 d48e1e447f
			
		
	
	d48e1e447f
	
	
	
		
			
			Adds Adventure for the Atari 2600, NTSC version. New randomizer, not based on prior works. Somewhat atypical of current AP rom patch games; The generator does not require the adventure rom, but writes some data to an .apadvn APContainer file that the client uses along with a base bsdiff patch to generate a final rom file.
		
			
				
	
	
		
			47 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # probably I should generate this from the list file
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| 
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| static_item_data_location = 0xe9d
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| static_item_element_size = 9
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| static_first_dragon_index = 6
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| item_position_table = 0x402
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| items_ram_start = 0xa1
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| connector_port_offset = 0xff9
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| # dragon speeds are hardcoded directly in their respective movement subroutines, not in their item table or state data
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| # so this is the second byte of an LDA immediate instruction
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| yorgle_speed_data_location = 0x724
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| grundle_speed_data_location = 0x73f
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| rhindle_speed_data_location = 0x709
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| 
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| 
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| # in case I need to place a rom address in the rom
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| rom_address_space_start = 0xf000
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| 
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| start_castle_offset = 0x39c
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| start_castle_values = [0x11, 0x10, 0x0F]
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| """yellow, black, white castle gate rooms"""
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| 
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| # indexed by static item table index.  0x00 indicates the position data is in ROM and is irrelevant to the randomizer
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| item_ram_addresses = [
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|     0xD9,  # lamp
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|     0x00,  # portcullis 1
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|     0x00,  # portcullis 2
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|     0x00,  # portcullis 3
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|     0x00,  # author name
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|     0x00,  # GO object
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|     0xA4,  # Rhindle
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|     0xA9,  # Yorgle
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|     0xAE,  # Grundle
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|     0xB6,  # Sword
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|     0xBC,  # Bridge
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|     0xBF,  # Yellow Key
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|     0xC2,  # White key
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|     0xC5,  # Black key
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|     0xCB,  # Bat
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|     0xA1,  # Dot
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|     0xB9,  # Chalice
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|     0xB3,  # Magnet
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|     0xE7,  # AP object 1
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|     0xEA,  # AP bat object
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|     0xBC,  # NULL object (end of table)
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| ]
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