Files
Grinch-AP/worlds/ladx/LADXR/patches/aesthetics.py
2025-07-26 19:32:59 +02:00

436 lines
19 KiB
Python

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").splitlines(keepends=True)
while lines and lines[-1].strip() == b'':
lines.pop(-1)
rom.texts[0x01] = formatText(rnd.choice(lines).strip().decode("unicode_escape"))
# 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