479 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			479 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import binascii
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import importlib.util
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import importlib.machinery
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import os
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import pkgutil
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from collections import defaultdict
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from .romTables import ROMWithTables
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from . import assembler
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from . import mapgen
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from . import patches
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from .patches import overworld as _
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from .patches import dungeon as _
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from .patches import entrances as _
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from .patches import enemies as _
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from .patches import titleScreen as _
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from .patches import aesthetics as _
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from .patches import music as _
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from .patches import core as _
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from .patches import phone as _
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from .patches import photographer as _
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from .patches import owl as _
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from .patches import bank3e as _
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from .patches import bank3f as _
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from .patches import inventory as _
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from .patches import witch as _
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from .patches import tarin as _
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from .patches import fishingMinigame as _
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from .patches import softlock as _
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from .patches import maptweaks as _
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from .patches import chest as _
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from .patches import bomb as _
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from .patches import rooster as _
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from .patches import shop as _
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from .patches import trendy as _
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from .patches import goal as _
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from .patches import hardMode as _
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from .patches import weapons as _
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from .patches import health as _
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from .patches import heartPiece as _
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from .patches import droppedKey as _
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from .patches import goldenLeaf as _
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from .patches import songs as _
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from .patches import bowwow as _
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from .patches import desert as _
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from .patches import reduceRNG as _
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from .patches import madBatter as _
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from .patches import tunicFairy as _
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from .patches import seashell as _
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from .patches import instrument as _
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from .patches import endscreen as _
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from .patches import save as _
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from .patches import bingo as _
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from .patches import multiworld as _
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from .patches import tradeSequence as _
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from . import hints
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from .patches import bank34
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from .utils import formatText
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from ..Options import TrendyGame, Palette
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from .roomEditor import RoomEditor, Object
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from .patches.aesthetics import rgb_to_bin, bin_to_rgb
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from .locations.keyLocation import KeyLocation
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from BaseClasses import ItemClassification
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from ..Locations import LinksAwakeningLocation
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from ..Options import TrendyGame, Palette, MusicChangeCondition
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# Function to generate a final rom, this patches the rom with all required patches
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def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, multiworld=None, player_name=None, player_names=[], player_id = 0):
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    rom_patches = []
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    rom = ROMWithTables(args.input_filename, rom_patches)
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    rom.player_names = player_names
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    pymods = []
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    if args.pymod:
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        for pymod in args.pymod:
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            spec = importlib.util.spec_from_loader(pymod, importlib.machinery.SourceFileLoader(pymod, pymod))
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            module = importlib.util.module_from_spec(spec)
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            spec.loader.exec_module(module)
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            pymods.append(module)
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    for pymod in pymods:
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        pymod.prePatch(rom)
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    if settings.gfxmod:
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        patches.aesthetics.gfxMod(rom, os.path.join("data", "sprites", "ladx", settings.gfxmod))
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    item_list = [item for item in logic.iteminfo_list if not isinstance(item, KeyLocation)]
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    assembler.resetConsts()
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    assembler.const("INV_SIZE", 16)
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    assembler.const("wHasFlippers", 0xDB3E)
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    assembler.const("wHasMedicine", 0xDB3F)
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    assembler.const("wTradeSequenceItem", 0xDB40)  # we use it to store flags of which trade items we have
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    assembler.const("wTradeSequenceItem2", 0xDB7F)  # Normally used to store that we have exchanged the trade item, we use it to store flags of which trade items we have
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    assembler.const("wSeashellsCount", 0xDB41)
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    assembler.const("wGoldenLeaves", 0xDB42)  # New memory location where to store the golden leaf counter
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    assembler.const("wCollectedTunics", 0xDB6D)  # Memory location where to store which tunic options are available
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    assembler.const("wCustomMessage", 0xC0A0)
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    # We store the link info in unused color dungeon flags, so it gets preserved in the savegame.
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    assembler.const("wLinkSyncSequenceNumber", 0xDDF6)
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    assembler.const("wLinkStatusBits", 0xDDF7)
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    assembler.const("wLinkGiveItem", 0xDDF8)
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    assembler.const("wLinkGiveItemFrom", 0xDDF9)
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    assembler.const("wLinkSendItemRoomHigh", 0xDDFA)
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    assembler.const("wLinkSendItemRoomLow", 0xDDFB)
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    assembler.const("wLinkSendItemTarget", 0xDDFC)
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    assembler.const("wLinkSendItemItem", 0xDDFD)
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    assembler.const("wZolSpawnCount", 0xDE10)
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    assembler.const("wCuccoSpawnCount", 0xDE11)
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    assembler.const("wDropBombSpawnCount", 0xDE12)
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    assembler.const("wLinkSpawnDelay", 0xDE13)
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    #assembler.const("HARDWARE_LINK", 1)
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    assembler.const("HARD_MODE", 1 if settings.hardmode != "none" else 0)
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    patches.core.cleanup(rom)
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    patches.save.singleSaveSlot(rom)
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    patches.phone.patchPhone(rom)
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    patches.photographer.fixPhotographer(rom)
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    patches.core.bugfixWrittingWrongRoomStatus(rom)
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    patches.core.bugfixBossroomTopPush(rom)
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    patches.core.bugfixPowderBagSprite(rom)
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    patches.core.fixEggDeathClearingItems(rom)
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    patches.core.disablePhotoPrint(rom)
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    patches.core.easyColorDungeonAccess(rom)
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    patches.owl.removeOwlEvents(rom)
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    patches.enemies.fixArmosKnightAsMiniboss(rom)
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    patches.bank3e.addBank3E(rom, auth, player_id, player_names)
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    patches.bank3f.addBank3F(rom)
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    patches.bank34.addBank34(rom, item_list)
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    patches.core.removeGhost(rom)
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    patches.core.fixMarinFollower(rom)
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    patches.core.fixWrongWarp(rom)
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    patches.core.alwaysAllowSecretBook(rom)
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    patches.core.injectMainLoop(rom)
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    from ..Options import ShuffleSmallKeys, ShuffleNightmareKeys
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    if ap_settings["shuffle_small_keys"] != ShuffleSmallKeys.option_original_dungeon or  ap_settings["shuffle_nightmare_keys"] != ShuffleNightmareKeys.option_original_dungeon:
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        patches.inventory.advancedInventorySubscreen(rom)
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    patches.inventory.moreSlots(rom)
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    if settings.witch:
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        patches.witch.updateWitch(rom)
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    patches.softlock.fixAll(rom)
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    patches.maptweaks.tweakMap(rom)
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    patches.chest.fixChests(rom)
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    patches.shop.fixShop(rom)
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    patches.rooster.patchRooster(rom)
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    patches.trendy.fixTrendy(rom)
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    patches.droppedKey.fixDroppedKey(rom)
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    patches.madBatter.upgradeMadBatter(rom)
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    patches.tunicFairy.upgradeTunicFairy(rom)
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    patches.tarin.updateTarin(rom)
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    patches.fishingMinigame.updateFinishingMinigame(rom)
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    patches.health.upgradeHealthContainers(rom)
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    if settings.owlstatues in ("dungeon", "both"):
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        patches.owl.upgradeDungeonOwlStatues(rom)
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    if settings.owlstatues in ("overworld", "both"):
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        patches.owl.upgradeOverworldOwlStatues(rom)
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    patches.goldenLeaf.fixGoldenLeaf(rom)
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    patches.heartPiece.fixHeartPiece(rom)
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    patches.seashell.fixSeashell(rom)
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    patches.instrument.fixInstruments(rom)
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    patches.seashell.upgradeMansion(rom)
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    patches.songs.upgradeMarin(rom)
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    patches.songs.upgradeManbo(rom)
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    patches.songs.upgradeMamu(rom)
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    if settings.tradequest:
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        patches.tradeSequence.patchTradeSequence(rom, settings.boomerang)
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    else:
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        # Monkey bridge patch, always have the bridge there.
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        rom.patch(0x00, 0x333D, assembler.ASM("bit 4, e\njr Z, $05"), b"", fill_nop=True)
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    patches.bowwow.fixBowwow(rom, everywhere=settings.bowwow != 'normal')
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    if settings.bowwow != 'normal':
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        patches.bowwow.bowwowMapPatches(rom)
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    patches.desert.desertAccess(rom)
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    if settings.overworld == 'dungeondive':
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        patches.overworld.patchOverworldTilesets(rom)
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        patches.overworld.createDungeonOnlyOverworld(rom)
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    elif settings.overworld == 'nodungeons':
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        patches.dungeon.patchNoDungeons(rom)
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    elif settings.overworld == 'random':
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        patches.overworld.patchOverworldTilesets(rom)
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        mapgen.store_map(rom, logic.world.map)
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    #if settings.dungeon_items == 'keysy':
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    #    patches.dungeon.removeKeyDoors(rom)
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    # patches.reduceRNG.slowdownThreeOfAKind(rom)
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    patches.reduceRNG.fixHorseHeads(rom)
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    patches.bomb.onlyDropBombsWhenHaveBombs(rom)
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    if ap_settings['music_change_condition'] == MusicChangeCondition.option_always:
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        patches.aesthetics.noSwordMusic(rom)
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    patches.aesthetics.reduceMessageLengths(rom, rnd)
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    patches.aesthetics.allowColorDungeonSpritesEverywhere(rom)
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    if settings.music == 'random':
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        patches.music.randomizeMusic(rom, rnd)
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    elif settings.music == 'off':
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        patches.music.noMusic(rom)
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    if settings.noflash:
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        patches.aesthetics.removeFlashingLights(rom)
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    if settings.hardmode == "oracle":
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        patches.hardMode.oracleMode(rom)
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    elif settings.hardmode == "hero":
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        patches.hardMode.heroMode(rom)
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    elif settings.hardmode == "ohko":
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        patches.hardMode.oneHitKO(rom)
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    if settings.superweapons:
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        patches.weapons.patchSuperWeapons(rom)
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    if settings.textmode == 'fast':
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        patches.aesthetics.fastText(rom)
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    if settings.textmode == 'none':
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        patches.aesthetics.fastText(rom)
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        patches.aesthetics.noText(rom)
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    if not settings.nagmessages:
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        patches.aesthetics.removeNagMessages(rom)
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    if settings.lowhpbeep == 'slow':
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        patches.aesthetics.slowLowHPBeep(rom)
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    if settings.lowhpbeep == 'none':
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        patches.aesthetics.removeLowHPBeep(rom)
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    if 0 <= int(settings.linkspalette):
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        patches.aesthetics.forceLinksPalette(rom, int(settings.linkspalette))
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    if args.romdebugmode:
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        # The default rom has this build in, just need to set a flag and we get this save.
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        rom.patch(0, 0x0003, "00", "01")
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    # Patch the sword check on the shopkeeper turning around.
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    if settings.steal == 'never':
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        rom.patch(4, 0x36F9, "FA4EDB", "3E0000")
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    elif settings.steal == 'always':
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        rom.patch(4, 0x36F9, "FA4EDB", "3E0100")
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    if settings.hpmode == 'inverted':
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        patches.health.setStartHealth(rom, 9)
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    elif settings.hpmode == '1':
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        patches.health.setStartHealth(rom, 1)
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    patches.inventory.songSelectAfterOcarinaSelect(rom)
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    if settings.quickswap == 'a':
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        patches.core.quickswap(rom, 1)
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    elif settings.quickswap == 'b':
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        patches.core.quickswap(rom, 0)
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    world_setup = logic.world_setup
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    JUNK_HINT = 0.33
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    RANDOM_HINT= 0.66
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    # USEFUL_HINT = 1.0
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    # TODO: filter events, filter unshuffled keys
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    all_items = multiworld.get_items()
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    our_items = [item for item in all_items if item.player == player_id and item.location and item.code is not None and item.location.show_in_spoiler]
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    our_useful_items = [item for item in our_items if ItemClassification.progression in item.classification]
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    def gen_hint():
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        chance = rnd.uniform(0, 1)
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        if chance < JUNK_HINT:
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            return None
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        elif chance < RANDOM_HINT:
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            location = rnd.choice(our_items).location
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        else: # USEFUL_HINT
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            location = rnd.choice(our_useful_items).location
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        if location.item.player == player_id:
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            name = "Your"
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        else:
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            name = f"{multiworld.player_name[location.item.player]}'s"
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        if isinstance(location, LinksAwakeningLocation):
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            location_name = location.ladxr_item.metadata.name
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        else:
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            location_name = location.name
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        hint = f"{name} {location.item} is at {location_name}"
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        if location.player != player_id:
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            hint += f" in {multiworld.player_name[location.player]}'s world"
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        # Cap hint size at 85
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        # Realistically we could go bigger but let's be safe instead
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        hint = hint[:85]
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        return hint
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    hints.addHints(rom, rnd, gen_hint)
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    if world_setup.goal == "raft":
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        patches.goal.setRaftGoal(rom)
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    elif world_setup.goal in ("bingo", "bingo-full"):
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        patches.bingo.setBingoGoal(rom, world_setup.bingo_goals, world_setup.goal)
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    elif world_setup.goal == "seashells":
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        patches.goal.setSeashellGoal(rom, 20)
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    else:
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        patches.goal.setRequiredInstrumentCount(rom, world_setup.goal)
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    # Patch the generated logic into the rom
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    patches.chest.setMultiChest(rom, world_setup.multichest)
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    if settings.overworld not in {"dungeondive", "random"}:
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        patches.entrances.changeEntrances(rom, world_setup.entrance_mapping)
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    for spot in item_list:
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        if spot.item and spot.item.startswith("*"):
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            spot.item = spot.item[1:]
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        mw = None
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        if spot.item_owner != spot.location_owner:
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            mw = spot.item_owner
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            if mw > 100:
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                # There are only 101 player name slots (99 + "The Server" + "another world"), so don't use more than that
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                mw = 100
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        spot.patch(rom, spot.item, multiworld=mw)
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    patches.enemies.changeBosses(rom, world_setup.boss_mapping)
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    patches.enemies.changeMiniBosses(rom, world_setup.miniboss_mapping)
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    if not args.romdebugmode:
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        patches.core.addFrameCounter(rom, len(item_list))
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    patches.core.warpHome(rom)  # Needs to be done after setting the start location.
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    patches.titleScreen.setRomInfo(rom, auth, seed_name, settings, player_name, player_id)
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    if ap_settings["ap_title_screen"]:
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        patches.titleScreen.setTitleGraphics(rom)
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    patches.endscreen.updateEndScreen(rom)
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    patches.aesthetics.updateSpriteData(rom)
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    if args.doubletrouble:
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        patches.enemies.doubleTrouble(rom)
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    if ap_settings["text_shuffle"]:
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        buckets = defaultdict(list)
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        # For each ROM bank, shuffle text within the bank
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        for n, data in enumerate(rom.texts._PointerTable__data):
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            # Don't muck up which text boxes are questions and which are statements
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            if type(data) != int and data and data != b'\xFF':
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                buckets[(rom.texts._PointerTable__banks[n], data[len(data) - 1] == 0xfe)].append((n, data))
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        for bucket in buckets.values():
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            # For each bucket, make a copy and shuffle
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            shuffled = bucket.copy()
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            rnd.shuffle(shuffled)
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            # Then put new text in
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            for bucket_idx, (orig_idx, data) in enumerate(bucket):
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                rom.texts[shuffled[bucket_idx][0]] = data
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    if ap_settings["trendy_game"] != TrendyGame.option_normal:
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        # TODO: if 0 or 4, 5, remove inaccurate conveyor tiles
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        room_editor = RoomEditor(rom, 0x2A0)
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        if ap_settings["trendy_game"] == TrendyGame.option_easy:
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            # Set physics flag on all objects
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            for i in range(0, 6):
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                rom.banks[0x4][0x6F1E + i -0x4000] = 0x4
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        else:
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            # All levels
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            # Set physics flag on yoshi
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            rom.banks[0x4][0x6F21-0x4000] = 0x3
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            # Add new conveyor to "push" yoshi (it's only a visual)
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            room_editor.objects.append(Object(5, 3, 0xD0))
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            if int(ap_settings["trendy_game"]) >= TrendyGame.option_harder:
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                """
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                Data_004_76A0::
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                    db   $FC, $00, $04, $00, $00
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                Data_004_76A5::
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                    db   $00, $04, $00, $FC, $00
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                """
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                speeds = {
 | 
						|
                    TrendyGame.option_harder: (3, 8),
 | 
						|
                    TrendyGame.option_hardest: (3, 8),
 | 
						|
                    TrendyGame.option_impossible: (3, 16),
 | 
						|
                }
 | 
						|
                def speed():
 | 
						|
                    return rnd.randint(*speeds[ap_settings["trendy_game"]])
 | 
						|
                rom.banks[0x4][0x76A0-0x4000] = 0xFF - speed()
 | 
						|
                rom.banks[0x4][0x76A2-0x4000] = speed()
 | 
						|
                rom.banks[0x4][0x76A6-0x4000] = speed()
 | 
						|
                rom.banks[0x4][0x76A8-0x4000] = 0xFF - speed()
 | 
						|
                if int(ap_settings["trendy_game"]) >= TrendyGame.option_hardest:
 | 
						|
                    rom.banks[0x4][0x76A1-0x4000] = 0xFF - speed()
 | 
						|
                    rom.banks[0x4][0x76A3-0x4000] = speed()
 | 
						|
                    rom.banks[0x4][0x76A5-0x4000] = speed()
 | 
						|
                    rom.banks[0x4][0x76A7-0x4000] = 0xFF - speed()
 | 
						|
 | 
						|
            room_editor.store(rom)
 | 
						|
            # This doesn't work, you can set random conveyors, but they aren't used
 | 
						|
            # for x in range(3, 9):
 | 
						|
            #     for y in range(1, 5):
 | 
						|
            #         room_editor.objects.append(Object(x, y, 0xCF + rnd.randint(0, 3)))
 | 
						|
 | 
						|
    # Attempt at imitating gb palette, fails
 | 
						|
    if False:
 | 
						|
        gb_colors = [
 | 
						|
            [0x0f, 0x38, 0x0f],
 | 
						|
            [0x30, 0x62, 0x30],
 | 
						|
            [0x8b, 0xac, 0x0f],
 | 
						|
            [0x9b, 0xbc, 0x0f],
 | 
						|
        ]
 | 
						|
        for color in gb_colors:
 | 
						|
            for channel in range(3):
 | 
						|
                color[channel] = color[channel] * 31 // 0xbc
 | 
						|
 | 
						|
    if ap_settings["warp_improvements"]:
 | 
						|
        patches.core.addWarpImprovements(rom, ap_settings["additional_warp_points"])
 | 
						|
 | 
						|
    palette = ap_settings["palette"]
 | 
						|
    if palette != Palette.option_normal:
 | 
						|
        ranges = {
 | 
						|
            # Object palettes
 | 
						|
            # Overworld palettes
 | 
						|
            # Dungeon palettes
 | 
						|
            # Interior palettes
 | 
						|
            "code/palettes.asm 1": (0x21, 0x1518, 0x34A0),
 | 
						|
            # Intro/outro(?)
 | 
						|
            # File select
 | 
						|
            # S+Q
 | 
						|
            # Map
 | 
						|
            "code/palettes.asm 2": (0x21, 0x3536, 0x3FFE),
 | 
						|
            # Used for transitioning in and out of forest
 | 
						|
            "backgrounds/palettes.asm": (0x24, 0x3478, 0x3578),
 | 
						|
            # Haven't yet found menu palette
 | 
						|
        }
 | 
						|
 | 
						|
        for name, (bank, start, end) in ranges.items():
 | 
						|
            def clamp(x, min, max):
 | 
						|
                if x < min:
 | 
						|
                    return min
 | 
						|
                if x > max:
 | 
						|
                    return max
 | 
						|
                return x
 | 
						|
 | 
						|
            for address in range(start, end, 2):
 | 
						|
                packed = (rom.banks[bank][address + 1] << 8) | rom.banks[bank][address]
 | 
						|
                r,g,b = bin_to_rgb(packed)
 | 
						|
 | 
						|
                # 1 bit
 | 
						|
                if palette == Palette.option_1bit:
 | 
						|
                    r &= 0b10000
 | 
						|
                    g &= 0b10000
 | 
						|
                    b &= 0b10000
 | 
						|
                # 2 bit
 | 
						|
                elif palette == Palette.option_1bit:
 | 
						|
                    r &= 0b11000
 | 
						|
                    g &= 0b11000
 | 
						|
                    b &= 0b11000
 | 
						|
                # Invert
 | 
						|
                elif palette == Palette.option_inverted:
 | 
						|
                    r = 31 - r
 | 
						|
                    g = 31 - g
 | 
						|
                    b = 31 - b
 | 
						|
                # Pink
 | 
						|
                elif palette == Palette.option_pink:
 | 
						|
                    r = r // 2
 | 
						|
                    r += 16
 | 
						|
                    r = int(r)
 | 
						|
                    r = clamp(r, 0, 0x1F)
 | 
						|
                    b = b // 2
 | 
						|
                    b += 16
 | 
						|
                    b = int(b)
 | 
						|
                    b = clamp(b, 0, 0x1F)
 | 
						|
                elif palette == Palette.option_greyscale:
 | 
						|
                    # gray=int(0.299*r+0.587*g+0.114*b)
 | 
						|
                    gray = (r + g + b) // 3
 | 
						|
                    r = g = b = gray
 | 
						|
 | 
						|
                packed = rgb_to_bin(r, g, b)
 | 
						|
                rom.banks[bank][address] = packed & 0xFF
 | 
						|
                rom.banks[bank][address + 1] = packed >> 8
 | 
						|
 | 
						|
    SEED_LOCATION = 0x0134
 | 
						|
    # Patch over the title
 | 
						|
    assert(len(auth) == 12)
 | 
						|
    rom.patch(0x00, SEED_LOCATION, None, binascii.hexlify(auth))
 | 
						|
 | 
						|
    for pymod in pymods:
 | 
						|
        pymod.postPatch(rom)
 | 
						|
 | 
						|
    return rom
 |