from __future__ import annotations import datetime import itertools import random import re import struct import sys import zlib from collections.abc import Callable, Iterable from typing import Optional, Any from Cutscenes import patch_cutscenes, patch_wondertalk2 from Entrance import Entrance from HintList import get_hint from Hints import GossipText, HintArea, write_gossip_stone_hints, build_altar_hints, \ build_ganon_text, build_misc_item_hints, build_misc_location_hints, get_simple_hint_no_prefix, get_item_generic_name from Item import Item from ItemList import REWARD_COLORS from ItemPool import reward_list, song_list, trade_items, child_trade_items from Location import Location, DisableType from LocationList import business_scrubs from Messages import read_messages, update_message_by_id, read_shop_items, update_warp_song_text, \ write_shop_items, remove_unused_messages, make_player_message, \ add_item_messages, repack_messages, shuffle_messages, \ get_message_by_id, TextCode, new_messages, COLOR_MAP from OcarinaSongs import patch_songs from MQ import patch_files, File, update_dmadata, insert_space, add_relocations from Rom import Rom from SaveContext import SaveContext, Scenes, FlagType from SceneFlags import build_xflag_tables, build_xflags_from_world, get_alt_list_bytes from Sounds import move_audiobank_table from Spoiler import Spoiler from TextBox import line_wrap from Utils import data_path from World import World from ntype import BigStream from texture_util import ci4_rgba16patch_to_ci8, rgba16_patch from version import __version__ if sys.version_info >= (3, 10): from typing import TypeAlias else: TypeAlias = str OverrideEntry: TypeAlias = "tuple[int, int, int, int, int, int]" def patch_rom(spoiler: Spoiler, world: World, rom: Rom) -> Rom: with open(data_path('generated/rom_patch.txt'), 'r') as stream: for line in stream: address, value = [int(x, 16) for x in line.split(',')] rom.write_int32(address, value) rom.scan_dmadata_update() # Binary patches of certain assets. bin_patches = [ (data_path('title.bin'), 0x01795300), # Randomizer title screen logo (data_path('keaton.bin'), 0x8A7C00), # Fixes the typo of "Keatan Mask" in the item select screen ] for (bin_path, write_address) in bin_patches: with open(bin_path, 'rb') as stream: bytes_compressed = stream.read() bytes_diff = zlib.decompress(bytes_compressed) original_bytes = rom.original.buffer[write_address: write_address + len(bytes_diff)] new_bytes = bytearray([a ^ b for a, b in zip(bytes_diff, original_bytes)]) rom.write_bytes(write_address, new_bytes) # Load models into the extended object table. zobj_imports = ( ('object_gi_triforce', data_path('items/Triforce.zobj'), 0x193), # Triforce Piece ('object_gi_keyring', data_path('items/KeyRing.zobj'), 0x195), # Key Rings ('object_gi_warpsong', data_path('items/Note.zobj'), 0x196), # Inverted Music Note ('object_gi_chubag', data_path('items/ChuBag.zobj'), 0x197), # Bombchu Bag ('object_gi_skeyforest', data_path('items/SmallForest.zobj'), 0x199), # Small Key (Forest) ('object_gi_skeyfire', data_path('items/SmallFire.zobj'), 0x19A), # Small Key (Fire) ('object_gi_skeywater', data_path('items/SmallWater.zobj'), 0x19B), # Small Key (Water) ('object_gi_skeyspirit', data_path('items/SmallSpirit.zobj'), 0x19C), # Small Key (Spirit) ('object_gi_skeyshadow', data_path('items/SmallShadow.zobj'), 0x19D), # Small Key (Shadow) ('object_gi_skeywell', data_path('items/SmallWell.zobj'), 0x19E), # Small Key (Well) ('object_gi_skeygtg', data_path('items/SmallGTG.zobj'), 0x19F), # Small Key (GTG) ('object_gi_skeythieves', data_path('items/SmallThieves.zobj'), 0x1A0), # Small Key (Thieves) ('object_gi_skeyganon', data_path('items/SmallGanon.zobj'), 0x1A1), # Small Key (Ganon) ('object_gi_skeyTCG', data_path('items/SmallTCG.zobj'), 0x1A2), # Small Key (Chest Game) ('object_gi_bkforest', data_path('items/BossForest.zobj'), 0x1A3), # Boss Key (Forest) ('object_gi_bkfire', data_path('items/BossFire.zobj'), 0x1A4), # Boss Key (Fire) ('object_gi_bkwater', data_path('items/BossWater.zobj'), 0x1A5), # Boss Key (Water) ('object_gi_bkspirit', data_path('items/BossSpirit.zobj'), 0x1A6), # Boss Key (Spirit) ('object_gi_bkshadow', data_path('items/BossShadow.zobj'), 0x1A7), # Boss Key (Shadow) ('object_gi_abutton', data_path('items/A_Button.zobj'), 0x1A8), # A button ('object_gi_cbutton', data_path('items/C_Button_Horizontal.zobj'), 0x1A9), # C button Horizontal ('object_gi_cbutton', data_path('items/C_Button_Vertical.zobj'), 0x1AA), # C button Vertical ('object_gi_magic_meter', data_path('items/MagicMeter.zobj'), 0x1B4), # Magic Scroll ) if world.settings.key_appearance_match_dungeon: rom.write_byte(rom.sym('CUSTOM_KEY_MODELS'), 0x01) extended_objects_start = start_address = rom.dma.free_space() for name, zobj_path, object_id in zobj_imports: with open(zobj_path, 'rb') as stream: obj_data = stream.read() rom.write_bytes(start_address, obj_data) # Add it to the extended object table end_address = ((start_address + len(obj_data) + 0x0F) >> 4) << 4 add_to_extended_object_table(rom, object_id, start_address, end_address) start_address = end_address # Make new models by applying patches to existing ones zobj_patches = ( ('object_gi_hearts', 0x014D9000, 0x014DA590, 0x194, ( # Heart Container -> Double Defense (0x1294, [0xFF, 0xCF, 0x0F]), # Exterior Primary Color (0x12B4, [0xFF, 0x46, 0x32]), # Exterior Env Color (0x1474, [0xFF, 0xFF, 0xFF]), # Interior Primary Color (0x1494, [0xFF, 0xFF, 0xFF]), # Interior Env Color (0x12A8, [0xFC, 0x17, 0x3C, 0x60, 0x15, 0x0C, 0x93, 0x7F]), # Exterior Combine Mode )), ('object_gi_rupy', 0x01914000, 0x01914800, 0x198, ( # Huge Rupee -> Silver Rupee (0x052C, [0xAA, 0xAA, 0xAA]), # Inner Primary Color? (0x0534, [0x5A, 0x5A, 0x5A]), # Inner Env Color? (0x05CC, [0xFF, 0xFF, 0xFF]), # Outer Primary Color? (0x05D4, [0xFF, 0xFF, 0xFF]), # Outer Env Color? )), ) # Add the new models to the extended object file. for name, start, end, object_id, patches in zobj_patches: end_address = start_address + end - start rom.buffer[start_address:end_address] = rom.buffer[start:end] # Apply patches for offset, patch in patches: rom.write_bytes(start_address + offset, patch) # Add it to the extended object table add_to_extended_object_table(rom, object_id, start_address, end_address) start_address = end_address # Make new model files by splitting existing ones to fit into the get item memory slot zobj_splits = ( ('object_gi_jewel_emerald', 0x0145A000, 0x0145D680, (0x1240, 0x10E0), 0x1AB), # Kokiri Emerald ('object_gi_jewel_ruby', 0x0145A000, 0x0145D680, (0x20A0, 0x1FB0), 0x1AC), # Goron Ruby ('object_gi_jewel_sapphire', 0x0145A000, 0x0145D680, (0x3530, 0x3370), 0x1AD), # Zora Sapphire ('object_gi_medal_light', 0x014BB000, 0x014C0370, (0x5220, 0x0E18), 0x1AE), # Light Medallion ('object_gi_medal_forest', 0x014BB000, 0x014C0370, (0x0CB0, 0x0E18), 0x1AF), # Forest Medallion ('object_gi_medal_fire', 0x014BB000, 0x014C0370, (0x1AF0, 0x0E18), 0x1B0), # Fire Medallion ('object_gi_medal_water', 0x014BB000, 0x014C0370, (0x2830, 0x0E18), 0x1B1), # Water Medallion ('object_gi_medal_shadow', 0x014BB000, 0x014C0370, (0x4330, 0x0E18), 0x1B2), # Shadow Medallion ('object_gi_medal_spirit', 0x014BB000, 0x014C0370, (0x3610, 0x0E18), 0x1B3), # Spirit Medallion ) for name, start, end, offsets, object_id in zobj_splits: obj_file = File(name, start, end) seen = {} out = [] out_size = 0 for offset in offsets: i = offset while True: data = rom.read_int32(obj_file.start + i) op = data >> 24 i += 8 if op == 0xdf: size = i - offset break segment = BigStream(rom.read_bytes(obj_file.start + offset, size)) def copy(addr, size): nonlocal seen nonlocal out_size seg = addr >> 24 if seg != 0x06: return addr addr &= 0xffffff seenAddr = seen.get(addr) if seenAddr is not None: return seenAddr newAddr = out_size | 0x0600_0000 out_size += size out.extend(rom.read_bytes(obj_file.start + addr, size)) seen[addr] = newAddr return newAddr for i in range(0, size, 8): data = segment.read_int32(i) op = data >> 24 if op == 0x01: # Vertices count = (data >> 12) & 0xff addr = segment.read_int32(i + 4) newAddr = copy(addr, count * 0x10) segment.write_int32(i + 4, newAddr) elif op == 0xfd: # Texture or palette data2 = segment.read_int32(i + 8 * 1) op2 = data2 >> 24 if op2 == 0xf5: # Texture fmt = (data >> 16) & 0xff if fmt in (0x50, 0x90): bpp = 4 elif fmt == 0x10: bpp = 16 else: raise ValueError(f'Unknown texture format 0x{fmt:02x}') data3 = segment.read_int32(i + 8 * 6 + 4) w = (((data3 >> 12) & 0xfff) / 4) + 1 h = (((data3 >> 0) & 0xfff) / 4) + 1 addr = segment.read_int32(i + 4) newAddr = copy(addr, int((w * h * bpp) / 8)) segment.write_int32(i + 4, newAddr) elif op2 == 0xe8: # Palette addr = segment.read_int32(i + 4) newAddr = copy(addr, 32) segment.write_int32(i + 4, newAddr) out_size += size out.extend(segment.buffer) if out_size % 16: extra_size = 16 - (out_size % 16) extra_buf = [0] * extra_size out_size += extra_size out.extend(extra_buf) rom.write_bytes(start_address, out) # Add it to the extended object table end_address = ((start_address + len(out) + 0x0F) >> 4) << 4 add_to_extended_object_table(rom, object_id, start_address, end_address) start_address = end_address # Add the extended objects data to the DMA table. rom.update_dmadata_record_by_key(None, extended_objects_start, end_address) # Create the textures for pots/crates. Note: No copyrighted material can be distributed w/ the randomizer. Because of this, patch files are used to create the new textures from the original texture in ROM. # Apply patches for custom textures for pots and crates and add as new files in rom # Crates are ci4 textures in the normal ROM but for pot/crate textures match contents were upgraded to ci8 to support more colors # Pot textures are rgba16 # texture list. See textures.h for texture IDs # ID, texture_name, Rom Address CI4 Pallet Addr Size Patching function Patch file (None for default) crate_textures = [ ( 1, 'texture_pot_gold', 0x01738000, None, 2048, rgba16_patch, 'textures/pot/pot_gold_rgba16_patch.bin'), ( 2, 'texture_pot_key', 0x01738000, None, 2048, rgba16_patch, 'textures/pot/pot_key_rgba16_patch.bin'), ( 3, 'texture_pot_bosskey', 0x01738000, None, 2048, rgba16_patch, 'textures/pot/pot_bosskey_rgba16_patch.bin'), ( 4, 'texture_pot_skull', 0x01738000, None, 2048, rgba16_patch, 'textures/pot/pot_skull_rgba16_patch.bin'), ( 5, 'texture_crate_default', 0x18B6020, 0x018B6000, 4096, ci4_rgba16patch_to_ci8, None), ( 6, 'texture_crate_gold', 0x18B6020, 0x018B6000, 4096, ci4_rgba16patch_to_ci8, 'textures/crate/crate_gold_rgba16_patch.bin'), ( 7, 'texture_crate_key', 0x18B6020, 0x018B6000, 4096, ci4_rgba16patch_to_ci8, 'textures/crate/crate_key_rgba16_patch.bin'), ( 8, 'texture_crate_skull', 0x18B6020, 0x018B6000, 4096, ci4_rgba16patch_to_ci8, 'textures/crate/crate_skull_rgba16_patch.bin'), ( 9, 'texture_crate_bosskey', 0x18B6020, 0x018B6000, 4096, ci4_rgba16patch_to_ci8, 'textures/crate/crate_bosskey_rgba16_patch.bin'), (10, 'texture_smallcrate_gold', 0xF7ECA0, None, 2048, rgba16_patch, 'textures/crate/smallcrate_gold_rgba16_patch.bin' ), (11, 'texture_smallcrate_key', 0xF7ECA0, None, 2048, rgba16_patch, 'textures/crate/smallcrate_key_rgba16_patch.bin'), (12, 'texture_smallcrate_skull', 0xF7ECA0, None, 2048, rgba16_patch, 'textures/crate/smallcrate_skull_rgba16_patch.bin'), (13, 'texture_smallcrate_bosskey', 0xF7ECA0, None, 2048, rgba16_patch, 'textures/crate/smallcrate_bosskey_rgba16_patch.bin'), (18, "texture_chest_front_gilded", 0xFEC798, None, 4096, rgba16_patch, 'textures/chest/chest_front_gilded_rgba16_patch.bin'), (19, "texture_chest_base_gilded", 0xFED798, None, 2048, rgba16_patch, 'textures/chest/chest_base_gilded_rgba16_patch.bin'), (20, "texture_chest_front_silver", 0xFEC798, None, 4096, rgba16_patch, 'textures/chest/chest_front_silver_rgba16_patch.bin'), (21, "texture_chest_base_silver", 0xFED798, None, 2048, rgba16_patch, 'textures/chest/chest_base_silver_rgba16_patch.bin'), (22, "texture_chest_front_skull", 0xFEC798, None, 4096, rgba16_patch, 'textures/chest/chest_front_skull_rgba16_patch.bin'), (23, "texture_chest_base_skull", 0xFED798, None, 2048, rgba16_patch, 'textures/chest/chest_base_skull_rgba16_patch.bin'), (24, "texture_chest_front_heart", 0xFEC798, None, 4096, rgba16_patch, 'textures/chest/chest_front_heart_rgba16_patch.bin'), (25, "texture_chest_base_heart", 0xFED798, None, 2048, rgba16_patch, 'textures/chest/chest_base_heart_rgba16_patch.bin'), (26, 'texture_pot_side_heart', 0x01738000, None, 2048, rgba16_patch, 'textures/pot/pot_side_heart_rgba16_patch.bin'), (27, 'texture_pot_top_heart', 0x01739000, None, 256, rgba16_patch, 'textures/pot/pot_top_heart_rgba16_patch.bin'), (28, 'texture_crate_heart', 0x18B6020, 0x018B6000, 4096, ci4_rgba16patch_to_ci8, 'textures/crate/crate_heart_rgba16_patch.bin'), (29, 'texture_smallcrate_heart', 0xF7ECA0, None, 2048, rgba16_patch, 'textures/crate/smallcrate_heart_rgba16_patch.bin'), ] # Loop through the textures and apply the patch. Add the new textures as a new file in rom. extended_textures_start = start_address = rom.dma.free_space() for texture_id, texture_name, rom_address_base, rom_address_palette, size, func, patch_file in crate_textures: # Apply the texture patch. Resulting texture will be stored in texture_data as a bytearray texture_data = func(rom, rom_address_base, rom_address_palette, size, data_path(patch_file) if patch_file else None) rom.write_bytes(start_address, texture_data) # write the bytes to our new file end_address = ((start_address + len(texture_data) + 0x0F) >> 4) << 4 # update the texture table with the rom addresses of the texture files entry = read_rom_texture(rom, texture_id) entry['file_vrom_start'] = start_address entry['file_size'] = end_address - start_address write_rom_texture(rom, texture_id, entry) start_address = end_address # Add the extended texture data to the DMA table. rom.update_dmadata_record_by_key(None, extended_textures_start, end_address) save_context = SaveContext() # Create an option so that recovery hearts no longer drop by changing the code which checks Link's health when an item is spawned. if world.settings.no_collectible_hearts: symbol = rom.sym('NO_COLLECTIBLE_HEARTS') rom.write_byte(symbol, 0x01) # Remove color commands inside certain object display lists rom.write_int32s(0x1455818, [0x00000000, 0x00000000, 0x00000000, 0x00000000]) # Small Key rom.write_int32s(0x14B9CB8, [0x00000000, 0x00000000, 0x00000000, 0x00000000]) # Boss Key (Key) rom.write_int32s(0x14B9F20, [0x00000000, 0x00000000, 0x00000000, 0x00000000]) # Boss Key (Gem) # Force language to be English in the event a Japanese rom was submitted rom.write_byte(0x3E, 0x45) rom.force_patch.append(0x3E) # Increase the instance size of Bombchus prevent the heap from becoming corrupt when # a Dodongo eats a Bombchu. Does not fix stale pointer issues with the animation rom.write_int32(0xD6002C, 0x1F0) # Can always return to youth rom.write_byte(0xCB6844, 0x35) rom.write_byte(0x253C0E2, 0x03) # Moves sheik from pedestal # Fix Ice Cavern Alcove Camera if not world.dungeon_mq['Ice Cavern']: rom.write_byte(0x2BECA25, 0x01) rom.write_byte(0x2BECA2D, 0x01) # Fix GS rewards to be static rom.write_int32(0xEA3934, 0) rom.write_bytes(0xEA3940, [0x10, 0x00]) # Fix horseback archery rewards to be static rom.write_byte(0xE12BA5, 0x00) rom.write_byte(0xE12ADD, 0x00) # Fix deku theater rewards to be static rom.write_bytes(0xEC9A7C, [0x00, 0x00, 0x00, 0x00]) # Sticks rom.write_byte(0xEC9CD5, 0x00) # Nuts # Fix deku scrub who sells stick upgrade rom.write_bytes(0xDF8060, [0x00, 0x00, 0x00, 0x00]) # Fix deku scrub who sells nut upgrade rom.write_bytes(0xDF80D4, [0x00, 0x00, 0x00, 0x00]) # Fix rolling goron as child reward to be static rom.write_bytes(0xED2960, [0x00, 0x00, 0x00, 0x00]) # Fix proximity text boxes (Navi) (Part 1) rom.write_bytes(0xDF8B84, [0x00, 0x00, 0x00, 0x00]) # Fix final magic bean to cost 99 rom.write_byte(0xE20A0F, 0x63) rom.write_bytes(0x94FCDD, [0x08, 0x39, 0x39]) # Remove locked door to Boss Key Chest in Fire Temple if not world.keysanity and not world.dungeon_mq['Fire Temple']: rom.write_byte(0x22D82B7, 0x3F) # Remove the unused locked door in water temple if not world.dungeon_mq['Water Temple']: rom.write_byte(0x25B8197, 0x3F) if world.settings.free_bombchu_drops: rom.write_int32(rom.sym('FREE_BOMBCHU_DROPS'), 1) # show seed info on file select screen def make_bytes(txt: str, size: int) -> list[int]: bytes = list(ord(c) for c in txt[:size-1]) + [0] * size return bytes[:size] line_len = 21 version_str = "version " + __version__ if len(version_str) > line_len: version_str = "ver. " + __version__ rom.write_bytes(rom.sym('VERSION_STRING_TXT'), make_bytes(version_str, 25)) if world.settings.create_spoiler: rom.write_byte(rom.sym('SPOILER_AVAILABLE'), 0x01) if world.settings.enable_distribution_file: rom.write_byte(rom.sym('PLANDOMIZER_USED'), 0x01) if world.settings.world_count > 1: world_str = f"{world.id + 1} of {world.settings.world_count}" else: world_str = '' rom.write_bytes(rom.sym('WORLD_STRING_TXT'), make_bytes(world_str, 12)) time_str = datetime.datetime.now(datetime.timezone.utc).strftime("%Y-%m-%d %H:%M") + " UTC" rom.write_bytes(rom.sym('TIME_STRING_TXT'), make_bytes(time_str, 25)) if world.settings.web_id > 0: web_id_str = f'{world.settings.web_id:10}' else: web_id_str = '' rom.write_bytes(rom.sym('WEB_ID_STRING_TXT'), make_bytes(web_id_str, 12)) if world.settings.show_seed_info: rom.write_byte(rom.sym('CFG_SHOW_SETTING_INFO'), 0x01) else: rom.write_byte(rom.sym('CFG_SHOW_SETTING_INFO'), 0x00) custom_msg = world.settings.user_message.strip()[:42] if len(custom_msg) <= line_len: msg = [custom_msg, ""] else: # try to split message msg = [custom_msg[:line_len], custom_msg[line_len:]] part1 = msg[0].split(' ') if len(part1[-1]) + len(msg[1]) < line_len: msg = [" ".join(part1[:-1]), part1[-1] + msg[1]] else: # Is it a URL? part1 = msg[0].split('/') if len(part1[-1]) + len(msg[1]) < line_len: msg = ["/".join(part1[:-1]) + "/", part1[-1] + msg[1]] for idx,part in enumerate(msg): part_bytes = list(ord(c) for c in part) + [0] * (line_len+1) part_bytes = part_bytes[:(line_len+1)] symbol = rom.sym('CFG_CUSTOM_MESSAGE_{}'.format(idx+1)) rom.write_bytes(symbol, part_bytes) # Change graveyard graves to not allow grabbing on to the ledge # new floor type definition in the Graveyard # first byte 0x24 causes you to fall off instead of jumping or grabbing the ledge # otherwise identical to the originally used one # overwrites zero-padding far past the end of the collision type array rom.write_int32s(0x2026C04, [0x24000004, 0x00000FC8]) # indices from the array of polygons floors_surrounding_graves = (range(494, 502), # fairy fountain range(502, 510), # HP grave range(487, 494), # Dampé's grave range(651, 659)) # royal tomb for grave in floors_surrounding_graves: for poly in grave: # use the new floor type rom.write_int16(0x2020494 + poly * 0x10, 0x0D0D) # replaces 0x0014 grave_walls = (range(613, 621), # fairy fountain range(623, 631), # HP grave range(633, 641), # Dampé's grave range(643, 651)) # royal tomb for grave in grave_walls: for poly in grave: # use existing wall type that prevents grabbing ledges from midair # otherwise identical to the originally used one rom.write_int16(0x2020494 + poly * 0x10, 0x000F) # replaces 0x0000 # Fix Castle Courtyard to check for meeting Zelda, not Zelda fleeing, to block you rom.write_bytes(0xCD5E76, [0x0E, 0xDC]) rom.write_bytes(0xCD5E12, [0x0E, 0xDC]) # Some types of locations (boss rewards, songs, and the fairy ocarina) have special behavior, # but need to use the normal Get Item mechanism if shuffled into the main item pool. rewards_as_items = ( world.settings.shuffle_dungeon_rewards not in ('vanilla', 'reward') or world.distribution.rewards_as_items or any(name in reward_list and record.count for name, record in world.settings.starting_items.items()) ) if rewards_as_items: rom.write_byte(rom.sym('REWARDS_AS_ITEMS'), 1) songs_as_items = ( world.settings.shuffle_song_items != 'song' or world.distribution.songs_as_items or any(name in song_list and record.count for name, record in world.settings.starting_items.items()) or world.settings.shuffle_individual_ocarina_notes ) if songs_as_items: rom.write_byte(rom.sym('SONGS_AS_ITEMS'), 1) if world.settings.shuffle_ocarinas: rom.write_byte(rom.sym('OCARINAS_SHUFFLED'), 0x01) patch_cutscenes(rom, songs_as_items, world.settings) patch_wondertalk2(rom, world.settings) # Speed Pushing of All Pushable Objects (other than armos statues, which are handled in ASM) rom.write_bytes(0xDD2B86, [0x40, 0x80]) # block speed rom.write_bytes(0xDD2D26, [0x00, 0x01]) # block delay rom.write_bytes(0xDD9682, [0x40, 0x80]) # milk crate speed rom.write_bytes(0xDD981E, [0x00, 0x01]) # milk crate delay rom.write_bytes(0xCE1BD0, [0x40, 0x80, 0x00, 0x00]) # amy puzzle speed rom.write_bytes(0xCE0F0E, [0x00, 0x01]) # amy puzzle delay rom.write_bytes(0xC77CA8, [0x40, 0x80, 0x00, 0x00]) # fire block speed rom.write_bytes(0xC770C2, [0x00, 0x01]) # fire block delay rom.write_bytes(0xCC5DBC, [0x29, 0xE1, 0x00, 0x01]) # forest basement puzzle delay rom.write_bytes(0xDBCF70, [0x2B, 0x01, 0x00, 0x00]) # spirit cobra mirror startup rom.write_bytes(0xDBCF70, [0x2B, 0x01, 0x00, 0x01]) # spirit cobra mirror delay rom.write_bytes(0xDBA230, [0x28, 0x41, 0x00, 0x19]) # truth spinner speed rom.write_bytes(0xDBA3A4, [0x24, 0x18, 0x00, 0x00]) # truth spinner delay # Remove remaining owls rom.write_bytes(0x1FE30CE, [0x01, 0x4B]) rom.write_bytes(0x1FE30DE, [0x01, 0x4B]) rom.write_bytes(0x1FE30EE, [0x01, 0x4B]) rom.write_bytes(0x205909E, [0x00, 0x3F]) rom.write_byte(0x2059094, 0x80) # Zora moves quickly rom.write_bytes(0xE56924, [0x00, 0x00, 0x00, 0x00]) # Ruto never disappears from Jabu Jabu's Belly rom.write_byte(0xD01EA3, 0x00) # Shift octorok in jabu forward rom.write_bytes(0x275906E, [0xFF, 0xB3, 0xFB, 0x20, 0xF9, 0x56]) # Move fire/forest temple switches down 1 unit to make it easier to press rom.write_bytes(0x24860A8, [0xFC, 0xF4]) # forest basement 1 rom.write_bytes(0x24860C8, [0xFC, 0xF4]) # forest basement 2 rom.write_bytes(0x24860E8, [0xFC, 0xF4]) # forest basement 3 rom.write_bytes(0x236C148, [0x11, 0x93]) # fire hammer room # Speed up magic arrow equips rom.write_int16(0xBB84CE, 0x0000) # Skips the initial growing glowing orb phase rom.write_byte(0xBB84B7, 0xFF) # Set glowing orb above magic arrow to be small sized immediately rom.write_byte(0xBB84CB, 0x01) # Sets timer for holding icon above magic arrow (1 frame) rom.write_byte(0xBB7E67, 0x04) # speed up magic arrow icon -> bow icon interpolation (4 frames) rom.write_byte(0xBB8957, 0x01) # Sets timer for holding icon above bow (1 frame) rom.write_byte(0xBB854B, 0x05) # speed up bow icon -> c button interpolation (5 frames) # Poacher's Saw no longer messes up Forest Stage rom.write_bytes(0xAE72CC, [0x00, 0x00, 0x00, 0x00]) # Change Prelude CS to check for medallion rom.write_bytes(0x00C805E6, [0x00, 0xA6]) rom.write_bytes(0x00C805F2, [0x00, 0x01]) # Change Nocturne CS to check for medallions rom.write_bytes(0x00ACCD8E, [0x00, 0xA6]) rom.write_bytes(0x00ACCD92, [0x00, 0x01]) rom.write_bytes(0x00ACCD9A, [0x00, 0x02]) rom.write_bytes(0x00ACCDA2, [0x00, 0x04]) # Change King Zora to move even if Zora Sapphire is in inventory rom.write_bytes(0x00E55BB0, [0x85, 0xCE, 0x8C, 0x3C]) rom.write_bytes(0x00E55BB4, [0x84, 0x4F, 0x0E, 0xDA]) # Remove extra Forest Temple medallions rom.write_bytes(0x00D4D37C, [0x00, 0x00, 0x00, 0x00]) # Remove extra Fire Temple medallions rom.write_bytes(0x00AC9754, [0x00, 0x00, 0x00, 0x00]) rom.write_bytes(0x00D0DB8C, [0x00, 0x00, 0x00, 0x00]) # Remove extra Water Temple medallions rom.write_bytes(0x00D57F94, [0x00, 0x00, 0x00, 0x00]) # Remove extra Spirit Temple medallions rom.write_bytes(0x00D370C4, [0x00, 0x00, 0x00, 0x00]) rom.write_bytes(0x00D379C4, [0x00, 0x00, 0x00, 0x00]) # Remove extra Shadow Temple medallions rom.write_bytes(0x00D116E0, [0x00, 0x00, 0x00, 0x00]) # Change Mido, Saria, and Kokiri to check for Deku Tree complete flag # bitwise pointer for 0x80 kokiri_addresses = [0xE52836, 0xE53A56, 0xE51D4E, 0xE51F3E, 0xE51D96, 0xE51E1E, 0xE51E7E, 0xE51EDE, 0xE51FC6, 0xE51F96, 0xE293B6, 0xE29B8E, 0xE62EDA, 0xE630D6, 0xE633AA, 0xE6369E] for kokiri in kokiri_addresses: rom.write_bytes(kokiri, [0x8C, 0x0C]) # Kokiri rom.write_bytes(0xE52838, [0x94, 0x48, 0x0E, 0xD4]) rom.write_bytes(0xE53A58, [0x94, 0x49, 0x0E, 0xD4]) rom.write_bytes(0xE51D50, [0x94, 0x58, 0x0E, 0xD4]) rom.write_bytes(0xE51F40, [0x94, 0x4B, 0x0E, 0xD4]) rom.write_bytes(0xE51D98, [0x94, 0x4B, 0x0E, 0xD4]) rom.write_bytes(0xE51E20, [0x94, 0x4A, 0x0E, 0xD4]) rom.write_bytes(0xE51E80, [0x94, 0x59, 0x0E, 0xD4]) rom.write_bytes(0xE51EE0, [0x94, 0x4E, 0x0E, 0xD4]) rom.write_bytes(0xE51FC8, [0x94, 0x49, 0x0E, 0xD4]) rom.write_bytes(0xE51F98, [0x94, 0x58, 0x0E, 0xD4]) # Saria rom.write_bytes(0xE293B8, [0x94, 0x78, 0x0E, 0xD4]) rom.write_bytes(0xE29B90, [0x94, 0x68, 0x0E, 0xD4]) # Mido rom.write_bytes(0xE62EDC, [0x94, 0x6F, 0x0E, 0xD4]) rom.write_bytes(0xE630D8, [0x94, 0x4F, 0x0E, 0xD4]) rom.write_bytes(0xE633AC, [0x94, 0x68, 0x0E, 0xD4]) rom.write_bytes(0xE636A0, [0x94, 0x48, 0x0E, 0xD4]) # Change adult Kokiri Forest to check for Forest Temple complete flag rom.write_bytes(0xE5369E, [0xB4, 0xAC]) rom.write_bytes(0xD5A83C, [0x80, 0x49, 0x0E, 0xDC]) # Change adult Goron City to check for Fire Temple complete flag rom.write_bytes(0xED59DC, [0x80, 0xC9, 0x0E, 0xDC]) # Change Pokey to check DT complete flag rom.write_bytes(0xE5400A, [0x8C, 0x4C]) rom.write_bytes(0xE5400E, [0xB4, 0xA4]) if world.settings.open_forest != 'closed': rom.write_bytes(0xE5401C, [0x14, 0x0B]) # Remove the check on the number of days that passed for claim check. rom.write_bytes(0xED4470, [0x00, 0x00, 0x00, 0x00]) rom.write_bytes(0xED4498, [0x00, 0x00, 0x00, 0x00]) # Fixed reward order for Bombchu Bowling rom.write_bytes(0xE2D440, [0x24, 0x19, 0x00, 0x00]) # Offset kakariko carpenter starting position rom.write_bytes(0x1FF93A4, [0x01, 0x8D, 0x00, 0x11, 0x01, 0x6C, 0xFF, 0x92, 0x00, 0x00, 0x01, 0x78, 0xFF, 0x2E, 0x00, 0x00, 0x00, 0x03, 0xFD, 0x2B, 0x00, 0xC8, 0xFF, 0xF9, 0xFD, 0x03, 0x00, 0xC8, 0xFF, 0xA9, 0xFD, 0x5D, 0x00, 0xC8, 0xFE, 0x5F]) # re-order the carpenter's path rom.write_byte(0x1FF93D0, 0x06) # set the path points to 6 rom.write_bytes(0x20160B6, [0x01, 0x8D, 0x00, 0x11, 0x01, 0x6C]) # set the carpenter's start position # Give hp after first ocarina minigame round rom.write_bytes(0xDF2204, [0x24, 0x03, 0x00, 0x02]) # Allow owl to always carry the kid down Death Mountain rom.write_bytes(0xE304F0, [0x24, 0x0E, 0x00, 0x01]) # Fix Vanilla Dodongo's Cavern Gossip Stone to not use a permanent flag for the fairy if not world.dungeon_mq['Dodongos Cavern']: rom.write_byte(0x1F281FE, 0x38) # Fix "...???" textbox outside Child Colossus Fairy to use the right flag and disappear once the wall is destroyed rom.write_byte(0x21A026F, 0xDD) # Forbid Sun's Song from a bunch of cutscenes Suns_scenes = [0x2016FC9, 0x2017219, 0x20173D9, 0x20174C9, 0x2017679, 0x20C1539, 0x20C15D9, 0x21A0719, 0x21A07F9, 0x2E90129, 0x2E901B9, 0x2E90249, 0x225E829, 0x225E939, 0x306D009] for address in Suns_scenes: rom.write_byte(address,0x01) # Tell Sheik at Ice Cavern we are always an Adult rom.write_int32(0xC7B9C0, 0x00000000) rom.write_int32(0xC7BAEC, 0x00000000) rom.write_int32(0xc7BCA4, 0x00000000) # Speed dig text for Dampe rom.write_bytes(0x9532F8, [0x08, 0x08, 0x08, 0x59]) # Make item descriptions into a single box short_item_descriptions = [0x92EC84, 0x92F9E3, 0x92F2B4, 0x92F37A, 0x92F513, 0x92F5C6, 0x92E93B, 0x92EA12] for address in short_item_descriptions: rom.write_byte(address, 0x02) exit_updates = [] def generate_exit_lookup_table() -> dict[int, list[int]]: # Assumes that the last exit on a scene's exit list cannot be 0000 exit_table = { 0x0028: [0xAC95C2], # Jabu with the fish is entered from a cutscene hardcode } def add_scene_exits(scene_start: int, offset: int = 0) -> None: current = scene_start + offset exit_list_start_off = 0 exit_list_end_off = 0 command = 0 while command != 0x14: command = rom.read_byte(current) if command == 0x18: # Alternate header list header_list = scene_start + (rom.read_int32(current + 4) & 0x00FFFFFF) for alt_id in range(0,3): header_offset = rom.read_int32(header_list) & 0x00FFFFFF if header_offset != 0: add_scene_exits(scene_start, header_offset) header_list += 4 if command == 0x13: # Exit List exit_list_start_off = rom.read_int32(current + 4) & 0x00FFFFFF if command == 0x0F: # Lighting list, follows exit list exit_list_end_off = rom.read_int32(current + 4) & 0x00FFFFFF current += 8 if exit_list_start_off == 0 or exit_list_end_off == 0: return # calculate the exit list length list_length = (exit_list_end_off - exit_list_start_off) // 2 last_id = rom.read_int16(scene_start + exit_list_end_off - 2) if last_id == 0: list_length -= 1 # update addr = scene_start + exit_list_start_off for _ in range(0, list_length): index = rom.read_int16(addr) if index not in exit_table: exit_table[index] = [] exit_table[index].append(addr) addr += 2 scene_table = 0x00B71440 for scene in range(0x00, 0x65): if scene in (0x45, 0x46): # skip castle hedge maze scenes to avoid Ganon's Castle ER messing with the exit continue scene_start = rom.read_int32(scene_table + (scene * 0x14)) add_scene_exits(scene_start) return exit_table if world.settings.shuffle_bosses != 'off': # Credit to rattus128 for this ASM block. # Gohma's save/death warp is optimized to use immediate 0 for the # deku tree respawn. Use the delay slot before the switch table # to hold Gohma's jump entrance as actual data so we can substitute # the entrance index later. rom.write_int32(0xB06290, 0x240E0000) # li t6, 0 rom.write_int32(0xB062B0, 0xAE0E0000) # sw t6, 0(s0) rom.write_int32(0xBC60AC, 0x24180000) # li t8, 0 rom.write_int32(0xBC6160, 0x24180000) # li t8, 0 rom.write_int32(0xBC6168, 0xAD380000) # sw t8, 0(t1) # Credit to engineer124 # Update the Jabu-Jabu Boss Exit to actually useful coordinates (and to load the correct room) rom.write_int16(0x273E08E, 0xF7F4) # Z coordinate of Jabu Boss Door Spawn rom.write_byte(0x273E27B, 0x05) # Set Spawn Room to be correct # Update the Water Temple Boss Exit to load the correct room rom.write_byte(0x25B82E3, 0x0B) def set_entrance_updates(entrances: Iterable[Entrance]) -> None: for entrance in entrances: if entrance.data is None or entrance.replaces is None or entrance.replaces.data is None: continue new_entrance = entrance.data replaced_entrance = (entrance.replaces or entrance).data # Fixup save/quit and death warping entrance IDs on bosses. if 'savewarp_addresses' in replaced_entrance and entrance.reverse: if entrance.parent_region.savewarp: savewarp = entrance.parent_region.savewarp.replaces.data['index'] elif 'savewarp_fallback' in entrance.reverse.data: # Spawning outside a grotto crashes the game, so we use a nearby regular entrance instead. if entrance.reverse.data['savewarp_fallback'] == 0x0117: # We don't want savewarping in a boss room inside GV Octorok Grotto to allow out-of-logic access to Gerudo Valley, # so we spawn the player at whatever entrance GV Lower Stream -> Lake Hylia leads to. savewarp = world.get_entrance('GV Lower Stream -> Lake Hylia') savewarp = (savewarp.replaces or savewarp).data if 'savewarp_fallback' in savewarp: # the entrance GV Lower Stream -> Lake Hylia leads to is also not a valid savewarp so we place the player at Gerudo Valley from Hyrule Field instead savewarp = entrance.reverse.data['savewarp_fallback'] else: savewarp = savewarp['index'] else: savewarp = entrance.reverse.data['savewarp_fallback'] else: # Spawning inside a grotto also crashes, but exiting a grotto can currently only lead to a boss room in decoupled, # so we follow the entrance chain back to the nearest non-grotto. savewarp = entrance while 'savewarp_fallback' in savewarp.data: parents = list(filter(lambda parent: parent.reverse, savewarp.parent_region.entrances)) if len(parents) == 0: raise Exception('Unable to set savewarp') elif len(parents) == 1: savewarp = parents[0] else: raise Exception('Found grotto with multiple entrances') savewarp = savewarp.reverse.data['index'] for address in replaced_entrance['savewarp_addresses']: rom.write_int16(address, savewarp) for address in new_entrance.get('addresses', []): rom.write_int16(address, replaced_entrance.get('child_index', replaced_entrance['index'])) if entrance.type == 'BlueWarp' and replaced_entrance['index'] < 0x1000: # Blue warps have multiple hardcodes leading to them. The good news is # the blue warps (excluding deku sprout and lake fill special cases) each # have a nice consistent 4-entry in the table we can just shuffle. So just # catch all the hardcode with entrance table rewrite. This covers the # Forest temple and Water temple blue warp revisits. Deku sprout remains # vanilla as it never took you to the exit and the lake fill is handled # above by removing the cutscene completely. Child has problems with Adult # blue warps, so always use the return entrance if a child. exit_updates.append((new_entrance['index'], replaced_entrance.get('child_index', replaced_entrance['index']))) exit_updates.append((new_entrance['index'] + 1, replaced_entrance.get('child_index', replaced_entrance['index']) + 1)) exit_updates.append((new_entrance['index'] + 2, replaced_entrance['index'] + 2)) exit_updates.append((new_entrance['index'] + 3, replaced_entrance['index'] + 3)) elif entrance.type != 'Grotto': exit_updates.append((new_entrance['index'], replaced_entrance.get('child_index', replaced_entrance['index']))) exit_table = generate_exit_lookup_table() if world.disable_trade_revert: # Disable trade quest timers and prevent trade items from ever reverting rom.write_byte(rom.sym('DISABLE_TIMERS'), 0x01) rom.write_int16s(0xB6D460, [0x0030, 0x0035, 0x0036]) # Change trade items revert table to prevent all reverts if world.settings.adult_trade_shuffle or world.settings.item_pool_value in ('plentiful', 'ludicrous'): rom.write_byte(rom.sym('CFG_ADULT_TRADE_SHUFFLE'), 0x01) move_fado_in_lost_woods(rom) if world.settings.shuffle_child_trade or world.settings.logic_rules == 'glitched': rom.write_byte(rom.sym('CFG_CHILD_TRADE_SHUFFLE'), 0x01) if world.settings.shuffle_overworld_entrances: rom.write_byte(rom.sym('OVERWORLD_SHUFFLED'), 1) # Prevent the ocarina cutscene from leading straight to hyrule field rom.write_byte(rom.sym('OCARINAS_SHUFFLED'), 1) # Combine all fence hopping LLR exits to lead to the main LLR exit for k in (0x028A, 0x028E, 0x0292): # Southern, Western, Eastern Gates exit_table[0x01F9] += exit_table[k] # Hyrule Field entrance from Lon Lon Ranch (main land entrance) del exit_table[k] exit_table[0x01F9].append(0xD52722) # 0x0476, Front Gate # Combine the water exits between Hyrule Field and Zora River to lead to the land entrance instead of the water entrance exit_table[0x00EA] += exit_table[0x01D9] # Hyrule Field -> Zora River exit_table[0x0181] += exit_table[0x0311] # Zora River -> Hyrule Field del exit_table[0x01D9] del exit_table[0x0311] # Change Impa escorts to bring link at the hyrule castle grounds entrance from market, instead of hyrule field rom.write_int16(0xACAA2E, 0x0138) # 1st Impa escort rom.write_int16(0xD12D6E, 0x0138) # 2nd+ Impa escort if world.settings.shuffle_hideout_entrances: rom.write_byte(rom.sym('HIDEOUT_SHUFFLED'), 1) if world.settings.shuffle_gerudo_fortress_heart_piece == 'remove': save_context.write_permanent_flag(Scenes.GERUDO_FORTRESS, FlagType.COLLECT, 0x3, 0x02) if world.shuffle_dungeon_entrances: rom.write_byte(rom.sym('DUNGEONS_SHUFFLED'), 1) # Make the Adult well blocking stone dissappear if the well has been drained by # checking the well drain event flag instead of links age. This actor doesn't need a # code check for links age as the stone is absent for child via the scene alternate # lists. So replace the age logic with drain logic. rom.write_int32(0xE2887C, rom.read_int32(0xE28870)) # relocate this to nop delay slot rom.write_int32(0xE2886C, 0x95CEB4B0) # lhu rom.write_int32(0xE28870, 0x31CE0080) # andi remove_entrance_blockers(rom) # Purge temp flags on entrance to spirit from colossus through the front door. rom.write_byte(0x021862E3, 0xC2) if world.settings.spawn_positions: # Fix save warping inside Link's House to not be a special case rom.write_int32(0xB06318, 0x00000000) # Set entrances to update, except grotto entrances which are handled on their own at a later point patch_blue_warps = ( # Settings where blue warps need to be patched to fix a crash when child steps into an adult blue warp world.settings.shuffle_overworld_entrances or world.shuffle_dungeon_entrances or world.settings.shuffle_bosses != 'off' ) set_entrance_updates(entrance for entrance in world.get_shufflable_entrances() if entrance.shuffled or (patch_blue_warps and entrance.type == 'BlueWarp')) for k, v in exit_updates: if k in exit_table: for addr in exit_table[k]: rom.write_int16(addr, v) # Fix text for Pocket Cucco. rom.write_byte(0xBEEF45, 0x0B) # Fix stupid alcove cameras in Ice Cavern -- thanks to krim and mzx for the help rom.write_byte(0x2BECA25,0x01) rom.write_byte(0x2BECA2D,0x01) configure_dungeon_info(rom, world) rom.write_bytes(rom.sym('CFG_FILE_SELECT_HASH'), spoiler.file_hash) rom.write_bytes(rom.sym('PASSWORD'), spoiler.password) # Initial Save Data if not world.settings.useful_cutscenes and 'Forest Temple' not in world.settings.dungeon_shortcuts: save_context.write_bits(0x00D4 + 0x03 * 0x1C + 0x04 + 0x0, 0x08) # Forest Temple switch flag (Poe Sisters cutscene) if 'Deku Tree' in world.settings.dungeon_shortcuts: # Deku Tree, flags are the same between vanilla/MQ save_context.write_permanent_flag(Scenes.DEKU_TREE, FlagType.SWITCH, 0x1, 0x01) # Deku Block down save_context.write_permanent_flag(Scenes.DEKU_TREE, FlagType.CLEAR, 0x2, 0x02) # Deku 231/312 save_context.write_permanent_flag(Scenes.DEKU_TREE, FlagType.SWITCH, 0x3, 0x20) # Deku 1st Web save_context.write_permanent_flag(Scenes.DEKU_TREE, FlagType.SWITCH, 0x3, 0x40) # Deku 2nd Web if 'Dodongos Cavern' in world.settings.dungeon_shortcuts: # Dodongo's Cavern, flags are the same between vanilla/MQ save_context.write_permanent_flag(Scenes.DODONGOS_CAVERN, FlagType.SWITCH, 0x3, 0x80) # DC Entrance Mud Wall save_context.write_permanent_flag(Scenes.DODONGOS_CAVERN, FlagType.SWITCH, 0x0, 0x04) # DC Mouth # Extra permanent flag in MQ for the child route if world.dungeon_mq['Dodongos Cavern']: save_context.write_permanent_flag(Scenes.DODONGOS_CAVERN, FlagType.SWITCH, 0x0, 0x02) # Armos wall switch if 'Jabu Jabus Belly' in world.settings.dungeon_shortcuts: # Jabu if not world.dungeon_mq['Jabu Jabus Belly']: save_context.write_permanent_flag(Scenes.JABU_JABU, FlagType.SWITCH, 0x0, 0x20) # Jabu Pathway down else: save_context.write_permanent_flag(Scenes.JABU_JABU, FlagType.SWITCH, 0x1, 0x20) # Jabu Lobby Slingshot Door open save_context.write_permanent_flag(Scenes.JABU_JABU, FlagType.SWITCH, 0x0, 0x20) # Jabu Pathway down save_context.write_permanent_flag(Scenes.JABU_JABU, FlagType.CLEAR, 0x2, 0x01) # Jabu Red Slimy Thing defeated save_context.write_permanent_flag(Scenes.JABU_JABU, FlagType.SWITCH, 0x2, 0x08) # Jabu Red Slimy Thing not in front of boss lobby save_context.write_permanent_flag(Scenes.JABU_JABU, FlagType.SWITCH, 0x1, 0x10) # Jabu Boss Door Switch Activated if 'Forest Temple' in world.settings.dungeon_shortcuts: # Forest, flags are the same between vanilla/MQ save_context.write_permanent_flag(Scenes.FOREST_TEMPLE, FlagType.SWITCH, 0x0, 0x10) # Forest Elevator up save_context.write_permanent_flag(Scenes.FOREST_TEMPLE, FlagType.SWITCH, 0x1, 0x01 + 0x02 + 0x04) # Forest Basement Puzzle Done if 'Fire Temple' in world.settings.dungeon_shortcuts: # Fire, flags are the same between vanilla/MQ save_context.write_permanent_flag(Scenes.FIRE_TEMPLE, FlagType.SWITCH, 0x2, 0x40) # Fire Pillar down if 'Spirit Temple' in world.settings.dungeon_shortcuts: # Spirit if not world.dungeon_mq['Spirit Temple']: save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x1, 0x80) # Spirit Chains save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x2, 0x02 + 0x08 + 0x10) # Spirit main room elevator (N block, Rusted Switch, E block) save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x3, 0x10) # Spirit Face else: save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x2, 0x10) # Spirit Bombchu Boulder save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x2, 0x02) # Spirit Silver Block save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x1, 0x80) # Spirit Chains save_context.write_permanent_flag(Scenes.SPIRIT_TEMPLE, FlagType.SWITCH, 0x3, 0x10) # Spirit Face if 'Shadow Temple' in world.settings.dungeon_shortcuts: # Shadow if not world.dungeon_mq['Shadow Temple']: save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x0, 0x08) # Shadow Truthspinner save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x0, 0x20) # Shadow Boat Block save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x1, 0x01) # Shadow Bird Bridge else: save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x2, 0x08) # Shadow Truthspinner save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x3, 0x20) # Shadow Fire Arrow Platform save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x3, 0x80) # Shadow Spinning Blades room Skulltulas defeated save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.CLEAR, 0x3, 0x40) # Shadow Spinning Blades room Skulltulas defeated save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x0, 0x20) # Shadow Boat Block save_context.write_permanent_flag(Scenes.SHADOW_TEMPLE, FlagType.SWITCH, 0x1, 0x01) # Shadow Bird Bridge if world.region_has_shortcuts('King Dodongo Boss Room'): save_context.write_permanent_flag(Scenes.KING_DODONGO_LOBBY, FlagType.SWITCH, 0x3, 0x02) # DC Boss Floor set_spirit_shortcut_actors(rom) # Change elevator starting position to avoid waiting a half cycle from the temple entrance if world.settings.plant_beans: save_context.write_permanent_flag(Scenes.GRAVEYARD, FlagType.SWITCH, 0x3, 0x08) # Plant Graveyard bean save_context.write_permanent_flag(Scenes.ZORAS_RIVER, FlagType.SWITCH, 0x3, 0x08) # Plant Zora's River bean save_context.write_permanent_flag(Scenes.KOKIRI_FOREST, FlagType.SWITCH, 0x2, 0x02) # Plant Kokiri Forest bean save_context.write_permanent_flag(Scenes.LAKE_HYLIA, FlagType.SWITCH, 0x3, 0x02) # Plant Lake Hylia bean save_context.write_permanent_flag(Scenes.GERUDO_VALLEY, FlagType.SWITCH, 0x3, 0x08) # Plant Gerudo Valley bean save_context.write_permanent_flag(Scenes.LOST_WOODS, FlagType.SWITCH, 0x3, 0x10) # Plant Lost Woods bridge bean save_context.write_permanent_flag(Scenes.LOST_WOODS, FlagType.SWITCH, 0x1, 0x04) # Plant Lost Woods theater bean save_context.write_permanent_flag(Scenes.DESERT_COLOSSUS, FlagType.SWITCH, 0x0, 0x1) # Plant Desert Colossus bean save_context.write_permanent_flag(Scenes.DEATH_MOUNTAIN_TRAIL, FlagType.SWITCH, 0x3, 0x40) # Plant Death Mountain Trail bean save_context.write_permanent_flag(Scenes.DEATH_MOUNTAIN_CRATER, FlagType.SWITCH, 0x3, 0x08) # Plant Death Mountain Crater bean save_context.write_bits(0x00D4 + 0x05 * 0x1C + 0x04 + 0x1, 0x01) # Water temple switch flag (Ruto) save_context.write_bits(0x00D4 + 0x51 * 0x1C + 0x04 + 0x2, 0x08) # Hyrule Field switch flag (Owl) save_context.write_bits(0x00D4 + 0x55 * 0x1C + 0x04 + 0x0, 0x80) # Kokiri Forest switch flag (Owl) save_context.write_bits(0x00D4 + 0x56 * 0x1C + 0x04 + 0x2, 0x40) # Sacred Forest Meadow switch flag (Owl) save_context.write_bits(0x00D4 + 0x5B * 0x1C + 0x04 + 0x2, 0x01) # Lost Woods switch flag (Owl) save_context.write_bits(0x00D4 + 0x5B * 0x1C + 0x04 + 0x3, 0x80) # Lost Woods switch flag (Owl) save_context.write_bits(0x00D4 + 0x5C * 0x1C + 0x04 + 0x0, 0x80) # Desert Colossus switch flag (Owl) save_context.write_bits(0x00D4 + 0x5F * 0x1C + 0x04 + 0x3, 0x20) # Hyrule Castle switch flag (Owl) save_context.write_bits(0x0F2B, 0x20) # Spoke to Lake Hylia Owl once save_context.write_bits(0x0ED4, 0x10) # "Met Deku Tree" save_context.write_bits(0x0ED5, 0x20) # "Deku Tree Opened Mouth" save_context.write_bits(0x0ED6, 0x08) # "Rented Horse From Ingo" save_context.write_bits(0x0ED6, 0x10) # "Spoke to Mido After Deku Tree's Death" save_context.write_bits(0x0EDA, 0x08) # "Began Nabooru Battle" save_context.write_bits(0x0EDC, 0x80) # "Entered the Master Sword Chamber" if world.settings.skip_reward_from_rauru: save_context.write_bits(0x0EDD, 0x20) # "Pulled Master Sword from Pedestal" save_context.write_bits(0x0EE0, 0x80) # "Spoke to Kaepora Gaebora by Lost Woods" save_context.write_bits(0x0EE7, 0x20) # "Nabooru Captured by Twinrova" save_context.write_bits(0x0EE7, 0x10) # "Spoke to Nabooru in Spirit Temple" save_context.write_bits(0x0EED, 0x20) # "Sheik, Spawned at Master Sword Pedestal as Adult" save_context.write_bits(0x0EED, 0x01) # "Nabooru Ordered to Fight by Twinrova" save_context.write_bits(0x0EED, 0x80) # "Watched Ganon's Tower Collapse / Caught by Gerudo" save_context.write_bits(0x0EF9, 0x01) # "Greeted by Saria" save_context.write_bits(0x0F0A, 0x04) # "Spoke to Ingo Once as Adult" save_context.write_bits(0x0F0F, 0x40) # "Met Poe Collector in Ruined Market" if not world.settings.useful_cutscenes: save_context.write_bits(0x0F1A, 0x04) # "Met Darunia in Fire Temple" save_context.write_bits(0x0ED7, 0x01) # "Spoke to Child Malon at Castle or Market" save_context.write_bits(0x0ED7, 0x20) # "Spoke to Child Malon at Ranch" save_context.write_bits(0x0ED7, 0x40) # "Invited to Sing With Child Malon" save_context.write_bits(0x0F09, 0x10) # "Met Child Malon at Castle or Market" save_context.write_bits(0x0F09, 0x20) # "Child Malon Said Epona Was Scared of You" save_context.write_bits(0x0F21, 0x04) # "Ruto in JJ (M3) Talk First Time" save_context.write_bits(0x0F21, 0x02) # "Ruto in JJ (M2) Meet Ruto" if world.settings.ruto_already_f1_jabu and not world.dungeon_mq['Jabu Jabus Belly']: save_context.write_bits(0x0F21, 0x80) # Ruto in JJ, Spawns on F1 instead of B1 save_context.write_bits(0x0EE2, 0x01) # "Began Ganondorf Battle" save_context.write_bits(0x0EE3, 0x80) # "Began Bongo Bongo Battle" save_context.write_bits(0x0EE3, 0x40) # "Began Barinade Battle" save_context.write_bits(0x0EE3, 0x20) # "Began Twinrova Battle" save_context.write_bits(0x0EE3, 0x10) # "Began Morpha Battle" save_context.write_bits(0x0EE3, 0x08) # "Began Volvagia Battle" save_context.write_bits(0x0EE3, 0x04) # "Began Phantom Ganon Battle" save_context.write_bits(0x0EE3, 0x02) # "Began King Dodongo Battle" save_context.write_bits(0x0EE3, 0x01) # "Began Gohma Battle" save_context.write_bits(0x0EE8, 0x01) # "Entered Deku Tree" save_context.write_bits(0x0EE9, 0x80) # "Entered Temple of Time" save_context.write_bits(0x0EE9, 0x40) # "Entered Goron City" save_context.write_bits(0x0EE9, 0x20) # "Entered Hyrule Castle" save_context.write_bits(0x0EE9, 0x10) # "Entered Zora's Domain" save_context.write_bits(0x0EE9, 0x08) # "Entered Kakariko Village" save_context.write_bits(0x0EE9, 0x02) # "Entered Death Mountain Trail" save_context.write_bits(0x0EE9, 0x01) # "Entered Hyrule Field" save_context.write_bits(0x0EEA, 0x04) # "Entered Ganon's Castle (Exterior)" save_context.write_bits(0x0EEA, 0x02) # "Entered Death Mountain Crater" save_context.write_bits(0x0EEA, 0x01) # "Entered Desert Colossus" save_context.write_bits(0x0EEB, 0x80) # "Entered Zora's Fountain" save_context.write_bits(0x0EEB, 0x40) # "Entered Graveyard" save_context.write_bits(0x0EEB, 0x20) # "Entered Jabu-Jabu's Belly" save_context.write_bits(0x0EEB, 0x10) # "Entered Lon Lon Ranch" save_context.write_bits(0x0EEB, 0x08) # "Entered Gerudo's Fortress" save_context.write_bits(0x0EEB, 0x04) # "Entered Gerudo Valley" save_context.write_bits(0x0EEB, 0x02) # "Entered Lake Hylia" save_context.write_bits(0x0EEB, 0x01) # "Entered Dodongo's Cavern" save_context.write_bits(0x0F08, 0x08) # "Entered Hyrule Castle" if world.dungeon_mq['Shadow Temple']: save_context.write_bits(0x019F, 0x80) # "Turn On Clear Wall Blocking Hover Boots Room" # Set the number of chickens to collect rom.write_byte(0x00E1E523, world.settings.chicken_count) # Change Anju to always say how many chickens are needed # Does not affect text for collecting item or afterwards rom.write_int16(0x00E1F3C2, 0x5036) rom.write_int16(0x00E1F3C4, 0x5036) rom.write_int16(0x00E1F3C6, 0x5036) rom.write_int16(0x00E1F3C8, 0x5036) rom.write_int16(0x00E1F3CA, 0x5036) rom.write_int16(0x00E1F3CC, 0x5036) if world.settings.open_kakariko == 'open': rom.write_byte(rom.sym('OPEN_KAKARIKO'), 2) elif world.settings.open_kakariko != 'closed': rom.write_byte(rom.sym('OPEN_KAKARIKO'), 1) # Mark unreachable trade-ins as traded. Only applicable with trade quest shuffle off, # and only practically affects the Blue Potion purchase from Granny's Potion Shop. if not world.settings.adult_trade_shuffle and len(world.settings.adult_trade_start) > 0: def calculate_traded_flags(world): traded_flags = 0 reverting_item_map = { "Cojiro": ["Odd Mushroom"], "Prescription": ["Eyeball Frog", "Eyedrops"], } if world.adult_trade_starting_inventory: trade_item = world.adult_trade_starting_inventory else: trade_item = world.selected_adult_trade_item for item_name in trade_items: # Break early for reverting items if item_name in reverting_item_map.keys() and not world.disable_trade_revert: for revert_name in reverting_item_map[item_name]: if revert_name == trade_item: return traded_flags if item_name != trade_item: traded_flags += 0x1 << (trade_items.index(item_name) + 11) # No need to set traded flags for items coming after the starting trade item # as they will remain accessible. else: return traded_flags return traded_flags save_context.write_permanent_flags(Scenes.GORON_CITY, FlagType.UNK00, calculate_traded_flags(world)) if world.settings.complete_mask_quest: rom.write_byte(rom.sym('COMPLETE_MASK_QUEST'), 1) if world.skip_child_zelda: if all(trade_item not in world.settings.shuffle_child_trade for trade_item in ('Weird Egg', 'Chicken')): save_context.write_bits(0x0ED7, 0x04) # "Obtained Malon's Item" save_context.write_bits(0x0ED7, 0x08) # "Woke Talon in castle" save_context.write_bits(0x0ED7, 0x10) # "Talon has fled castle" save_context.write_bits(0x0EDD, 0x01) # "Obtained Zelda's Letter" save_context.write_bits(0x0EDE, 0x02) # "Learned Zelda's Lullaby" save_context.write_bits(0x00D4 + 0x5F * 0x1C + 0x04 + 0x3, 0x10) # "Moved crates to access the courtyard" if 'Zeldas Letter' in world.distribution.starting_items: if world.settings.open_kakariko != 'closed': save_context.write_bits(0x0F07, 0x40) # "Spoke to Gate Guard About Mask Shop" if world.settings.complete_mask_quest: save_context.write_bits(0x0F07, 0x80) # "Soldier Wears Keaton Mask" save_context.write_bits(0x0EF6, 0x8F) # "Sold Masks & Unlocked Masks" / "Obtained Mask of Truth" save_context.write_bits(0x0EE4, 0xF0) # "Paid Back Mask Fees" if world.settings.zora_fountain == 'open': save_context.write_bits(0x0EDB, 0x08) # "Moved King Zora" elif world.settings.zora_fountain == 'adult': rom.write_byte(rom.sym('MOVED_ADULT_KING_ZORA'), 1) # Make all chest opening animations fast rom.write_byte(rom.sym('FAST_CHESTS'), int(world.settings.fast_chests)) # Set up Rainbow Bridge conditions symbol = rom.sym('RAINBOW_BRIDGE_CONDITION') count_symbol = rom.sym('RAINBOW_BRIDGE_COUNT') if world.settings.bridge == 'open': rom.write_int32(symbol, 0) save_context.write_bits(0xEDC, 0x20) # "Rainbow Bridge Built by Sages" elif world.settings.bridge == 'medallions': rom.write_int32(symbol, 1) rom.write_int16(count_symbol, world.settings.bridge_medallions) elif world.settings.bridge == 'dungeons': rom.write_int32(symbol, 2) rom.write_int16(count_symbol, world.settings.bridge_rewards) elif world.settings.bridge == 'stones': rom.write_int32(symbol, 3) rom.write_int16(count_symbol, world.settings.bridge_stones) elif world.settings.bridge == 'vanilla': rom.write_int32(symbol, 4) elif world.settings.bridge == 'tokens': rom.write_int32(symbol, 5) rom.write_int16(count_symbol, world.settings.bridge_tokens) elif world.settings.bridge == 'hearts': rom.write_int32(symbol, 6) rom.write_int16(count_symbol, world.settings.bridge_hearts * 0x10) if world.settings.triforce_hunt: rom.write_int16(rom.sym('TRIFORCE_PIECES_REQUIRED'), world.triforce_goal) rom.write_int16(rom.sym('TRIFORCE_HUNT_ENABLED'), 1) # Set up Ganon's Boss Key conditions. symbol = rom.sym('GANON_BOSS_KEY_CONDITION') count_symbol = rom.sym('GANON_BOSS_KEY_CONDITION_COUNT') if world.settings.shuffle_ganon_bosskey == 'medallions': rom.write_byte(symbol, 1) rom.write_int16(count_symbol, world.settings.ganon_bosskey_medallions) elif world.settings.shuffle_ganon_bosskey == 'dungeons': rom.write_byte(symbol, 2) rom.write_int16(count_symbol, world.settings.ganon_bosskey_rewards) elif world.settings.shuffle_ganon_bosskey == 'stones': rom.write_byte(symbol, 3) rom.write_int16(count_symbol, world.settings.ganon_bosskey_stones) elif world.settings.shuffle_ganon_bosskey == 'tokens': rom.write_byte(symbol, 4) rom.write_int16(count_symbol, world.settings.ganon_bosskey_tokens) elif world.settings.shuffle_ganon_bosskey == 'hearts': rom.write_byte(symbol, 5) rom.write_int16(count_symbol, world.settings.ganon_bosskey_hearts * 0x10) else: rom.write_byte(symbol, 0) rom.write_int16(count_symbol, 0) # Set Boss Key collection in Key Ring. symbol = rom.sym('KEYRING_BOSSKEY_CONDITION') if world.settings.keyring_give_bk: rom.write_byte(symbol, 1) # Set up LACS conditions. symbol = rom.sym('LACS_CONDITION') count_symbol = rom.sym('LACS_CONDITION_COUNT') if world.settings.lacs_condition == 'medallions': rom.write_int32(symbol, 1) rom.write_int16(count_symbol, world.settings.lacs_medallions) elif world.settings.lacs_condition == 'dungeons': rom.write_int32(symbol, 2) rom.write_int16(count_symbol, world.settings.lacs_rewards) elif world.settings.lacs_condition == 'stones': rom.write_int32(symbol, 3) rom.write_int16(count_symbol, world.settings.lacs_stones) elif world.settings.lacs_condition == 'tokens': rom.write_int32(symbol, 4) rom.write_int16(count_symbol, world.settings.lacs_tokens) elif world.settings.lacs_condition == 'hearts': rom.write_int32(symbol, 5) rom.write_int16(count_symbol, world.settings.lacs_hearts * 0x10) else: rom.write_int32(symbol, 0) if world.settings.open_forest == 'open': save_context.write_bits(0xED5, 0x10) # "Showed Mido Sword & Shield" if world.settings.open_door_of_time: save_context.write_bits(0xEDC, 0x08) # "Opened the Door of Time" # "fast-ganon" stuff symbol = rom.sym('NO_ESCAPE_SEQUENCE') if world.settings.no_escape_sequence: rom.write_bytes(0xD82A12, [0x05, 0x17]) # Sets exit from Ganondorf fight to entrance to Ganon fight rom.write_bytes(0xB139A2, [0x05, 0x17]) # Sets Ganon deathwarp back to Ganon rom.write_byte(symbol, 0x01) else: rom.write_byte(symbol, 0x00) if world.skipped_trials['Forest']: save_context.write_bits(0x0EEA, 0x08) # "Completed Forest Trial" if world.skipped_trials['Fire']: save_context.write_bits(0x0EEA, 0x40) # "Completed Fire Trial" if world.skipped_trials['Water']: save_context.write_bits(0x0EEA, 0x10) # "Completed Water Trial" if world.skipped_trials['Spirit']: save_context.write_bits(0x0EE8, 0x20) # "Completed Spirit Trial" if world.skipped_trials['Shadow']: save_context.write_bits(0x0EEA, 0x20) # "Completed Shadow Trial" if world.skipped_trials['Light']: save_context.write_bits(0x0EEA, 0x80) # "Completed Light Trial" if world.settings.trials == 0: save_context.write_bits(0x0EED, 0x08) # "Dispelled Ganon's Tower Barrier" # open gerudo fortress if world.settings.gerudo_fortress == 'open': if not world.settings.shuffle_gerudo_card: save_context.write_bits(0x00A5, 0x40) # Give Gerudo Card save_context.write_bits(0x0EE7, 0x0F) # Free all 4 carpenters save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x04 + 0x1, 0x0F) # Thieves' Hideout switch flags (started all fights) save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x04 + 0x2, 0x01) # Thieves' Hideout switch flags (heard yells/unlocked doors) save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x04 + 0x3, 0xFE) # Thieves' Hideout switch flags (heard yells/unlocked doors) save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x0C + 0x2, 0xD4) # Thieves' Hideout collection flags (picked up keys, marks fights finished as well) elif world.settings.gerudo_fortress == 'fast': save_context.write_bits(0x0EE7, 0x0E) # Free 3 carpenters save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x04 + 0x1, 0x0D) # Thieves' Hideout switch flags (started all fights) save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x04 + 0x2, 0x01) # Thieves' Hideout switch flags (heard yells/unlocked doors) save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x04 + 0x3, 0xDC) # Thieves' Hideout switch flags (heard yells/unlocked doors) save_context.write_bits(0x00D4 + 0x0C * 0x1C + 0x0C + 0x2, 0xC4) # Thieves' Hideout collection flags (picked up keys, marks fights finished as well) # Add a gate opening guard on the Wasteland side of the Gerudo Fortress' gate # Overrides the generic guard at the bottom of the ladder in Gerudo Fortress new_gate_opening_guard = [0x0138, 0xFAC8, 0x005D, 0xF448, 0x0000, 0x95B0, 0x0000, 0x0301] rom.write_int16s(0x21BD3EC, new_gate_opening_guard) # Adult Day rom.write_int16s(0x21BD62C, new_gate_opening_guard) # Adult Night # start with maps/compasses if world.settings.shuffle_mapcompass == 'startwith': for dungeon in ('deku', 'dodongo', 'jabu', 'forest', 'fire', 'water', 'spirit', 'shadow', 'botw', 'ice'): save_context.addresses['dungeon_items'][dungeon]['compass'].value = True save_context.addresses['dungeon_items'][dungeon]['map'].value = True # start with silver rupees if world.settings.shuffle_silver_rupees == 'remove': for puzzle in world.silver_rupee_puzzles(): save_context.give_item(world, f'Silver Rupee ({puzzle})', float('inf')) if world.settings.shuffle_smallkeys == 'vanilla': if world.dungeon_mq['Spirit Temple']: save_context.addresses['keys']['spirit'].value = 3 if 'Shadow Temple' in world.settings.dungeon_shortcuts: save_context.addresses['keys']['shadow'].value = 2 if world.settings.start_with_rupees: rom.write_byte(rom.sym('MAX_RUPEES'), 0x01) # Set starting time of day if world.settings.starting_tod != 'default': tod = { 'sunrise': 0x4555, 'morning': 0x6000, 'noon': 0x8001, 'afternoon': 0xA000, 'sunset': 0xC001, 'evening': 0xE000, 'midnight': 0x0000, 'witching-hour': 0x2000, } save_context.addresses['time_of_day'].value = tod[world.settings.starting_tod] if world.settings.starting_age == 'adult': save_context.addresses['link_age'].value = False # Set link's age to adult save_context.addresses['scene_index'].value = 0x43 # Set the scene index to Temple of Time save_context.addresses['equip_items']['master_sword'].value = True # Equip Master Sword by default save_context.addresses['equip_items']['kokiri_tunic'].value = True # Equip Kokiri Tunic & Kokiri Boots by default save_context.addresses['equip_items']['kokiri_boots'].value = True # (to avoid issues when going back child for the first time) save_context.write_byte(0x0F33, 0x00) # Unset Swordless Flag (to avoid issues with sword getting unequipped) # For Inventory_SwapAgeEquipment going child -> adult: # Change range in which items are read from slot instead of items # Extended to include hookshot and ocarina rom.write_byte(0xAE5867, 0x07) # >= ITEM_OCARINA_FAIRY rom.write_byte(0xAE5873, 0x0C) # <= ITEM_LONGSHOT rom.write_byte(0xAE587B, 0x14) # >= ITEM_BOTTLE # Revert change that Skips the Epona Race if not world.settings.no_epona_race: rom.write_int32(0xA9E838, 0x03E00008) else: save_context.write_bits(0xF0E, 0x01) # Set talked to Malon flag # skip castle guard stealth sequence if world.settings.no_guard_stealth: # change the exit at child/day crawlspace to the end of zelda's goddess cutscene rom.write_bytes(0x21F60DE, [0x05, 0xF0]) # patch mq scenes mq_scenes = [] if world.dungeon_mq['Deku Tree']: mq_scenes.append(0) if world.dungeon_mq['Dodongos Cavern']: mq_scenes.append(1) if world.dungeon_mq['Jabu Jabus Belly']: mq_scenes.append(2) if world.dungeon_mq['Forest Temple']: mq_scenes.append(3) if world.dungeon_mq['Fire Temple']: mq_scenes.append(4) if world.dungeon_mq['Water Temple']: mq_scenes.append(5) if world.dungeon_mq['Spirit Temple']: mq_scenes.append(6) if world.dungeon_mq['Shadow Temple']: mq_scenes.append(7) if world.dungeon_mq['Bottom of the Well']: mq_scenes.append(8) if world.dungeon_mq['Ice Cavern']: mq_scenes.append(9) # Scene 10 has no layout changes, so it doesn't need to be patched if world.dungeon_mq['Gerudo Training Ground']: mq_scenes.append(11) if world.dungeon_mq['Ganons Castle']: mq_scenes.append(13) patch_files(rom, mq_scenes) # Set the hylian shield discount for the seed possible_discounts = [0x0005, 0x000A, 0x000F, 0x0014, 0x0019, 0x001E, 0x0023, 0x0028] set_discount = random.choice(possible_discounts) rom.write_int16s(0xC0290C, [set_discount for i in range(8)]) ### Load Shop File # Move shop actor file to free space shop_item_file = File('En_GirlA', 0x00C004E0, 0x00C02E00) shop_item_file.relocate(rom) # Increase the shop item table size shop_item_vram_start = rom.read_int32(0x00B5E490 + (0x20 * 4) + 0x08) insert_space(rom, shop_item_file, shop_item_vram_start, 1, 0x3C + (0x20 * 50), 0x20 * 50) # Add relocation entries for shop item table new_relocations = [] for i in range(50, 100): new_relocations.append(shop_item_file.start + 0x1DEC + (i * 0x20) + 0x04) new_relocations.append(shop_item_file.start + 0x1DEC + (i * 0x20) + 0x14) new_relocations.append(shop_item_file.start + 0x1DEC + (i * 0x20) + 0x1C) add_relocations(rom, shop_item_file, new_relocations) # update actor table rom.write_int32s(0x00B5E490 + (0x20 * 4), [shop_item_file.start, shop_item_file.end, shop_item_vram_start, shop_item_vram_start + (shop_item_file.end - shop_item_file.start)]) # Relocate Audiobank_table move_audiobank_table(rom, 0xB896A0, rom.sym('AUDIOBANK_TABLE_EXTENDED')) # Update DMA Table update_dmadata(rom, shop_item_file) # Create 2nd Bazaar Room bazaar_room_file = File('shop1_room_1', 0x028E4000, 0x0290D7B0) bazaar_room_file.copy(rom) # Add new Bazaar Room to Bazaar Scene rom.write_int32s(0x28E3030, [0x00010000, 0x02000058]) # reduce position list size rom.write_int32s(0x28E3008, [0x04020000, 0x02000070]) # expand room list size rom.write_int32s(0x28E3070, [0x028E4000, 0x0290D7B0, bazaar_room_file.start, bazaar_room_file.end]) # room list rom.write_int16s(0x28E3080, [0x0000, 0x0001]) # entrance list rom.write_int16(0x28E4076, 0x0005) # Change shop to Kakariko Bazaar #rom.write_int16(0x3489076, 0x0005) # Change shop to Kakariko Bazaar # write shop info to auto-tracker context rom.write_bytes(rom.sym('SPECIAL_DEAL_COUNTS'), [ sum(f'{shop} Item {idx}' in world.shop_prices for idx in ('7', '5', '8', '6')) # number of special deals in this shop for shop in ( 'KF Shop', 'Market Bazaar', 'Market Potion Shop', 'Market Bombchu Shop', 'Kak Bazaar', 'Kak Potion Shop', 'GC Shop', 'ZD Shop' ) ]) # Load Message and Shop Data messages = read_messages(rom) new_messages.clear() remove_unused_messages(messages) shop_items = read_shop_items(rom, shop_item_file.start + 0x1DEC) # Less misleading dialog from Biggoron after turning in eyedrops update_message_by_id(messages, 0x305C, "Brrrring me the Claim Check...\x01to rrreceive anotherrrrrr item...") # Set Big Poe count to get reward from buyer poe_points = world.settings.big_poe_count * 100 rom.write_int16(0xEE69CE, poe_points) # update dialogue # 0x70F5 is done in build_misc_location_hints if world.settings.big_poe_count != 10: new_message = "\x1AOh, you brought a Poe today!\x04\x1AHmmmm!\x04\x1AVery interesting!\x01This is a \x05\x41Big Poe\x05\x40!\x04\x1AI'll buy it for \x05\x4150 Rupees\x05\x40.\x04On top of that, I'll put \x05\x41100\x01points \x05\x40on your card.\x04\x1AIf you earn \x05\x41%d points\x05\x40, you'll\x01be a happy man! Heh heh." % poe_points update_message_by_id(messages, 0x70f7, new_message) new_message = "\x1AWait a minute! WOW!\x04\x1AYou have earned \x05\x41%d points\x05\x40!\x04\x1AYoung man, you are a genuine\x01\x05\x41Ghost Hunter\x05\x40!\x04\x1AIs that what you expected me to\x01say? Heh heh heh!\x04\x1ABecause of you, I have extra\x01inventory of \x05\x41Big Poes\x05\x40, so this will\x01be the last time I can buy a \x01ghost.\x04\x1AYou're thinking about what I \x01promised would happen when you\x01earned %d points. Heh heh.\x04\x1ADon't worry, I didn't forget.\x01Just take this." % (poe_points, poe_points) update_message_by_id(messages, 0x70f8, new_message) # Update Child Anju's dialogue new_message = "\x08What should I do!?\x01My \x05\x41Cuccos\x05\x40 have all flown away!\x04You, little boy, please!\x01Please gather at least \x05\x41%d Cuccos\x05\x40\x01for me.\x02" % world.settings.chicken_count update_message_by_id(messages, 0x5036, new_message) # Update "Princess Ruto got the Spiritual Stone!" text before the midboss in Jabu location = world.bigocto_location() if location is None or location.item is None or location.item.name == 'Nothing': jabu_item = None new_message = f"\x08Princess Ruto got \x01\x05\x43nothing\x05\x40!\x01Well, that's disappointing...\x02" elif location.item.looks_like_item is not None: jabu_item = location.item.looks_like_item new_message = "\x08Princess Ruto is a \x05\x43FOOL\x05\x40!\x01But why Princess Ruto?\x02" else: jabu_item = location.item reward_text = get_hint(get_item_generic_name(location.item), True).text reward_color = REWARD_COLORS.get(location.item.name, 'Blue') new_message = f"\x08Princess Ruto got \x01\x05{COLOR_MAP[reward_color]}{reward_text}\x05\x40!\x01But why Princess Ruto?\x02" update_message_by_id(messages, 0x4050, new_message) # Set Dungeon Reward Actor in Jabu Jabu to be accurate if location is not None and location.item is not None: # TODO make actor invisible if no item? scene, type, default, _, _, _ = get_override_entry(location) rom.write_bytes(rom.sym('CFG_BIGOCTO_OVERRIDE_KEY'), override_key_struct.pack(scene, type, default)) # use faster jabu elevator if not world.dungeon_mq['Jabu Jabus Belly'] and world.settings.shuffle_scrubs == 'off': symbol = rom.sym('JABU_ELEVATOR_ENABLE') rom.write_byte(symbol, 0x01) if world.settings.skip_some_minigame_phases: save_context.write_bits(0x00D4 + 0x48 * 0x1C + 0x08 + 0x3, 0x10) # Beat First Dampe Race (& Chest Spawned) rom.write_byte(rom.sym('CHAIN_HBA_REWARDS'), 1) # Update the first horseback archery text to make it clear both rewards are available from the start update_message_by_id(messages, 0x6040, "Hey newcomer, you have a fine \x01horse!\x04I don't know where you stole \x01it from, but...\x04OK, how about challenging this \x01\x05\x41horseback archery\x05\x40?\x04Once the horse starts galloping,\x01shoot the targets with your\x01arrows. \x04Let's see how many points you \x01can score. You get 20 arrows.\x04If you can score \x05\x411,000 points\x05\x40, I will \x01give you something good! And even \x01more if you score \x05\x411,500 points\x05\x40!\x0B\x02") # Fix HBA to not wait for the fanfare to complete before transitioning to claim reward rom.write_byte(0xC1C00B, 0x2) rom.write_byte(0xC1C01B, 0x2) # Sets hooks for gossip stone changes symbol = rom.sym("GOSSIP_HINT_CONDITION") if world.settings.hints == 'none': rom.write_int32(symbol, 0) else: write_gossip_stone_hints(spoiler, world, messages) if world.settings.hints == 'mask': rom.write_int32(symbol, 0) elif world.settings.hints == 'always': rom.write_int32(symbol, 2) else: rom.write_int32(symbol, 1) # build silly ganon lines if 'ganondorf' in world.settings.misc_hints: build_ganon_text(world, messages) # build misc. item hints build_misc_item_hints(world, messages) # build misc. location hints build_misc_location_hints(world, messages) if 'mask_shop' in world.settings.misc_hints: rom.write_int32(rom.sym('CFG_MASK_SHOP_HINT'), 1) # Make the cursed skulltula people come down instantly when entering if skull hints are on. # Change lui $at, 0x4320 to lui $at, 0x44C8 if any(hint_type in world.settings.misc_hints for hint_type in ('10_skulltulas', '20_skulltulas', '30_skulltulas', '40_skulltulas', '50_skulltulas')): rom.write_int16(0xEA185A, 0x44C8) # Patch freestanding items if world.settings.shuffle_freestanding_items: # Get freestanding item locations actor_override_locations = [location for location in world.get_locations() if location.disabled == DisableType.ENABLED and location.type == 'ActorOverride'] rupeetower_locations = [location for location in world.get_locations() if location.disabled == DisableType.ENABLED and location.type == 'RupeeTower'] for location in actor_override_locations: patch_actor_override(location, rom) if world.shuffle_silver_rupees: rom.write_byte(rom.sym('SHUFFLE_SILVER_RUPEES'), 1) if world.settings.shuffle_silver_rupees != 'remove': rom.write_byte(rom.sym('CFG_DUNGEON_INFO_SILVER_RUPEES'), 1) if world.dungeon_mq['Dodongos Cavern']: # Patch DC MQ Staircase Transition Actor to use permanent switch flag 0x1F rom.write_byte(0x1F12190 + 15, 0x9F) if world.dungeon_mq['Spirit Temple']: # Patch Spirit MQ Lobby front right chest to use permanent switch flag 0x1F rom.write_byte(0x2b08ce4 + 13, 0x1F) if not world.dungeon_mq['Bottom of the Well']: # Collecting the final BotW basement silver rupee and activating the cutscene of the door unlocking while on the ladder causes a softlock. # Move slightly the X coordinate of this actor so that it cannot be collected while climbing. # This is a vanilla bug tracked at https://github.com/OoTRandomizer/OoT-Randomizer/issues/2004 # If and when that bug is fixed in rando, this displacement can be removed. rom.write_int16(0x32E92C6, 0xFD78) # Write flag table data xflags_tables, alt_list = build_xflags_from_world(world) xflag_scene_table, xflag_room_table, xflag_room_blob, max_bit = build_xflag_tables(xflags_tables) rom.write_bytes(rom.sym('xflag_scene_table'), xflag_scene_table) if len(xflag_room_table) > rom.sym_length('xflag_room_table'): raise RuntimeError(f'Exceeded xflag room table size: {len(xflag_room_table)}') if len(xflag_room_blob) > rom.sym_length('xflag_room_blob'): raise RuntimeError(f'Exceed xflag blob table size: {len(xflag_room_blob)}') rom.write_bytes(rom.sym('xflag_room_table'), xflag_room_table) rom.write_bytes(rom.sym('xflag_room_blob'), xflag_room_blob) num_collectible_flag_bytes = int(max_bit / 8) + 1 num_collectible_flag_bytes += num_collectible_flag_bytes % 8 rom.write_bytes(rom.sym('num_override_flags'), num_collectible_flag_bytes.to_bytes(2, 'big')) alt_list_bytes = get_alt_list_bytes(alt_list) if len(alt_list_bytes) > rom.sym_length('alt_overrides'): raise RuntimeError(f'Exceeded alt override table size: {len(alt_list)}') rom.write_bytes(rom.sym('alt_overrides'), alt_list_bytes) # Write item overrides check_location_dupes(world) override_table = get_override_table(world) override_table_bytes = get_override_table_bytes(override_table) if len(override_table_bytes) >= rom.sym_length('cfg_item_overrides'): raise RuntimeError("Exceeded override table size: " + str(len(override_table))) rom.write_bytes(rom.sym('cfg_item_overrides'), override_table_bytes) rom.write_byte(rom.sym('PLAYER_ID'), world.id + 1) # Write player ID # Revert Song Get Override Injection if not songs_as_items: # general get song rom.write_int32(0xAE5DF8, 0x240200FF) rom.write_int32(0xAE5E04, 0xAD0F00A4) # requiem of spirit rom.write_int32s(0xAC9ABC, [0x3C010001, 0x00300821]) # sun song rom.write_int32(0xE09F68, 0x8C6F00A4) rom.write_int32(0xE09F74, 0x01CFC024) rom.write_int32(0xE09FB0, 0x240F0001) # song of time rom.write_int32(0xDB532C, 0x24050003) # Set damage multiplier if world.settings.damage_multiplier == 'half': rom.write_byte(rom.sym('CFG_DAMAGE_MULTIPLYER'), 0xFF) if world.settings.damage_multiplier == 'normal': rom.write_byte(rom.sym('CFG_DAMAGE_MULTIPLYER'), 0) if world.settings.damage_multiplier == 'double': rom.write_byte(rom.sym('CFG_DAMAGE_MULTIPLYER'), 1) if world.settings.damage_multiplier == 'quadruple': rom.write_byte(rom.sym('CFG_DAMAGE_MULTIPLYER'), 2) if world.settings.damage_multiplier == 'ohko': rom.write_byte(rom.sym('CFG_DAMAGE_MULTIPLYER'), 3) if world.settings.deadly_bonks != 'none': rom.write_int32(rom.sym('CFG_DEADLY_BONKS'), 1) if world.settings.deadly_bonks == 'half': rom.write_int16(rom.sym('CFG_BONK_DAMAGE'), 0x0004) if world.settings.deadly_bonks == 'normal': rom.write_int16(rom.sym('CFG_BONK_DAMAGE'), 0x0008) if world.settings.deadly_bonks == 'double': rom.write_int16(rom.sym('CFG_BONK_DAMAGE'), 0x0010) if world.settings.deadly_bonks == 'quadruple': rom.write_int16(rom.sym('CFG_BONK_DAMAGE'), 0x0020) if world.settings.deadly_bonks == 'ohko': rom.write_int16(rom.sym('CFG_BONK_DAMAGE'), 0xFFFE) # Patch songs for location in world.get_filled_locations(): if location.type == 'Song' and not songs_as_items: item = location.item special = item.special locationaddress = location.address secondaryaddress = location.address2 bit_mask_pointer = 0x8C34 + ((special['item_id'] - 0x65) * 4) rom.write_byte(locationaddress, special['song_id']) next_song_id = special['song_id'] + 0x0D rom.write_byte(secondaryaddress, next_song_id) if location.name == 'Song from Impa': rom.write_byte(0x0D12ECB, special['item_id']) rom.write_byte(0x2E8E931, special['text_id']) # Fix text box elif location.name == 'Song from Malon': rom.write_byte(rom.sym('MALON_TEXT_ID'), special['text_id']) elif location.name == 'Song from Royal Familys Tomb': rom.write_int16(0xE09F66, bit_mask_pointer) rom.write_byte(0x332A87D, special['text_id']) # Fix text box elif location.name == 'Song from Saria': rom.write_byte(0x0E2A02B, special['item_id']) rom.write_byte(0x20B1DBD, special['text_id']) # Fix text box elif location.name == 'Song from Ocarina of Time': rom.write_byte(0x252FC95, special['text_id']) # Fix text box elif location.name == 'Song from Windmill': rom.write_byte(rom.sym('WINDMILL_SONG_ID'), next_song_id) rom.write_byte(rom.sym('WINDMILL_TEXT_ID'), special['text_id']) elif location.name == 'Sheik in Forest': rom.write_byte(0x0C7BAA3, special['item_id']) rom.write_byte(0x20B0815, special['text_id']) # Fix text box elif location.name == 'Sheik at Temple': rom.write_byte(0x0C805EF, special['item_id']) rom.write_byte(0x2531335, special['text_id']) # Fix text box elif location.name == 'Sheik in Crater': rom.write_byte(0x0C7BC57, special['item_id']) rom.write_byte(0x224D7FD, special['text_id']) # Fix text box elif location.name == 'Sheik in Ice Cavern': rom.write_byte(0x0C7BD77, special['item_id']) rom.write_byte(0x2BEC895, special['text_id']) # Fix text box elif location.name == 'Sheik in Kakariko': rom.write_byte(0x0AC9A5B, special['item_id']) rom.write_byte(0x2000FED, special['text_id']) # Fix text box elif location.name == 'Sheik at Colossus': rom.write_byte(0x218C589, special['text_id']) # Fix text box # add a cheaper bombchu pack to the bombchu shop # describe update_message_by_id(messages, 0x80FE, '\x08\x05\x41Bombchu (5 pieces) 60 Rupees\x01\x05\x40This looks like a toy mouse, but\x01it\'s actually a self-propelled time\x01bomb!\x09\x0A', 0x03) # purchase update_message_by_id(messages, 0x80FF, '\x08Bombchu 5 Pieces 60 Rupees\x01\x01\x1B\x05\x42Buy\x01Don\'t buy\x05\x40\x09', 0x03) rbl_bombchu = shop_items[0x0018] rbl_bombchu.price = 60 rbl_bombchu.pieces = 5 rbl_bombchu.get_item_id = 0x006A rbl_bombchu.description_message = 0x80FE rbl_bombchu.purchase_message = 0x80FF # Reduce 10 Pack Bombchus from 100 to 99 Rupees shop_items[0x0015].price = 99 shop_items[0x0019].price = 99 shop_items[0x001C].price = 99 update_message_by_id(messages, shop_items[0x001C].description_message, "\x08\x05\x41Bombchu (10 pieces) 99 Rupees\x01\x05\x40This looks like a toy mouse, but\x01it's actually a self-propelled time\x01bomb!\x09\x0A") update_message_by_id(messages, shop_items[0x001C].purchase_message, "\x08Bombchu 10 pieces 99 Rupees\x09\x01\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40") # Fix blue potion shop text update_message_by_id(messages, 0x80B5, "\x08\x05\x43Blue Potion 100 Rupees\x01\x05\x40If you drink this, you will\x01recover your life energy and magic.\x09\x0A", 0x03) update_message_by_id(messages, 0x80BE, "\x08Blue Potion 100 Rupees\x01\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40", 0x03) shop_items[0x000A].description_message = 0x80B5 shop_items[0x000A].purchase_message = 0x80BE shuffle_messages.shop_item_messages = [] # kokiri shop shop_locations = [location for location in world.get_region('KF Kokiri Shop').locations if location.type == 'Shop'] # Need to filter because of the freestanding item in KF Shop shop_objs = place_shop_items(rom, world, shop_items, messages, shop_locations, True) shop_objs |= {0x00FC, 0x00B2, 0x0101, 0x0102, 0x00FD, 0x00C5} # Shop objects rom.write_byte(0x2587029, len(shop_objs)) rom.write_int32(0x258702C, 0x0300F600) rom.write_int16s(0x2596600, list(shop_objs)) # kakariko bazaar shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('Kak Bazaar').locations) shop_objs |= {0x005B, 0x00B2, 0x00C5, 0x0107, 0x00C9, 0x016B} # Shop objects rom.write_byte(0x28E4029, len(shop_objs)) rom.write_int32(0x28E402C, 0x03007A40) rom.write_int16s(0x28EBA40, list(shop_objs)) # castle town bazaar shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('Market Bazaar').locations) shop_objs |= {0x005B, 0x00B2, 0x00C5, 0x0107, 0x00C9, 0x016B} # Shop objects rom.write_byte(bazaar_room_file.start + 0x29, len(shop_objs)) rom.write_int32(bazaar_room_file.start + 0x2C, 0x03007A40) rom.write_int16s(bazaar_room_file.start + 0x7A40, list(shop_objs)) # goron shop shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('GC Shop').locations) shop_objs |= {0x00C9, 0x00B2, 0x0103, 0x00AF} # Shop objects rom.write_byte(0x2D33029, len(shop_objs)) rom.write_int32(0x2D3302C, 0x03004340) rom.write_int16s(0x2D37340, list(shop_objs)) # zora shop shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('ZD Shop').locations) shop_objs |= {0x005B, 0x00B2, 0x0104, 0x00FE} # Shop objects rom.write_byte(0x2D5B029, len(shop_objs)) rom.write_int32(0x2D5B02C, 0x03004B40) rom.write_int16s(0x2D5FB40, list(shop_objs)) # kakariko potion shop shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('Kak Potion Shop Front').locations) shop_objs |= {0x0159, 0x00B2, 0x0175, 0x0122} # Shop objects rom.write_byte(0x2D83029, len(shop_objs)) rom.write_int32(0x2D8302C, 0x0300A500) rom.write_int16s(0x2D8D500, list(shop_objs)) # market potion shop shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('Market Potion Shop').locations) shop_objs |= {0x0159, 0x00B2, 0x0175, 0x00C5, 0x010C, 0x016B} # Shop objects rom.write_byte(0x2DB0029, len(shop_objs)) rom.write_int32(0x2DB002C, 0x03004E40) rom.write_int16s(0x2DB4E40, list(shop_objs)) # bombchu shop shop_objs = place_shop_items(rom, world, shop_items, messages, world.get_region('Market Bombchu Shop').locations) shop_objs |= {0x0165, 0x00B2} # Shop objects rom.write_byte(0x2DD8029, len(shop_objs)) rom.write_int32(0x2DD802C, 0x03006A40) rom.write_int16s(0x2DDEA40, list(shop_objs)) # mask shop shop_objs = place_shop_items(rom, world, shop_items, messages, list(filter(lambda loc: loc.type == 'MaskShop', world.get_region('Market Mask Shop Storefront').locations))) shop_objs |= {0x013E, 0x00B2, 0x0111, 0x00C5, 0x0165} # Shop objects rom.write_byte(0x340A029, len(shop_objs)) rom.write_int32(0x340A02C, 0x0300D400) rom.write_int16s(0x3417400, list(shop_objs)) # Scrub text stuff. def update_scrub_text(message: bytearray, text_replacement: list[str], default_price: int, price: int, item_name: Optional[str] = None) -> bytearray: scrub_strip_text = ["some ", "1 piece ", "5 pieces ", "30 pieces "] for text in scrub_strip_text: message = message.replace(text.encode(), b'') message = message.replace(text_replacement[0].encode(), text_replacement[1].encode()) message = message.replace(b'they are', b'it is') if default_price != price: message = message.replace(('%d Rupees' % default_price).encode(), ('%d Rupees' % price).encode()) if item_name is not None: message = message.replace(b'mysterious item', item_name.encode()) return message single_item_scrubs = { 0x3E: world.get_location("HF Deku Scrub Grotto"), 0x77: world.get_location("LW Deku Scrub Near Bridge"), 0x79: world.get_location("LW Deku Scrub Grotto Front"), } scrub_message_dict = {} if world.settings.shuffle_scrubs == 'off': # Revert Deku Scrubs changes rom.write_int32s(0xEBB85C, [ 0x24010002, # addiu at, zero, 2 0x3C038012, # lui v1, 0x8012 0x14410004, # bne v0, at, 0xd8 0x2463A5D0, # addiu v1, v1, -0x5a30 0x94790EF0]) # lhu t9, 0xef0(v1) rom.write_int32(0xDF7CB0, 0xA44F0EF0) # sh t7, 0xef0(v0) # Replace scrub text for 3 default shuffled scrubs. for (scrub_item, default_price, text_id, text_replacement) in business_scrubs: if scrub_item not in single_item_scrubs.keys(): continue scrub_message_dict[text_id] = update_scrub_text(get_message_by_id(messages, text_id).raw_text, text_replacement, default_price, default_price) else: # Rebuild Business Scrub Item Table rom.seek_address(0xDF8684) for (scrub_item, default_price, text_id, text_replacement) in business_scrubs: price = world.scrub_prices[scrub_item] rom.write_int16(None, price) # Price rom.write_int16(None, 1) # Count rom.write_int32(None, scrub_item) # Item rom.write_int32(None, 0x80A74FF8) # Can_Buy_Func rom.write_int32(None, 0x80A75354) # Buy_Func scrub_message_dict[text_id] = update_scrub_text(get_message_by_id(messages, text_id).raw_text, text_replacement, default_price, price) # update actor IDs set_deku_salesman_data(rom) # Update scrub messages. shuffle_messages.scrubs_message_ids = [] for text_id, message in scrub_message_dict.items(): update_message_by_id(messages, text_id, message) if world.settings.shuffle_scrubs == 'random': shuffle_messages.scrubs_message_ids.append(text_id) if world.settings.shuffle_grotto_entrances: # Build the Grotto Load Table based on grotto entrance data for entrance in world.get_shuffled_entrances(type='Grotto'): if entrance.primary: load_table_pointer = rom.sym('GROTTO_LOAD_TABLE') + 4 * entrance.data['grotto_id'] rom.write_int16(load_table_pointer, entrance.data['entrance']) rom.write_byte(load_table_pointer + 2, entrance.data['content']) # Update grotto actors based on their new entrance set_grotto_shuffle_data(rom, world) if world.settings.shuffle_cows: rom.write_byte(rom.sym('SHUFFLE_COWS'), 0x01) # Move some cows because they are too close from each other in vanilla rom.write_bytes(0x33650CA, [0xFE, 0xD3, 0x00, 0x00, 0x00, 0x6E, 0x00, 0x00, 0x4A, 0x34]) # LLR Tower right cow rom.write_bytes(0x2C550AE, [0x00, 0x82]) # LLR Stable right cow set_cow_id_data(rom, world) if world.settings.shuffle_beans: rom.write_byte(rom.sym('SHUFFLE_BEANS'), 0x01) # Update bean salesman messages to better fit the fact that he sells a randomized item if 'unique_merchants' not in world.settings.misc_hints: update_message_by_id(messages, 0x405E, "\x1AChomp chomp chomp...\x01We have... \x05\x41a mysterious item\x05\x40! \x01Do you want it...huh? Huh?\x04\x05\x41\x0860 Rupees\x05\x40 and it's yours!\x01Keyahahah!\x01\x1B\x05\x42Yes\x01No\x05\x40\x02") else: location = world.get_location("ZR Magic Bean Salesman") item_text = get_hint(get_item_generic_name(location.item), True).text wrapped_item_text = line_wrap(item_text, False, False, False) if wrapped_item_text != item_text: update_message_by_id(messages, 0x405E, "\x1AChomp chomp chomp...We have...\x01\x05\x41" + wrapped_item_text + "\x05\x40!\x04\x05\x41\x0860 Rupees\x05\x40 and it's yours!\x01Keyahahah!\x01\x1B\x05\x42Yes\x01No\x05\x40\x02") else: update_message_by_id(messages, 0x405E, "\x1AChomp chomp chomp...We have...\x01\x05\x41" + item_text + "\x05\x40! \x01Do you want it...huh? Huh?\x04\x05\x41\x0860 Rupees\x05\x40 and it's yours!\x01Keyahahah!\x01\x1B\x05\x42Yes\x01No\x05\x40\x02") update_message_by_id(messages, 0x4069, "You don't have enough money.\x01I can't sell it to you.\x01Chomp chomp...\x02") update_message_by_id(messages, 0x406C, "We hope you like it!\x01Chomp chomp chomp.\x02") # Change first magic bean to cost 60 (is used as the price for the one time item when beans are shuffled) rom.write_byte(0xE209FD, 0x3C) if world.settings.shuffle_expensive_merchants: rom.write_byte(rom.sym('SHUFFLE_CARPET_SALESMAN'), 0x01) # Update carpet salesman messages to better fit the fact that he sells a randomized item if 'unique_merchants' not in world.settings.misc_hints: update_message_by_id(messages, 0x6077, "\x06\x41Well Come!\x04I am selling stuff, strange and \x01rare, from all over the world to \x01everybody.\x01Today's special is...\x04A mysterious item! \x01Intriguing! \x01I won't tell you what it is until \x01I see the money....\x04How about \x05\x41200 Rupees\x05\x40?\x01\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") else: location = world.get_location("Wasteland Bombchu Salesman") item_text = get_hint(get_item_generic_name(location.item), True).text wrapped_item_text = line_wrap(item_text, False, False, False) if wrapped_item_text != item_text: update_message_by_id(messages, 0x6077, "\x06\x41Well Come!\x04I am selling stuff, strange and \x01rare. Today's special is...\x01\x05\x41"+ wrapped_item_text + "\x05\x40!\x04How about \x05\x41200 Rupees\x05\x40?\x01\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") else: update_message_by_id(messages, 0x6077, "\x06\x41Well Come!\x04I am selling stuff, strange and \x01rare, from all over the world to \x01everybody. Today's special is...\x01\x05\x41"+ wrapped_item_text + "\x05\x40! \x01\x04How about \x05\x41200 Rupees\x05\x40?\x01\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") update_message_by_id(messages, 0x6078, "Thank you very much!\x04The mark that will lead you to\x01the Spirit Temple is the \x05\x41flag on\x01the left \x05\x40outside the shop.\x01Be seeing you!\x02") rom.write_byte(rom.sym('SHUFFLE_MEDIGORON'), 0x01) # Update medigoron messages to better fit the fact that he sells a randomized item update_message_by_id(messages, 0x304C, "I have something cool right here.\x01How about it...\x07\x30\x4F\x02") update_message_by_id(messages, 0x304D, "How do you like it?\x02") if 'unique_merchants' not in world.settings.misc_hints: update_message_by_id(messages, 0x304F, "How about buying this cool item for \x01200 Rupees?\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") else: location = world.get_location("GC Medigoron") item_text = get_hint(get_item_generic_name(location.item), True).text wrapped_item_text = line_wrap(item_text, False, False, False) if wrapped_item_text != item_text: update_message_by_id(messages, 0x304F, "For 200 Rupees, how about buying...\x04\x05\x41" + wrapped_item_text + "\x05\x40?\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") else: update_message_by_id(messages, 0x304F, "For 200 Rupees, how about buying \x01\x05\x41" + item_text + "\x05\x40?\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") rom.write_byte(rom.sym('SHUFFLE_GRANNYS_POTION_SHOP'), 0x01) if 'unique_merchants' not in world.settings.misc_hints: update_message_by_id(messages, 0x500C, "Mysterious item! How about\x01\x05\x41100 Rupees\x05\x40?\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") else: location = world.get_location("Kak Granny Buy Blue Potion") item_text = get_hint(get_item_generic_name(location.item), True).text wrapped_item_text = line_wrap(item_text, False, False, False) if wrapped_item_text != item_text: update_message_by_id(messages, 0x500C, "How about \x05\x41100 Rupees\x05\x40 for...\x04\x05\x41"+ wrapped_item_text +"\x05\x40?\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") else: update_message_by_id(messages, 0x500C, "How about \x05\x41100 Rupees\x05\x40 for\x01\x05\x41"+ item_text +"\x05\x40?\x01\x1B\x05\x42Buy\x01Don't buy\x05\x40\x02") new_message = "All right. You don't have to play\x01if you don't want to.\x0B\x02" update_message_by_id(messages, 0x908B, new_message, 0x00) if world.settings.shuffle_tcgkeys != 'vanilla': if world.settings.shuffle_tcgkeys == 'remove': rom.write_byte(rom.sym('SHUFFLE_CHEST_GAME'), 0x02) else: rom.write_byte(rom.sym('SHUFFLE_CHEST_GAME'), 0x01) # Update Chest Game Salesman to better fit the fact he sells a randomized item if 'unique_merchants' not in world.settings.misc_hints: update_message_by_id(messages, 0x6D, "I seem to have misplaced my\x01keys, but I have a fun item to\x01sell instead.\x04How about \x05\x4110 Rupees\x05\x40?\x01\x01\x1B\x05\x42Buy\x01Don't Buy\x05\x40\x02") else: location = world.get_location("Market Treasure Chest Game Salesman") item_text = get_hint(get_item_generic_name(location.item), True).text wrapped_item_text = line_wrap(item_text, False, False, False) if wrapped_item_text != item_text: update_message_by_id(messages, 0x6D, "I seem to have misplaced my\x01keys, but I have a fun item to\x01sell instead.\x01How about \x05\x4110 Rupees\x05\x40 for...\x04\x05\x41" + wrapped_item_text + "\x05\x40?\x01\x1B\x05\x42Buy\x01Don't Buy\x05\x40\x02") else: update_message_by_id(messages, 0x6D, "I seem to have misplaced my\x01keys, but I have a fun item to\x01sell instead.\x04How about \x05\x4110 Rupees\x05\x40 for\x01\x05\x41" + item_text + "\x05\x40?\x01\x1B\x05\x42Buy\x01Don't Buy\x05\x40\x02") update_message_by_id(messages, 0x908B, "That's OK!\x01More fun for me.\x0B\x02", 0x00, allow_duplicates=True) update_message_by_id(messages, 0x6E, "Wait, that room was off limits!\x02") update_message_by_id(messages, 0x704C, "I hope you like it!\x02") if world.settings.tcg_requires_lens: rom.write_byte(rom.sym('TCG_REQUIRES_LENS'), 0x01) if world.settings.shuffle_pots != 'off': # Update the first BK door in ganon's castle to use a separate flag so it can be unlocked to get to the pots patch_ganons_tower_bk_door(rom, 0x15) # Using flag 0x15 for the door. GBK doors normally use 0x14. locked_doors = get_doors_to_unlock(rom, world) for _, [door_byte, door_bits] in locked_doors.items(): save_context.write_bits(door_byte, door_bits) # Fix chest animations BROWN_CHEST = 0 GOLD_CHEST = 2 GILDED_CHEST = 12 SILVER_CHEST = 13 SKULL_CHEST_SMALL = 14 SKULL_CHEST_BIG = 15 HEART_CHEST_SMALL = 16 HEART_CHEST_BIG = 17 if world.settings.shuffle_tcgkeys == 'vanilla': # Force key chests in Treasure Chest Game to use the default chest texture when not shuffled item = read_rom_item(rom, 0x0071) item['chest_type'] = BROWN_CHEST write_rom_item(rom, 0x0071, item) if world.settings.free_bombchu_drops or 'bombchus' in world.settings.minor_items_as_major_chest: bombchu_ids = [0x006A, 0x0003, 0x006B] for i in bombchu_ids: item = read_rom_item(rom, i) item['chest_type'] = GILDED_CHEST write_rom_item(rom, i, item) if world.settings.bridge == 'tokens' or world.settings.lacs_condition == 'tokens' or world.settings.shuffle_ganon_bosskey == 'tokens': item = read_rom_item(rom, 0x005B) item['chest_type'] = SKULL_CHEST_BIG write_rom_item(rom, 0x005B, item) if world.settings.bridge == 'hearts' or world.settings.lacs_condition == 'hearts' or world.settings.shuffle_ganon_bosskey == 'hearts': heart_ids = [0x003D, 0x003E, 0x0076] for i in heart_ids: item = read_rom_item(rom, i) item['chest_type'] = HEART_CHEST_BIG write_rom_item(rom, i, item) if 'shields' in world.settings.minor_items_as_major_chest: # Deku item = read_rom_item(rom, 0x0029) item['chest_type'] = GILDED_CHEST write_rom_item(rom, 0x0029, item) # Hylian item = read_rom_item(rom, 0x002A) item['chest_type'] = GILDED_CHEST write_rom_item(rom, 0x002A, item) if 'capacity' in world.settings.minor_items_as_major_chest: # Nuts item = read_rom_item(rom, 0x0087) item['chest_type'] = GILDED_CHEST write_rom_item(rom, 0x0087, item) # Sticks item = read_rom_item(rom, 0x0088) item['chest_type'] = GILDED_CHEST write_rom_item(rom, 0x0088, item) # Update chest type appearance if world.settings.correct_chest_appearances == 'textures': symbol = rom.sym('CHEST_TEXTURE_MATCH_CONTENTS') rom.write_int32(symbol, 0x00000001) if world.settings.correct_chest_appearances == 'classic': symbol = rom.sym('CHEST_SIZE_MATCH_CONTENTS') rom.write_int32(symbol, 0x00000001) if world.settings.correct_chest_appearances == 'both': symbol = rom.sym('CHEST_SIZE_TEXTURE') rom.write_int32(symbol, 0x00000001) # Specify which textures we want rom.write_byte(rom.sym('CHEST_GILDED_TEXTURE'), 'major' in world.settings.chest_textures_specific) rom.write_byte(rom.sym('CHEST_GOLD_TEXTURE'), 'bosskeys' in world.settings.chest_textures_specific) rom.write_byte(rom.sym('CHEST_SILVER_TEXTURE'), 'keys' in world.settings.chest_textures_specific) rom.write_byte(rom.sym('CHEST_SKULL_TEXTURE'), 'tokens' in world.settings.chest_textures_specific) rom.write_byte(rom.sym('CHEST_HEART_TEXTURE'), 'hearts' in world.settings.chest_textures_specific) rom.write_byte(rom.sym('SOA_UNLOCKS_CHEST_TEXTURE'), world.settings.soa_unlocks_chest_texture) # Move Ganon's Castle's Zelda's Lullaby Chest back so is reachable if large if world.settings.correct_chest_appearances == 'classic' or world.settings.correct_chest_appearances == 'both': if not world.dungeon_mq['Ganons Castle']: chest_name = 'Ganons Castle Light Trial Lullaby Chest' location = world.get_location(chest_name) item = read_rom_item(rom, (location.item.looks_like_item or location.item).index) if item['chest_type'] in (GOLD_CHEST, GILDED_CHEST, SKULL_CHEST_BIG, HEART_CHEST_BIG): rom.write_int16(0x321B176, 0xFC40) # original 0xFC48 # Move Spirit Temple Compass Chest if it is a small chest so it is reachable with hookshot if not world.dungeon_mq['Spirit Temple']: chest_name = 'Spirit Temple Compass Chest' chest_address = 0x2B6B07C location = world.get_location(chest_name) item = read_rom_item(rom, (location.item.looks_like_item or location.item).index) if item['chest_type'] in (BROWN_CHEST, SILVER_CHEST, SKULL_CHEST_SMALL, HEART_CHEST_SMALL): rom.write_int16(chest_address + 2, 0x0190) # X pos rom.write_int16(chest_address + 6, 0xFABC) # Z pos # Move Silver Gauntlets chest if it is small so it is reachable from Spirit Hover Seam if world.settings.logic_rules != 'glitchless': chest_name = 'Spirit Temple Silver Gauntlets Chest' chest_address_0 = 0x21A02D0 # Address in setup 0 chest_address_2 = 0x21A06E4 # Address in setup 2 location = world.get_location(chest_name) item = read_rom_item(rom, (location.item.looks_like_item or location.item).index) if item['chest_type'] in (BROWN_CHEST, SILVER_CHEST, SKULL_CHEST_SMALL, HEART_CHEST_SMALL): rom.write_int16(chest_address_0 + 6, 0x0172) # Z pos rom.write_int16(chest_address_2 + 6, 0x0172) # Z pos # Make all chests invisible if world.settings.invisible_chests: symbol = rom.sym('CHEST_LENS_ONLY') rom.write_int32(symbol, 0x00000001) # Update pot type appearance ptmc_options = { 'off': 0, 'textures_content' : 1, 'textures_unchecked': 2, } symbol = rom.sym('POTCRATE_TEXTURES_MATCH_CONTENTS') rom.write_byte(symbol, ptmc_options[world.settings.correct_potcrate_appearances]) # Specify which textures we want rom.write_byte(rom.sym('POTCRATE_GILDED_TEXTURE'), 'major' in world.settings.potcrate_textures_specific) rom.write_byte(rom.sym('POTCRATE_GOLD_TEXTURE'), 'bosskeys' in world.settings.potcrate_textures_specific) rom.write_byte(rom.sym('POTCRATE_SILVER_TEXTURE'), 'keys' in world.settings.potcrate_textures_specific) rom.write_byte(rom.sym('POTCRATE_SKULL_TEXTURE'), 'tokens' in world.settings.potcrate_textures_specific) rom.write_byte(rom.sym('POTCRATE_HEART_TEXTURE'), 'hearts' in world.settings.potcrate_textures_specific) rom.write_byte(rom.sym('SOA_UNLOCKS_POTCRATE_TEXTURE'), world.settings.soa_unlocks_potcrate_texture) # give dungeon items the correct messages add_item_messages(messages, shop_items, world) if world.settings.enhance_map_compass and world.settings.shuffle_mapcompass != 'remove' and world.settings.world_count == 1: dungeon_list = { # dungeon name compass map 'Deku Tree': ("the \x05\x42Deku Tree", 0x62, 0x88), 'Dodongos Cavern': ("\x05\x41Dodongo\'s Cavern", 0x63, 0x89), 'Jabu Jabus Belly': ("\x05\x43Jabu Jabu\'s Belly", 0x64, 0x8a), 'Forest Temple': ("the \x05\x42Forest Temple", 0x65, 0x8b), 'Fire Temple': ("the \x05\x41Fire Temple", 0x7c, 0x8c), 'Water Temple': ("the \x05\x43Water Temple", 0x7d, 0x8e), 'Spirit Temple': ("the \x05\x46Spirit Temple", 0x7e, 0x8f), 'Ice Cavern': ("the \x05\x44Ice Cavern", 0x87, 0x92), 'Bottom of the Well': ("the \x05\x45Bottom of the Well", 0xa2, 0xa5), 'Shadow Temple': ("the \x05\x45Shadow Temple", 0x7f, 0xa3), } for dungeon in world.dungeons: if dungeon.name in ('Gerudo Training Ground', 'Ganons Castle'): pass elif dungeon.name in ('Bottom of the Well', 'Ice Cavern'): dungeon_name, compass_id, map_id = dungeon_list[dungeon.name] map_message = f"\x13\x76\x08You found the \x05\x41Dungeon Map\x05\x40\x01for {dungeon_name}\x05\x40!\x01It\'s {'masterful' if world.dungeon_mq[dungeon.name] else 'ordinary'}!\x09" if world.settings.mq_dungeons_mode == 'random' or world.settings.mq_dungeons_count != 0 and world.settings.mq_dungeons_count != 12: update_message_by_id(messages, map_id, map_message, allow_duplicates=True) else: dungeon_name, compass_id, map_id = dungeon_list[dungeon.name] if world.entrance_rando_reward_hints: vanilla_reward = world.get_location(dungeon.vanilla_boss_name).vanilla_item vanilla_reward_location = world.hinted_dungeon_reward_locations[vanilla_reward] if vanilla_reward_location is None: area = HintArea.ROOT else: area = HintArea.at(vanilla_reward_location) area = GossipText(area.text(world.settings.clearer_hints, preposition=True, use_2nd_person=True), [area.color], prefix='', capitalize=False) compass_message = f"\x13\x75\x08You found the \x05\x41Compass\x05\x40\x01for {dungeon_name}\x05\x40!\x01The {vanilla_reward} can be found\x01{area}!\x09" else: if world.settings.logic_rules == 'glitched': boss_location = world.get_location(dungeon.vanilla_boss_name) else: boss_location = next(filter(lambda loc: loc.type == 'Boss', world.get_entrance(f'{dungeon} Before Boss -> {dungeon.vanilla_boss_name} Boss Room').connected_region.locations)) dungeon_reward = boss_location.item.name compass_message = f"\x13\x75\x08You found the \x05\x41Compass\x05\x40\x01for {dungeon_name}\x05\x40!\x01It holds the \x05{COLOR_MAP[REWARD_COLORS[dungeon_reward]]}{dungeon_reward}\x05\x40!\x09" if world.settings.shuffle_dungeon_rewards != 'dungeon': update_message_by_id(messages, compass_id, compass_message, allow_duplicates=True) if world.settings.mq_dungeons_mode == 'random' or world.settings.mq_dungeons_count != 0 and world.settings.mq_dungeons_count != 12: map_message = f"\x13\x76\x08You found the \x05\x41Dungeon Map\x05\x40\x01for {dungeon_name}\x05\x40!\x01It\'s {'masterful' if world.dungeon_mq[dungeon.name] else 'ordinary'}!\x09" update_message_by_id(messages, map_id, map_message, allow_duplicates=True) # Set hints on the altar inside ToT rom.write_int16(0xE2ADB2, 0x707A) rom.write_int16(0xE2ADB6, 0x7057) build_altar_hints(world, messages, include_rewards='altar' in world.settings.misc_hints and not world.settings.enhance_map_compass, include_wincons='altar' in world.settings.misc_hints) # Fix Dead Hand spawn coordinates in vanilla shadow temple and bottom of the well to be the exact centre of the room # This prevents the extremely small possibility of Dead Hand spawning outside of collision if not world.dungeon_mq['Shadow Temple']: rom.write_int16(0x27DC0AE, 0xF67E) # x-coordinate spawn in shadow temple rom.write_int16(0x27DC0B2, 0xFE6B) # z-coordinate spawn in shadow temple if not world.dungeon_mq['Bottom of the Well']: rom.write_int16(0x32FB08E, 0x0500) # x-coordinate spawn in bottom of the well rom.write_int16(0x32FB092, 0x00D2) # z-coordinate spawn in bottom of the well # update happy mask shop to use new SOLD OUT text id rom.write_int16(shop_item_file.start + 0x1726, shop_items[0x26].description_message) # Add 3rd Wallet Upgrade rom.write_int16(0xB6D57E, 0x0003) rom.write_int16(0xB6EC52, 999) tycoon_message = "\x08\x13\x57You got a \x05\x43Tycoon's Wallet\x05\x40!\x01Now you can hold\x01up to \x05\x46999\x05\x40 \x05\x46Rupees\x05\x40." if world.settings.world_count > 1: tycoon_message = make_player_message(tycoon_message) update_message_by_id(messages, 0x00F8, tycoon_message, 0x23) write_shop_items(rom, shop_item_file.start + 0x1DEC, shop_items) # set end credits text to automatically fade without player input, # with timing depending on the number of lines in the text box for message_id in (0x706F, 0x7091, 0x7092, 0x7093, 0x7094, 0x7095): text_codes = [] chars_in_section = 1 for code in get_message_by_id(messages, message_id).text_codes: if code.code == 0x04: # box-break text_codes.append(TextCode(0x0c, 80 + chars_in_section)) chars_in_section = 1 elif code.code == 0x02: # end text_codes.append(TextCode(0x0e, 80 + chars_in_section)) text_codes.append(code) else: chars_in_section += 1 text_codes.append(code) update_message_by_id(messages, message_id, ''.join(code.get_string() for code in text_codes)) permutation = None # text shuffle if world.settings.text_shuffle == 'except_hints': permutation = shuffle_messages(messages, except_hints=True) elif world.settings.text_shuffle == 'complete': permutation = shuffle_messages(messages, except_hints=False) # update warp song preview text boxes update_warp_song_text(messages, world) if world.settings.blue_fire_arrows: rom.write_byte(0xC230C1, 0x29) # Adds AT_TYPE_OTHER to arrows to allow collision with red ice rom.write_byte(0xDB38FE, 0xEF) # disables ice arrow collision on secondary cylinder for red ice crystals rom.write_byte(0xC9F036, 0x10) # enable ice arrow collision on mud walls # increase cylinder radius/height for red ice sheets rom.write_byte(0xDB391B, 0x50) rom.write_byte(0xDB3927, 0x5A) bfa_message = "\x08\x13\x0CYou got the \x05\x43Blue Fire Arrow\x05\x40!\x01This is a cool arrow you can\x01use on red ice." if world.settings.world_count > 1: bfa_message = make_player_message(bfa_message) update_message_by_id(messages, 0x0071, bfa_message, 0x23, allow_duplicates=True) with open(data_path('blue_fire_arrow_item_name_eng.ia4'), 'rb') as stream: bfa_name_bytes = stream.read() rom.write_bytes(0x8a1c00, bfa_name_bytes) repack_messages(rom, messages, permutation) # output a text dump, for testing... #with open('messages_' + str(world.settings.seed) + '_dump.txt', 'w', encoding='utf-16') as f: # messages = read_messages(rom) # f.write('item_message_strings = {\n') # for m in messages: # f.write("\t0x%04X: \"%s\",\n" % (m.id, m.get_python_string())) # f.write('}\n') if world.settings.free_scarecrow: # Played song as adult save_context.write_bits(0x0EE6, 0x10) # Direct scarecrow behavior symbol = rom.sym('FREE_SCARECROW_ENABLED') rom.write_byte(symbol, 0x01) # Enable MM-like Bunny Hood behavior (1.5× speed) if world.settings.fast_bunny_hood: symbol = rom.sym('FAST_BUNNY_HOOD_ENABLED') rom.write_byte(symbol, 0x01) # Automatically re-equip the current mask on scene change if world.settings.auto_equip_masks: rom.write_byte(rom.sym('CFG_MASK_AUTOEQUIP'), 0x01) # Remove mask reaction text IDs from all actors not involved in the # mask trading sequence. See z_face_reaction.c in decomp for original # values or https://wiki.cloudmodding.com/oot/Code_(File)/NTSC_1.0#Mask_Reaction_Text. # Text ID 0x0000 is the default if a mask is not being worn. # Convenience hack to allow the player to keep the bunny hood on when interacting # with actors that give items (rolling goron, lab dive, etc.) for mask_segment_id in range(0x00, 0x3C): if mask_segment_id not in (0x05, 0x06, 0x07, 0x0F, 0x15, 0x1C): rom.write_int16s(0x00B66E60 + mask_segment_id * 0x12, [0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000]) if world.settings.fix_broken_drops: symbol = rom.sym('FIX_BROKEN_DROPS') rom.write_byte(symbol, 0x01) # Autocollect incoming_item_id for magic jars are swapped in vanilla code rom.write_int16(0xA88066, 0x0044) # Change GI_MAGIC_JAR_SMALL to GI_MAGIC_JAR_LARGE rom.write_int16(0xA88072, 0x0043) # Change GI_MAGIC_JAR_LARGE to GI_MAGIC_JAR_SMALL else: # Remove deku shield drop from spirit pot because it's "vanilla behavior" # Replace actor parameters in scene 06, room 27 actor list rom.write_int16(0x2BDC0C6, 0x603F) # Have the Gold Skulltula Count in the pause menu turn red when equal to the # available number of skulls in the world instead of 100. rom.write_int16(0xBB340E, world.available_tokens) patch_songs(world, rom) if world.settings.shuffle_individual_ocarina_notes: rom.write_byte(rom.sym('SHUFFLE_OCARINA_BUTTONS'), 1) epona_notes = str(world.song_notes['Eponas Song']) song_layout_in_byte_form = 0 if 'A' in epona_notes: song_layout_in_byte_form |= 1 << 0 if '^' in epona_notes: song_layout_in_byte_form |= 1 << 1 if 'v' in epona_notes: song_layout_in_byte_form |= 1 << 2 if '<' in epona_notes: song_layout_in_byte_form |= 1 << 3 if '>' in epona_notes: song_layout_in_byte_form |= 1 << 4 rom.write_byte(rom.sym('EPONAS_SONG_NOTES'), song_layout_in_byte_form) # Sets the torch count to open the entrance to Shadow Temple if world.settings.easier_fire_arrow_entry: torch_count = world.settings.fae_torch_count rom.write_byte(0xCA61E3, torch_count) # Fix crash when hitting white bubbles enemies with Dins Fire rom.write_byte(0xCB4397, 0x00) # Behavior Modifications to make the loach easier to catch if world.settings.shuffle_loach_reward == 'easy': # Make the loach always spawn # Rather than just nop the branch, replace it with instruction 'sb at, 0xB057(s0)' # this stores a non-zero value to an unused byte in the fishing overlay # that byte can then be used as a flag to tell whether the setting is enabled or not rom.write_int32(0xDBF1E4, 0xA201B057) # Make sinking lure available immediately rom.write_int32(0xDC2F00, 0x00000000) rom.write_int32(0xDC2F10, 0x00000000) # Don't set sinking lure position after recieving child/adult fishing prizes rom.write_int32(0xDCC064, 0x00000000) rom.write_int32(0xDCC06C, 0x00000000) rom.write_int32(0xDCC12C, 0x00000000) rom.write_int32(0xDCC134, 0x00000000) # Give the child/adult fishing prizes even if using the sinking lure rom.write_int32(0xDCBEBC, 0x00000000) rom.write_int32(0xDCBEC0, 0x00000000) rom.write_int32(0xDCBF1C, 0x00000000) rom.write_int32(0xDCBF20, 0x00000000) # Display the normal text when getting the prize, instead of text saying the sinking lure is in violation of the rules rom.write_byte(0xDCBBDB, 0x86) # In case 1: of Fishing_UpdateFish, set unk_1A2 = 200 instead of 20000 rom.write_int32(0xDC652C, 0x240100c8) # replace 'mtc1 zero, f10' with 'addiu at, zero, 0x00c8' rom.write_int32(0xDC6540, 0xa6010192) # replace 'sh v0, 0x0192(s0)' with 'sh at, 0x0192(s0)' rom.write_int32(0xDC6550, 0xE60601AC) # replace 'swc1 f10, 0x01ac(s0)' with 'swc1 f6, 0x01ac(s0)' # Fix shadow temple redead shared flags for silver rupee shuffle if world.settings.shuffle_silver_rupees != 'vanilla': if not world.dungeon_mq['Shadow Temple']: # Patch for redeads in vanilla rom.write_byte(0x280905E, 0) rom.write_byte(0x280906E, 0) else: # Patch for redeads in MQ. ROM positions are calculated dyanmically by MQ.py but should remain static. rom.write_byte(0x280CDDE, 0) rom.write_byte(0x280CDEE, 0) # Meg respawns after 30 frames instead of 100 frames after getting hit rom.write_byte(0xCDA723, 0x1E) # Boss doors side range (1.0 value is 0x46) # This was reduced to 0x32 in 1.1, either to fix the Phantom Ganon door bug or just to match better visually the door textures. # See https://github.com/OoTRandomizer/OoT-Randomizer/pull/2331 for more information. rom.write_byte(0xC57AE2, 0x32) # actually write the save table to rom world.distribution.give_items(world, save_context) if world.settings.starting_age == 'adult': # When starting as adult, the pedestal doesn't handle child default equips when going back child the first time, so we have to equip them ourselves save_context.equip_default_items('child') save_context.equip_current_items(world.settings.starting_age) save_context.write_save_table(rom) # Convert temporary flags used for locked doors in Treasure Chest Game to permanent flags namely (0x1A-0x1F) if world.settings.shuffle_tcgkeys != 'vanilla': rom.write_byte(0x33A607F, 0xDF) rom.write_byte(0x33A608F, 0xDE) rom.write_byte(0x33A609F, 0xDD) rom.write_byte(0x33A60AF, 0xDC) rom.write_byte(0x33A60BF, 0xDB) rom.write_byte(0x33A60CF, 0xDA) # Remove Locks From Treasure Chest Game doors if Keysy is turned on if world.settings.shuffle_tcgkeys == 'remove': rom.write_byte(0x33A607F, 0x80) rom.write_byte(0x33A608F, 0x80) rom.write_byte(0x33A609F, 0x80) rom.write_byte(0x33A60AF, 0x80) rom.write_byte(0x33A60BF, 0x80) rom.write_byte(0x33A60CF, 0x80) # Unpatch TCG Hacks if world.settings.shuffle_tcgkeys == 'vanilla': rom.revert_patch("TCG_SHUFFLE_PATCH_1") rom.revert_patch("TCG_SHUFFLE_PATCH_2") rom.revert_patch("TCG_SHUFFLE_PATCH_3") rom.revert_patch("TCG_SHUFFLE_PATCH_4") rom.revert_patch("TCG_SHUFFLE_PATCH_5") rom.revert_patch("TCG_SHUFFLE_PATCH_6") rom.revert_patch("TCG_SHUFFLE_PATCH_7") # Write numeric seed truncated to 32 bits for rng seeding # Overwritten with new seed every time a new rng value is generated rom.write_int32(rom.sym('RNG_SEED_INT'), spoiler.settings.numeric_seed & 0xFFFFFFFF) # Static initial seed value for one-time random actions like the Hylian Shield discount rom.write_int32(rom.sym('RANDOMIZER_RNG_SEED'), spoiler.settings.numeric_seed & 0xFFFFFFFF) return rom NUM_VANILLA_OBJECTS: int = 0x192 def add_to_extended_object_table(rom: Rom, object_id: int, start_address: int, end_address: int) -> None: extended_id = object_id - NUM_VANILLA_OBJECTS - 1 extended_object_table = rom.sym('EXTENDED_OBJECT_TABLE') if (extended_id + 1) * 8 > rom.sym_length('EXTENDED_OBJECT_TABLE'): raise RuntimeError(f'Exceeded EXTENDED_OBJECT_TABLE size: {extended_id}') rom.write_int32s(extended_object_table + extended_id * 8, [start_address, end_address]) item_row_struct = struct.Struct('>BBHHBBIIhhBxxxI') # Match item_row_t in item_table.h item_row_fields: list[str] = [ 'base_item_id', 'action_id', 'text_id', 'object_id', 'graphic_id', 'chest_type', 'upgrade_fn', 'effect_fn', 'effect_arg1', 'effect_arg2', 'collectible', 'alt_text_fn', ] def read_rom_item(rom: Rom, item_id: int) -> dict[str, Any]: addr = rom.sym('item_table') + (item_id * item_row_struct.size) row_bytes = rom.read_bytes(addr, item_row_struct.size) row = item_row_struct.unpack(row_bytes) return { item_row_fields[i]: row[i] for i in range(len(item_row_fields)) } def write_rom_item(rom: Rom, item_id: int, item: dict[str, Any]) -> None: addr = rom.sym('item_table') + (item_id * item_row_struct.size) row = [item[f] for f in item_row_fields] row_bytes = item_row_struct.pack(*row) rom.write_bytes(addr, row_bytes) texture_struct = struct.Struct('>HBxxxxxII') # Match texture_t in textures.c texture_fields: list[str] = ['texture_id', 'file_buf', 'file_vrom_start', 'file_size'] def read_rom_texture(rom: Rom, texture_id: int) -> dict[str, Any]: addr = rom.sym('texture_table') + (texture_id * texture_struct.size) row_bytes = rom.read_bytes(addr, texture_struct.size) row = texture_struct.unpack(row_bytes) return {texture_fields[i]: row[i] for i in range(len(texture_fields))} def write_rom_texture(rom: Rom, texture_id: int, texture: dict[str, Any]) -> None: addr = rom.sym('texture_table') + (texture_id * texture_struct.size) row = [texture[f] for f in texture_fields] row_bytes = texture_struct.pack(*row) rom.write_bytes(addr, row_bytes) def get_override_table(world: World): return list(filter(lambda val: val is not None, map(get_override_entry, world.get_filled_locations()))) override_key_struct = struct.Struct('>BBxxI') # match override_key_t in get_items.h override_struct = struct.Struct('>BBxxIHBxHxx') # match override_t in get_items.h def get_override_table_bytes(override_table): return b''.join(sorted(itertools.starmap(override_struct.pack, override_table))) def get_override_entry(location: Location) -> Optional[OverrideEntry]: scene = location.scene default = location.default item_id = location.item.index if None in (scene, default, item_id): return None # Don't add freestanding items, pots/crates, beehives to the override table if they're disabled. We use this check to determine how to draw and interact with them if location.type in ('ActorOverride', 'Freestanding', 'RupeeTower', 'Pot', 'Crate', 'FlyingPot', 'SmallCrate', 'Beehive', 'Wonderitem') and location.disabled != DisableType.ENABLED: return None player_id = location.item.world.id + 1 if location.item.looks_like_item is not None: looks_like_item_id = location.item.looks_like_item.index else: looks_like_item_id = 0 if location.type in ('NPC', 'Scrub', 'BossHeart'): type = 0 elif location.type == 'Chest': type = 1 default &= 0x1F elif location.type in ('Freestanding', 'Pot', 'Crate', 'FlyingPot', 'SmallCrate', 'RupeeTower', 'Beehive', 'SilverRupee', 'Wonderitem'): type = 6 if not (isinstance(location.default, list) or isinstance(location.default, tuple)): raise Exception("Not right") if isinstance(location.default, list): default = location.default[0] if len(default) == 3: room, scene_setup, flag = default subflag = 0 elif len(default) == 4: room, scene_setup, flag, subflag = default if location.scene == 0x3E: # handle grottos separately... default = ((scene_setup & 0x1F) << 19) + ((room & 0x0F) << 15) + ((flag & 0x7F) << 8) + ((subflag & 0xFF)) #scene_setup = grotto_id else: default = (scene_setup << 22) + (room << 16) + (flag << 8) + (subflag) elif location.type in ('Collectable', 'ActorOverride'): type = 2 elif location.type == 'GS Token': type = 3 elif location.type == 'Shop' and location.item.type != 'Shop': type = 0 elif location.type == 'MaskShop' and location.vanilla_item in location.world.settings.shuffle_child_trade: type = 0 elif location.type == 'GrottoScrub' and location.item.type != 'Shop': type = 4 elif location.type in ('Song', 'Cutscene', 'Boss'): type = 5 else: return None return scene, type, default, item_id, player_id, looks_like_item_id def check_location_dupes(world: World) -> None: locations = list(world.get_filled_locations()) for i in range(0, len(locations)): for j in range(0, len(locations)): check_i = locations[i] check_j = locations[j] if check_i.name == check_j.name and i != j: raise Exception(f'Discovered duplicate location: {check_i.name}') chestTypeMap: dict[int, list[int]] = { # small big boss 0x0000: [0x5000, 0x0000, 0x2000], # Large 0x1000: [0x7000, 0x1000, 0x1000], # Large, Appears, Clear Flag 0x2000: [0x5000, 0x0000, 0x2000], # Boss Key’s Chest 0x3000: [0x8000, 0x3000, 0x3000], # Large, Falling, Switch Flag 0x4000: [0x6000, 0x4000, 0x4000], # Large, Invisible 0x5000: [0x5000, 0x0000, 0x2000], # Small 0x6000: [0x6000, 0x4000, 0x4000], # Small, Invisible 0x7000: [0x7000, 0x1000, 0x1000], # Small, Appears, Clear Flag 0x8000: [0x8000, 0x3000, 0x3000], # Small, Falling, Switch Flag 0x9000: [0x9000, 0x9000, 0x9000], # Large, Appears, Zelda's Lullaby 0xA000: [0xA000, 0xA000, 0xA000], # Large, Appears, Sun's Song Triggered 0xB000: [0xB000, 0xB000, 0xB000], # Large, Appears, Switch Flag 0xC000: [0x5000, 0x0000, 0x2000], # Large 0xD000: [0x5000, 0x0000, 0x2000], # Large 0xE000: [0x5000, 0x0000, 0x2000], # Large 0xF000: [0x5000, 0x0000, 0x2000], # Large } def room_get_actors(rom: Rom, actor_func: Callable[[Rom, int, int, int], Any], room_data: int, scene: int, alternate: Optional[int] = None) -> dict[int, Any]: actors = {} room_start = alternate if alternate else room_data command = 0 while command != 0x14: # 0x14 = end header command = rom.read_byte(room_data) if command == 0x01: # actor list actor_count = rom.read_byte(room_data + 1) actor_list = room_start + (rom.read_int32(room_data + 4) & 0x00FFFFFF) for _ in range(0, actor_count): actor_id = rom.read_int16(actor_list) entry = actor_func(rom, actor_id, actor_list, scene) if entry: actors[actor_list] = entry actor_list = actor_list + 16 if command == 0x18: # Alternate header list header_list = room_start + (rom.read_int32(room_data + 4) & 0x00FFFFFF) for alt_id in range(0, 3): header_data = room_start + (rom.read_int32(header_list) & 0x00FFFFFF) if header_data != 0 and not alternate: actors.update(room_get_actors(rom, actor_func, header_data, scene, room_start)) header_list = header_list + 4 room_data = room_data + 8 return actors def scene_get_actors(rom: Rom, actor_func: Callable[[Rom, int, int, int], Any], scene_data: int, scene: int, alternate: Optional[int] = None, processed_rooms: Optional[list[int]] = None) -> dict[int, Any]: if processed_rooms is None: processed_rooms = [] actors = {} scene_start = alternate if alternate else scene_data command = 0 while command != 0x14: # 0x14 = end header command = rom.read_byte(scene_data) if command == 0x04: # room list room_count = rom.read_byte(scene_data + 1) room_list = scene_start + (rom.read_int32(scene_data + 4) & 0x00FFFFFF) for _ in range(0, room_count): room_data = rom.read_int32(room_list) if room_data not in processed_rooms: actors.update(room_get_actors(rom, actor_func, room_data, scene)) processed_rooms.append(room_data) room_list = room_list + 8 if command == 0x0E: # transition actor list actor_count = rom.read_byte(scene_data + 1) actor_list = scene_start + (rom.read_int32(scene_data + 4) & 0x00FFFFFF) for _ in range(0, actor_count): actor_id = rom.read_int16(actor_list + 4) entry = actor_func(rom, actor_id, actor_list, scene) if entry: actors[actor_list] = entry actor_list = actor_list + 16 if command == 0x18: # Alternate header list header_list = scene_start + (rom.read_int32(scene_data + 4) & 0x00FFFFFF) for alt_id in range(0, 3): header_data = scene_start + (rom.read_int32(header_list) & 0x00FFFFFF) if header_data != 0 and not alternate: actors.update(scene_get_actors(rom, actor_func, header_data, scene, scene_start, processed_rooms)) header_list = header_list + 4 scene_data = scene_data + 8 return actors def get_actor_list(rom: Rom, actor_func: Callable[[Rom, int, int, int], Any]) -> dict[int, Any]: actors = {} scene_table = 0x00B71440 for scene in range(0x00, 0x65): scene_data = rom.read_int32(scene_table + (scene * 0x14)) actors.update(scene_get_actors(rom, actor_func, scene_data, scene)) return actors def get_override_itemid(override_table: Iterable[OverrideEntry], scene: int, type: int, flags: int) -> Optional[int]: for entry in override_table: if entry[0] == scene and (entry[1] & 0x07) == type and entry[2] == flags: return entry[4] return None def remove_entrance_blockers(rom: Rom) -> None: def remove_entrance_blockers_do(rom: Rom, actor_id: int, actor: int, scene: int) -> None: if actor_id == 0x014E and scene == 97: actor_var = rom.read_int16(actor + 14) if actor_var == 0xFF01: rom.write_int16(actor + 14, 0x0700) get_actor_list(rom, remove_entrance_blockers_do) def set_cow_id_data(rom: Rom, world: World) -> None: def set_cow_id(rom: Rom, actor_id: int, actor: int, scene: int) -> None: nonlocal last_scene nonlocal cow_count nonlocal last_actor if actor_id == 0x01C6: # Cow if scene == last_scene and last_actor != actor: cow_count += 1 else: cow_count = 1 last_scene = scene last_actor = actor if world.dungeon_mq['Jabu Jabus Belly'] and scene == 2: # If it's an MQ jabu cow rom.write_int16(actor + 0x8, 1 if cow_count == 17 else 0) # Give all wall cows ID 0, and set cow 11's ID to 1 else: rom.write_int16(actor + 0x8, cow_count) last_actor = -1 last_scene = -1 cow_count = 1 get_actor_list(rom, set_cow_id) def set_grotto_shuffle_data(rom: Rom, world: World) -> None: def override_grotto_data(rom: Rom, actor_id: int, actor: int, scene: int) -> None: if actor_id == 0x009B: # Grotto actor_zrot = rom.read_int16(actor + 12) actor_var = rom.read_int16(actor + 14) grotto_type = (actor_var >> 8) & 0x0F grotto_actor_id = (scene << 8) + (actor_var & 0x00FF) rom.write_int16(actor + 12, grotto_entrances_override[grotto_actor_id]) rom.write_byte(actor + 14, grotto_type + 0x20) # Build the override table based on shuffled grotto entrances grotto_entrances_override = {} for entrance in world.get_shuffled_entrances(type='Grotto'): if entrance.primary: grotto_actor_id = (entrance.data['scene'] << 8) + entrance.data['content'] grotto_entrances_override[grotto_actor_id] = entrance.replaces.data['index'] else: rom.write_int16(rom.sym('GROTTO_EXIT_LIST') + 2 * entrance.data['grotto_id'], entrance.replaces.data['index']) # Override grotto actors data with the new data get_actor_list(rom, override_grotto_data) def set_deku_salesman_data(rom: Rom) -> None: def set_deku_salesman(rom: Rom, actor_id: int, actor: int, scene: int) -> None: if actor_id == 0x0195: # Salesman actor_var = rom.read_int16(actor + 14) if actor_var == 6: rom.write_int16(actor + 14, 0x0003) get_actor_list(rom, set_deku_salesman) def set_jabu_stone_actors(rom: Rom, jabu_actor_type: int) -> None: def set_jabu_stone_actor(rom: Rom, actor_id: int, actor: int, scene: int) -> None: if scene == 2 and actor_id == 0x008B: # Demo_Effect in Jabu Jabu actor_type = rom.read_byte(actor + 15) if actor_type == 0x15: rom.write_byte(actor + 15, jabu_actor_type) get_actor_list(rom, set_jabu_stone_actor) def set_spirit_shortcut_actors(rom: Rom) -> None: def set_spirit_shortcut(rom: Rom, actor_id: int, actor: int, scene: int) -> None: if actor_id == 0x018e and scene == 6: # raise initial elevator height rom.write_int16(actor + 4, 0x015E) get_actor_list(rom, set_spirit_shortcut) def move_fado_in_lost_woods(rom): def move_fado(rom, actor_id, actor, scene): if actor_id == 0x163 and scene == 0x5B: # move Fado to short stump rom.write_int16(actor + 2, 0xFBA6) rom.write_int16(actor + 4, 0x0000) rom.write_int16(actor + 6, 0xFFA1) rom.write_int16(actor + 8, 0x0000) rom.write_int16(actor + 10, 0x25A4) rom.write_int16(actor + 12, 0x0000) get_actor_list(rom, move_fado) # Gets a dict of doors to unlock based on settings # Returns: dict with entries address: [byte_offset, bit] # Where: address = rom address of the door # byte_offset = the offset, in bytes, of the door flag in the SaveContext # bit = the bit offset within the byte for the door flag # If small keys are set to remove, returns all small key doors # If boss keys are set to remove, returns boss key doors # If ganons boss key is set to remove, returns ganons boss key doors # If pot/crate shuffle is enabled, returns the first ganon's boss key door so that it can be unlocked separately to allow access to the room w/ the pots.. def get_doors_to_unlock(rom: Rom, world: World) -> dict[int, list[int]]: def get_door_to_unlock(rom: Rom, actor_id: int, actor: int, scene: int) -> list[int]: actor_var = rom.read_int16(actor + 14) door_type = actor_var >> 6 switch_flag = actor_var & 0x003F flag_id = (1 << switch_flag) flag_byte = 3 - (switch_flag >> 3) flag_bits = 1 << (switch_flag & 0x07) # Return small key doors that should be unlocked if world.settings.shuffle_smallkeys == 'remove': if actor_id == 0x0009 and door_type == 0x02: return [0x00D4 + scene * 0x1C + 0x04 + flag_byte, flag_bits] if actor_id == 0x002E and door_type == 0x0B and scene != 0x10: return [0x00D4 + scene * 0x1C + 0x04 + flag_byte, flag_bits] # Return Boss Doors that should be unlocked if actor_id == 0x002E and door_type == 0x05: dungeons = { 0x00: 'Deku Tree', 0x01: 'Dodongos Cavern', 0x02: 'Jabu Jabus Belly', 0x03: 'Forest Temple', 0x04: 'Fire Temple', 0x05: 'Water Temple', 0x06: 'Spirit Temple', 0x07: 'Shadow Temple', 0x0A: 'Ganons Castle', } if scene in dungeons and world.keyring_give_bk(dungeons[scene]): setting = world.settings.shuffle_smallkeys elif scene == 0x0A: setting = world.settings.shuffle_ganon_bosskey else: setting = world.settings.shuffle_bosskeys if setting == 'remove' or (world.settings.shuffle_pots and scene == 0x0A and switch_flag == 0x15): return [0x00D4 + scene * 0x1C + 0x04 + flag_byte, flag_bits] return get_actor_list(rom, get_door_to_unlock) def create_fake_name(name: str) -> str: vowels = 'aeiou' list_name = list(name) vowel_indexes = [i for i, c in enumerate(list_name) if c in vowels] for i in random.sample(vowel_indexes, min(2, len(vowel_indexes))): c = list_name[i] list_name[i] = random.choice([v for v in vowels if v != c]) # keeping the game E... new_name = ''.join(list_name) censor = ['cum', 'cunt', 'dike', 'penis', 'puss', 'rape', 'shit'] new_name_az = re.sub(r'[^a-zA-Z]', '', new_name.lower()) for cuss in censor: if cuss in new_name_az: return create_fake_name(name) return new_name def place_shop_items(rom: Rom, world: World, shop_items, messages, locations, init_shop_id: bool = False) -> set[int]: if init_shop_id: place_shop_items.shop_id = 0x32 shop_objs = {0x0148} # "Sold Out" object for location in locations: if (location.item.type == 'Shop' or (location.type == 'MaskShop' and ((location.vanilla_item not in world.settings.shuffle_child_trade) or not world.settings.shuffle_child_trade and location.vanilla_item == location.item))): shop_objs.add(location.item.special['object']) if location.item.type == 'Shop': # only necessary for shuffling shop items, masks are treated like regular items when shuffled rom.write_int16(location.address, location.item.index) else: if location.item.looks_like_item is not None: item_display = location.item.looks_like_item else: item_display = location.item # bottles in shops should look like empty bottles # so that they are different than normal shop refills if 'shop_object' in item_display.special: rom_item = read_rom_item(rom, item_display.special['shop_object']) else: rom_item = read_rom_item(rom, item_display.index) shop_objs.add(rom_item['object_id']) shop_id = place_shop_items.shop_id rom.write_int16(location.address, shop_id) shop_item = shop_items[shop_id] shop_item.object = rom_item['object_id'] shop_item.model = rom_item['graphic_id'] - 1 if location.type == 'MaskShop': shop_item.price = 0 else: shop_item.price = location.price shop_item.pieces = 1 shop_item.get_item_id = location.default shop_item.func1 = 0x808648CC shop_item.func2 = 0x808636B8 # default EnGirlA_CanBuy_WeirdEgg shop_item.func3 = 0x00000000 shop_item.func4 = 0x80863FB4 # Mask shop lets you see the Mask of Truth before you can get it. # Without complete mask quest, trading all masks will automatically # give it and set this as sold out. # With complete mask quest, it's free to take normally if (not world.settings.complete_mask_quest and ((location.vanilla_item == 'Mask of Truth' and 'Mask of Truth' in world.settings.shuffle_child_trade) or ('mask_shop' in world.settings.misc_hints and location.vanilla_item == 'Goron Mask' and 'Goron Mask' in world.settings.shuffle_child_trade) or ('mask_shop' in world.settings.misc_hints and location.vanilla_item == 'Zora Mask' and 'Zora Mask' in world.settings.shuffle_child_trade) or ('mask_shop' in world.settings.misc_hints and location.vanilla_item == 'Gerudo Mask' and 'Gerudo Mask' in world.settings.shuffle_child_trade))): shop_item.func2 = 0x80863714 # override to custom CanBuy function to prevent purchase before trade quest complete message_id = (shop_id - 0x32) * 2 shop_item.description_message = 0x8100 + message_id shop_item.purchase_message = 0x8100 + message_id + 1 shuffle_messages.shop_item_messages.extend( [shop_item.description_message, shop_item.purchase_message]) if item_display.dungeonitem: base_name, extra_name = item_display.name[:-1].split('(') extra_name = { 'Dodongos Cavern': "Dodongo's Cavern", 'Jabu Jabus Belly': "Jabu Jabu's Belly", 'Thieves Hideout': "Thieves' Hideout", 'Ganons Castle': "Ganon's Castle", 'Dodongos Cavern Staircase': "Dodongo's Cavern Staircase", 'Ganons Castle Spirit Trial': "Ganon's Castle Spirit Trial", 'Ganons Castle Light Trial': "Ganon's Castle Light Trial", 'Ganons Castle Fire Trial': "Ganon's Castle Fire Trial", 'Ganons Castle Shadow Trial': "Ganon's Castle Shadow Trial", 'Ganons Castle Water Trial': "Ganon's Castle Water Trial", 'Ganons Castle Forest Trial': "Ganon's Castle Forest Trial", }.get(extra_name, extra_name) if location.item.name == 'Ice Trap': base_name = create_fake_name(base_name) if world.settings.world_count > 1: description_text = f'\x08\x05\x41{base_name} {shop_item.price} Rupees\x01({extra_name})\x01\x05\x42Player {location.item.world.id + 1}\x05\x40\x01Special deal! ONE LEFT!\x09\x0A\x02' else: description_text = f'\x08\x05\x41{base_name} {shop_item.price} Rupees\x01({extra_name})\x01\x05\x40Special deal! ONE LEFT!\x01Get it while it lasts!\x09\x0A\x02' purchase_text = f'\x08{base_name} {shop_item.price} Rupees\x09\x01({extra_name})\x01\x1B\x05\x42Buy\x01Don\'t buy\x05\x40\x02' else: shop_item_name = get_simple_hint_no_prefix(item_display) if location.item.name == 'Ice Trap': shop_item_name = create_fake_name(shop_item_name) if world.settings.world_count > 1: description_text = '\x08\x05\x41%s %d Rupees\x01\x05\x42Player %d\x05\x40\x01Special deal! ONE LEFT!\x09\x0A\x02' % (shop_item_name, shop_item.price, location.item.world.id + 1) else: description_text = '\x08\x05\x41%s %d Rupees\x01\x05\x40Special deal! ONE LEFT!\x01Get it while it lasts!\x09\x0A\x02' % (shop_item_name, shop_item.price) purchase_text = '\x08%s %d Rupees\x09\x01\x01\x1B\x05\x42Buy\x01Don\'t buy\x05\x40\x02' % (shop_item_name, shop_item.price) update_message_by_id(messages, shop_item.description_message, description_text, 0x03) update_message_by_id(messages, shop_item.purchase_message, purchase_text, 0x03) place_shop_items.shop_id += 1 return shop_objs def boss_reward_index(item: Item) -> int: code = item.special['item_id'] if code >= 0x6C: return code - 0x6C else: return 3 + code - 0x66 def configure_dungeon_info(rom: Rom, world: World) -> None: mq_enable = (world.settings.mq_dungeons_mode == 'random' or world.settings.mq_dungeons_count != 0 and world.settings.mq_dungeons_count != 12) enhance_map_compass = world.settings.enhance_map_compass codes = ['Deku Tree', 'Dodongos Cavern', 'Jabu Jabus Belly', 'Forest Temple', 'Fire Temple', 'Water Temple', 'Spirit Temple', 'Shadow Temple', 'Bottom of the Well', 'Ice Cavern', 'Tower (N/A)', 'Gerudo Training Ground', 'Hideout (N/A)', 'Ganons Castle'] dungeon_rewards = [0xff] * 14 dungeon_reward_areas = bytearray() dungeon_reward_worlds = [] if world.dungeon_rewards_hinted: for reward in REWARD_COLORS: location = world.hinted_dungeon_reward_locations[reward] if location is None: area = HintArea.ROOT else: area = HintArea.at(location) dungeon_reward_areas += area.short_name.encode('ascii').ljust(0x16) + b'\0' dungeon_reward_worlds.append((world.id if location is None else location.world.id) + 1) if location is not None and location.world.id == world.id and area.is_dungeon: dungeon_rewards[codes.index(area.dungeon_name)] = boss_reward_index(location.item) dungeon_is_mq = [int(world.dungeon_mq.get(c, False)) for c in codes] dungeon_precompleted = [int(world.precompleted_dungeons.get(c, False)) for c in codes] rom.write_int32(rom.sym('CFG_DUNGEON_INFO_ENABLE'), 2) rom.write_int32(rom.sym('CFG_DUNGEON_INFO_MQ_ENABLE'), int(mq_enable)) rom.write_int32(rom.sym('CFG_DUNGEON_INFO_MQ_NEED_MAP'), int(enhance_map_compass)) rom.write_int32(rom.sym('CFG_DUNGEON_INFO_REWARD_ENABLE'), int('altar' in world.settings.misc_hints or enhance_map_compass)) rom.write_int32(rom.sym('CFG_DUNGEON_INFO_REWARD_NEED_COMPASS'), (2 if world.entrance_rando_reward_hints else 1) if enhance_map_compass and world.settings.shuffle_dungeon_rewards != 'dungeon' else 0) rom.write_int32(rom.sym('CFG_DUNGEON_INFO_REWARD_NEED_ALTAR'), int(not enhance_map_compass and world.settings.shuffle_dungeon_rewards != 'dungeon')) rom.write_int32(rom.sym('CFG_DUNGEON_INFO_REWARD_SUMMARY_ENABLE'), int(not world.entrance_rando_reward_hints)) rom.write_bytes(rom.sym('CFG_DUNGEON_REWARDS'), dungeon_rewards) rom.write_bytes(rom.sym('CFG_DUNGEON_IS_MQ'), dungeon_is_mq) rom.write_bytes(rom.sym('CFG_DUNGEON_REWARD_AREAS'), dungeon_reward_areas) rom.write_byte(rom.sym('CFG_DUNGEON_INFO_REWARD_WORLDS_ENABLE'), int(world.settings.world_count > 1 and world.settings.shuffle_dungeon_rewards in ('regional', 'overworld', 'any_dungeon', 'anywhere'))) rom.write_bytes(rom.sym('CFG_DUNGEON_REWARD_WORLDS'), dungeon_reward_worlds) rom.write_bytes(rom.sym('CFG_DUNGEON_PRECOMPLETED'), dungeon_precompleted) # Overwrite an actor in rom w/ the actor data from LocationList def patch_actor_override(location: Location, rom: Rom) -> None: addresses = location.address patch = location.address2 if addresses is not None and patch is not None: for address in addresses: rom.write_bytes(address, patch) # Patch rupee towers (circular patterns of rupees) to include their flag in their actor initialization data z rotation. # Also used for goron pot, shadow spinning pots def patch_rupee_tower(location: Location, rom: Rom) -> None: if isinstance(location.default, tuple): room, scene_setup, flag = location.default elif isinstance(location.default, list): room, scene_setup, flag = location.default[0] else: raise Exception(f"Location does not have compatible data for patch_rupee_tower: {location.name}") flag = flag | (room << 8) | (scene_setup << 14) if location.address: for address in location.address: rom.write_bytes(address + 12, flag.to_bytes(2, byteorder='big')) # Patch the first boss key door in ganons tower that leads to the room w/ the pots def patch_ganons_tower_bk_door(rom: Rom, flag: int) -> None: var = (0x05 << 6) + (flag & 0x3F) bytes = [(var & 0xFF00) >> 8, var & 0xFF] rom.write_bytes(0x2EE30FE, bytes)