp object to hit you to the entrance of the dungeon.
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            if len(re.getWarps()) < 1:
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                # Default to start house.
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                target = (0x10, 0x2A3, 0x50, 0x7c)
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                if 0x100 <= re.room < 0x11D: #D1
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                    target = (0, 0x117, 80, 80)
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                elif 0x11D <= re.room < 0x140: #D2
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                    target = (1, 0x136, 80, 80)
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                elif 0x140 <= re.room < 0x15D: #D3
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                    target = (2, 0x152, 80, 80)
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                elif 0x15D <= re.room < 0x180: #D4
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                    target = (3, 0x174, 80, 80)
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                elif 0x180 <= re.room < 0x1AC: #D5
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                    target = (4, 0x1A1, 80, 80)
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                elif 0x1B0 <= re.room < 0x1DE: #D6
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                    target = (5, 0x1D4, 80, 80)
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                elif 0x200 <= re.room < 0x22D: #D7
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                    target = (6, 0x20E, 80, 80)
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                elif 0x22D <= re.room < 0x26C: #D8
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                    target = (7, 0x25D, 80, 80)
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                elif re.room >= 0x300: #D0
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                    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)
 |