* ghost fills ammo to max * Revert "ghost fills ammo to max" This reverts commit 68804fef1403197f2192e4c7d02f8793ac1c7ca0. * fill to first max
		
			
				
	
	
		
			147 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from ..roomEditor import RoomEditor
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from ..assembler import ASM
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from ..utils import formatText
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def removeOwlEvents(rom):
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    # Remove all the owl events from the entity tables.
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    for room in range(0x100):
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        re = RoomEditor(rom, room)
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        if re.hasEntity(0x41):
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            re.removeEntities(0x41)
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            re.store(rom)
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    # Clear texts used by the owl. Potentially reused somewhere o else.
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    # 1 Used by empty chest (master stalfos message)
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    # 8 unused (0x0C0-0x0C7)
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    # 1 used by bowwow in chest
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    # 1 used by item for other player message
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    # 2 used by arrow chest messages
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    # 2 used by tunics
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    # Undoing this, we use it for text shuffle now
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    #rom.texts[0x0D9] = b'\xff'  # used by boomerang
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    # for idx in range(0x0BE, 0x0CE):
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    #     rom.texts[idx] = b'\xff'
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    # Patch the owl entity into a ghost to allow refill of powder/bombs/arrows
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    rom.texts[0xC0] = formatText("Everybody hates me, so I give away free things in the hope people will love me. Want something?", ask="Okay No")
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    rom.texts[0xC1] = formatText("Good for you.")
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    rom.patch(0x06, 0x27F5, 0x2A77, ASM("""
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    ; Check if we have powder or bombs.
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    ld   e, INV_SIZE
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    ld   hl, $DB00
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loop:
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    ldi  a, [hl]
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    cp   $02 ; bombs
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    jr   z, hasProperItem
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    cp   $0C ; powder
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    jr   z, hasProperItem
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    cp   $05 ; bow
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    jr   z, hasProperItem
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    dec  e
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    jr   nz, loop
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    ret
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hasProperItem:
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    ; Render ghost
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    ld de, sprite
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    call $3BC0
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    call $64C6 ; check if game is busy (pops this stack frame if busy)
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    ldh a, [$E7] ; frame counter
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    swap a
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    and  $01
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    call $3B0C ; set entity sprite variant
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    call $641A ; check collision
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    ldh  a, [$F0] ;entity state
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    rst 0
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    dw  waitForTalk
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    dw  talking
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waitForTalk:
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    call $645D ; check if talked to
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    ret  nc
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    ld   a, $C0
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    call $2385 ; open dialog
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    call $3B12 ; increase entity state
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    ret
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talking:
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    ; Check if we are still talking
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    ld   a, [$C19F]
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    and  a
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    ret  nz
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    call $3B12 ; increase entity state
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    ld   [hl], $00 ; set to state 0
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    ld   a, [$C177] ; get which option we selected
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    and  a
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    ret  nz
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    ; Give powder
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    ld   a, [$DB4C]
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    cp   $20
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    jr   nc, doNotGivePowder
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    ld   a, $20
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    ld   [$DB4C], a
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doNotGivePowder:
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    ld   a, [$DB4D]
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    cp   $30
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    jr   nc, doNotGiveBombs
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    ld   a, $30
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    ld   [$DB4D], a
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doNotGiveBombs:
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    ld   a, [$DB45]
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    cp   $30
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    jr   nc, doNotGiveArrows
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    ld   a, $30
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    ld   [$DB45], a
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doNotGiveArrows:
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    ld   a, $C1
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    call $2385 ; open dialog
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    ret
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sprite:
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    db   $76, $09, $78, $09, $7A, $09, $7C, $09
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""", 0x67F5), fill_nop=True)
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    rom.patch(0x20, 0x0322 + 0x41 * 2, "734A", "564B")  # Remove the owl init handler
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    re = RoomEditor(rom, 0x2A3)
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    re.entities.append((7, 6, 0x41))
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    re.store(rom)
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def upgradeDungeonOwlStatues(rom):
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    # Call our custom handler after the check for the stone beak
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    rom.patch(0x18, 0x1EA2, ASM("ldh a, [$F7]\ncp $FF\njr nz, $05"), ASM("ld a, $09\nrst 8\nret"), fill_nop=True)
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def upgradeOverworldOwlStatues(rom):
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    # Replace the code that handles signs/owl statues on the overworld
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    # This removes a "have marin with you" special case to make some room for our custom owl handling.
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    rom.patch(0x00, 0x201A, ASM("""
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        cp   $6F
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        jr   z, $2B
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        cp   $D4
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        jr   z, $27
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        ld   a, [$DB73]
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        and  a
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        jr   z, $08
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        ld   a, $78
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        call $237C
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        jp   $20CF
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    """), ASM("""
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        cp   $D4
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        jr   z, $2B
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        cp   $6F
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        jr   nz, skip
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        ld   a, $09
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        rst 8
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        jp   $20CF
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skip:
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    """), fill_nop=True)
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