diff --git a/CommonClient.py b/CommonClient.py index b6f8e43b18..085a48a4b7 100644 --- a/CommonClient.py +++ b/CommonClient.py @@ -643,13 +643,13 @@ async def server_loop(ctx: CommonContext, address: typing.Optional[str] = None) ctx.username = server_url.username if server_url.password: ctx.password = server_url.password - port = server_url.port or 38281 def reconnect_hint() -> str: return ", type /connect to reconnect" if ctx.server_address else "" logger.info(f'Connecting to Archipelago server at {address}') try: + port = server_url.port or 38281 # raises ValueError if invalid socket = await websockets.connect(address, port=port, ping_timeout=None, ping_interval=None, ssl=get_ssl_context() if address.startswith("wss://") else None) if ctx.ui is not None: diff --git a/README.md b/README.md index 975f0ce75a..18b1651bb0 100644 --- a/README.md +++ b/README.md @@ -62,6 +62,8 @@ Currently, the following games are supported: * Kirby's Dream Land 3 * Celeste 64 * Zork Grand Inquisitor +* Castlevania 64 +* A Short Hike For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/). Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled diff --git a/docs/CODEOWNERS b/docs/CODEOWNERS index 90b1dabb6d..6440735662 100644 --- a/docs/CODEOWNERS +++ b/docs/CODEOWNERS @@ -28,6 +28,9 @@ # Bumper Stickers /worlds/bumpstik/ @FelicitusNeko +# Castlevania 64 +/worlds/cv64/ @LiquidCat64 + # Celeste 64 /worlds/celeste64/ @PoryGone @@ -131,6 +134,9 @@ # Shivers /worlds/shivers/ @GodlFire +# A Short Hike +/worlds/shorthike/ @chandler05 + # Sonic Adventure 2 Battle /worlds/sa2b/ @PoryGone @RaspberrySpace diff --git a/inno_setup.iss b/inno_setup.iss index 5a6d608306..9f4c9d1678 100644 --- a/inno_setup.iss +++ b/inno_setup.iss @@ -169,6 +169,11 @@ Root: HKCR; Subkey: "{#MyAppName}pkmnepatch"; ValueData: "Ar Root: HKCR; Subkey: "{#MyAppName}pkmnepatch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}pkmnepatch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: ""; +Root: HKCR; Subkey: ".apcv64"; ValueData: "{#MyAppName}cv64patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; +Root: HKCR; Subkey: "{#MyAppName}cv64patch"; ValueData: "Archipelago Castlevania 64 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; +Root: HKCR; Subkey: "{#MyAppName}cv64patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: ""; +Root: HKCR; Subkey: "{#MyAppName}cv64patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: ""; + Root: HKCR; Subkey: ".apladx"; ValueData: "{#MyAppName}ladxpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}ladxpatch"; ValueData: "Archipelago Links Awakening DX Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}ladxpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLinksAwakeningClient.exe,0"; ValueType: string; ValueName: ""; diff --git a/worlds/Files.py b/worlds/Files.py index d969fecf56..9b483c9d01 100644 --- a/worlds/Files.py +++ b/worlds/Files.py @@ -7,7 +7,7 @@ from enum import IntEnum import os import threading -from typing import ClassVar, Dict, List, Literal, Tuple, Any, Optional, Union, BinaryIO, overload +from typing import ClassVar, Dict, List, Literal, Tuple, Any, Optional, Union, BinaryIO, overload, Sequence import bsdiff4 @@ -298,12 +298,12 @@ class APTokenMixin: """ A class that defines functions for generating a token binary, for use in patches. """ - _tokens: List[ + _tokens: Sequence[ Tuple[APTokenTypes, int, Union[ bytes, # WRITE Tuple[int, int], # COPY, RLE int # AND_8, OR_8, XOR_8 - ]]] + ]]] = () def get_token_binary(self) -> bytes: """ @@ -357,7 +357,8 @@ class APTokenMixin: """ Stores a token to be used by patching. """ - if not hasattr(self, "_tokens"): + if not isinstance(self._tokens, list): + assert len(self._tokens) == 0, f"{type(self)}._tokens was tampered with." self._tokens = [] self._tokens.append((token_type, offset, data)) diff --git a/worlds/cv64/__init__.py b/worlds/cv64/__init__.py new file mode 100644 index 0000000000..ca4697bce8 --- /dev/null +++ b/worlds/cv64/__init__.py @@ -0,0 +1,327 @@ +import os +import typing +import settings +import base64 +import logging + +from BaseClasses import Item, Region, MultiWorld, Tutorial, ItemClassification +from .items import CV64Item, filler_item_names, get_item_info, get_item_names_to_ids, get_item_counts +from .locations import CV64Location, get_location_info, verify_locations, get_location_names_to_ids, base_id +from .entrances import verify_entrances, get_warp_entrances +from .options import CV64Options, CharacterStages, DraculasCondition, SubWeaponShuffle +from .stages import get_locations_from_stage, get_normal_stage_exits, vanilla_stage_order, \ + shuffle_stages, generate_warps, get_region_names +from .regions import get_region_info +from .rules import CV64Rules +from .data import iname, rname, ename +from ..AutoWorld import WebWorld, World +from .aesthetics import randomize_lighting, shuffle_sub_weapons, rom_empty_breakables_flags, rom_sub_weapon_flags, \ + randomize_music, get_start_inventory_data, get_location_data, randomize_shop_prices, get_loading_zone_bytes, \ + get_countdown_numbers +from .rom import LocalRom, patch_rom, get_base_rom_path, CV64DeltaPatch +from .client import Castlevania64Client + + +class CV64Settings(settings.Group): + class RomFile(settings.UserFilePath): + """File name of the CV64 US 1.0 rom""" + copy_to = "Castlevania (USA).z64" + description = "CV64 (US 1.0) ROM File" + md5s = [CV64DeltaPatch.hash] + + rom_file: RomFile = RomFile(RomFile.copy_to) + + +class CV64Web(WebWorld): + theme = "stone" + + tutorials = [Tutorial( + "Multiworld Setup Guide", + "A guide to setting up the Archipleago Castlevania 64 randomizer on your computer and connecting it to a " + "multiworld.", + "English", + "setup_en.md", + "setup/en", + ["Liquid Cat"] + )] + + +class CV64World(World): + """ + Castlevania for the Nintendo 64 is the first 3D game in the franchise. As either whip-wielding Belmont descendant + Reinhardt Schneider or powerful sorceress Carrie Fernandez, brave many terrifying traps and foes as you make your + way to Dracula's chamber and stop his rule of terror! + """ + game = "Castlevania 64" + item_name_groups = { + "Bomb": {iname.magical_nitro, iname.mandragora}, + "Ingredient": {iname.magical_nitro, iname.mandragora}, + } + location_name_groups = {stage: set(get_locations_from_stage(stage)) for stage in vanilla_stage_order} + options_dataclass = CV64Options + options: CV64Options + settings: typing.ClassVar[CV64Settings] + topology_present = True + data_version = 1 + + item_name_to_id = get_item_names_to_ids() + location_name_to_id = get_location_names_to_ids() + + active_stage_exits: typing.Dict[str, typing.Dict] + active_stage_list: typing.List[str] + active_warp_list: typing.List[str] + + # Default values to possibly be updated in generate_early + reinhardt_stages: bool = True + carrie_stages: bool = True + branching_stages: bool = False + starting_stage: str = rname.forest_of_silence + total_s1s: int = 7 + s1s_per_warp: int = 1 + total_s2s: int = 0 + required_s2s: int = 0 + drac_condition: int = 0 + + auth: bytearray + + web = CV64Web() + + @classmethod + def stage_assert_generate(cls, multiworld: MultiWorld) -> None: + rom_file = get_base_rom_path() + if not os.path.exists(rom_file): + raise FileNotFoundError(rom_file) + + def generate_early(self) -> None: + # Generate the player's unique authentication + self.auth = bytearray(self.multiworld.random.getrandbits(8) for _ in range(16)) + + self.total_s1s = self.options.total_special1s.value + self.s1s_per_warp = self.options.special1s_per_warp.value + self.drac_condition = self.options.draculas_condition.value + + # If there are more S1s needed to unlock the whole warp menu than there are S1s in total, drop S1s per warp to + # something manageable. + if self.s1s_per_warp * 7 > self.total_s1s: + self.s1s_per_warp = self.total_s1s // 7 + logging.warning(f"[{self.multiworld.player_name[self.player]}] Too many required Special1s " + f"({self.options.special1s_per_warp.value * 7}) for Special1s Per Warp setting: " + f"{self.options.special1s_per_warp.value} with Total Special1s setting: " + f"{self.options.total_special1s.value}. Lowering Special1s Per Warp to: " + f"{self.s1s_per_warp}") + self.options.special1s_per_warp.value = self.s1s_per_warp + + # Set the total and required Special2s to 1 if the drac condition is the Crystal, to the specified YAML numbers + # if it's Specials, or to 0 if it's None or Bosses. The boss totals will be figured out later. + if self.drac_condition == DraculasCondition.option_crystal: + self.total_s2s = 1 + self.required_s2s = 1 + elif self.drac_condition == DraculasCondition.option_specials: + self.total_s2s = self.options.total_special2s.value + self.required_s2s = int(self.options.percent_special2s_required.value / 100 * self.total_s2s) + + # Enable/disable character stages and branching paths accordingly + if self.options.character_stages == CharacterStages.option_reinhardt_only: + self.carrie_stages = False + elif self.options.character_stages == CharacterStages.option_carrie_only: + self.reinhardt_stages = False + elif self.options.character_stages == CharacterStages.option_both: + self.branching_stages = True + + self.active_stage_exits = get_normal_stage_exits(self) + + stage_1_blacklist = [] + + # Prevent Clock Tower from being Stage 1 if more than 4 S1s are needed to warp out of it. + if self.s1s_per_warp > 4 and not self.options.multi_hit_breakables: + stage_1_blacklist.append(rname.clock_tower) + + # Shuffle the stages if the option is on. + if self.options.stage_shuffle: + self.active_stage_exits, self.starting_stage, self.active_stage_list = \ + shuffle_stages(self, stage_1_blacklist) + else: + self.active_stage_list = [stage for stage in vanilla_stage_order if stage in self.active_stage_exits] + + # Create a list of warps from the active stage list. They are in a random order by default and will never + # include the starting stage. + self.active_warp_list = generate_warps(self) + + def create_regions(self) -> None: + # Add the Menu Region. + created_regions = [Region("Menu", self.player, self.multiworld)] + + # Add every stage Region by checking to see if that stage is active. + created_regions.extend([Region(name, self.player, self.multiworld) + for name in get_region_names(self.active_stage_exits)]) + + # Add the Renon's shop Region if shopsanity is on. + if self.options.shopsanity: + created_regions.append(Region(rname.renon, self.player, self.multiworld)) + + # Add the Dracula's chamber (the end) Region. + created_regions.append(Region(rname.ck_drac_chamber, self.player, self.multiworld)) + + # Set up the Regions correctly. + self.multiworld.regions.extend(created_regions) + + # Add the warp Entrances to the Menu Region (the one always at the start of the Region list). + created_regions[0].add_exits(get_warp_entrances(self.active_warp_list)) + + for reg in created_regions: + + # Add the Entrances to all the Regions. + ent_names = get_region_info(reg.name, "entrances") + if ent_names is not None: + reg.add_exits(verify_entrances(self.options, ent_names, self.active_stage_exits)) + + # Add the Locations to all the Regions. + loc_names = get_region_info(reg.name, "locations") + if loc_names is None: + continue + verified_locs, events = verify_locations(self.options, loc_names) + reg.add_locations(verified_locs, CV64Location) + + # Place event Items on all of their associated Locations. + for event_loc, event_item in events.items(): + self.get_location(event_loc).place_locked_item(self.create_item(event_item, "progression")) + # If we're looking at a boss kill trophy, increment the total S2s and, if we're not already at the + # set number of required bosses, the total required number. This way, we can prevent gen failures + # should the player set more bosses required than there are total. + if event_item == iname.trophy: + self.total_s2s += 1 + if self.required_s2s < self.options.bosses_required.value: + self.required_s2s += 1 + + # If Dracula's Condition is Bosses and there are less calculated required S2s than the value specified by the + # player (meaning there weren't enough bosses to reach the player's setting), throw a warning and lower the + # option value. + if self.options.draculas_condition == DraculasCondition.option_bosses and self.required_s2s < \ + self.options.bosses_required.value: + logging.warning(f"[{self.multiworld.player_name[self.player]}] Not enough bosses for Bosses Required " + f"setting: {self.options.bosses_required.value}. Lowering to: {self.required_s2s}") + self.options.bosses_required.value = self.required_s2s + + def create_item(self, name: str, force_classification: typing.Optional[str] = None) -> Item: + if force_classification is not None: + classification = getattr(ItemClassification, force_classification) + else: + classification = getattr(ItemClassification, get_item_info(name, "default classification")) + + code = get_item_info(name, "code") + if code is not None: + code += base_id + + created_item = CV64Item(name, classification, code, self.player) + + return created_item + + def create_items(self) -> None: + item_counts = get_item_counts(self) + + # Set up the items correctly + self.multiworld.itempool += [self.create_item(item, classification) for classification in item_counts for item + in item_counts[classification] for _ in range(item_counts[classification][item])] + + def set_rules(self) -> None: + # Set all the Entrance rules properly. + CV64Rules(self).set_cv64_rules() + + def pre_fill(self) -> None: + # If we need more Special1s to warp out of Sphere 1 than there are locations available, then AP's fill + # algorithm may try placing the Special1s anyway despite placing the stage's single key always being an option. + # To get around this problem in the fill algorithm, the keys will be forced early in these situations to ensure + # the algorithm will pick them over the Special1s. + if self.starting_stage == rname.tower_of_science: + if self.s1s_per_warp > 3: + self.multiworld.local_early_items[self.player][iname.science_key2] = 1 + elif self.starting_stage == rname.clock_tower: + if (self.s1s_per_warp > 2 and not self.options.multi_hit_breakables) or \ + (self.s1s_per_warp > 8 and self.options.multi_hit_breakables): + self.multiworld.local_early_items[self.player][iname.clocktower_key1] = 1 + elif self.starting_stage == rname.castle_wall: + if self.s1s_per_warp > 5 and not self.options.hard_logic and \ + not self.options.multi_hit_breakables: + self.multiworld.local_early_items[self.player][iname.left_tower_key] = 1 + + def generate_output(self, output_directory: str) -> None: + active_locations = self.multiworld.get_locations(self.player) + + # Location data and shop names, descriptions, and colors + offset_data, shop_name_list, shop_colors_list, shop_desc_list = \ + get_location_data(self, active_locations) + # Shop prices + if self.options.shop_prices: + offset_data.update(randomize_shop_prices(self)) + # Map lighting + if self.options.map_lighting: + offset_data.update(randomize_lighting(self)) + # Sub-weapons + if self.options.sub_weapon_shuffle == SubWeaponShuffle.option_own_pool: + offset_data.update(shuffle_sub_weapons(self)) + elif self.options.sub_weapon_shuffle == SubWeaponShuffle.option_anywhere: + offset_data.update(rom_sub_weapon_flags) + # Empty breakables + if self.options.empty_breakables: + offset_data.update(rom_empty_breakables_flags) + # Music + if self.options.background_music: + offset_data.update(randomize_music(self)) + # Loading zones + offset_data.update(get_loading_zone_bytes(self.options, self.starting_stage, self.active_stage_exits)) + # Countdown + if self.options.countdown: + offset_data.update(get_countdown_numbers(self.options, active_locations)) + # Start Inventory + offset_data.update(get_start_inventory_data(self.player, self.options, + self.multiworld.precollected_items[self.player])) + + cv64_rom = LocalRom(get_base_rom_path()) + + rompath = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.z64") + + patch_rom(self, cv64_rom, offset_data, shop_name_list, shop_desc_list, shop_colors_list, active_locations) + + cv64_rom.write_to_file(rompath) + + patch = CV64DeltaPatch(os.path.splitext(rompath)[0] + CV64DeltaPatch.patch_file_ending, player=self.player, + player_name=self.multiworld.player_name[self.player], patched_path=rompath) + patch.write() + os.unlink(rompath) + + def get_filler_item_name(self) -> str: + return self.random.choice(filler_item_names) + + def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]): + # Attach each location's stage's position to its hint information if Stage Shuffle is on. + if not self.options.stage_shuffle: + return + + stage_pos_data = {} + for loc in list(self.multiworld.get_locations(self.player)): + stage = get_region_info(loc.parent_region.name, "stage") + if stage is not None and loc.address is not None: + num = str(self.active_stage_exits[stage]["position"]).zfill(2) + path = self.active_stage_exits[stage]["path"] + stage_pos_data[loc.address] = f"Stage {num}" + if path != " ": + stage_pos_data[loc.address] += path + hint_data[self.player] = stage_pos_data + + def modify_multidata(self, multidata: typing.Dict[str, typing.Any]): + # Put the player's unique authentication in connect_names. + multidata["connect_names"][base64.b64encode(self.auth).decode("ascii")] = \ + multidata["connect_names"][self.multiworld.player_name[self.player]] + + def write_spoiler(self, spoiler_handle: typing.TextIO) -> None: + # Write the stage order to the spoiler log + spoiler_handle.write(f"\nCastlevania 64 stage & warp orders for {self.multiworld.player_name[self.player]}:\n") + for stage in self.active_stage_list: + num = str(self.active_stage_exits[stage]["position"]).zfill(2) + path = self.active_stage_exits[stage]["path"] + spoiler_handle.writelines(f"Stage {num}{path}:\t{stage}\n") + + # Write the warp order to the spoiler log + spoiler_handle.writelines(f"\nStart :\t{self.active_stage_list[0]}\n") + for i in range(1, len(self.active_warp_list)): + spoiler_handle.writelines(f"Warp {i}:\t{self.active_warp_list[i]}\n") diff --git a/worlds/cv64/aesthetics.py b/worlds/cv64/aesthetics.py new file mode 100644 index 0000000000..cbf2728c82 --- /dev/null +++ b/worlds/cv64/aesthetics.py @@ -0,0 +1,666 @@ +import logging + +from BaseClasses import ItemClassification, Location, Item +from .data import iname, rname +from .options import CV64Options, BackgroundMusic, Countdown, IceTrapAppearance, InvisibleItems, CharacterStages +from .stages import vanilla_stage_order, get_stage_info +from .locations import get_location_info, base_id +from .regions import get_region_info +from .items import get_item_info, item_info + +from typing import TYPE_CHECKING, Dict, List, Tuple, Union, Iterable + +if TYPE_CHECKING: + from . import CV64World + +rom_sub_weapon_offsets = { + 0x10C6EB: (0x10, rname.forest_of_silence), # Forest + 0x10C6F3: (0x0F, rname.forest_of_silence), + 0x10C6FB: (0x0E, rname.forest_of_silence), + 0x10C703: (0x0D, rname.forest_of_silence), + + 0x10C81F: (0x0F, rname.castle_wall), # Castle Wall + 0x10C827: (0x10, rname.castle_wall), + 0x10C82F: (0x0E, rname.castle_wall), + 0x7F9A0F: (0x0D, rname.castle_wall), + + 0x83A5D9: (0x0E, rname.villa), # Villa + 0x83A5E5: (0x0D, rname.villa), + 0x83A5F1: (0x0F, rname.villa), + 0xBFC903: (0x10, rname.villa), + 0x10C987: (0x10, rname.villa), + 0x10C98F: (0x0D, rname.villa), + 0x10C997: (0x0F, rname.villa), + 0x10CF73: (0x10, rname.villa), + + 0x10CA57: (0x0D, rname.tunnel), # Tunnel + 0x10CA5F: (0x0E, rname.tunnel), + 0x10CA67: (0x10, rname.tunnel), + 0x10CA6F: (0x0D, rname.tunnel), + 0x10CA77: (0x0F, rname.tunnel), + 0x10CA7F: (0x0E, rname.tunnel), + + 0x10CBC7: (0x0E, rname.castle_center), # Castle Center + 0x10CC0F: (0x0D, rname.castle_center), + 0x10CC5B: (0x0F, rname.castle_center), + + 0x10CD3F: (0x0E, rname.tower_of_execution), # Character towers + 0x10CD65: (0x0D, rname.tower_of_execution), + 0x10CE2B: (0x0E, rname.tower_of_science), + 0x10CE83: (0x10, rname.duel_tower), + + 0x10CF8B: (0x0F, rname.room_of_clocks), # Room of Clocks + 0x10CF93: (0x0D, rname.room_of_clocks), + + 0x99BC5A: (0x0D, rname.clock_tower), # Clock Tower + 0x10CECB: (0x10, rname.clock_tower), + 0x10CED3: (0x0F, rname.clock_tower), + 0x10CEDB: (0x0E, rname.clock_tower), + 0x10CEE3: (0x0D, rname.clock_tower), +} + +rom_sub_weapon_flags = { + 0x10C6EC: 0x0200FF04, # Forest of Silence + 0x10C6FC: 0x0400FF04, + 0x10C6F4: 0x0800FF04, + 0x10C704: 0x4000FF04, + + 0x10C831: 0x08, # Castle Wall + 0x10C829: 0x10, + 0x10C821: 0x20, + 0xBFCA97: 0x04, + + # Villa + 0xBFC926: 0xFF04, + 0xBFC93A: 0x80, + 0xBFC93F: 0x01, + 0xBFC943: 0x40, + 0xBFC947: 0x80, + 0x10C989: 0x10, + 0x10C991: 0x20, + 0x10C999: 0x40, + 0x10CF77: 0x80, + + 0x10CA58: 0x4000FF0E, # Tunnel + 0x10CA6B: 0x80, + 0x10CA60: 0x1000FF05, + 0x10CA70: 0x2000FF05, + 0x10CA78: 0x4000FF05, + 0x10CA80: 0x8000FF05, + + 0x10CBCA: 0x02, # Castle Center + 0x10CC10: 0x80, + 0x10CC5C: 0x40, + + 0x10CE86: 0x01, # Duel Tower + 0x10CD43: 0x02, # Tower of Execution + 0x10CE2E: 0x20, # Tower of Science + + 0x10CF8E: 0x04, # Room of Clocks + 0x10CF96: 0x08, + + 0x10CECE: 0x08, # Clock Tower + 0x10CED6: 0x10, + 0x10CEE6: 0x20, + 0x10CEDE: 0x80, +} + +rom_empty_breakables_flags = { + 0x10C74D: 0x40FF05, # Forest of Silence + 0x10C765: 0x20FF0E, + 0x10C774: 0x0800FF0E, + 0x10C755: 0x80FF05, + 0x10C784: 0x0100FF0E, + 0x10C73C: 0x0200FF0E, + + 0x10C8D0: 0x0400FF0E, # Villa foyer + + 0x10CF9F: 0x08, # Room of Clocks flags + 0x10CFA7: 0x01, + 0xBFCB6F: 0x04, # Room of Clocks candle property IDs + 0xBFCB73: 0x05, +} + +rom_axe_cross_lower_values = { + 0x6: [0x7C7F97, 0x07], # Forest + 0x8: [0x7C7FA6, 0xF9], + + 0x30: [0x83A60A, 0x71], # Villa hallway + 0x27: [0x83A617, 0x26], + 0x2C: [0x83A624, 0x6E], + + 0x16C: [0x850FE6, 0x07], # Villa maze + + 0x10A: [0x8C44D3, 0x08], # CC factory floor + 0x109: [0x8C44E1, 0x08], + + 0x74: [0x8DF77C, 0x07], # CC invention area + 0x60: [0x90FD37, 0x43], + 0x55: [0xBFCC2B, 0x43], + 0x65: [0x90FBA1, 0x51], + 0x64: [0x90FBAD, 0x50], + 0x61: [0x90FE56, 0x43] +} + +rom_looping_music_fade_ins = { + 0x10: None, + 0x11: None, + 0x12: None, + 0x13: None, + 0x14: None, + 0x15: None, + 0x16: 0x17, + 0x18: 0x19, + 0x1A: 0x1B, + 0x21: 0x75, + 0x27: None, + 0x2E: 0x23, + 0x39: None, + 0x45: 0x63, + 0x56: None, + 0x57: 0x58, + 0x59: None, + 0x5A: None, + 0x5B: 0x5C, + 0x5D: None, + 0x5E: None, + 0x5F: None, + 0x60: 0x61, + 0x62: None, + 0x64: None, + 0x65: None, + 0x66: None, + 0x68: None, + 0x69: None, + 0x6D: 0x78, + 0x6E: None, + 0x6F: None, + 0x73: None, + 0x74: None, + 0x77: None, + 0x79: None +} + +music_sfx_ids = [0x1C, 0x4B, 0x4C, 0x4D, 0x4E, 0x55, 0x6C, 0x76] + +renon_item_dialogue = { + 0x02: "More Sub-weapon uses!\n" + "Just what you need!", + 0x03: "Galamoth told me it's\n" + "a heart in other times.", + 0x04: "Who needs Warp Rooms\n" + "when you have these?", + 0x05: "I was told to safeguard\n" + "this, but I dunno why.", + 0x06: "Fresh off a Behemoth!\n" + "Those cows are weird.", + 0x07: "Preserved with special\n" + " wall-based methods.", + 0x08: "Don't tell Geneva\n" + "about this...", + 0x09: "If this existed in 1094,\n" + "that whip wouldn't...", + 0x0A: "For when some lizard\n" + "brain spits on your ego.", + 0x0C: "It'd be a shame if you\n" + "lost it immediately...", + 0x10C: "No consequences should\n" + "you perish with this!", + 0x0D: "Arthur was far better\n" + "with it than you!", + 0x0E: "Night Creatures handle\n" + "with care!", + 0x0F: "Some may call it a\n" + "\"Banshee Boomerang.\"", + 0x10: "No weapon triangle\n" + "advantages with this.", + 0x12: "It looks sus? Trust me," + "my wares are genuine.", + 0x15: "This non-volatile kind\n" + "is safe to handle.", + 0x16: "If you can soul-wield,\n" + "they have a good one!", + 0x17: "Calls the morning sun\n" + "to vanquish the night.", + 0x18: "1 on-demand horrible\n" + "night. Devils love it!", + 0x1A: "Want to study here?\n" + "It will cost you.", + 0x1B: "\"Let them eat cake!\"\n" + "Said no princess ever.", + 0x1C: "Why do I suspect this\n" + "was a toilet room?", + 0x1D: "When you see Coller,\n" + "tell him I said hi!", + 0x1E: "Atomic number is 29\n" + "and weight is 63.546.", + 0x1F: "One torture per pay!\n" + "Who will it be?", + 0x20: "Being here feels like\n" + "time is slowing down.", + 0x21: "Only one thing beind\n" + "this. Do you dare?", + 0x22: "The key 2 Science!\n" + "Both halves of it!", + 0x23: "This warehouse can\n" + "be yours for a fee.", + 0x24: "Long road ahead if you\n" + "don't have the others.", + 0x25: "Will you get the curse\n" + "of eternal burning?", + 0x26: "What's beyond time?\n" + "Find out your", + 0x27: "Want to take out a\n" + "loan? By all means!", + 0x28: "The bag is green,\n" + "so it must be lucky!", + 0x29: "(Does this fool realize?)\n" + "Oh, sorry.", + "prog": "They will absolutely\n" + "need it in time!", + "useful": "Now, this would be\n" + "useful to send...", + "common": "Every last little bit\n" + "helps, right?", + "trap": "I'll teach this fool\n" + " a lesson for a price!", + "dlc coin": "1 coin out of... wha!?\n" + "You imp, why I oughta!" +} + + +def randomize_lighting(world: "CV64World") -> Dict[int, int]: + """Generates randomized data for the map lighting table.""" + randomized_lighting = {} + for entry in range(67): + for sub_entry in range(19): + if sub_entry not in [3, 7, 11, 15] and entry != 4: + # The fourth entry in the lighting table affects the lighting on some item pickups; skip it + randomized_lighting[0x1091A0 + (entry * 28) + sub_entry] = \ + world.random.randint(0, 255) + return randomized_lighting + + +def shuffle_sub_weapons(world: "CV64World") -> Dict[int, int]: + """Shuffles the sub-weapons amongst themselves.""" + sub_weapon_dict = {offset: rom_sub_weapon_offsets[offset][0] for offset in rom_sub_weapon_offsets if + rom_sub_weapon_offsets[offset][1] in world.active_stage_exits} + + # Remove the one 3HB sub-weapon in Tower of Execution if 3HBs are not shuffled. + if not world.options.multi_hit_breakables and 0x10CD65 in sub_weapon_dict: + del (sub_weapon_dict[0x10CD65]) + + sub_bytes = list(sub_weapon_dict.values()) + world.random.shuffle(sub_bytes) + return dict(zip(sub_weapon_dict, sub_bytes)) + + +def randomize_music(world: "CV64World") -> Dict[int, int]: + """Generates randomized or disabled data for all the music in the game.""" + music_array = bytearray(0x7A) + for number in music_sfx_ids: + music_array[number] = number + if world.options.background_music == BackgroundMusic.option_randomized: + looping_songs = [] + non_looping_songs = [] + fade_in_songs = {} + # Create shuffle-able lists of all the looping, non-looping, and fade-in track IDs + for i in range(0x10, len(music_array)): + if i not in rom_looping_music_fade_ins.keys() and i not in rom_looping_music_fade_ins.values() and \ + i != 0x72: # Credits song is blacklisted + non_looping_songs.append(i) + elif i in rom_looping_music_fade_ins.keys(): + looping_songs.append(i) + elif i in rom_looping_music_fade_ins.values(): + fade_in_songs[i] = i + # Shuffle the looping songs + rando_looping_songs = looping_songs.copy() + world.random.shuffle(rando_looping_songs) + looping_songs = dict(zip(looping_songs, rando_looping_songs)) + # Shuffle the non-looping songs + rando_non_looping_songs = non_looping_songs.copy() + world.random.shuffle(rando_non_looping_songs) + non_looping_songs = dict(zip(non_looping_songs, rando_non_looping_songs)) + non_looping_songs[0x72] = 0x72 + # Figure out the new fade-in songs if applicable + for vanilla_song in looping_songs: + if rom_looping_music_fade_ins[vanilla_song]: + if rom_looping_music_fade_ins[looping_songs[vanilla_song]]: + fade_in_songs[rom_looping_music_fade_ins[vanilla_song]] = rom_looping_music_fade_ins[ + looping_songs[vanilla_song]] + else: + fade_in_songs[rom_looping_music_fade_ins[vanilla_song]] = looping_songs[vanilla_song] + # Build the new music array + for i in range(0x10, len(music_array)): + if i in looping_songs.keys(): + music_array[i] = looping_songs[i] + elif i in non_looping_songs.keys(): + music_array[i] = non_looping_songs[i] + else: + music_array[i] = fade_in_songs[i] + del (music_array[0x00: 0x10]) + + # Convert the music array into a data dict + music_offsets = {} + for i in range(len(music_array)): + music_offsets[0xBFCD30 + i] = music_array[i] + + return music_offsets + + +def randomize_shop_prices(world: "CV64World") -> Dict[int, int]: + """Randomize the shop prices based on the minimum and maximum values chosen. + The minimum price will adjust if it's higher than the max.""" + min_price = world.options.minimum_gold_price.value + max_price = world.options.maximum_gold_price.value + + if min_price > max_price: + min_price = world.random.randint(0, max_price) + logging.warning(f"[{world.multiworld.player_name[world.player]}] The Minimum Gold Price " + f"({world.options.minimum_gold_price.value * 100}) is higher than the " + f"Maximum Gold Price ({max_price * 100}). Lowering the minimum to: {min_price * 100}") + world.options.minimum_gold_price.value = min_price + + shop_price_list = [world.random.randint(min_price * 100, max_price * 100) for _ in range(7)] + + # Convert the price list into a data dict. Which offset it starts from depends on how many bytes it takes up. + price_dict = {} + for i in range(len(shop_price_list)): + if shop_price_list[i] <= 0xFF: + price_dict[0x103D6E + (i*12)] = 0 + price_dict[0x103D6F + (i*12)] = shop_price_list[i] + elif shop_price_list[i] <= 0xFFFF: + price_dict[0x103D6E + (i*12)] = shop_price_list[i] + else: + price_dict[0x103D6D + (i*12)] = shop_price_list[i] + + return price_dict + + +def get_countdown_numbers(options: CV64Options, active_locations: Iterable[Location]) -> Dict[int, int]: + """Figures out which Countdown numbers to increase for each Location after verifying the Item on the Location should + increase a number. + + First, check the location's info to see if it has a countdown number override. + If not, then figure it out based on the parent region's stage's position in the vanilla stage order. + If the parent region is not part of any stage (as is the case for Renon's shop), skip the location entirely.""" + countdown_list = [0 for _ in range(15)] + for loc in active_locations: + if loc.address is not None and (options.countdown == Countdown.option_all_locations or + (options.countdown == Countdown.option_majors + and loc.item.advancement)): + + countdown_number = get_location_info(loc.name, "countdown") + + if countdown_number is None: + stage = get_region_info(loc.parent_region.name, "stage") + if stage is not None: + countdown_number = vanilla_stage_order.index(stage) + + if countdown_number is not None: + countdown_list[countdown_number] += 1 + + # Convert the Countdown list into a data dict + countdown_dict = {} + for i in range(len(countdown_list)): + countdown_dict[0xBFD818 + i] = countdown_list[i] + + return countdown_dict + + +def get_location_data(world: "CV64World", active_locations: Iterable[Location]) \ + -> Tuple[Dict[int, int], List[str], List[bytearray], List[List[Union[int, str, None]]]]: + """Gets ALL the item data to go into the ROM. Item data consists of two bytes: the first dictates the appearance of + the item, the second determines what the item actually is when picked up. All items from other worlds will be AP + items that do nothing when picked up other than set their flag, and their appearance will depend on whether it's + another CV64 player's item and, if so, what item it is in their game. Ice Traps can assume the form of any item that + is progression, non-progression, or either depending on the player's settings. + + Appearance does not matter if it's one of the two NPC-given items (from either Vincent or Heinrich Meyer). For + Renon's shop items, a list containing the shop item names, descriptions, and colors will be returned alongside the + regular data.""" + + # Figure out the list of possible Ice Trap appearances to use based on the settings, first and foremost. + if world.options.ice_trap_appearance == IceTrapAppearance.option_major_only: + allowed_classifications = ["progression", "progression skip balancing"] + elif world.options.ice_trap_appearance == IceTrapAppearance.option_junk_only: + allowed_classifications = ["filler", "useful"] + else: + allowed_classifications = ["progression", "progression skip balancing", "filler", "useful"] + + trap_appearances = [] + for item in item_info: + if item_info[item]["default classification"] in allowed_classifications and item != "Ice Trap" and \ + get_item_info(item, "code") is not None: + trap_appearances.append(item) + + shop_name_list = [] + shop_desc_list = [] + shop_colors_list = [] + + location_bytes = {} + + for loc in active_locations: + # If the Location is an event, skip it. + if loc.address is None: + continue + + loc_type = get_location_info(loc.name, "type") + + # Figure out the item ID bytes to put in each Location here. Write the item itself if either it's the player's + # very own, or it belongs to an Item Link that the player is a part of. + if loc.item.player == world.player or (loc.item.player in world.multiworld.groups and + world.player in world.multiworld.groups[loc.item.player]['players']): + if loc_type not in ["npc", "shop"] and get_item_info(loc.item.name, "pickup actor id") is not None: + location_bytes[get_location_info(loc.name, "offset")] = get_item_info(loc.item.name, "pickup actor id") + else: + location_bytes[get_location_info(loc.name, "offset")] = get_item_info(loc.item.name, "code") + else: + # Make the item the unused Wooden Stake - our multiworld item. + location_bytes[get_location_info(loc.name, "offset")] = 0x11 + + # Figure out the item's appearance. If it's a CV64 player's item, change the multiworld item's model to + # match what it is. Otherwise, change it to an Archipelago progress or not progress icon. The model "change" + # has to be applied to even local items because this is how the game knows to count it on the Countdown. + if loc.item.game == "Castlevania 64": + location_bytes[get_location_info(loc.name, "offset") - 1] = get_item_info(loc.item.name, "code") + elif loc.item.advancement: + location_bytes[get_location_info(loc.name, "offset") - 1] = 0x11 # Wooden Stakes are majors + else: + location_bytes[get_location_info(loc.name, "offset") - 1] = 0x12 # Roses are minors + + # If it's a PermaUp, change the item's model to a big PowerUp no matter what. + if loc.item.game == "Castlevania 64" and loc.item.code == 0x10C + base_id: + location_bytes[get_location_info(loc.name, "offset") - 1] = 0x0B + + # If it's an Ice Trap, change its model to one of the appearances we determined before. + # Unless it's an NPC item, in which case use the Ice Trap's regular ID so that it won't decrement the majors + # Countdown due to how I set up the NPC items to work. + if loc.item.game == "Castlevania 64" and loc.item.code == 0x12 + base_id: + if loc_type == "npc": + location_bytes[get_location_info(loc.name, "offset") - 1] = 0x12 + else: + location_bytes[get_location_info(loc.name, "offset") - 1] = \ + get_item_info(world.random.choice(trap_appearances), "code") + # If we chose a PermaUp as our trap appearance, change it to its actual in-game ID of 0x0B. + if location_bytes[get_location_info(loc.name, "offset") - 1] == 0x10C: + location_bytes[get_location_info(loc.name, "offset") - 1] = 0x0B + + # Apply the invisibility variable depending on the "invisible items" setting. + if (world.options.invisible_items == InvisibleItems.option_vanilla and loc_type == "inv") or \ + (world.options.invisible_items == InvisibleItems.option_hide_all and loc_type not in ["npc", "shop"]): + location_bytes[get_location_info(loc.name, "offset") - 1] += 0x80 + elif world.options.invisible_items == InvisibleItems.option_chance and loc_type not in ["npc", "shop"]: + invisible = world.random.randint(0, 1) + if invisible: + location_bytes[get_location_info(loc.name, "offset") - 1] += 0x80 + + # If it's an Axe or Cross in a higher freestanding location, lower it into grab range. + # KCEK made these spawn 3.2 units higher for some reason. + if loc.address & 0xFFF in rom_axe_cross_lower_values and loc.item.code & 0xFF in [0x0F, 0x10]: + location_bytes[rom_axe_cross_lower_values[loc.address & 0xFFF][0]] = \ + rom_axe_cross_lower_values[loc.address & 0xFFF][1] + + # Figure out the list of shop names, descriptions, and text colors here. + if loc.parent_region.name != rname.renon: + continue + + shop_name = loc.item.name + if len(shop_name) > 18: + shop_name = shop_name[0:18] + shop_name_list.append(shop_name) + + if loc.item.player == world.player: + shop_desc_list.append([get_item_info(loc.item.name, "code"), None]) + elif loc.item.game == "Castlevania 64": + shop_desc_list.append([get_item_info(loc.item.name, "code"), + world.multiworld.get_player_name(loc.item.player)]) + else: + if loc.item.game == "DLCQuest" and loc.item.name in ["DLC Quest: Coin Bundle", + "Live Freemium or Die: Coin Bundle"]: + if getattr(world.multiworld.worlds[loc.item.player].options, "coinbundlequantity") == 1: + shop_desc_list.append(["dlc coin", world.multiworld.get_player_name(loc.item.player)]) + shop_colors_list.append(get_item_text_color(loc)) + continue + + if loc.item.advancement: + shop_desc_list.append(["prog", world.multiworld.get_player_name(loc.item.player)]) + elif loc.item.classification == ItemClassification.useful: + shop_desc_list.append(["useful", world.multiworld.get_player_name(loc.item.player)]) + elif loc.item.classification == ItemClassification.trap: + shop_desc_list.append(["trap", world.multiworld.get_player_name(loc.item.player)]) + else: + shop_desc_list.append(["common", world.multiworld.get_player_name(loc.item.player)]) + + shop_colors_list.append(get_item_text_color(loc)) + + return location_bytes, shop_name_list, shop_colors_list, shop_desc_list + + +def get_loading_zone_bytes(options: CV64Options, starting_stage: str, + active_stage_exits: Dict[str, Dict[str, Union[str, int, None]]]) -> Dict[int, int]: + """Figure out all the bytes for loading zones and map transitions based on which stages are where in the exit data. + The same data was used earlier in figuring out the logic. Map transitions consist of two major components: which map + to send the player to, and which spot within the map to spawn the player at.""" + + # Write the byte for the starting stage to send the player to after the intro narration. + loading_zone_bytes = {0xB73308: get_stage_info(starting_stage, "start map id")} + + for stage in active_stage_exits: + + # Start loading zones + # If the start zone is the start of the line, have it simply refresh the map. + if active_stage_exits[stage]["prev"] == "Menu": + loading_zone_bytes[get_stage_info(stage, "startzone map offset")] = 0xFF + loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] = 0x00 + elif active_stage_exits[stage]["prev"]: + loading_zone_bytes[get_stage_info(stage, "startzone map offset")] = \ + get_stage_info(active_stage_exits[stage]["prev"], "end map id") + loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] = \ + get_stage_info(active_stage_exits[stage]["prev"], "end spawn id") + + # Change CC's end-spawn ID to put you at Carrie's exit if appropriate + if active_stage_exits[stage]["prev"] == rname.castle_center: + if options.character_stages == CharacterStages.option_carrie_only or \ + active_stage_exits[rname.castle_center]["alt"] == stage: + loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] += 1 + + # End loading zones + if active_stage_exits[stage]["next"]: + loading_zone_bytes[get_stage_info(stage, "endzone map offset")] = \ + get_stage_info(active_stage_exits[stage]["next"], "start map id") + loading_zone_bytes[get_stage_info(stage, "endzone spawn offset")] = \ + get_stage_info(active_stage_exits[stage]["next"], "start spawn id") + + # Alternate end loading zones + if active_stage_exits[stage]["alt"]: + loading_zone_bytes[get_stage_info(stage, "altzone map offset")] = \ + get_stage_info(active_stage_exits[stage]["alt"], "start map id") + loading_zone_bytes[get_stage_info(stage, "altzone spawn offset")] = \ + get_stage_info(active_stage_exits[stage]["alt"], "start spawn id") + + return loading_zone_bytes + + +def get_start_inventory_data(player: int, options: CV64Options, precollected_items: List[Item]) -> Dict[int, int]: + """Calculate and return the starting inventory values. Not every Item goes into the menu inventory, so everything + has to be handled appropriately.""" + start_inventory_data = {0xBFD867: 0, # Jewels + 0xBFD87B: 0, # PowerUps + 0xBFD883: 0, # Sub-weapon + 0xBFD88B: 0} # Ice Traps + + inventory_items_array = [0 for _ in range(35)] + total_money = 0 + + items_max = 10 + + # Raise the items max if Increase Item Limit is enabled. + if options.increase_item_limit: + items_max = 99 + + for item in precollected_items: + if item.player != player: + continue + + inventory_offset = get_item_info(item.name, "inventory offset") + sub_equip_id = get_item_info(item.name, "sub equip id") + # Starting inventory items + if inventory_offset is not None: + inventory_items_array[inventory_offset] += 1 + if inventory_items_array[inventory_offset] > items_max and "Special" not in item.name: + inventory_items_array[inventory_offset] = items_max + if item.name == iname.permaup: + if inventory_items_array[inventory_offset] > 2: + inventory_items_array[inventory_offset] = 2 + # Starting sub-weapon + elif sub_equip_id is not None: + start_inventory_data[0xBFD883] = sub_equip_id + # Starting PowerUps + elif item.name == iname.powerup: + start_inventory_data[0xBFD87B] += 1 + if start_inventory_data[0xBFD87B] > 2: + start_inventory_data[0xBFD87B] = 2 + # Starting Gold + elif "GOLD" in item.name: + total_money += int(item.name[0:4]) + if total_money > 99999: + total_money = 99999 + # Starting Jewels + elif "jewel" in item.name: + if "L" in item.name: + start_inventory_data[0xBFD867] += 10 + else: + start_inventory_data[0xBFD867] += 5 + if start_inventory_data[0xBFD867] > 99: + start_inventory_data[0xBFD867] = 99 + # Starting Ice Traps + else: + start_inventory_data[0xBFD88B] += 1 + if start_inventory_data[0xBFD88B] > 0xFF: + start_inventory_data[0xBFD88B] = 0xFF + + # Convert the inventory items into data. + for i in range(len(inventory_items_array)): + start_inventory_data[0xBFE518 + i] = inventory_items_array[i] + + # Convert the starting money into data. Which offset it starts from depends on how many bytes it takes up. + if total_money <= 0xFF: + start_inventory_data[0xBFE517] = total_money + elif total_money <= 0xFFFF: + start_inventory_data[0xBFE516] = total_money + else: + start_inventory_data[0xBFE515] = total_money + + return start_inventory_data + + +def get_item_text_color(loc: Location) -> bytearray: + if loc.item.advancement: + return bytearray([0xA2, 0x0C]) + elif loc.item.classification == ItemClassification.useful: + return bytearray([0xA2, 0x0A]) + elif loc.item.classification == ItemClassification.trap: + return bytearray([0xA2, 0x0B]) + else: + return bytearray([0xA2, 0x02]) diff --git a/worlds/cv64/client.py b/worlds/cv64/client.py new file mode 100644 index 0000000000..ff9c79f578 --- /dev/null +++ b/worlds/cv64/client.py @@ -0,0 +1,207 @@ +from typing import TYPE_CHECKING, Set +from .locations import base_id +from .text import cv64_text_wrap, cv64_string_to_bytearray + +from NetUtils import ClientStatus +import worlds._bizhawk as bizhawk +import base64 +from worlds._bizhawk.client import BizHawkClient + +if TYPE_CHECKING: + from worlds._bizhawk.context import BizHawkClientContext + + +class Castlevania64Client(BizHawkClient): + game = "Castlevania 64" + system = "N64" + patch_suffix = ".apcv64" + self_induced_death = False + received_deathlinks = 0 + death_causes = [] + currently_shopping = False + local_checked_locations: Set[int] + + def __init__(self) -> None: + super().__init__() + self.local_checked_locations = set() + + async def validate_rom(self, ctx: "BizHawkClientContext") -> bool: + from CommonClient import logger + + try: + # Check ROM name/patch version + game_names = await bizhawk.read(ctx.bizhawk_ctx, [(0x20, 0x14, "ROM"), (0xBFBFD0, 12, "ROM")]) + if game_names[0].decode("ascii") != "CASTLEVANIA ": + return False + if game_names[1] == b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00': + logger.info("ERROR: You appear to be running an unpatched version of Castlevania 64. " + "You need to generate a patch file and use it to create a patched ROM.") + return False + if game_names[1].decode("ascii") != "ARCHIPELAGO1": + logger.info("ERROR: The patch file used to create this ROM is not compatible with " + "this client. Double check your client version against the version being " + "used by the generator.") + return False + except UnicodeDecodeError: + return False + except bizhawk.RequestFailedError: + return False # Should verify on the next pass + + ctx.game = self.game + ctx.items_handling = 0b001 + ctx.want_slot_data = False + ctx.watcher_timeout = 0.125 + return True + + async def set_auth(self, ctx: "BizHawkClientContext") -> None: + auth_raw = (await bizhawk.read(ctx.bizhawk_ctx, [(0xBFBFE0, 16, "ROM")]))[0] + ctx.auth = base64.b64encode(auth_raw).decode("utf-8") + + def on_package(self, ctx: "BizHawkClientContext", cmd: str, args: dict) -> None: + if cmd != "Bounced": + return + if "tags" not in args: + return + if "DeathLink" in args["tags"] and args["data"]["source"] != ctx.slot_info[ctx.slot].name: + self.received_deathlinks += 1 + if "cause" in args["data"]: + cause = args["data"]["cause"] + if len(cause) > 88: + cause = cause[0x00:0x89] + else: + cause = f"{args['data']['source']} killed you!" + self.death_causes.append(cause) + + async def game_watcher(self, ctx: "BizHawkClientContext") -> None: + + try: + read_state = await bizhawk.read(ctx.bizhawk_ctx, [(0x342084, 4, "RDRAM"), + (0x389BDE, 6, "RDRAM"), + (0x389BE4, 224, "RDRAM"), + (0x389EFB, 1, "RDRAM"), + (0x389EEF, 1, "RDRAM"), + (0xBFBFDE, 2, "ROM")]) + + game_state = int.from_bytes(read_state[0], "big") + save_struct = read_state[2] + written_deathlinks = int.from_bytes(bytearray(read_state[1][4:6]), "big") + deathlink_induced_death = int.from_bytes(bytearray(read_state[1][0:1]), "big") + cutscene_value = int.from_bytes(read_state[3], "big") + current_menu = int.from_bytes(read_state[4], "big") + num_received_items = int.from_bytes(bytearray(save_struct[0xDA:0xDC]), "big") + rom_flags = int.from_bytes(read_state[5], "big") + + # Make sure we are in the Gameplay or Credits states before detecting sent locations and/or DeathLinks. + # If we are in any other state, such as the Game Over state, set self_induced_death to false, so we can once + # again send a DeathLink once we are back in the Gameplay state. + if game_state not in [0x00000002, 0x0000000B]: + self.self_induced_death = False + return + + # Enable DeathLink if the bit for it is set in our ROM flags. + if "DeathLink" not in ctx.tags and rom_flags & 0x0100: + await ctx.update_death_link(True) + + # Scout the Renon shop locations if the shopsanity flag is written in the ROM. + if rom_flags & 0x0001 and ctx.locations_info == {}: + await ctx.send_msgs([{ + "cmd": "LocationScouts", + "locations": [base_id + i for i in range(0x1C8, 0x1CF)], + "create_as_hint": 0 + }]) + + # Send a DeathLink if we died on our own independently of receiving another one. + if "DeathLink" in ctx.tags and save_struct[0xA4] & 0x80 and not self.self_induced_death and not \ + deathlink_induced_death: + self.self_induced_death = True + if save_struct[0xA4] & 0x08: + # Special death message for dying while having the Vamp status. + await ctx.send_death(f"{ctx.player_names[ctx.slot]} became a vampire and drank your blood!") + else: + await ctx.send_death(f"{ctx.player_names[ctx.slot]} perished. Dracula has won!") + + # Write any DeathLinks received along with the corresponding death cause starting with the oldest. + # To minimize Bizhawk Write jank, the DeathLink write will be prioritized over the item received one. + if self.received_deathlinks and not self.self_induced_death and not written_deathlinks: + death_text, num_lines = cv64_text_wrap(self.death_causes[0], 96) + await bizhawk.write(ctx.bizhawk_ctx, [(0x389BE3, [0x01], "RDRAM"), + (0x389BDF, [0x11], "RDRAM"), + (0x18BF98, bytearray([0xA2, 0x0B]) + + cv64_string_to_bytearray(death_text, False), "RDRAM"), + (0x18C097, [num_lines], "RDRAM")]) + self.received_deathlinks -= 1 + del self.death_causes[0] + else: + # If the game hasn't received all items yet, the received item struct doesn't contain an item, the + # current number of received items still matches what we read before, and there are no open text boxes, + # then fill it with the next item and write the "item from player" text in its buffer. The game will + # increment the number of received items on its own. + if num_received_items < len(ctx.items_received): + next_item = ctx.items_received[num_received_items] + if next_item.flags & 0b001: + text_color = bytearray([0xA2, 0x0C]) + elif next_item.flags & 0b010: + text_color = bytearray([0xA2, 0x0A]) + elif next_item.flags & 0b100: + text_color = bytearray([0xA2, 0x0B]) + else: + text_color = bytearray([0xA2, 0x02]) + received_text, num_lines = cv64_text_wrap(f"{ctx.item_names[next_item.item]}\n" + f"from {ctx.player_names[next_item.player]}", 96) + await bizhawk.guarded_write(ctx.bizhawk_ctx, + [(0x389BE1, [next_item.item & 0xFF], "RDRAM"), + (0x18C0A8, text_color + cv64_string_to_bytearray(received_text, False), + "RDRAM"), + (0x18C1A7, [num_lines], "RDRAM")], + [(0x389BE1, [0x00], "RDRAM"), # Remote item reward buffer + (0x389CBE, save_struct[0xDA:0xDC], "RDRAM"), # Received items + (0x342891, [0x02], "RDRAM")]) # Textbox state + + flag_bytes = bytearray(save_struct[0x00:0x44]) + bytearray(save_struct[0x90:0x9F]) + locs_to_send = set() + + # Check for set location flags. + for byte_i, byte in enumerate(flag_bytes): + for i in range(8): + and_value = 0x80 >> i + if byte & and_value != 0: + flag_id = byte_i * 8 + i + + location_id = flag_id + base_id + if location_id in ctx.server_locations: + locs_to_send.add(location_id) + + # Send locations if there are any to send. + if locs_to_send != self.local_checked_locations: + self.local_checked_locations = locs_to_send + + if locs_to_send is not None: + await ctx.send_msgs([{ + "cmd": "LocationChecks", + "locations": list(locs_to_send) + }]) + + # Check the menu value to see if we are in Renon's shop, and set currently_shopping to True if we are. + if current_menu == 0xA: + self.currently_shopping = True + + # If we are currently shopping, and the current menu value is 0 (meaning we just left the shop), hint the + # un-bought shop locations that have progression. + if current_menu == 0 and self.currently_shopping: + await ctx.send_msgs([{ + "cmd": "LocationScouts", + "locations": [loc for loc, n_item in ctx.locations_info.items() if n_item.flags & 0b001], + "create_as_hint": 2 + }]) + self.currently_shopping = False + + # Send game clear if we're in either any ending cutscene or the credits state. + if not ctx.finished_game and (0x26 <= int(cutscene_value) <= 0x2E or game_state == 0x0000000B): + await ctx.send_msgs([{ + "cmd": "StatusUpdate", + "status": ClientStatus.CLIENT_GOAL + }]) + + except bizhawk.RequestFailedError: + # Exit handler and return to main loop to reconnect. + pass diff --git a/worlds/cv64/data/APLogo-LICENSE.txt b/worlds/cv64/data/APLogo-LICENSE.txt new file mode 100644 index 0000000000..69d1e3ecd1 --- /dev/null +++ b/worlds/cv64/data/APLogo-LICENSE.txt @@ -0,0 +1,3 @@ +The Archipelago Logo is © 2022 by Krista Corkos and Christopher Wilson is licensed under Attribution-NonCommercial 4.0 International. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ + +Logo modified by Liquid Cat to fit artstyle and uses within the mod. diff --git a/worlds/cv64/data/ap_icons.bin b/worlds/cv64/data/ap_icons.bin new file mode 100644 index 0000000000..0a4129ac40 Binary files /dev/null and b/worlds/cv64/data/ap_icons.bin differ diff --git a/worlds/cv64/data/ename.py b/worlds/cv64/data/ename.py new file mode 100644 index 0000000000..26cd7151de --- /dev/null +++ b/worlds/cv64/data/ename.py @@ -0,0 +1,71 @@ +forest_dbridge_gate = "Descending bridge gate" +forest_werewolf_gate = "Werewolf gate" +forest_end = "Dracula's drawbridge" + +cw_portcullis_c = "Central portcullis" +cw_lt_skip = "Do Left Tower Skip" +cw_lt_door = "Left Tower door" +cw_end = "End portcullis" + +villa_dog_gates = "Front dog gates" +villa_snipe_dogs = "Orb snipe the dogs" +villa_to_storeroom = "To Storeroom door" +villa_to_archives = "To Archives door" +villa_renon = "Villa contract" +villa_to_maze = "To maze gate" +villa_from_storeroom = "From Storeroom door" +villa_from_maze = "From maze gate" +villa_servant_door = "Servants' door" +villa_copper_door = "Copper door" +villa_copper_skip = "Get Copper Skip" +villa_bridge_door = "From bridge door" +villa_end_r = "Villa Reinhardt (daytime) exit" +villa_end_c = "Villa Carrie (nighttime) exit" + +tunnel_start_renon = "Tunnel start contract" +tunnel_gondolas = "Gondola ride" +tunnel_end_renon = "Tunnel end contract" +tunnel_end = "End Tunnel door" + +uw_final_waterfall = "Final waterfall" +uw_waterfall_skip = "Do Waterfall Skip" +uw_renon = "Underground Waterway contract" +uw_end = "End Waterway door" + +cc_tc_door = "Torture Chamber door" +cc_renon = "Castle Center contract" +cc_lower_wall = "Lower sealed cracked wall" +cc_upper_wall = "Upper cracked wall" +cc_elevator = "Activate crystal and ride elevator" +cc_exit_r = "Castle Center Reinhardt (Medusa Head) exit" +cc_exit_c = "Castle Center Carrie (Ghost) exit" + +dt_start = "Duel Tower start passage" +dt_end = "Duel Tower end passage" + +toe_start = "Tower of Execution start passage" +toe_gate = "Execution gate" +toe_gate_skip = "Just jump past the gate from above, bro!" +toe_end = "Tower of Execution end staircase" + +tosci_start = "Tower of Science start passage" +tosci_key1_door = "Science Door 1" +tosci_to_key2_door = "To Science Door 2" +tosci_from_key2_door = "From Science Door 2" +tosci_key3_door = "Science Door 3" +tosci_end = "Tower of Science end passage" + +tosor_start = "Tower of Sorcery start passage" +tosor_end = "Tower of Sorcery end passage" + +roc_gate = "Defeat boss gate" + +ct_to_door1 = "To Clocktower Door 1" +ct_from_door1 = "From Clocktower Door 1" +ct_to_door2 = "To Clocktower Door 2" +ct_from_door2 = "From Clocktower Door 2" +ct_renon = "Clock Tower contract" +ct_door_3 = "Clocktower Door 3" + +ck_slope_jump = "Slope Jump to boss tower" +ck_drac_door = "Dracula's door" diff --git a/worlds/cv64/data/iname.py b/worlds/cv64/data/iname.py new file mode 100644 index 0000000000..9b9e225ca5 --- /dev/null +++ b/worlds/cv64/data/iname.py @@ -0,0 +1,49 @@ +# Items +white_jewel = "White jewel" +special_one = "Special1" +special_two = "Special2" +red_jewel_s = "Red jewel(S)" +red_jewel_l = "Red jewel(L)" +roast_chicken = "Roast chicken" +roast_beef = "Roast beef" +healing_kit = "Healing kit" +purifying = "Purifying" +cure_ampoule = "Cure ampoule" +pot_pourri = "pot-pourri" +powerup = "PowerUp" +permaup = "PermaUp" +holy_water = "Holy water" +cross = "Cross" +axe = "Axe" +knife = "Knife" +wooden_stake = "Wooden stake" +rose = "Rose" +ice_trap = "Ice Trap" +the_contract = "The contract" +engagement_ring = "engagement ring" +magical_nitro = "Magical Nitro" +mandragora = "Mandragora" +sun_card = "Sun card" +moon_card = "Moon card" +incandescent_gaze = "Incandescent gaze" +five_hundred_gold = "500 GOLD" +three_hundred_gold = "300 GOLD" +one_hundred_gold = "100 GOLD" +archives_key = "Archives Key" +left_tower_key = "Left Tower Key" +storeroom_key = "Storeroom Key" +garden_key = "Garden Key" +copper_key = "Copper Key" +chamber_key = "Chamber Key" +execution_key = "Execution Key" +science_key1 = "Science Key1" +science_key2 = "Science Key2" +science_key3 = "Science Key3" +clocktower_key1 = "Clocktower Key1" +clocktower_key2 = "Clocktower Key2" +clocktower_key3 = "Clocktower Key3" + +trophy = "Trophy" +crystal = "Crystal" + +victory = "The Count Downed" diff --git a/worlds/cv64/data/lname.py b/worlds/cv64/data/lname.py new file mode 100644 index 0000000000..09db86b380 --- /dev/null +++ b/worlds/cv64/data/lname.py @@ -0,0 +1,479 @@ +# Forest of Silence main locations +forest_pillars_right = "Forest of Silence: Grab practice pillars - Right" +forest_pillars_top = "Forest of Silence: Grab practice pillars - Top" +forest_king_skeleton = "Forest of Silence: King Skeleton's bridge" +forest_lgaz_in = "Forest of Silence: Moon gazebo inside" +forest_lgaz_top = "Forest of Silence: Moon gazebo roof" +forest_hgaz_in = "Forest of Silence: Sun gazebo inside" +forest_hgaz_top = "Forest of Silence: Sun gazebo roof" +forest_weretiger_sw = "Forest of Silence: Were-tiger switch" +forest_weretiger_gate = "Forest of Silence: Dirge maiden gate" +forest_dirge_tomb_u = "Forest of Silence: Dirge maiden crypt - Upper" +forest_dirge_plaque = "Forest of Silence: Dirge maiden pedestal plaque" +forest_corpse_save = "Forest of Silence: Tri-corpse save junction" +forest_dbridge_wall = "Forest of Silence: Descending bridge wall side" +forest_dbridge_sw = "Forest of Silence: Descending bridge switch side" +forest_dbridge_gate_r = "Forest of Silence: Tri-corpse gate - Right" +forest_dbridge_tomb_uf = "Forest of Silence: Three-crypt plaza main path crypt - Upper-front" +forest_bface_tomb_lf = "Forest of Silence: Three-crypt plaza back-facing crypt - Lower-front" +forest_bface_tomb_u = "Forest of Silence: Three-crypt plaza back-facing crypt - Upper" +forest_ibridge = "Forest of Silence: Invisible bridge platform" +forest_werewolf_tomb_r = "Forest of Silence: Werewolf crypt - Right" +forest_werewolf_plaque = "Forest of Silence: Werewolf statue plaque" +forest_werewolf_tree = "Forest of Silence: Werewolf path near tree" +forest_final_sw = "Forest of Silence: Three-crypt plaza switch" + +# Forest of Silence empty breakables +forest_dirge_tomb_l = "Forest of Silence: Dirge maiden crypt - Lower" +forest_dbridge_tomb_l = "Forest of Silence: Three-crypt plaza main path crypt - Lower" +forest_dbridge_tomb_ur = "Forest of Silence: Three-crypt plaza main path crypt - Upper-rear" +forest_bface_tomb_lr = "Forest of Silence: Three-crypt plaza back-facing crypt - Lower-rear" +forest_werewolf_tomb_lf = "Forest of Silence: Werewolf crypt - Left-front" +forest_werewolf_tomb_lr = "Forest of Silence: Werewolf crypt - Left-rear" + +# Forest of Silence 3-hit breakables +forest_dirge_rock1 = "Forest of Silence: Dirge maiden rock - Item 1" +forest_dirge_rock2 = "Forest of Silence: Dirge maiden rock - Item 2" +forest_dirge_rock3 = "Forest of Silence: Dirge maiden rock - Item 3" +forest_dirge_rock4 = "Forest of Silence: Dirge maiden rock - Item 4" +forest_dirge_rock5 = "Forest of Silence: Dirge maiden rock - Item 5" +forest_bridge_rock1 = "Forest of Silence: Bat archway rock - Item 1" +forest_bridge_rock2 = "Forest of Silence: Bat archway rock - Item 2" +forest_bridge_rock3 = "Forest of Silence: Bat archway rock - Item 3" +forest_bridge_rock4 = "Forest of Silence: Bat archway rock - Item 4" + +# Forest of Silence sub-weapons +forest_pillars_left = "Forest of Silence: Grab practice pillars - Left" +forest_dirge_ped = "Forest of Silence: Dirge maiden pedestal" +forest_dbridge_gate_l = "Forest of Silence: Tri-corpse gate - Left" +forest_werewolf_island = "Forest of Silence: Werewolf path island switch platforms" + + +# Castle Wall main locations +cw_ground_middle = "Castle Wall: Ground gatehouse - Middle" +cw_rrampart = "Castle Wall: Central rampart near right tower" +cw_lrampart = "Castle Wall: Central rampart near left tower" +cw_dragon_sw = "Castle Wall: White Dragons switch door" +cw_drac_sw = "Castle Wall: Dracula cutscene switch door" +cw_shelf_visible = "Castle Wall: Sandbag shelf - Visible" +cw_shelf_sandbags = "Castle Wall: Sandbag shelf - Invisible" + +# Castle Wall towers main locations +cwr_bottom = "Castle Wall: Above bottom right tower door" +cwl_bottom = "Castle Wall: Above bottom left tower door" +cwl_bridge = "Castle Wall: Left tower child ledge" + +# Castle Wall 3-hit breakables +cw_save_slab1 = "Castle Wall: Central rampart savepoint slab - Item 1" +cw_save_slab2 = "Castle Wall: Central rampart savepoint slab - Item 2" +cw_save_slab3 = "Castle Wall: Central rampart savepoint slab - Item 3" +cw_save_slab4 = "Castle Wall: Central rampart savepoint slab - Item 4" +cw_save_slab5 = "Castle Wall: Central rampart savepoint slab - Item 5" +cw_drac_slab1 = "Castle Wall: Dracula cutscene switch slab - Item 1" +cw_drac_slab2 = "Castle Wall: Dracula cutscene switch slab - Item 2" +cw_drac_slab3 = "Castle Wall: Dracula cutscene switch slab - Item 3" +cw_drac_slab4 = "Castle Wall: Dracula cutscene switch slab - Item 4" +cw_drac_slab5 = "Castle Wall: Dracula cutscene switch slab - Item 5" + +# Castle Wall sub-weapons +cw_ground_left = "Castle Wall: Ground gatehouse - Left" +cw_ground_right = "Castle Wall: Ground gatehouse - Right" +cw_shelf_torch = "Castle Wall: Sandbag shelf floor torch" +cw_pillar = "Castle Wall: Central rampart broken pillar" + + +# Villa front yard main locations +villafy_outer_gate_l = "Villa: Outer front gate - Left" +villafy_outer_gate_r = "Villa: Outer front gate - Right" +villafy_inner_gate = "Villa: Inner front gate dog food" +villafy_dog_platform = "Villa: Outer front gate platform" +villafy_gate_marker = "Villa: Front yard cross grave near gates" +villafy_villa_marker = "Villa: Front yard cross grave near porch" +villafy_tombstone = "Villa: Front yard visitor's tombstone" +villafy_fountain_fl = "Villa: Midnight fountain - Front-left" +villafy_fountain_fr = "Villa: Midnight fountain - Front-right" +villafy_fountain_ml = "Villa: Midnight fountain - Middle-left" +villafy_fountain_mr = "Villa: Midnight fountain - Middle-right" +villafy_fountain_rl = "Villa: Midnight fountain - Rear-left" +villafy_fountain_rr = "Villa: Midnight fountain - Rear-right" + +# Villa foyer main locations +villafo_sofa = "Villa: Foyer sofa" +villafo_pot_r = "Villa: Foyer upper-right pot" +villafo_pot_l = "Villa: Foyer upper-left pot" +villafo_rear_r = "Villa: Foyer lower level - Rear-right" +villafo_rear_l = "Villa: Foyer lower level - Rear-left" +villafo_mid_l = "Villa: Foyer lower level - Middle-left" +villafo_front_r = "Villa: Foyer lower level - Front-right" +villafo_front_l = "Villa: Foyer lower level - Front-left" +villafo_serv_ent = "Villa: Servants' entrance" + +# Villa empty breakables +villafo_mid_r = "Villa: Foyer lower level - Middle-right" + +# Villa 3-hit breakables +villafo_chandelier1 = "Villa: Foyer chandelier - Item 1" +villafo_chandelier2 = "Villa: Foyer chandelier - Item 2" +villafo_chandelier3 = "Villa: Foyer chandelier - Item 3" +villafo_chandelier4 = "Villa: Foyer chandelier - Item 4" +villafo_chandelier5 = "Villa: Foyer chandelier - Item 5" + +# Villa living area main locations +villala_hallway_stairs = "Villa: Rose garden staircase bottom" +villala_bedroom_chairs = "Villa: Bedroom near chairs" +villala_bedroom_bed = "Villa: Bedroom near bed" +villala_vincent = "Villa: Vincent" +villala_slivingroom_table = "Villa: Mary's room table" +villala_storeroom_l = "Villa: Storeroom - Left" +villala_storeroom_r = "Villa: Storeroom - Right" +villala_storeroom_s = "Villa: Storeroom statue" +villala_diningroom_roses = "Villa: Dining room rose vase" +villala_archives_table = "Villa: Archives table" +villala_archives_rear = "Villa: Archives rear corner" +villala_llivingroom_lion = "Villa: Living room lion head" +villala_llivingroom_pot_r = "Villa: Living room - Right pot" +villala_llivingroom_pot_l = "Villa: Living room - Left pot" +villala_llivingroom_light = "Villa: Living room ceiling light" +villala_llivingroom_painting = "Villa: Living room clawed painting" +villala_exit_knight = "Villa: Maze garden exit knight" + +# Villa maze main locations +villam_malus_torch = "Villa: Front maze garden - Malus start torch" +villam_malus_bush = "Villa: Front maze garden - Malus's hiding bush" +villam_frankieturf_r = "Villa: Front maze garden - Frankie's right dead-end" +villam_frankieturf_l = "Villa: Front maze garden - Frankie's left dead-end" +villam_frankieturf_ru = "Villa: Front maze garden - Frankie's right dead-end urn" +villam_fgarden_f = "Villa: Rear maze garden - Iron Thorn Fenced area - Front" +villam_fgarden_mf = "Villa: Rear maze garden - Iron Thorn Fenced area - Mid-front" +villam_fgarden_mr = "Villa: Rear maze garden - Iron Thorn Fenced area - Mid-rear" +villam_fgarden_r = "Villa: Rear maze garden - Iron Thorn Fenced area - Rear" +villam_rplatform_de = "Villa: Rear maze garden - Viewing platform dead-end" +villam_exit_de = "Villa: Rear maze garden - Past-exit dead-end" +villam_serv_path = "Villa: Servants' path small alcove" +villam_crypt_ent = "Villa: Crypt entrance" +villam_crypt_upstream = "Villa: Crypt bridge upstream" + +# Villa crypt main locations +villac_ent_l = "Villa: Crypt - Left from entrance" +villac_ent_r = "Villa: Crypt - Right from entrance" +villac_wall_l = "Villa: Crypt - Left wall" +villac_wall_r = "Villa: Crypt - Right wall" +villac_coffin_r = "Villa: Crypt - Right of coffin" + +# Villa sub-weapons +villala_hallway_l = "Villa: Hallway near rose garden stairs - Left" +villala_hallway_r = "Villa: Hallway near rose garden stairs - Right" +villala_slivingroom_mirror = "Villa: Mary's room corner" +villala_archives_entrance = "Villa: Archives near entrance" +villam_fplatform = "Villa: Front maze garden - Viewing platform" +villam_rplatform = "Villa: Rear maze garden - Viewing platform" +villac_coffin_l = "Villa: Crypt - Left of coffin" + + +# Tunnel main locations +tunnel_landing = "Tunnel: Landing point" +tunnel_landing_rc = "Tunnel: Landing point rock crusher" +tunnel_stone_alcove_l = "Tunnel: Stepping stone alcove - Left" +tunnel_twin_arrows = "Tunnel: Twin arrow signs" +tunnel_lonesome_bucket = "Tunnel: Near lonesome bucket" +tunnel_lbucket_quag = "Tunnel: Lonesome bucket poison pit" +tunnel_lbucket_albert = "Tunnel: Lonesome bucket-Albert junction" +tunnel_albert_camp = "Tunnel: Albert's campsite" +tunnel_albert_quag = "Tunnel: Albert's poison pit" +tunnel_gondola_rc_sdoor_r = "Tunnel: Gondola rock crusher sun door - Right" +tunnel_gondola_rc_sdoor_m = "Tunnel: Gondola rock crusher sun door - Middle" +tunnel_gondola_rc = "Tunnel: Gondola rock crusher" +tunnel_rgondola_station = "Tunnel: Red gondola station" +tunnel_gondola_transfer = "Tunnel: Gondola transfer point" +tunnel_corpse_bucket_quag = "Tunnel: Corpse bucket poison pit" +tunnel_corpse_bucket_mdoor_r = "Tunnel: Corpse bucket moon door - Right" +tunnel_shovel_quag_start = "Tunnel: Shovel poison pit start" +tunnel_exit_quag_start = "Tunnel: Exit door poison pit start" +tunnel_shovel_quag_end = "Tunnel: Shovel poison pit end" +tunnel_exit_quag_end = "Tunnel: Exit door poison pit end" +tunnel_shovel = "Tunnel: Shovel" +tunnel_shovel_save = "Tunnel: Shovel zone save junction" +tunnel_shovel_mdoor_l = "Tunnel: Shovel zone moon door - Left" +tunnel_shovel_sdoor_l = "Tunnel: Shovel zone sun door - Left" +tunnel_shovel_sdoor_m = "Tunnel: Shovel zone sun door - Middle" + +# Tunnel 3-hit breakables +tunnel_arrows_rock1 = "Tunnel: Twin arrow signs rock - Item 1" +tunnel_arrows_rock2 = "Tunnel: Twin arrow signs rock - Item 2" +tunnel_arrows_rock3 = "Tunnel: Twin arrow signs rock - Item 3" +tunnel_arrows_rock4 = "Tunnel: Twin arrow signs rock - Item 4" +tunnel_arrows_rock5 = "Tunnel: Twin arrow signs rock - Item 5" +tunnel_bucket_quag_rock1 = "Tunnel: Lonesome bucket poison pit rock - Item 1" +tunnel_bucket_quag_rock2 = "Tunnel: Lonesome bucket poison pit rock - Item 2" +tunnel_bucket_quag_rock3 = "Tunnel: Lonesome bucket poison pit rock - Item 3" + +# Tunnel sub-weapons +tunnel_stone_alcove_r = "Tunnel: Stepping stone alcove - Right" +tunnel_lbucket_mdoor_l = "Tunnel: Lonesome bucket moon door" +tunnel_gondola_rc_sdoor_l = "Tunnel: Gondola rock crusher sun door - Left" +tunnel_corpse_bucket_mdoor_l = "Tunnel: Corpse bucket moon door - Left" +tunnel_shovel_mdoor_r = "Tunnel: Shovel zone moon door - Right" +tunnel_shovel_sdoor_r = "Tunnel: Shovel zone sun door - Right" + + +# Underground Waterway main locations +uw_near_ent = "Underground Waterway: Near entrance corridor" +uw_across_ent = "Underground Waterway: Across from entrance" +uw_poison_parkour = "Underground Waterway: Across poison parkour ledges" +uw_waterfall_alcove = "Underground Waterway: Waterfall alcove ledge" +uw_carrie1 = "Underground Waterway: Carrie crawlspace corridor - First left" +uw_carrie2 = "Underground Waterway: Carrie crawlspace corridor - Second left" +uw_bricks_save = "Underground Waterway: Brick platforms save corridor" +uw_above_skel_ledge = "Underground Waterway: Above skeleton crusher ledge" + +# Underground Waterway 3-hit breakables +uw_first_ledge1 = "Underground Waterway: First poison parkour ledge - Item 1" +uw_first_ledge2 = "Underground Waterway: First poison parkour ledge - Item 2" +uw_first_ledge3 = "Underground Waterway: First poison parkour ledge - Item 3" +uw_first_ledge4 = "Underground Waterway: First poison parkour ledge - Item 4" +uw_first_ledge5 = "Underground Waterway: First poison parkour ledge - Item 5" +uw_first_ledge6 = "Underground Waterway: First poison parkour ledge - Item 6" +uw_in_skel_ledge1 = "Underground Waterway: Inside skeleton crusher ledge - Item 1" +uw_in_skel_ledge2 = "Underground Waterway: Inside skeleton crusher ledge - Item 2" +uw_in_skel_ledge3 = "Underground Waterway: Inside skeleton crusher ledge - Item 3" + + +# Castle Center basement main locations +ccb_skel_hallway_ent = "Castle Center: Entrance hallway" +ccb_skel_hallway_jun = "Castle Center: Basement hallway junction" +ccb_skel_hallway_tc = "Castle Center: Torture chamber hallway" +ccb_behemoth_l_ff = "Castle Center: Behemoth arena - Left far-front torch" +ccb_behemoth_l_mf = "Castle Center: Behemoth arena - Left mid-front torch" +ccb_behemoth_l_mr = "Castle Center: Behemoth arena - Left mid-rear torch" +ccb_behemoth_l_fr = "Castle Center: Behemoth arena - Left far-rear torch" +ccb_behemoth_r_ff = "Castle Center: Behemoth arena - Right far-front torch" +ccb_behemoth_r_mf = "Castle Center: Behemoth arena - Right mid-front torch" +ccb_behemoth_r_mr = "Castle Center: Behemoth arena - Right mid-rear torch" +ccb_behemoth_r_fr = "Castle Center: Behemoth arena - Right far-rear torch" +ccb_mandrag_shelf_l = "Castle Center: Mandragora shelf - Left" +ccb_mandrag_shelf_r = "Castle Center: Mandragora shelf - Right" +ccb_torture_rack = "Castle Center: Torture chamber instrument rack" +ccb_torture_rafters = "Castle Center: Torture chamber rafters" + +# Castle Center elevator room main locations +ccelv_near_machine = "Castle Center: Near elevator room machine" +ccelv_atop_machine = "Castle Center: Atop elevator room machine" +ccelv_pipes = "Castle Center: Elevator pipe device" +ccelv_staircase = "Castle Center: Elevator room staircase" + +# Castle Center factory floor main locations +ccff_redcarpet_knight = "Castle Center: Red carpet hall knight" +ccff_gears_side = "Castle Center: Gear room side" +ccff_gears_mid = "Castle Center: Gear room center" +ccff_gears_corner = "Castle Center: Gear room corner" +ccff_lizard_knight = "Castle Center: Lizard locker knight" +ccff_lizard_pit = "Castle Center: Lizard locker room near pit" +ccff_lizard_corner = "Castle Center: Lizard locker room corner" + +# Castle Center lizard lab main locations +ccll_brokenstairs_floor = "Castle Center: Broken staircase floor" +ccll_brokenstairs_knight = "Castle Center: Broken staircase knight" +ccll_brokenstairs_save = "Castle Center: Above broken staircase savepoint" +ccll_glassknight_l = "Castle Center: Stained Glass Knight room - Left" +ccll_glassknight_r = "Castle Center: Stained Glass Knight room - Right" +ccll_butlers_door = "Castle Center: Butler bros. room near door" +ccll_butlers_side = "Castle Center: Butler bros. room inner" +ccll_cwhall_butlerflames_past = "Castle Center: Past butler room flamethrowers" +ccll_cwhall_flamethrower = "Castle Center: Inside cracked wall hallway flamethrower" +ccll_cwhall_cwflames = "Castle Center: Past upper cracked wall flamethrowers" +ccll_cwhall_wall = "Castle Center: Inside upper cracked wall" +ccll_heinrich = "Castle Center: Heinrich Meyer" + +# Castle Center library main locations +ccl_bookcase = "Castle Center: Library bookshelf" + +# Castle Center invention area main locations +ccia_nitro_crates = "Castle Center: Nitro room crates" +ccia_nitro_shelf_h = "Castle Center: Magical Nitro shelf - Heinrich side" +ccia_nitro_shelf_i = "Castle Center: Magical Nitro shelf - Invention side" +ccia_nitrohall_torch = "Castle Center: Past nitro room flamethrowers" +ccia_nitrohall_flamethrower = "Castle Center: Inside nitro hallway flamethrower" +ccia_inventions_crusher = "Castle Center: Invention room spike crusher door" +ccia_inventions_maids = "Castle Center: Invention room maid sisters door" +ccia_inventions_round = "Castle Center: Invention room round machine" +ccia_inventions_famicart = "Castle Center: Invention room giant Famicart" +ccia_inventions_zeppelin = "Castle Center: Invention room zeppelin" +ccia_maids_outer = "Castle Center: Maid sisters room outer table" +ccia_maids_inner = "Castle Center: Maid sisters room inner table" +ccia_maids_vase = "Castle Center: Maid sisters room vase" +ccia_stairs_knight = "Castle Center: Hell Knight landing corner knight" + +# Castle Center sub-weapons +ccb_skel_hallway_ba = "Castle Center: Behemoth arena hallway" +ccelv_switch = "Castle Center: Near elevator switch" +ccff_lizard_near_knight = "Castle Center: Near lizard locker knight" + +# Castle Center lizard lockers +ccff_lizard_locker_nfr = "Castle Center: Far-right near-side lizard locker" +ccff_lizard_locker_nmr = "Castle Center: Mid-right near-side lizard locker" +ccff_lizard_locker_nml = "Castle Center: Mid-left near-side lizard locker" +ccff_lizard_locker_nfl = "Castle Center: Far-left near-side lizard locker" +ccff_lizard_locker_fl = "Castle Center: Left far-side lizard locker" +ccff_lizard_locker_fr = "Castle Center: Right far-side lizard locker" + +# Castle Center 3-hit breakables +ccb_behemoth_crate1 = "Castle Center: Behemoth arena crate - Item 1" +ccb_behemoth_crate2 = "Castle Center: Behemoth arena crate - Item 2" +ccb_behemoth_crate3 = "Castle Center: Behemoth arena crate - Item 3" +ccb_behemoth_crate4 = "Castle Center: Behemoth arena crate - Item 4" +ccb_behemoth_crate5 = "Castle Center: Behemoth arena crate - Item 5" +ccelv_stand1 = "Castle Center: Elevator room unoccupied statue stand - Item 1" +ccelv_stand2 = "Castle Center: Elevator room unoccupied statue stand - Item 2" +ccelv_stand3 = "Castle Center: Elevator room unoccupied statue stand - Item 3" +ccff_lizard_slab1 = "Castle Center: Lizard locker room slab - Item 1" +ccff_lizard_slab2 = "Castle Center: Lizard locker room slab - Item 2" +ccff_lizard_slab3 = "Castle Center: Lizard locker room slab - Item 3" +ccff_lizard_slab4 = "Castle Center: Lizard locker room slab - Item 4" + + +# Duel Tower main locations +dt_stones_start = "Duel Tower: Stepping stone path start" +dt_werebull_arena = "Duel Tower: Above Were-bull arena" +dt_ibridge_l = "Duel Tower: Invisible bridge balcony - Left" +dt_ibridge_r = "Duel Tower: Invisible bridge balcony - Right" + +# Duel Tower sub-weapons +dt_stones_end = "Duel Tower: Stepping stone path end" + + +# Tower of Execution main locations +toe_midsavespikes_r = "Tower of Execution: Past mid-savepoint spikes - Right" +toe_midsavespikes_l = "Tower of Execution: Past mid-savepoint spikes - Left" +toe_elec_grate = "Tower of Execution: Electric grate ledge" +toe_ibridge = "Tower of Execution: Invisible bridge ledge" +toe_top = "Tower of Execution: Guillotine tower top level" +toe_keygate_l = "Tower of Execution: Key gate alcove - Left" + +# Tower of Execution 3-hit breakables +toe_ledge1 = "Tower of Execution: Pre-mid-savepoint platforms ledge - Item 1" +toe_ledge2 = "Tower of Execution: Pre-mid-savepoint platforms ledge - Item 2" +toe_ledge3 = "Tower of Execution: Pre-mid-savepoint platforms ledge - Item 3" +toe_ledge4 = "Tower of Execution: Pre-mid-savepoint platforms ledge - Item 4" +toe_ledge5 = "Tower of Execution: Pre-mid-savepoint platforms ledge - Item 5" + +# Tower of Execution sub-weapons +toe_keygate_r = "Tower of Execution: Key gate alcove - Right" + + +# Tower of Science main locations +tosci_elevator = "Tower of Science: Elevator hallway" +tosci_plain_sr = "Tower of Science: Plain sight side room" +tosci_stairs_sr = "Tower of Science: Staircase side room" +tosci_three_door_hall = "Tower of Science: Pick-a-door hallway locked middle room" +tosci_ibridge_t = "Tower of Science: Invisible bridge platform torch" +tosci_conveyor_sr = "Tower of Science: Spiky conveyor side room" +tosci_exit = "Tower of Science: Exit hallway" +tosci_key3_r = "Tower of Science: Locked Key3 room - Right" +tosci_key3_l = "Tower of Science: Locked Key3 room - Left" + +# Tower of Science 3-hit breakables +tosci_ibridge_b1 = "Tower of Science: Invisible bridge platform crate - Item 1" +tosci_ibridge_b2 = "Tower of Science: Invisible bridge platform crate - Item 2" +tosci_ibridge_b3 = "Tower of Science: Invisible bridge platform crate - Item 3" +tosci_ibridge_b4 = "Tower of Science: Invisible bridge platform crate - Item 4" +tosci_ibridge_b5 = "Tower of Science: Invisible bridge platform crate - Item 5" +tosci_ibridge_b6 = "Tower of Science: Invisible bridge platform crate - Item 6" + +# Tower of Science sub-weapons +tosci_key3_m = "Tower of Science: Locked Key3 room - Middle" + + +# Tower of Sorcery main locations +tosor_stained_tower = "Tower of Sorcery: Stained glass tower" +tosor_savepoint = "Tower of Sorcery: Mid-savepoint platform" +tosor_trickshot = "Tower of Sorcery: Trick shot from mid-savepoint platform" +tosor_yellow_bubble = "Tower of Sorcery: Above yellow bubble" +tosor_blue_platforms = "Tower of Sorcery: Above tiny blue platforms start" +tosor_side_isle = "Tower of Sorcery: Lone red platform side island" +tosor_ibridge = "Tower of Sorcery: Invisible bridge platform" + +# Room of Clocks main locations +roc_ent_l = "Room of Clocks: Left from entrance hallway" +roc_cont_r = "Room of Clocks: Right of Contract" +roc_ent_r = "Room of Clocks: Right from entrance hallway" + +# Room of Clocks sub-weapons +roc_elev_l = "Room of Clocks: Left of elevator hallway" +roc_elev_r = "Room of Clocks: Right of elevator hallway" + +# Room of Clocks empty breakables +roc_cont_l = "Room of Clocks: Left of Contract" +roc_exit = "Room of Clocks: Left of exit" + +# Clock Tower main locations +ct_gearclimb_corner = "Clock Tower: Gear climb room corner" +ct_gearclimb_side = "Clock Tower: Gear climb room side" +ct_bp_chasm_fl = "Clock Tower: Bone Pillar chasm room - Front-left" +ct_bp_chasm_fr = "Clock Tower: Bone Pillar chasm room - Front-right" +ct_bp_chasm_k = "Clock Tower: Bone Pillar chasm room key alcove" +ct_finalroom_platform = "Clock Tower: Final room key ledge" + +# Clock Tower 3-hit breakables +ct_gearclimb_battery_slab1 = "Clock Tower: Gear climb room beneath battery slab - Item 1" +ct_gearclimb_battery_slab2 = "Clock Tower: Gear climb room beneath battery slab - Item 2" +ct_gearclimb_battery_slab3 = "Clock Tower: Gear climb room beneath battery slab - Item 3" +ct_gearclimb_door_slab1 = "Clock Tower: Gear climb room beneath door slab - Item 1" +ct_gearclimb_door_slab2 = "Clock Tower: Gear climb room beneath door slab - Item 2" +ct_gearclimb_door_slab3 = "Clock Tower: Gear climb room beneath door slab - Item 3" +ct_finalroom_door_slab1 = "Clock Tower: Final room entrance slab - Item 1" +ct_finalroom_door_slab2 = "Clock Tower: Final room entrance slab - Item 2" +ct_finalroom_renon_slab1 = "Clock Tower: Renon's final offers slab - Item 1" +ct_finalroom_renon_slab2 = "Clock Tower: Renon's final offers slab - Item 2" +ct_finalroom_renon_slab3 = "Clock Tower: Renon's final offers slab - Item 3" +ct_finalroom_renon_slab4 = "Clock Tower: Renon's final offers slab - Item 4" +ct_finalroom_renon_slab5 = "Clock Tower: Renon's final offers slab - Item 5" +ct_finalroom_renon_slab6 = "Clock Tower: Renon's final offers slab - Item 6" +ct_finalroom_renon_slab7 = "Clock Tower: Renon's final offers slab - Item 7" +ct_finalroom_renon_slab8 = "Clock Tower: Renon's final offers slab - Item 8" + +# Clock Tower sub-weapons +ct_bp_chasm_rl = "Clock Tower: Bone Pillar chasm room - Rear-left" +ct_finalroom_fr = "Clock Tower: Final room floor - front-right" +ct_finalroom_fl = "Clock Tower: Final room floor - front-left" +ct_finalroom_rr = "Clock Tower: Final room floor - rear-right" +ct_finalroom_rl = "Clock Tower: Final room floor - rear-left" + + +# Castle Keep main locations +ck_flame_l = "Castle Keep: Left Dracula door flame" +ck_flame_r = "Castle Keep: Right Dracula door flame" +ck_behind_drac = "Castle Keep: Behind Dracula's chamber" +ck_cube = "Castle Keep: Dracula's floating cube" + + +# Renon's shop locations +renon1 = "Renon's shop: Roast Chicken purchase" +renon2 = "Renon's shop: Roast Beef purchase" +renon3 = "Renon's shop: Healing Kit purchase" +renon4 = "Renon's shop: Purifying purchase" +renon5 = "Renon's shop: Cure Ampoule purchase" +renon6 = "Renon's shop: Sun Card purchase" +renon7 = "Renon's shop: Moon Card purchase" + + +# Events +forest_boss_one = "Forest of Silence: King Skeleton 1" +forest_boss_two = "Forest of Silence: Were-tiger" +forest_boss_three = "Forest of Silence: King Skeleton 2" +cw_boss = "Castle Wall: Bone Dragons" +villa_boss_one = "Villa: J. A. Oldrey" +villa_boss_two = "Villa: Undead Maiden" +uw_boss = "Underground Waterway: Lizard-man trio" +cc_boss_one = "Castle Center: Behemoth" +cc_boss_two = "Castle Center: Rosa/Camilla" +dt_boss_one = "Duel Tower: Were-jaguar" +dt_boss_two = "Duel Tower: Werewolf" +dt_boss_three = "Duel Tower: Were-bull" +dt_boss_four = "Duel Tower: Were-tiger" +roc_boss = "Room of Clocks: Death/Actrise" +ck_boss_one = "Castle Keep: Renon" +ck_boss_two = "Castle Keep: Vincent" + +cc_behind_the_seal = "Castle Center: Behind the seal" + +the_end = "Dracula" diff --git a/worlds/cv64/data/patches.py b/worlds/cv64/data/patches.py new file mode 100644 index 0000000000..4c46703638 --- /dev/null +++ b/worlds/cv64/data/patches.py @@ -0,0 +1,2865 @@ +normal_door_hook = [ + 0x00862021, # ADDU A0, A0, A2 + 0x80849C60, # LB A0, 0x9C60 (A0) + 0x0C0FF174, # JAL 0x803FC5D0 + 0x308900FF # ANDI T1, A0, 0x00FF +] + +normal_door_code = [ + 0x00024080, # SLL T0, V0, 2 + 0x3C048039, # LUI A0, 0x8039 + 0x00882021, # ADDU A0, A0, T0 + 0x8C849BE4, # LW A0, 0x9BE4 (A0) + 0x8C6A0008, # LW T2, 0x0008 (V1) + 0x008A5824, # AND T3, A0, T2 + 0x11600003, # BEQZ T3, [forward 0x03] + 0x00000000, # NOP + 0x24020003, # ADDIU V0, R0, 0x0003 + 0x27FF006C, # ADDIU RA, RA, 0x006C + 0x03E00008 # JR RA +] + +ct_door_hook = [ + 0x0C0FF182, # JAL 0x803FC608 + 0x00000000, # NOP + 0x315900FF # ANDI T9, T2, 0x00FF +] + +ct_door_code = [ + 0x3C0A8039, # LUI T2, 0x8039 + 0x8D429BF8, # LW V0, 0x9BF8 (T2) + 0x01465021, # ADDU T2, T2, A2 + 0x814A9C60, # LB T2, 0x9C60 (T2) + 0x00495824, # AND T3, V0, T1 + 0x55600001, # BNEZL T3, [forward 0x01] + 0x27FF0010, # ADDIU RA, RA, 0x0010 + 0x03E00008 # JR RA +] + +stage_select_overwrite = [ + # Replacement for the "wipe world state" function when using the warp menu. Now it's the "Special1 jewel checker" + # to see how many destinations can be selected on it with the current count. + 0x8FA60018, # LW A2, 0x0018 (SP) + 0xA0606437, # SB R0, 0x6437 (V1) + 0x10000029, # B [forward 0x29] + 0x00000000, # NOP + 0x3C0A8039, # LUI T2, 0x8039 + 0x254A9C4B, # ADDIU T2, T2, 0x9C4B + 0x814B0000, # LB T3, 0x0000 (T2) + 0x240C000A, # ADDIU T4, R0, 0x000A + 0x016C001B, # DIVU T3, T4 + 0x00003012, # MFLO A2 + 0x24C60001, # ADDIU A2, A2, 0x0001 + 0x28CA0009, # SLTI T2, A2, 0x0009 + 0x51400001, # BEQZL T2, 0x8012AC7C + 0x24060008, # ADDIU A2, R0, 0x0008 + 0x3C0A800D, # LUI T2, 0x800D + 0x914A5E20, # LBU T2, 0x5E20 (T2) + 0x314A0040, # ANDI T2, T2, 0x0040 + 0x11400003, # BEQZ T2, [forward 0x03] + 0x240BFFFE, # ADDIU T3, R0, 0xFFFE + 0x3C0C8034, # LUI T4, 0x8034 + 0xAD8B2084, # SW T3, 0x2084 (T4) + 0x03200008, # JR T9 + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP +] + +custom_code_loader = [ + # On boot, when the company logos show up, this will trigger and load most of the custom ASM data in this module + # off from ROM offsets 0xBFC000-0xBFFFFF and into the 803FC000-803FFFFF range in RAM. + 0x3C080C10, # LUI T0, 0x0C10 + 0x2508F1C0, # ADDIU T0, T0, 0xF1C0 + 0x3C098000, # LUI T1, 0x8000 + 0xAD282438, # SW T0, 0x2438 (T1) + 0x3C088040, # LUI T0, 0x8040 + 0x9108C000, # ADDIU T0, 0xC000 (T0) + 0x15000007, # BNEZ T0, [forward 0x07] + 0x3C0400C0, # LUI A0, 0x00C0 + 0x2484C000, # ADDIU A0, A0, 0xC000 + 0x3C058040, # LUI A1, 0x8040 + 0x24A5C000, # ADDIU A1, A1, 0xC000 + 0x24064000, # ADDIU A2, R0, 0x4000 + 0x08005DFB, # J 0x800177EC + 0x00000000, # NOP + 0x03E00008 # JR RA +] + +remote_item_giver = [ + # The essential multiworld function. Every frame wherein the player is in control and not looking at a text box, + # this thing will check some bytes in RAM to see if an item or DeathLink has been received and trigger the right + # functions accordingly to either reward items or kill the player. + + # Primary checks + 0x3C088034, # LUI T0, 0x8034 + 0x9509244A, # LHU T1, 0x244A (T0) + 0x3C088039, # LUI T0, 0x8039 + 0x910A9EFB, # LBU T2, 0x9EFF (T0) + 0x012A4821, # ADDU T1, T1, T2 + 0x910A9EFF, # LBU T2, 0x9EFF (T0) + 0x012A4821, # ADDU T1, T1, T2 + 0x910A9CCF, # LBU T2, 0x9CCF (T0) + 0x012A4821, # ADDU T1, T1, T2 + 0x910A9EEF, # LBU T2, 0x9EEF (T0) + 0x012A4821, # ADDU T1, T1, T2 + 0x910A9CD3, # LBU T2, 0x9CD3 (T0) + 0x012A4821, # ADDU T1, T1, T2 + 0x3C088038, # LUI T0, 0x8038 + 0x910A7ADD, # LBU T2, 0x7ADD (T0) + 0x012A4821, # ADDU T1, T1, T2 + 0x3C0B8039, # LUI T3, 0x8039 + 0x916A9BE0, # LBU T2, 0x9BE0 (T3) + 0x012A4821, # ADDU T1, T1, T2 + 0x11200006, # BEQZ T1, [forward 0x06] + 0x00000000, # NOP + 0x11400002, # BEQZ T2, [forward 0x02] + 0x254AFFFF, # ADDIU T2, T2, 0xFFFF + 0xA16A9BE0, # SB T2, 0x9BE0 (T3) + 0x03E00008, # JR RA + 0x00000000, # NOP + # Item-specific checks + 0x3C088034, # LUI T0, 0x8034 + 0x91082891, # LBU T0, 0x2891 (T0) + 0x24090002, # ADDIU T1, R0, 0x0002 + 0x15090012, # BNE T0, T1, [forward 0x12] + 0x00000000, # NOP + 0x256B9BDF, # ADDIU T3, T3, 0x9BDF + 0x91640000, # LBU A0, 0x0000 (T3) + 0x14800003, # BNEZ A0, [forward 0x03] + 0x00000000, # NOP + 0x10000005, # B [forward 0x05] + 0x256B0002, # ADDIU T3, T3, 0x0002 + 0x2409000F, # ADDIU T1, R0, 0x000F + 0xA1690001, # SB T1, 0x0001 (T3) + 0x080FF8DD, # J 0x803FE374 + 0xA1600000, # SB R0, 0x0000 (T3) + 0x91640000, # LBU A0, 0x0000 (T3) + 0x14800002, # BNEZ A0, [forward 0x02] + 0x00000000, # NOP + 0x10000003, # B [forward 0x03] + 0x2409000F, # ADDIU T1, R0, 0x000F + 0x080FF864, # J 0x803FE190 + 0xA169FFFF, # SB T1, 0xFFFF (T3) + # DeathLink-specific checks + 0x3C0B8039, # LUI T3, 0x8039 + 0x256B9BE1, # ADDIU T3, T3, 0x9BE1 + 0x91640002, # LBU A0, 0x0002 (T3) + 0x14800002, # BNEZ A0, [forward 0x02] + 0x916900A7, # LBU T1, 0x00A7 (T3) + 0x080FF9C0, # J 0x803FE700 + 0x312A0080, # ANDI T2, T1, 0x0080 + 0x11400002, # BEQZ T2, [forward 0x02] + 0x00000000, # NOP + 0x03E00008, # JR RA + 0x35290080, # ORI T1, T1, 0x0080 + 0xA16900A7, # SB T1, 0x00A7 (T3) + 0x2484FFFF, # ADDIU A0, A0, 0xFFFF + 0x24080001, # ADDIU T0, R0, 0x0001 + 0x03E00008, # JR RA + 0xA168FFFD, # SB T0, 0xFFFD (T3) +] + +deathlink_nitro_edition = [ + # Alternative to the end of the above DeathLink-specific checks that kills the player with the Nitro explosion + # instead of the normal death. + 0x91690043, # LBU T1, 0x0043 (T3) + 0x080FF9C0, # J 0x803FE700 + 0x3C088034, # LUI T0, 0x8034 + 0x91082BFE, # LBU T0, 0x2BFE (T0) + 0x11000002, # BEQZ T0, [forward 0x02] + 0x00000000, # NOP + 0x03E00008, # JR RA + 0x35290080, # ORI T1, T1, 0x0080 + 0xA1690043, # SB T1, 0x0043 (T3) + 0x2484FFFF, # ADDIU A0, A0, 0xFFFF + 0x24080001, # ADDIU T0, R0, 0x0001 + 0x03E00008, # JR RA + 0xA168FFFD, # SB T0, 0xFFFD (T3) +] + +nitro_fall_killer = [ + # Custom code to force the instant fall death if at a high enough falling speed after getting killed by the Nitro + # explosion, since the game doesn't run the checks for the fall death after getting hit by said explosion and could + # result in a softlock when getting blown into an abyss. + 0x3C0C8035, # LUI T4, 0x8035 + 0x918807E2, # LBU T0, 0x07E2 (T4) + 0x2409000C, # ADDIU T1, R0, 0x000C + 0x15090006, # BNE T0, T1, [forward 0x06] + 0x3C098035, # LUI T1, 0x8035 + 0x91290810, # LBU T1, 0x0810 (T1) + 0x240A00C1, # ADDIU T2, R0, 0x00C1 + 0x152A0002, # BNE T1, T2, [forward 0x02] + 0x240B0001, # ADDIU T3, R0, 0x0001 + 0xA18B07E2, # SB T3, 0x07E2 (T4) + 0x03E00008 # JR RA +] + +deathlink_counter_decrementer = [ + # Decrements the DeathLink counter if it's above zero upon loading a previous state. Checking this number will be + # how the client will tell if a player's cause of death was something in-game or a DeathLink (and send a DeathLink + # to the server if it was the former). Also resets the remote item values to 00 so the player's received items don't + # get mucked up in-game. + 0x3C088039, # LUI T0, 0x8039 + 0x91099BE3, # LBU T1, 0x9BE3 (T0) + 0x11200002, # BEQZ T1, 0x803FC154 + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0xA1099BE3, # SB T1, 0x9BE3 + 0x240900FF, # ADDIU T1, R0, 0x00FF + 0xA1099BE0, # SB T1, 0x9BE0 (T0) + 0xA1009BDF, # SB R0, 0x9BDF (T0) + 0xA1009BE1, # SB R0, 0x9BE1 (T0) + 0x91099BDE, # LBU T1, 0x9BDE (T0) + 0x55200001, # BNEZL T1, [forward 0x01] + 0x24090000, # ADDIU T1, R0, 0x0000 + 0xA1099BDE, # SB T1, 0x9BDE (T0) + 0x91099C24, # LBU T1, 0x9C24 (T0) + 0x312A0080, # ANDI T2, T1, 0x0080 + 0x55400001, # BNEZL T2, [forward 0x01] + 0x3129007F, # ANDI T1, T1, 0x007F + 0x03E00008, # JR RA + 0xA1099C24 # SB T1, 0x9C24 (T0) +] + +death_flag_unsetter = [ + # Un-sets the Death status bitflag when overwriting the "Restart this stage" state and sets health to full if it's + # empty. This is to ensure DeathLinked players won't get trapped in a perpetual death loop for eternity should they + # receive one right before transitioning to a different stage. + 0x3C048039, # LUI A0, 0x8039 + 0x90889C88, # LBU T0, 0x9C88 (A0) + 0x31090080, # ANDI T1, T0, 0x0080 + 0x01094023, # SUBU T0, T0, T1 + 0x908A9C3F, # LBU T2, 0x9C3F (A0) + 0x24090064, # ADDIU T1, R0, 0x0064 + 0x51400001, # BEQZL T2, [forward 0x01] + 0xA0899C3F, # SB T1, 0x9C3F (A0) + 0x08006DAE, # J 0x8001B6B8 + 0xA0889C88 # SB T0, 0x9C88 (A0) +] + +warp_menu_opener = [ + # Enables opening the Stage Select menu by pausing while holding Z + R when not in a boss fight, the castle + # crumbling sequence following Fake Dracula, or Renon's arena (in the few seconds after his health bar vanishes). + 0x3C08800D, # LUI T0, 0x800D + 0x85095E20, # LH T1, 0x5E20 (T0) + 0x24083010, # ADDIU T0, R0, 0x3010 + 0x15090011, # BNE T0, T1, [forward 0x11] + 0x3C088035, # LUI T0, 0x8035 + 0x9108F7D8, # LBU T0, 0xF7D8 (T0) + 0x24090020, # ADDIU T1, R0, 0x0020 + 0x1109000D, # BEQ T0, T1, [forward 0x0D] + 0x3C088039, # LUI T0, 0x8039 + 0x91099BFA, # LBU T1, 0x9BFA (T0) + 0x31290001, # ANDI T1, T1, 0x0001 + 0x15200009, # BNEZ T1, [forward 0x09] + 0x8D099EE0, # LW T1, 0x9EE0 + 0x3C0A001B, # LUI T2, 0x001B + 0x254A0003, # ADDIU T2, T2, 0x0003 + 0x112A0005, # BEQ T1, T2, [forward 0x05] + 0x3C098034, # LUI T1, 0x8034 + 0xA1009BE1, # SB R0, 0x9BE1 (T0) + 0x2408FFFC, # ADDIU T0, R0, 0xFFFC + 0x0804DA70, # J 0x80136960 + 0xAD282084, # SW T0, 0x2084 (T1) + 0x0804DA70, # J 0x80136960 + 0xA44E6436 # SH T6, 0x6436 (V0) +] + +give_subweapon_stopper = [ + # Extension to "give subweapon" function to not change the player's weapon if the received item is a Stake or Rose. + # Can also increment the Ice Trap counter if getting a Rose or jump to prev_subweapon_dropper if applicable. + 0x24090011, # ADDIU T1, R0, 0x0011 + 0x11240009, # BEQ T1, A0, [forward 0x09] + 0x24090012, # ADDIU T1, R0, 0x0012 + 0x11240003, # BEQ T1, A0, [forward 0x03] + 0x9465618A, # LHU A1, 0x618A (V1) + 0xA46D618A, # SH T5, 0x618A (V1) + 0x0804F0BF, # J 0x8013C2FC + 0x3C098039, # LUI T1, 0x8039 + 0x912A9BE2, # LBU T2, 0x9BE2 (T1) + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0xA12A9BE2, # SB T2, 0x9BE2 (T1) + 0x0804F0BF, # J 0x8013C2FC +] + +give_powerup_stopper = [ + # Extension to "give PowerUp" function to not increase the player's PowerUp count beyond 2 + 0x240D0002, # ADDIU T5, R0, 0x0002 + 0x556D0001, # BNEL T3, T5, [forward 0x01] + 0xA46C6234, # SH T4, 0x6234 (V1) + 0x0804F0BF # J 0x8013C2FC +] + +npc_item_hack = [ + # Hack to make NPC items show item textboxes when received (and decrease the Countdown if applicable). + 0x3C098039, # LUI T1, 0x8039 + 0x001F5602, # SRL T2, RA, 24 + 0x240B0080, # ADDIU T3, R0, 0x0080 + 0x114B001F, # BEQ T2, T3, [forward 0x1F] + 0x240A001A, # ADDIU T2, R0, 0x001A + 0x27BD0020, # ADDIU SP, SP, 0x20 + 0x15440004, # BNE T2, A0, [forward 0x04] + 0x240B0029, # ADDIU T3, R0, 0x0029 + 0x34199464, # ORI T9, R0, 0x9464 + 0x10000004, # B [forward 0x04] + 0x240C0002, # ADDIU T4, R0, 0x0002 + 0x3419DA64, # ORI T9, R0, 0xDA64 + 0x240B0002, # ADDIU T3, R0, 0x0002 + 0x240C000E, # ADDIU T4, R0, 0x000E + 0x012C7021, # ADDU T6, T1, T4 + 0x316C00FF, # ANDI T4, T3, 0x00FF + 0x000B5A02, # SRL T3, T3, 8 + 0x91CA9CA4, # LBU T2, 0x9CA4 (T6) + 0x3C0D8040, # LUI T5, 0x8040 + 0x256FFFFF, # ADDIU T7, T3, 0xFFFF + 0x01AF6821, # ADDU T5, T5, T7 + 0x91B8D71C, # LBU T8, 0xD71C (T5) + 0x29EF0019, # SLTI T7, T7, 0x0019 + 0x51E00001, # BEQZL T7, [forward 0x01] + 0x91B8D71F, # LBU T8, 0xD71F (T5) + 0x13000002, # BEQZ T8, [forward 0x02] + 0x254AFFFF, # ADDIU T2, T2, 0xFFFF + 0xA1CA9CA4, # SB T2, 0x9CA4 (T6) + 0xA12C9BDF, # SB T4, 0x9BDF (T1) + 0x3C0400BB, # LUI A0, 0x00BB + 0x00992025, # OR A0, A0, T9 + 0x3C058019, # LUI A1, 0x8019 + 0x24A5BF98, # ADDIU A1, A1, 0xBF98 + 0x08005DFB, # J 0x800177EC + 0x24060100, # ADDIU A2, R0, 0x0100 + 0x0804EFFD, # J 0x8013BFF4 + 0xAFBF0014 # SW RA, 0x0014 (SP) +] + +overlay_modifiers = [ + # Whenever a compressed overlay gets decompressed and mapped in the 0F or 0E domains, this thing will check the + # number ID in the T0 register to tell which one it is and overwrite some instructions in it on-the-fly accordingly + # to said number before it runs. Confirmed to NOT be a foolproof solution on console and Simple64; the instructions + # may not be properly overwritten on the first execution of the overlay. + + # Prevent being able to throw Nitro into the Hazardous Waste Disposals + 0x3C0A2402, # LUI T2, 0x2402 + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0x24090023, # ADDIU T1, R0, 0x0023 + 0x15090003, # BNE T0, T1, [forward 0x03] + 0x00000000, # NOP + 0x03200008, # JR T9 + 0xAF2A01D4, # SW T2, 0x01D4 (T9) + # Make it so nothing can be taken from the Nitro or Mandragora shelves through the textboxes + 0x24090022, # ADDIU T1, R0, 0x0022 + 0x11090002, # BEQ T0, T1, [forward 0x02] + 0x24090021, # ADDIU T1, R0, 0x0021 + 0x15090003, # BNE T0, T1, [forward 0x03] + 0x254AFFFF, # ADDIU T2, T2, 0xFFFF + 0x03200008, # JR T9 + 0xAF2A0194, # SW T2, 0x0194 (T9) + # Fix to allow placing both bomb components at a cracked wall at once while having multiple copies of each, and + # prevent placing them at the downstairs crack altogether until the seal is removed. Also enables placing both in + # one interaction. + 0x24090024, # ADDIU T1, R0, 0x0024 + 0x15090012, # BNE T0, T1, [forward 0x12] + 0x240A0040, # ADDIU T2, R0, 0x0040 + 0x240BC338, # ADDIU T3, R0, 0xC338 + 0x240CC3D4, # ADDIU T4, R0, 0xC3D4 + 0x240DC38C, # ADDIU T5, R0, 0xC38C + 0xA32A030F, # SB T2, 0x030F (T9) + 0xA72B0312, # SH T3, 0x0312 (T9) + 0xA32A033F, # SB T2, 0x033F (T9) + 0xA72B0342, # SH T3, 0x0342 (T9) + 0xA32A03E3, # SB T2, 0x03E3 (T9) + 0xA72C03E6, # SH T4, 0x03E6 (T9) + 0xA32A039F, # SB T2, 0x039F (T9) + 0xA72D03A2, # SH T5, 0x03A2 (T9) + 0xA32A03CB, # SB T2, 0x03CB (T9) + 0xA72D03CE, # SH T5, 0x03CE (T9) + 0xA32A05CF, # SB T2, 0x05CF (T9) + 0x240EE074, # ADDIU T6, R0, 0xE074 + 0xA72E05D2, # SH T6, 0x05D2 (T9) + 0x03200008, # JR T9 + # Disable the costume and Hard Mode flag checks so that pressing Up on the Player Select screen will always allow + # the characters' alternate costumes to be used as well as Hard Mode being selectable without creating save data. + 0x2409012E, # ADDIU T1, R0, 0x012E + 0x1509000A, # BNE T0, T1, [forward 0x0A] + 0x3C0A3C0B, # LUI T2, 0x3C0B + 0x254A8000, # ADDIU T2, T2, 0x8000 + 0x240B240E, # ADDIU T3, R0, 0x240E + 0x240C240F, # ADDIU T4, R0, 0x240F + 0x240D0024, # ADDIU T5, R0, 0x0024 + 0xAF2A0C78, # SW T2, 0x0C78 (T9) + 0xA72B0CA0, # SH T3, 0x0CA0 (T9) + 0xA72C0CDC, # SH T4, 0x0CDC (T9) + 0xA32D0168, # SB T5, 0x0024 (T9) + 0x03200008, # JR T9 + # Overwrite instructions in the Forest end cutscene script to store a spawn position ID instead of a cutscene ID. + 0x2409002E, # ADDIU T1, R0, 0x002E + 0x15090005, # BNE T0, T1, [forward 0x05] + 0x3C0AA058, # LUI T2, 0xA058 + 0x254A642B, # ADDIU T2, T2, 0x642B + 0xAF2A0D88, # SW T2, 0x0D88 (T9) + 0xAF200D98, # SW R0, 0x0D98 (T9) + 0x03200008, # JR T9 + # Disable the rapid flashing effect in the CC planetarium cutscene to ensure it won't trigger seizures. + 0x2409003E, # ADDIU T1, R0, 0x003E + 0x1509000C, # BNE T0, T1, [forward 0x0C] + 0x00000000, # NOP + 0xAF200C5C, # SW R0, 0x0C5C + 0xAF200CD0, # SW R0, 0x0CD0 + 0xAF200C64, # SW R0, 0x0C64 + 0xAF200C74, # SW R0, 0x0C74 + 0xAF200C80, # SW R0, 0x0C80 + 0xAF200C88, # SW R0, 0x0C88 + 0xAF200C90, # SW R0, 0x0C90 + 0xAF200C9C, # SW R0, 0x0C9C + 0xAF200CB4, # SW R0, 0x0CB4 + 0xAF200CC8, # SW R0, 0x0CC8 + 0x03200008, # JR T9 + 0x24090134, # ADDIU T1, R0, 0x0134 + 0x15090005, # BNE T0, T1, [forward 0x05] + 0x340B8040, # ORI T3, R0, 0x8040 + 0x340CDD20, # ORI T4, R0, 0xDD20 + 0xA72B1D1E, # SH T3, 0x1D1E (T9) + 0xA72C1D22, # SH T4, 0x1D22 (T9) + 0x03200008, # JR T9 + # Make the Ice Trap model check branch properly + 0x24090125, # ADDIU T1, R0, 0x0125 + 0x15090003, # BNE T0, T1, [forward 0x03] + 0x3C0B3C19, # LUI T3, 0x3C19 + 0x356B803F, # ORI T3, T3, 0x803F + 0xAF2B04D0, # SW T3, 0x04D0 (T9) + 0x03200008 # JR T9 +] + +double_component_checker = [ + # When checking to see if a bomb component can be placed at a cracked wall, this will run if the code lands at the + # "no need to set 2" outcome to see if the other can be set. + + # Mandragora checker + 0x10400007, # BEQZ V0, [forward 0x07] + 0x3C0A8039, # LUI T2, 0x8039 + 0x31098000, # ANDI T1, T0, 0x8000 + 0x15200008, # BNEZ T1, [forward 0x08] + 0x91499C5D, # LBU T1, 0x9C5D (T2) + 0x11200006, # BEQZ T1, 0x80183938 + 0x00000000, # NOP + 0x10000007, # B [forward 0x07] + 0x31E90100, # ANDI T1, T7, 0x0100 + 0x15200002, # BNEZ T1, [forward 0x02] + 0x91499C5D, # LBU T1, 0x9C5D (T2) + 0x15200003, # BNEZ T1, [forward 0x03] + 0x3C198000, # LUI T9, 0x8000 + 0x27391590, # ADDIU T9, T9, 0x1590 + 0x03200008, # JR T9 + 0x24090001, # ADDIU T1, R0, 0x0001 + 0xA4E9004C, # SH T1, 0x004C (A3) + 0x3C190E00, # LUI T9, 0x0E00 + 0x273903E0, # ADDIU T9, T9, 0x03E0 + 0x03200008, # JR T9 + 0x00000000, # NOP + # Nitro checker + 0x10400007, # BEQZ V0, [forward 0x07] + 0x3C0A8039, # LUI T2, 0x8039 + 0x31694000, # ANDI T1, T3, 0x4000 + 0x15200008, # BNEZ T1, [forward 0x08] + 0x91499C5C, # LBU T1, 0x9C5C + 0x11200006, # BEQZ T1, [forward 0x06] + 0x00000000, # NOP + 0x1000FFF4, # B [backward 0x0B] + 0x914F9C18, # LBU T7, 0x9C18 (T2) + 0x31E90002, # ANDI T1, T7, 0x0002 + 0x1520FFEC, # BNEZ T1, [backward 0x13] + 0x91499C5C, # LBU T1, 0x9C5C (T2) + 0x1520FFEF, # BNEZ T1, [backward 0x15] + 0x00000000, # NOP + 0x1000FFE8, # B [backward 0x17] + 0x00000000, # NOP +] + +downstairs_seal_checker = [ + # This will run specifically for the downstairs crack to see if the seal has been removed before then deciding to + # let the player set the bomb components or not. An anti-dick measure, since there is a limited number of each + # component per world. + 0x14400004, # BNEZ V0, [forward 0x04] + 0x3C0A8039, # LUI T2, 0x8039 + 0x914A9C18, # LBU T2, 0x9C18 (T2) + 0x314A0001, # ANDI T2, T2, 0x0001 + 0x11400003, # BEQZ T2, [forward 0x03] + 0x3C198000, # LUI T9, 0x8000 + 0x27391448, # ADDIU T9, T9, 0x1448 + 0x03200008, # JR T9 + 0x3C190E00, # LUI T9, 0x0E00 + 0x273902B4, # ADDIU T9, T9, 0x02B4 + 0x03200008, # JR T9 + 0x00000000, # NOP +] + +map_data_modifiers = [ + # Overwrites the map data table on-the-fly after it loads and before the game reads it to load objects. Good for + # changing anything that is part of a compression chain in the ROM data, including some freestanding item IDs. + # Also jumps to the function that overwrites the "Restart this stage" data if entering through the back of a level. + + 0x08006DAA, # J 0x8001B6A8 + 0x00000000, # NOP + # Demo checker (if we're in a title demo, don't do any of this) + 0x3C028034, # LUI V0, 0x8034 + 0x9449244A, # LHU T1, 0x244A (V0) + 0x11200002, # BEQZ T1, [forward 0x02] + # Zero checker (if there are zeroes in the word at 0x8034244A, where the entity list address is stored, don't do + # any of this either) + 0x8C422B00, # LW V0, 0x2B00 (V0) + 0x03E00008, # JR RA + 0x00000000, # NOP + 0x14400002, # BNEZ V0, [forward 0x02] + 0x00000000, # NOP + 0x03E00008, # JR RA + 0x3C088039, # LUI T0, 0x8039 + 0x91199EE3, # LBU T9, 0x9EE3 (T0) + 0x91089EE1, # LBU T0, 0x9EE1 (T0) + # Forest of Silence (replaces 1 invisible chicken) + 0x15000006, # BNEZ T0, [forward 0x06] + 0x340A0001, # ORI T2, R0, 0x0001 <- Werewolf plaque + 0xA44A01C8, # SH T2, 0x01C8 (V0) + 0x24090001, # ADDIU T1, R0, 0x0001 + 0x1139FFED, # BEQ T1, T9, [backward 0x12] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Villa front yard (replaces 1 moneybag and 2 beefs) + 0x24090003, # ADDIU T1, R0, 0x0003 + 0x15090008, # BNE T0, T1, [forward 0x08] + 0x340A0001, # ORI T2, R0, 0x0001 <- Fountain FL + 0x340B0001, # ORI T3, R0, 0x0001 <- Fountain RL + 0x340C001F, # ORI T4, R0, 0x0001 <- Dog food gate + 0xA44A0058, # SH T2, 0x0058 (V0) + 0xA44B0038, # SH T3, 0x0038 (V0) + 0xA44C0068, # SH T4, 0x0068 (V0) + 0x03E00008, # JR RA + 0x00000000, # NOP + # Villa living area (Replaces 1 chicken, 1 knife, and 3 invisible Purifyings and assigns flags to the sub-weapons) + 0x24090005, # ADDIU T1, R0, 0x0005 + 0x15090025, # BNE T0, T1, [forward 0x25] + 0x340B0010, # ORI T3, R0, 0x0001 <- Hallway axe + 0xA44B00B8, # SH T3, 0x00B8 (V0) + 0x340A0001, # ORI T2, R0, 0x0001 <- Storeroom R + 0x340B0010, # ORI T3, R0, 0x0001 <- Hallway knife + 0x340C0001, # ORI T4, R0, 0x0001 <- Living Room painting + 0x340D0001, # ORI T5, R0, 0x0001 <- Dining Room vase + 0x340E0001, # ORI T6, R0, 0x0001 <- Archives table + 0xA44A0078, # SH T2, 0x0078 (V0) + 0xA44B00C8, # SH T3, 0x00C8 (V0) + 0xA44C0108, # SH T4, 0x0108 (V0) + 0xA44D0128, # SH T5, 0x0128 (V0) + 0xA44E0138, # SH T6, 0x0138 (V0) + 0x340A0000, # ORI T2, R0, 0x0000 <- Sub-weapons left flag half + 0xA44A009C, # SH T2, 0x009C (V0) + 0xA44A00AC, # SH T2, 0x00AC (V0) + 0xA44A00BC, # SH T2, 0x00BC (V0) + 0xA44A00CC, # SH T2, 0x00CC (V0) + 0x340A0000, # ORI T2, R0, 0x0000 <- Sub-weapons right flag halves + 0x240B0000, # ADDIU T3, R0, 0x0000 + 0x240C0000, # ADDIU T4, R0, 0x0000 + 0x240D0000, # ADDIU T5, R0, 0x0000 + 0xA44A00CA, # SH T2, 0x00CA (V0) + 0xA44B00BA, # SH T3, 0x00BA (V0) + 0xA44C009A, # SH T4, 0x009A (V0) + 0xA44D00AA, # SH T5, 0x00AA (V0) + 0x340A0001, # ORI T2, R0, 0x0001 <- Near bed + 0x340B0010, # ORI T3, R0, 0x0001 <- Storeroom L + 0x340C0001, # ORI T4, R0, 0x0001 <- Storeroom statue + 0x340D0001, # ORI T5, R0, 0x0001 <- Exit knight + 0x340E0001, # ORI T6, R0, 0x0001 <- Sitting room table + 0xA44A0048, # SH T2, 0x0078 (V0) + 0xA44B0088, # SH T3, 0x00C8 (V0) + 0xA44C00D8, # SH T4, 0x0108 (V0) + 0xA44D00F8, # SH T5, 0x0128 (V0) + 0xA44E0118, # SH T6, 0x0138 (V0) + 0x03E00008, # JR RA + 0x00000000, # NOP + # Tunnel (replaces 1 invisible Cure Ampoule) + 0x24090007, # ADDIU T1, R0, 0x0007 + 0x1509000A, # BNE T0, T1, [forward 0x0A] + 0x340A0001, # ORI T2, R0, 0x0001 <- Twin arrow signs + 0xA44A0268, # SH T2, 0x0268 (V0) + 0x340A0001, # ORI T2, R0, 0x0001 <- Bucket + 0xA44A0258, # SH T2, 0x0258 (V0) + 0x240B0005, # ADDIU T3, R0, 0x0005 + 0xA04B0150, # SB T3, 0x0150 (V0) + 0x24090011, # ADDIU T1, R0, 0x0011 + 0x1139FFB0, # BEQ T1, T9, [backward 0x50] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Castle Center factory floor (replaces 1 moneybag, 1 jewel, and gives every lizard man coffin item a unique flag) + 0x2409000B, # ADDIU T1, R0, 0x000B + 0x15090016, # BNE T0, T1, [forward 0x16] + 0x340A001A, # ORI T2, R0, 0x001A <- Lizard coffin nearside mid-right + 0x340B0003, # ORI T3, R0, 0x0003 <- Lizard coffin nearside mid-left + 0xA44A00C8, # SH T2, 0x00C8 (V0) + 0xA44B00D8, # SH T3, 0x00D8 (V0) + 0x240A1000, # ADDIU T2, R0, 0x1000 + 0x240B2000, # ADDIU T3, R0, 0x2000 + 0x240C0400, # ADDIU T4, R0, 0x0400 + 0x240D0800, # ADDIU T5, R0, 0x0800 + 0x240E0200, # ADDIU T6, R0, 0x0200 + 0x240F0100, # ADDIU T7, R0, 0x0100 + 0xA44A009A, # SH T2, 0x009A (V0) + 0xA44B00AA, # SH T3, 0x00AA (V0) + 0xA44C00CA, # SH T4, 0x00CA (V0) + 0xA44D00BA, # SH T5, 0x00BA (V0) + 0xA44E00DA, # SH T6, 0x00DA (V0) + 0xA44F00EA, # SH T7, 0x00EA (V0) + 0x340A0017, # ORI T2, R0, 0x0017 <- Lizard coffin nearside mid-right + 0x340B000C, # ORI T3, R0, 0x000C <- Lizard coffin nearside mid-left + 0xA44A00A8, # SH T2, 0x00C8 (V0) + 0xA44B00E8, # SH T3, 0x00D8 (V0) + 0x03E00008, # JR RA + 0x00000000, # NOP + # Duel Tower (replaces a flame on top of a rotating lion pillar with a White Jewel on the invisible bridge ledge) + 0x24090013, # ADDIU T1, R0, 0x0013 + 0x1509000F, # BNE T0, T1, [forward 0x0F] + 0x3C0A00B9, # LUI T2, 0x00BB + 0x254A012B, # ADDIU T2, T2, 0x012B + 0x3C0BFE2A, # LUI T3, 0xFE2A + 0x256B0027, # ADDIU T3, T3, 0x0027 + 0x3C0C0001, # LUI T4, 0x0001 + 0x3C0D0022, # LUI T5, 0x0022 + 0x25AD0100, # ADDIU T5, T5, 0x0100 + 0xAC4A0A80, # SW T2, 0x0AE0 (V0) + 0xAC4B0A84, # SW T3, 0x0AE4 (V0) + 0xAC4C0A88, # SW T4, 0x0AE8 (V0) + 0xAC4D0A8C, # SW T5, 0x0AEC (V0) + 0x24090001, # ADDIU T1, R0, 0x0001 + 0x1139FF87, # BEQ T1, T9, [backward 0x77] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Castle Keep outside (replaces 1 invisible Healing Kit and gives both invisible Healing Kits pickup flags) + 0x24090014, # ADDIU T1, R0, 0x0014 + 0x1509000A, # BNE T0, T1, [forward 0x0A] + 0x340A0001, # ORI T2, R0, 0x0001 <- Right flame + 0xA44A0058, # SH T2, 0x0058 (V0) + 0x240A0001, # ADDIU T2, R0, 0x0001 + 0x240B0002, # ADDIU T3, R0, 0x0002 + 0xA44A004A, # SH T2, 0x004A (V0) + 0xA44B005A, # SH T3, 0x005A (V0) + 0x24090002, # ADDIU T1, R0, 0x0002 + 0x1139FF7B, # BEQ T0, T1, [backward 0x74] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Castle Wall main area (sets a flag for the freestanding Holy Water if applicable and the "beginning of stage" + # state if entered from the rear) + 0x24090002, # ADDIU T1, R0, 0x0002 + 0x15090006, # BNE T0, T1, [forward 0x06] + 0x24090000, # ADDIU T1, R0, 0x0000 + 0xA049009B, # SB T1, 0x009B (V0) + 0x24090010, # ADDIU T1, R0, 0x0010 + 0x1139FF73, # BEQ T1, T9, [backward 0x8D] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Villa vampire crypt (sets the "beginning of stage" state if entered from the rear, as well as the "can warp here" + # flag if arriving for the first time) + 0x2409001A, # ADDIU T1, R0, 0x001A + 0x15090008, # BNE T0, T1, [forward 0x08] + 0x3C0A8039, # LUI T2, 0x8039 + 0x914B9C1C, # LBU T3, 0x9C1C (T2) + 0x356B0001, # ORI T3, T3, 0x0001 + 0xA14B9C1C, # SB T3, 0x9C1C (T2) + 0x24090003, # ADDIU T1, R0, 0x0003 + 0x1139FF69, # BEQ T1, T9, [backward 0x98] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Underground Waterway (sets the "beginning of stage" state if entered from the rear) + 0x24090008, # ADDIU T1, R0, 0x0008 + 0x15090004, # BNE T0, T1, [forward 0x04] + 0x24090001, # ADDIU T1, R0, 0x0001 + 0x1139FF63, # BEQ T1, T9, [backward 0x9F] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Castle Center elevator top (sets the "beginning of stage" state if entered from either rear, as well as the "can + # warp here" flag if arriving for the first time) + 0x2409000F, # ADDIU T1, R0, 0x000F + 0x1509000A, # BNE T0, T1, [forward 0x0A] + 0x3C0A8039, # LUI T2, 0x8039 + 0x914B9C1C, # LBU T3, 0x9C1C (T2) + 0x356B0002, # ORI T3, T3, 0x0002 + 0xA14B9C1C, # SB T3, 0x9C1C (T2) + 0x24090002, # ADDIU T1, R0, 0x0002 + 0x1139FF59, # BEQ T1, T9, [backward 0xAA] + 0x24090003, # ADDIU T1, R0, 0x0003 + 0x1139FF57, # BEQ T1, T9, [backward 0xAC] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Tower of Execution (sets the "beginning of stage" state if entered from the rear) + 0x24090010, # ADDIU T1, R0, 0x0010 + 0x15090004, # BNE T0, T1, [forward 0x10] + 0x24090012, # ADDIU T1, R0, 0x0012 + 0x1139FF51, # BEQ T1, T9, [backward 0xAF] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Tower of Sorcery (sets the "beginning of stage" state if entered from the rear) + 0x24090011, # ADDIU T1, R0, 0x0011 + 0x15090004, # BNE T0, T1, [forward 0x04] + 0x24090013, # ADDIU T1, R0, 0x0013 + 0x1139FF4B, # BEQ T1, T9, [backward 0xBA] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Tower of Science (sets the "beginning of stage" state if entered from the rear) + 0x24090012, # ADDIU T1, R0, 0x0012 + 0x15090004, # BNE T0, T1, [forward 0x04] + 0x24090004, # ADDIU T1, R0, 0x0004 + 0x1139FF45, # BEQ T1, T9, [backward 0xC1] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Room of Clocks (changes 2 candle settings if applicable and sets the "begging of stage" state if spawning at end) + 0x2409001B, # ADDIU T1, R0, 0x001B + 0x15090008, # BNE T0, T1, [forward 0x08] + 0x24090006, # ADDIU T1, R0, 0x0006 + 0x240A0006, # ADDIU T2, R0, 0x0006 + 0xA0490059, # SB T1, 0x0059 (V0) + 0xA04A0069, # SB T2, 0x0069 (V0) + 0x24090014, # ADDIU T1, R0, 0x0014 + 0x1139FF3B, # BEQ T1, T9, [backward 0xCC] + 0x00000000, # NOP + 0x03E00008, # JR RA + # Castle Center basement (changes 2 non-pickup-able Mandragoras into 2 real items and moves the torture shelf item + # forward slightly if it's turned visible) + 0x24090009, # ADDIU T1, R0, 0x0009 + 0x15090011, # BNE T0, T1, [forward 0x11] + 0x3409FFFC, # ORI T1, R0, 0xFFFC + 0xA44907C0, # SH T1, 0x07C0 (V0) + 0xA44907D0, # SH T1, 0x07D0 (V0) + 0x240A0027, # ADDIU T2, R0, 0x0027 + 0xA44A07C6, # SH T2, 0x07C6 (V0) + 0xA44A07D6, # SH T2, 0x07D6 (V0) + 0x340B0001, # ORI T3, R0, 0x0001 <- Right Mandragora + 0x340C0001, # ORI T4, R0, 0x0001 <- Left Mandragora + 0xA44B07C8, # SH T3, 0x07C8 (V0) + 0xA44C07D8, # SH T4, 0x07D8 (V0) + 0x240D00F5, # ADDIU T5, R0, 0x00F5 + 0xA04D06D1, # SB T5, 0x06D1 (V0) + 0x24090040, # ADDIU T1, R0, 0x0040 + 0x240A0080, # ADDIU T2, R0, 0x0080 + 0xA04907CA, # SB T1, 0x07CA (V0) + 0xA04A07DA, # SB T2, 0x07DA (V0) + 0x03E00008, # JR RA + # Castle Center nitro area (changes 2 non-pickup-able Nitros into 2 real items) + 0x2409000E, # ADDIU T1, R0, 0x000E + 0x15090015, # BNE T0, T1, [forward 0x15] + 0x240900C0, # ADDIU T1, R0, 0x00C0 + 0x240A00CE, # ADDIU T2, R0, 0x00CE + 0xA0490471, # SB T1, 0x0471 (V0) + 0xA04A04A1, # SB T2, 0x04A1 (V0) + 0x24090027, # ADDIU T1, R0, 0x0027 + 0xA4490476, # SH T1, 0x0476 (V0) + 0xA44904A6, # SH T1, 0x04A6 (V0) + 0x340A0001, # ORI T2, R0, 0x0001 <- Invention-side shelf + 0x340B0001, # ORI T3, R0, 0x0001 <- Heinrich-side shelf + 0xA44A0478, # SH T2, 0x0478 (V0) + 0xA44B04A8, # SH T3, 0x04A8 (V0) + 0x24090080, # ADDIU T1, R0, 0x0080 + 0xA049047A, # SB T1, 0x047A (V0) + 0xA440047C, # SH R0, 0x047C (V0) + 0x240A0400, # ADDIU T2, R0, 0x0400 + 0x340BFF05, # ORI T3, R0, 0xFF05 + 0xA44A04AA, # SH T2, 0x04AA (V0) + 0xA44B04AC, # SH T3, 0x04AC (V0) + 0x24090046, # ADDIU T1, R0, 0x0046 + 0xA04904A3, # SB T1, 0x04A3 (V0) + 0x03E00008, # JR RA + # Fan meeting room (sets "beginning of stage" flag) + 0x24090019, # ADDIU T1, R0, 0x0019 + 0x1109FF0D, # BEQ T1, T9, [backward 0xFB] + 0x00000000, # NOP + 0x03E00008, # JR RA +] + +renon_cutscene_checker = [ + # Prevents Renon's departure/pre-fight cutscene from playing if the player is either in the escape sequence or both + # did not spend the required 30K to fight him and lacks the required Special2s to fight Dracula. + 0x15810002, # BNE T4, AT, [forward 0x02] + 0x00000000, # NOP + 0x08049EB3, # J 0x80127ACC + 0x24090016, # ADDIU T1, R0, 0x0016 + 0x11C90002, # BEQ T6, T1, [forward 0x02] + 0x00000000, # NOP + 0x08049ECA, # J 0x80127B28 + 0x24190000, # ADDIU T9, R0, 0x0000 + 0x8C696208, # LW T1, 0x6208 (V1) + 0x292A7531, # SLTI T2, T1, 0x7531 + 0x51400001, # BEQZL T2, [forward 0x01] + 0x24190001, # ADDIU T9, R0, 0x0001 + 0x3C0B8013, # LUI T3, 0x8013 + 0x916BAC9F, # LBU T3, 0xAC9F (T3) + 0x906C6194, # LBU T4, 0x6194 (V1) + 0x018B502A, # SLT T2, T4, T3 + 0x51400001, # BEQZL T2, [forward 0x01] + 0x24190001, # ADDIU T9, R0, 0x0001 + 0x90696142, # LBU T1, 0x6142 (V1) + 0x31290002, # ANDI T1, T1, 0x0002 + 0x55200001, # BNEZL T1, [forward 0x01] + 0x24190000, # ADDIU T9, R0, 0x0000 + 0x17200003, # BNEZ T9, [forward 0x03] + 0x00000000, # NOP + 0x08049ECC, # J 0x80127B30 + 0x00000000, # NOP + 0x08049ECA # J 0x80127B28 +] + +renon_cutscene_checker_jr = [ + # Like renon_cutscene_checker, but without the checks for the Special2 and spent money counters. Inserted instead if + # the player chooses to guarantee or disable the Renon fight on their YAML. + 0x15810002, # BNE T4, AT, [forward 0x02] + 0x00000000, # NOP + 0x08049EB3, # J 0x80127ACC + 0x24090016, # ADDIU T1, R0, 0x0016 + 0x11C90002, # BEQ T6, T1, [forward 0x02] + 0x00000000, # NOP + 0x08049ECA, # J 0x80127B28 + 0x24190001, # ADDIU T9, R0, 0x0001 + 0x90696142, # LBU T1, 0x6142 (V1) + 0x31290002, # ANDI T1, T1, 0x0002 + 0x55200001, # BNEZL T1, [forward 0x01] + 0x24190000, # ADDIU T9, R0, 0x0000 + 0x17200003, # BNEZ T9, [forward 0x03] + 0x00000000, # NOP + 0x08049ECC, # J 0x80127B30 + 0x00000000, # NOP + 0x08049ECA # J 0x80127B28 +] + +ck_door_music_player = [ + # Plays Castle Keep's song if you spawn in front of Dracula's door (teleporting via the warp menu) and haven't + # started the escape sequence yet. + 0x17010002, # BNE T8, AT, [forward 0x02] + 0x00000000, # NOP + 0x08063DF9, # J 0x8018F7E4 + 0x240A0000, # ADDIU T2, R0, 0x0000 + 0x3C088039, # LUI T0, 0x8039 + 0x91089BFA, # LBU T0, 0x9BFA (T0) + 0x31080002, # ANDI T0, T0, 0x0002 + 0x51090001, # BEQL T0, T1, [forward 0x01] + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0x24080003, # ADDIU T0, R0, 0x0003 + 0x51180001, # BEQL T0, T8, [forward 0x01] + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0x240B0002, # ADDIU T3, R0, 0x0002 + 0x114B0002, # BEQ T2, T3, [forward 0x02] + 0x00000000, # NOP + 0x08063DFD, # J 0x8018F7F4 + 0x00000000, # NOP + 0x08063DF9 # J 0x8018F7E4 +] + +dracula_door_text_redirector = [ + # Switches the standard pointer to the map text with one to a custom message for Dracula's chamber door if the + # current scene is Castle Keep exterior (Scene 0x14). + 0x3C088039, # LUI T0, 0x8039 + 0x91089EE1, # LBU T0, 0x9EE1 (T0) + 0x24090014, # ADDIU T1, R0, 0x0014 + 0x15090006, # BNE T0, T1, [forward 0x06] + 0x3C088014, # LUI T0, 0x8014 + 0x2508B9F4, # ADDIU T0, T0, 0xB9F4 + 0x151F0003, # BNE T0, RA, [forward 0x03] + 0x00000000, # NOP + 0x3C028040, # LUI V0, 0x8040 + 0x2442CC48, # ADDIU V0, V0, 0xCC48 + 0x03E00008 # JR RA +] + +coffin_time_checker = [ + # When entering the Villa coffin, this will check to see whether it's day or night and send you to either the Tunnel + # or Underground Waterway level slot accordingly regardless of which character you are + 0x28490006, # SLTI T1, V0, 0x0006 + 0x15200005, # BNEZ T1, [forward 0x05] + 0x28490012, # SLTI T1, V0, 0x0012 + 0x11200003, # BEQZ T1, [forward 0x03] + 0x00000000, # NOP + 0x08055AEB, # J 0x80156BAC + 0x00000000, # NOP + 0x08055AED # J 0x80156BB4 +] + +werebull_flag_unsetter = [ + # This will un-set Were-bull's defeat flag in Duel Tower after beating him so that the check above his arena can + # still be acquired later, if it hasn't been acquired already. This is the only check in the entire game that can be + # permanently missed even with the ability to return to levels. + 0x3C0E0400, # LUI T6, 0x0400 + 0x15CF0006, # BNE T6, T7, [forward 0x06] + 0x00187402, # SRL T6, T8, 16 + 0x31CE2000, # ANDI T6, T6, 0x2000 + 0x15C00003, # BNEZ T6, [forward 0x03] + 0x3C0E0020, # LUI T6, 0x0020 + 0x014E5025, # OR T2, T2, T6 + 0xAC4A613C, # SW T2, 0x613C (V0) + 0x03200008 # JR T9 +] + +werebull_flag_unsetter_special2_electric_boogaloo = [ + # Like werebull_flag_unsetter, but with the added feature of awarding a Special2 after determining the player isn't + # trying to beat Were-bull twice! This will be inserted over the former if the goal is set to boss hunt. + 0x3C0E0400, # LUI T6, 0x0400 + 0x15CF0008, # BNE T6, T7, [forward 0x06] + 0x00187402, # SRL T6, T8, 16 + 0x31CE2000, # ANDI T6, T6, 0x2000 + 0x15C00005, # BNEZ T6, [forward 0x05] + 0x3C0E0020, # LUI T6, 0x0020 + 0x014EC024, # AND T8, T2, T6 + 0x014E5025, # OR T2, T2, T6 + 0xAC4A613C, # SW T2, 0x613C (V0) + 0x17000003, # BNEZ T8, [forward 0x03] + 0x3C188039, # LUI T8, 0x8039 + 0x240E0005, # ADDIU T6, R0, 0x0005 + 0xA30E9BDF, # SB T6, 0x9BDF (T8) + 0x03200008 # JR T9 +] + +werebull_flag_pickup_setter = [ + # Checks to see if an item being picked up is the one on top of Were-bull's arena. If it is, then it'll check to see + # if our makeshift "Were-bull defeated once" flag and, if it is, set Were-bull's arena flag proper, so it'll + # permanently stay down. + 0x3C088038, # LUI T0, 0x8038 + 0x25083AC8, # ADDIU T0, T0, 0x3AC8 + 0x15020007, # BNE T0, V0, [forward 0x07] + 0x3C082000, # LUI T0, 0x2000 + 0x15040005, # BNE T0, A0, [forward 0x05] + 0x9449612C, # LHU T1, 0x612C (V0) + 0x31290020, # ANDI T1, T1, 0x0020 + 0x11200002, # BEQZ T1, [forward 0x02] + 0x3C0A0400, # LUI T2, 0x0400 + 0x014D6825, # OR T5, T2, T5 + 0xAC4D612C, # SW T5, 0x612C (V0) + 0x03E00008 # JR RA +] + +boss_special2_giver = [ + # Enables the rewarding of Special2s upon the vanishing of a boss's health bar when defeating it. + + # Also sets a flag in the case of the Castle Wall White Dragons' health bar going away. Their defeat flag in vanilla + # is tied to hitting the lever after killing them, so this alternate flag is used to track them for the "All Bosses" + # goal in the event someone kills them and then warps out opting to not be a Konami pachinko champ. + 0x3C118035, # LUI S1, 0x8035 + 0x962DF834, # LHU T5, 0xF834 (S1) + 0x240E3F73, # ADDIU T6, R0, 0x3F73 + 0x15AE0012, # BNE T5, T6, [forward 0x12] + 0x3C118039, # LUI S1, 0x8039 + 0x922D9EE1, # LBU T5, 0x9EE1 (S1) + 0x240E0013, # ADDIU T6, R0, 0x0013 + 0x11AE000E, # BEQ T5, T6, [forward 0x0E] + 0x922F9BFA, # LBU T7, 0x9BFA (S1) + 0x31EF0001, # ANDI T7, T7, 0x0001 + 0x15E0000B, # BNEZ T7, [forward 0x0B] + 0x240E0002, # ADDIU T6, R0, 0x0002 + 0x15AE0006, # BNE T5, T6, [forward 0x06] + 0x00000000, # NOP + 0x862F9BF4, # LH T7, 0x9BF4 (S1) + 0x31ED0080, # ANDI T5, T7, 0x0080 + 0x15A00005, # BNEZ T5, [forward 0x05] + 0x35EF0080, # ORI T7, T7, 0x0080 + 0xA62F9BF4, # SH T7, 0x9BF4 (S1) + 0x240D0005, # ADDIU T5, R0, 0x0005 + 0xA22D9BDF, # SB T5, 0x9BDF (S1) + 0xA22D9BE0, # SB T5, 0x9BE0 (S1) + 0x03E00008 # JR RA +] + +boss_goal_checker = [ + # Checks each boss flag to see if every boss with a health meter has been defeated and puts 0x0004 in V0 to + # disallow opening Dracula's door if not all have been. + 0x3C0A8039, # LUI T2, 0x8039 + 0x954B9BF4, # LHU T3, 0x9BF4 (T2) + 0x316D0BA0, # ANDI T5, T3, 0x0BA0 + 0x914B9BFB, # LBU T3, 0x9BFB (T2) + 0x000B6182, # SRL T4, T3, 6 + 0x11800010, # BEQZ T4, [forward 0x10] + 0x240C00C0, # ADDIU T4, R0, 0x00C0 + 0x01AC6821, # ADDU T5, T5, T4 + 0x914B9BFD, # LBU T3, 0x9BFD (T2) + 0x316C0020, # ANDI T4, T3, 0x0020 + 0x01AC6821, # ADDU T5, T5, T4 + 0x914B9BFE, # LBU T3, 0x9BFE (T2) + 0x316C0010, # ANDI T4, T3, 0x0010 + 0x01AC6821, # ADDU T5, T5, T4 + 0x914B9C18, # LBU T3, 0x9C18 (T2) + 0x316C0010, # ANDI T4, T3, 0x0010 + 0x01AC6821, # ADDU T5, T5, T4 + 0x914B9C1B, # LBU T3, 0x9C1B (T2) + 0x000B6102, # SRL T4, T3, 4 + 0x11800005, # BEQZ T4, [forward 0x05] + 0x240C0050, # ADDIU T4, R0, 0x0050 + 0x01AC6821, # ADDU T5, T5, T4 + 0x240E0CF0, # ADDIU T6, R0, 0x0CF0 + 0x55CD0001, # BNEL T6, T5, [forward 0x01] + 0x24020004, # ADDIU V0, R0, 0x0004 + 0x03E00008 # JR RA +] + +special_goal_checker = [ + # Checks the Special2 counter to see if the specified threshold has been reached and puts 0x0001 in V0 to disallow + # opening Dracula's door if it hasn't been. + 0x3C0A8039, # LUI T2, 0x8039 + 0x914B9C4C, # LBU T3, 0x9C4C (T2) + 0x296A001E, # SLTI T2, T3, 0x001E + 0x55400001, # BNEZL T2, 0x8012AC8C + 0x24020001, # ADDIU V0, R0, 0x0001 + 0x03E00008 # JR RA +] + +warp_menu_rewrite = [ + # Rewrite to the warp menu code to ensure each option can have its own scene ID, spawn ID, and fade color. + # Start Warp + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x1000001F, # B [forward 0x1F] + 0x3C0F8000, # LUI T7, 0x8000 + # Warp 1 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x1000001B, # B [forward 0x1B] + 0x3C0F8040, # LUI T7, 0x8040 + # Warp 2 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x10000017, # B [forward 0x17] + 0x3C0F8080, # LUI T7, 0x8080 + # Warp 3 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x10000013, # B [forward 0x13] + 0x3C0F0080, # LUI T7, 0x0080 + # Warp 4 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x3C0F0080, # LUI T7, 0x0080 + 0x1000000E, # B [forward 0x0E] + 0x25EF8000, # ADDIU T7, T7, 0x8000 + # Warp 5 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x1000000A, # B [forward 0x0A] + 0x340F8000, # ORI T7, R0, 0x8000 + # Warp 6 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x3C0F8000, # LUI T7, 0x8000 + 0x10000005, # B [forward 0x05] + 0x35EF8000, # ORI T7, T7, 0x8000 + # Warp 7 + 0x3C0E0000, # LUI T6, 0x0000 + 0x25CE0000, # ADDIU T6, T6, 0x0000 + 0x3C0F8040, # LUI T7, 0x8040 + 0x35EF8000, # ORI T7, T7, 0x8000 + # Warp Crypt + 0x3C18800D, # LUI T8, 0x800D + 0x97185E20, # LHU T8, 0x5E20 (T8) + 0x24192000, # ADDIU T9, R0, 0x2000 + 0x17190009, # BNE T8, T9, [forward 0x09] + 0x3C088039, # LUI T0, 0x8039 + 0x91089C1C, # LBU T0, 0x9C1C (T0) + 0x31080001, # ANDI T0, T0, 0x0001 + 0x1100000F, # BEQZ T0, [forward 0x0F] + 0x00000000, # NOP + 0x3C0E001A, # LUI T6, 0x001A + 0x25CE0003, # ADDIU T6, T6, 0x0003 + 0x1000000B, # B [forward 0x0B] + 0x240F0000, # ADDIU T7, R0, 0x0000 + # Warp Elevator + 0x24190010, # ADDIU T9, R0, 0x0010 + 0x17190008, # BNE T8, T9, [forward 0x08] + 0x91089C1C, # LBU T0, 0x9C1C (T0) + 0x31080002, # ANDI T0, T0, 0x0002 + 0x11000005, # BEQZ T0, [forward 0x05] + 0x00000000, # NOP + 0x3C0E000F, # LUI T6, 0x000F + 0x25CE0001, # ADDIU T6, T6, 0x0001 + 0x3C0F8080, # LUI T7, 0x8080 + 0x35EF8000, # ORI T7, T7, 0x8000 + # All + 0xAC6E6428, # SW T6, 0x6428 (V1) + 0xAC6F642C, # SW T7, 0x642C (V1) + 0x2402001E, # ADDIU V0, R0, 0x001E + 0xA4626430, # SH V0, 0x6430 (V1) + 0xA4626432, # SH V0, 0x6432 (V1) +] + +warp_pointer_table = [ + # Changed pointer table addresses to go with the warp menu rewrite + 0x8012AD74, + 0x8012AD84, + 0x8012AD94, + 0x8012ADA4, + 0x8012ADB4, + 0x8012ADC8, + 0x8012ADD8, + 0x8012ADEC, +] + +spawn_coordinates_extension = [ + # Checks if the 0x10 bit is set in the spawn ID and references the below list of custom spawn coordinates if it is. + 0x316A0010, # ANDI T2, T3, 0x0010 + 0x11400003, # BEQZ T2, [forward 0x03] + 0x8CD90008, # LW T9, 0x0008 (A2) + 0x3C198040, # LUI T9, 0x8040 + 0x2739C2CC, # ADDIU T9, T9, 0xC2CC + 0x08054A83, # J 0x80152A0C + 0x00000000, # NOP + 0x00000000, # NOP + + # Castle Wall end: 10 + # player camera focus point + # x = 0xFFFF 0xFFFF 0xFFFF + # y = 0x0003 0x0012 0x000D + # z = 0xFFF3 0xEDFF 0xFFF3 + # r = 0xC000 + 0x0000FFFF, + 0x0003FFF3, + 0xC000FFFF, + 0x0012FFED, + 0xFFFF000D, + 0xFFF30000, + + # Tunnel end: 11 + # player camera focus point + # x = 0x0088 0x0087 0x0088 + # y = 0x01D6 0x01F1 0x01E5 + # z = 0xF803 0xF7D2 0xF803 + # r = 0xC000 + 0x008801D6, + 0xF803C000, + 0x008701F1, + 0xF7D20088, + 0x01E5F803, + + # Tower of Execution end: 12 + # player camera focus point + # x = 0x00AC 0x00EC 0x00AC + # y = 0x0154 0x0183 0x0160 + # z = 0xFE8F 0xFE8F 0xFE8F + # r = 0x8000 + 0x000000AC, + 0x0154FE8F, + 0x800000EC, + 0x0183FE8F, + 0x00AC0160, + 0xFE8F0000, + + # Tower of Sorcery end: 13 + # player camera focus point + # x = 0xFEB0 0xFE60 0xFEB0 + # y = 0x0348 0x036D 0x0358 + # z = 0xFEFB 0xFEFB 0xFEFB + # r = 0x0000 + 0xFEB00348, + 0xFEFB0000, + 0xFE60036D, + 0xFEFBFEB0, + 0x0358FEFB, + + # Room of Clocks end: 14 + # player camera focus point + # x = 0x01B1 0x01BE 0x01B1 + # y = 0x0006 0x001B 0x0015 + # z = 0xFFCD 0xFFCD 0xFFCD + # r = 0x8000 + 0x000001B1, + 0x0006FFCD, + 0x800001BE, + 0x001BFFCD, + 0x01B10015, + 0xFFCD0000, + + # Duel Tower savepoint: 15 + # player camera focus point + # x = 0x00B9 0x00B9 0x00B9 + # y = 0x012B 0x0150 0x0138 + # z = 0xFE20 0xFE92 0xFE20 + # r = 0xC000 + 0x00B9012B, + 0xFE20C000, + 0x00B90150, + 0xFE9200B9, + 0x0138FE20 +] + +waterway_end_coordinates = [ + # Underground Waterway end: 01 + # player camera focus point + # x = 0x0397 0x03A1 0x0397 + # y = 0xFFC4 0xFFDC 0xFFD3 + # z = 0xFDB9 0xFDB8 0xFDB9 + # r = 0x8000 + 0x00000397, + 0xFFC4FDB9, + 0x800003A1, + 0xFFDCFDB8, + 0x0397FFD3, + 0xFDB90000 +] + +continue_cursor_start_checker = [ + # This is used to improve the Game Over screen's "Continue" menu by starting the cursor on whichever checkpoint + # is most recent instead of always on "Previously saved". If a menu has a cursor start value of 0xFF in its text + # data, this will read the byte at 0x80389BC0 to determine which option to start the cursor on. + 0x8208001C, # LB T0, 0x001C(S0) + 0x05010003, # BGEZ T0, [forward 0x03] + 0x3C098039, # LUI T1, 0x8039 + 0x81289BC0, # LB T0, 0x9BC0 (T1) + 0xA208001C, # SB T0, 0x001C (S0) + 0x03E00008 # JR RA +] + +savepoint_cursor_updater = [ + # Sets the value at 0x80389BC0 to 0x00 after saving to let the Game Over screen's "Continue" menu know to start the + # cursor on "Previously saved" as well as updates the entrance variable for B warping. It then jumps to + # deathlink_counter_decrementer in the event we're loading a save from the Game Over screen. + 0x3C088039, # LUI T0, 0x8039 + 0x91099C95, # LBU T1, 0x9C95 (T0) + 0x000948C0, # SLL T1, T1, 3 + 0x3C0A8018, # LUI T2, 0x8018 + 0x01495021, # ADDU T2, T2, T1 + 0x914B17CF, # LBU T3, 0x17CF (T2) + 0xA10B9EE3, # SB T3, 0x9EE3 (T0) + 0xA1009BC0, # SB R0, 0x9BC0 (T0) + 0x080FF8F0 # J 0x803FE3C0 +] + +stage_start_cursor_updater = [ + # Sets the value at 0x80389BC0 to 0x01 after entering a stage to let the Game Over screen's "Continue" menu know to + # start the cursor on "Restart this stage". + 0x3C088039, # LUI T0, 0x8039 + 0x24090001, # ADDIU T1, R0, 0x0001 + 0xA1099BC0, # SB T1, 0x9BC0 (T0) + 0x03E00008 # JR RA +] + +elevator_flag_checker = [ + # Prevents the top elevator in Castle Center from activating if the bottom elevator switch is not turned on. + 0x3C088039, # LUI T0, 0x8039 + 0x91089C07, # LBU T0, 0x9C07 (T0) + 0x31080002, # ANDI T0, T0, 0x0002 + 0x15000002, # BNEZ T0, [forward 0x02] + 0x848E004C, # LH T6, 0x004C (A0) + 0x240E0000, # ADDIU T6, R0, 0x0000 + 0x03E00008 # JR RA +] + +crystal_special2_giver = [ + # Gives a Special2 upon activating the big crystal in CC basement. + 0x3C098039, # LUI T1, 0x8039 + 0x24190005, # ADDIU T9, R0, 0x0005 + 0xA1399BDF, # SB T9, 0x9BDF (T1) + 0x03E00008, # JR RA + 0x3C198000 # LUI T9, 0x8000 +] + +boss_save_stopper = [ + # Prevents usage of a White Jewel if in a boss fight. Important for the lizard-man trio in Waterway as escaping + # their fight by saving/reloading can render a Special2 permanently missable. + 0x24080001, # ADDIU T0, R0, 0x0001 + 0x15030005, # BNE T0, V1, [forward 0x05] + 0x3C088035, # LUI T0, 0x8035 + 0x9108F7D8, # LBU T0, 0xF7D8 (T0) + 0x24090020, # ADDIU T1, R0, 0x0020 + 0x51090001, # BEQL T0, T1, [forward 0x01] + 0x24020000, # ADDIU V0, R0, 0x0000 + 0x03E00008 # JR RA +] + +music_modifier = [ + # Uses the ID of a song about to be played to pull a switcheroo by grabbing a new ID from a custom table to play + # instead. A hacky way to circumvent song IDs in the compressed overlays' "play song" function calls, but it works! + 0xAFBF001C, # SW RA, 0x001C (SP) + 0x0C004A6B, # JAL 0x800129AC + 0x44800000, # MTC1 R0, F0 + 0x10400003, # BEQZ V0, [forward 0x03] + 0x3C088040, # LUI T0, 0x8040 + 0x01044821, # ADDU T1, T0, A0 + 0x9124CD20, # LBU A0, 0xCD20 (T1) + 0x08004E64 # J 0x80013990 +] + +music_comparer_modifier = [ + # The same as music_modifier, but for the function that compares the "song to play" ID with the one that's currently + # playing. This will ensure the randomized music doesn't reset when going through a loading zone in Villa or CC. + 0x3C088040, # LUI T0, 0x8040 + 0x01044821, # ADDU T1, T0, A0 + 0x9124CD20, # LBU A0, 0xCD20 (T1) + 0x08004A60, # J 0x80012980 +] + +item_customizer = [ + # Allows changing an item's appearance settings and visibility independent of what it actually is as well as setting + # its bitflag literally anywhere in the save file by changing things in the item actor's data as it's being created + # for the below three functions to then utilize. + 0x03205825, # OR T3, T9, R0 + 0x000B5A02, # SRL T3, T3, 8 + 0x316C0080, # ANDI T4, T3, 0x0080 + 0xA0CC0041, # SB T4, 0x0041 (A2) + 0x016C5823, # SUBU T3, T3, T4 + 0xA0CB0040, # SB T3, 0x0040 (A2) + 0x333900FF, # ANDI T9, T9, 0x00FF + 0xA4D90038, # SH T9, 0x0038 (A2) + 0x8CCD0058, # LW T5, 0x0058 (A2) + 0x31ACFF00, # ANDI T4, T5, 0xFF00 + 0x340EFF00, # ORI T6, R0, 0xFF00 + 0x158E000A, # BNE T4, T6, [forward 0x0A] + 0x31AC00FF, # ANDI T4, T5, 0x00FF + 0x240E0002, # ADDIU T6, R0, 0x0002 + 0x018E001B, # DIVU T4, T6 + 0x00006010, # MFHI T4 + 0x000D5C02, # SRL T3, T5, 16 + 0x51800001, # BEQZL T4, [forward 0x01] + 0x000B5C00, # SLL T3, T3, 16 + 0x00006012, # MFLO T4 + 0xA0CC0055, # SB T4, 0x0055 (A2) + 0xACCB0058, # SW T3, 0x0058 (A2) + 0x080494E5, # J 0x80125394 + 0x032A0019 # MULTU T9, T2 +] + +item_appearance_switcher = [ + # Determines an item's model appearance by checking to see if a different item appearance ID was written in a + # specific spot in the actor's data; if one wasn't, then the appearance value will be grabbed from the item's entry + # in the item property table like normal instead. + 0x92080040, # LBU T0, 0x0040 (S0) + 0x55000001, # BNEZL T0, T1, [forward 0x01] + 0x01002025, # OR A0, T0, R0 + 0x03E00008, # JR RA + 0xAFA70024 # SW A3, 0x0024 (SP) +] + +item_model_visibility_switcher = [ + # If 80 is written one byte ahead of the appearance switch value in the item's actor data, parse 0C00 to the + # function that checks if an item should be invisible or not. Otherwise, grab that setting from the item property + # table like normal. + 0x920B0041, # LBU T3, 0x0041 (S0) + 0x316E0080, # ANDI T6, T3, 0x0080 + 0x11C00003, # BEQZ T6, [forward 0x03] + 0x240D0C00, # ADDIU T5, R0, 0x0C00 + 0x03E00008, # JR RA + 0x00000000, # NOP + 0x03E00008, # JR RA + 0x958D0004 # LHU T5, 0x0004 (T4) +] + +item_shine_visibility_switcher = [ + # Same as the above, but for item shines instead of the model. + 0x920B0041, # LBU T3, 0x0041 (S0) + 0x31690080, # ANDI T1, T3, 0x0080 + 0x11200003, # BEQZ T1, [forward 0x03] + 0x00000000, # NOP + 0x03E00008, # JR RA + 0x240C0C00, # ADDIU T4, R0, 0x0C00 + 0x03E00008, # JR RA + 0x958CA908 # LHU T4, 0xA908 (T4) +] + +three_hit_item_flags_setter = [ + # As the function to create items from the 3HB item lists iterates through said item lists, this will pass unique + # flag values to each item when calling the "create item instance" function by right-shifting said flag by a number + # of bits depending on which item in the list it is. Unlike the vanilla game which always puts flags of 0x00000000 + # on each of these. + 0x8DC80008, # LW T0, 0x0008 (T6) + 0x240A0000, # ADDIU T2, R0, 0x0000 + 0x00084C02, # SRL T1, T0, 16 + 0x3108FFFF, # ANDI T0, T0, 0xFFFF + 0x00094842, # SRL T1, T1, 1 + 0x15200003, # BNEZ T1, [forward 0x03] + 0x00000000, # NOP + 0x34098000, # ORI T1, R0, 0x8000 + 0x25080001, # ADDIU T0, T0, 0x0001 + 0x0154582A, # SLT T3, T2, S4 + 0x1560FFF9, # BNEZ T3, [backward 0x07] + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0x00094C00, # SLL T1, T1, 16 + 0x01094025, # OR T0, T0, T1 + 0x0805971E, # J 0x80165C78 + 0xAFA80010 # SW T0, 0x0010 (SP) +] + +chandelier_item_flags_setter = [ + # Same as the above, but for the unique function made specifically and ONLY for the Villa foyer chandelier's item + # list. KCEK, why the heck did you have to do this!? + 0x8F280014, # LW T0, 0x0014 (T9) + 0x240A0000, # ADDIU T2, R0, 0x0000 + 0x00084C02, # SRL T1, T0, 16 + 0x3108FFFF, # ANDI T0, T0, 0xFFFF + 0x00094842, # SRL T1, T1, 1 + 0x15200003, # BNEZ T1, [forward 0x03] + 0x00000000, # NOP + 0x34098000, # ORI T1, R0, 0x8000 + 0x25080001, # ADDIU T0, T0, 0x0001 + 0x0155582A, # SLT T3, T2, S5 + 0x1560FFF9, # BNEZ T3, [backward 0x07] + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0x00094C00, # SLL T1, T1, 16 + 0x01094025, # OR T0, T0, T1 + 0x0805971E, # J 0x80165C78 + 0xAFA80010 # SW T0, 0x0010 (SP) +] + +prev_subweapon_spawn_checker = [ + # When picking up a sub-weapon this will check to see if it's different from the one the player already had (if they + # did have one) and jump to prev_subweapon_dropper, which will spawn a subweapon actor of what they had before + # directly behind them. + 0x322F3031, # Previous sub-weapon bytes + 0x10A00009, # BEQZ A1, [forward 0x09] + 0x00000000, # NOP + 0x10AD0007, # BEQ A1, T5, [forward 0x07] + 0x3C088040, # LUI T0, 0x8040 + 0x01054021, # ADDU T0, T0, A1 + 0x0C0FF418, # JAL 0x803FD060 + 0x9104CFC3, # LBU A0, 0xCFC3 (T0) + 0x2484FF9C, # ADDIU A0, A0, 0xFF9C + 0x3C088039, # LUI T0, 0x8039 + 0xAD049BD4, # SW A0, 0x9BD4 (T0) + 0x0804F0BF, # J 0x8013C2FC + 0x24020001 # ADDIU V0, R0, 0x0001 +] + +prev_subweapon_fall_checker = [ + # Checks to see if a pointer to a previous sub-weapon drop actor spawned by prev_subweapon_dropper is in 80389BD4 + # and calls the function in prev_subweapon_dropper to lower the weapon closer to the ground on the next frame if a + # pointer exists and its actor ID is 0x0027. Once it hits the ground or despawns, the connection to the actor will + # be severed by 0-ing out the pointer. + 0x3C088039, # LUI T0, 0x8039 + 0x8D049BD4, # LW A0, 0x9BD4 (T0) + 0x10800008, # BEQZ A0, [forward 0x08] + 0x00000000, # NOP + 0x84890000, # LH T1, 0x0000 (A0) + 0x240A0027, # ADDIU T2, R0, 0x0027 + 0x152A0004, # BNE T1, T2, [forward 0x04] + 0x00000000, # NOP + 0x0C0FF452, # JAL 0x803FD148 + 0x00000000, # NOP + 0x50400001, # BEQZL V0, [forward 0x01] + 0xAD009BD4, # SW R0, 0x9BD4 (T0) + 0x080FF40F # J 0x803FD03C +] + +prev_subweapon_dropper = [ + # Spawns a pickup actor of the sub-weapon the player had before picking up a new one behind them at their current + # position like in other CVs. This will enable them to pick it back up again if they still want it. + # Courtesy of Moisés; see derp.c in the src folder for the C source code. + 0x27BDFFC8, + 0xAFBF001C, + 0xAFA40038, + 0xAFB00018, + 0x0C0006B4, + 0x2404016C, + 0x00402025, + 0x0C000660, + 0x24050027, + 0x1040002B, + 0x00408025, + 0x3C048035, + 0x848409DE, + 0x00042023, + 0x0C0230D4, + 0x3084FFFF, + 0x44822000, + 0x3C018040, + 0xC428D370, + 0x468021A0, + 0x3C048035, + 0x848409DE, + 0x00042023, + 0x46083282, + 0x3084FFFF, + 0x0C01FFAC, + 0xE7AA0024, + 0x44828000, + 0x3C018040, + 0xC424D374, + 0x468084A0, + 0x27A40024, + 0x00802825, + 0x3C064100, + 0x46049182, + 0x0C004562, + 0xE7A6002C, + 0x3C058035, + 0x24A509D0, + 0x26040064, + 0x0C004530, + 0x27A60024, + 0x3C018035, + 0xC42809D4, + 0x3C0140A0, + 0x44815000, + 0x00000000, + 0x460A4400, + 0xE6100068, + 0xC6120068, + 0xE6120034, + 0x8FAE0038, + 0xA60E0038, + 0x8FBF001C, + 0x8FB00018, + 0x27BD0038, + 0x03E00008, + 0x00000000, + 0x3C068040, + 0x24C6D368, + 0x90CE0000, + 0x27BDFFE8, + 0xAFBF0014, + 0x15C00027, + 0x00802825, + 0x240400DB, + 0x0C0006B4, + 0xAFA50018, + 0x44802000, + 0x3C038040, + 0x2463D364, + 0x3C068040, + 0x24C6D368, + 0x8FA50018, + 0x1040000A, + 0xE4640000, + 0x8C4F0024, + 0x3C013F80, + 0x44814000, + 0xC5E60044, + 0xC4700000, + 0x3C018040, + 0x46083280, + 0x460A8480, + 0xE432D364, + 0x94A20038, + 0x2401000F, + 0x24180001, + 0x10410006, + 0x24010010, + 0x10410004, + 0x2401002F, + 0x10410002, + 0x24010030, + 0x14410005, + 0x3C014040, + 0x44813000, + 0xC4640000, + 0x46062200, + 0xE4680000, + 0xA0D80000, + 0x10000023, + 0x24020001, + 0x3C038040, + 0x2463D364, + 0xC4600000, + 0xC4A20068, + 0x3C038039, + 0x24639BD0, + 0x4600103E, + 0x00001025, + 0x45000006, + 0x00000000, + 0x44808000, + 0xE4A00068, + 0xA0C00000, + 0x10000014, + 0xE4700000, + 0x3C038039, + 0x24639BD0, + 0x3C018019, + 0xC42AC870, + 0xC4600000, + 0x460A003C, + 0x00000000, + 0x45000006, + 0x3C018019, + 0xC432C878, + 0x46120100, + 0xE4640000, + 0xC4600000, + 0xC4A20068, + 0x46001181, + 0x24020001, + 0xE4A60068, + 0xC4A80068, + 0xE4A80034, + 0x8FBF0014, + 0x27BD0018, + 0x03E00008, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x0000001B, + 0x060048E0, + 0x40000000, + 0x06AEFFD3, + 0x06004B30, + 0x40000000, + 0x00000000, + 0x06004CB8, + 0x0000031A, + 0x002C0000, + 0x060059B8, + 0x40000248, + 0xFFB50186, + 0x06005B68, + 0xC00001DF, + 0x00000000, + 0x06005C88, + 0x80000149, + 0x00000000, + 0x06005DC0, + 0xC0000248, + 0xFFB5FE7B, + 0x06005F70, + 0xC00001E0, + 0x00000000, + 0x06006090, + 0x8000014A, + 0x00000000, + 0x06007D28, + 0x4000010E, + 0xFFF100A5, + 0x06007F60, + 0xC0000275, + 0x00000000, + 0x06008208, + 0x800002B2, + 0x00000000, + 0x060083B0, + 0xC000010D, + 0xFFF2FF5C, + 0x060085E8, + 0xC0000275, + 0x00000000, + 0x06008890, + 0x800002B2, + 0x00000000, + 0x3D4CCCCD, + 0x3FC00000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0xB8000100, + 0xB8000100, +] + +subweapon_surface_checker = [ + # During the process of remotely giving an item received via multiworld, this will check to see if the item being + # received is a subweapon and, if it is, wait until the player is not above an abyss or instant kill surface before + # giving it. This is to ensure dropped previous subweapons won't land somewhere inaccessible. + 0x2408000D, # ADDIU T0, R0, 0x000D + 0x11040006, # BEQ T0, A0, [forward 0x06] + 0x2409000E, # ADDIU T1, R0, 0x000E + 0x11240004, # BEQ T1, A0, [forward 0x04] + 0x2408000F, # ADDIU T0, R0, 0x000F + 0x11040002, # BEQ T0, A0, [forward 0x02] + 0x24090010, # ADDIU T1, R0, 0x0010 + 0x1524000B, # BNE T1, A0, [forward 0x0B] + 0x3C0A800D, # LUI T2, 0x800D + 0x8D4A7B5C, # LW T2, 0x7B5C (T2) + 0x1140000E, # BEQZ T2, [forward 0x0E] + 0x00000000, # NOP + 0x914A0001, # LBU T2, 0x0001 (T2) + 0x240800A2, # ADDIU T0, R0, 0x00A2 + 0x110A000A, # BEQ T0, T2, [forward 0x0A] + 0x24090092, # ADDIU T1, R0, 0x0092 + 0x112A0008, # BEQ T1, T2, [forward 0x08] + 0x24080080, # ADDIU T0, R0, 0x0080 + 0x110A0006, # BEQ T0, T2, [forward 0x06] + 0x956C00DD, # LHU T4, 0x00DD (T3) + 0xA1600000, # SB R0, 0x0000 (T3) + 0x258C0001, # ADDIU T4, T4, 0x0001 + 0x080FF8D0, # J 0x803FE340 + 0xA56C00DD, # SH T4, 0x00DD (T3) + 0x00000000, # NOP + 0x03E00008 # JR RA +] + +countdown_number_displayer = [ + # Displays a number below the HUD clock of however many items are left to find in whichever stage the player is in. + # Which number in the save file to display depends on which map the player is currently on. It can track either + # items marked progression only or all locations in the stage. + # Courtesy of Moisés; see print_text_ovl.c in the src folder for the C source code. + 0x27BDFFD8, + 0xAFBF0024, + 0x00002025, + 0x0C000360, + 0x2405000C, + 0x3C038040, + 0x3C198034, + 0x2463D6D0, + 0x37392814, + 0x240E0002, + 0x3C0F0860, + 0x24180014, + 0xAC620000, + 0xAFB80018, + 0xAFAF0014, + 0xAFAE0010, + 0xAFB9001C, + 0x00002025, + 0x00402825, + 0x2406001E, + 0x0C0FF55D, + 0x24070028, + 0x8FBF0024, + 0x3C018040, + 0xAC22D6D4, + 0x03E00008, + 0x27BD0028, + 0x27BDFFE0, + 0xAFA40020, + 0x93AE0023, + 0x3C058039, + 0xAFBF001C, + 0x3C048040, + 0x3C068040, + 0x240F0014, + 0x00AE2821, + 0x90A59CA4, + 0xAFAF0010, + 0x8CC6D6D0, + 0x8C84D6D4, + 0x0C0FF58A, + 0x24070002, + 0x8FBF001C, + 0x27BD0020, + 0x03E00008, + 0x00000000, + 0x00000000, + 0x00000000, + 0x90820000, + 0x00001825, + 0x50400008, + 0xA4A00000, + 0xA4A20000, + 0x90820001, + 0x24840001, + 0x24A50002, + 0x1440FFFB, + 0x24630001, + 0xA4A00000, + 0x03E00008, + 0x00601025, + 0x27BDFFD8, + 0xAFBF0024, + 0xAFB0001C, + 0xAFA40028, + 0xAFA5002C, + 0xAFB10020, + 0xAFA60030, + 0xAFA70034, + 0x00008025, + 0x24050064, + 0x0C000360, + 0x00002025, + 0x8FA40040, + 0x00408825, + 0x3C05800A, + 0x10800004, + 0x8FA6003C, + 0x0C04B2E2, + 0x8CA5B450, + 0x00408025, + 0x5200001A, + 0x8FBF0024, + 0x12200017, + 0x8FAE0028, + 0x11C00015, + 0x02002025, + 0x97A5002E, + 0x97A60032, + 0x0C04B33F, + 0x24070001, + 0x02002025, + 0x83A50037, + 0x87A6003A, + 0x00003825, + 0x0C04B345, + 0xAFA00010, + 0x8FA40028, + 0x0C0FF51C, + 0x02202825, + 0x0C006CF0, + 0x02202025, + 0x02002025, + 0x02202825, + 0x00003025, + 0x0C04B34E, + 0x00003825, + 0x8FBF0024, + 0x02001025, + 0x8FB0001C, + 0x8FB10020, + 0x03E00008, + 0x27BD0028, + 0x27BDFFD8, + 0x8FAE0044, + 0xAFB00020, + 0xAFBF0024, + 0xAFA40028, + 0xAFA5002C, + 0xAFA60030, + 0xAFA70034, + 0x11C00007, + 0x00008025, + 0x3C05800A, + 0x8CA5B450, + 0x01C02025, + 0x0C04B2E2, + 0x8FA6003C, + 0x00408025, + 0x12000017, + 0x8FAF002C, + 0x11E00015, + 0x02002025, + 0x97A50032, + 0x97A60036, + 0x0C04B33F, + 0x24070001, + 0x02002025, + 0x24050001, + 0x24060064, + 0x00003825, + 0x0C04B345, + 0xAFA00010, + 0x8FA40028, + 0x8FA5002C, + 0x93A6003B, + 0x0C04B5BD, + 0x8FA70040, + 0x02002025, + 0x8FA5002C, + 0x00003025, + 0x0C04B34E, + 0x00003825, + 0x8FBF0024, + 0x02001025, + 0x8FB00020, + 0x03E00008, + 0x27BD0028, + 0x27BDFFE8, + 0xAFBF0014, + 0xAFA40018, + 0xAFA5001C, + 0xAFA60020, + 0x10C0000B, + 0xAFA70024, + 0x00A02025, + 0x00C02825, + 0x93A60027, + 0x0C04B5BD, + 0x8FA70028, + 0x8FA20018, + 0x3C010100, + 0x8C4F0000, + 0x01E1C025, + 0xAC580000, + 0x8FBF0014, + 0x27BD0018, + 0x03E00008, + 0x00000000, + 0xAFA50004, + 0x1080000E, + 0x30A500FF, + 0x24010001, + 0x54A10008, + 0x8C980000, + 0x8C8E0000, + 0x3C017FFF, + 0x3421FFFF, + 0x01C17824, + 0x03E00008, + 0xAC8F0000, + 0x8C980000, + 0x3C018000, + 0x0301C825, + 0xAC990000, + 0x03E00008, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000 +] + +countdown_number_manager = [ + # Tables and code for managing things about the Countdown number at the appropriate times. + 0x00010102, # Map ID offset table start + 0x02020D03, + 0x04050505, + 0x0E0E0E05, + 0x07090806, + 0x0C0C000B, + 0x0C050D0A, + 0x00000000, # Table end + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000001, # Major identifiers table start + 0x01000000, + 0x00000000, + 0x00000000, + 0x01000000, + 0x01010000, + 0x00010101, + 0x01010101, + 0x01010101, + 0x01010000, + 0x00000000, # Table end + # Decrements the counter upon picking up an item if the counter should be decremented. + 0x90E80039, # LBU T0, 0x0039 (A3) + 0x240B0011, # ADDIU T3, R0, 0x0011 + 0x110B0002, # BEQ T0, T3, [forward 0x02] + 0x90EA0040, # LBU T2, 0x0040 (A3) + 0x2548FFFF, # ADDIU T0, T2, 0xFFFF + 0x3C098040, # LUI T1, 0x8040 + 0x01284821, # ADDIU T1, T1, T0 + 0x9129D71C, # LBU T1, 0xD71C (T1) + 0x11200009, # BEQZ T1, [forward 0x09] + 0x3C088039, # LUI T0, 0x8039 + 0x91099EE1, # LBU T1, 0x9EE1 (T0) + 0x3C0A8040, # LUI T2, 0x8040 + 0x01495021, # ADDU T2, T2, T1 + 0x914AD6DC, # LBU T2, 0xD6DC (T2) + 0x010A4021, # ADDU T0, T0, T2 + 0x91099CA4, # LBU T1, 0x9CA4 (T0) + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0xA1099CA4, # SB T1, 0x9CA4 (T0) + 0x03E00008, # JR RA + 0x00000000, # NOP + # Moves the number to/from its pause menu position when pausing/un-pausing. + 0x3C088040, # LUI T0, 0x8040 + 0x8D08D6D4, # LW T0, 0xD6D4 + 0x11000009, # BEQZ T0, [forward 0x09] + 0x92090000, # LBU T1, 0x0000 (S0) + 0x14200004, # BNEZ AT, [forward 0x04] + 0x3C0A0033, # LUI T2, 0x0033 + 0x254A001F, # ADDIU T2, T2, 0x001F + 0x03E00008, # JR RA + 0xAD0A0014, # SW T2, 0x0014 (T0) + 0x3C0A00D4, # LUI T2, 0x00D4 + 0x254A003C, # ADDIU T2, T2, 0x003C + 0xAD0A0014, # SW T2, 0x0014 (T0) + 0x03E00008, # JR RA + 0x00000000, # NOP + # Hides the number when going into a cutscene or the Options menu. + 0x3C048040, # LUI A0, 0x8040 + 0x8C84D6D4, # LW A0, 0xD6D4 (A0) + 0x0C0FF59F, # JAL 0x803FD67C + 0x24050000, # ADDIU A1, R0, 0x0000 + 0x0804DFE0, # J 0x80137FB0 + 0x3C048000, # LUI A0, 0x8000 + 0x00000000, # NOP + # Un-hides the number when leaving a cutscene or the Options menu. + 0x3C048040, # LUI A0, 0x8040 + 0x8C84D6D4, # LW A0, 0xD6D4 (A0) + 0x0C0FF59F, # JAL 0x803FD67C + 0x24050001, # ADDIU A1, R0, 0x0000 + 0x0804DFFA, # J 0x8013 + 0x3C047FFF, # LUI A0, 0x7FFFF + 0x00000000, # NOP + # Kills the last map's pointer to the Countdown stuff. + 0x3C088040, # LUI T0, 0x8040 + 0xFD00D6D0, # SD R0, 0xD6D0 (T0) + 0x03E00008 # JR RA +] + +new_game_extras = [ + # Upon starting a new game, this will write anything extra to the save file data that the run should have at the + # start. The initial Countdown numbers begin here. + 0x24080000, # ADDIU T0, R0, 0x0000 + 0x24090010, # ADDIU T1, R0, 0x0010 + 0x11090008, # BEQ T0, T1, [forward 0x08] + 0x3C0A8040, # LUI T2, 0x8040 + 0x01485021, # ADDU T2, T2, T0 + 0x8D4AD818, # LW T2, 0xD818 (T2) + 0x3C0B8039, # LUI T3, 0x8039 + 0x01685821, # ADDU T3, T3, T0 + 0xAD6A9CA4, # SW T2, 0x9CA4 (T3) + 0x1000FFF8, # B [backward 0x08] + 0x25080004, # ADDIU T0, T0, 0x0004 + # start_inventory begins here + 0x3C088039, # LUI T0, 0x8039 + 0x91099C27, # LBU T1, 0x9C27 (T0) + 0x31290010, # ANDI T1, T1, 0x0010 + 0x15200005, # BNEZ T1, [forward 0x05] + 0x24090000, # ADDIU T1, R0, 0x0000 <- Starting jewels + 0xA1099C49, # SB T1, 0x9C49 + 0x3C0A8040, # LUI T2, 0x8040 + 0x8D4BE514, # LW T3, 0xE514 (T2) <- Starting money + 0xAD0B9C44, # SW T3, 0x9C44 (T0) + 0x24090000, # ADDIU T1, R0, 0x0000 <- Starting PowerUps + 0xA1099CED, # SB T1, 0x9CED (T0) + 0x24090000, # ADDIU T1, R0, 0x0000 <- Starting sub-weapon + 0xA1099C43, # SB T1, 0x9C43 (T0) + 0x24090000, # ADDIU T1, R0, 0x0000 <- Starting Ice Traps + 0xA1099BE2, # SB T1, 0x9BE2 (T0) + 0x240C0000, # ADDIU T4, R0, 0x0000 + 0x240D0022, # ADDIU T5, R0, 0x0022 + 0x11AC0007, # BEQ T5, T4, [forward 0x07] + 0x3C0A8040, # LUI T2, 0x8040 + 0x014C5021, # ADDU T2, T2, T4 + 0x814AE518, # LB T2, 0xE518 <- Starting inventory items + 0x25080001, # ADDIU T0, T0, 0x0001 + 0xA10A9C4A, # SB T2, 0x9C4A (T0) + 0x1000FFF9, # B [backward 0x07] + 0x258C0001, # ADDIU T4, T4, 0x0001 + 0x03E00008 # JR RA +] + +shopsanity_stuff = [ + # Everything related to shopsanity. + # Flag table (in bytes) start + 0x80402010, + 0x08000000, + 0x00000000, + 0x00000000, + 0x00040200, + # Replacement item table (in halfwords) start + 0x00030003, + 0x00030003, + 0x00030000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000003, + 0x00030000, + # Switches the vanilla item being bought with the randomized one, if its flag is un-set, and sets its flag. + 0x3C088040, # LUI T0, 0x8040 + 0x01044021, # ADDU T0, T0, A0 + 0x9109D8CA, # LBU T1, 0xD8CA (T0) + 0x3C0B8039, # LUI T3, 0x8039 + 0x916A9C1D, # LBU T2, 0x9C1D (T3) + 0x01496024, # AND T4, T2, T1 + 0x15800005, # BNEZ T4, [forward 0x05] + 0x01495025, # OR T2, T2, T1 + 0xA16A9C1D, # SB T2, 0x9C1D (T3) + 0x01044021, # ADDU T0, T0, A0 + 0x9504D8D8, # LHU A0, 0xD8D8 (T0) + 0x308400FF, # ANDI A0, A0, 0x00FF + 0x0804EFFB, # J 0x8013BFEC + 0x00000000, # NOP + # Switches the vanilla item model on the buy menu with the randomized item if the randomized item isn't purchased. + 0x3C088040, # LUI T0, 0x8040 + 0x01044021, # ADDU T0, T0, A0 + 0x9109D8CA, # LBU T1, 0xD8CA (T0) + 0x3C0B8039, # LUI T3, 0x8039 + 0x916A9C1D, # LBU T2, 0x9C1D (T3) + 0x01495024, # AND T2, T2, T1 + 0x15400005, # BNEZ T2, [forward 0x05] + 0x01044021, # ADDU T0, T0, A0 + 0x9504D8D8, # LHU A0, 0xD8D8 (T0) + 0x00046202, # SRL T4, A0, 8 + 0x55800001, # BNEZL T4, [forward 0x01] + 0x01802021, # ADDU A0, T4, R0 + 0x0804F180, # J 0x8013C600 + 0x00000000, # NOP + # Replacement item names table start. + 0x00010203, + 0x04000000, + 0x00000000, + 0x00000000, + 0x00050600, + 0x00000000, + # Switches the vanilla item name in the shop menu with the randomized item if the randomized item isn't purchased. + 0x3C088040, # LUI T0, 0x8040 + 0x01064021, # ADDU T0, T0, A2 + 0x9109D8CA, # LBU T1, 0xD8CA (T0) + 0x3C0B8039, # LUI T3, 0x8039 + 0x916A9C1D, # LBU T2, 0x9C1D (T3) + 0x01495024, # AND T2, T2, T1 + 0x15400004, # BNEZ T2, [forward 0x04] + 0x00000000, # NOP + 0x9105D976, # LBU A1, 0xD976 (T0) + 0x3C048001, # LUI A0, 8001 + 0x3484A100, # ORI A0, A0, 0xA100 + 0x0804B39F, # J 0x8012CE7C + 0x00000000, # NOP + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + # Displays "Not purchased." if the selected randomized item is nor purchased, or the current holding amount of that + # slot's vanilla item if it is. + 0x3C0C8040, # LUI T4, 0x8040 + 0x018B6021, # ADDU T4, T4, T3 + 0x918DD8CA, # LBU T5, 0xD8CA (T4) + 0x3C0E8039, # LUI T6, 0x8039 + 0x91D89C1D, # LBU T8, 0x9C1D (T6) + 0x030DC024, # AND T8, T8, T5 + 0x13000003, # BEQZ T8, [forward 0x03] + 0x00000000, # NOP + 0x0804E819, # J 0x8013A064 + 0x00000000, # NOP + 0x0804E852, # J 0x8013A148 + 0x820F0061, # LB T7, 0x0061 (S0) + 0x00000000, # NOP + # Displays a custom item description if the selected randomized item is not purchased. + 0x3C088040, # LUI T0, 0x8040 + 0x01054021, # ADDU T0, T0, A1 + 0x9109D8D0, # LBU T1, 0xD8D0 (T0) + 0x3C0A8039, # LUI T2, 0x8039 + 0x914B9C1D, # LBU T3, 0x9C1D (T2) + 0x01695824, # AND T3, T3, T1 + 0x15600003, # BNEZ T3, [forward 0x03] + 0x00000000, # NOP + 0x3C048002, # LUI A0, 0x8002 + 0x24849C00, # ADDIU A0, A0, 0x9C00 + 0x0804B39F # J 0x8012CE7C +] + +special_sound_notifs = [ + # Plays a distinct sound whenever you get enough Special1s to unlock a new location or enough Special2s to unlock + # Dracula's door. + 0x3C088013, # LUI A0, 0x8013 + 0x9108AC9F, # LBU T0, 0xAC57 (T0) + 0x3C098039, # LUI T1, 0x8039 + 0x91299C4C, # LBU T1, 0x9C4B (T1) + 0x15090003, # BNE T0, T1, [forward 0x03] + 0x00000000, # NOP + 0x0C004FAB, # JAL 0x80013EAC + 0x24040162, # ADDIU A0, R0, 0x0162 + 0x0804F0BF, # J 0x8013C2FC + 0x00000000, # NOP + 0x3C088013, # LUI T0, 0x8013 + 0x9108AC57, # LBU T0, 0xAC57 (T0) + 0x3C098039, # LUI T1, 0x8039 + 0x91299C4B, # LBU T1, 0x9C4B (T1) + 0x0128001B, # DIVU T1, T0 + 0x00005010, # MFHI + 0x15400006, # BNEZ T2, [forward 0x06] + 0x00005812, # MFLO T3 + 0x296C0008, # SLTI T4, T3, 0x0008 + 0x11800003, # BEQZ T4, [forward 0x03] + 0x00000000, # NOP + 0x0C004FAB, # JAL 0x80013EAC + 0x2404019E, # ADDIU A0, R0, 0x019E + 0x0804F0BF # J 0x8013C2FC +] + +map_text_redirector = [ + # Checks for Map Texts 06 or 08 if in the Forest or Castle Wall Main maps respectively and redirects the text + # pointer to a blank string, skipping all the yes/no prompt text for pulling levers. + 0x0002FFFF, # Dummy text string + 0x3C0B8039, # LUI T3, 0x8039 + 0x91689EE1, # LBU T0, 0x9EE1 (T3) + 0x1100000F, # BEQZ T0, [forward 0x0F] + 0x24090006, # ADDIU T1, R0, 0x0006 + 0x240A0002, # ADDIU T2, R0, 0x0002 + 0x110A000C, # BEQ T0, T2, [forward 0x0C] + 0x24090008, # ADDIU T1, R0, 0x0008 + 0x240A0009, # ADDIU T2, R0, 0x0009 + 0x110A0009, # BEQ T0, T2, [forward 0x09] + 0x24090004, # ADDIU T1, R0, 0x0004 + 0x240A000A, # ADDIU T2, R0, 0x000A + 0x110A0006, # BEQ T0, T2, [forward 0x06] + 0x24090001, # ADDIU T1, R0, 0x0001 + 0x240A000C, # ADDIU T2, R0, 0x000C + 0x110A0003, # BEQ T0, T2, [forward 0x03] + 0x2409000C, # ADDIU T1, R0, 0x000C + 0x10000008, # B 0x803FDB34 + 0x00000000, # NOP + 0x15250006, # BNE T1, A1, [forward 0x06] + 0x00000000, # NOP + 0x3C04803F, # LUI A0, 0x803F + 0x3484DACC, # ORI A0, A0, 0xDACC + 0x24050000, # ADDIU A1, R0, 0x0000 + 0x0804B39F, # J 0x8012CE7C + 0x00000000, # NOP + # Redirects to a custom message if you try placing the bomb ingredients at the bottom CC crack before deactivating + # the seal. + 0x24090009, # ADDIU T1, R0, 0x0009 + 0x15090009, # BNE T0, T1, [forward 0x09] + 0x240A0002, # ADDIU T2, R0, 0x0002 + 0x15450007, # BNE T2, A1, [forward 0x07] + 0x916A9C18, # LBU T2, 0x9C18 (T3) + 0x314A0001, # ANDI T2, T2, 0x0001 + 0x15400004, # BNEZ T2, [forward 0x04] + 0x00000000, # NOP + 0x3C04803F, # LUI A0, 0x803F + 0x3484DBAC, # ORI A0, A0, 0xDBAC + 0x24050000, # ADDIU A1, R0, 0x0000 + 0x0804B39F, # J 0x8012CE7C + 0x00000000, # NOP + # Checks for Map Texts 02 or 00 if in the Villa hallway or CC lizard lab maps respectively and redirects the text + # pointer to a blank string, skipping all the NPC dialogue mandatory for checks. + 0x3C088039, # LUI T0, 0x8039 + 0x91089EE1, # LBU T0, 0x9EE1 (T0) + 0x240A0005, # ADDIU T2, R0, 0x0005 + 0x110A0006, # BEQ T0, T2, [forward 0x06] + 0x24090002, # ADDIU T1, R0, 0x0002 + 0x240A000C, # ADDIU T2, R0, 0x000C + 0x110A0003, # BEQ T0, T2, [forward 0x03] + 0x24090000, # ADDIU T1, R0, 0x0000 + 0x0804B39F, # J 0x8012CE7C + 0x00000000, # NOP + 0x15250004, # BNE T1, A1, [forward 0x04] + 0x00000000, # NOP + 0x3C04803F, # LUI A0, 0x803F + 0x3484DACC, # ORI A0, A0, 0xDACC + 0x24050000, # ADDIU A1, R0, 0x0000 + 0x0804B39F # J 0x8012CE7C +] + +special_descriptions_redirector = [ + # Redirects the menu description when looking at the Special1 and 2 items to different, custom strings that tell + # how many are needed per warp and to fight Dracula respectively, and how many there are of both in the whole seed. + 0x240A0003, # ADDIU T2, R0, 0x0003 + 0x10AA0005, # BEQ A1, T2, [forward 0x05] + 0x240A0004, # ADDIU T2, R0, 0x0004 + 0x10AA0003, # BEQ A1, T2, [forward 0x03] + 0x00000000, # NOP + 0x0804B39F, # J 0x8012CE7C + 0x00000000, # NOP + 0x3C04803F, # LUI A0, 0x803F + 0x3484E53C, # ORI A0, A0, 0xE53C + 0x24A5FFFD, # ADDIU A1, A1, 0xFFFD + 0x0804B39F # J 0x8012CE7C +] + +forest_cw_villa_intro_cs_player = [ + # Plays the Forest, Castle Wall, or Villa intro cutscene after transitioning to a different map if the map being + # transitioned to is the start of their levels respectively. Gets around the fact that they have to be set on the + # previous loading zone for them to play normally. + 0x3C088039, # LUI T0, 0x8039 + 0x8D099EE0, # LW T1, 0x9EE0 (T0) + 0x1120000B, # BEQZ T1 T1, [forward 0x0B] + 0x240B0000, # ADDIU T3, R0, 0x0000 + 0x3C0A0002, # LUI T2, 0x0002 + 0x112A0008, # BEQ T1, T2, [forward 0x08] + 0x240B0007, # ADDIU T3, R0, 0x0007 + 0x254A0007, # ADDIU T2, T2, 0x0007 + 0x112A0005, # BEQ T1, T2, [forward 0x05] + 0x3C0A0003, # LUI T2, 0x0003 + 0x112A0003, # BEQ T1, T2, [forward 0x03] + 0x240B0003, # ADDIU T3, R0, 0x0003 + 0x08005FAA, # J 0x80017EA8 + 0x00000000, # NOP + 0x010B6021, # ADDU T4, T0, T3 + 0x918D9C08, # LBU T5, 0x9C08 (T4) + 0x31AF0001, # ANDI T7, T5, 0x0001 + 0x15E00009, # BNEZ T7, [forward 0x09] + 0x240E0009, # ADDIU T6, R0, 0x0009 + 0x3C180003, # LUI T8, 0x0003 + 0x57090001, # BNEL T8, T1, [forward 0x01] + 0x240E0004, # ADDIU T6, R0, 0x0004 + 0x15200003, # BNEZ T1, [forward 0x03] + 0x240F0001, # ADDIU T7, R0, 0x0001 + 0xA18F9C08, # SB T7, 0x9C08 (T4) + 0x240E003C, # ADDIU T6, R0, 0x003C + 0xA10E9EFF, # SB T6, 0x9EFF (T0) + 0x08005FAA # J 0x80017EA8 +] + +map_id_refresher = [ + # After transitioning to a different map, if this detects the map ID being transitioned to as FF, it will write back + # the past map ID so that the map will reset. Useful for thngs like getting around a bug wherein the camera fixes in + # place if you enter a loading zone that doesn't actually change the map, which can happen in a seed that gives you + # any character tower stage at the very start. + 0x240800FF, # ADDIU T0, R0, 0x00FF + 0x110E0003, # BEQ T0, T6, [forward 0x03] + 0x00000000, # NOP + 0x03E00008, # JR RA + 0xA44E61D8, # SH T6, 0x61D8 + 0x904961D9, # LBU T1, 0x61D9 + 0xA0496429, # SB T1, 0x6429 + 0x03E00008 # JR RA +] + +character_changer = [ + # Changes the character being controlled if the player is holding L while loading into a map by swapping the + # character ID. + 0x3C08800D, # LUI T0, 0x800D + 0x910B5E21, # LBU T3, 0x5E21 (T0) + 0x31680020, # ANDI T0, T3, 0x0020 + 0x3C0A8039, # LUI T2, 0x8039 + 0x1100000B, # BEQZ T0, [forward 0x0B] + 0x91499C3D, # LBU T1, 0x9C3D (T2) + 0x11200005, # BEQZ T1, [forward 0x05] + 0x24080000, # ADDIU T0, R0, 0x0000 + 0xA1489C3D, # SB T0, 0x9C3D (T2) + 0x25080001, # ADDIU T0, T0, 0x0001 + 0xA1489BC2, # SB T0, 0x9BC2 (T2) + 0x10000004, # B [forward 0x04] + 0x24080001, # ADDIU T0, R0, 0x0001 + 0xA1489C3D, # SB T0, 0x9C3D (T2) + 0x25080001, # ADDIU T0, T0, 0x0001 + 0xA1489BC2, # SB T0, 0x9BC2 (T2) + # Changes the alternate costume variables if the player is holding C-up. + 0x31680008, # ANDI T0, T3, 0x0008 + 0x11000009, # BEQZ T0, [forward 0x09] + 0x91499C24, # LBU T1, 0x9C24 (T2) + 0x312B0040, # ANDI T3, T1, 0x0040 + 0x2528FFC0, # ADDIU T0, T1, 0xFFC0 + 0x15600003, # BNEZ T3, [forward 0x03] + 0x240C0000, # ADDIU T4, R0, 0x0000 + 0x25280040, # ADDIU T0, T1, 0x0040 + 0x240C0001, # ADDIU T4, R0, 0x0001 + 0xA1489C24, # SB T0, 0x9C24 (T2) + 0xA14C9CEE, # SB T4, 0x9CEE (T2) + 0x080062AA, # J 0x80018AA8 + 0x00000000, # NOP + # Plays the attack sound of the character being changed into to indicate the change was successful. + 0x3C088039, # LUI T0, 0x8039 + 0x91099BC2, # LBU T1, 0x9BC2 (T0) + 0xA1009BC2, # SB R0, 0x9BC2 (T0) + 0xA1009BC1, # SB R0, 0x9BC1 (T0) + 0x11200006, # BEQZ T1, [forward 0x06] + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0x240402F6, # ADDIU A0, R0, 0x02F6 + 0x55200001, # BNEZL T1, [forward 0x01] + 0x240402F8, # ADDIU A0, R0, 0x02F8 + 0x08004FAB, # J 0x80013EAC + 0x00000000, # NOP + 0x03E00008 # JR RA +] + +panther_dash = [ + # Changes various movement parameters when holding C-right so the player will move way faster. + # Increases movement speed and speeds up the running animation. + 0x3C08800D, # LUI T0, 0x800D + 0x91085E21, # LBU T0, 0x5E21 (T0) + 0x31080001, # ANDI T0, T0, 0x0001 + 0x24093FEA, # ADDIU T1, R0, 0x3FEA + 0x11000004, # BEQZ T0, [forward 0x04] + 0x240B0010, # ADDIU T3, R0, 0x0010 + 0x3C073F20, # LUI A3, 0x3F20 + 0x240940AA, # ADDIU T1, R0, 0x40AA + 0x240B000A, # ADDIU T3, R0, 0x000A + 0x3C0C8035, # LUI T4, 0x8035 + 0xA18B07AE, # SB T3, 0x07AE (T4) + 0xA18B07C2, # SB T3, 0x07C2 (T4) + 0x3C0A8034, # LUI T2, 0x8034 + 0x03200008, # JR T9 + 0xA5492BD8, # SH T1, 0x2BD8 (T2) + 0x00000000, # NOP + # Increases the turning speed so that handling is better. + 0x3C08800D, # LUI T0, 0x800D + 0x91085E21, # LBU T0, 0x5E21 (T0) + 0x31080001, # ANDI T0, T0, 0x0001 + 0x11000002, # BEQZ T0, [forward 0x02] + 0x240A00D9, # ADDIU T2, R0, 0x00D9 + 0x240A00F0, # ADDIU T2, R0, 0x00F0 + 0x3C0B8039, # LUI T3, 0x8039 + 0x916B9C3D, # LBU T3, 0x9C3D (T3) + 0x11600003, # BEQZ T3, [forward 0x03] + 0xD428DD58, # LDC1 F8, 0xDD58 (AT) + 0x03E00008, # JR RA + 0xA02ADD59, # SB T2, 0xDD59 (AT) + 0xD428D798, # LDC1 F8, 0xD798 (AT) + 0x03E00008, # JR RA + 0xA02AD799, # SB T2, 0xD799 (AT) + 0x00000000, # NOP + # Increases crouch-walking x and z speed. + 0x3C08800D, # LUI T0, 0x800D + 0x91085E21, # LBU T0, 0x5E21 (T0) + 0x31080001, # ANDI T0, T0, 0x0001 + 0x11000002, # BEQZ T0, [forward 0x02] + 0x240A00C5, # ADDIU T2, R0, 0x00C5 + 0x240A00F8, # ADDIU T2, R0, 0x00F8 + 0x3C0B8039, # LUI T3, 0x8039 + 0x916B9C3D, # LBU T3, 0x9C3D (T3) + 0x15600005, # BNEZ T3, [forward 0x05] + 0x00000000, # NOP + 0xA02AD801, # SB T2, 0xD801 (AT) + 0xA02AD809, # SB T2, 0xD809 (AT) + 0x03E00008, # JR RA + 0xD430D800, # LDC1 F16, 0xD800 (AT) + 0xA02ADDC1, # SB T2, 0xDDC1 (AT) + 0xA02ADDC9, # SB T2, 0xDDC9 (AT) + 0x03E00008, # JR RA + 0xD430DDC0 # LDC1 F16, 0xDDC0 (AT) +] + +panther_jump_preventer = [ + # Optional hack to prevent jumping while moving at the increased panther dash speed as a way to prevent logic + # sequence breaks that would otherwise be impossible without it. Such sequence breaks are never considered in logic + # either way. + + # Decreases a "can running jump" value by 1 per frame unless it's at 0, or while in the sliding state. When the + # player lets go of C-right, their running speed should have returned to a normal amount by the time it hits 0. + 0x9208007F, # LBU T0, 0x007F (S0) + 0x24090008, # ADDIU T1, R0, 0x0008 + 0x11090005, # BEQ T0, T1, [forward 0x05] + 0x3C088039, # LUI T0, 0x8039 + 0x91099BC1, # LBU T1, 0x9BC1 (T0) + 0x11200002, # BEQZ T1, [forward 0x02] + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0xA1099BC1, # SB T1, 0x9BC1 (T0) + 0x080FF413, # J 0x803FD04C + 0x00000000, # NOP + # Increases the "can running jump" value by 2 per frame while panther dashing unless it's at 8 or higher, at which + # point the player should be at the max panther dash speed. + 0x00074402, # SRL T0, A3, 16 + 0x29083F7F, # SLTI T0, T0, 0x3F7F + 0x11000006, # BEQZ T0, [forward 0x06] + 0x3C098039, # LUI T1, 0x8039 + 0x912A9BC1, # LBU T2, 0x9BC1 (T1) + 0x254A0002, # ADDIU T2, T2, 0x0002 + 0x294B0008, # SLTI T3, T2, 0x0008 + 0x55600001, # BNEZL T3, [forward 0x01] + 0xA12A9BC1, # SB T2, 0x9BC1 (T1) + 0x03200008, # JR T9 + 0x00000000, # NOP + # Makes running jumps only work while the "can running jump" value is at 0. Otherwise, their state won't change. + 0x3C010001, # LUI AT, 0x0001 + 0x3C088039, # LUI T0, 0x8039 + 0x91089BC1, # LBU T0, 0x9BC1 (T0) + 0x55000001, # BNEZL T0, [forward 0x01] + 0x3C010000, # LUI AT, 0x0000 + 0x03E00008 # JR RA +] + +gondola_skipper = [ + # Upon stepping on one of the gondolas in Tunnel to activate it, this will instantly teleport you to the other end + # of the gondola course depending on which one activated, skipping the entire 3-minute wait to get there. + 0x3C088039, # LUI T0, 0x8039 + 0x240900FF, # ADDIU T1, R0, 0x00FF + 0xA1099EE1, # SB T1, 0x9EE1 (T0) + 0x31EA0020, # ANDI T2, T7, 0x0020 + 0x3C0C3080, # LUI T4, 0x3080 + 0x358C9700, # ORI T4, T4, 0x9700 + 0x154B0003, # BNE T2, T3, [forward 0x03] + 0x24090002, # ADDIU T1, R0, 0x0002 + 0x24090003, # ADDIU T1, R0, 0x0003 + 0x3C0C7A00, # LUI T4, 0x7A00 + 0xA1099EE3, # SB T1, 0x9EE3 (T0) + 0xAD0C9EE4, # SW T4, 0x9EE4 (T0) + 0x3C0D0010, # LUI T5, 0x0010 + 0x25AD0010, # ADDIU T5, T5, 0x0010 + 0xAD0D9EE8, # SW T5, 0x9EE8 (T0) + 0x08063E68 # J 0x8018F9A0 +] + +mandragora_with_nitro_setter = [ + # When setting a Nitro, if Mandragora is in the inventory too and the wall's "Mandragora set" flag is not set, this + # will automatically subtract a Mandragora from the inventory and set its flag so the wall can be blown up in just + # one interaction instead of two. + 0x3C088039, # LUI T0, 0x8039 + 0x81099EE1, # LB T1, 0x9EE1 (T0) + 0x240A000C, # ADDIU T2, R0, 0x000C + 0x112A000E, # BEQ T1, T2, [forward 0x0E] + 0x81099C18, # LB T1, 0x9C18 (T0) + 0x31290002, # ANDI T1, T1, 0x0002 + 0x11200009, # BEQZ T1, [forward 0x09] + 0x91099C5D, # LBU T1, 0x9C5D (T0) + 0x11200007, # BEQZ T1, [forward 0x07] + 0x910B9C1A, # LBU T3, 0x9C1A (T0) + 0x316A0001, # ANDI T2, T3, 0x0001 + 0x15400004, # BNEZ T2, [forward 0x04] + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0xA1099C5D, # SB T1, 0x9C5D (T0) + 0x356B0001, # ORI T3, T3, 0x0001 + 0xA10B9C1A, # SB T3, 0x9C1A (T0) + 0x08000512, # J 0x80001448 + 0x00000000, # NOP + 0x810B9BF2, # LB T3, 0x9BF2 (T0) + 0x31690040, # ANDI T1, T3, 0x0040 + 0x11200008, # BEQZ T1, [forward 0x08] + 0x91099C5D, # LBU T1, 0x9C5D (T0) + 0x11200006, # BEQZ T1, [forward 0x06] + 0x316A0080, # ANDI T2, T3, 0x0080 + 0x15400004, # BNEZ T2, 0x803FE0E8 + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0xA1099C5D, # SB T1, 0x9C5D (T0) + 0x356B0080, # ORI T3, T3, 0x0080 + 0xA10B9BF2, # SB T3, 0x9BF2 (T0) + 0x08000512 # J 0x80001448 +] + +ambience_silencer = [ + # Silences all map-specific ambience when loading into a different map, so we don't have to live with, say, Tower of + # Science/Clock Tower machinery noises everywhere until either resetting, dying, or going into a map that is + # normally set up to disable said noises. + 0x3C088039, # LUI T0, 0x8039 + 0x91089EE1, # LBU T0, 0x9EE1 (T0) + 0x24090012, # ADDIU T1, R0, 0x0012 + 0x11090003, # BEQ T0, T1, [forward 0x03] + 0x00000000, # NOP + 0x0C004FAB, # JAL 0x80013EAC + 0x3404818C, # ORI A0, R0, 0x818C + 0x0C004FAB, # JAL 0x80013EAC + 0x34048134, # ORI A0, R0, 0x8134 + 0x0C004FAB, # JAL 0x80013EAC + 0x34048135, # ORI A0, R0, 0x8135 + 0x0C004FAB, # JAL 0x80013EAC + 0x34048136, # ORI A0, R0, 0x8136 + 0x08054987, # J 0x8015261C + 0x00000000, # NOP + # Plays the fan ambience when loading into the fan meeting room if this detects the active character's cutscene flag + # here already being set. + 0x3C088039, # LUI T0, 0x8039 + 0x91099EE1, # LBU T1, 0x9EE1 (T0) + 0x240A0019, # ADDIU T2, R0, 0x0019 + 0x152A000A, # BNE T1, T2, [forward 0x0A] + 0x910B9BFE, # LBU T3, 0x9BFE (T0) + 0x910C9C3D, # LBU T4, 0x9C3D (T0) + 0x240D0001, # ADDIU T5, R0, 0x0001 + 0x55800001, # BNEZL T4, [forward 0x01] + 0x240D0002, # ADDIU T5, R0, 0x0002 + 0x016D7024, # AND T6, T3, T5 + 0x11C00003, # BEQZ T6, [forward 0x03] + 0x00000000, # NOP + 0x0C0052B4, # JAL 0x80014AD0 + 0x34040169, # ORI A0, R0, 0x0169 + 0x0805581C # J 0x80156070 +] + +coffin_cutscene_skipper = [ + # Kills the normally-unskippable "Found a hidden path" cutscene at the end of Villa if this detects, in the current + # module in the modules array, the cutscene's module number of 0x205C and the "skip" value 0f 0x01 normally set by + # all cutscenes upon pressing Start. + 0x10A0000B, # BEQZ A1, [forward 0x0B] + 0x00000000, # NOP + 0x94A80000, # LHU T0, 0x0000 (A1) + 0x2409205C, # ADDIU T1, R0, 0x205C + 0x15090007, # BNE T0, T1, [forward 0x07] + 0x90AA0070, # LBU T2, 0x0070 (A1) + 0x11400005, # BEQZ T2, [forward 0x05] + 0x90AB0009, # LBU T3, 0x0009 (A1) + 0x240C0003, # ADDIU T4, R0, 0x0003 + 0x156C0002, # BNE T3, T4, [forward 0x02] + 0x240B0004, # ADDIU T3, R0, 0x0004 + 0xA0AB0009, # SB T3, 0x0009 (A1) + 0x03E00008 # JR RA +] + +multiworld_item_name_loader = [ + # When picking up an item from another world, this will load from ROM the custom message for that item explaining + # in the item textbox what the item is and who it's for. The flag index it calculates determines from what part of + # the ROM to load the item name from. If the item being picked up is a white jewel or a contract, it will always + # load from a part of the ROM that has nothing in it to ensure their set "flag" values don't yield unintended names. + 0x3C088040, # LUI T0, 0x8040 + 0xAD03E238, # SW V1, 0xE238 (T0) + 0x92080039, # LBU T0, 0x0039 (S0) + 0x11000003, # BEQZ T0, [forward 0x03] + 0x24090012, # ADDIU T1, R0, 0x0012 + 0x15090003, # BNE T0, T1, [forward 0x03] + 0x24080000, # ADDIU T0, R0, 0x0000 + 0x10000010, # B [forward 0x10] + 0x24080000, # ADDIU T0, R0, 0x0000 + 0x920C0055, # LBU T4, 0x0055 (S0) + 0x8E090058, # LW T1, 0x0058 (S0) + 0x1120000C, # BEQZ T1, [forward 0x0C] + 0x298A0011, # SLTI T2, T4, 0x0011 + 0x51400001, # BEQZL T2, [forward 0x01] + 0x258CFFED, # ADDIU T4, T4, 0xFFED + 0x240A0000, # ADDIU T2, R0, 0x0000 + 0x00094840, # SLL T1, T1, 1 + 0x5520FFFE, # BNEZL T1, [backward 0x02] + 0x254A0001, # ADDIU T2, T2, 0x0001 + 0x240B0020, # ADDIU T3, R0, 0x0020 + 0x018B0019, # MULTU T4, T3 + 0x00004812, # MFLO T1 + 0x012A4021, # ADDU T0, T1, T2 + 0x00084200, # SLL T0, T0, 8 + 0x3C0400BB, # LUI A0, 0x00BB + 0x24847164, # ADDIU A0, A0, 0x7164 + 0x00882020, # ADD A0, A0, T0 + 0x3C058018, # LUI A1, 0x8018 + 0x34A5BF98, # ORI A1, A1, 0xBF98 + 0x0C005DFB, # JAL 0x800177EC + 0x24060100, # ADDIU A2, R0, 0x0100 + 0x3C088040, # LUI T0, 0x8040 + 0x8D03E238, # LW V1, 0xE238 (T0) + 0x3C1F8012, # LUI RA, 0x8012 + 0x27FF5BA4, # ADDIU RA, RA, 0x5BA4 + 0x0804EF54, # J 0x8013BD50 + 0x94640002, # LHU A0, 0x0002 (V1) + # Changes the Y screen position of the textbox depending on how many line breaks there are. + 0x3C088019, # LUI T0, 0x8019 + 0x9108C097, # LBU T0, 0xC097 (T0) + 0x11000005, # BEQZ T0, [forward 0x05] + 0x2508FFFF, # ADDIU T0, T0, 0xFFFF + 0x11000003, # BEQZ T0, [forward 0x03] + 0x00000000, # NOP + 0x1000FFFC, # B [backward 0x04] + 0x24C6FFF1, # ADDIU A2, A2, 0xFFF1 + 0x0804B33F, # J 0x8012CCFC + # Changes the length and number of lines on the textbox if there's a multiworld message in the buffer. + 0x3C088019, # LUI T0, 0x8019 + 0x9108C097, # LBU T0, 0xC097 (T0) + 0x11000003, # BEQZ T0, [forward 0x03] + 0x00000000, # NOP + 0x00082821, # ADDU A1, R0, T0 + 0x240600B6, # ADDIU A2, R0, 0x00B6 + 0x0804B345, # J 0x8012CD14 + 0x00000000, # NOP + # Redirects the text to the multiworld message buffer if a message exists in it. + 0x3C088019, # LUI T0, 0x8019 + 0x9108C097, # LBU T0, 0xC097 (T0) + 0x11000004, # BEQZ T0, [forward 0x04] + 0x00000000, # NOP + 0x3C048018, # LUI A0, 0x8018 + 0x3484BF98, # ORI A0, A0, 0xBF98 + 0x24050000, # ADDIU A1, R0, 0x0000 + 0x0804B39F, # J 0x8012CE7C + # Copy the "item from player" text when being given an item through the multiworld via the game's copy function. + 0x00000000, # NOP + 0x00000000, # NOP + 0x00000000, # NOP + 0x3C088040, # LUI T0, 0x8040 + 0xAD1FE33C, # SW RA, 0xE33C (T0) + 0xA104E338, # SB A0, 0xE338 (T0) + 0x3C048019, # LUI A0, 0x8019 + 0x2484C0A8, # ADDIU A0, A0, 0xC0A8 + 0x3C058019, # LUI A1, 0x8019 + 0x24A5BF98, # ADDIU A1, A1, 0xBF98 + 0x0C000234, # JAL 0x800008D0 + 0x24060100, # ADDIU A2, R0, 0x0100 + 0x3C088040, # LUI T0, 0x8040 + 0x8D1FE33C, # LW RA, 0xE33C (T0) + 0x0804EDCE, # J 0x8013B738 + 0x9104E338, # LBU A0, 0xE338 (T0) + 0x00000000, # NOP + # Neuters the multiworld item text buffer if giving a non-multiworld item through the in-game remote item rewarder + # byte before then jumping to item_prepareTextbox. + 0x24080011, # ADDIU T0, R0, 0x0011 + 0x10880004, # BEQ A0, T0, [forward 0x04] + 0x24080012, # ADDIU T0, R0, 0x0012 + 0x10880002, # BEQ A0, T0, [forward 0x02] + 0x3C088019, # LUI T0, 0x8019 + 0xA100C097, # SB R0, 0xC097 (T0) + 0x0804EDCE # J 0x8013B738 +] + +ice_trap_initializer = [ + # During a map load, creates the module that allows the ice block model to appear while in the frozen state if not + # on the intro narration map (map 0x16). + 0x3C088039, # LUI T0, 0x8039 + 0x91089EE1, # LBU T0, 0x9EE1 (T0) + 0x24090016, # ADDIU T1, R0, 0x0016 + 0x11090004, # BEQ T0, T1, [forward 0x04] + 0x3C048034, # LUI A0, 0x8034 + 0x24842ACC, # ADDIU A0, A0, 0x2ACC + 0x08000660, # J 0x80001980 + 0x24052125, # ADDIU A1, R0, 0x2125 + 0x03E00008 # JR RA +] + +the_deep_freezer = [ + # Writes 000C0000 into the player state to freeze the player on the spot if Ice Traps have been received, writes the + # Ice Trap code into the pointer value (0x20B8, which is also Camilla's boss code),and decrements the Ice Traps + # remaining counter. All after verifying the player is in a "safe" state to be frozen in. + 0x3C0B8039, # LUI T3, 0x8039 + 0x91699BE2, # LBU T3, 0x9BE2 (T0) + 0x11200015, # BEQZ T1, [forward 0x15] + 0x3C088034, # LUI T0, 0x8034 + 0x910827A9, # LBU T0, 0x27A9 (T0) + 0x240A0005, # ADDIU T2, R0, 0x0005 + 0x110A0011, # BEQ T0, T2, [forward 0x11] + 0x240A000C, # ADDIU T2, R0, 0x000C + 0x110A000F, # BEQ T0, T2, [forward 0x0F] + 0x240A0002, # ADDIU T2, R0, 0x0002 + 0x110A000D, # BEQ T0, T2, [forward 0x0D] + 0x240A0008, # ADDIU T2, R0, 0x0008 + 0x110A000B, # BEQ T0, T2, [forward 0x0B] + 0x2529FFFF, # ADDIU T1, T1, 0xFFFF + 0xA1699BE2, # SB T1, 0x9BE2 (T3) + 0x3C088034, # LUI T0, 0x8034 + 0x3C09000C, # LUI T1, 0x000C + 0xAD0927A8, # SW T1, 0x27A8 (T0) + 0x240C20B8, # ADDIU T4, R0, 0x20B8 + 0xA56C9E6E, # SH T4, 0x9E6E (T3) + 0x8D0927C8, # LW T1, 0x27C8 (T0) + 0x912A0048, # LBU T2, 0x0068 (T1) + 0x314A007F, # ANDI T2, T2, 0x007F + 0xA12A0048, # SB T2, 0x0068 (T1) + 0x03E00008 # JR RA +] + +freeze_verifier = [ + # Verifies for the ice chunk module that a freeze should spawn the ice model. The player must be in the frozen state + # (0x000C) and 0x20B8 must be in either the freeze pointer value or the current boss ID (Camilla's); otherwise, we + # weill assume that the freeze happened due to a vampire grab or Actrise shard tornado and not spawn the ice chunk. + 0x8C4E000C, # LW T6, 0x000C (V0) + 0x00803025, # OR A2, A0, R0 + 0x8DC30008, # LW V1, 0x0008 (T6) + 0x3C088039, # LUI T0, 0x8039 + 0x240920B8, # ADDIU T1, R0, 0x20B8 + 0x950A9E72, # LHU T2, 0x9E72 (T0) + 0x3C0C8034, # LUI T4, 0x8034 + 0x918C27A9, # LBU T4, 0x27A9 (T4) + 0x240D000C, # ADDIU T5, R0, 0x000C + 0x158D0004, # BNE T4, T5, [forward 0x04] + 0x3C0B0F00, # LUI T3, 0x0F00 + 0x112A0005, # BEQ T1, T2, [forward 0x05] + 0x950A9E78, # LHU T2, 0x9E78 (T0) + 0x112A0003, # BEQ T1, T2, [forward 0x03] + 0x357996A0, # ORI T9, T3, 0x96A0 + 0x03200008, # JR T9 + 0x00000000, # NOP + 0x35799640, # ORI T9, T3, 0x9640 + 0x03200008, # JR T9 +] + +countdown_extra_safety_check = [ + # Checks to see if the multiworld message is a red flashing trap before then truly deciding to decrement the + # Countdown number. This was a VERY last minute thing I caught, since Ice Traps for other CV64 players can take the + # appearance of majors with no other way of the game knowing. + 0x3C0B8019, # LUI T3, 0x8019 + 0x956BBF98, # LHU T3, 0xBF98 (T3) + 0x240C0000, # ADDIU T4, R0, 0x0000 + 0x358CA20B, # ORI T4, T4, 0xA20B + 0x556C0001, # BNEL T3, T4, [forward 0x01] + 0xA1099CA4, # SB T1, 0x9CA4 (T0) + 0x03E00008 # JR RA +] + +countdown_demo_hider = [ + # Hides the Countdown number if we are not in the Gameplay state (state 2), which would happen if we were in the + # Demo state (state 9). This is to ensure the demo maps' number is not peep-able before starting a run proper, for + # the sake of preventing a marginal unfair advantage. Otherwise, updates the number once per frame. + 0x3C088039, # LUI T0, 0x8039 + 0x91089EE1, # LBU T0, 0x9EE1 (T0) + 0x3C098040, # LUI T1, 0x8040 + 0x01284821, # ADDU T1, T1, T0 + 0x0C0FF507, # JAL 0x803FD41C + 0x9124D6DC, # LBU A0, 0xD6DC (T1) + 0x3C088034, # LUI T0, 0x8034 + 0x91092087, # LBU T0, 0x2087 (T0) + 0x240A0002, # ADDIU T2, R0, 0x0002 + 0x112A0003, # BEQ T1, T2, [forward 0x03] + 0x3C048040, # LUI A0, 0x8040 + 0x8C84D6D4, # LW A0, 0xD6D4 (A0) + 0x0C0FF59F, # JAL 0x803FD67C + 0x24050000, # ADDIU A1, R0, 0x0000 + 0x080FF411, # J 0x803FD044 +] + +item_drop_spin_corrector = [ + # Corrects how far AP-placed items drop and how fast they spin based on what appearance they take. + + # Pickup actor ID table for the item appearance IDs to reference. + 0x01020304, + 0x05060708, + 0x090A0B0C, + 0x100D0E0F, + 0x11121314, + 0x15161718, + 0x191D1E1F, + 0x20212223, + 0x24252627, + 0x28291A1B, + 0x1C000000, + 0x00000000, + # Makes AP-placed items in 1-hit breakables drop to their correct, dev-intended height depending on what appearance + # we gave it. Primarily intended for the Axe and the Cross to ensure they don't land half buried in the ground. + 0x000C4202, # SRL T0, T4, 8 + 0x318C00FF, # ANDI T4, T4, 0x00FF + 0x11000003, # BEQZ T0, [forward 0x03] + 0x3C098040, # LUI T1, 0x8040 + 0x01284821, # ADDU T1, T1, T0 + 0x912CE7DB, # LBU T4, 0xE7D8 + 0x03E00008, # JR RA + 0xAC600000, # SW R0, 0x0000 (V1) + 0x00000000, # NOP + # Makes items with changed appearances spin at their correct speed. Unless it's a local Ice Trap, wherein it will + # instead spin at the speed it isn't supposed to. + 0x920B0040, # LBU T3, 0x0040 (S0) + 0x1160000D, # BEQZ T3, [forward 0x0D] + 0x3C0C8040, # LUI T4, 0x8040 + 0x016C6021, # ADDU T4, T3, T4 + 0x918CE7DB, # LBU T4, 0xE7DB (T4) + 0x258CFFFF, # ADDIU T4, T4, 0xFFFF + 0x240D0011, # ADDIU T5, R0, 0x0011 + 0x154D0006, # BNE T2, T5, [forward 0x06] + 0x29AE0006, # SLTI T6, T5, 0x0006 + 0x240A0001, # ADDIU T2, R0, 0x0001 + 0x55C00001, # BNEZL T6, [forward 0x01] + 0x240A0007, # ADDIU T2, R0, 0x0007 + 0x10000002, # B [forward 0x02] + 0x00000000, # NOP + 0x258A0000, # ADDIU T2, T4, 0x0000 + 0x08049648, # J 0x80125920 + 0x3C028017, # LUI V0, 0x8017 + 0x00000000, + 0x00000000, + 0x00000000, + 0x00000000, + # Makes AP-placed items in 3-hit breakables drop to their correct, dev-intended height depending on what appearance + # we gave it. + 0x00184202, # SRL T0, T8, 8 + 0x331800FF, # ANDI T8, T8, 0x00FF + 0x11000003, # BEQZ T0, [forward 0x03] + 0x3C098040, # LUI T1, 0x8040 + 0x01284821, # ADDU T1, T1, T0 + 0x9138E7DB, # LBU T8, 0xE7D8 + 0x03E00008, # JR RA + 0xAC60FFD8, # SW R0, 0xFFD8 (V1) + 0x00000000, + # Makes AP-placed items in the Villa chandelier drop to their correct, dev-intended height depending on what + # appearance we gave it. (why must this singular breakable be such a problem child with its own code? :/) + 0x000D4202, # SRL T0, T5, 8 + 0x31AD00FF, # ANDI T5, T5, 0x00FF + 0x11000003, # BEQZ T0, [forward 0x03] + 0x3C098040, # LUI T1, 0x8040 + 0x01284821, # ADDU T1, T1, T0 + 0x912DE7DB, # LBU T5, 0xE7D8 + 0x03E00008, # JR RA + 0xAC60FFD8, # SW R0, 0xFFD8 (V1) +] + +big_tosser = [ + # Makes every hit the player takes that does not immobilize them send them flying backwards with the power of + # Behemoth's charge. + 0x3C0A8038, # LUI T2, 0x8038 + 0x914A7D7E, # LBU T2, 0x7D7E (T2) + 0x314A0020, # ANDI T2, T2, 0x0020 + 0x1540000D, # BEQZ T2, [forward 0x0D] + 0x3C0A800E, # LUI T2, 0x800E + 0x954B8290, # LHU T3, 0x8290 (T2) + 0x356B2000, # ORI T3, T3, 0x2000 + 0xA54B8290, # SH T3, 0x8290 (T2) + 0x3C0C8035, # LUI T4, 0x8035 + 0x958C09DE, # LHU T4, 0x09DE (T4) + 0x258C8000, # ADDIU T4, T4, 0x8000 + 0x3C0D8039, # LUI T5, 0x8039 + 0xA5AC9CF0, # SH T4, 0x9CF0 (T5) + 0x3C0C4160, # LUI T4, 0x4160 + 0xADAC9CF4, # SW T4, 0x9CF4 (T5) + 0x3C0C4040, # LUI T4, 0x4040 + 0xADAC9CF8, # SW T4, 0x9CF8 (T5) + 0x03E00008, # JR RA + 0x8C680048, # LW T0, 0x0048 (V1) + 0x00000000, + 0x00000000, + # Allows pressing A while getting launched to cancel all XZ momentum. Useful for saving oneself from getting + # launched into an instant death trap. + 0x3C088038, # LUI T0, 0x8038 + 0x91087D80, # LBU T0, 0x7D80 (T0) + 0x31090080, # ANDI T1, T0, 0x0080 + 0x11200009, # BEQZ T1, [forward 0x09] + 0x3C088035, # LUI T0, 0x8035 + 0x8D0A079C, # LW T2, 0x079C (T0) + 0x3C0B000C, # LUI T3, 0x000C + 0x256B4000, # ADDIU T3, T3, 0x4000 + 0x014B5024, # AND T2, T2, T3 + 0x154B0003, # BNE T2, T3, [forward 0x03] + 0x00000000, # NOP + 0xAD00080C, # SW R0, 0x080C (T0) + 0xAD000814, # SW R0, 0x0814 (T0) + 0x03200008 # JR T9 +] diff --git a/worlds/cv64/data/rname.py b/worlds/cv64/data/rname.py new file mode 100644 index 0000000000..851ee618af --- /dev/null +++ b/worlds/cv64/data/rname.py @@ -0,0 +1,63 @@ +forest_of_silence = "Forest of Silence" +forest_start = "Forest of Silence: first half" +forest_mid = "Forest of Silence: second half" +forest_end = "Forest of Silence: end area" + +castle_wall = "Castle Wall" +cw_start = "Castle Wall: main area" +cw_exit = "Castle Wall: exit room" +cw_ltower = "Castle Wall: left tower" + +villa = "Villa" +villa_start = "Villa: dog gates" +villa_main = "Villa: main interior" +villa_storeroom = "Villa: storeroom" +villa_archives = "Villa: archives" +villa_maze = "Villa: maze" +villa_servants = "Villa: servants entrance" +villa_crypt = "Villa: crypt" + +tunnel = "Tunnel" +tunnel_start = "Tunnel: first half" +tunnel_end = "Tunnel: second half" + +underground_waterway = "Underground Waterway" +uw_main = "Underground Waterway: main area" +uw_end = "Underground Waterway: end" + +castle_center = "Castle Center" +cc_main = "Castle Center: main area" +cc_crystal = "Castle Center: big crystal" +cc_torture_chamber = "Castle Center: torture chamber" +cc_library = "Castle Center: library" +cc_elev_top = "Castle Center: elevator top" + +duel_tower = "Duel Tower" +dt_main = "Duel Tower" + +tower_of_sorcery = "Tower of Sorcery" +tosor_main = "Tower of Sorcery" + +tower_of_execution = "Tower of Execution" +toe_main = "Tower of Execution: main area" +toe_ledge = "Tower of Execution: gated ledge" + +tower_of_science = "Tower of Science" +tosci_start = "Tower of Science: turret lab" +tosci_three_doors = "Tower of Science: locked key1 room" +tosci_conveyors = "Tower of Science: spiky conveyors" +tosci_key3 = "Tower of Science: locked key3 room" + +room_of_clocks = "Room of Clocks" +roc_main = "Room of Clocks" + +clock_tower = "Clock Tower" +ct_start = "Clock Tower: start" +ct_middle = "Clock Tower: middle" +ct_end = "Clock Tower: end" + +castle_keep = "Castle Keep" +ck_main = "Castle Keep: exterior" +ck_drac_chamber = "Castle Keep: Dracula's chamber" + +renon = "Renon's shop" diff --git a/worlds/cv64/docs/en_Castlevania 64.md b/worlds/cv64/docs/en_Castlevania 64.md new file mode 100644 index 0000000000..5fe85555c4 --- /dev/null +++ b/worlds/cv64/docs/en_Castlevania 64.md @@ -0,0 +1,148 @@ +# Castlevania 64 + +## Where is the settings page? + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. + +## What does randomization do to this game? + +All items that you would normally pick up throughout the game, be it from candles, breakables, or sitting out, have been +moved around. This includes the key items that the player would normally need to find to progress in some stages, which can +now be found outside their own stages, so returning to previously-visited stages will very likely be necessary (see: [How do +I jump to a different stage?](#how-do-i-jump-to-a-different-stage?)). The positions of the stages can optionally be randomized +too, so you may start out in Duel Tower and get Forest of Silence as your penultimate stage before Castle Keep, amongst +many other possibilities. + +## How do I jump to a different stage? + +Instant travel to an earlier or later stage is made possible through the Warp Menu, a major addition to the game that can +be pulled up while not in a boss fight by pressing START while holding Z and R. By finding Special1 jewels (the item that +unlocks Hard Mode in vanilla Castlevania 64), more destinations become available to be selected on this menu. The destinations +on the list are randomized per seed and the first one, which requires no Special1s to select, will always be your starting +area. + +NOTE: Regardless of which option on the menu you are currently highlighting, you can hold Z or R while making your selection +to return to Villa's crypt or Castle Center's top elevator room respectively, provided you've already been to that place at +least once. This can make checking out both character stages at the start of a route divergence far less of a hassle. + +## Can I do everything as one character? + +Yes! The Villa end-of-level coffin has had its behavior modified so that which character stage slot it sends you to +depends on the time of day, and likewise both bridges at the top of Castle Center's elevator are intact so both exits are +reachable regardless of who you are. With these changes in game behavior, every stage can be accessed by any character +in a singular run. + +NOTE: By holding L while loading into a map (this can even be done while cancelling out of the Warp Menu), you can swap to +the other character you are not playing as, and/or hold C-Up to swap to and from the characters' alternate costumes. Unless +you have Carrie Logic enabled, and you are not playing as her, switching should never be necessary. + +## What is the goal of Castlevania 64 when randomized? + +Make it to Castle Keep, enter Dracula's chamber, and defeat him to trigger an ending and complete your goal. Whether you +get your character's good or bad ending does **not** matter; the goal will send regardless. Options exist to force a specific +ending for those who prefer a specific one. + +Dracula's chamber's entrance door is initially locked until whichever of the following objectives that was specified on your +YAML under `draculas_condition` is completed: +- `crystal`: Activate the big crystal in the basement of Castle Center. Doing this entails finding two Magical Nitros and +two Mandragoras to blow up both cracked walls (see: [How does the Nitro transport work in this?](#how-does-the-nitro-transport-work-in-this?)). +Behemoth and Rosa/Camilla do **NOT** have to be defeated. +- `bosses`: Kill bosses with visible health meters to earn Trophies. The number of Trophies required can be specified under +`bosses_required`. +- `special2s`: Find enough Special2 jewels (the item that normally unlocks alternate costumes) that are shuffled in the +regular item pool. The total amount and percent needed can be specified under `total_special2s` and `percent_special2s_required` respectively. + +If `none` was specified, then there is no objective. Dracula's chamber door is unlocked from the start, and you merely have to reach it. + +## What items and locations get shuffled? + +Inventory items, jewels, moneybags, and PowerUps are all placed in the item pool by default. Randomizing Sub-weapons is optional, +and they can be shuffled in their own separate pool or in the main item pool. An optional hack can be enabled to make your +old sub-weapon drop behind you when you receive a different one, so you can pick it up again if you still want it. Location +checks by default include freestanding items, items from one-hit breakables, and the very few items given through NPC text. Additional +locations that can be toggled are: +- Objects that break in three hits. +- Sub-weapon locations if they have been shuffled anywhere. +- Seven items sold by the shopkeeper Renon. +- The two items beyond the crawlspace in Waterway that normally require Carrie, if Carrie Logic is on. +- The six items inside the Lizard-man generators in Castle Center that open randomly to spawn Lizard-men. These are particularly annoying! + +## How does the Nitro transport work in this? + +Two Magical Nitros and two Mandragoras are placed into the item pool for blowing up the cracked walls in Castle Center +and two randomized items are placed on both of their shelves. The randomized Magical Nitro will **NOT** kill you upon landing +or taking damage, so don't panic when you receive one! Hazardous Waste Dispoal bins are disabled and the basement crack with +a seal will not let you set anything at it until said seal is removed so none of the limited ingredients can be wasted. + +In short, Nitro is still in, explode-y business is not! Unless you turn on explosive DeathLink, that is... + +## Which items can be in another player's world? + +Any of the items which can be shuffled may also be placed into another player's world. The exception is if sub-weapons +are shuffled in their own pool, in which case they will only appear in your world in sub-weapon spots. + +## What does another world's item look like in Castlevania 64? + +An item belonging to another world will show up as that item if it's from another Castlevania 64 world, or one of two +Archipelago logo icons if it's from a different game entirely. If the icon is big and has an orange arrow in the top-right +corner, it is a progression item for that world; definitely get these! Otherwise, if it's small and with no arrow, it is +either filler, useful, or a trap. + +When you pick up someone else's item, you will not receive anything and the item textbox will show up to announce what you +found and who it was for. The color of the text will tell you its classification: +- Light brown-ish: Common +- White/Yellow: Useful +- Yellow/Green: Progression +- Yellow/Red: Trap + +## When the player receives an item, what happens? + +A textbox containing the name of the item and the player who sent it will appear, and they will get it. +Just like the textbox that appears when sending an item, the color of the text will tell you its classification. + +NOTE: You can press B to close the item textbox instantly and get through your item queue quicker. + +## What tricks and glitches should I know for Hard Logic? + +The following tricks always have a chance to be required: +- Left Tower Skip in Castle Wall +- Copper Door Skip in Villa (both characters have their own methods for this) +- Waterfall Skip if you travel backwards into Underground Waterway +- Slope Jump to Room of Clocks from Castle Keep +- Jump to the gated ledge from the level above in Tower of Execution + +Enabling Carrie Logic will also expect the following: + +- Orb-sniping dogs through the front gates in Villa + +Library Skip is **NOT** logically expected on any setting. The basement hallway crack will always logically expect two Nitros +and two Mandragoras even with Hard Logic on due to the possibility of wasting a pair on the upper wall, after managing +to skip past it. And plus, the RNG manip may not even be possible after picking up all the items in the Nitro room. + +## What are the item name groups? +The groups you can use for Castlevania 64 are `bomb` and `ingredient`, both of which will hint randomly for either a +Magical Nitro or Mandragora. + +## What are the location name groups? +In Castlevania 64, every location that is specific to a stage is part of a location group under that stage's name. +So if you want to exclude all of, say, Duel Tower, you can do so by just excluding "Duel Tower" as a whole. + +## I'm stuck and/or I can't find this hinted location...is there a map tracker? +At the moment, no map tracker exists. [Here](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds/cv64/docs/obscure_checks.md) +is a list of many checks that someone could very likely miss, with instructions on how to find them. See if the check you +are missing is on there and if it isn't, or you still can't find it, reach out in the [Archipelago Discord server](https://discord.gg/archipelago) +to inquire about having the list updated if you think it should be. + +If you are new to this randomizer, it is strongly recommended to play with the Countdown option enabled to at least give you a general +idea of where you should be looking if you get completely stuck. It can track the total number of unchecked locations in the +area you are currently in, or the total remaining majors. + +## Why does the game stop working when I sit on the title screen for too long? +This is an issue that existed with Castlevania 64 on mupen64plus way back in 2017, and BizHawk never updated their +mupen64plus core since it was fixed way back then. This is a Castlevania 64 in general problem that happens even with the +vanilla ROM, so there's not much that can done about it besides opening an issue to them (which [has been done](https://github.com/TASEmulators/BizHawk/issues/3670)) +and hoping they update their mupen64plus core one day... + +## How the f*** do I set Nitro/Mandragora? +(>) diff --git a/worlds/cv64/docs/obscure_checks.md b/worlds/cv64/docs/obscure_checks.md new file mode 100644 index 0000000000..4aafc2db1c --- /dev/null +++ b/worlds/cv64/docs/obscure_checks.md @@ -0,0 +1,429 @@ +# Obscure locations in the AP Castlevania 64 randomizer + + + +## Forest of Silence + +#### Invisible bridge platform +A square platform floating off to the side of the broken bridge between the three-crypt and Werewolf areas. There's an +invisible bridge connecting it with the middle piece on the broken bridge that you can cross over to reach it. This is +where you normally get the Special1 in vanilla that unlocks Hard Mode. + +### Invisible Items +#### Dirge maiden pedestal plaque +This plaque in question can be found on the statue pedestal with a torch on it in the area right after the first switch gate, +near the cliff where the breakable rock can be found. The plaque reads "A maiden sings a dirge" if you check it after you +pick up the item there, hence the name of all the locations in this area. + +#### Werewolf statue plaque +The plaque on the statue pedestal in the area inhabited by the Werewolf. Reading this plaque after picking up the item +says it's "the lady who blesses and restores." + +### 3-Hit Breakables +#### Dirge maiden pedestal rock +This rock can be found near the cliff behind the empty above-mentioned dirge maiden pedestal. Normally has a ton of money +in vanilla, contains 5 checks in rando. + +#### Bat archway rock +After the broken bridge containing the invisible pathway to the Special1 in vanilla, this rock is off to the side in front +of the gate frame with a swarm of bats that come at you, before the Werewolf's territory. Contains 4 checks. If you are new +to speedrunning the vanilla game and haven't yet learned the RNG manip strats, this is a guranteed spot to find a PowerUp at. + + + +## Castle Wall +#### Above bottom right/left tower door +These checks are located on top of the bottom doorways inside the both the Left and Right Tower. You have to drop from above +to reach them. In the case of the left tower, it's probably easiest to wait on the green platform directly above it until it flips. + +#### Left tower child ledge +When you reach the bridge of four rotating green platforms, look towards the pillar in the center of the room (hold C-up to +enter first person view), and you'll see this. There's an invisible bridge between the rotating platforms and the tiny ledge +that you can use to get to and from it. In Legacy of Darkness, it is on this ledge where one of Henry's children is found. + +### Invisible Items +#### Sandbag shelf - Left +If you thought the PowerUp on this shelf in vanilla CV64 was the only thing here, then you'd be wrong! Hidden inside the +sandbags near the item is another item you can pick up before subsequent checks on this spot yield "only sand and gravel". +Legacy took this item out entirely, interestingly enough. + +### 3-Hit Breakables +#### Upper rampart savepoint slab +After killing the two White Dragons and flipping their switch, drop down onto this platform from the top, and you'll find +it near the White Jewel. Contains 5 checks that are all normally Red Jewels in vanilla, making it an excellent place to +fuel up at if you're not doing Left Tower Skip. Just be careful of the infinitely spawning skeletons! + +#### Dracula switch slab +Located behind the door that you come out of at the top of the left tower where you encounter Totally Real Dracula in a +cutscene. Contains 5 checks that are all normally money; take note of all these money spots if you're plaing vanilla and +plan on trying to trigger the Renon fight. + + + +## Villa +#### Outer front gate platform +From the start of the level, turn right, and you'll see a platform with a torch above a torch on the ground. This upper torch +is reachable via an invisible platform that you can grab and pull yourself up onto. The PAL version and onwards removed +this secret entirely, interestingly enough. + +#### Front yard cross grave near gates/porch +In the Villa's front yard area are two cross-shaped grave markers that are actually 1-hit breakables just like torches. +They contain a check each. + +#### Midnight fountain +At exactly midnight (0:00 on the pause screen), a pillar in the fountain's base will rise to give you access to the six +checks on the upper parts of the fountain. If you're playing with Disable Time Requirements enabled, this pillar will be +raised regardless of the current time. + +#### Vincent +Vincent has a check that he will give to you by speaking to him after triggering the Rosa cutscene at 3 AM in the rose +garden. With Disable Time Requirements enabled, the Rosa cutscene will trigger at any time. + +#### Living room ceiling light +In the rectangular living room with ghosts and flying skulls that come at you, there are two yellow lights on the ceiling +and one red light between them. The red light can be broken for a check; just jump directly below it and use your c-left +attack to hit it. + +#### Front maze garden - Frankie's right dead-end urn +When you first enter the maze, before going to trigger the Malus cutscene, go forward, right at the one-way door, then right +at the T-junction, and you'll reach a dead-end where the Gardner is just going about his business. The urn on the left +at this dead-end can be broken for a check; it's the ONLY urn in the entire maze that can be broken like this. + +#### Crypt bridge upstream +After unlocking the Copper Door, follow the stream all the way past the bridge to end up at this torch. +I see many people miss this one. + +### Invisible Items +#### Front yard visitor's tombstone +The tombstone closest to the Villa building itself, in the top-right corner if approaching from the gates. If you are +familiar with the puzzle here in Cornell's quest in Legacy, it's the tombstone prepared for "anybody else who drops by +to visit". + +#### Foyer sofa +The first sofa in the foyer, on the upper floor to the right. + +#### Mary's room table +The table closer to the mirror on the right in the small room adjacent to the bedroom, where Mary would normally be found +in Cornell's story in Legacy. + +#### Dining room rose vase +The vase of roses in the dining room that a rose falls out of in the cutscene here to warn Reinhardt/Carrie of the vampire +villager. + +#### Living room clawed painting +The painting with claw marks on it above the fireplace in the middle of the living room. + +#### Living room lion head +The lion head on the left wall of the living room (if you entered from one of the doors to the main hallway). + +#### Maze garden exit knight +The suit of armor in the stairs room before the Maze Garden, where Renon normally introduces himself. + +#### Storeroom statue +The weird statue in the back of the Storeroom. If you check it again after taking its item, the game questions why would +someone make something like it. + +#### Archives table +The table in the middle of the Archives. In Legacy, this is where Oldrey's diary normally sits if you are playing Cornell. + +#### Malus's hiding bush +The bush that Reinhardt/Carrie find Malus hiding in at the start of the Maze Garden chase sequence. + +### 3-Hit Breakables +#### Foyer chandelier +The big chandelier above the foyer can be broken for 5 assorted items, all of which become checks in rando with the multi +hits setting on. This is the only 3-hit breakable in the entire stage.
+ +Here's a fun fact about the chandelier: for some reason, KCEK made this thing a completely separate object from every other +3-hit breakable in the game, complete with its own distinct code that I had to modify entirely separately as I was making +this rando to make the 3-hit breakable setting feasible! What fun! + + + +## Tunnel +#### Stepping stone alcove +After the first save following the initial Spider Women encounter, take the first right you see, and you'll arrive back at +the poison river where there's a second set of stepping stones similar to the one you just jumped across earlier. Jump on +these to find the secret alcove containing one or two checks depending on whether sub-weapons are randomized anywhere or not. + +### Sun/Moon Doors + +In total, there are six of these throughout the entire stage. One of them you are required to open in order to leave the stage, +while the other five lead to optional side rooms containing items. These are all very skippable in the vanilla game, but in a +rando context, it is obviously *very* important you learn where all of them are for when the day comes that a Hookshot +lands behind one! If it helps, two of them are before the gondolas, while all the rest are after them. + +#### Lonesome bucket moon door +After you ride up on the second elevator, turn left at the first split path you see, and you will find, as I called it, the +"Lonesome bucket". Keep moving forward past this, and you will arrive at the moon door. The only thing of value, beside a shop +point, is a sub-weapon location. So if you don't have sub-weapons shuffled anywhere, you can very much skip this one. + +#### Gondola rock crusher sun door +Once you get past the first poison pit that you are literally required to platform over, go forward at the next junction +instead of left (going left is progress and will take you to the rock crusher right before the gondolas). This door notably +hides two Roast Beefs normally, making it probably the most worthwhile one to visit in vanilla. + +#### Corpse bucket moon door +After the poison pit immediately following the gondola ride, you will arrive at a bucket surrounded by corpses (hence the name). +Go left here, and you will arrive at this door. + +#### Shovel zone moon door +On the straight path to the end-of-level sun door are two separate poison pits on the right that you can platform over. +Both of these lead to and from the same optional area, the "shovel zone" as I call it due to the random shovel you can find +here. Follow the path near the shovel that leads away from both poison pits, and you'll arrive at a junction with a save jewel. +Go straight on at this junction to arrive at this moon door. This particular one is more notable in Legacy of Darkness as it +contains one of the locations of Henry's children. + +#### Shovel zone sun door +Same as the above moon door, but go left at the save jewel junction instead of straight. + +### Invisible Items +#### Twin arrow signs +From the save point after the stepping stones following the initial Spider Women encounter, travel forward until you reach a +T-junction with two arrow signs at it. The right-pointing sign here contains an item on its post. + +#### Near lonesome bucket +After riding the first upwards elevator following turning left at the twin arrow signs, you'll arrive at the lonesome bucket +area, with said bucket being found if you turn left at the first opportunity after said elevator. The item here is not +found *in* the bucket, but rather on a completely unmarked spot some meters from it. This had to have been a mistake, +seeing as Legacy moved it to actually be in the bucket. + +#### Shovel +Can be found by taking either platforming course on the right side of the straightaway to the end after the gondolas. +This entire zone is noteable for the fact that there's no reason for Reinhardt to come here in either game; it's only ever +required for Henry to rescue one of his children. + +### 3-Hit Breakables +#### Twin arrow signs rock +Turn right at the twin arrow signs junction, and you'll find this rock at the dead-end by the river. It contains a bunch of +healing and status items that translate into 5 rando checks. + +#### Lonesome bucket poison pit rock +Near the lonesome bucket is the start of a platforming course over poison water that connects near Albert's campsite...which +you could reach anyway just by traveling forward at the prior junction instead of left. So what's the point of this poison +pit, then? Look out into the middle of it, and you'll see this rock on a tiny island out in the middle of it. If you choose +to take the hard way here, your reward will be three meat checks. + + + +## Underground Waterway +#### Carrie Crawlspace +This is located shortly after the corridor following the ledges that let you reach the first waterfall's source alcove. +Notably, only Carrie is able to crouch and go through this, making these the only checks in the *entire* game that are +hard impossible without being a specific character. So if you have Carrie Logic on and your character is Reinhardt, you'll +have to hold L while loading into a map to change to Carrie just for this one secret. If Carrie Logic is off, then these +locations will not be added and you can just skip them entirely. + +### 3-Hit Breakables +#### First poison parkour ledge +Near the start of the level is a series of ledges you can climb onto and platform across to reach a corner with a lantern +that you can normally get a Cure Ampoule from. The first of these ledges can be broken for an assortment of 6 things. + +#### Inside skeleton crusher ledge +To the left of the hallway entrance leading to the third switch is a long shimmy-able ledge that you can grab onto and shimmy +for a whole eternity (I implemented a setting JUST to make shimmying this ledge faster!) to get to a couple stand on-able ledges, +one of which has a lantern above it containing a check. This ledge can be broken for 3 chickens. I'd highly suggest bringing +Holy Water for this because otherwise you're forced to break it from the other, lower ledge that's here. And this ledge +will drop endless crawling skeletons on you as long as you're on it. + + + +## Castle Center +#### Atop elevator room machine +In the elevator room, right from the entrance coming in from the vampire triplets' room, is a machine that you can press +C-Right on to get dialog reading "An enormous machine." There's a torch on top of this machine that you can reach by +climbing onto the slanted part of the walls in the room. + +#### Heinrich Meyer +The friendly lizard-man who normally gives you the Chamber Key in vanilla has a check for you just like Vincent. +Yes, he has a name! And you'd best not forget it! + +#### Torture chamber rafters +A check can be found in the rafters in the room with the Mandragora shelf. Get onto and jump off the giant scythe or the +torture instrument shelf to make it up there. It's less annoying to do without Mandragora since having it will cause ghosts to +infinitely spawn in here. + +### Invisible Items +#### Red carpet hall knight +The suit of armor in the red carpet hallway after the bottom elevator room, directly next to the door leading into the +Lizard Locker Room. + +#### Lizard locker knight +The suit of armor in the Lizard Locker Room itself, directly across from the door connecting to the red carpet hallway. + +#### Broken staircase knight +The suit of armor in the broken staircase room following the Lizard Locker Room. + +#### Inside cracked wall hallway flamethrower +In the upper cracked wall hallway, it is in the lower flamethrower that is part of the pair between the Butler Bros. Room +and the main part of the hallway. + +#### Nitro room crates +The wall of crates in the Nitro room on Heinrich Meyer's side. This is notable for being one of the very rare Healing Kits +that you can get for free in vanilla. + +#### Hell Knight landing corner knight +The inactive suit of armor in the corner of the room before the Maid Sisters' Room, which also contains an active knight. + +#### Maid sisters room vase +The lone vase in the vampire Maid Sisters' Room, directly across from the door leading to the Hell Knight Landing. +Yes, you are actually supposed to *check* this with C-right to get its item; not break it like you did to the pots in +the Villa earlier! + +#### Invention room giant Famicart +The giant square-shaped thing in one corner of the invention room that looks vaguely like a massive video game cartridge. +A Famicom cartridge, perhaps? + +#### Invention room round machine +The brown circular machine in the invention room, close to the middle of the wall on the side of the Spike Crusher Room. + +#### Inside nitro hallway flamethrower +The lower flamethrower in the hallway between the Nitro room from the Spike Crusher Room, near the two doors to said rooms. + +#### Torture chamber instrument rack +The shelf full of torture instruments in the torture chamber, to the right of the Mandragora shelf. + +### 3-Hit Breakables +#### Behemoth arena crate +This large crate can be found in the back-right corner of Behemoth's arena and is pretty hard to miss. Break it to get 5 +moneybags-turned-checks. + +#### Elevator room unoccupied statue stand +In the bottom elevator room is a statue on a stand that will cry literal Bloody Tears if you get near it. On the opposite +side of the room from this, near the enormous machine, is a stand much like the one the aforementioned statue is on only +this one is completely vacant. This stand can be broken for 3 roast beefs-turned checks. + +#### Lizard locker room slab +In the Lizard Locker Room, on top of the second locker from the side of the room with the door to the red carpet hallway, +is a metallic box-like slab thingy that can be broken normally for 4 status items. This 3HB is notable for being one of two +funny ones in the game that does NOT set a flag when you break it in vanilla, meaning you can keep breaking it over and +over again for infinite Purifyings and Cure Ampoules! + +### The Lizard Lockers +If you turned on the Lizard Locker Items setting, then hoo boy, you are in for a FUN =) time! Inside each one of the six Lizard +Lockers is a check, and the way you get these checks is by camping near each of the lockers as you defeat said Lizards, +praying that one will emerge from it and cause it to open to give you a chance to grab it. It is *completely* luck-based, +you have a 1-in-6 (around 16%) chance per Lizard-man that emerges, and you have to repeat this process six times for each +check inside each locker. You can open and cancel the warp menu to make things easier, but other than that, enjoy playing +with the Lizards! + + + +## Duel Tower +#### Invisible bridge balcony +Located between Werewolf and Were-bull's arenas. Use an invisible bridge to reach it; it starts at the highest platform +on the same wall as it that appears after defeating Werewolf. The balcony contains two checks and a save point that I +added specifically for this rando to make the level less frustrating. + +#### Above Were-bull arena +The only check that can be permanently missed in the vanilla game depending on the order you do things, not counting any +points of no return. Between Werewolf and Were-bull's arenas is an alternate path that you can take downward and around +to avoid Were-bull completely and get on top of his still-raised arena, so you can reach this. In the rando, I set it up so +that his arena will go back to being raised if you leave the area and come back, and if you get the item later his arena flag +will be set then. If you're playing with Dracula's bosses condition, then you can only get one Special2 off of him the first +time you beat him and then none more after that. + + + +## Tower of Execution +#### Invisible bridge ledge +There are two ways to reach this one; use the invisible bridge that starts at the walkway above the entrance, or jump to +it from the Execution Key gate alcove. Collecting this Special2 in vanilla unlocks Reinhardt's alternate costume. + +#### Guillotine tower top level +This iron maiden is strategically placed in such a way that you will very likely miss it if you aren't looking carefully for +it, so I am including it here. When you make it to the top floor of the level, as you approach the tower for the final time, +look on the opposite side of it from where you approach it, and you will find this. The laggiest check in the whole game! +I'd dare someone to find some check in some other Archipelago game that lags harder than this. + +### 3-Hit Breakables +#### Pre-mid-savepoint platforms ledge +Here's a really weird one that even I never found about until well after I finished the 3HB setting and moved on to deving +other things, and I'd honestly be shocked if ANYONE knew about outside the context of this rando! This square-shaped +platform can be found right before the second set of expanding and retracting wall platforms, leading up to the mid-save +point, after going towards the central tower structure for the second time on the second floor. Breaking it will drop an +assortment of 5 items, one of which is notable for being the ONE sub-weapon that drops from a 3HB. This meant I had to really +change how things work to account for sub-weapons being in 3HBs! + + + +## Tower of Science +#### Invisible bridge platform +Following the hallway with a save jewel beyond the Science Key2 door, look to your right, and you'll see this. Mind the +gap separating the invisible bridge from the solid ground of the bottom part of this section! + +### 3-Hit Breakables +#### Invisible bridge platform crate +Near the candle on the above-mentioned invisible bridge platform is a small metallic crate. Break it for a total of 6 +checks, which in vanilla are 2 chickens, moneybags, and jewels. + + + +## Tower of Sorcery +#### Trick shot from mid-savepoint platform +From the platform with the save jewel, look back towards the vanishing red platforms that you had to conquer to get up +there, and you'll see a breakable diamond floating high above a solid platform before it. An ultra-precise orb shot from +Carrie can hit it to reveal the check, so you can then go down and get it. If you are playing as Reinhardt, you'll have +to use a sub-weapon. Any sub-weapon that's not Holy Water will work. Sub-weapons and the necessary jewels can both be +farmed off the local Icemen if it really comes down to it. + +#### Above yellow bubble +Directly above the yellow bubble that you break to raise the middle yellow large platform. Jump off the final red platform +in the series of red platforms right after the save point when said platform bobs all the way up, and you'll be able to +hit this diamond with good timing. + +#### Above tiny blue platforms start +Above the large platform after the yellow ones from whence you can reach the first of the series of tiny blue platforms. +This diamond is low enough that you can reach it by simply jumping straight up to it. + +#### Invisible bridge platform +Located at the very end of the stage, off to the side. Use the invisible bridge to reach it. The Special2 that unlocks +Carrie's costume can be normally found here (or Special3, depending on if you are playing the PAL version or not). + + + +## Clock Tower +All the normal items here and in Room of Clocks are self-explanatory, but the 3HBs in Clock Tower are a whoooooooole 'nother story. So buckle up... + +### 3-Hit Breakables +#### Gear climb room battery underside slab +In the first room, on the side you initially climb up, go up until you find a battery-like object that you can stand on +as a platform. From the platform right after this, you can hit this 3HB that can be found on the underside of the structure +in the corner, above the structure before the first set of gears that you initially start the climb on. 3 chickens/checks +can be gotten out of this one. + +#### Gear climb room door underside slab +Now THIS one can be very annoying to get, doubly so if you're playing as Reinhardt, triply so if you're playing Hard Mode +on top of that because you will also have to deal with invincible, bone-throwing red skeletons here! This slab can be +found on the underside of the platform in the first room with the door leading out into the second area and drops 3 +beefs/checks when you break it. Carrie is small enough to crouch under the platform and shoot the thing a few times +without *too* much hassle, but the only way I know of for Reinhardt to get it is to hang him off the side of the gear +and pull him up once he gets moved under the platform. Getting him to then face the breakable and whip it without falling +off due to the gear's rotation is next-to-impossible, I find, so the safest method to breaking it as him is to just rush +it with his sword, go back up, repeat 2 more times. Pray the aftermentioned Hard Mode skellies don't decide to cause *too* +much trouble during all of this! + +#### Final room entrance slab +Simply next to the entrance when you come into the third and final room from the intended way. Drops 2 moneybags-turned-checks, +which funnily normally have their item IDs shared with the other 3HB in this room's items, so I had to separate those for +the rando. + +#### Renon's final offers slab +At the top of the final room, on a platform near the Renon contract that would normally be the very last in the game. +This 3HB drops a whopping 8 items, more than any other 3HB in the entire game, and 6 of those are all moneybags. They +*really* shower you in gold in preparation for the finale, huh? + + + +## Castle Keep +#### Behind Dracula's chamber/Dracula's floating cube +This game continues the CV tradition of having a hidden secret around Dracula's chamber that you can get helpful things +from before the final battle begins. Jump onto the torch ledges and use the thin walkway to reach the backside of Dracula's +chamber where these can both be found. The floating cube, in question, can be reached with an invisible bridge. The other +candle here is noteworthy for being the sole jewel candle in vanilla that doesn't set a flag, meaning you can keep going +back down and up the stairs to farm infinite sub-weapon ammo for Dracula like in old school Castlevania! + +### Invisible Items +#### Left/Right Dracula door flame +Inside the torches on either side of the door to Dracula's chamber. Similar to the above-mentioned jewel torch, these do +not set flags. So you can get infinite healing kits for free by constantly going down and back up! \ No newline at end of file diff --git a/worlds/cv64/docs/setup_en.md b/worlds/cv64/docs/setup_en.md new file mode 100644 index 0000000000..6065b142c8 --- /dev/null +++ b/worlds/cv64/docs/setup_en.md @@ -0,0 +1,63 @@ +# Castlevania 64 Setup Guide + +## Required Software + +- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) +- A Castlevania 64 ROM of the US 1.0 version specifically. The Archipelago community cannot provide this. +- [BizHawk](https://tasvideos.org/BizHawk/ReleaseHistory) 2.7 or later + +### Configuring BizHawk + +Once you have installed BizHawk, open `EmuHawk.exe` and change the following settings: + +- If you're using BizHawk 2.7 or 2.8, go to `Config > Customize`. On the Advanced tab, switch the Lua Core from +`NLua+KopiLua` to `Lua+LuaInterface`, then restart EmuHawk. (If you're using BizHawk 2.9, you can skip this step.) +- Under `Config > Customize`, check the "Run in background" option to prevent disconnecting from the client while you're +tabbed out of EmuHawk. +- Open a `.z64` file in EmuHawk and go to `Config > Controllers…` to configure your inputs. If you can't click +`Controllers…`, load any `.z64` ROM first. +- Consider clearing keybinds in `Config > Hotkeys…` if you don't intend to use them. Select the keybind and press Esc to +clear it. +- All non-Japanese versions of the N64 Castlevanias require a Controller Pak to save game data. To enable this, while +you still have the `.z64` ROM loaded, go to `N64 > Controller Settings...`, click the dropdown by `Controller 1`, and +click `Memory Card`. You must then restart EmuHawk for it to take effect. +- After enabling the `Memory Card` setting, next time you boot up your Castlevania 64 ROM, you will see the +No "CASTLEVANIA" Note Found screen. Pick `Create "CASTLEVANIA" Note Now > Yes` to create save data and enable saving at +the White Jewels. + + +## Generating and Patching a Game + +1. Create your settings file (YAML). You can make one on the +[Castlevania 64 settings page](../../../games/Castlevania 64/player-settings). +2. Follow the general Archipelago instructions for [generating a game](../../Archipelago/setup/en#generating-a-game). +This will generate an output file for you. Your patch file will have the `.apcv64` file extension. +3. Open `ArchipelagoLauncher.exe` +4. Select "Open Patch" on the left side and select your patch file. +5. If this is your first time patching, you will be prompted to locate your vanilla ROM. +6. A patched `.z64` file will be created in the same place as the patch file. +7. On your first time opening a patch with BizHawk Client, you will also be asked to locate `EmuHawk.exe` in your +BizHawk install. + +If you're playing a single-player seed, and you don't care about hints, you can stop here, close the client, and load +the patched ROM in any emulator or EverDrive of your choice. However, for multiworlds and other Archipelago features, +continue below using BizHawk as your emulator. + +## Connecting to a Server + +By default, opening a patch file will do steps 1-5 below for you automatically. Even so, keep them in your memory just +in case you have to close and reopen a window mid-game for some reason. + +1. Castlevania 64 uses Archipelago's BizHawk Client. If the client isn't still open from when you patched your game, +you can re-open it from the launcher. +2. Ensure EmuHawk is running the patched ROM. +3. In EmuHawk, go to `Tools > Lua Console`. This window must stay open while playing. +4. In the Lua Console window, go to `Script > Open Script…`. +5. Navigate to your Archipelago install folder and open `data/lua/connector_bizhawk_generic.lua`. +6. The emulator may freeze every few seconds until it manages to connect to the client. This is expected. The BizHawk +Client window should indicate that it connected and recognized Castlevania 64. +7. To connect the client to the server, enter your room's address and port (e.g. `archipelago.gg:38281`) into the +top text field of the client and click Connect. + +You should now be able to receive and send items. You'll need to do these steps every time you want to reconnect. It is +perfectly safe to make progress offline; everything will re-sync when you reconnect. diff --git a/worlds/cv64/entrances.py b/worlds/cv64/entrances.py new file mode 100644 index 0000000000..74537f9244 --- /dev/null +++ b/worlds/cv64/entrances.py @@ -0,0 +1,149 @@ +from .data import ename, iname, rname +from .stages import get_stage_info +from .options import CV64Options + +from typing import Dict, List, Tuple, Union + +# # # KEY # # # +# "connection" = The name of the Region the Entrance connects into. If it's a Tuple[str, str], we take the stage in +# active_stage_exits given in the second string and then the stage given in that stage's slot given in +# the first string, and take the start or end Region of that stage. +# "rule" = What rule should be applied to the Entrance during set_rules, as defined in self.rules in the CV64Rules class +# definition in rules.py. +# "add conds" = A list of player options conditions that must be satisfied for the Entrance to be added. Can be of +# varying length depending on how many conditions need to be satisfied. In the add_conds dict's tuples, +# the first element is the name of the option, the second is the option value to check for, and the third +# is a boolean for whether we are evaluating for the option value or not. +entrance_info = { + # Forest of Silence + ename.forest_dbridge_gate: {"connection": rname.forest_mid}, + ename.forest_werewolf_gate: {"connection": rname.forest_end}, + ename.forest_end: {"connection": ("next", rname.forest_of_silence)}, + # Castle Wall + ename.cw_portcullis_c: {"connection": rname.cw_exit}, + ename.cw_lt_skip: {"connection": ("next", rname.castle_wall), "add conds": ["hard"]}, + ename.cw_lt_door: {"connection": rname.cw_ltower, "rule": iname.left_tower_key}, + ename.cw_end: {"connection": ("next", rname.castle_wall)}, + # Villa + ename.villa_dog_gates: {"connection": rname.villa_main}, + ename.villa_snipe_dogs: {"connection": rname.villa_start, "add conds": ["carrie", "hard"]}, + ename.villa_to_storeroom: {"connection": rname.villa_storeroom, "rule": iname.storeroom_key}, + ename.villa_to_archives: {"connection": rname.villa_archives, "rule": iname.archives_key}, + ename.villa_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, + ename.villa_to_maze: {"connection": rname.villa_maze, "rule": iname.garden_key}, + ename.villa_from_storeroom: {"connection": rname.villa_main, "rule": iname.storeroom_key}, + ename.villa_from_maze: {"connection": rname.villa_servants, "rule": iname.garden_key}, + ename.villa_servant_door: {"connection": rname.villa_main}, + ename.villa_copper_door: {"connection": rname.villa_crypt, "rule": iname.copper_key, + "add conds": ["not hard"]}, + ename.villa_copper_skip: {"connection": rname.villa_crypt, "add conds": ["hard"]}, + ename.villa_bridge_door: {"connection": rname.villa_maze}, + ename.villa_end_r: {"connection": ("next", rname.villa)}, + ename.villa_end_c: {"connection": ("alt", rname.villa)}, + # Tunnel + ename.tunnel_start_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, + ename.tunnel_gondolas: {"connection": rname.tunnel_end}, + ename.tunnel_end_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, + ename.tunnel_end: {"connection": ("next", rname.tunnel)}, + # Underground Waterway + ename.uw_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, + ename.uw_final_waterfall: {"connection": rname.uw_end}, + ename.uw_waterfall_skip: {"connection": rname.uw_main, "add conds": ["hard"]}, + ename.uw_end: {"connection": ("next", rname.underground_waterway)}, + # Castle Center + ename.cc_tc_door: {"connection": rname.cc_torture_chamber, "rule": iname.chamber_key}, + ename.cc_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, + ename.cc_lower_wall: {"connection": rname.cc_crystal, "rule": "Bomb 2"}, + ename.cc_upper_wall: {"connection": rname.cc_library, "rule": "Bomb 1"}, + ename.cc_elevator: {"connection": rname.cc_elev_top}, + ename.cc_exit_r: {"connection": ("next", rname.castle_center)}, + ename.cc_exit_c: {"connection": ("alt", rname.castle_center)}, + # Duel Tower + ename.dt_start: {"connection": ("prev", rname.duel_tower)}, + ename.dt_end: {"connection": ("next", rname.duel_tower)}, + # Tower of Execution + ename.toe_start: {"connection": ("prev", rname.tower_of_execution)}, + ename.toe_gate: {"connection": rname.toe_ledge, "rule": iname.execution_key, + "add conds": ["not hard"]}, + ename.toe_gate_skip: {"connection": rname.toe_ledge, "add conds": ["hard"]}, + ename.toe_end: {"connection": ("next", rname.tower_of_execution)}, + # Tower of Science + ename.tosci_start: {"connection": ("prev", rname.tower_of_science)}, + ename.tosci_key1_door: {"connection": rname.tosci_three_doors, "rule": iname.science_key1}, + ename.tosci_to_key2_door: {"connection": rname.tosci_conveyors, "rule": iname.science_key2}, + ename.tosci_from_key2_door: {"connection": rname.tosci_start, "rule": iname.science_key2}, + ename.tosci_key3_door: {"connection": rname.tosci_key3, "rule": iname.science_key3}, + ename.tosci_end: {"connection": ("next", rname.tower_of_science)}, + # Tower of Sorcery + ename.tosor_start: {"connection": ("prev", rname.tower_of_sorcery)}, + ename.tosor_end: {"connection": ("next", rname.tower_of_sorcery)}, + # Room of Clocks + ename.roc_gate: {"connection": ("next", rname.room_of_clocks)}, + # Clock Tower + ename.ct_to_door1: {"connection": rname.ct_middle, "rule": iname.clocktower_key1}, + ename.ct_from_door1: {"connection": rname.ct_start, "rule": iname.clocktower_key1}, + ename.ct_to_door2: {"connection": rname.ct_end, "rule": iname.clocktower_key2}, + ename.ct_from_door2: {"connection": rname.ct_middle, "rule": iname.clocktower_key2}, + ename.ct_renon: {"connection": rname.renon, "add conds": ["shopsanity"]}, + ename.ct_door_3: {"connection": ("next", rname.clock_tower), "rule": iname.clocktower_key3}, + # Castle Keep + ename.ck_slope_jump: {"connection": rname.roc_main, "add conds": ["hard"]}, + ename.ck_drac_door: {"connection": rname.ck_drac_chamber, "rule": "Dracula"} +} + +add_conds = {"carrie": ("carrie_logic", True, True), + "hard": ("hard_logic", True, True), + "not hard": ("hard_logic", False, True), + "shopsanity": ("shopsanity", True, True)} + +stage_connection_types = {"prev": "end region", + "next": "start region", + "alt": "start region"} + + +def get_entrance_info(entrance: str, info: str) -> Union[str, Tuple[str, str], List[str], None]: + return entrance_info[entrance].get(info, None) + + +def get_warp_entrances(active_warp_list: List[str]) -> Dict[str, str]: + # Create the starting stage Entrance. + warp_entrances = {get_stage_info(active_warp_list[0], "start region"): "Start stage"} + + # Create the warp Entrances. + for i in range(1, len(active_warp_list)): + mid_stage_region = get_stage_info(active_warp_list[i], "mid region") + warp_entrances.update({mid_stage_region: f"Warp {i}"}) + + return warp_entrances + + +def verify_entrances(options: CV64Options, entrances: List[str], + active_stage_exits: Dict[str, Dict[str, Union[str, int, None]]]) -> Dict[str, str]: + verified_entrances = {} + + for ent_name in entrances: + ent_add_conds = get_entrance_info(ent_name, "add conds") + + # Check any options that might be associated with the Entrance before adding it. + add_it = True + if ent_add_conds is not None: + for cond in ent_add_conds: + if not ((getattr(options, add_conds[cond][0]).value == add_conds[cond][1]) == add_conds[cond][2]): + add_it = False + + if not add_it: + continue + + # Add the Entrance to the verified Entrances if the above check passes. + connection = get_entrance_info(ent_name, "connection") + + # If the Entrance is a connection to a different stage, get the corresponding other stage Region. + if isinstance(connection, tuple): + connecting_stage = active_stage_exits[connection[1]][connection[0]] + # Stages that lead backwards at the beginning of the line will appear leading to "Menu". + if connecting_stage in ["Menu", None]: + continue + connection = get_stage_info(connecting_stage, stage_connection_types[connection[0]]) + verified_entrances.update({connection: ent_name}) + + return verified_entrances diff --git a/worlds/cv64/items.py b/worlds/cv64/items.py new file mode 100644 index 0000000000..d40f5d53cb --- /dev/null +++ b/worlds/cv64/items.py @@ -0,0 +1,214 @@ +from BaseClasses import Item +from .data import iname +from .locations import base_id, get_location_info +from .options import DraculasCondition, SpareKeys + +from typing import TYPE_CHECKING, Dict, Union + +if TYPE_CHECKING: + from . import CV64World + +import math + + +class CV64Item(Item): + game: str = "Castlevania 64" + + +# # # KEY # # # +# "code" = The unique part of the Item's AP code attribute, as well as the value to call the in-game "prepare item +# textbox" function with to give the Item in-game. Add this + base_id to get the actual AP code. +# "default classification" = The AP Item Classification that gets assigned to instances of that Item in create_item +# by default, unless I deliberately override it (as is the case for some Special1s). +# "inventory offset" = What offset from the start of the in-game inventory array (beginning at 0x80389C4B) stores the +# current count for that Item. Used for start inventory purposes. +# "pickup actor id" = The ID for the Item's in-game Item pickup actor. If it's not in the Item's data dict, it's the +# same as the Item's code. This is what gets written in the ROM to replace non-NPC/shop items. +# "sub equip id" = For sub-weapons specifically, this is the number to put in the game's "current sub-weapon" value to +# indicate the player currently having that weapon. Used for start inventory purposes. +item_info = { + # White jewel + iname.red_jewel_s: {"code": 0x02, "default classification": "filler"}, + iname.red_jewel_l: {"code": 0x03, "default classification": "filler"}, + iname.special_one: {"code": 0x04, "default classification": "progression_skip_balancing", + "inventory offset": 0}, + iname.special_two: {"code": 0x05, "default classification": "progression_skip_balancing", + "inventory offset": 1}, + iname.roast_chicken: {"code": 0x06, "default classification": "filler", "inventory offset": 2}, + iname.roast_beef: {"code": 0x07, "default classification": "filler", "inventory offset": 3}, + iname.healing_kit: {"code": 0x08, "default classification": "useful", "inventory offset": 4}, + iname.purifying: {"code": 0x09, "default classification": "filler", "inventory offset": 5}, + iname.cure_ampoule: {"code": 0x0A, "default classification": "filler", "inventory offset": 6}, + # pot-pourri + iname.powerup: {"code": 0x0C, "default classification": "filler"}, + iname.permaup: {"code": 0x10C, "default classification": "useful", "pickup actor id": 0x0C, + "inventory offset": 8}, + iname.knife: {"code": 0x0D, "default classification": "filler", "pickup actor id": 0x10, + "sub equip id": 1}, + iname.holy_water: {"code": 0x0E, "default classification": "filler", "pickup actor id": 0x0D, + "sub equip id": 2}, + iname.cross: {"code": 0x0F, "default classification": "filler", "pickup actor id": 0x0E, + "sub equip id": 3}, + iname.axe: {"code": 0x10, "default classification": "filler", "pickup actor id": 0x0F, + "sub equip id": 4}, + # Wooden stake (AP item) + iname.ice_trap: {"code": 0x12, "default classification": "trap"}, + # The contract + # engagement ring + iname.magical_nitro: {"code": 0x15, "default classification": "progression", "inventory offset": 17}, + iname.mandragora: {"code": 0x16, "default classification": "progression", "inventory offset": 18}, + iname.sun_card: {"code": 0x17, "default classification": "filler", "inventory offset": 19}, + iname.moon_card: {"code": 0x18, "default classification": "filler", "inventory offset": 20}, + # Incandescent gaze + iname.archives_key: {"code": 0x1A, "default classification": "progression", "pickup actor id": 0x1D, + "inventory offset": 22}, + iname.left_tower_key: {"code": 0x1B, "default classification": "progression", "pickup actor id": 0x1E, + "inventory offset": 23}, + iname.storeroom_key: {"code": 0x1C, "default classification": "progression", "pickup actor id": 0x1F, + "inventory offset": 24}, + iname.garden_key: {"code": 0x1D, "default classification": "progression", "pickup actor id": 0x20, + "inventory offset": 25}, + iname.copper_key: {"code": 0x1E, "default classification": "progression", "pickup actor id": 0x21, + "inventory offset": 26}, + iname.chamber_key: {"code": 0x1F, "default classification": "progression", "pickup actor id": 0x22, + "inventory offset": 27}, + iname.execution_key: {"code": 0x20, "default classification": "progression", "pickup actor id": 0x23, + "inventory offset": 28}, + iname.science_key1: {"code": 0x21, "default classification": "progression", "pickup actor id": 0x24, + "inventory offset": 29}, + iname.science_key2: {"code": 0x22, "default classification": "progression", "pickup actor id": 0x25, + "inventory offset": 30}, + iname.science_key3: {"code": 0x23, "default classification": "progression", "pickup actor id": 0x26, + "inventory offset": 31}, + iname.clocktower_key1: {"code": 0x24, "default classification": "progression", "pickup actor id": 0x27, + "inventory offset": 32}, + iname.clocktower_key2: {"code": 0x25, "default classification": "progression", "pickup actor id": 0x28, + "inventory offset": 33}, + iname.clocktower_key3: {"code": 0x26, "default classification": "progression", "pickup actor id": 0x29, + "inventory offset": 34}, + iname.five_hundred_gold: {"code": 0x27, "default classification": "filler", "pickup actor id": 0x1A}, + iname.three_hundred_gold: {"code": 0x28, "default classification": "filler", "pickup actor id": 0x1B}, + iname.one_hundred_gold: {"code": 0x29, "default classification": "filler", "pickup actor id": 0x1C}, + iname.crystal: {"default classification": "progression"}, + iname.trophy: {"default classification": "progression"}, + iname.victory: {"default classification": "progression"} +} + +filler_item_names = [iname.red_jewel_s, iname.red_jewel_l, iname.five_hundred_gold, iname.three_hundred_gold, + iname.one_hundred_gold] + + +def get_item_info(item: str, info: str) -> Union[str, int, None]: + return item_info[item].get(info, None) + + +def get_item_names_to_ids() -> Dict[str, int]: + return {name: get_item_info(name, "code")+base_id for name in item_info if get_item_info(name, "code") is not None} + + +def get_item_counts(world: "CV64World") -> Dict[str, Dict[str, int]]: + + active_locations = world.multiworld.get_unfilled_locations(world.player) + + item_counts = { + "progression": {}, + "progression_skip_balancing": {}, + "useful": {}, + "filler": {}, + "trap": {} + } + total_items = 0 + extras_count = 0 + + # Get from each location its vanilla item and add it to the default item counts. + for loc in active_locations: + if loc.address is None: + continue + + if world.options.hard_item_pool and get_location_info(loc.name, "hard item") is not None: + item_to_add = get_location_info(loc.name, "hard item") + else: + item_to_add = get_location_info(loc.name, "normal item") + + classification = get_item_info(item_to_add, "default classification") + + if item_to_add not in item_counts[classification]: + item_counts[classification][item_to_add] = 1 + else: + item_counts[classification][item_to_add] += 1 + total_items += 1 + + # Replace all but 2 PowerUps with junk if Permanent PowerUps is on and mark those two PowerUps as Useful. + if world.options.permanent_powerups: + for i in range(item_counts["filler"][iname.powerup] - 2): + item_counts["filler"][world.get_filler_item_name()] += 1 + del(item_counts["filler"][iname.powerup]) + item_counts["useful"][iname.permaup] = 2 + + # Add the total Special1s. + item_counts["progression_skip_balancing"][iname.special_one] = world.options.total_special1s.value + extras_count += world.options.total_special1s.value + + # Add the total Special2s if Dracula's Condition is Special2s. + if world.options.draculas_condition == DraculasCondition.option_specials: + item_counts["progression_skip_balancing"][iname.special_two] = world.options.total_special2s.value + extras_count += world.options.total_special2s.value + + # Determine the extra key counts if applicable. Doing this before moving Special1s will ensure only the keys and + # bomb components are affected by this. + for key in item_counts["progression"]: + spare_keys = 0 + if world.options.spare_keys == SpareKeys.option_on: + spare_keys = item_counts["progression"][key] + elif world.options.spare_keys == SpareKeys.option_chance: + if item_counts["progression"][key] > 0: + for i in range(item_counts["progression"][key]): + spare_keys += world.random.randint(0, 1) + item_counts["progression"][key] += spare_keys + extras_count += spare_keys + + # Move the total number of Special1s needed to warp everywhere to normal progression balancing if S1s per warp is + # 3 or lower. + if world.s1s_per_warp <= 3: + item_counts["progression_skip_balancing"][iname.special_one] -= world.s1s_per_warp * 7 + item_counts["progression"][iname.special_one] = world.s1s_per_warp * 7 + + # Determine the total amounts of replaceable filler and non-filler junk. + total_filler_junk = 0 + total_non_filler_junk = 0 + for junk in item_counts["filler"]: + if junk in filler_item_names: + total_filler_junk += item_counts["filler"][junk] + else: + total_non_filler_junk += item_counts["filler"][junk] + + # Subtract from the filler counts total number of "extra" items we've added. get_filler_item_name() filler will be + # subtracted from first until we run out of that, at which point we'll start subtracting from the rest. At this + # moment, non-filler item name filler cannot run out no matter the settings, so I haven't bothered adding handling + # for when it does yet. + available_filler_junk = filler_item_names.copy() + for i in range(extras_count): + if total_filler_junk > 0: + total_filler_junk -= 1 + item_to_subtract = world.random.choice(available_filler_junk) + else: + total_non_filler_junk -= 1 + item_to_subtract = world.random.choice(list(item_counts["filler"].keys())) + + item_counts["filler"][item_to_subtract] -= 1 + if item_counts["filler"][item_to_subtract] == 0: + del(item_counts["filler"][item_to_subtract]) + if item_to_subtract in available_filler_junk: + available_filler_junk.remove(item_to_subtract) + + # Determine the Ice Trap count by taking a certain % of the total filler remaining at this point. + item_counts["trap"][iname.ice_trap] = math.floor((total_filler_junk + total_non_filler_junk) * + (world.options.ice_trap_percentage.value / 100.0)) + for i in range(item_counts["trap"][iname.ice_trap]): + # Subtract the remaining filler after determining the ice trap count. + item_to_subtract = world.random.choice(list(item_counts["filler"].keys())) + item_counts["filler"][item_to_subtract] -= 1 + if item_counts["filler"][item_to_subtract] == 0: + del (item_counts["filler"][item_to_subtract]) + + return item_counts diff --git a/worlds/cv64/locations.py b/worlds/cv64/locations.py new file mode 100644 index 0000000000..264f2f7c0b --- /dev/null +++ b/worlds/cv64/locations.py @@ -0,0 +1,699 @@ +from BaseClasses import Location +from .data import lname, iname +from .options import CV64Options, SubWeaponShuffle, DraculasCondition, RenonFightCondition, VincentFightCondition + +from typing import Dict, Optional, Union, List, Tuple + +base_id = 0xC64000 + + +class CV64Location(Location): + game: str = "Castlevania 64" + + +# # # KEY # # # +# "code" = The unique part of the Location's AP code attribute, as well as the in-game bitflag index starting from +# 0x80389BE4 that indicates the Location has been checked. Add this + base_id to get the actual AP code. +# "offset" = The offset in the ROM to overwrite to change the Item on that Location. +# "normal item" = The Item normally there in vanilla on most difficulties in most versions of the game. Used to +# determine the World's Item counts by checking what Locations are active. +# "hard item" = The Item normally there in Hard Mode in the PAL version of CV64 specifically. Used instead of the +# normal Item when the hard Item pool is enabled if it's in the Location's data dict. +# "add conds" = A list of player options conditions that must be satisfied for the Location to be added. Can be of +# varying length depending on how many conditions need to be satisfied. In the add_conds dict's tuples, +# the first element is the name of the option, the second is the option value to check for, and the third +# is a boolean for whether we are evaluating for the option value or not. +# "event" = What event Item to place on that Location, for Locations that are events specifically. +# "countdown" = What Countdown number in the array of Countdown numbers that Location contributes to. For the most part, +# this is figured out by taking that Location's corresponding stage's postion in the vanilla stage order, +# but there are some exceptions made for Locations in parts of Villa and Castle Center that split off into +# their own numbers. +# "type" = Anything special about this Location in-game, whether it be NPC-given, invisible, etc. +location_info = { + # Forest of Silence + lname.forest_pillars_right: {"code": 0x1C, "offset": 0x10C67B, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s}, + lname.forest_pillars_left: {"code": 0x46, "offset": 0x10C6EB, "normal item": iname.knife, + "add conds": ["sub"]}, + lname.forest_pillars_top: {"code": 0x13, "offset": 0x10C71B, "normal item": iname.roast_beef, + "hard item": iname.red_jewel_l}, + lname.forest_boss_one: {"event": iname.trophy, "add conds": ["boss"]}, + lname.forest_king_skeleton: {"code": 0xC, "offset": 0x10C6BB, "normal item": iname.five_hundred_gold}, + lname.forest_lgaz_in: {"code": 0x1A, "offset": 0x10C68B, "normal item": iname.moon_card}, + lname.forest_lgaz_top: {"code": 0x19, "offset": 0x10C693, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s}, + lname.forest_hgaz_in: {"code": 0xB, "offset": 0x10C6C3, "normal item": iname.sun_card}, + lname.forest_hgaz_top: {"code": 0x3, "offset": 0x10C6E3, "normal item": iname.roast_chicken, + "hard item": iname.five_hundred_gold}, + lname.forest_weretiger_sw: {"code": 0xA, "offset": 0x10C6CB, "normal item": iname.five_hundred_gold}, + lname.forest_boss_two: {"event": iname.trophy, "add conds": ["boss"]}, + lname.forest_weretiger_gate: {"code": 0x7, "offset": 0x10C683, "normal item": iname.powerup}, + lname.forest_dirge_tomb_l: {"code": 0x59, "offset": 0x10C74B, "normal item": iname.one_hundred_gold, + "add conds": ["empty"]}, + lname.forest_dirge_tomb_u: {"code": 0x8, "offset": 0x10C743, "normal item": iname.one_hundred_gold}, + lname.forest_dirge_plaque: {"code": 0x6, "offset": 0x7C7F9D, "normal item": iname.roast_chicken, + "hard item": iname.one_hundred_gold, "type": "inv"}, + lname.forest_dirge_ped: {"code": 0x45, "offset": 0x10C6FB, "normal item": iname.cross, + "add conds": ["sub"]}, + lname.forest_dirge_rock1: {"code": 0x221, "offset": 0x10C791, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.forest_dirge_rock2: {"code": 0x222, "offset": 0x10C793, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.forest_dirge_rock3: {"code": 0x223, "offset": 0x10C795, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.forest_dirge_rock4: {"code": 0x224, "offset": 0x10C797, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.forest_dirge_rock5: {"code": 0x225, "offset": 0x10C799, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.forest_corpse_save: {"code": 0xF, "offset": 0x10C6A3, "normal item": iname.red_jewel_s}, + lname.forest_dbridge_wall: {"code": 0x18, "offset": 0x10C69B, "normal item": iname.red_jewel_s}, + lname.forest_dbridge_sw: {"code": 0x9, "offset": 0x10C6D3, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold}, + lname.forest_dbridge_gate_l: {"code": 0x44, "offset": 0x10C6F3, "normal item": iname.axe, "add conds": ["sub"]}, + lname.forest_dbridge_gate_r: {"code": 0xE, "offset": 0x10C6AB, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s}, + lname.forest_dbridge_tomb_l: {"code": 0xEA, "offset": 0x10C763, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.forest_dbridge_tomb_ur: {"code": 0xE4, "offset": 0x10C773, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.forest_dbridge_tomb_uf: {"code": 0x1B, "offset": 0x10C76B, "normal item": iname.red_jewel_s}, + lname.forest_bface_tomb_lf: {"code": 0x10, "offset": 0x10C75B, "normal item": iname.roast_chicken}, + lname.forest_bface_tomb_lr: {"code": 0x58, "offset": 0x10C753, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.forest_bface_tomb_u: {"code": 0x1E, "offset": 0x10C77B, "normal item": iname.one_hundred_gold}, + lname.forest_ibridge: {"code": 0x2, "offset": 0x10C713, "normal item": iname.one_hundred_gold}, + lname.forest_bridge_rock1: {"code": 0x227, "offset": 0x10C79D, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.forest_bridge_rock2: {"code": 0x228, "offset": 0x10C79F, "normal item": iname.five_hundred_gold, + "hard item": iname.three_hundred_gold, "add conds": ["3hb"]}, + lname.forest_bridge_rock3: {"code": 0x229, "offset": 0x10C7A1, "normal item": iname.powerup, + "hard item": iname.three_hundred_gold, "add conds": ["3hb"]}, + lname.forest_bridge_rock4: {"code": 0x22A, "offset": 0x10C7A3, "normal item": iname.roast_chicken, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.forest_werewolf_tomb_lf: {"code": 0xE7, "offset": 0x10C783, "normal item": iname.one_hundred_gold, + "add conds": ["empty"]}, + lname.forest_werewolf_tomb_lr: {"code": 0xE6, "offset": 0x10C73B, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.forest_werewolf_tomb_r: {"code": 0x4, "offset": 0x10C733, "normal item": iname.sun_card}, + lname.forest_werewolf_plaque: {"code": 0x1, "offset": 0xBFC8AF, "normal item": iname.roast_chicken, + "type": "inv"}, + lname.forest_werewolf_tree: {"code": 0xD, "offset": 0x10C6B3, "normal item": iname.red_jewel_s}, + lname.forest_werewolf_island: {"code": 0x41, "offset": 0x10C703, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.forest_final_sw: {"code": 0x12, "offset": 0x10C72B, "normal item": iname.roast_beef}, + lname.forest_boss_three: {"event": iname.trophy, "add conds": ["boss"]}, + + # Castle Wall + lname.cwr_bottom: {"code": 0x1DD, "offset": 0x10C7E7, "normal item": iname.sun_card, + "hard item": iname.one_hundred_gold}, + lname.cw_dragon_sw: {"code": 0x153, "offset": 0x10C817, "normal item": iname.roast_chicken}, + lname.cw_boss: {"event": iname.trophy, "add conds": ["boss"]}, + lname.cw_save_slab1: {"code": 0x22C, "offset": 0x10C84D, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.cw_save_slab2: {"code": 0x22D, "offset": 0x10C84F, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.cw_save_slab3: {"code": 0x22E, "offset": 0x10C851, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.cw_save_slab4: {"code": 0x22F, "offset": 0x10C853, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.cw_save_slab5: {"code": 0x230, "offset": 0x10C855, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.cw_rrampart: {"code": 0x156, "offset": 0x10C7FF, "normal item": iname.five_hundred_gold}, + lname.cw_lrampart: {"code": 0x155, "offset": 0x10C807, "normal item": iname.moon_card, + "hard item": iname.one_hundred_gold}, + lname.cw_pillar: {"code": 0x14D, "offset": 0x7F9A0F, "normal item": iname.holy_water, "add conds": ["sub"]}, + lname.cw_shelf_visible: {"code": 0x158, "offset": 0x7F99A9, "normal item": iname.powerup}, + lname.cw_shelf_sandbags: {"code": 0x14E, "offset": 0x7F9A3E, "normal item": iname.five_hundred_gold, "type": "inv"}, + lname.cw_shelf_torch: {"code": 0x14C, "offset": 0x10C82F, "normal item": iname.cross, "add conds": ["sub"]}, + lname.cw_ground_left: {"code": 0x14B, "offset": 0x10C827, "normal item": iname.knife, "add conds": ["sub"]}, + lname.cw_ground_middle: {"code": 0x159, "offset": 0x10C7F7, "normal item": iname.left_tower_key}, + lname.cw_ground_right: {"code": 0x14A, "offset": 0x10C81F, "normal item": iname.axe, "add conds": ["sub"]}, + lname.cwl_bottom: {"code": 0x1DE, "offset": 0x10C7DF, "normal item": iname.moon_card}, + lname.cwl_bridge: {"code": 0x1DC, "offset": 0x10C7EF, "normal item": iname.roast_beef}, + lname.cw_drac_sw: {"code": 0x154, "offset": 0x10C80F, "normal item": iname.roast_chicken, + "hard item": iname.one_hundred_gold}, + lname.cw_drac_slab1: {"code": 0x232, "offset": 0x10C859, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.cw_drac_slab2: {"code": 0x233, "offset": 0x10C85B, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.cw_drac_slab3: {"code": 0x234, "offset": 0x10C85D, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.cw_drac_slab4: {"code": 0x235, "offset": 0x10C85F, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.cw_drac_slab5: {"code": 0x236, "offset": 0x10C861, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + # Villa + lname.villafy_outer_gate_l: {"code": 0x133, "offset": 0x10C87F, "normal item": iname.red_jewel_l}, + lname.villafy_outer_gate_r: {"code": 0x132, "offset": 0x10C887, "normal item": iname.red_jewel_l}, + lname.villafy_dog_platform: {"code": 0x134, "offset": 0x10C89F, "normal item": iname.red_jewel_l}, + lname.villafy_inner_gate: {"code": 0x138, "offset": 0xBFC8D7, "normal item": iname.roast_beef}, + lname.villafy_gate_marker: {"code": 0x131, "offset": 0x10C8A7, "normal item": iname.powerup, + "hard item": iname.one_hundred_gold}, + lname.villafy_villa_marker: {"code": 0x13E, "offset": 0x10C897, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold}, + lname.villafy_tombstone: {"code": 0x12F, "offset": 0x8099CC, "normal item": iname.moon_card, + "type": "inv"}, + lname.villafy_fountain_fl: {"code": 0x139, "offset": 0xBFC8CF, "normal item": iname.five_hundred_gold}, + lname.villafy_fountain_fr: {"code": 0x130, "offset": 0x80997D, "normal item": iname.purifying}, + lname.villafy_fountain_ml: {"code": 0x13A, "offset": 0x809956, "normal item": iname.sun_card}, + lname.villafy_fountain_mr: {"code": 0x13D, "offset": 0x80992D, "normal item": iname.moon_card}, + lname.villafy_fountain_rl: {"code": 0x13B, "offset": 0xBFC8D3, "normal item": iname.roast_beef, + "hard item": iname.five_hundred_gold}, + lname.villafy_fountain_rr: {"code": 0x13C, "offset": 0x80993C, "normal item": iname.five_hundred_gold}, + lname.villafo_front_r: {"code": 0x3D, "offset": 0x10C8E7, "normal item": iname.red_jewel_l, + "hard item": iname.five_hundred_gold}, + lname.villafo_front_l: {"code": 0x3B, "offset": 0x10C8DF, "normal item": iname.red_jewel_s}, + lname.villafo_mid_l: {"code": 0x3C, "offset": 0x10C8D7, "normal item": iname.red_jewel_s}, + lname.villafo_mid_r: {"code": 0xE5, "offset": 0x10C8CF, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.villafo_rear_r: {"code": 0x38, "offset": 0x10C8C7, "normal item": iname.red_jewel_s}, + lname.villafo_rear_l: {"code": 0x39, "offset": 0x10C8BF, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s}, + lname.villafo_pot_r: {"code": 0x2E, "offset": 0x10C8AF, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s}, + lname.villafo_pot_l: {"code": 0x2F, "offset": 0x10C8B7, "normal item": iname.red_jewel_s}, + lname.villafo_sofa: {"code": 0x2D, "offset": 0x81F07C, "normal item": iname.purifying, + "type": "inv"}, + lname.villafo_chandelier1: {"code": 0x27D, "offset": 0x10C8F5, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.villafo_chandelier2: {"code": 0x27E, "offset": 0x10C8F7, "normal item": iname.purifying, + "add conds": ["3hb"]}, + lname.villafo_chandelier3: {"code": 0x27F, "offset": 0x10C8F9, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.villafo_chandelier4: {"code": 0x280, "offset": 0x10C8FB, "normal item": iname.cure_ampoule, + "add conds": ["3hb"]}, + lname.villafo_chandelier5: {"code": 0x281, "offset": 0x10C8FD, "normal item": iname.roast_chicken, + "add conds": ["3hb"]}, + lname.villala_hallway_stairs: {"code": 0x34, "offset": 0x10C927, "normal item": iname.red_jewel_l}, + lname.villala_hallway_l: {"code": 0x40, "offset": 0xBFC903, "normal item": iname.knife, + "add conds": ["sub"]}, + lname.villala_hallway_r: {"code": 0x4F, "offset": 0xBFC8F7, "normal item": iname.axe, + "add conds": ["sub"]}, + lname.villala_bedroom_chairs: {"code": 0x33, "offset": 0x83A588, "normal item": iname.purifying, + "hard item": iname.three_hundred_gold}, + lname.villala_bedroom_bed: {"code": 0x32, "offset": 0xBFC95B, "normal item": iname.red_jewel_l, + "hard item": iname.three_hundred_gold}, + lname.villala_vincent: {"code": 0x23, "offset": 0xBFE42F, "normal item": iname.archives_key, + "type": "npc"}, + lname.villala_slivingroom_table: {"code": 0x2B, "offset": 0xBFC96B, "normal item": iname.five_hundred_gold, + "type": "inv"}, + lname.villala_slivingroom_mirror: {"code": 0x49, "offset": 0x83A5D9, "normal item": iname.cross, + "add conds": ["sub"]}, + lname.villala_diningroom_roses: {"code": 0x2A, "offset": 0xBFC90B, "normal item": iname.purifying, + "hard item": iname.three_hundred_gold, "type": "inv"}, + lname.villala_llivingroom_pot_r: {"code": 0x26, "offset": 0x10C90F, "normal item": iname.storeroom_key}, + lname.villala_llivingroom_pot_l: {"code": 0x25, "offset": 0x10C917, "normal item": iname.roast_chicken}, + lname.villala_llivingroom_painting: {"code": 0x2C, "offset": 0xBFC907, "normal item": iname.purifying, + "hard item": iname.one_hundred_gold, "type": "inv"}, + lname.villala_llivingroom_light: {"code": 0x28, "offset": 0x10C91F, "normal item": iname.purifying}, + lname.villala_llivingroom_lion: {"code": 0x30, "offset": 0x83A610, "normal item": iname.roast_chicken, + "hard item": iname.five_hundred_gold, "type": "inv"}, + lname.villala_exit_knight: {"code": 0x27, "offset": 0xBFC967, "normal item": iname.purifying, + "type": "inv"}, + lname.villala_storeroom_l: {"code": 0x36, "offset": 0xBFC95F, "normal item": iname.roast_beef}, + lname.villala_storeroom_r: {"code": 0x37, "offset": 0xBFC8FF, "normal item": iname.roast_chicken, + "hard item": iname.five_hundred_gold}, + lname.villala_storeroom_s: {"code": 0x31, "offset": 0xBFC963, "normal item": iname.purifying, + "hard item": iname.one_hundred_gold, "type": "inv"}, + lname.villala_archives_entrance: {"code": 0x48, "offset": 0x83A5E5, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.villala_archives_table: {"code": 0x29, "offset": 0xBFC90F, "normal item": iname.purifying, + "type": "inv"}, + lname.villala_archives_rear: {"code": 0x24, "offset": 0x83A5B1, "normal item": iname.garden_key}, + lname.villam_malus_torch: {"code": 0x173, "offset": 0x10C967, "normal item": iname.red_jewel_s, + "countdown": 13}, + lname.villam_malus_bush: {"code": 0x16C, "offset": 0x850FEC, "normal item": iname.roast_chicken, + "type": "inv", "countdown": 13}, + lname.villam_fplatform: {"code": 0x16B, "offset": 0x10C987, "normal item": iname.knife, + "add conds": ["sub"], "countdown": 13}, + lname.villam_frankieturf_l: {"code": 0x177, "offset": 0x10C947, "normal item": iname.three_hundred_gold, + "countdown": 13}, + lname.villam_frankieturf_r: {"code": 0x16A, "offset": 0x10C98F, "normal item": iname.holy_water, + "add conds": ["sub"], "countdown": 13}, + lname.villam_frankieturf_ru: {"code": 0x16E, "offset": 0x10C9A7, "normal item": iname.red_jewel_s, + "countdown": 13}, + lname.villam_fgarden_f: {"code": 0x172, "offset": 0x10C96F, "normal item": iname.red_jewel_s, + "countdown": 13}, + lname.villam_fgarden_mf: {"code": 0x171, "offset": 0x10C977, "normal item": iname.red_jewel_s, + "countdown": 13}, + lname.villam_fgarden_mr: {"code": 0x174, "offset": 0x10C95F, "normal item": iname.roast_chicken, + "countdown": 13}, + lname.villam_fgarden_r: {"code": 0x170, "offset": 0x10C97F, "normal item": iname.red_jewel_l, + "countdown": 13}, + lname.villam_rplatform: {"code": 0x169, "offset": 0x10C997, "normal item": iname.axe, + "add conds": ["sub"], "countdown": 13}, + lname.villam_rplatform_de: {"code": 0x176, "offset": 0x10C94F, "normal item": iname.five_hundred_gold, + "countdown": 13}, + lname.villam_exit_de: {"code": 0x175, "offset": 0x10C957, "normal item": iname.three_hundred_gold, + "countdown": 13}, + lname.villam_serv_path: {"code": 0x17A, "offset": 0x10C92F, "normal item": iname.copper_key, + "countdown": 13}, + lname.villafo_serv_ent: {"code": 0x3E, "offset": 0x10C8EF, "normal item": iname.roast_chicken}, + lname.villam_crypt_ent: {"code": 0x178, "offset": 0x10C93F, "normal item": iname.purifying, + "countdown": 13}, + lname.villam_crypt_upstream: {"code": 0x179, "offset": 0x10C937, "normal item": iname.roast_beef, + "countdown": 13}, + lname.villac_ent_l: {"code": 0xC9, "offset": 0x10CF4B, "normal item": iname.red_jewel_s, + "countdown": 13}, + lname.villac_ent_r: {"code": 0xC0, "offset": 0x10CF63, "normal item": iname.five_hundred_gold, + "countdown": 13}, + lname.villac_wall_l: {"code": 0xC2, "offset": 0x10CF6B, "normal item": iname.roast_chicken, + "countdown": 13}, + lname.villac_wall_r: {"code": 0xC1, "offset": 0x10CF5B, "normal item": iname.red_jewel_l, + "countdown": 13}, + lname.villac_coffin_l: {"code": 0xD8, "offset": 0x10CF73, "normal item": iname.knife, + "add conds": ["sub"], "countdown": 13}, + lname.villac_coffin_r: {"code": 0xC8, "offset": 0x10CF53, "normal item": iname.red_jewel_s, + "countdown": 13}, + lname.villa_boss_one: {"event": iname.trophy, "add conds": ["boss"]}, + lname.villa_boss_two: {"event": iname.trophy, "add conds": ["boss"]}, + # Tunnel + lname.tunnel_landing: {"code": 0x197, "offset": 0x10C9AF, "normal item": iname.red_jewel_l, + "hard item": iname.one_hundred_gold}, + lname.tunnel_landing_rc: {"code": 0x196, "offset": 0x10C9B7, "normal item": iname.red_jewel_s, + "hard item": iname.one_hundred_gold}, + lname.tunnel_stone_alcove_r: {"code": 0xE1, "offset": 0x10CA57, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.tunnel_stone_alcove_l: {"code": 0x187, "offset": 0x10CA9F, "normal item": iname.roast_beef, + "hard item": iname.roast_chicken}, + lname.tunnel_twin_arrows: {"code": 0x195, "offset": 0xBFC993, "normal item": iname.cure_ampoule, + "type": "inv"}, + lname.tunnel_arrows_rock1: {"code": 0x238, "offset": 0x10CABD, "normal item": iname.purifying, + "add conds": ["3hb"]}, + lname.tunnel_arrows_rock2: {"code": 0x239, "offset": 0x10CABF, "normal item": iname.purifying, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.tunnel_arrows_rock3: {"code": 0x23A, "offset": 0x10CAC1, "normal item": iname.cure_ampoule, + "add conds": ["3hb"]}, + lname.tunnel_arrows_rock4: {"code": 0x23B, "offset": 0x10CAC3, "normal item": iname.cure_ampoule, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.tunnel_arrows_rock5: {"code": 0x23C, "offset": 0x10CAC5, "normal item": iname.roast_chicken, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.tunnel_lonesome_bucket: {"code": 0x189, "offset": 0xBFC99B, "normal item": iname.cure_ampoule, + "type": "inv"}, + lname.tunnel_lbucket_mdoor_l: {"code": 0x198, "offset": 0x10CA67, "normal item": iname.knife, + "add conds": ["sub"]}, + lname.tunnel_lbucket_quag: {"code": 0x191, "offset": 0x10C9DF, "normal item": iname.red_jewel_l}, + lname.tunnel_bucket_quag_rock1: {"code": 0x23E, "offset": 0x10CAC9, "normal item": iname.roast_beef, + "hard item": iname.roast_chicken, "add conds": ["3hb"]}, + lname.tunnel_bucket_quag_rock2: {"code": 0x23F, "offset": 0x10CACB, "normal item": iname.roast_beef, + "hard item": iname.roast_chicken, "add conds": ["3hb"]}, + lname.tunnel_bucket_quag_rock3: {"code": 0x240, "offset": 0x10CACD, "normal item": iname.roast_beef, + "hard item": iname.roast_chicken, "add conds": ["3hb"]}, + lname.tunnel_lbucket_albert: {"code": 0x190, "offset": 0x10C9E7, "normal item": iname.red_jewel_s}, + lname.tunnel_albert_camp: {"code": 0x192, "offset": 0x10C9D7, "normal item": iname.red_jewel_s}, + lname.tunnel_albert_quag: {"code": 0x193, "offset": 0x10C9CF, "normal item": iname.red_jewel_l}, + lname.tunnel_gondola_rc_sdoor_l: {"code": 0x53, "offset": 0x10CA5F, "normal item": iname.cross, + "add conds": ["sub"]}, + lname.tunnel_gondola_rc_sdoor_m: {"code": 0x19E, "offset": 0x10CAA7, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold}, + lname.tunnel_gondola_rc_sdoor_r: {"code": 0x188, "offset": 0x10CA27, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold}, + lname.tunnel_gondola_rc: {"code": 0x19C, "offset": 0x10CAB7, "normal item": iname.powerup}, + lname.tunnel_rgondola_station: {"code": 0x194, "offset": 0x10C9C7, "normal item": iname.red_jewel_s}, + lname.tunnel_gondola_transfer: {"code": 0x186, "offset": 0x10CA2F, "normal item": iname.five_hundred_gold}, + lname.tunnel_corpse_bucket_quag: {"code": 0x18E, "offset": 0x10C9F7, "normal item": iname.red_jewel_s}, + lname.tunnel_corpse_bucket_mdoor_l: {"code": 0x52, "offset": 0x10CA6F, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.tunnel_corpse_bucket_mdoor_r: {"code": 0x185, "offset": 0x10CA37, "normal item": iname.sun_card, + "hard item": iname.one_hundred_gold}, + lname.tunnel_shovel_quag_start: {"code": 0x18D, "offset": 0x10C9FF, "normal item": iname.red_jewel_l}, + lname.tunnel_exit_quag_start: {"code": 0x18C, "offset": 0x10CA07, "normal item": iname.red_jewel_l}, + lname.tunnel_shovel_quag_end: {"code": 0x18B, "offset": 0x10CA0F, "normal item": iname.red_jewel_l}, + lname.tunnel_exit_quag_end: {"code": 0x184, "offset": 0x10CA3F, "normal item": iname.five_hundred_gold}, + lname.tunnel_shovel: {"code": 0x18F, "offset": 0x86D8FC, "normal item": iname.roast_beef, + "type": "inv"}, + lname.tunnel_shovel_save: {"code": 0x18A, "offset": 0x10CA17, "normal item": iname.red_jewel_l}, + lname.tunnel_shovel_mdoor_l: {"code": 0x183, "offset": 0x10CA47, "normal item": iname.sun_card, + "hard item": iname.one_hundred_gold}, + lname.tunnel_shovel_mdoor_r: {"code": 0x51, "offset": 0x10CA77, "normal item": iname.axe, + "add conds": ["sub"]}, + lname.tunnel_shovel_sdoor_l: {"code": 0x182, "offset": 0x10CA4F, "normal item": iname.moon_card}, + lname.tunnel_shovel_sdoor_m: {"code": 0x19D, "offset": 0x10CAAF, "normal item": iname.roast_chicken}, + lname.tunnel_shovel_sdoor_r: {"code": 0x50, "offset": 0x10CA7F, "normal item": iname.cross, + "add conds": ["sub"]}, + # Underground Waterway + lname.uw_near_ent: {"code": 0x4C, "offset": 0x10CB03, "normal item": iname.three_hundred_gold}, + lname.uw_across_ent: {"code": 0x4E, "offset": 0x10CAF3, "normal item": iname.five_hundred_gold}, + lname.uw_first_ledge1: {"code": 0x242, "offset": 0x10CB39, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.uw_first_ledge2: {"code": 0x243, "offset": 0x10CB3B, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.uw_first_ledge3: {"code": 0x244, "offset": 0x10CB3D, "normal item": iname.purifying, + "hard item": iname.five_hundred_gold, "add conds": ["3hb"]}, + lname.uw_first_ledge4: {"code": 0x245, "offset": 0x10CB3F, "normal item": iname.cure_ampoule, + "hard item": iname.five_hundred_gold, "add conds": ["3hb"]}, + lname.uw_first_ledge5: {"code": 0x246, "offset": 0x10CB41, "normal item": iname.purifying, + "hard item": iname.three_hundred_gold, "add conds": ["3hb"]}, + lname.uw_first_ledge6: {"code": 0x247, "offset": 0x10CB43, "normal item": iname.cure_ampoule, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.uw_poison_parkour: {"code": 0x4D, "offset": 0x10CAFB, "normal item": iname.cure_ampoule}, + lname.uw_boss: {"event": iname.trophy, "add conds": ["boss"]}, + lname.uw_waterfall_alcove: {"code": 0x57, "offset": 0x10CB23, "normal item": iname.five_hundred_gold}, + lname.uw_carrie1: {"code": 0x4B, "offset": 0x10CB0B, "normal item": iname.moon_card, + "hard item": iname.five_hundred_gold, "add conds": ["carrie"]}, + lname.uw_carrie2: {"code": 0x4A, "offset": 0x10CB13, "normal item": iname.roast_beef, + "hard item": iname.five_hundred_gold, "add conds": ["carrie"]}, + lname.uw_bricks_save: {"code": 0x5A, "offset": 0x10CB33, "normal item": iname.powerup, + "hard item": iname.one_hundred_gold}, + lname.uw_above_skel_ledge: {"code": 0x56, "offset": 0x10CB2B, "normal item": iname.roast_chicken}, + lname.uw_in_skel_ledge1: {"code": 0x249, "offset": 0x10CB45, "normal item": iname.roast_chicken, + "add conds": ["3hb"]}, + lname.uw_in_skel_ledge2: {"code": 0x24A, "offset": 0x10CB47, "normal item": iname.roast_chicken, + "add conds": ["3hb"]}, + lname.uw_in_skel_ledge3: {"code": 0x24B, "offset": 0x10CB49, "normal item": iname.roast_chicken, + "add conds": ["3hb"]}, + # Castle Center + lname.ccb_skel_hallway_ent: {"code": 0x1AF, "offset": 0x10CB67, "normal item": iname.red_jewel_s}, + lname.ccb_skel_hallway_jun: {"code": 0x1A8, "offset": 0x10CBD7, "normal item": iname.powerup}, + lname.ccb_skel_hallway_tc: {"code": 0x1AE, "offset": 0x10CB6F, "normal item": iname.red_jewel_l}, + lname.ccb_skel_hallway_ba: {"code": 0x1B6, "offset": 0x10CBC7, "normal item": iname.cross, + "add conds": ["sub"]}, + lname.ccb_behemoth_l_ff: {"code": 0x1AD, "offset": 0x10CB77, "normal item": iname.red_jewel_s}, + lname.ccb_behemoth_l_mf: {"code": 0x1B3, "offset": 0x10CBA7, "normal item": iname.three_hundred_gold, + "hard item": iname.one_hundred_gold}, + lname.ccb_behemoth_l_mr: {"code": 0x1AC, "offset": 0x10CB7F, "normal item": iname.red_jewel_l}, + lname.ccb_behemoth_l_fr: {"code": 0x1B2, "offset": 0x10CBAF, "normal item": iname.three_hundred_gold, + "hard item": iname.one_hundred_gold}, + lname.ccb_behemoth_r_ff: {"code": 0x1B1, "offset": 0x10CBB7, "normal item": iname.three_hundred_gold, + "hard item": iname.one_hundred_gold}, + lname.ccb_behemoth_r_mf: {"code": 0x1AB, "offset": 0x10CB87, "normal item": iname.red_jewel_s}, + lname.ccb_behemoth_r_mr: {"code": 0x1B0, "offset": 0x10CBBF, "normal item": iname.three_hundred_gold, + "hard item": iname.one_hundred_gold}, + lname.ccb_behemoth_r_fr: {"code": 0x1AA, "offset": 0x10CB8F, "normal item": iname.red_jewel_l}, + lname.ccb_behemoth_crate1: {"code": 0x24D, "offset": 0x10CBDD, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ccb_behemoth_crate2: {"code": 0x24E, "offset": 0x10CBDF, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ccb_behemoth_crate3: {"code": 0x24F, "offset": 0x10CBE1, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ccb_behemoth_crate4: {"code": 0x250, "offset": 0x10CBE3, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ccb_behemoth_crate5: {"code": 0x251, "offset": 0x10CBE5, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ccelv_near_machine: {"code": 0x11A, "offset": 0x10CBF7, "normal item": iname.red_jewel_s}, + lname.ccelv_atop_machine: {"code": 0x118, "offset": 0x10CC17, "normal item": iname.powerup, + "hard item": iname.three_hundred_gold}, + lname.ccelv_stand1: {"code": 0x253, "offset": 0x10CC1D, "normal item": iname.roast_beef, + "add conds": ["3hb"]}, + lname.ccelv_stand2: {"code": 0x254, "offset": 0x10CC1F, "normal item": iname.roast_beef, + "hard item": iname.three_hundred_gold, "add conds": ["3hb"]}, + lname.ccelv_stand3: {"code": 0x255, "offset": 0x10CC21, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.ccelv_pipes: {"code": 0x11B, "offset": 0x10CC07, "normal item": iname.one_hundred_gold}, + lname.ccelv_switch: {"code": 0x100, "offset": 0x10CC0F, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.ccelv_staircase: {"code": 0x119, "offset": 0x10CBFF, "normal item": iname.red_jewel_l, + "hard item": iname.five_hundred_gold}, + lname.ccff_redcarpet_knight: {"code": 0x10A, "offset": 0x8C44D9, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s, "type": "inv"}, + lname.ccff_gears_side: {"code": 0x10F, "offset": 0x10CC33, "normal item": iname.red_jewel_s}, + lname.ccff_gears_mid: {"code": 0x10E, "offset": 0x10CC3B, "normal item": iname.purifying, + "hard item": iname.one_hundred_gold}, + lname.ccff_gears_corner: {"code": 0x10D, "offset": 0x10CC43, "normal item": iname.roast_chicken, + "hard item": iname.one_hundred_gold}, + lname.ccff_lizard_knight: {"code": 0x109, "offset": 0x8C44E7, "normal item": iname.roast_chicken, + "hard item": iname.three_hundred_gold, "type": "inv"}, + lname.ccff_lizard_near_knight: {"code": 0x101, "offset": 0x10CC5B, "normal item": iname.axe, + "add conds": ["sub"]}, + lname.ccff_lizard_pit: {"code": 0x10C, "offset": 0x10CC4B, "normal item": iname.sun_card, + "hard item": iname.five_hundred_gold}, + lname.ccff_lizard_corner: {"code": 0x10B, "offset": 0x10CC53, "normal item": iname.moon_card, + "hard item": iname.five_hundred_gold}, + lname.ccff_lizard_locker_nfr: {"code": 0x104, "offset": 0x8C450A, "normal item": iname.red_jewel_l, + "add conds": ["liz"]}, + lname.ccff_lizard_locker_nmr: {"code": 0x105, "offset": 0xBFC9C3, "normal item": iname.five_hundred_gold, + "add conds": ["liz"]}, + lname.ccff_lizard_locker_nml: {"code": 0x106, "offset": 0xBFC9C7, "normal item": iname.red_jewel_l, + "hard item": iname.cure_ampoule, "add conds": ["liz"]}, + lname.ccff_lizard_locker_nfl: {"code": 0x107, "offset": 0xBFCA07, "normal item": iname.powerup, + "add conds": ["liz"]}, + lname.ccff_lizard_locker_fl: {"code": 0x102, "offset": 0xBFCA03, "normal item": iname.five_hundred_gold, + "add conds": ["liz"]}, + lname.ccff_lizard_locker_fr: {"code": 0x103, "offset": 0x8C44F5, "normal item": iname.sun_card, + "hard item": iname.three_hundred_gold, "add conds": ["liz"]}, + lname.ccff_lizard_slab1: {"code": 0x257, "offset": 0x10CC61, "normal item": iname.purifying, + "hard item": iname.roast_chicken, "add conds": ["3hb"]}, + lname.ccff_lizard_slab2: {"code": 0x258, "offset": 0x10CC63, "normal item": iname.purifying, + "hard item": iname.powerup, "add conds": ["3hb"]}, + lname.ccff_lizard_slab3: {"code": 0x259, "offset": 0x10CC65, "normal item": iname.cure_ampoule, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.ccff_lizard_slab4: {"code": 0x25A, "offset": 0x10CC67, "normal item": iname.cure_ampoule, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.ccb_mandrag_shelf_l: {"code": 0x1A0, "offset": 0xBFCBB3, "normal item": iname.mandragora}, + lname.ccb_mandrag_shelf_r: {"code": 0x1A1, "offset": 0xBFCBAF, "normal item": iname.mandragora}, + lname.ccb_torture_rack: {"code": 0x1A9, "offset": 0x8985E5, "normal item": iname.purifying, + "type": "inv"}, + lname.ccb_torture_rafters: {"code": 0x1A2, "offset": 0x8985D6, "normal item": iname.roast_beef}, + lname.cc_behind_the_seal: {"event": iname.crystal, "add conds": ["crystal"]}, + lname.cc_boss_one: {"event": iname.trophy, "add conds": ["boss"]}, + lname.cc_boss_two: {"event": iname.trophy, "add conds": ["boss"]}, + lname.ccll_brokenstairs_floor: {"code": 0x7B, "offset": 0x10CC8F, "normal item": iname.red_jewel_l, + "countdown": 14}, + lname.ccll_brokenstairs_knight: {"code": 0x74, "offset": 0x8DF782, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold, "type": "inv", "countdown": 14}, + lname.ccll_brokenstairs_save: {"code": 0x7C, "offset": 0x10CC87, "normal item": iname.red_jewel_l, + "countdown": 14}, + lname.ccll_glassknight_l: {"code": 0x7A, "offset": 0x10CC97, "normal item": iname.red_jewel_s, + "hard item": iname.five_hundred_gold, "countdown": 14}, + lname.ccll_glassknight_r: {"code": 0x7E, "offset": 0x10CC77, "normal item": iname.red_jewel_s, + "hard item": iname.five_hundred_gold, "countdown": 14}, + lname.ccll_butlers_door: {"code": 0x7D, "offset": 0x10CC7F, "normal item": iname.red_jewel_s, + "countdown": 14}, + lname.ccll_butlers_side: {"code": 0x79, "offset": 0x10CC9F, "normal item": iname.purifying, + "hard item": iname.one_hundred_gold, "countdown": 14}, + lname.ccll_cwhall_butlerflames_past: {"code": 0x78, "offset": 0x10CCA7, "normal item": iname.cure_ampoule, + "hard item": iname.red_jewel_l, "countdown": 14}, + lname.ccll_cwhall_flamethrower: {"code": 0x73, "offset": 0x8DF580, "normal item": iname.five_hundred_gold, + "type": "inv", "countdown": 14}, + lname.ccll_cwhall_cwflames: {"code": 0x77, "offset": 0x10CCAF, "normal item": iname.roast_chicken, + "hard item": iname.red_jewel_l, "countdown": 14}, + lname.ccll_heinrich: {"code": 0x69, "offset": 0xBFE443, "normal item": iname.chamber_key, + "type": "npc", "countdown": 14}, + lname.ccia_nitro_crates: {"code": 0x66, "offset": 0x90FCE9, "normal item": iname.healing_kit, + "hard item": iname.one_hundred_gold, "type": "inv", "countdown": 14}, + lname.ccia_nitro_shelf_h: {"code": 0x55, "offset": 0xBFCC03, "normal item": iname.magical_nitro, + "countdown": 14}, + lname.ccia_stairs_knight: {"code": 0x61, "offset": 0x90FE5C, "normal item": iname.five_hundred_gold, + "type": "inv", "countdown": 14}, + lname.ccia_maids_vase: {"code": 0x63, "offset": 0x90FF1D, "normal item": iname.red_jewel_l, + "type": "inv", "countdown": 14}, + lname.ccia_maids_outer: {"code": 0x6B, "offset": 0x10CCFF, "normal item": iname.purifying, + "hard item": iname.three_hundred_gold, "countdown": 14}, + lname.ccia_maids_inner: {"code": 0x6A, "offset": 0x10CD07, "normal item": iname.cure_ampoule, + "hard item": iname.three_hundred_gold, "countdown": 14}, + lname.ccia_inventions_maids: {"code": 0x6C, "offset": 0x10CCE7, "normal item": iname.moon_card, + "hard item": iname.one_hundred_gold, "countdown": 14}, + lname.ccia_inventions_crusher: {"code": 0x6E, "offset": 0x10CCDF, "normal item": iname.sun_card, + "hard item": iname.one_hundred_gold, "countdown": 14}, + lname.ccia_inventions_famicart: {"code": 0x64, "offset": 0x90FBB3, "normal item": iname.five_hundred_gold, + "type": "inv", "countdown": 14}, + lname.ccia_inventions_zeppelin: {"code": 0x6D, "offset": 0x90FBC0, "normal item": iname.roast_beef, + "countdown": 14}, + lname.ccia_inventions_round: {"code": 0x65, "offset": 0x90FBA7, "normal item": iname.roast_beef, + "hard item": iname.five_hundred_gold, "type": "inv", "countdown": 14}, + lname.ccia_nitrohall_flamethrower: {"code": 0x62, "offset": 0x90FCDA, "normal item": iname.red_jewel_l, + "type": "inv", "countdown": 14}, + lname.ccia_nitrohall_torch: {"code": 0x6F, "offset": 0x10CCD7, "normal item": iname.roast_chicken, + "hard item": iname.red_jewel_s, "countdown": 14}, + lname.ccia_nitro_shelf_i: {"code": 0x60, "offset": 0xBFCBFF, "normal item": iname.magical_nitro, + "countdown": 14}, + lname.ccll_cwhall_wall: {"code": 0x76, "offset": 0x10CCB7, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold, "countdown": 14}, + lname.ccl_bookcase: {"code": 0x166, "offset": 0x8F1197, "normal item": iname.sun_card, + "countdown": 14}, + # Duel Tower + lname.dt_boss_one: {"event": iname.trophy, "add conds": ["boss"]}, + lname.dt_boss_two: {"event": iname.trophy, "add conds": ["boss"]}, + lname.dt_ibridge_l: {"code": 0x81, "offset": 0x10CE8B, "normal item": iname.roast_beef, + "hard item": iname.five_hundred_gold}, + lname.dt_ibridge_r: {"code": 0x80, "offset": 0x10CE93, "normal item": iname.powerup}, + lname.dt_stones_start: {"code": 0x83, "offset": 0x10CE73, "normal item": iname.roast_chicken, + "hard item": iname.five_hundred_gold}, + lname.dt_stones_end: {"code": 0x97, "offset": 0x10CE83, "normal item": iname.knife, "add conds": ["sub"]}, + lname.dt_werebull_arena: {"code": 0x82, "offset": 0x10CE7B, "normal item": iname.roast_beef}, + lname.dt_boss_three: {"event": iname.trophy, "add conds": ["boss"]}, + lname.dt_boss_four: {"event": iname.trophy, "add conds": ["boss"]}, + # Tower of Execution + lname.toe_ledge1: {"code": 0x25C, "offset": 0x10CD5D, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.toe_ledge2: {"code": 0x25D, "offset": 0x10CD5F, "normal item": iname.purifying, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.toe_ledge3: {"code": 0x25E, "offset": 0x10CD61, "normal item": iname.five_hundred_gold, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.toe_ledge4: {"code": 0x25F, "offset": 0x10CD63, "normal item": iname.cure_ampoule, + "hard item": iname.five_hundred_gold, "add conds": ["3hb"]}, + lname.toe_ledge5: {"code": 0x260, "offset": 0x10CD65, "normal item": iname.holy_water, + "add conds": ["3hb", "sub"]}, + lname.toe_midsavespikes_r: {"code": 0x9C, "offset": 0x10CD1F, "normal item": iname.five_hundred_gold}, + lname.toe_midsavespikes_l: {"code": 0x9B, "offset": 0x10CD27, "normal item": iname.roast_chicken, + "hard item": iname.five_hundred_gold}, + lname.toe_elec_grate: {"code": 0x99, "offset": 0x10CD17, "normal item": iname.execution_key}, + lname.toe_ibridge: {"code": 0x98, "offset": 0x10CD47, "normal item": iname.one_hundred_gold}, + lname.toe_top: {"code": 0x9D, "offset": 0x10CD4F, "normal item": iname.red_jewel_l}, + lname.toe_keygate_l: {"code": 0x9A, "offset": 0x10CD37, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold}, + lname.toe_keygate_r: {"code": 0x9E, "offset": 0x10CD3F, "normal item": iname.cross, "add conds": ["sub"]}, + # Tower of Science + lname.tosci_elevator: {"code": 0x1FC, "offset": 0x10CE0B, "normal item": iname.three_hundred_gold}, + lname.tosci_plain_sr: {"code": 0x1FF, "offset": 0x10CDF3, "normal item": iname.science_key1}, + lname.tosci_stairs_sr: {"code": 0x1FB, "offset": 0x10CE13, "normal item": iname.three_hundred_gold}, + lname.tosci_three_door_hall: {"code": 0x1FE, "offset": 0x10CDFB, "normal item": iname.science_key2}, + lname.tosci_ibridge_t: {"code": 0x1F3, "offset": 0x10CE3B, "normal item": iname.roast_beef, + "hard item": iname.red_jewel_l}, + lname.tosci_ibridge_b1: {"code": 0x262, "offset": 0x10CE59, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.tosci_ibridge_b2: {"code": 0x263, "offset": 0x10CE5B, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.tosci_ibridge_b3: {"code": 0x264, "offset": 0x10CE5D, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.tosci_ibridge_b4: {"code": 0x265, "offset": 0x10CE5F, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.tosci_ibridge_b5: {"code": 0x266, "offset": 0x10CE61, "normal item": iname.roast_chicken, + "add conds": ["3hb"]}, + lname.tosci_ibridge_b6: {"code": 0x267, "offset": 0x10CE63, "normal item": iname.roast_chicken, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.tosci_conveyor_sr: {"code": 0x1F7, "offset": 0x10CE33, "normal item": iname.red_jewel_l, + "hard item": iname.red_jewel_s}, + lname.tosci_exit: {"code": 0x1FD, "offset": 0x10CE03, "normal item": iname.science_key3}, + lname.tosci_key3_r: {"code": 0x1FA, "offset": 0x10CE1B, "normal item": iname.five_hundred_gold}, + lname.tosci_key3_m: {"code": 0x1F2, "offset": 0x10CE2B, "normal item": iname.cross, "add conds": ["sub"]}, + lname.tosci_key3_l: {"code": 0x1F9, "offset": 0x10CE23, "normal item": iname.five_hundred_gold}, + # Tower of Sorcery + lname.tosor_stained_tower: {"code": 0x96, "offset": 0x10CDB3, "normal item": iname.red_jewel_l}, + lname.tosor_savepoint: {"code": 0x95, "offset": 0x10CDBB, "normal item": iname.red_jewel_l}, + lname.tosor_trickshot: {"code": 0x92, "offset": 0x10CDD3, "normal item": iname.roast_beef}, + lname.tosor_yellow_bubble: {"code": 0x91, "offset": 0x10CDDB, "normal item": iname.five_hundred_gold}, + lname.tosor_blue_platforms: {"code": 0x94, "offset": 0x10CDC3, "normal item": iname.red_jewel_s}, + lname.tosor_side_isle: {"code": 0x93, "offset": 0x10CDCB, "normal item": iname.red_jewel_s}, + lname.tosor_ibridge: {"code": 0x90, "offset": 0x10CDE3, "normal item": iname.three_hundred_gold}, + # Room of Clocks + lname.roc_ent_l: {"code": 0xC6, "offset": 0x10CF7B, "normal item": iname.roast_beef, + "hard item": iname.red_jewel_l}, + lname.roc_ent_r: {"code": 0xC3, "offset": 0x10CFBB, "normal item": iname.powerup, + "hard item": iname.five_hundred_gold}, + lname.roc_elev_r: {"code": 0xD4, "offset": 0x10CF93, "normal item": iname.holy_water, "add conds": ["sub"]}, + lname.roc_elev_l: {"code": 0xD5, "offset": 0x10CF8B, "normal item": iname.axe, "add conds": ["sub"]}, + lname.roc_cont_r: {"code": 0xC5, "offset": 0x10CFB3, "normal item": iname.powerup, + "hard item": iname.one_hundred_gold}, + lname.roc_cont_l: {"code": 0xDF, "offset": 0x10CFA3, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.roc_exit: {"code": 0xDC, "offset": 0x10CF9B, "normal item": iname.three_hundred_gold, + "add conds": ["empty"]}, + lname.roc_boss: {"event": iname.trophy, "add conds": ["boss"]}, + # Clock Tower + lname.ct_gearclimb_battery_slab1: {"code": 0x269, "offset": 0x10CEF9, "normal item": iname.roast_chicken, + "add conds": ["3hb"]}, + lname.ct_gearclimb_battery_slab2: {"code": 0x26A, "offset": 0x10CEFB, "normal item": iname.roast_chicken, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.ct_gearclimb_battery_slab3: {"code": 0x26B, "offset": 0x10CEFD, "normal item": iname.roast_chicken, + "hard item": iname.red_jewel_s, "add conds": ["3hb"]}, + lname.ct_gearclimb_corner: {"code": 0xA7, "offset": 0x10CEB3, "normal item": iname.red_jewel_s}, + lname.ct_gearclimb_side: {"code": 0xAD, "offset": 0x10CEC3, "normal item": iname.clocktower_key1}, + lname.ct_gearclimb_door_slab1: {"code": 0x26D, "offset": 0x10CF01, "normal item": iname.roast_beef, + "add conds": ["3hb"]}, + lname.ct_gearclimb_door_slab2: {"code": 0x26E, "offset": 0x10CF03, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.ct_gearclimb_door_slab3: {"code": 0x26F, "offset": 0x10CF05, "normal item": iname.roast_beef, + "hard item": iname.one_hundred_gold, "add conds": ["3hb"]}, + lname.ct_bp_chasm_fl: {"code": 0xA5, "offset": 0x99BC4D, "normal item": iname.five_hundred_gold}, + lname.ct_bp_chasm_fr: {"code": 0xA6, "offset": 0x99BC3E, "normal item": iname.red_jewel_l}, + lname.ct_bp_chasm_rl: {"code": 0xA4, "offset": 0x99BC5A, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.ct_bp_chasm_k: {"code": 0xAC, "offset": 0x99BC30, "normal item": iname.clocktower_key2}, + lname.ct_finalroom_door_slab1: {"code": 0x271, "offset": 0x10CEF5, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_door_slab2: {"code": 0x272, "offset": 0x10CEF7, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_fl: {"code": 0xB3, "offset": 0x10CED3, "normal item": iname.axe, + "add conds": ["sub"]}, + lname.ct_finalroom_fr: {"code": 0xB4, "offset": 0x10CECB, "normal item": iname.knife, + "add conds": ["sub"]}, + lname.ct_finalroom_rl: {"code": 0xB2, "offset": 0x10CEE3, "normal item": iname.holy_water, + "add conds": ["sub"]}, + lname.ct_finalroom_rr: {"code": 0xB0, "offset": 0x10CEDB, "normal item": iname.cross, + "add conds": ["sub"]}, + lname.ct_finalroom_platform: {"code": 0xAB, "offset": 0x10CEBB, "normal item": iname.clocktower_key3}, + lname.ct_finalroom_renon_slab1: {"code": 0x274, "offset": 0x10CF09, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab2: {"code": 0x275, "offset": 0x10CF0B, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab3: {"code": 0x276, "offset": 0x10CF0D, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab4: {"code": 0x277, "offset": 0x10CF0F, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab5: {"code": 0x278, "offset": 0x10CF11, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab6: {"code": 0x279, "offset": 0x10CF13, "normal item": iname.five_hundred_gold, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab7: {"code": 0x27A, "offset": 0x10CF15, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + lname.ct_finalroom_renon_slab8: {"code": 0x27B, "offset": 0x10CF17, "normal item": iname.red_jewel_l, + "add conds": ["3hb"]}, + # Castle Keep + lname.ck_boss_one: {"event": iname.trophy, "add conds": ["boss", "renon"]}, + lname.ck_boss_two: {"event": iname.trophy, "add conds": ["boss", "vincent"]}, + lname.ck_flame_l: {"code": 0xAF, "offset": 0x9778C8, "normal item": iname.healing_kit, "type": "inv"}, + lname.ck_flame_r: {"code": 0xAE, "offset": 0xBFCA67, "normal item": iname.healing_kit, "type": "inv"}, + lname.ck_behind_drac: {"code": 0xBF, "offset": 0x10CE9B, "normal item": iname.red_jewel_l}, + lname.ck_cube: {"code": 0xB5, "offset": 0x10CEA3, "normal item": iname.healing_kit}, + lname.renon1: {"code": 0x1C8, "offset": 0xBFD8E5, "normal item": iname.roast_chicken, "type": "shop"}, + lname.renon2: {"code": 0x1C9, "offset": 0xBFD8E7, "normal item": iname.roast_beef, "type": "shop"}, + lname.renon3: {"code": 0x1CA, "offset": 0xBFD8E9, "normal item": iname.healing_kit, "type": "shop"}, + lname.renon4: {"code": 0x1CB, "offset": 0xBFD8EB, "normal item": iname.purifying, "type": "shop"}, + lname.renon5: {"code": 0x1CC, "offset": 0xBFD8ED, "normal item": iname.cure_ampoule, "type": "shop"}, + lname.renon6: {"code": 0x1CD, "offset": 0xBFD907, "normal item": iname.sun_card, "type": "shop"}, + lname.renon7: {"code": 0x1CE, "offset": 0xBFD909, "normal item": iname.moon_card, "type": "shop"}, + lname.the_end: {"event": iname.victory}, +} + + +add_conds = {"carrie": ("carrie_logic", True, True), + "liz": ("lizard_locker_items", True, True), + "sub": ("sub_weapon_shuffle", SubWeaponShuffle.option_anywhere, True), + "3hb": ("multi_hit_breakables", True, True), + "empty": ("empty_breakables", True, True), + "shop": ("shopsanity", True, True), + "crystal": ("draculas_condition", DraculasCondition.option_crystal, True), + "boss": ("draculas_condition", DraculasCondition.option_bosses, True), + "renon": ("renon_fight_condition", RenonFightCondition.option_never, False), + "vincent": ("vincent_fight_condition", VincentFightCondition.option_never, False)} + + +def get_location_info(location: str, info: str) -> Union[int, str, List[str], None]: + return location_info[location].get(info, None) + + +def get_location_names_to_ids() -> Dict[str, int]: + return {name: get_location_info(name, "code")+base_id for name in location_info if get_location_info(name, "code") + is not None} + + +def verify_locations(options: CV64Options, locations: List[str]) -> Tuple[Dict[str, Optional[int]], Dict[str, str]]: + + verified_locations = {} + events = {} + + for loc in locations: + loc_add_conds = get_location_info(loc, "add conds") + loc_code = get_location_info(loc, "code") + + # Check any options that might be associated with the Location before adding it. + add_it = True + if isinstance(loc_add_conds, list): + for cond in loc_add_conds: + if not ((getattr(options, add_conds[cond][0]).value == add_conds[cond][1]) == add_conds[cond][2]): + add_it = False + + if not add_it: + continue + + # Add the location to the verified Locations if the above check passes. + # If we are looking at an event Location, add its associated event Item to the events' dict. + # Otherwise, add the base_id to the Location's code. + if loc_code is None: + events[loc] = get_location_info(loc, "event") + else: + loc_code += base_id + verified_locations.update({loc: loc_code}) + + return verified_locations, events diff --git a/worlds/cv64/lzkn64.py b/worlds/cv64/lzkn64.py new file mode 100644 index 0000000000..9a94cebbb4 --- /dev/null +++ b/worlds/cv64/lzkn64.py @@ -0,0 +1,266 @@ +# ************************************************************** +# * LZKN64 Compression and Decompression Utility * +# * Original repo at https://github.com/Fluvian/lzkn64, * +# * converted from C to Python with permission from Fluvian. * +# ************************************************************** + +TYPE_COMPRESS = 1 +TYPE_DECOMPRESS = 2 + +MODE_NONE = 0x7F +MODE_WINDOW_COPY = 0x00 +MODE_RAW_COPY = 0x80 +MODE_RLE_WRITE_A = 0xC0 +MODE_RLE_WRITE_B = 0xE0 +MODE_RLE_WRITE_C = 0xFF + +WINDOW_SIZE = 0x3FF +COPY_SIZE = 0x21 +RLE_SIZE = 0x101 + + +# Compresses the data in the buffer specified in the arguments. +def compress_buffer(file_buffer: bytearray) -> bytearray: + # Size of the buffer to compress + buffer_size = len(file_buffer) - 1 + + # Position of the current read location in the buffer. + buffer_position = 0 + + # Position of the current write location in the written buffer. + write_position = 4 + + # Allocate write_buffer with size of 0xFFFFFF (24-bit). + write_buffer = bytearray(0xFFFFFF) + + # Position in the input buffer of the last time one of the copy modes was used. + buffer_last_copy_position = 0 + + while buffer_position < buffer_size: + # Calculate maximum length we are able to copy without going out of bounds. + if COPY_SIZE < (buffer_size - 1) - buffer_position: + sliding_window_maximum_length = COPY_SIZE + else: + sliding_window_maximum_length = (buffer_size - 1) - buffer_position + + # Calculate how far we are able to look back without going behind the start of the uncompressed buffer. + if buffer_position - WINDOW_SIZE > 0: + sliding_window_maximum_offset = buffer_position - WINDOW_SIZE + else: + sliding_window_maximum_offset = 0 + + # Calculate maximum length the forwarding looking window is able to search. + if RLE_SIZE < (buffer_size - 1) - buffer_position: + forward_window_maximum_length = RLE_SIZE + else: + forward_window_maximum_length = (buffer_size - 1) - buffer_position + + sliding_window_match_position = -1 + sliding_window_match_size = 0 + + forward_window_match_value = 0 + forward_window_match_size = 0 + + # The current mode the compression algorithm prefers. (0x7F == None) + current_mode = MODE_NONE + + # The current submode the compression algorithm prefers. + current_submode = MODE_NONE + + # How many bytes will have to be copied in the raw copy command. + raw_copy_size = buffer_position - buffer_last_copy_position + + # How many bytes we still have to copy in RLE matches with more than 0x21 bytes. + rle_bytes_left = 0 + + """Go backwards in the buffer, is there a matching value? + If yes, search forward and check for more matching values in a loop. + If no, go further back and repeat.""" + for search_position in range(buffer_position - 1, sliding_window_maximum_offset - 1, -1): + matching_sequence_size = 0 + + while file_buffer[search_position + matching_sequence_size] == file_buffer[buffer_position + + matching_sequence_size]: + matching_sequence_size += 1 + + if matching_sequence_size >= sliding_window_maximum_length: + break + + # Once we find a match or a match that is bigger than the match before it, we save its position and length. + if matching_sequence_size > sliding_window_match_size: + sliding_window_match_position = search_position + sliding_window_match_size = matching_sequence_size + + """Look one step forward in the buffer, is there a matching value? + If yes, search further and check for a repeating value in a loop. + If no, continue to the rest of the function.""" + matching_sequence_value = file_buffer[buffer_position] + matching_sequence_size = 0 + + while file_buffer[buffer_position + matching_sequence_size] == matching_sequence_value: + matching_sequence_size += 1 + + if matching_sequence_size >= forward_window_maximum_length: + break + + # If we find a sequence of matching values, save them. + if matching_sequence_size >= 1: + forward_window_match_value = matching_sequence_value + forward_window_match_size = matching_sequence_size + + # Try to pick which mode works best with the current values. + if sliding_window_match_size >= 3: + current_mode = MODE_WINDOW_COPY + elif forward_window_match_size >= 3: + current_mode = MODE_RLE_WRITE_A + + if forward_window_match_value != 0x00 and forward_window_match_size <= COPY_SIZE: + current_submode = MODE_RLE_WRITE_A + elif forward_window_match_value != 0x00 and forward_window_match_size > COPY_SIZE: + current_submode = MODE_RLE_WRITE_A + rle_bytes_left = forward_window_match_size + elif forward_window_match_value == 0x00 and forward_window_match_size <= COPY_SIZE: + current_submode = MODE_RLE_WRITE_B + elif forward_window_match_value == 0x00 and forward_window_match_size > COPY_SIZE: + current_submode = MODE_RLE_WRITE_C + elif forward_window_match_size >= 2 and forward_window_match_value == 0x00: + current_mode = MODE_RLE_WRITE_A + current_submode = MODE_RLE_WRITE_B + + """Write a raw copy command when these following conditions are met: + The current mode is set and there are raw bytes available to be copied. + The raw byte length exceeds the maximum length that can be stored. + Raw bytes need to be written due to the proximity to the end of the buffer.""" + if (current_mode != MODE_NONE and raw_copy_size >= 1) or raw_copy_size >= 0x1F or \ + (buffer_position + 1) == buffer_size: + if buffer_position + 1 == buffer_size: + raw_copy_size = buffer_size - buffer_last_copy_position + + write_buffer[write_position] = MODE_RAW_COPY | raw_copy_size & 0x1F + write_position += 1 + + for written_bytes in range(raw_copy_size): + write_buffer[write_position] = file_buffer[buffer_last_copy_position] + write_position += 1 + buffer_last_copy_position += 1 + + if current_mode == MODE_WINDOW_COPY: + write_buffer[write_position] = MODE_WINDOW_COPY | ((sliding_window_match_size - 2) & 0x1F) << 2 | \ + (((buffer_position - sliding_window_match_position) & 0x300) >> 8) + write_position += 1 + write_buffer[write_position] = (buffer_position - sliding_window_match_position) & 0xFF + write_position += 1 + + buffer_position += sliding_window_match_size + buffer_last_copy_position = buffer_position + elif current_mode == MODE_RLE_WRITE_A: + if current_submode == MODE_RLE_WRITE_A: + if rle_bytes_left > 0: + while rle_bytes_left > 0: + # Dump raw bytes if we have less than two bytes left, not doing so would cause an underflow + # error. + if rle_bytes_left < 2: + write_buffer[write_position] = MODE_RAW_COPY | rle_bytes_left & 0x1F + write_position += 1 + + for writtenBytes in range(rle_bytes_left): + write_buffer[write_position] = forward_window_match_value & 0xFF + write_position += 1 + + rle_bytes_left = 0 + break + + if rle_bytes_left < COPY_SIZE: + write_buffer[write_position] = MODE_RLE_WRITE_A | (rle_bytes_left - 2) & 0x1F + write_position += 1 + else: + write_buffer[write_position] = MODE_RLE_WRITE_A | (COPY_SIZE - 2) & 0x1F + write_position += 1 + write_buffer[write_position] = forward_window_match_value & 0xFF + write_position += 1 + rle_bytes_left -= COPY_SIZE + else: + write_buffer[write_position] = MODE_RLE_WRITE_A | (forward_window_match_size - 2) & 0x1F + write_position += 1 + write_buffer[write_position] = forward_window_match_value & 0xFF + write_position += 1 + + elif current_submode == MODE_RLE_WRITE_B: + write_buffer[write_position] = MODE_RLE_WRITE_B | (forward_window_match_size - 2) & 0x1F + write_position += 1 + elif current_submode == MODE_RLE_WRITE_C: + write_buffer[write_position] = MODE_RLE_WRITE_C + write_position += 1 + write_buffer[write_position] = (forward_window_match_size - 2) & 0xFF + write_position += 1 + + buffer_position += forward_window_match_size + buffer_last_copy_position = buffer_position + else: + buffer_position += 1 + + # Write the compressed size. + write_buffer[1] = 0x00 + write_buffer[1] = write_position >> 16 & 0xFF + write_buffer[2] = write_position >> 8 & 0xFF + write_buffer[3] = write_position & 0xFF + + # Return the compressed write buffer. + return write_buffer[0:write_position] + + +# Decompresses the data in the buffer specified in the arguments. +def decompress_buffer(file_buffer: bytearray) -> bytearray: + # Position of the current read location in the buffer. + buffer_position = 4 + + # Position of the current write location in the written buffer. + write_position = 0 + + # Get compressed size. + compressed_size = (file_buffer[1] << 16) + (file_buffer[2] << 8) + file_buffer[3] - 1 + + # Allocate writeBuffer with size of 0xFFFFFF (24-bit). + write_buffer = bytearray(0xFFFFFF) + + while buffer_position < compressed_size: + mode_command = file_buffer[buffer_position] + buffer_position += 1 + + if MODE_WINDOW_COPY <= mode_command < MODE_RAW_COPY: + copy_length = (mode_command >> 2) + 2 + copy_offset = file_buffer[buffer_position] + (mode_command << 8) & 0x3FF + buffer_position += 1 + + for current_length in range(copy_length, 0, -1): + write_buffer[write_position] = write_buffer[write_position - copy_offset] + write_position += 1 + elif MODE_RAW_COPY <= mode_command < MODE_RLE_WRITE_A: + copy_length = mode_command & 0x1F + + for current_length in range(copy_length, 0, -1): + write_buffer[write_position] = file_buffer[buffer_position] + write_position += 1 + buffer_position += 1 + elif MODE_RLE_WRITE_A <= mode_command <= MODE_RLE_WRITE_C: + write_length = 0 + write_value = 0x00 + + if MODE_RLE_WRITE_A <= mode_command < MODE_RLE_WRITE_B: + write_length = (mode_command & 0x1F) + 2 + write_value = file_buffer[buffer_position] + buffer_position += 1 + elif MODE_RLE_WRITE_B <= mode_command < MODE_RLE_WRITE_C: + write_length = (mode_command & 0x1F) + 2 + elif mode_command == MODE_RLE_WRITE_C: + write_length = file_buffer[buffer_position] + 2 + buffer_position += 1 + + for current_length in range(write_length, 0, -1): + write_buffer[write_position] = write_value + write_position += 1 + + # Return the current position of the write buffer, essentially giving us the size of the write buffer. + while write_position % 16 != 0: + write_position += 1 + return write_buffer[0:write_position] diff --git a/worlds/cv64/options.py b/worlds/cv64/options.py new file mode 100644 index 0000000000..4545cd0b5c --- /dev/null +++ b/worlds/cv64/options.py @@ -0,0 +1,490 @@ +from dataclasses import dataclass +from Options import Choice, DefaultOnToggle, Range, Toggle, PerGameCommonOptions, StartInventoryPool + + +class CharacterStages(Choice): + """Whether to include Reinhardt-only stages, Carrie-only stages, or both with or without branching paths at the end + of Villa and Castle Center.""" + display_name = "Character Stages" + option_both = 0 + option_branchless_both = 1 + option_reinhardt_only = 2 + option_carrie_only = 3 + default = 0 + + +class StageShuffle(Toggle): + """Shuffles which stages appear in which stage slots. Villa and Castle Center will never appear in any character + stage slots if Character Stages is set to Both; they can only be somewhere on the main path. + Castle Keep will always be at the end of the line.""" + display_name = "Stage Shuffle" + + +class StartingStage(Choice): + """Which stage to start at if Stage Shuffle is turned on.""" + display_name = "Starting Stage" + option_forest_of_silence = 0 + option_castle_wall = 1 + option_villa = 2 + option_tunnel = 3 + option_underground_waterway = 4 + option_castle_center = 5 + option_duel_tower = 6 + option_tower_of_execution = 7 + option_tower_of_science = 8 + option_tower_of_sorcery = 9 + option_room_of_clocks = 10 + option_clock_tower = 11 + default = "random" + + +class WarpOrder(Choice): + """Arranges the warps in the warp menu in whichever stage order chosen, + thereby changing the order they are unlocked in.""" + display_name = "Warp Order" + option_seed_stage_order = 0 + option_vanilla_stage_order = 1 + option_randomized_order = 2 + default = 0 + + +class SubWeaponShuffle(Choice): + """Shuffles all sub-weapons in the game within each other in their own pool or in the main item pool.""" + display_name = "Sub-weapon Shuffle" + option_off = 0 + option_own_pool = 1 + option_anywhere = 2 + default = 0 + + +class SpareKeys(Choice): + """Puts an additional copy of every non-Special key item in the pool for every key item that there is. + Chance gives each key item a 50% chance of having a duplicate instead of guaranteeing one for all of them.""" + display_name = "Spare Keys" + option_off = 0 + option_on = 1 + option_chance = 2 + default = 0 + + +class HardItemPool(Toggle): + """Replaces some items in the item pool with less valuable ones, to make the item pool sort of resemble Hard Mode + in the PAL version.""" + display_name = "Hard Item Pool" + + +class Special1sPerWarp(Range): + """Sets how many Special1 jewels are needed per warp menu option unlock.""" + range_start = 1 + range_end = 10 + default = 1 + display_name = "Special1s Per Warp" + + +class TotalSpecial1s(Range): + """Sets how many Speical1 jewels are in the pool in total. + If this is set to be less than Special1s Per Warp x 7, it will decrease by 1 until it isn't.""" + range_start = 7 + range_end = 70 + default = 7 + display_name = "Total Special1s" + + +class DraculasCondition(Choice): + """Sets the requirement for unlocking and opening the door to Dracula's chamber. + None: No requirement. Door is unlocked from the start. + Crystal: Activate the big crystal in Castle Center's basement. Neither boss afterwards has to be defeated. + Bosses: Kill a specified number of bosses with health bars and claim their Trophies. + Specials: Find a specified number of Special2 jewels shuffled in the main item pool.""" + display_name = "Dracula's Condition" + option_none = 0 + option_crystal = 1 + option_bosses = 2 + option_specials = 3 + default = 1 + + +class PercentSpecial2sRequired(Range): + """Percentage of Special2s required to enter Dracula's chamber when Dracula's Condition is Special2s.""" + range_start = 1 + range_end = 100 + default = 80 + display_name = "Percent Special2s Required" + + +class TotalSpecial2s(Range): + """How many Speical2 jewels are in the pool in total when Dracula's Condition is Special2s.""" + range_start = 1 + range_end = 70 + default = 25 + display_name = "Total Special2s" + + +class BossesRequired(Range): + """How many bosses need to be defeated to enter Dracula's chamber when Dracula's Condition is set to Bosses. + This will automatically adjust if there are fewer available bosses than the chosen number.""" + range_start = 1 + range_end = 16 + default = 14 + display_name = "Bosses Required" + + +class CarrieLogic(Toggle): + """Adds the 2 checks inside Underground Waterway's crawlspace to the pool. + If you (and everyone else if racing the same seed) are planning to only ever play Reinhardt, don't enable this. + Can be combined with Hard Logic to include Carrie-only tricks.""" + display_name = "Carrie Logic" + + +class HardLogic(Toggle): + """Properly considers sequence break tricks in logic (i.e. maze skip). Can be combined with Carrie Logic to include + Carrie-only tricks. + See the Game Page for a full list of tricks and glitches that may be logically required.""" + display_name = "Hard Logic" + + +class MultiHitBreakables(Toggle): + """Adds the items that drop from the objects that break in three hits to the pool. There are 17 of these throughout + the game, adding up to 74 checks in total with all stages. + The game will be modified to + remember exactly which of their items you've picked up instead of simply whether they were broken or not.""" + display_name = "Multi-hit Breakables" + + +class EmptyBreakables(Toggle): + """Adds 9 check locations in the form of breakables that normally have nothing (all empty Forest coffins, etc.) + and some additional Red Jewels and/or moneybags into the item pool to compensate.""" + display_name = "Empty Breakables" + + +class LizardLockerItems(Toggle): + """Adds the 6 items inside Castle Center 2F's Lizard-man generators to the pool. + Picking up all of these can be a very tedious luck-based process, so they are off by default.""" + display_name = "Lizard Locker Items" + + +class Shopsanity(Toggle): + """Adds 7 one-time purchases from Renon's shop into the location pool. After buying an item from a slot, it will + revert to whatever it is in the vanilla game.""" + display_name = "Shopsanity" + + +class ShopPrices(Choice): + """Randomizes the amount of gold each item costs in Renon's shop. + Use the below options to control how much or little an item can cost.""" + display_name = "Shop Prices" + option_vanilla = 0 + option_randomized = 1 + default = 0 + + +class MinimumGoldPrice(Range): + """The lowest amount of gold an item can cost in Renon's shop, divided by 100.""" + display_name = "Minimum Gold Price" + range_start = 1 + range_end = 50 + default = 2 + + +class MaximumGoldPrice(Range): + """The highest amount of gold an item can cost in Renon's shop, divided by 100.""" + display_name = "Maximum Gold Price" + range_start = 1 + range_end = 50 + default = 30 + + +class PostBehemothBoss(Choice): + """Sets which boss is fought in the vampire triplets' room in Castle Center by which characters after defeating + Behemoth.""" + display_name = "Post-Behemoth Boss" + option_vanilla = 0 + option_inverted = 1 + option_always_rosa = 2 + option_always_camilla = 3 + default = 0 + + +class RoomOfClocksBoss(Choice): + """Sets which boss is fought at Room of Clocks by which characters.""" + display_name = "Room of Clocks Boss" + option_vanilla = 0 + option_inverted = 1 + option_always_death = 2 + option_always_actrise = 3 + default = 0 + + +class RenonFightCondition(Choice): + """Sets the condition on which the Renon fight will trigger.""" + display_name = "Renon Fight Condition" + option_never = 0 + option_spend_30k = 1 + option_always = 2 + default = 1 + + +class VincentFightCondition(Choice): + """Sets the condition on which the vampire Vincent fight will trigger.""" + display_name = "Vincent Fight Condition" + option_never = 0 + option_wait_16_days = 1 + option_always = 2 + default = 1 + + +class BadEndingCondition(Choice): + """Sets the condition on which the currently-controlled character's Bad Ending will trigger.""" + display_name = "Bad Ending Condition" + option_never = 0 + option_kill_vincent = 1 + option_always = 2 + default = 1 + + +class IncreaseItemLimit(DefaultOnToggle): + """Increases the holding limit of usable items from 10 to 99 of each item.""" + display_name = "Increase Item Limit" + + +class NerfHealingItems(Toggle): + """Decreases the amount of health healed by Roast Chickens to 25%, Roast Beefs to 50%, and Healing Kits to 80%.""" + display_name = "Nerf Healing Items" + + +class LoadingZoneHeals(DefaultOnToggle): + """Whether end-of-level loading zones restore health and cure status aliments or not. + Recommended off for those looking for more of a survival horror experience!""" + display_name = "Loading Zone Heals" + + +class InvisibleItems(Choice): + """Sets which items are visible in their locations and which are invisible until picked up. + 'Chance' gives each item a 50/50 chance of being visible or invisible.""" + display_name = "Invisible Items" + option_vanilla = 0 + option_reveal_all = 1 + option_hide_all = 2 + option_chance = 3 + default = 0 + + +class DropPreviousSubWeapon(Toggle): + """When receiving a sub-weapon, the one you had before will drop behind you, so it can be taken back if desired.""" + display_name = "Drop Previous Sub-weapon" + + +class PermanentPowerUps(Toggle): + """Replaces PowerUps with PermaUps, which upgrade your B weapon level permanently and will stay even after + dying and/or continuing. + To compensate, only two will be in the pool overall, and they will not drop from any enemy or projectile.""" + display_name = "Permanent PowerUps" + + +class IceTrapPercentage(Range): + """Replaces a percentage of junk items with Ice Traps. + These will be visibly disguised as other items, and receiving one will freeze you + as if you were hit by Camilla's ice cloud attack.""" + display_name = "Ice Trap Percentage" + range_start = 0 + range_end = 100 + default = 0 + + +class IceTrapAppearance(Choice): + """What items Ice Traps can possibly be disguised as.""" + display_name = "Ice Trap Appearance" + option_major_only = 0 + option_junk_only = 1 + option_anything = 2 + default = 0 + + +class DisableTimeRestrictions(Toggle): + """Disables the restriction on every event and door that requires the current time + to be within a specific range, so they can be triggered at any time. + This includes all sun/moon doors and, in the Villa, the meeting with Rosa and the fountain pillar. + The Villa coffin is not affected by this.""" + display_name = "Disable Time Requirements" + + +class SkipGondolas(Toggle): + """Makes jumping on and activating a gondola in Tunnel instantly teleport you + to the other station, thereby skipping the entire three-minute ride. + The item normally at the gondola transfer point is moved to instead be + near the red gondola at its station.""" + display_name = "Skip Gondolas" + + +class SkipWaterwayBlocks(Toggle): + """Opens the door to the third switch in Underground Waterway from the start so that the jumping across floating + brick platforms won't have to be done. Shopping at the Contract on the other side of them may still be logically + required if Shopsanity is on.""" + display_name = "Skip Waterway Blocks" + + +class Countdown(Choice): + """Displays, near the HUD clock and below the health bar, the number of unobtained progression-marked items + or the total check locations remaining in the stage you are currently in.""" + display_name = "Countdown" + option_none = 0 + option_majors = 1 + option_all_locations = 2 + default = 0 + + +class BigToss(Toggle): + """Makes every non-immobilizing damage source launch you as if you got hit by Behemoth's charge. + Press A while tossed to cancel the launch momentum and avoid being thrown off ledges. + Hold Z to have all incoming damage be treated as it normally would. + Any tricks that might be possible with it are NOT considered in logic on any setting.""" + display_name = "Big Toss" + + +class PantherDash(Choice): + """Hold C-right at any time to sprint way faster. Any tricks that might be + possible with it are NOT considered in logic on any setting and any boss + fights with boss health meters, if started, are expected to be finished + before leaving their arenas if Dracula's Condition is bosses. Jumpless will + prevent jumping while moving at the increased speed to ensure logic cannot be broken with it.""" + display_name = "Panther Dash" + option_off = 0 + option_on = 1 + option_jumpless = 2 + default = 0 + + +class IncreaseShimmySpeed(Toggle): + """Increases the speed at which characters shimmy left and right while hanging on ledges.""" + display_name = "Increase Shimmy Speed" + + +class FallGuard(Toggle): + """Removes fall damage from landing too hard. Note that falling for too long will still result in instant death.""" + display_name = "Fall Guard" + + +class BackgroundMusic(Choice): + """Randomizes or disables the music heard throughout the game. + Randomized music is split into two pools: songs that loop and songs that don't. + The "lead-in" versions of some songs will be paired accordingly.""" + display_name = "Background Music" + option_normal = 0 + option_disabled = 1 + option_randomized = 2 + default = 0 + + +class MapLighting(Choice): + """Randomizes the lighting color RGB values on every map during every time of day to be literally anything. + The colors and/or shading of the following things are affected: fog, maps, player, enemies, and some objects.""" + display_name = "Map Lighting" + option_normal = 0 + option_randomized = 1 + default = 0 + + +class CinematicExperience(Toggle): + """Enables an unused film reel effect on every cutscene in the game. Purely cosmetic.""" + display_name = "Cinematic Experience" + + +class WindowColorR(Range): + """The red value for the background color of the text windows during gameplay.""" + display_name = "Window Color R" + range_start = 0 + range_end = 15 + default = 1 + + +class WindowColorG(Range): + """The green value for the background color of the text windows during gameplay.""" + display_name = "Window Color G" + range_start = 0 + range_end = 15 + default = 5 + + +class WindowColorB(Range): + """The blue value for the background color of the text windows during gameplay.""" + display_name = "Window Color B" + range_start = 0 + range_end = 15 + default = 15 + + +class WindowColorA(Range): + """The alpha value for the background color of the text windows during gameplay.""" + display_name = "Window Color A" + range_start = 0 + range_end = 15 + default = 8 + + +class DeathLink(Choice): + """When you die, everyone dies. Of course the reverse is true too. + Explosive: Makes received DeathLinks kill you via the Magical Nitro explosion + instead of the normal death animation.""" + display_name = "DeathLink" + option_off = 0 + alias_no = 0 + alias_true = 1 + alias_yes = 1 + option_on = 1 + option_explosive = 2 + + +@dataclass +class CV64Options(PerGameCommonOptions): + character_stages: CharacterStages + stage_shuffle: StageShuffle + starting_stage: StartingStage + warp_order: WarpOrder + sub_weapon_shuffle: SubWeaponShuffle + spare_keys: SpareKeys + hard_item_pool: HardItemPool + special1s_per_warp: Special1sPerWarp + total_special1s: TotalSpecial1s + draculas_condition: DraculasCondition + percent_special2s_required: PercentSpecial2sRequired + total_special2s: TotalSpecial2s + bosses_required: BossesRequired + carrie_logic: CarrieLogic + hard_logic: HardLogic + multi_hit_breakables: MultiHitBreakables + empty_breakables: EmptyBreakables + lizard_locker_items: LizardLockerItems + shopsanity: Shopsanity + shop_prices: ShopPrices + minimum_gold_price: MinimumGoldPrice + maximum_gold_price: MaximumGoldPrice + post_behemoth_boss: PostBehemothBoss + room_of_clocks_boss: RoomOfClocksBoss + renon_fight_condition: RenonFightCondition + vincent_fight_condition: VincentFightCondition + bad_ending_condition: BadEndingCondition + increase_item_limit: IncreaseItemLimit + nerf_healing_items: NerfHealingItems + loading_zone_heals: LoadingZoneHeals + invisible_items: InvisibleItems + drop_previous_sub_weapon: DropPreviousSubWeapon + permanent_powerups: PermanentPowerUps + ice_trap_percentage: IceTrapPercentage + ice_trap_appearance: IceTrapAppearance + disable_time_restrictions: DisableTimeRestrictions + skip_gondolas: SkipGondolas + skip_waterway_blocks: SkipWaterwayBlocks + countdown: Countdown + big_toss: BigToss + panther_dash: PantherDash + increase_shimmy_speed: IncreaseShimmySpeed + background_music: BackgroundMusic + map_lighting: MapLighting + fall_guard: FallGuard + cinematic_experience: CinematicExperience + window_color_r: WindowColorR + window_color_g: WindowColorG + window_color_b: WindowColorB + window_color_a: WindowColorA + death_link: DeathLink + start_inventory_from_pool: StartInventoryPool diff --git a/worlds/cv64/regions.py b/worlds/cv64/regions.py new file mode 100644 index 0000000000..2194828a19 --- /dev/null +++ b/worlds/cv64/regions.py @@ -0,0 +1,517 @@ +from .data import lname, rname, ename +from typing import List, Union + + +# # # KEY # # # +# "stage" = What stage the Region is a part of. The Region and its corresponding Locations and Entrances will only be +# put in if its stage is active. +# "locations" = The Locations to add to that Region when putting in said Region (provided their add conditions pass). +# "entrances" = The Entrances to add to that Region when putting in said Region (provided their add conditions pass). +region_info = { + "Menu": {}, + + rname.forest_start: {"stage": rname.forest_of_silence, + "locations": [lname.forest_pillars_right, + lname.forest_pillars_left, + lname.forest_pillars_top, + lname.forest_king_skeleton, + lname.forest_boss_one, + lname.forest_lgaz_in, + lname.forest_lgaz_top, + lname.forest_hgaz_in, + lname.forest_hgaz_top, + lname.forest_weretiger_sw, + lname.forest_boss_two, + lname.forest_weretiger_gate, + lname.forest_dirge_tomb_l, + lname.forest_dirge_tomb_u, + lname.forest_dirge_plaque, + lname.forest_dirge_ped, + lname.forest_dirge_rock1, + lname.forest_dirge_rock2, + lname.forest_dirge_rock3, + lname.forest_dirge_rock4, + lname.forest_dirge_rock5, + lname.forest_corpse_save, + lname.forest_dbridge_wall, + lname.forest_dbridge_sw], + "entrances": [ename.forest_dbridge_gate]}, + + rname.forest_mid: {"stage": rname.forest_of_silence, + "locations": [lname.forest_dbridge_gate_l, + lname.forest_dbridge_gate_r, + lname.forest_dbridge_tomb_l, + lname.forest_dbridge_tomb_ur, + lname.forest_dbridge_tomb_uf, + lname.forest_bface_tomb_lf, + lname.forest_bface_tomb_lr, + lname.forest_bface_tomb_u, + lname.forest_ibridge, + lname.forest_bridge_rock1, + lname.forest_bridge_rock2, + lname.forest_bridge_rock3, + lname.forest_bridge_rock4, + lname.forest_werewolf_tomb_lf, + lname.forest_werewolf_tomb_lr, + lname.forest_werewolf_tomb_r, + lname.forest_werewolf_plaque, + lname.forest_werewolf_tree, + lname.forest_werewolf_island, + lname.forest_final_sw], + "entrances": [ename.forest_werewolf_gate]}, + + rname.forest_end: {"stage": rname.forest_of_silence, + "locations": [lname.forest_boss_three], + "entrances": [ename.forest_end]}, + + rname.cw_start: {"stage": rname.castle_wall, + "locations": [lname.cwr_bottom, + lname.cw_dragon_sw, + lname.cw_boss, + lname.cw_save_slab1, + lname.cw_save_slab2, + lname.cw_save_slab3, + lname.cw_save_slab4, + lname.cw_save_slab5, + lname.cw_rrampart, + lname.cw_lrampart, + lname.cw_pillar, + lname.cw_shelf_visible, + lname.cw_shelf_sandbags, + lname.cw_shelf_torch], + "entrances": [ename.cw_portcullis_c, + ename.cw_lt_skip, + ename.cw_lt_door]}, + + rname.cw_exit: {"stage": rname.castle_wall, + "locations": [lname.cw_ground_left, + lname.cw_ground_middle, + lname.cw_ground_right]}, + + rname.cw_ltower: {"stage": rname.castle_wall, + "locations": [lname.cwl_bottom, + lname.cwl_bridge, + lname.cw_drac_sw, + lname.cw_drac_slab1, + lname.cw_drac_slab2, + lname.cw_drac_slab3, + lname.cw_drac_slab4, + lname.cw_drac_slab5], + "entrances": [ename.cw_end]}, + + rname.villa_start: {"stage": rname.villa, + "locations": [lname.villafy_outer_gate_l, + lname.villafy_outer_gate_r, + lname.villafy_dog_platform, + lname.villafy_inner_gate], + "entrances": [ename.villa_dog_gates]}, + + rname.villa_main: {"stage": rname.villa, + "locations": [lname.villafy_gate_marker, + lname.villafy_villa_marker, + lname.villafy_tombstone, + lname.villafy_fountain_fl, + lname.villafy_fountain_fr, + lname.villafy_fountain_ml, + lname.villafy_fountain_mr, + lname.villafy_fountain_rl, + lname.villafy_fountain_rr, + lname.villafo_front_r, + lname.villafo_front_l, + lname.villafo_mid_l, + lname.villafo_mid_r, + lname.villafo_rear_r, + lname.villafo_rear_l, + lname.villafo_pot_r, + lname.villafo_pot_l, + lname.villafo_sofa, + lname.villafo_chandelier1, + lname.villafo_chandelier2, + lname.villafo_chandelier3, + lname.villafo_chandelier4, + lname.villafo_chandelier5, + lname.villala_hallway_stairs, + lname.villala_hallway_l, + lname.villala_hallway_r, + lname.villala_bedroom_chairs, + lname.villala_bedroom_bed, + lname.villala_vincent, + lname.villala_slivingroom_table, + lname.villala_slivingroom_mirror, + lname.villala_diningroom_roses, + lname.villala_llivingroom_pot_r, + lname.villala_llivingroom_pot_l, + lname.villala_llivingroom_painting, + lname.villala_llivingroom_light, + lname.villala_llivingroom_lion, + lname.villala_exit_knight], + "entrances": [ename.villa_snipe_dogs, + ename.villa_renon, + ename.villa_to_storeroom, + ename.villa_to_archives, + ename.villa_to_maze]}, + + rname.villa_storeroom: {"stage": rname.villa, + "locations": [lname.villala_storeroom_l, + lname.villala_storeroom_r, + lname.villala_storeroom_s], + "entrances": [ename.villa_from_storeroom]}, + + rname.villa_archives: {"stage": rname.villa, + "locations": [lname.villala_archives_entrance, + lname.villala_archives_table, + lname.villala_archives_rear]}, + + rname.villa_maze: {"stage": rname.villa, + "locations": [lname.villam_malus_torch, + lname.villam_malus_bush, + lname.villam_fplatform, + lname.villam_frankieturf_l, + lname.villam_frankieturf_r, + lname.villam_frankieturf_ru, + lname.villam_fgarden_f, + lname.villam_fgarden_mf, + lname.villam_fgarden_mr, + lname.villam_fgarden_r, + lname.villam_rplatform, + lname.villam_rplatform_de, + lname.villam_exit_de, + lname.villam_serv_path], + "entrances": [ename.villa_from_maze, + ename.villa_copper_door, + ename.villa_copper_skip]}, + + rname.villa_servants: {"stage": rname.villa, + "locations": [lname.villafo_serv_ent], + "entrances": [ename.villa_servant_door]}, + + rname.villa_crypt: {"stage": rname.villa, + "locations": [lname.villam_crypt_ent, + lname.villam_crypt_upstream, + lname.villac_ent_l, + lname.villac_ent_r, + lname.villac_wall_l, + lname.villac_wall_r, + lname.villac_coffin_l, + lname.villac_coffin_r, + lname.villa_boss_one, + lname.villa_boss_two], + "entrances": [ename.villa_bridge_door, + ename.villa_end_r, + ename.villa_end_c]}, + + rname.tunnel_start: {"stage": rname.tunnel, + "locations": [lname.tunnel_landing, + lname.tunnel_landing_rc, + lname.tunnel_stone_alcove_r, + lname.tunnel_stone_alcove_l, + lname.tunnel_twin_arrows, + lname.tunnel_arrows_rock1, + lname.tunnel_arrows_rock2, + lname.tunnel_arrows_rock3, + lname.tunnel_arrows_rock4, + lname.tunnel_arrows_rock5, + lname.tunnel_lonesome_bucket, + lname.tunnel_lbucket_mdoor_l, + lname.tunnel_lbucket_quag, + lname.tunnel_bucket_quag_rock1, + lname.tunnel_bucket_quag_rock2, + lname.tunnel_bucket_quag_rock3, + lname.tunnel_lbucket_albert, + lname.tunnel_albert_camp, + lname.tunnel_albert_quag, + lname.tunnel_gondola_rc_sdoor_l, + lname.tunnel_gondola_rc_sdoor_m, + lname.tunnel_gondola_rc_sdoor_r, + lname.tunnel_gondola_rc, + lname.tunnel_rgondola_station, + lname.tunnel_gondola_transfer], + "entrances": [ename.tunnel_start_renon, + ename.tunnel_gondolas]}, + + rname.tunnel_end: {"stage": rname.tunnel, + "locations": [lname.tunnel_corpse_bucket_quag, + lname.tunnel_corpse_bucket_mdoor_l, + lname.tunnel_corpse_bucket_mdoor_r, + lname.tunnel_shovel_quag_start, + lname.tunnel_exit_quag_start, + lname.tunnel_shovel_quag_end, + lname.tunnel_exit_quag_end, + lname.tunnel_shovel, + lname.tunnel_shovel_save, + lname.tunnel_shovel_mdoor_l, + lname.tunnel_shovel_mdoor_r, + lname.tunnel_shovel_sdoor_l, + lname.tunnel_shovel_sdoor_m, + lname.tunnel_shovel_sdoor_r], + "entrances": [ename.tunnel_end_renon, + ename.tunnel_end]}, + + rname.uw_main: {"stage": rname.underground_waterway, + "locations": [lname.uw_near_ent, + lname.uw_across_ent, + lname.uw_first_ledge1, + lname.uw_first_ledge2, + lname.uw_first_ledge3, + lname.uw_first_ledge4, + lname.uw_first_ledge5, + lname.uw_first_ledge6, + lname.uw_poison_parkour, + lname.uw_boss, + lname.uw_waterfall_alcove, + lname.uw_carrie1, + lname.uw_carrie2, + lname.uw_bricks_save, + lname.uw_above_skel_ledge, + lname.uw_in_skel_ledge1, + lname.uw_in_skel_ledge2, + lname.uw_in_skel_ledge3], + "entrances": [ename.uw_final_waterfall, + ename.uw_renon]}, + + rname.uw_end: {"stage": rname.underground_waterway, + "entrances": [ename.uw_waterfall_skip, + ename.uw_end]}, + + rname.cc_main: {"stage": rname.castle_center, + "locations": [lname.ccb_skel_hallway_ent, + lname.ccb_skel_hallway_jun, + lname.ccb_skel_hallway_tc, + lname.ccb_skel_hallway_ba, + lname.ccb_behemoth_l_ff, + lname.ccb_behemoth_l_mf, + lname.ccb_behemoth_l_mr, + lname.ccb_behemoth_l_fr, + lname.ccb_behemoth_r_ff, + lname.ccb_behemoth_r_mf, + lname.ccb_behemoth_r_mr, + lname.ccb_behemoth_r_fr, + lname.ccb_behemoth_crate1, + lname.ccb_behemoth_crate2, + lname.ccb_behemoth_crate3, + lname.ccb_behemoth_crate4, + lname.ccb_behemoth_crate5, + lname.ccelv_near_machine, + lname.ccelv_atop_machine, + lname.ccelv_stand1, + lname.ccelv_stand2, + lname.ccelv_stand3, + lname.ccelv_pipes, + lname.ccelv_switch, + lname.ccelv_staircase, + lname.ccff_redcarpet_knight, + lname.ccff_gears_side, + lname.ccff_gears_mid, + lname.ccff_gears_corner, + lname.ccff_lizard_knight, + lname.ccff_lizard_near_knight, + lname.ccff_lizard_pit, + lname.ccff_lizard_corner, + lname.ccff_lizard_locker_nfr, + lname.ccff_lizard_locker_nmr, + lname.ccff_lizard_locker_nml, + lname.ccff_lizard_locker_nfl, + lname.ccff_lizard_locker_fl, + lname.ccff_lizard_locker_fr, + lname.ccff_lizard_slab1, + lname.ccff_lizard_slab2, + lname.ccff_lizard_slab3, + lname.ccff_lizard_slab4, + lname.ccll_brokenstairs_floor, + lname.ccll_brokenstairs_knight, + lname.ccll_brokenstairs_save, + lname.ccll_glassknight_l, + lname.ccll_glassknight_r, + lname.ccll_butlers_door, + lname.ccll_butlers_side, + lname.ccll_cwhall_butlerflames_past, + lname.ccll_cwhall_flamethrower, + lname.ccll_cwhall_cwflames, + lname.ccll_heinrich, + lname.ccia_nitro_crates, + lname.ccia_nitro_shelf_h, + lname.ccia_stairs_knight, + lname.ccia_maids_vase, + lname.ccia_maids_outer, + lname.ccia_maids_inner, + lname.ccia_inventions_maids, + lname.ccia_inventions_crusher, + lname.ccia_inventions_famicart, + lname.ccia_inventions_zeppelin, + lname.ccia_inventions_round, + lname.ccia_nitrohall_flamethrower, + lname.ccia_nitrohall_torch, + lname.ccia_nitro_shelf_i], + "entrances": [ename.cc_tc_door, + ename.cc_lower_wall, + ename.cc_renon, + ename.cc_upper_wall]}, + + rname.cc_torture_chamber: {"stage": rname.castle_center, + "locations": [lname.ccb_mandrag_shelf_l, + lname.ccb_mandrag_shelf_r, + lname.ccb_torture_rack, + lname.ccb_torture_rafters]}, + + rname.cc_library: {"stage": rname.castle_center, + "locations": [lname.ccll_cwhall_wall, + lname.ccl_bookcase]}, + + rname.cc_crystal: {"stage": rname.castle_center, + "locations": [lname.cc_behind_the_seal, + lname.cc_boss_one, + lname.cc_boss_two], + "entrances": [ename.cc_elevator]}, + + rname.cc_elev_top: {"stage": rname.castle_center, + "entrances": [ename.cc_exit_r, + ename.cc_exit_c]}, + + rname.dt_main: {"stage": rname.duel_tower, + "locations": [lname.dt_boss_one, + lname.dt_boss_two, + lname.dt_ibridge_l, + lname.dt_ibridge_r, + lname.dt_stones_start, + lname.dt_stones_end, + lname.dt_werebull_arena, + lname.dt_boss_three, + lname.dt_boss_four], + "entrances": [ename.dt_start, + ename.dt_end]}, + + rname.toe_main: {"stage": rname.tower_of_execution, + "locations": [lname.toe_ledge1, + lname.toe_ledge2, + lname.toe_ledge3, + lname.toe_ledge4, + lname.toe_ledge5, + lname.toe_midsavespikes_r, + lname.toe_midsavespikes_l, + lname.toe_elec_grate, + lname.toe_ibridge, + lname.toe_top], + "entrances": [ename.toe_start, + ename.toe_gate, + ename.toe_gate_skip, + ename.toe_end]}, + + rname.toe_ledge: {"stage": rname.tower_of_execution, + "locations": [lname.toe_keygate_l, + lname.toe_keygate_r]}, + + rname.tosci_start: {"stage": rname.tower_of_science, + "locations": [lname.tosci_elevator, + lname.tosci_plain_sr, + lname.tosci_stairs_sr], + "entrances": [ename.tosci_start, + ename.tosci_key1_door, + ename.tosci_to_key2_door]}, + + rname.tosci_three_doors: {"stage": rname.tower_of_science, + "locations": [lname.tosci_three_door_hall]}, + + rname.tosci_conveyors: {"stage": rname.tower_of_science, + "locations": [lname.tosci_ibridge_t, + lname.tosci_ibridge_b1, + lname.tosci_ibridge_b2, + lname.tosci_ibridge_b3, + lname.tosci_ibridge_b4, + lname.tosci_ibridge_b5, + lname.tosci_ibridge_b6, + lname.tosci_conveyor_sr, + lname.tosci_exit], + "entrances": [ename.tosci_from_key2_door, + ename.tosci_key3_door, + ename.tosci_end]}, + + rname.tosci_key3: {"stage": rname.tower_of_science, + "locations": [lname.tosci_key3_r, + lname.tosci_key3_m, + lname.tosci_key3_l]}, + + rname.tosor_main: {"stage": rname.tower_of_sorcery, + "locations": [lname.tosor_stained_tower, + lname.tosor_savepoint, + lname.tosor_trickshot, + lname.tosor_yellow_bubble, + lname.tosor_blue_platforms, + lname.tosor_side_isle, + lname.tosor_ibridge], + "entrances": [ename.tosor_start, + ename.tosor_end]}, + + rname.roc_main: {"stage": rname.room_of_clocks, + "locations": [lname.roc_ent_l, + lname.roc_ent_r, + lname.roc_elev_r, + lname.roc_elev_l, + lname.roc_cont_r, + lname.roc_cont_l, + lname.roc_exit, + lname.roc_boss], + "entrances": [ename.roc_gate]}, + + rname.ct_start: {"stage": rname.clock_tower, + "locations": [lname.ct_gearclimb_battery_slab1, + lname.ct_gearclimb_battery_slab2, + lname.ct_gearclimb_battery_slab3, + lname.ct_gearclimb_side, + lname.ct_gearclimb_corner, + lname.ct_gearclimb_door_slab1, + lname.ct_gearclimb_door_slab2, + lname.ct_gearclimb_door_slab3], + "entrances": [ename.ct_to_door1]}, + + rname.ct_middle: {"stage": rname.clock_tower, + "locations": [lname.ct_bp_chasm_fl, + lname.ct_bp_chasm_fr, + lname.ct_bp_chasm_rl, + lname.ct_bp_chasm_k], + "entrances": [ename.ct_from_door1, + ename.ct_to_door2]}, + + rname.ct_end: {"stage": rname.clock_tower, + "locations": [lname.ct_finalroom_door_slab1, + lname.ct_finalroom_door_slab2, + lname.ct_finalroom_fl, + lname.ct_finalroom_fr, + lname.ct_finalroom_rl, + lname.ct_finalroom_rr, + lname.ct_finalroom_platform, + lname.ct_finalroom_renon_slab1, + lname.ct_finalroom_renon_slab2, + lname.ct_finalroom_renon_slab3, + lname.ct_finalroom_renon_slab4, + lname.ct_finalroom_renon_slab5, + lname.ct_finalroom_renon_slab6, + lname.ct_finalroom_renon_slab7, + lname.ct_finalroom_renon_slab8], + "entrances": [ename.ct_from_door2, + ename.ct_renon, + ename.ct_door_3]}, + + rname.ck_main: {"stage": rname.castle_keep, + "locations": [lname.ck_boss_one, + lname.ck_boss_two, + lname.ck_flame_l, + lname.ck_flame_r, + lname.ck_behind_drac, + lname.ck_cube], + "entrances": [ename.ck_slope_jump, + ename.ck_drac_door]}, + + rname.renon: {"locations": [lname.renon1, + lname.renon2, + lname.renon3, + lname.renon4, + lname.renon5, + lname.renon6, + lname.renon7]}, + + rname.ck_drac_chamber: {"locations": [lname.the_end]} +} + + +def get_region_info(region: str, info: str) -> Union[str, List[str], None]: + return region_info[region].get(info, None) diff --git a/worlds/cv64/rom.py b/worlds/cv64/rom.py new file mode 100644 index 0000000000..ab8c7030aa --- /dev/null +++ b/worlds/cv64/rom.py @@ -0,0 +1,959 @@ + +import Utils + +from BaseClasses import Location +from worlds.Files import APDeltaPatch +from typing import List, Dict, Union, Iterable, Collection, TYPE_CHECKING + +import hashlib +import os +import pkgutil + +from . import lzkn64 +from .data import patches +from .stages import get_stage_info +from .text import cv64_string_to_bytearray, cv64_text_truncate, cv64_text_wrap +from .aesthetics import renon_item_dialogue, get_item_text_color +from .locations import get_location_info +from .options import CharacterStages, VincentFightCondition, RenonFightCondition, PostBehemothBoss, RoomOfClocksBoss, \ + BadEndingCondition, DeathLink, DraculasCondition, InvisibleItems, Countdown, PantherDash +from settings import get_settings + +if TYPE_CHECKING: + from . import CV64World + +CV64US10HASH = "1cc5cf3b4d29d8c3ade957648b529dc1" +ROM_PLAYER_LIMIT = 65535 + +warp_map_offsets = [0xADF67, 0xADF77, 0xADF87, 0xADF97, 0xADFA7, 0xADFBB, 0xADFCB, 0xADFDF] + + +class LocalRom: + orig_buffer: None + buffer: bytearray + + def __init__(self, file: str) -> None: + self.orig_buffer = None + + with open(file, "rb") as stream: + self.buffer = bytearray(stream.read()) + + def read_bit(self, address: int, bit_number: int) -> bool: + bitflag = (1 << bit_number) + return (self.buffer[address] & bitflag) != 0 + + def read_byte(self, address: int) -> int: + return self.buffer[address] + + def read_bytes(self, start_address: int, length: int) -> bytearray: + return self.buffer[start_address:start_address + length] + + def write_byte(self, address: int, value: int) -> None: + self.buffer[address] = value + + def write_bytes(self, start_address: int, values: Collection[int]) -> None: + self.buffer[start_address:start_address + len(values)] = values + + def write_int16(self, address: int, value: int) -> None: + value = value & 0xFFFF + self.write_bytes(address, [(value >> 8) & 0xFF, value & 0xFF]) + + def write_int16s(self, start_address: int, values: List[int]) -> None: + for i, value in enumerate(values): + self.write_int16(start_address + (i * 2), value) + + def write_int24(self, address: int, value: int) -> None: + value = value & 0xFFFFFF + self.write_bytes(address, [(value >> 16) & 0xFF, (value >> 8) & 0xFF, value & 0xFF]) + + def write_int24s(self, start_address: int, values: List[int]) -> None: + for i, value in enumerate(values): + self.write_int24(start_address + (i * 3), value) + + def write_int32(self, address, value: int) -> None: + value = value & 0xFFFFFFFF + self.write_bytes(address, [(value >> 24) & 0xFF, (value >> 16) & 0xFF, (value >> 8) & 0xFF, value & 0xFF]) + + def write_int32s(self, start_address: int, values: list) -> None: + for i, value in enumerate(values): + self.write_int32(start_address + (i * 4), value) + + def write_to_file(self, filepath: str) -> None: + with open(filepath, "wb") as outfile: + outfile.write(self.buffer) + + +def patch_rom(world: "CV64World", rom: LocalRom, offset_data: Dict[int, int], shop_name_list: List[str], + shop_desc_list: List[List[Union[int, str, None]]], shop_colors_list: List[bytearray], + active_locations: Iterable[Location]) -> None: + + multiworld = world.multiworld + options = world.options + player = world.player + active_stage_exits = world.active_stage_exits + s1s_per_warp = world.s1s_per_warp + active_warp_list = world.active_warp_list + required_s2s = world.required_s2s + total_s2s = world.total_s2s + + # NOP out the CRC BNEs + rom.write_int32(0x66C, 0x00000000) + rom.write_int32(0x678, 0x00000000) + + # Always offer Hard Mode on file creation + rom.write_int32(0xC8810, 0x240A0100) # ADDIU T2, R0, 0x0100 + + # Disable Easy Mode cutoff point at Castle Center elevator + rom.write_int32(0xD9E18, 0x240D0000) # ADDIU T5, R0, 0x0000 + + # Disable the Forest, Castle Wall, and Villa intro cutscenes and make it possible to change the starting level + rom.write_byte(0xB73308, 0x00) + rom.write_byte(0xB7331A, 0x40) + rom.write_byte(0xB7332B, 0x4C) + rom.write_byte(0xB6302B, 0x00) + rom.write_byte(0x109F8F, 0x00) + + # Prevent Forest end cutscene flag from setting so it can be triggered infinitely + rom.write_byte(0xEEA51, 0x01) + + # Hack to make the Forest, CW and Villa intro cutscenes play at the start of their levels no matter what map came + # before them + rom.write_int32(0x97244, 0x803FDD60) + rom.write_int32s(0xBFDD60, patches.forest_cw_villa_intro_cs_player) + + # Make changing the map ID to 0xFF reset the map. Helpful to work around a bug wherein the camera gets stuck when + # entering a loading zone that doesn't change the map. + rom.write_int32s(0x197B0, [0x0C0FF7E6, # JAL 0x803FDF98 + 0x24840008]) # ADDIU A0, A0, 0x0008 + rom.write_int32s(0xBFDF98, patches.map_id_refresher) + + # Enable swapping characters when loading into a map by holding L. + rom.write_int32(0x97294, 0x803FDFC4) + rom.write_int32(0x19710, 0x080FF80E) # J 0x803FE038 + rom.write_int32s(0xBFDFC4, patches.character_changer) + + # Villa coffin time-of-day hack + rom.write_byte(0xD9D83, 0x74) + rom.write_int32(0xD9D84, 0x080FF14D) # J 0x803FC534 + rom.write_int32s(0xBFC534, patches.coffin_time_checker) + + # Fix both Castle Center elevator bridges for both characters unless enabling only one character's stages. At which + # point one bridge will be always broken and one always repaired instead. + if options.character_stages == CharacterStages.option_reinhardt_only: + rom.write_int32(0x6CEAA0, 0x240B0000) # ADDIU T3, R0, 0x0000 + elif options.character_stages == CharacterStages.option_carrie_only: + rom.write_int32(0x6CEAA0, 0x240B0001) # ADDIU T3, R0, 0x0001 + else: + rom.write_int32(0x6CEAA0, 0x240B0001) # ADDIU T3, R0, 0x0001 + rom.write_int32(0x6CEAA4, 0x240D0001) # ADDIU T5, R0, 0x0001 + + # Were-bull arena flag hack + rom.write_int32(0x6E38F0, 0x0C0FF157) # JAL 0x803FC55C + rom.write_int32s(0xBFC55C, patches.werebull_flag_unsetter) + rom.write_int32(0xA949C, 0x0C0FF380) # JAL 0x803FCE00 + rom.write_int32s(0xBFCE00, patches.werebull_flag_pickup_setter) + + # Enable being able to carry multiple Special jewels, Nitros, and Mandragoras simultaneously + rom.write_int32(0xBF1F4, 0x3C038039) # LUI V1, 0x8039 + # Special1 + rom.write_int32(0xBF210, 0x80659C4B) # LB A1, 0x9C4B (V1) + rom.write_int32(0xBF214, 0x24A50001) # ADDIU A1, A1, 0x0001 + rom.write_int32(0xBF21C, 0xA0659C4B) # SB A1, 0x9C4B (V1) + # Special2 + rom.write_int32(0xBF230, 0x80659C4C) # LB A1, 0x9C4C (V1) + rom.write_int32(0xBF234, 0x24A50001) # ADDIU A1, A1, 0x0001 + rom.write_int32(0xbf23C, 0xA0659C4C) # SB A1, 0x9C4C (V1) + # Magical Nitro + rom.write_int32(0xBF360, 0x10000004) # B 0x8013C184 + rom.write_int32(0xBF378, 0x25E50001) # ADDIU A1, T7, 0x0001 + rom.write_int32(0xBF37C, 0x10000003) # B 0x8013C19C + # Mandragora + rom.write_int32(0xBF3A8, 0x10000004) # B 0x8013C1CC + rom.write_int32(0xBF3C0, 0x25050001) # ADDIU A1, T0, 0x0001 + rom.write_int32(0xBF3C4, 0x10000003) # B 0x8013C1E4 + + # Give PowerUps their Legacy of Darkness behavior when attempting to pick up more than two + rom.write_int16(0xA9624, 0x1000) + rom.write_int32(0xA9730, 0x24090000) # ADDIU T1, R0, 0x0000 + rom.write_int32(0xBF2FC, 0x080FF16D) # J 0x803FC5B4 + rom.write_int32(0xBF300, 0x00000000) # NOP + rom.write_int32s(0xBFC5B4, patches.give_powerup_stopper) + + # Rename the Wooden Stake and Rose to "You are a FOOL!" + rom.write_bytes(0xEFE34, + bytearray([0xFF, 0xFF, 0xA2, 0x0B]) + cv64_string_to_bytearray("You are a FOOL!", append_end=False)) + # Capitalize the "k" in "Archives key" to be consistent with...literally every other key name! + rom.write_byte(0xEFF21, 0x2D) + + # Skip the "There is a white jewel" text so checking one saves the game instantly. + rom.write_int32s(0xEFC72, [0x00020002 for _ in range(37)]) + rom.write_int32(0xA8FC0, 0x24020001) # ADDIU V0, R0, 0x0001 + # Skip the yes/no prompts when activating things. + rom.write_int32s(0xBFDACC, patches.map_text_redirector) + rom.write_int32(0xA9084, 0x24020001) # ADDIU V0, R0, 0x0001 + rom.write_int32(0xBEBE8, 0x0C0FF6B4) # JAL 0x803FDAD0 + # Skip Vincent and Heinrich's mandatory-for-a-check dialogue + rom.write_int32(0xBED9C, 0x0C0FF6DA) # JAL 0x803FDB68 + # Skip the long yes/no prompt in the CC planetarium to set the pieces. + rom.write_int32(0xB5C5DF, 0x24030001) # ADDIU V1, R0, 0x0001 + # Skip the yes/no prompt to activate the CC elevator. + rom.write_int32(0xB5E3FB, 0x24020001) # ADDIU V0, R0, 0x0001 + # Skip the yes/no prompts to set Nitro/Mandragora at both walls. + rom.write_int32(0xB5DF3E, 0x24030001) # ADDIU V1, R0, 0x0001 + + # Custom message if you try checking the downstairs CC crack before removing the seal. + rom.write_bytes(0xBFDBAC, cv64_string_to_bytearray("The Furious Nerd Curse\n" + "prevents you from setting\n" + "anything until the seal\n" + "is removed!", True)) + + rom.write_int32s(0xBFDD20, patches.special_descriptions_redirector) + + # Change the Stage Select menu options + rom.write_int32s(0xADF64, patches.warp_menu_rewrite) + rom.write_int32s(0x10E0C8, patches.warp_pointer_table) + for i in range(len(active_warp_list)): + if i == 0: + rom.write_byte(warp_map_offsets[i], get_stage_info(active_warp_list[i], "start map id")) + rom.write_byte(warp_map_offsets[i] + 4, get_stage_info(active_warp_list[i], "start spawn id")) + else: + rom.write_byte(warp_map_offsets[i], get_stage_info(active_warp_list[i], "mid map id")) + rom.write_byte(warp_map_offsets[i] + 4, get_stage_info(active_warp_list[i], "mid spawn id")) + + # Play the "teleportation" sound effect when teleporting + rom.write_int32s(0xAE088, [0x08004FAB, # J 0x80013EAC + 0x2404019E]) # ADDIU A0, R0, 0x019E + + # Change the Stage Select menu's text to reflect its new purpose + rom.write_bytes(0xEFAD0, cv64_string_to_bytearray(f"Where to...?\t{active_warp_list[0]}\t" + f"`{str(s1s_per_warp).zfill(2)} {active_warp_list[1]}\t" + f"`{str(s1s_per_warp * 2).zfill(2)} {active_warp_list[2]}\t" + f"`{str(s1s_per_warp * 3).zfill(2)} {active_warp_list[3]}\t" + f"`{str(s1s_per_warp * 4).zfill(2)} {active_warp_list[4]}\t" + f"`{str(s1s_per_warp * 5).zfill(2)} {active_warp_list[5]}\t" + f"`{str(s1s_per_warp * 6).zfill(2)} {active_warp_list[6]}\t" + f"`{str(s1s_per_warp * 7).zfill(2)} {active_warp_list[7]}")) + + # Lizard-man save proofing + rom.write_int32(0xA99AC, 0x080FF0B8) # J 0x803FC2E0 + rom.write_int32s(0xBFC2E0, patches.boss_save_stopper) + + # Disable or guarantee vampire Vincent's fight + if options.vincent_fight_condition == VincentFightCondition.option_never: + rom.write_int32(0xAACC0, 0x24010001) # ADDIU AT, R0, 0x0001 + rom.write_int32(0xAACE0, 0x24180000) # ADDIU T8, R0, 0x0000 + elif options.vincent_fight_condition == VincentFightCondition.option_always: + rom.write_int32(0xAACE0, 0x24180010) # ADDIU T8, R0, 0x0010 + else: + rom.write_int32(0xAACE0, 0x24180000) # ADDIU T8, R0, 0x0000 + + # Disable or guarantee Renon's fight + rom.write_int32(0xAACB4, 0x080FF1A4) # J 0x803FC690 + if options.renon_fight_condition == RenonFightCondition.option_never: + rom.write_byte(0xB804F0, 0x00) + rom.write_byte(0xB80632, 0x00) + rom.write_byte(0xB807E3, 0x00) + rom.write_byte(0xB80988, 0xB8) + rom.write_byte(0xB816BD, 0xB8) + rom.write_byte(0xB817CF, 0x00) + rom.write_int32s(0xBFC690, patches.renon_cutscene_checker_jr) + elif options.renon_fight_condition == RenonFightCondition.option_always: + rom.write_byte(0xB804F0, 0x0C) + rom.write_byte(0xB80632, 0x0C) + rom.write_byte(0xB807E3, 0x0C) + rom.write_byte(0xB80988, 0xC4) + rom.write_byte(0xB816BD, 0xC4) + rom.write_byte(0xB817CF, 0x0C) + rom.write_int32s(0xBFC690, patches.renon_cutscene_checker_jr) + else: + rom.write_int32s(0xBFC690, patches.renon_cutscene_checker) + + # NOP the Easy Mode check when buying a thing from Renon, so he can be triggered even on this mode. + rom.write_int32(0xBD8B4, 0x00000000) + + # Disable or guarantee the Bad Ending + if options.bad_ending_condition == BadEndingCondition.option_never: + rom.write_int32(0xAEE5C6, 0x3C0A0000) # LUI T2, 0x0000 + elif options.bad_ending_condition == BadEndingCondition.option_always: + rom.write_int32(0xAEE5C6, 0x3C0A0040) # LUI T2, 0x0040 + + # Play Castle Keep's song if teleporting in front of Dracula's door outside the escape sequence + rom.write_int32(0x6E937C, 0x080FF12E) # J 0x803FC4B8 + rom.write_int32s(0xBFC4B8, patches.ck_door_music_player) + + # Increase item capacity to 100 if "Increase Item Limit" is turned on + if options.increase_item_limit: + rom.write_byte(0xBF30B, 0x63) # Most items + rom.write_byte(0xBF3F7, 0x63) # Sun/Moon cards + rom.write_byte(0xBF353, 0x64) # Keys (increase regardless) + + # Change the item healing values if "Nerf Healing" is turned on + if options.nerf_healing_items: + rom.write_byte(0xB56371, 0x50) # Healing kit (100 -> 80) + rom.write_byte(0xB56374, 0x32) # Roast beef ( 80 -> 50) + rom.write_byte(0xB56377, 0x19) # Roast chicken ( 50 -> 25) + + # Disable loading zone healing if turned off + if not options.loading_zone_heals: + rom.write_byte(0xD99A5, 0x00) # Skip all loading zone checks + rom.write_byte(0xA9DFFB, 0x40) # Disable free heal from King Skeleton by reading the unused magic meter value + + # Disable spinning on the Special1 and 2 pickup models so colorblind people can more easily identify them + rom.write_byte(0xEE4F5, 0x00) # Special1 + rom.write_byte(0xEE505, 0x00) # Special2 + # Make the Special2 the same size as a Red jewel(L) to further distinguish them + rom.write_int32(0xEE4FC, 0x3FA66666) + + # Prevent the vanilla Magical Nitro transport's "can explode" flag from setting + rom.write_int32(0xB5D7AA, 0x00000000) # NOP + + # Ensure the vampire Nitro check will always pass, so they'll never not spawn and crash the Villa cutscenes + rom.write_byte(0xA6253D, 0x03) + + # Enable the Game Over's "Continue" menu starting the cursor on whichever checkpoint is most recent + rom.write_int32(0xB4DDC, 0x0C060D58) # JAL 0x80183560 + rom.write_int32s(0x106750, patches.continue_cursor_start_checker) + rom.write_int32(0x1C444, 0x080FF08A) # J 0x803FC228 + rom.write_int32(0x1C2A0, 0x080FF08A) # J 0x803FC228 + rom.write_int32s(0xBFC228, patches.savepoint_cursor_updater) + rom.write_int32(0x1C2D0, 0x080FF094) # J 0x803FC250 + rom.write_int32s(0xBFC250, patches.stage_start_cursor_updater) + rom.write_byte(0xB585C8, 0xFF) + + # Make the Special1 and 2 play sounds when you reach milestones with them. + rom.write_int32s(0xBFDA50, patches.special_sound_notifs) + rom.write_int32(0xBF240, 0x080FF694) # J 0x803FDA50 + rom.write_int32(0xBF220, 0x080FF69E) # J 0x803FDA78 + + # Add data for White Jewel #22 (the new Duel Tower savepoint) at the end of the White Jewel ID data list + rom.write_int16s(0x104AC8, [0x0000, 0x0006, + 0x0013, 0x0015]) + + # Take the contract in Waterway off of its 00400000 bitflag. + rom.write_byte(0x87E3DA, 0x00) + + # Spawn coordinates list extension + rom.write_int32(0xD5BF4, 0x080FF103) # J 0x803FC40C + rom.write_int32s(0xBFC40C, patches.spawn_coordinates_extension) + rom.write_int32s(0x108A5E, patches.waterway_end_coordinates) + + # Change the File Select stage numbers to match the new stage order. Also fix a vanilla issue wherein saving in a + # character-exclusive stage as the other character would incorrectly display the name of that character's equivalent + # stage on the save file instead of the one they're actually in. + rom.write_byte(0xC9FE3, 0xD4) + rom.write_byte(0xCA055, 0x08) + rom.write_byte(0xCA066, 0x40) + rom.write_int32(0xCA068, 0x860C17D0) # LH T4, 0x17D0 (S0) + rom.write_byte(0xCA06D, 0x08) + rom.write_byte(0x104A31, 0x01) + rom.write_byte(0x104A39, 0x01) + rom.write_byte(0x104A89, 0x01) + rom.write_byte(0x104A91, 0x01) + rom.write_byte(0x104A99, 0x01) + rom.write_byte(0x104AA1, 0x01) + + for stage in active_stage_exits: + for offset in get_stage_info(stage, "save number offsets"): + rom.write_byte(offset, active_stage_exits[stage]["position"]) + + # CC top elevator switch check + rom.write_int32(0x6CF0A0, 0x0C0FF0B0) # JAL 0x803FC2C0 + rom.write_int32s(0xBFC2C0, patches.elevator_flag_checker) + + # Disable time restrictions + if options.disable_time_restrictions: + # Fountain + rom.write_int32(0x6C2340, 0x00000000) # NOP + rom.write_int32(0x6C257C, 0x10000023) # B [forward 0x23] + # Rosa + rom.write_byte(0xEEAAB, 0x00) + rom.write_byte(0xEEAAD, 0x18) + # Moon doors + rom.write_int32(0xDC3E0, 0x00000000) # NOP + rom.write_int32(0xDC3E8, 0x00000000) # NOP + # Sun doors + rom.write_int32(0xDC410, 0x00000000) # NOP + rom.write_int32(0xDC418, 0x00000000) # NOP + + # Custom data-loading code + rom.write_int32(0x6B5028, 0x08060D70) # J 0x801835D0 + rom.write_int32s(0x1067B0, patches.custom_code_loader) + + # Custom remote item rewarding and DeathLink receiving code + rom.write_int32(0x19B98, 0x080FF000) # J 0x803FC000 + rom.write_int32s(0xBFC000, patches.remote_item_giver) + rom.write_int32s(0xBFE190, patches.subweapon_surface_checker) + + # Make received DeathLinks blow you to smithereens instead of kill you normally. + if options.death_link == DeathLink.option_explosive: + rom.write_int32(0x27A70, 0x10000008) # B [forward 0x08] + rom.write_int32s(0xBFC0D0, patches.deathlink_nitro_edition) + + # Set the DeathLink ROM flag if it's on at all. + if options.death_link != DeathLink.option_off: + rom.write_byte(0xBFBFDE, 0x01) + + # DeathLink counter decrementer code + rom.write_int32(0x1C340, 0x080FF8F0) # J 0x803FE3C0 + rom.write_int32s(0xBFE3C0, patches.deathlink_counter_decrementer) + rom.write_int32(0x25B6C, 0x0080FF052) # J 0x803FC148 + rom.write_int32s(0xBFC148, patches.nitro_fall_killer) + + # Death flag un-setter on "Beginning of stage" state overwrite code + rom.write_int32(0x1C2B0, 0x080FF047) # J 0x803FC11C + rom.write_int32s(0xBFC11C, patches.death_flag_unsetter) + + # Warp menu-opening code + rom.write_int32(0xB9BA8, 0x080FF099) # J 0x803FC264 + rom.write_int32s(0xBFC264, patches.warp_menu_opener) + + # NPC item textbox hack + rom.write_int32(0xBF1DC, 0x080FF904) # J 0x803FE410 + rom.write_int32(0xBF1E0, 0x27BDFFE0) # ADDIU SP, SP, -0x20 + rom.write_int32s(0xBFE410, patches.npc_item_hack) + + # Sub-weapon check function hook + rom.write_int32(0xBF32C, 0x00000000) # NOP + rom.write_int32(0xBF330, 0x080FF05E) # J 0x803FC178 + rom.write_int32s(0xBFC178, patches.give_subweapon_stopper) + + # Warp menu Special1 restriction + rom.write_int32(0xADD68, 0x0C04AB12) # JAL 0x8012AC48 + rom.write_int32s(0xADE28, patches.stage_select_overwrite) + rom.write_byte(0xADE47, s1s_per_warp) + + # Dracula's door text pointer hijack + rom.write_int32(0xD69F0, 0x080FF141) # J 0x803FC504 + rom.write_int32s(0xBFC504, patches.dracula_door_text_redirector) + + # Dracula's chamber condition + rom.write_int32(0xE2FDC, 0x0804AB25) # J 0x8012AC78 + rom.write_int32s(0xADE84, patches.special_goal_checker) + rom.write_bytes(0xBFCC48, [0xA0, 0x00, 0xFF, 0xFF, 0xA0, 0x01, 0xFF, 0xFF, 0xA0, 0x02, 0xFF, 0xFF, 0xA0, 0x03, 0xFF, + 0xFF, 0xA0, 0x04, 0xFF, 0xFF, 0xA0, 0x05, 0xFF, 0xFF, 0xA0, 0x06, 0xFF, 0xFF, 0xA0, 0x07, + 0xFF, 0xFF, 0xA0, 0x08, 0xFF, 0xFF, 0xA0, 0x09]) + if options.draculas_condition == DraculasCondition.option_crystal: + rom.write_int32(0x6C8A54, 0x0C0FF0C1) # JAL 0x803FC304 + rom.write_int32s(0xBFC304, patches.crystal_special2_giver) + rom.write_bytes(0xBFCC6E, cv64_string_to_bytearray(f"It won't budge!\n" + f"You'll need the power\n" + f"of the basement crystal\n" + f"to undo the seal.", True)) + special2_name = "Crystal " + special2_text = "The crystal is on!\n" \ + "Time to teach the old man\n" \ + "a lesson!" + elif options.draculas_condition == DraculasCondition.option_bosses: + rom.write_int32(0xBBD50, 0x080FF18C) # J 0x803FC630 + rom.write_int32s(0xBFC630, patches.boss_special2_giver) + rom.write_int32s(0xBFC55C, patches.werebull_flag_unsetter_special2_electric_boogaloo) + rom.write_bytes(0xBFCC6E, cv64_string_to_bytearray(f"It won't budge!\n" + f"You'll need to defeat\n" + f"{required_s2s} powerful monsters\n" + f"to undo the seal.", True)) + special2_name = "Trophy " + special2_text = f"Proof you killed a powerful\n" \ + f"Night Creature. Earn {required_s2s}/{total_s2s}\n" \ + f"to battle Dracula." + elif options.draculas_condition == DraculasCondition.option_specials: + special2_name = "Special2" + rom.write_bytes(0xBFCC6E, cv64_string_to_bytearray(f"It won't budge!\n" + f"You'll need to find\n" + f"{required_s2s} Special2 jewels\n" + f"to undo the seal.", True)) + special2_text = f"Need {required_s2s}/{total_s2s} to kill Dracula.\n" \ + f"Looking closely, you see...\n" \ + f"a piece of him within?" + else: + rom.write_byte(0xADE8F, 0x00) + special2_name = "Special2" + special2_text = "If you're reading this,\n" \ + "how did you get a Special2!?" + rom.write_byte(0xADE8F, required_s2s) + # Change the Special2 name depending on the setting. + rom.write_bytes(0xEFD4E, cv64_string_to_bytearray(special2_name)) + # Change the Special1 and 2 menu descriptions to tell you how many you need to unlock a warp and fight Dracula + # respectively. + special_text_bytes = cv64_string_to_bytearray(f"{s1s_per_warp} per warp unlock.\n" + f"{options.total_special1s.value} exist in total.\n" + f"Z + R + START to warp.") + cv64_string_to_bytearray(special2_text) + rom.write_bytes(0xBFE53C, special_text_bytes) + + # On-the-fly TLB script modifier + rom.write_int32s(0xBFC338, patches.double_component_checker) + rom.write_int32s(0xBFC3D4, patches.downstairs_seal_checker) + rom.write_int32s(0xBFE074, patches.mandragora_with_nitro_setter) + rom.write_int32s(0xBFC700, patches.overlay_modifiers) + + # On-the-fly actor data modifier hook + rom.write_int32(0xEAB04, 0x080FF21E) # J 0x803FC878 + rom.write_int32s(0xBFC870, patches.map_data_modifiers) + + # Fix to make flags apply to freestanding invisible items properly + rom.write_int32(0xA84F8, 0x90CC0039) # LBU T4, 0x0039 (A2) + + # Fix locked doors to check the key counters instead of their vanilla key locations' bitflags + # Pickup flag check modifications: + rom.write_int32(0x10B2D8, 0x00000002) # Left Tower Door + rom.write_int32(0x10B2F0, 0x00000003) # Storeroom Door + rom.write_int32(0x10B2FC, 0x00000001) # Archives Door + rom.write_int32(0x10B314, 0x00000004) # Maze Gate + rom.write_int32(0x10B350, 0x00000005) # Copper Door + rom.write_int32(0x10B3A4, 0x00000006) # Torture Chamber Door + rom.write_int32(0x10B3B0, 0x00000007) # ToE Gate + rom.write_int32(0x10B3BC, 0x00000008) # Science Door1 + rom.write_int32(0x10B3C8, 0x00000009) # Science Door2 + rom.write_int32(0x10B3D4, 0x0000000A) # Science Door3 + rom.write_int32(0x6F0094, 0x0000000B) # CT Door 1 + rom.write_int32(0x6F00A4, 0x0000000C) # CT Door 2 + rom.write_int32(0x6F00B4, 0x0000000D) # CT Door 3 + # Item counter decrement check modifications: + rom.write_int32(0xEDA84, 0x00000001) # Archives Door + rom.write_int32(0xEDA8C, 0x00000002) # Left Tower Door + rom.write_int32(0xEDA94, 0x00000003) # Storeroom Door + rom.write_int32(0xEDA9C, 0x00000004) # Maze Gate + rom.write_int32(0xEDAA4, 0x00000005) # Copper Door + rom.write_int32(0xEDAAC, 0x00000006) # Torture Chamber Door + rom.write_int32(0xEDAB4, 0x00000007) # ToE Gate + rom.write_int32(0xEDABC, 0x00000008) # Science Door1 + rom.write_int32(0xEDAC4, 0x00000009) # Science Door2 + rom.write_int32(0xEDACC, 0x0000000A) # Science Door3 + rom.write_int32(0xEDAD4, 0x0000000B) # CT Door 1 + rom.write_int32(0xEDADC, 0x0000000C) # CT Door 2 + rom.write_int32(0xEDAE4, 0x0000000D) # CT Door 3 + + # Fix ToE gate's "unlocked" flag in the locked door flags table + rom.write_int16(0x10B3B6, 0x0001) + + rom.write_int32(0x10AB2C, 0x8015FBD4) # Maze Gates' check code pointer adjustments + rom.write_int32(0x10AB40, 0x8015FBD4) + rom.write_int32s(0x10AB50, [0x0D0C0000, + 0x8015FBD4]) + rom.write_int32s(0x10AB64, [0x0D0C0000, + 0x8015FBD4]) + rom.write_int32s(0xE2E14, patches.normal_door_hook) + rom.write_int32s(0xBFC5D0, patches.normal_door_code) + rom.write_int32s(0x6EF298, patches.ct_door_hook) + rom.write_int32s(0xBFC608, patches.ct_door_code) + # Fix key counter not decrementing if 2 or above + rom.write_int32(0xAA0E0, 0x24020000) # ADDIU V0, R0, 0x0000 + + # Make the Easy-only candle drops in Room of Clocks appear on any difficulty + rom.write_byte(0x9B518F, 0x01) + + # Slightly move some once-invisible freestanding items to be more visible + if options.invisible_items == InvisibleItems.option_reveal_all: + rom.write_byte(0x7C7F95, 0xEF) # Forest dirge maiden statue + rom.write_byte(0x7C7FA8, 0xAB) # Forest werewolf statue + rom.write_byte(0x8099C4, 0x8C) # Villa courtyard tombstone + rom.write_byte(0x83A626, 0xC2) # Villa living room painting + # rom.write_byte(0x83A62F, 0x64) # Villa Mary's room table + rom.write_byte(0xBFCB97, 0xF5) # CC torture instrument rack + rom.write_byte(0x8C44D5, 0x22) # CC red carpet hallway knight + rom.write_byte(0x8DF57C, 0xF1) # CC cracked wall hallway flamethrower + rom.write_byte(0x90FCD6, 0xA5) # CC nitro hallway flamethrower + rom.write_byte(0x90FB9F, 0x9A) # CC invention room round machine + rom.write_byte(0x90FBAF, 0x03) # CC invention room giant famicart + rom.write_byte(0x90FE54, 0x97) # CC staircase knight (x) + rom.write_byte(0x90FE58, 0xFB) # CC staircase knight (z) + + # Change bitflag on item in upper coffin in Forest final switch gate tomb to one that's not used by something else + rom.write_int32(0x10C77C, 0x00000002) + + # Make the torch directly behind Dracula's chamber that normally doesn't set a flag set bitflag 0x08 in 0x80389BFA + rom.write_byte(0x10CE9F, 0x01) + + # Change the CC post-Behemoth boss depending on the option for Post-Behemoth Boss + if options.post_behemoth_boss == PostBehemothBoss.option_inverted: + rom.write_byte(0xEEDAD, 0x02) + rom.write_byte(0xEEDD9, 0x01) + elif options.post_behemoth_boss == PostBehemothBoss.option_always_rosa: + rom.write_byte(0xEEDAD, 0x00) + rom.write_byte(0xEEDD9, 0x03) + # Put both on the same flag so changing character won't trigger a rematch with the same boss. + rom.write_byte(0xEED8B, 0x40) + elif options.post_behemoth_boss == PostBehemothBoss.option_always_camilla: + rom.write_byte(0xEEDAD, 0x03) + rom.write_byte(0xEEDD9, 0x00) + rom.write_byte(0xEED8B, 0x40) + + # Change the RoC boss depending on the option for Room of Clocks Boss + if options.room_of_clocks_boss == RoomOfClocksBoss.option_inverted: + rom.write_byte(0x109FB3, 0x56) + rom.write_byte(0x109FBF, 0x44) + rom.write_byte(0xD9D44, 0x14) + rom.write_byte(0xD9D4C, 0x14) + elif options.room_of_clocks_boss == RoomOfClocksBoss.option_always_death: + rom.write_byte(0x109FBF, 0x44) + rom.write_byte(0xD9D45, 0x00) + # Put both on the same flag so changing character won't trigger a rematch with the same boss. + rom.write_byte(0x109FB7, 0x90) + rom.write_byte(0x109FC3, 0x90) + elif options.room_of_clocks_boss == RoomOfClocksBoss.option_always_actrise: + rom.write_byte(0x109FB3, 0x56) + rom.write_int32(0xD9D44, 0x00000000) + rom.write_byte(0xD9D4D, 0x00) + rom.write_byte(0x109FB7, 0x90) + rom.write_byte(0x109FC3, 0x90) + + # Un-nerf Actrise when playing as Reinhardt. + # This is likely a leftover TGS demo feature in which players could battle Actrise as Reinhardt. + rom.write_int32(0xB318B4, 0x240E0001) # ADDIU T6, R0, 0x0001 + + # Tunnel gondola skip + if options.skip_gondolas: + rom.write_int32(0x6C5F58, 0x080FF7D0) # J 0x803FDF40 + rom.write_int32s(0xBFDF40, patches.gondola_skipper) + # New gondola transfer point candle coordinates + rom.write_byte(0xBFC9A3, 0x04) + rom.write_bytes(0x86D824, [0x27, 0x01, 0x10, 0xF7, 0xA0]) + + # Waterway brick platforms skip + if options.skip_waterway_blocks: + rom.write_int32(0x6C7E2C, 0x00000000) # NOP + + # Ambience silencing fix + rom.write_int32(0xD9270, 0x080FF840) # J 0x803FE100 + rom.write_int32s(0xBFE100, patches.ambience_silencer) + # Fix for the door sliding sound playing infinitely if leaving the fan meeting room before the door closes entirely. + # Hooking this in the ambience silencer code does nothing for some reason. + rom.write_int32s(0xAE10C, [0x08004FAB, # J 0x80013EAC + 0x3404829B]) # ORI A0, R0, 0x829B + rom.write_int32s(0xD9E8C, [0x08004FAB, # J 0x80013EAC + 0x3404829B]) # ORI A0, R0, 0x829B + # Fan meeting room ambience fix + rom.write_int32(0x109964, 0x803FE13C) + + # Make the Villa coffin cutscene skippable + rom.write_int32(0xAA530, 0x080FF880) # J 0x803FE200 + rom.write_int32s(0xBFE200, patches.coffin_cutscene_skipper) + + # Increase shimmy speed + if options.increase_shimmy_speed: + rom.write_byte(0xA4241, 0x5A) + + # Disable landing fall damage + if options.fall_guard: + rom.write_byte(0x27B23, 0x00) + + # Enable the unused film reel effect on all cutscenes + if options.cinematic_experience: + rom.write_int32(0xAA33C, 0x240A0001) # ADDIU T2, R0, 0x0001 + rom.write_byte(0xAA34B, 0x0C) + rom.write_int32(0xAA4C4, 0x24090001) # ADDIU T1, R0, 0x0001 + + # Permanent PowerUp stuff + if options.permanent_powerups: + # Make receiving PowerUps increase the unused menu PowerUp counter instead of the one outside the save struct + rom.write_int32(0xBF2EC, 0x806B619B) # LB T3, 0x619B (V1) + rom.write_int32(0xBFC5BC, 0xA06C619B) # SB T4, 0x619B (V1) + # Make Reinhardt's whip check the menu PowerUp counter + rom.write_int32(0x69FA08, 0x80CC619B) # LB T4, 0x619B (A2) + rom.write_int32(0x69FBFC, 0x80C3619B) # LB V1, 0x619B (A2) + rom.write_int32(0x69FFE0, 0x818C9C53) # LB T4, 0x9C53 (T4) + # Make Carrie's orb check the menu PowerUp counter + rom.write_int32(0x6AC86C, 0x8105619B) # LB A1, 0x619B (T0) + rom.write_int32(0x6AC950, 0x8105619B) # LB A1, 0x619B (T0) + rom.write_int32(0x6AC99C, 0x810E619B) # LB T6, 0x619B (T0) + rom.write_int32(0x5AFA0, 0x80639C53) # LB V1, 0x9C53 (V1) + rom.write_int32(0x5B0A0, 0x81089C53) # LB T0, 0x9C53 (T0) + rom.write_byte(0x391C7, 0x00) # Prevent PowerUps from dropping from regular enemies + rom.write_byte(0xEDEDF, 0x03) # Make any vanishing PowerUps that do show up L jewels instead + # Rename the PowerUp to "PermaUp" + rom.write_bytes(0xEFDEE, cv64_string_to_bytearray("PermaUp")) + # Replace the PowerUp in the Forest Special1 Bridge 3HB rock with an L jewel if 3HBs aren't randomized + if not options.multi_hit_breakables: + rom.write_byte(0x10C7A1, 0x03) + # Change the appearance of the Pot-Pourri to that of a larger PowerUp regardless of the above setting, so other + # game PermaUps are distinguishable. + rom.write_int32s(0xEE558, [0x06005F08, 0x3FB00000, 0xFFFFFF00]) + + # Write the randomized (or disabled) music ID list and its associated code + if options.background_music: + rom.write_int32(0x14588, 0x08060D60) # J 0x80183580 + rom.write_int32(0x14590, 0x00000000) # NOP + rom.write_int32s(0x106770, patches.music_modifier) + rom.write_int32(0x15780, 0x0C0FF36E) # JAL 0x803FCDB8 + rom.write_int32s(0xBFCDB8, patches.music_comparer_modifier) + + # Enable storing item flags anywhere and changing the item model/visibility on any item instance. + rom.write_int32s(0xA857C, [0x080FF38F, # J 0x803FCE3C + 0x94D90038]) # LHU T9, 0x0038 (A2) + rom.write_int32s(0xBFCE3C, patches.item_customizer) + rom.write_int32s(0xA86A0, [0x0C0FF3AF, # JAL 0x803FCEBC + 0x95C40002]) # LHU A0, 0x0002 (T6) + rom.write_int32s(0xBFCEBC, patches.item_appearance_switcher) + rom.write_int32s(0xA8728, [0x0C0FF3B8, # JAL 0x803FCEE4 + 0x01396021]) # ADDU T4, T1, T9 + rom.write_int32s(0xBFCEE4, patches.item_model_visibility_switcher) + rom.write_int32s(0xA8A04, [0x0C0FF3C2, # JAL 0x803FCF08 + 0x018B6021]) # ADDU T4, T4, T3 + rom.write_int32s(0xBFCF08, patches.item_shine_visibility_switcher) + + # Make Axes and Crosses in AP Locations drop to their correct height, and make items with changed appearances spin + # their correct speed. + rom.write_int32s(0xE649C, [0x0C0FFA03, # JAL 0x803FE80C + 0x956C0002]) # LHU T4, 0x0002 (T3) + rom.write_int32s(0xA8B08, [0x080FFA0C, # J 0x803FE830 + 0x960A0038]) # LHU T2, 0x0038 (S0) + rom.write_int32s(0xE8584, [0x0C0FFA21, # JAL 0x803FE884 + 0x95D80000]) # LHU T8, 0x0000 (T6) + rom.write_int32s(0xE7AF0, [0x0C0FFA2A, # JAL 0x803FE8A8 + 0x958D0000]) # LHU T5, 0x0000 (T4) + rom.write_int32s(0xBFE7DC, patches.item_drop_spin_corrector) + + # Disable the 3HBs checking and setting flags when breaking them and enable their individual items checking and + # setting flags instead. + if options.multi_hit_breakables: + rom.write_int32(0xE87F8, 0x00000000) # NOP + rom.write_int16(0xE836C, 0x1000) + rom.write_int32(0xE8B40, 0x0C0FF3CD) # JAL 0x803FCF34 + rom.write_int32s(0xBFCF34, patches.three_hit_item_flags_setter) + # Villa foyer chandelier-specific functions (yeah, IDK why KCEK made different functions for this one) + rom.write_int32(0xE7D54, 0x00000000) # NOP + rom.write_int16(0xE7908, 0x1000) + rom.write_byte(0xE7A5C, 0x10) + rom.write_int32(0xE7F08, 0x0C0FF3DF) # JAL 0x803FCF7C + rom.write_int32s(0xBFCF7C, patches.chandelier_item_flags_setter) + + # New flag values to put in each 3HB vanilla flag's spot + rom.write_int32(0x10C7C8, 0x8000FF48) # FoS dirge maiden rock + rom.write_int32(0x10C7B0, 0x0200FF48) # FoS S1 bridge rock + rom.write_int32(0x10C86C, 0x0010FF48) # CW upper rampart save nub + rom.write_int32(0x10C878, 0x4000FF49) # CW Dracula switch slab + rom.write_int32(0x10CAD8, 0x0100FF49) # Tunnel twin arrows slab + rom.write_int32(0x10CAE4, 0x0004FF49) # Tunnel lonesome bucket pit rock + rom.write_int32(0x10CB54, 0x4000FF4A) # UW poison parkour ledge + rom.write_int32(0x10CB60, 0x0080FF4A) # UW skeleton crusher ledge + rom.write_int32(0x10CBF0, 0x0008FF4A) # CC Behemoth crate + rom.write_int32(0x10CC2C, 0x2000FF4B) # CC elevator pedestal + rom.write_int32(0x10CC70, 0x0200FF4B) # CC lizard locker slab + rom.write_int32(0x10CD88, 0x0010FF4B) # ToE pre-midsavepoint platforms ledge + rom.write_int32(0x10CE6C, 0x4000FF4C) # ToSci invisible bridge crate + rom.write_int32(0x10CF20, 0x0080FF4C) # CT inverted battery slab + rom.write_int32(0x10CF2C, 0x0008FF4C) # CT inverted door slab + rom.write_int32(0x10CF38, 0x8000FF4D) # CT final room door slab + rom.write_int32(0x10CF44, 0x1000FF4D) # CT Renon slab + rom.write_int32(0x10C908, 0x0008FF4D) # Villa foyer chandelier + rom.write_byte(0x10CF37, 0x04) # pointer for CT final room door slab item data + + # Once-per-frame gameplay checks + rom.write_int32(0x6C848, 0x080FF40D) # J 0x803FD034 + rom.write_int32(0xBFD058, 0x0801AEB5) # J 0x8006BAD4 + + # Everything related to dropping the previous sub-weapon + if options.drop_previous_sub_weapon: + rom.write_int32(0xBFD034, 0x080FF3FF) # J 0x803FCFFC + rom.write_int32(0xBFC190, 0x080FF3F2) # J 0x803FCFC8 + rom.write_int32s(0xBFCFC4, patches.prev_subweapon_spawn_checker) + rom.write_int32s(0xBFCFFC, patches.prev_subweapon_fall_checker) + rom.write_int32s(0xBFD060, patches.prev_subweapon_dropper) + + # Everything related to the Countdown counter + if options.countdown: + rom.write_int32(0xBFD03C, 0x080FF9DC) # J 0x803FE770 + rom.write_int32(0xD5D48, 0x080FF4EC) # J 0x803FD3B0 + rom.write_int32s(0xBFD3B0, patches.countdown_number_displayer) + rom.write_int32s(0xBFD6DC, patches.countdown_number_manager) + rom.write_int32s(0xBFE770, patches.countdown_demo_hider) + rom.write_int32(0xBFCE2C, 0x080FF5D2) # J 0x803FD748 + rom.write_int32s(0xBB168, [0x080FF5F4, # J 0x803FD7D0 + 0x8E020028]) # LW V0, 0x0028 (S0) + rom.write_int32s(0xBB1D0, [0x080FF5FB, # J 0x803FD7EC + 0x8E020028]) # LW V0, 0x0028 (S0) + rom.write_int32(0xBC4A0, 0x080FF5E6) # J 0x803FD798 + rom.write_int32(0xBC4C4, 0x080FF5E6) # J 0x803FD798 + rom.write_int32(0x19844, 0x080FF602) # J 0x803FD808 + # If the option is set to "all locations", count it down no matter what the item is. + if options.countdown == Countdown.option_all_locations: + rom.write_int32s(0xBFD71C, [0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, + 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101]) + else: + # If it's majors, then insert this last minute check I threw together for the weird edge case of a CV64 ice + # trap for another CV64 player taking the form of a major. + rom.write_int32s(0xBFD788, [0x080FF717, # J 0x803FDC5C + 0x2529FFFF]) # ADDIU T1, T1, 0xFFFF + rom.write_int32s(0xBFDC5C, patches.countdown_extra_safety_check) + rom.write_int32(0xA9ECC, 0x00000000) # NOP the pointless overwrite of the item actor appearance custom value. + + # Ice Trap stuff + rom.write_int32(0x697C60, 0x080FF06B) # J 0x803FC18C + rom.write_int32(0x6A5160, 0x080FF06B) # J 0x803FC18C + rom.write_int32s(0xBFC1AC, patches.ice_trap_initializer) + rom.write_int32s(0xBFE700, patches.the_deep_freezer) + rom.write_int32s(0xB2F354, [0x3739E4C0, # ORI T9, T9, 0xE4C0 + 0x03200008, # JR T9 + 0x00000000]) # NOP + rom.write_int32s(0xBFE4C0, patches.freeze_verifier) + + # Initial Countdown numbers + rom.write_int32(0xAD6A8, 0x080FF60A) # J 0x803FD828 + rom.write_int32s(0xBFD828, patches.new_game_extras) + + # Everything related to shopsanity + if options.shopsanity: + rom.write_byte(0xBFBFDF, 0x01) + rom.write_bytes(0x103868, cv64_string_to_bytearray("Not obtained. ")) + rom.write_int32s(0xBFD8D0, patches.shopsanity_stuff) + rom.write_int32(0xBD828, 0x0C0FF643) # JAL 0x803FD90C + rom.write_int32(0xBD5B8, 0x0C0FF651) # JAL 0x803FD944 + rom.write_int32(0xB0610, 0x0C0FF665) # JAL 0x803FD994 + rom.write_int32s(0xBD24C, [0x0C0FF677, # J 0x803FD9DC + 0x00000000]) # NOP + rom.write_int32(0xBD618, 0x0C0FF684) # JAL 0x803FDA10 + + shopsanity_name_text = [] + shopsanity_desc_text = [] + for i in range(len(shop_name_list)): + shopsanity_name_text += bytearray([0xA0, i]) + shop_colors_list[i] + \ + cv64_string_to_bytearray(cv64_text_truncate(shop_name_list[i], 74)) + + shopsanity_desc_text += [0xA0, i] + if shop_desc_list[i][1] is not None: + shopsanity_desc_text += cv64_string_to_bytearray("For " + shop_desc_list[i][1] + ".\n", + append_end=False) + shopsanity_desc_text += cv64_string_to_bytearray(renon_item_dialogue[shop_desc_list[i][0]]) + rom.write_bytes(0x1AD00, shopsanity_name_text) + rom.write_bytes(0x1A800, shopsanity_desc_text) + + # Panther Dash running + if options.panther_dash: + rom.write_int32(0x69C8C4, 0x0C0FF77E) # JAL 0x803FDDF8 + rom.write_int32(0x6AA228, 0x0C0FF77E) # JAL 0x803FDDF8 + rom.write_int32s(0x69C86C, [0x0C0FF78E, # JAL 0x803FDE38 + 0x3C01803E]) # LUI AT, 0x803E + rom.write_int32s(0x6AA1D0, [0x0C0FF78E, # JAL 0x803FDE38 + 0x3C01803E]) # LUI AT, 0x803E + rom.write_int32(0x69D37C, 0x0C0FF79E) # JAL 0x803FDE78 + rom.write_int32(0x6AACE0, 0x0C0FF79E) # JAL 0x803FDE78 + rom.write_int32s(0xBFDDF8, patches.panther_dash) + # Jump prevention + if options.panther_dash == PantherDash.option_jumpless: + rom.write_int32(0xBFDE2C, 0x080FF7BB) # J 0x803FDEEC + rom.write_int32(0xBFD044, 0x080FF7B1) # J 0x803FDEC4 + rom.write_int32s(0x69B630, [0x0C0FF7C6, # JAL 0x803FDF18 + 0x8CCD0000]) # LW T5, 0x0000 (A2) + rom.write_int32s(0x6A8EC0, [0x0C0FF7C6, # JAL 0x803FDF18 + 0x8CCC0000]) # LW T4, 0x0000 (A2) + # Fun fact: KCEK put separate code to handle coyote time jumping + rom.write_int32s(0x69910C, [0x0C0FF7C6, # JAL 0x803FDF18 + 0x8C4E0000]) # LW T6, 0x0000 (V0) + rom.write_int32s(0x6A6718, [0x0C0FF7C6, # JAL 0x803FDF18 + 0x8C4E0000]) # LW T6, 0x0000 (V0) + rom.write_int32s(0xBFDEC4, patches.panther_jump_preventer) + + # Everything related to Big Toss. + if options.big_toss: + rom.write_int32s(0x27E90, [0x0C0FFA38, # JAL 0x803FE8E0 + 0xAFB80074]) # SW T8, 0x0074 (SP) + rom.write_int32(0x26F54, 0x0C0FFA4D) # JAL 0x803FE934 + rom.write_int32s(0xBFE8E0, patches.big_tosser) + + # Write all the new randomized bytes. + for offset, item_id in offset_data.items(): + if item_id <= 0xFF: + rom.write_byte(offset, item_id) + elif item_id <= 0xFFFF: + rom.write_int16(offset, item_id) + elif item_id <= 0xFFFFFF: + rom.write_int24(offset, item_id) + else: + rom.write_int32(offset, item_id) + + # Write the secondary name the client will use to distinguish a vanilla ROM from an AP one. + rom.write_bytes(0xBFBFD0, "ARCHIPELAGO1".encode("utf-8")) + # Write the slot authentication + rom.write_bytes(0xBFBFE0, world.auth) + + # Write the specified window colors + rom.write_byte(0xAEC23, options.window_color_r.value << 4) + rom.write_byte(0xAEC33, options.window_color_g.value << 4) + rom.write_byte(0xAEC47, options.window_color_b.value << 4) + rom.write_byte(0xAEC43, options.window_color_a.value << 4) + + # Write the item/player names for other game items + for loc in active_locations: + if loc.address is None or get_location_info(loc.name, "type") == "shop" or loc.item.player == player: + continue + if len(loc.item.name) > 67: + item_name = loc.item.name[0x00:0x68] + else: + item_name = loc.item.name + inject_address = 0xBB7164 + (256 * (loc.address & 0xFFF)) + wrapped_name, num_lines = cv64_text_wrap(item_name + "\nfor " + multiworld.get_player_name(loc.item.player), 96) + rom.write_bytes(inject_address, get_item_text_color(loc) + cv64_string_to_bytearray(wrapped_name)) + rom.write_byte(inject_address + 255, num_lines) + + # Everything relating to loading the other game items text + rom.write_int32(0xA8D8C, 0x080FF88F) # J 0x803FE23C + rom.write_int32(0xBEA98, 0x0C0FF8B4) # JAL 0x803FE2D0 + rom.write_int32(0xBEAB0, 0x0C0FF8BD) # JAL 0x803FE2F8 + rom.write_int32(0xBEACC, 0x0C0FF8C5) # JAL 0x803FE314 + rom.write_int32s(0xBFE23C, patches.multiworld_item_name_loader) + rom.write_bytes(0x10F188, [0x00 for _ in range(264)]) + rom.write_bytes(0x10F298, [0x00 for _ in range(264)]) + + # When the game normally JALs to the item prepare textbox function after the player picks up an item, set the + # "no receiving" timer to ensure the item textbox doesn't freak out if you pick something up while there's a queue + # of unreceived items. + rom.write_int32(0xA8D94, 0x0C0FF9F0) # JAL 0x803FE7C0 + rom.write_int32s(0xBFE7C0, [0x3C088039, # LUI T0, 0x8039 + 0x24090020, # ADDIU T1, R0, 0x0020 + 0x0804EDCE, # J 0x8013B738 + 0xA1099BE0]) # SB T1, 0x9BE0 (T0) + + +class CV64DeltaPatch(APDeltaPatch): + hash = CV64US10HASH + patch_file_ending: str = ".apcv64" + result_file_ending: str = ".z64" + + game = "Castlevania 64" + + @classmethod + def get_source_data(cls) -> bytes: + return get_base_rom_bytes() + + def patch(self, target: str): + super().patch(target) + rom = LocalRom(target) + + # Extract the item models file, decompress it, append the AP icons, compress it back, re-insert it. + items_file = lzkn64.decompress_buffer(rom.read_bytes(0x9C5310, 0x3D28)) + compressed_file = lzkn64.compress_buffer(items_file[0:0x69B6] + pkgutil.get_data(__name__, "data/ap_icons.bin")) + rom.write_bytes(0xBB2D88, compressed_file) + # Update the items' Nisitenma-Ichigo table entry to point to the new file's start and end addresses in the ROM. + rom.write_int32s(0x95F04, [0x80BB2D88, 0x00BB2D88 + len(compressed_file)]) + # Update the items' decompressed file size tables with the new file's decompressed file size. + rom.write_int16(0x95706, 0x7BF0) + rom.write_int16(0x104CCE, 0x7BF0) + # Update the Wooden Stake and Roses' item appearance settings table to point to the Archipelago item graphics. + rom.write_int16(0xEE5BA, 0x7B38) + rom.write_int16(0xEE5CA, 0x7280) + # Change the items' sizes. The progression one will be larger than the non-progression one. + rom.write_int32(0xEE5BC, 0x3FF00000) + rom.write_int32(0xEE5CC, 0x3FA00000) + rom.write_to_file(target) + + +def get_base_rom_bytes(file_name: str = "") -> bytes: + base_rom_bytes = getattr(get_base_rom_bytes, "base_rom_bytes", None) + if not base_rom_bytes: + file_name = get_base_rom_path(file_name) + base_rom_bytes = bytes(open(file_name, "rb").read()) + + basemd5 = hashlib.md5() + basemd5.update(base_rom_bytes) + if CV64US10HASH != basemd5.hexdigest(): + raise Exception("Supplied Base Rom does not match known MD5 for Castlevania 64 US 1.0." + "Get the correct game and version, then dump it.") + setattr(get_base_rom_bytes, "base_rom_bytes", base_rom_bytes) + return base_rom_bytes + + +def get_base_rom_path(file_name: str = "") -> str: + if not file_name: + file_name = get_settings()["cv64_options"]["rom_file"] + if not os.path.exists(file_name): + file_name = Utils.user_path(file_name) + return file_name diff --git a/worlds/cv64/rules.py b/worlds/cv64/rules.py new file mode 100644 index 0000000000..9642073341 --- /dev/null +++ b/worlds/cv64/rules.py @@ -0,0 +1,103 @@ +from typing import Dict, TYPE_CHECKING + +from BaseClasses import CollectionState +from worlds.generic.Rules import allow_self_locking_items, CollectionRule +from .options import DraculasCondition +from .entrances import get_entrance_info +from .data import iname, rname + +if TYPE_CHECKING: + from . import CV64World + + +class CV64Rules: + player: int + world: "CV64World" + rules: Dict[str, CollectionRule] + s1s_per_warp: int + required_s2s: int + drac_condition: int + + def __init__(self, world: "CV64World") -> None: + self.player = world.player + self.world = world + self.s1s_per_warp = world.s1s_per_warp + self.required_s2s = world.required_s2s + self.drac_condition = world.drac_condition + + self.rules = { + iname.left_tower_key: lambda state: state.has(iname.left_tower_key, self.player), + iname.storeroom_key: lambda state: state.has(iname.storeroom_key, self.player), + iname.archives_key: lambda state: state.has(iname.archives_key, self.player), + iname.garden_key: lambda state: state.has(iname.garden_key, self.player), + iname.copper_key: lambda state: state.has(iname.copper_key, self.player), + iname.chamber_key: lambda state: state.has(iname.chamber_key, self.player), + "Bomb 1": lambda state: state.has_all({iname.magical_nitro, iname.mandragora}, self.player), + "Bomb 2": lambda state: state.has(iname.magical_nitro, self.player, 2) + and state.has(iname.mandragora, self.player, 2), + iname.execution_key: lambda state: state.has(iname.execution_key, self.player), + iname.science_key1: lambda state: state.has(iname.science_key1, self.player), + iname.science_key2: lambda state: state.has(iname.science_key2, self.player), + iname.science_key3: lambda state: state.has(iname.science_key3, self.player), + iname.clocktower_key1: lambda state: state.has(iname.clocktower_key1, self.player), + iname.clocktower_key2: lambda state: state.has(iname.clocktower_key2, self.player), + iname.clocktower_key3: lambda state: state.has(iname.clocktower_key3, self.player), + "Dracula": self.can_enter_dracs_chamber + } + + def can_enter_dracs_chamber(self, state: CollectionState) -> bool: + drac_object_name = None + if self.drac_condition == DraculasCondition.option_crystal: + drac_object_name = "Crystal" + elif self.drac_condition == DraculasCondition.option_bosses: + drac_object_name = "Trophy" + elif self.drac_condition == DraculasCondition.option_specials: + drac_object_name = "Special2" + + if drac_object_name is not None: + return state.has(drac_object_name, self.player, self.required_s2s) + return True + + def set_cv64_rules(self) -> None: + multiworld = self.world.multiworld + + for region in multiworld.get_regions(self.player): + # Set each entrance's rule if it should have one. + # Warp entrances have their own special handling. + for entrance in region.entrances: + if entrance.parent_region.name == "Menu": + if entrance.name.startswith("Warp "): + entrance.access_rule = lambda state, warp_num=int(entrance.name[5]): \ + state.has(iname.special_one, self.player, self.s1s_per_warp * warp_num) + else: + ent_rule = get_entrance_info(entrance.name, "rule") + if ent_rule in self.rules: + entrance.access_rule = self.rules[ent_rule] + + multiworld.completion_condition[self.player] = lambda state: state.has(iname.victory, self.player) + if self.world.options.accessibility: # not locations accessibility + self.set_self_locking_items() + + def set_self_locking_items(self) -> None: + multiworld = self.world.multiworld + + # Do the regions that we know for a fact always exist, and we always do no matter what. + allow_self_locking_items(multiworld.get_region(rname.villa_archives, self.player), iname.archives_key) + allow_self_locking_items(multiworld.get_region(rname.cc_torture_chamber, self.player), iname.chamber_key) + + # Add this region if the world doesn't have the Villa Storeroom warp entrance. + if "Villa" not in self.world.active_warp_list[1:]: + allow_self_locking_items(multiworld.get_region(rname.villa_storeroom, self.player), iname.storeroom_key) + + # Add this region if Hard Logic is on and Multi Hit Breakables are off. + if self.world.options.hard_logic and not self.world.options.multi_hit_breakables: + allow_self_locking_items(multiworld.get_region(rname.cw_ltower, self.player), iname.left_tower_key) + + # Add these regions if Tower of Science is in the world. + if "Tower of Science" in self.world.active_stage_exits: + allow_self_locking_items(multiworld.get_region(rname.tosci_three_doors, self.player), iname.science_key1) + allow_self_locking_items(multiworld.get_region(rname.tosci_key3, self.player), iname.science_key3) + + # Add this region if Tower of Execution is in the world and Hard Logic is not on. + if "Tower of Execution" in self.world.active_stage_exits and self.world.options.hard_logic: + allow_self_locking_items(multiworld.get_region(rname.toe_ledge, self.player), iname.execution_key) diff --git a/worlds/cv64/src/drop_sub_weapon.c b/worlds/cv64/src/drop_sub_weapon.c new file mode 100644 index 0000000000..d1a4b52269 --- /dev/null +++ b/worlds/cv64/src/drop_sub_weapon.c @@ -0,0 +1,69 @@ +// Written by Moisés +#include "include/game/module.h" +#include "include/game/math.h" +#include "cv64.h" + +extern vec3f player_pos; +extern vec3s player_angle; // player_angle.y = Player's facing angle (yaw) +extern f32 player_height_with_respect_of_floor; // Stored negative in-game + +#define SHT_MAX 32767.0f +#define SHT_MINV (1.0f / SHT_MAX) + +void spawn_item_behind_player(s32 item) { + interactuablesModule* pickable_item = NULL; + const f32 spawnDistance = 8.0f; + vec3f player_backwards_dir; + + pickable_item = (interactuablesModule*)module_createAndSetChild(moduleList_findFirstModuleByID(ACTOR_CREATOR), ACTOR_ITEM); + if (pickable_item != NULL) { + // Convert facing angle to a vec3f + // SHT_MINV needs to be negative here for the item to be spawned properly on the character's back + player_backwards_dir.x = coss(-player_angle.y) * -SHT_MINV; + player_backwards_dir.z = sins(-player_angle.y) * -SHT_MINV; + // Multiply facing vector with distance away from the player + vec3f_multiplyScalar(&player_backwards_dir, &player_backwards_dir, spawnDistance); + // Assign the position of the item relative to the player's current position. + vec3f_add(&pickable_item->position, &player_pos, &player_backwards_dir); + // The Y position of the item will be the same as the floor right under the player + // The player's height with respect of the flower under them is already stored negative in-game, + // so no need to substract + pickable_item->position.y = player_pos.y + 5.0f; + pickable_item->height = pickable_item->position.y; + + // Assign item ID + pickable_item->item_ID = item; + } +} + + +const f32 droppingAccel = 0.05f; +const f32 maxDroppingSpeed = 1.5f; +f32 droppingSpeed = 0.0f; +f32 droppingTargetYPos = 0.0f; +u8 dropItemCalcFuncCalled = FALSE; + +s32 drop_item_calc(interactuablesModule* pickable_item) { + if (dropItemCalcFuncCalled == FALSE) { + droppingTargetYPos = player_pos.y + player_height_with_respect_of_floor + 1.0f; + if (pickable_item->item_ID == CROSS || pickable_item->item_ID == AXE || + pickable_item->item_ID == CROSS__VANISH || pickable_item->item_ID == AXE__VANISH) { + droppingTargetYPos += 3.0f; + } + dropItemCalcFuncCalled = TRUE; + return TRUE; + } + if (pickable_item->position.y <= droppingTargetYPos) { + droppingSpeed = 0.0f; + dropItemCalcFuncCalled = FALSE; + return FALSE; + } + else { + if (droppingSpeed < maxDroppingSpeed) { + droppingSpeed += droppingAccel; + } + pickable_item->position.y -= droppingSpeed; + pickable_item->height = pickable_item->position.y; + return TRUE; + } +} \ No newline at end of file diff --git a/worlds/cv64/src/print.c b/worlds/cv64/src/print.c new file mode 100644 index 0000000000..7f77afb00f --- /dev/null +++ b/worlds/cv64/src/print.c @@ -0,0 +1,116 @@ +// Written by Moisés. +// NOTE: This is an earlier version to-be-replaced. +#include +#include + +// Helper function +// https://decomp.me/scratch/9H1Uy +u32 convertUTF8StringToUTF16(char* src, u16* buffer) { + u32 string_length = 0; + + // If the source string starts with a null char (0), we assume the string empty. + if (*src != 0) { + // Copy the char from the source string into the bufferination. + // Then advance to the next char until we find the null char (0). + do { + *buffer = *src; + src++; + buffer++; + string_length++; + } while (*src != 0); + } + // Make sure to add the null char at the end of the bufferination string, + // and then return the length of the string. + *buffer = 0; + return string_length; +} + +// Begin printing ASCII text stored in a char* +textbox* print_text(const char* message, const s16 X_pos, const s16 Y_pos, const u8 number_of_lines, const s16 textbox_width, const u32 txtbox_flags, const void* module) { + textbox* (*ptr_textbox_create)(void*, void*, u32) = textbox_create; + void (*ptr_textbox_setPos)(textbox*, u16, u16, s32) = textbox_setPos; + void (*ptr_textbox_setDimensions)(textbox*, s8, s16, u8, u8) = textbox_setDimensions; + void (*ptr_textbox_setMessagePtr)(textbox*, u16*, s32, s16) = textbox_setMessagePtr; + u16* (*ptr_convertUTF16ToCustomTextFormat)(u16*) = convertUTF16ToCustomTextFormat; + void* (*ptr_malloc)(s32, u32) = malloc; + + textbox* txtbox = NULL; + + // Allocate memory for the text buffer + u16* text_buffer = (u16*) ptr_malloc(0, 100); + + // Create the textbox data structure + if (module != NULL) { + txtbox = ptr_textbox_create(module, HUD_camera, txtbox_flags); + } + + if (txtbox != NULL && text_buffer != NULL && message != NULL) { + // Set text position and dimensions + ptr_textbox_setPos(txtbox, X_pos, Y_pos, 1); + ptr_textbox_setDimensions(txtbox, number_of_lines, textbox_width, 0, 0); + + // Convert the ASCII message to the CV64 custom format + convertUTF8StringToUTF16(message, text_buffer); + ptr_convertUTF16ToCustomTextFormat(text_buffer); + + // Set the text buffer pointer to the textbox data structure + ptr_textbox_setMessagePtr(txtbox, text_buffer, 0, 0); + } + // We return the textbox so that we can modify its properties once it begins printing + // (say to show, hide the text) + return txtbox; +} + +// Begin printing signed integer +textbox* print_number(const s32 number, u16* text_buffer, const s16 X_pos, const s16 Y_pos, const u8 number_of_digits, const u32 txtbox_flags, const u32 additional_text_flag, const void* module) { + textbox* (*ptr_textbox_create)(void*, void*, u32) = textbox_create; + void (*ptr_textbox_setPos)(textbox*, u16, u16, s32) = textbox_setPos; + void (*ptr_textbox_setDimensions)(textbox*, s8, s16, u8, u8) = textbox_setDimensions; + void (*ptr_textbox_setMessagePtr)(textbox*, u16*, s32, s16) = textbox_setMessagePtr; + void (*ptr_text_convertIntNumberToText)(u32, u16*, u8, u32) = text_convertIntNumberToText; + + textbox* txtbox = NULL; + + // Create the textbox data structure + if (module != NULL) { + txtbox = ptr_textbox_create(module, HUD_camera, txtbox_flags); + } + + if (txtbox != NULL && text_buffer != NULL) { + // Set text position and dimensions + ptr_textbox_setPos(txtbox, X_pos, Y_pos, 1); + ptr_textbox_setDimensions(txtbox, 1, 100, 0, 0); + + // Convert the number to the CV64 custom format + ptr_text_convertIntNumberToText(number, text_buffer, number_of_digits, additional_text_flag); + + // Set the text buffer pointer to the textbox data structure + ptr_textbox_setMessagePtr(txtbox, text_buffer, 0, 0); + } + // We return the textbox so that we can modify its properties once it begins printing + // (say to show, hide the text) + return txtbox; +} + +// Update the value of a number that began printing after calling "print_number()" +void update_printed_number(textbox* txtbox, const s32 number, u16* text_buffer, const u8 number_of_digits, const u32 additional_text_flag) { + void (*ptr_text_convertIntNumberToText)(u32, u16*, u8, u32) = text_convertIntNumberToText; + + if (text_buffer != NULL) { + ptr_text_convertIntNumberToText(number, text_buffer, number_of_digits, additional_text_flag); + txtbox->flags |= 0x1000000; // Needed to make sure the number updates properly + } +} + +void display_text(textbox* txtbox, const u8 display_textbox) { + if (txtbox != NULL) { + if (display_textbox == TRUE) { + // Show text + txtbox->flags &= ~HIDE_TEXTBOX; + } + else { + // Hide text + txtbox->flags |= HIDE_TEXTBOX; + } + } +} diff --git a/worlds/cv64/src/print_text_ovl.c b/worlds/cv64/src/print_text_ovl.c new file mode 100644 index 0000000000..7ca8e6f35e --- /dev/null +++ b/worlds/cv64/src/print_text_ovl.c @@ -0,0 +1,26 @@ +// Written by Moisés +#include "print.h" +#include +#include + +#define counter_X_pos 30 +#define counter_Y_pos 40 +#define counter_number_of_digits 2 +#define GOLD_JEWEL_FONT 0x14 + +extern u8 bytes[13]; + +u16* number_text_buffer = NULL; +textbox* txtbox = NULL; + +void begin_print() { + // Allocate memory for the number text + number_text_buffer = (u16*) malloc(0, 12); + + // Assuming that 0x80342814 = HUD Module + txtbox = print_number(0, number_text_buffer, counter_X_pos, counter_Y_pos, counter_number_of_digits, 0x08600000, GOLD_JEWEL_FONT, (void*) 0x80342814); +} + +void update_print(u8 i) { + update_printed_number(txtbox, (s32) bytes[i], number_text_buffer, counter_number_of_digits, GOLD_JEWEL_FONT); +} diff --git a/worlds/cv64/stages.py b/worlds/cv64/stages.py new file mode 100644 index 0000000000..a6fa667921 --- /dev/null +++ b/worlds/cv64/stages.py @@ -0,0 +1,490 @@ +import logging + +from .data import rname +from .regions import get_region_info +from .locations import get_location_info +from .options import WarpOrder + +from typing import TYPE_CHECKING, Dict, List, Tuple, Union + +if TYPE_CHECKING: + from . import CV64World + + +# # # KEY # # # +# "start region" = The Region that the start of the stage is in. Used for connecting the previous stage's end and +# alternate end (if it exists) Entrances to the start of the next one. +# "start map id" = The map ID that the start of the stage is in. +# "start spawn id" = The player spawn location ID for the start of the stage. This and "start map id" are both written +# to the previous stage's end loading zone to make it send the player to the next stage in the +# world's determined stage order. +# "mid region" = The Region that the stage's middle warp point is in. Used for connecting the warp Entrances after the +# starting stage to where they should be connecting to. +# "mid map id" = The map ID that the stage's middle warp point is in. +# "mid spawn id" = The player spawn location ID for the stage's middle warp point. This and "mid map id" are both +# written to the warp menu code to make it send the player to where it should be sending them. +# "end region" = The Region that the end of the stage is in. Used for connecting the next stage's beginning Entrance +# (if it exists) to the end of the previous one. +# "end map id" = The map ID that the end of the stage is in. +# "end spawn id" = The player spawn location ID for the end of the stage. This and "end map id" are both written to the +# next stage's beginning loading zone (if it exists) to make it send the player to the previous stage +# in the world's determined stage order. +# startzone map offset = The offset in the ROM to overwrite to change where the start of the stage leads. +# startzone spawn offset = The offset in the ROM to overwrite to change what spawn location in the previous map the +# start of the stage puts the player at. +# endzone map offset = The offset in the ROM to overwrite to change where the end of the stage leads. +# endzone spawn offset = The offset in the ROM to overwrite to change what spawn location in the next map the end of +# the stage puts the player at. +# altzone map offset = The offset in the ROM to overwrite to change where the alternate end of the stage leads +# (if it exists). +# altzone spawn offset = The offset in the ROM to overwrite to change what spawn location in the next map the alternate +# end of the stage puts the player at. +# character = What character that stage is exclusively meant for normally. Used in determining what stages to leave out +# depending on what character stage setting was chosen in the player options. +# save number offsets = The offsets to overwrite to change what stage number is displayed on the save file when saving +# at the stage's White Jewels. +# regions = All Regions that make up the stage. If the stage is in the world's active stages, its Regions and their +# corresponding Locations and Entrances will all be created. +stage_info = { + "Forest of Silence": { + "start region": rname.forest_start, "start map id": 0x00, "start spawn id": 0x00, + "mid region": rname.forest_mid, "mid map id": 0x00, "mid spawn id": 0x04, + "end region": rname.forest_end, "end map id": 0x00, "end spawn id": 0x01, + "endzone map offset": 0xB6302F, "endzone spawn offset": 0xB6302B, + "save number offsets": [0x1049C5, 0x1049CD, 0x1049D5], + "regions": [rname.forest_start, + rname.forest_mid, + rname.forest_end] + }, + + "Castle Wall": { + "start region": rname.cw_start, "start map id": 0x02, "start spawn id": 0x00, + "mid region": rname.cw_start, "mid map id": 0x02, "mid spawn id": 0x07, + "end region": rname.cw_exit, "end map id": 0x02, "end spawn id": 0x10, + "endzone map offset": 0x109A5F, "endzone spawn offset": 0x109A61, + "save number offsets": [0x1049DD, 0x1049E5, 0x1049ED], + "regions": [rname.cw_start, + rname.cw_exit, + rname.cw_ltower] + }, + + "Villa": { + "start region": rname.villa_start, "start map id": 0x03, "start spawn id": 0x00, + "mid region": rname.villa_storeroom, "mid map id": 0x05, "mid spawn id": 0x04, + "end region": rname.villa_crypt, "end map id": 0x1A, "end spawn id": 0x03, + "endzone map offset": 0xD9DA3, "endzone spawn offset": 0x109E81, + "altzone map offset": 0xD9DAB, "altzone spawn offset": 0x109E81, + "save number offsets": [0x1049F5, 0x1049FD, 0x104A05, 0x104A0D], + "regions": [rname.villa_start, + rname.villa_main, + rname.villa_storeroom, + rname.villa_archives, + rname.villa_maze, + rname.villa_servants, + rname.villa_crypt] + }, + + "Tunnel": { + "start region": rname.tunnel_start, "start map id": 0x07, "start spawn id": 0x00, + "mid region": rname.tunnel_end, "mid map id": 0x07, "mid spawn id": 0x03, + "end region": rname.tunnel_end, "end map id": 0x07, "end spawn id": 0x11, + "endzone map offset": 0x109B4F, "endzone spawn offset": 0x109B51, "character": "Reinhardt", + "save number offsets": [0x104A15, 0x104A1D, 0x104A25, 0x104A2D], + "regions": [rname.tunnel_start, + rname.tunnel_end] + }, + + "Underground Waterway": { + "start region": rname.uw_main, "start map id": 0x08, "start spawn id": 0x00, + "mid region": rname.uw_main, "mid map id": 0x08, "mid spawn id": 0x03, + "end region": rname.uw_end, "end map id": 0x08, "end spawn id": 0x01, + "endzone map offset": 0x109B67, "endzone spawn offset": 0x109B69, "character": "Carrie", + "save number offsets": [0x104A35, 0x104A3D], + "regions": [rname.uw_main, + rname.uw_end] + }, + + "Castle Center": { + "start region": rname.cc_main, "start map id": 0x19, "start spawn id": 0x00, + "mid region": rname.cc_main, "mid map id": 0x0E, "mid spawn id": 0x03, + "end region": rname.cc_elev_top, "end map id": 0x0F, "end spawn id": 0x02, + "endzone map offset": 0x109CB7, "endzone spawn offset": 0x109CB9, + "altzone map offset": 0x109CCF, "altzone spawn offset": 0x109CD1, + "save number offsets": [0x104A45, 0x104A4D, 0x104A55, 0x104A5D, 0x104A65, 0x104A6D, 0x104A75], + "regions": [rname.cc_main, + rname.cc_torture_chamber, + rname.cc_library, + rname.cc_crystal, + rname.cc_elev_top] + }, + + "Duel Tower": { + "start region": rname.dt_main, "start map id": 0x13, "start spawn id": 0x00, + "startzone map offset": 0x109DA7, "startzone spawn offset": 0x109DA9, + "mid region": rname.dt_main, "mid map id": 0x13, "mid spawn id": 0x15, + "end region": rname.dt_main, "end map id": 0x13, "end spawn id": 0x01, + "endzone map offset": 0x109D8F, "endzone spawn offset": 0x109D91, "character": "Reinhardt", + "save number offsets": [0x104ACD], + "regions": [rname.dt_main] + }, + + "Tower of Execution": { + "start region": rname.toe_main, "start map id": 0x10, "start spawn id": 0x00, + "startzone map offset": 0x109D17, "startzone spawn offset": 0x109D19, + "mid region": rname.toe_main, "mid map id": 0x10, "mid spawn id": 0x02, + "end region": rname.toe_main, "end map id": 0x10, "end spawn id": 0x12, + "endzone map offset": 0x109CFF, "endzone spawn offset": 0x109D01, "character": "Reinhardt", + "save number offsets": [0x104A7D, 0x104A85], + "regions": [rname.toe_main, + rname.toe_ledge] + }, + + "Tower of Science": { + "start region": rname.tosci_start, "start map id": 0x12, "start spawn id": 0x00, + "startzone map offset": 0x109D77, "startzone spawn offset": 0x109D79, + "mid region": rname.tosci_conveyors, "mid map id": 0x12, "mid spawn id": 0x03, + "end region": rname.tosci_conveyors, "end map id": 0x12, "end spawn id": 0x04, + "endzone map offset": 0x109D5F, "endzone spawn offset": 0x109D61, "character": "Carrie", + "save number offsets": [0x104A95, 0x104A9D, 0x104AA5], + "regions": [rname.tosci_start, + rname.tosci_three_doors, + rname.tosci_conveyors, + rname.tosci_key3] + }, + + "Tower of Sorcery": { + "start region": rname.tosor_main, "start map id": 0x11, "start spawn id": 0x00, + "startzone map offset": 0x109D47, "startzone spawn offset": 0x109D49, + "mid region": rname.tosor_main, "mid map id": 0x11, "mid spawn id": 0x01, + "end region": rname.tosor_main, "end map id": 0x11, "end spawn id": 0x13, + "endzone map offset": 0x109D2F, "endzone spawn offset": 0x109D31, "character": "Carrie", + "save number offsets": [0x104A8D], + "regions": [rname.tosor_main] + }, + + "Room of Clocks": { + "start region": rname.roc_main, "start map id": 0x1B, "start spawn id": 0x00, + "mid region": rname.roc_main, "mid map id": 0x1B, "mid spawn id": 0x02, + "end region": rname.roc_main, "end map id": 0x1B, "end spawn id": 0x14, + "endzone map offset": 0x109EAF, "endzone spawn offset": 0x109EB1, + "save number offsets": [0x104AC5], + "regions": [rname.roc_main] + }, + + "Clock Tower": { + "start region": rname.ct_start, "start map id": 0x17, "start spawn id": 0x00, + "mid region": rname.ct_middle, "mid map id": 0x17, "mid spawn id": 0x02, + "end region": rname.ct_end, "end map id": 0x17, "end spawn id": 0x03, + "endzone map offset": 0x109E37, "endzone spawn offset": 0x109E39, + "save number offsets": [0x104AB5, 0x104ABD], + "regions": [rname.ct_start, + rname.ct_middle, + rname.ct_end] + }, + + "Castle Keep": { + "start region": rname.ck_main, "start map id": 0x14, "start spawn id": 0x02, + "mid region": rname.ck_main, "mid map id": 0x14, "mid spawn id": 0x03, + "end region": rname.ck_drac_chamber, + "save number offsets": [0x104AAD], + "regions": [rname.ck_main] + }, +} + +vanilla_stage_order = ("Forest of Silence", "Castle Wall", "Villa", "Tunnel", "Underground Waterway", "Castle Center", + "Duel Tower", "Tower of Execution", "Tower of Science", "Tower of Sorcery", "Room of Clocks", + "Clock Tower", "Castle Keep") + +# # # KEY # # # +# "prev" = The previous stage in the line. +# "next" = The next stage in the line. +# "alt" = The alternate next stage in the line (if one exists). +# "position" = The stage's number in the order of stages. +# "path" = Character indicating whether the stage is on the main path or an alternate path, similar to Rondo of Blood. +# Used in writing the randomized stage order to the spoiler. +vanilla_stage_exits = {rname.forest_of_silence: {"prev": None, "next": rname.castle_wall, + "alt": None, "position": 1, "path": " "}, + rname.castle_wall: {"prev": None, "next": rname.villa, + "alt": None, "position": 2, "path": " "}, + rname.villa: {"prev": None, "next": rname.tunnel, + "alt": rname.underground_waterway, "position": 3, "path": " "}, + rname.tunnel: {"prev": None, "next": rname.castle_center, + "alt": None, "position": 4, "path": " "}, + rname.underground_waterway: {"prev": None, "next": rname.castle_center, + "alt": None, "position": 4, "path": "'"}, + rname.castle_center: {"prev": None, "next": rname.duel_tower, + "alt": rname.tower_of_science, "position": 5, "path": " "}, + rname.duel_tower: {"prev": rname.castle_center, "next": rname.tower_of_execution, + "alt": None, "position": 6, "path": " "}, + rname.tower_of_execution: {"prev": rname.duel_tower, "next": rname.room_of_clocks, + "alt": None, "position": 7, "path": " "}, + rname.tower_of_science: {"prev": rname.castle_center, "next": rname.tower_of_sorcery, + "alt": None, "position": 6, "path": "'"}, + rname.tower_of_sorcery: {"prev": rname.tower_of_science, "next": rname.room_of_clocks, + "alt": None, "position": 7, "path": "'"}, + rname.room_of_clocks: {"prev": None, "next": rname.clock_tower, + "alt": None, "position": 8, "path": " "}, + rname.clock_tower: {"prev": None, "next": rname.castle_keep, + "alt": None, "position": 9, "path": " "}, + rname.castle_keep: {"prev": None, "next": None, + "alt": None, "position": 10, "path": " "}} + + +def get_stage_info(stage: str, info: str) -> Union[str, int, Union[List[int], List[str]], None]: + return stage_info[stage].get(info, None) + + +def get_locations_from_stage(stage: str) -> List[str]: + overall_locations = [] + for region in get_stage_info(stage, "regions"): + stage_locations = get_region_info(region, "locations") + if stage_locations is not None: + overall_locations += stage_locations + + final_locations = [] + for loc in overall_locations: + if get_location_info(loc, "code") is not None: + final_locations.append(loc) + return final_locations + + +def verify_character_stage(world: "CV64World", stage: str) -> bool: + # Verify a character stage is in the world if the given stage is a character stage. + stage_char = get_stage_info(stage, "character") + return stage_char is None or (world.reinhardt_stages and stage_char == "Reinhardt") or \ + (world.carrie_stages and stage_char == "Carrie") + + +def get_normal_stage_exits(world: "CV64World") -> Dict[str, dict]: + exits = {name: vanilla_stage_exits[name].copy() for name in vanilla_stage_exits} + non_branching_pos = 1 + + for stage in stage_info: + # Remove character stages that are not enabled. + if not verify_character_stage(world, stage): + del exits[stage] + continue + + # If branching pathways are not enabled, update the exit info to converge said stages on a single path. + if world.branching_stages: + continue + if world.carrie_stages and not world.reinhardt_stages and exits[stage]["alt"] is not None: + exits[stage]["next"] = exits[stage]["alt"] + elif world.carrie_stages and world.reinhardt_stages and stage != rname.castle_keep: + exits[stage]["next"] = vanilla_stage_order[vanilla_stage_order.index(stage) + 1] + exits[stage]["alt"] = None + exits[stage]["position"] = non_branching_pos + exits[stage]["path"] = " " + non_branching_pos += 1 + + return exits + + +def shuffle_stages(world: "CV64World", stage_1_blacklist: List[str]) \ + -> Tuple[Dict[str, Dict[str, Union[str, int, None]]], str, List[str]]: + """Woah, this is a lot! I should probably summarize what's happening in here, huh? + + So, in the vanilla game, all the stages are basically laid out on a linear "timeline" with some stages being + different depending on who you are playing as. The different character stages, in question, are the one following + Villa and the two following Castle Center. The ends of these two stages are considered the route divergences and, in + this rando, the game's behavior has been changed in such that both characters can access each other's exclusive + stages (thereby making the entire game playable in just one character run). With this in mind, when shuffling the + stages around, there is one particularly big rule that must be kept in mind to ensure things don't get too wacky. + That being: + + Villa and Castle Center cannot appear in branching path stage slots; they can only be on "main" path slots. + + So for this reason, generating a new stage layout is not as simple as just scrambling a list of stages around. It + must be done in such a way that whatever stages directly follow Villa or CC is not the other stage. The exception is + if branching stages are not a thing at all due to the player settings, in which case everything I said above does + not matter. Consider the following representation of a stage "timeline", wherein each "-" represents a main stage + and a "=" represents a pair of branching stages: + + -==---=--- + + In the above example, CC is the first "-" and Villa is the fourth. CC and Villa can only be "-"s whereas every other + stage can be literally anywhere, including on one of the "=" dashes. Villa will always be followed by one pair of + branching stages and CC will be followed by two pairs. + + This code starts by first generating a singular list of stages that fit the criteria of Castle Center not being in + the next two entries following Villa and Villa not being in the next four entries after Castle Center. Once that has + been figured out, it will then generate a dictionary of stages with the appropriate information regarding what + stages come before and after them to then be used for Entrance creation as well as what position in the list they + are in for the purposes of the spoiler log and extended hint information. + + I opted to use the Rondo of Blood "'" stage notation to represent Carrie stage slots specifically. If a main stage + with a backwards connection connects backwards into a pair of branching stages, it will be the non-"'" stage + (Reinhardt's) that it connects to. The Carrie stage slot cannot be accessed this way. + + If anyone has any ideas or suggestions on how to improve this, I'd love to hear them! Because it's only going to get + uglier come Legacy of Darkness and Cornell's funny side route later on. + """ + + starting_stage_value = world.options.starting_stage.value + + # Verify the starting stage is valid. If it isn't, pick a stage at random. + if vanilla_stage_order[starting_stage_value] not in stage_1_blacklist and \ + verify_character_stage(world, vanilla_stage_order[starting_stage_value]): + starting_stage = vanilla_stage_order[starting_stage_value] + else: + logging.warning(f"[{world.multiworld.player_name[world.player]}] {vanilla_stage_order[starting_stage_value]} " + f"cannot be the starting stage with the chosen settings. Picking a different stage instead...") + possible_stages = [] + for stage in vanilla_stage_order: + if stage in world.active_stage_exits and stage != rname.castle_keep: + possible_stages.append(stage) + starting_stage = world.random.choice(possible_stages) + world.options.starting_stage.value = vanilla_stage_order.index(starting_stage) + + remaining_stage_pool = [stage for stage in world.active_stage_exits] + remaining_stage_pool.remove(rname.castle_keep) + + total_stages = len(remaining_stage_pool) + + new_stage_order = [] + villa_cc_ids = [2, 3] + alt_villa_stage = [] + alt_cc_stages = [] + + # If there are branching stages, remove Villa and CC from the list and determine their placements first. + if world.branching_stages: + villa_cc_ids = world.random.sample(range(1, 5), 2) + remaining_stage_pool.remove(rname.villa) + remaining_stage_pool.remove(rname.castle_center) + + # Remove the starting stage from the remaining pool if it's in there at this point. + if starting_stage in remaining_stage_pool: + remaining_stage_pool.remove(starting_stage) + + # If Villa or CC is our starting stage, force its respective ID to be 0 and re-randomize the other. + if starting_stage == rname.villa: + villa_cc_ids[0] = 0 + villa_cc_ids[1] = world.random.randint(1, 5) + elif starting_stage == rname.castle_center: + villa_cc_ids[1] = 0 + villa_cc_ids[0] = world.random.randint(1, 5) + + for i in range(total_stages): + # If we're on Villa or CC's ID while in branching stage mode, put the respective stage in the slot. + if world.branching_stages and i == villa_cc_ids[0] and rname.villa not in new_stage_order: + new_stage_order.append(rname.villa) + villa_cc_ids[1] += 2 + elif world.branching_stages and i == villa_cc_ids[1] and rname.castle_center not in new_stage_order: + new_stage_order.append(rname.castle_center) + villa_cc_ids[0] += 4 + else: + # If neither of the above are true, if we're looking at Stage 1, append the starting stage. + # Otherwise, draw a random stage from the active list and delete it from there. + if i == 0: + new_stage_order.append(starting_stage) + else: + new_stage_order.append(world.random.choice(remaining_stage_pool)) + remaining_stage_pool.remove(new_stage_order[i]) + + # If we're looking at an alternate stage slot, put the stage in one of these lists to indicate it as such + if not world.branching_stages: + continue + if i - 2 >= 0: + if new_stage_order[i - 2] == rname.villa: + alt_villa_stage.append(new_stage_order[i]) + if i - 3 >= 0: + if new_stage_order[i - 3] == rname.castle_center: + alt_cc_stages.append(new_stage_order[i]) + if i - 4 >= 0: + if new_stage_order[i - 4] == rname.castle_center: + alt_cc_stages.append(new_stage_order[i]) + + new_stage_order.append(rname.castle_keep) + + # Update the dictionary of stage exits + current_stage_number = 1 + for i in range(len(new_stage_order)): + # Stage position number and alternate path indicator + world.active_stage_exits[new_stage_order[i]]["position"] = current_stage_number + if new_stage_order[i] in alt_villa_stage + alt_cc_stages: + world.active_stage_exits[new_stage_order[i]]["path"] = "'" + else: + world.active_stage_exits[new_stage_order[i]]["path"] = " " + + # Previous stage + if world.active_stage_exits[new_stage_order[i]]["prev"]: + if i - 1 < 0: + world.active_stage_exits[new_stage_order[i]]["prev"] = "Menu" + elif world.branching_stages: + if new_stage_order[i - 1] == alt_villa_stage[0] or new_stage_order[i] == alt_villa_stage[0]: + world.active_stage_exits[new_stage_order[i]]["prev"] = new_stage_order[i - 2] + elif new_stage_order[i - 1] == alt_cc_stages[1] or new_stage_order[i] == alt_cc_stages[0]: + world.active_stage_exits[new_stage_order[i]]["prev"] = new_stage_order[i - 3] + else: + world.active_stage_exits[new_stage_order[i]]["prev"] = new_stage_order[i - 1] + else: + world.active_stage_exits[new_stage_order[i]]["prev"] = new_stage_order[i - 1] + + # Next stage + if world.active_stage_exits[new_stage_order[i]]["next"]: + if world.branching_stages: + if new_stage_order[i + 1] == alt_villa_stage[0]: + world.active_stage_exits[new_stage_order[i]]["next"] = new_stage_order[i + 2] + current_stage_number -= 1 + elif new_stage_order[i + 1] == alt_cc_stages[0]: + world.active_stage_exits[new_stage_order[i]]["next"] = new_stage_order[i + 3] + current_stage_number -= 2 + else: + world.active_stage_exits[new_stage_order[i]]["next"] = new_stage_order[i + 1] + else: + world.active_stage_exits[new_stage_order[i]]["next"] = new_stage_order[i + 1] + + # Alternate next stage + if world.active_stage_exits[new_stage_order[i]]["alt"]: + if world.branching_stages: + if new_stage_order[i] == rname.villa: + world.active_stage_exits[new_stage_order[i]]["alt"] = alt_villa_stage[0] + else: + world.active_stage_exits[new_stage_order[i]]["alt"] = alt_cc_stages[0] + else: + world.active_stage_exits[new_stage_order[i]]["alt"] = None + + current_stage_number += 1 + + return world.active_stage_exits, starting_stage, new_stage_order + + +def generate_warps(world: "CV64World") -> List[str]: + # Create a list of warps from the active stage list. They are in a random order by default and will never + # include the starting stage. + possible_warps = [stage for stage in world.active_stage_list] + + # Remove the starting stage from the possible warps. + del (possible_warps[0]) + + active_warp_list = world.random.sample(possible_warps, 7) + + if world.options.warp_order == WarpOrder.option_seed_stage_order: + # Arrange the warps to be in the seed's stage order + new_list = world.active_stage_list.copy() + for warp in world.active_stage_list: + if warp not in active_warp_list: + new_list.remove(warp) + active_warp_list = new_list + elif world.options.warp_order == WarpOrder.option_vanilla_stage_order: + # Arrange the warps to be in the vanilla game's stage order + new_list = list(vanilla_stage_order) + for warp in vanilla_stage_order: + if warp not in active_warp_list: + new_list.remove(warp) + active_warp_list = new_list + + # Insert the starting stage at the start of the warp list + active_warp_list.insert(0, world.active_stage_list[0]) + + return active_warp_list + + +def get_region_names(active_stage_exits: Dict[str, Dict[str, Union[str, int, None]]]) -> List[str]: + region_names = [] + for stage in active_stage_exits: + stage_regions = get_stage_info(stage, "regions") + for region in stage_regions: + region_names.append(region) + + return region_names diff --git a/worlds/cv64/test/__init__.py b/worlds/cv64/test/__init__.py new file mode 100644 index 0000000000..2d09e27cb3 --- /dev/null +++ b/worlds/cv64/test/__init__.py @@ -0,0 +1,6 @@ +from test.bases import WorldTestBase + + +class CV64TestBase(WorldTestBase): + game = "Castlevania 64" + player: int = 1 diff --git a/worlds/cv64/test/test_access.py b/worlds/cv64/test/test_access.py new file mode 100644 index 0000000000..79b1e14e11 --- /dev/null +++ b/worlds/cv64/test/test_access.py @@ -0,0 +1,250 @@ +from . import CV64TestBase + + +class WarpTest(CV64TestBase): + options = { + "special1s_per_warp": 3, + "total_special1s": 21 + } + + def test_warps(self) -> None: + for i in range(1, 8): + self.assertFalse(self.can_reach_entrance(f"Warp {i}")) + self.collect([self.get_item_by_name("Special1")] * 2) + self.assertFalse(self.can_reach_entrance(f"Warp {i}")) + self.collect([self.get_item_by_name("Special1")] * 1) + self.assertTrue(self.can_reach_entrance(f"Warp {i}")) + + +class CastleWallTest(CV64TestBase): + options = { + "stage_shuffle": True, + "starting_stage": 1 + } + + def test_doors(self) -> None: + self.assertFalse(self.can_reach_entrance(f"Left Tower door")) + self.collect([self.get_item_by_name("Left Tower Key")] * 1) + self.assertTrue(self.can_reach_entrance(f"Left Tower door")) + + +class VillaTest(CV64TestBase): + options = { + "stage_shuffle": True, + "starting_stage": 2 + } + + def test_doors(self) -> None: + self.assertFalse(self.can_reach_entrance("To Storeroom door")) + self.collect([self.get_item_by_name("Storeroom Key")] * 1) + self.assertTrue(self.can_reach_entrance("To Storeroom door")) + self.assertFalse(self.can_reach_entrance("To Archives door")) + self.collect([self.get_item_by_name("Archives Key")] * 1) + self.assertTrue(self.can_reach_entrance("To Archives door")) + self.assertFalse(self.can_reach_entrance("To maze gate")) + self.assertFalse(self.can_reach_entrance("Copper door")) + self.collect([self.get_item_by_name("Garden Key")] * 1) + self.assertTrue(self.can_reach_entrance("To maze gate")) + self.assertFalse(self.can_reach_entrance("Copper door")) + self.collect([self.get_item_by_name("Copper Key")] * 1) + self.assertTrue(self.can_reach_entrance("Copper door")) + + +class CastleCenterTest(CV64TestBase): + options = { + "stage_shuffle": True, + "starting_stage": 5 + } + + def test_doors(self) -> None: + self.assertFalse(self.can_reach_entrance("Torture Chamber door")) + self.collect([self.get_item_by_name("Chamber Key")] * 1) + self.assertTrue(self.can_reach_entrance("Torture Chamber door")) + self.assertFalse(self.can_reach_entrance("Lower sealed cracked wall")) + self.assertFalse(self.can_reach_entrance("Upper cracked wall")) + self.collect([self.get_item_by_name("Magical Nitro")] * 1) + self.assertFalse(self.can_reach_entrance("Upper cracked wall")) + self.assertFalse(self.can_reach_entrance("Lower sealed cracked wall")) + self.collect([self.get_item_by_name("Mandragora")] * 1) + self.assertTrue(self.can_reach_entrance("Upper cracked wall")) + self.assertFalse(self.can_reach_entrance("Lower sealed cracked wall")) + self.collect([self.get_item_by_name("Magical Nitro")] * 1) + self.assertFalse(self.can_reach_entrance("Lower sealed cracked wall")) + self.collect([self.get_item_by_name("Mandragora")] * 1) + self.assertTrue(self.can_reach_entrance("Upper cracked wall")) + + +class ExecutionTest(CV64TestBase): + options = { + "stage_shuffle": True, + "starting_stage": 7 + } + + def test_doors(self) -> None: + self.assertFalse(self.can_reach_entrance("Execution gate")) + self.collect([self.get_item_by_name("Execution Key")] * 1) + self.assertTrue(self.can_reach_entrance("Execution gate")) + + +class ScienceTest(CV64TestBase): + options = { + "stage_shuffle": True, + "starting_stage": 8 + } + + def test_doors(self) -> None: + self.assertFalse(self.can_reach_entrance("Science Door 1")) + self.collect([self.get_item_by_name("Science Key1")] * 1) + self.assertTrue(self.can_reach_entrance("Science Door 1")) + self.assertFalse(self.can_reach_entrance("To Science Door 2")) + self.assertFalse(self.can_reach_entrance("Science Door 3")) + self.collect([self.get_item_by_name("Science Key2")] * 1) + self.assertTrue(self.can_reach_entrance("To Science Door 2")) + self.assertFalse(self.can_reach_entrance("Science Door 3")) + self.collect([self.get_item_by_name("Science Key3")] * 1) + self.assertTrue(self.can_reach_entrance("Science Door 3")) + + +class ClocktowerTest(CV64TestBase): + options = { + "stage_shuffle": True, + "starting_stage": 11 + } + + def test_doors(self) -> None: + self.assertFalse(self.can_reach_entrance("To Clocktower Door 1")) + self.assertFalse(self.can_reach_entrance("To Clocktower Door 2")) + self.assertFalse(self.can_reach_entrance("Clocktower Door 3")) + self.collect([self.get_item_by_name("Clocktower Key1")] * 1) + self.assertTrue(self.can_reach_entrance("To Clocktower Door 1")) + self.assertFalse(self.can_reach_entrance("To Clocktower Door 2")) + self.assertFalse(self.can_reach_entrance("Clocktower Door 3")) + self.collect([self.get_item_by_name("Clocktower Key2")] * 1) + self.assertTrue(self.can_reach_entrance("To Clocktower Door 2")) + self.assertFalse(self.can_reach_entrance("Clocktower Door 3")) + self.collect([self.get_item_by_name("Clocktower Key3")] * 1) + self.assertTrue(self.can_reach_entrance("Clocktower Door 3")) + + +class DraculaNoneTest(CV64TestBase): + options = { + "draculas_condition": 0, + "stage_shuffle": True, + "starting_stage": 5, + } + + def test_dracula_none_condition(self) -> None: + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.collect([self.get_item_by_name("Left Tower Key"), + self.get_item_by_name("Garden Key"), + self.get_item_by_name("Copper Key"), + self.get_item_by_name("Science Key1"), + self.get_item_by_name("Science Key2"), + self.get_item_by_name("Science Key3"), + self.get_item_by_name("Clocktower Key1"), + self.get_item_by_name("Clocktower Key2"), + self.get_item_by_name("Clocktower Key3")] * 1) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.collect([self.get_item_by_name("Special1")] * 7) + self.assertTrue(self.can_reach_entrance("Dracula's door")) + + +class DraculaSpecialTest(CV64TestBase): + options = { + "draculas_condition": 3 + } + + def test_dracula_special_condition(self) -> None: + self.assertFalse(self.can_reach_entrance("Clocktower Door 3")) + self.collect([self.get_item_by_name("Left Tower Key"), + self.get_item_by_name("Garden Key"), + self.get_item_by_name("Copper Key"), + self.get_item_by_name("Magical Nitro"), + self.get_item_by_name("Mandragora"), + self.get_item_by_name("Clocktower Key1"), + self.get_item_by_name("Clocktower Key2"), + self.get_item_by_name("Clocktower Key3")] * 2) + self.assertTrue(self.can_reach_entrance("Clocktower Door 3")) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.collect([self.get_item_by_name("Special2")] * 19) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.collect([self.get_item_by_name("Special2")] * 1) + self.assertTrue(self.can_reach_entrance("Dracula's door")) + + +class DraculaCrystalTest(CV64TestBase): + options = { + "draculas_condition": 1, + "stage_shuffle": True, + "starting_stage": 5, + "hard_logic": True + } + + def test_dracula_crystal_condition(self) -> None: + self.assertFalse(self.can_reach_entrance("Slope Jump to boss tower")) + self.collect([self.get_item_by_name("Left Tower Key"), + self.get_item_by_name("Garden Key"), + self.get_item_by_name("Copper Key"), + self.get_item_by_name("Science Key1"), + self.get_item_by_name("Science Key2"), + self.get_item_by_name("Science Key3"), + self.get_item_by_name("Clocktower Key1"), + self.get_item_by_name("Clocktower Key2"), + self.get_item_by_name("Clocktower Key3")] * 1) + self.assertFalse(self.can_reach_entrance("Slope Jump to boss tower")) + self.collect([self.get_item_by_name("Special1")] * 7) + self.assertTrue(self.can_reach_entrance("Slope Jump to boss tower")) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.collect([self.get_item_by_name("Magical Nitro"), + self.get_item_by_name("Mandragora")] * 1) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.assertFalse(self.can_reach_entrance("Lower sealed cracked wall")) + self.collect([self.get_item_by_name("Magical Nitro"), + self.get_item_by_name("Mandragora")] * 1) + self.assertTrue(self.can_reach_entrance("Lower sealed cracked wall")) + self.assertTrue(self.can_reach_entrance("Dracula's door")) + + +class DraculaBossTest(CV64TestBase): + options = { + "draculas_condition": 2, + "stage_shuffle": True, + "starting_stage": 5, + "hard_logic": True, + "bosses_required": 16 + } + + def test_dracula_boss_condition(self) -> None: + self.assertFalse(self.can_reach_entrance("Slope Jump to boss tower")) + self.collect([self.get_item_by_name("Left Tower Key"), + self.get_item_by_name("Garden Key"), + self.get_item_by_name("Copper Key"), + self.get_item_by_name("Science Key1"), + self.get_item_by_name("Science Key2"), + self.get_item_by_name("Science Key3"), + self.get_item_by_name("Clocktower Key1"), + self.get_item_by_name("Clocktower Key2"), + self.get_item_by_name("Clocktower Key3")] * 1) + self.assertFalse(self.can_reach_entrance("Slope Jump to boss tower")) + self.collect([self.get_item_by_name("Special1")] * 7) + self.assertTrue(self.can_reach_entrance("Slope Jump to boss tower")) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.collect([self.get_item_by_name("Magical Nitro"), + self.get_item_by_name("Mandragora")] * 1) + self.assertFalse(self.can_reach_entrance("Dracula's door")) + self.assertFalse(self.can_reach_entrance("Lower sealed cracked wall")) + self.collect([self.get_item_by_name("Magical Nitro"), + self.get_item_by_name("Mandragora")] * 1) + self.assertTrue(self.can_reach_entrance("Lower sealed cracked wall")) + self.assertTrue(self.can_reach_entrance("Dracula's door")) + + +class LizardTest(CV64TestBase): + options = { + "stage_shuffle": True, + "draculas_condition": 2, + "starting_stage": 4 + } + + def test_lizard_man_trio(self) -> None: + self.assertTrue(self.can_reach_location("Underground Waterway: Lizard-man trio")) diff --git a/worlds/cv64/text.py b/worlds/cv64/text.py new file mode 100644 index 0000000000..76ffaf1f7d --- /dev/null +++ b/worlds/cv64/text.py @@ -0,0 +1,95 @@ +from typing import Tuple + +cv64_char_dict = {"\n": (0x01, 0), " ": (0x02, 4), "!": (0x03, 2), '"': (0x04, 5), "#": (0x05, 6), "$": (0x06, 5), + "%": (0x07, 8), "&": (0x08, 7), "'": (0x09, 4), "(": (0x0A, 3), ")": (0x0B, 3), "*": (0x0C, 4), + "+": (0x0D, 5), ",": (0x0E, 3), "-": (0x0F, 4), ".": (0x10, 3), "/": (0x11, 6), "0": (0x12, 5), + "1": (0x13, 3), "2": (0x14, 5), "3": (0x15, 4), "4": (0x16, 5), "5": (0x17, 5), "6": (0x18, 5), + "7": (0x19, 5), "8": (0x1A, 5), "9": (0x1B, 5), ":": (0x1C, 3), ";": (0x1D, 3), "<": (0x1E, 3), + "=": (0x1F, 4), ">": (0x20, 3), "?": (0x21, 5), "@": (0x22, 8), "A": (0x23, 7), "B": (0x24, 6), + "C": (0x25, 5), "D": (0x26, 7), "E": (0x27, 5), "F": (0x28, 6), "G": (0x29, 6), "H": (0x2A, 7), + "I": (0x2B, 3), "J": (0x2C, 3), "K": (0x2D, 6), "L": (0x2E, 6), "M": (0x2F, 8), "N": (0x30, 7), + "O": (0x31, 6), "P": (0x32, 6), "Q": (0x33, 8), "R": (0x34, 6), "S": (0x35, 5), "T": (0x36, 6), + "U": (0x37, 6), "V": (0x38, 7), "W": (0x39, 8), "X": (0x3A, 6), "Y": (0x3B, 7), "Z": (0x3C, 6), + "[": (0x3D, 3), "\\": (0x3E, 6), "]": (0x3F, 3), "^": (0x40, 6), "_": (0x41, 5), "a": (0x43, 5), + "b": (0x44, 6), "c": (0x45, 4), "d": (0x46, 6), "e": (0x47, 5), "f": (0x48, 5), "g": (0x49, 5), + "h": (0x4A, 6), "i": (0x4B, 3), "j": (0x4C, 3), "k": (0x4D, 6), "l": (0x4E, 3), "m": (0x4F, 8), + "n": (0x50, 6), "o": (0x51, 5), "p": (0x52, 5), "q": (0x53, 5), "r": (0x54, 4), "s": (0x55, 4), + "t": (0x56, 4), "u": (0x57, 5), "v": (0x58, 6), "w": (0x59, 8), "x": (0x5A, 5), "y": (0x5B, 5), + "z": (0x5C, 4), "{": (0x5D, 4), "|": (0x5E, 2), "}": (0x5F, 3), "`": (0x61, 4), "「": (0x62, 3), + "」": (0x63, 3), "~": (0x65, 3), "″": (0x72, 3), "°": (0x73, 3), "∞": (0x74, 8)} +# [0] = CV64's in-game ID for that text character. +# [1] = How much space towards the in-game line length limit it contributes. + + +def cv64_string_to_bytearray(cv64text: str, a_advance: bool = False, append_end: bool = True) -> bytearray: + """Converts a string into a bytearray following CV64's string format.""" + text_bytes = bytearray(0) + for i, char in enumerate(cv64text): + if char == "\t": + text_bytes.extend([0xFF, 0xFF]) + else: + if char in cv64_char_dict: + text_bytes.extend([0x00, cv64_char_dict[char][0]]) + else: + text_bytes.extend([0x00, 0x41]) + + if a_advance: + text_bytes.extend([0xA3, 0x00]) + if append_end: + text_bytes.extend([0xFF, 0xFF]) + return text_bytes + + +def cv64_text_truncate(cv64text: str, textbox_len_limit: int) -> str: + """Truncates a string at a given in-game text line length.""" + line_len = 0 + + for i in range(len(cv64text)): + line_len += cv64_char_dict[cv64text[i]][1] + + if line_len > textbox_len_limit: + return cv64text[0x00:i] + + return cv64text + + +def cv64_text_wrap(cv64text: str, textbox_len_limit: int) -> Tuple[str, int]: + """Rebuilds a string with some of its spaces replaced with newlines to ensure the text wraps properly in an in-game + textbox of a given length.""" + words = cv64text.split(" ") + new_text = "" + line_len = 0 + num_lines = 1 + + for i in range(len(words)): + word_len = 0 + word_divider = " " + + if line_len != 0: + line_len += 4 + else: + word_divider = "" + + for char in words[i]: + if char in cv64_char_dict: + line_len += cv64_char_dict[char][1] + word_len += cv64_char_dict[char][1] + else: + line_len += 5 + word_len += 5 + + if word_len > textbox_len_limit or char in ["\n", "\t"]: + word_len = 0 + line_len = 0 + if num_lines < 4: + num_lines += 1 + + if line_len > textbox_len_limit: + word_divider = "\n" + line_len = word_len + if num_lines < 4: + num_lines += 1 + + new_text += word_divider + words[i] + + return new_text, num_lines diff --git a/worlds/noita/options.py b/worlds/noita/options.py index 7d987571a5..2c99e9dd2f 100644 --- a/worlds/noita/options.py +++ b/worlds/noita/options.py @@ -78,8 +78,7 @@ class VictoryCondition(Choice): class ExtraOrbs(Range): - """Add extra orbs to your item pool, to prevent you from needing to wait as long - for the last orb you need for your victory condition. + """Add extra orbs to your item pool, to prevent you from needing to wait as long for the last orb you need for your victory condition. Extra orbs received past your victory condition's amount will be received as hearts instead. Can be turned on for the Greed Ending goal, but will only really make it harder.""" display_name = "Extra Orbs" diff --git a/worlds/pokemon_emerald/__init__.py b/worlds/pokemon_emerald/__init__.py index c17fd1bc19..384bec9f45 100644 --- a/worlds/pokemon_emerald/__init__.py +++ b/worlds/pokemon_emerald/__init__.py @@ -87,7 +87,7 @@ class PokemonEmeraldWorld(World): location_name_groups = LOCATION_GROUPS data_version = 2 - required_client_version = (0, 4, 3) + required_client_version = (0, 4, 5) badge_shuffle_info: Optional[List[Tuple[PokemonEmeraldLocation, PokemonEmeraldItem]]] hm_shuffle_info: Optional[List[Tuple[PokemonEmeraldLocation, PokemonEmeraldItem]]] diff --git a/worlds/shorthike/Items.py b/worlds/shorthike/Items.py new file mode 100644 index 0000000000..a240dcbc6a --- /dev/null +++ b/worlds/shorthike/Items.py @@ -0,0 +1,62 @@ +from BaseClasses import ItemClassification +from typing import TypedDict, Dict, List, Set + +class ItemDict(TypedDict): + name: str + id: int + count: int + classification: ItemClassification + +base_id = 82000 + +item_table: List[ItemDict] = [ + {"name": "Stick", "id": base_id + 1, "count": 8, "classification": ItemClassification.progression_skip_balancing}, + {"name": "Seashell", "id": base_id + 2, "count": 23, "classification": ItemClassification.progression_skip_balancing}, + {"name": "Golden Feather", "id": base_id + 3, "count": 0, "classification": ItemClassification.progression}, + {"name": "Silver Feather", "id": base_id + 4, "count": 0, "classification": ItemClassification.useful}, + {"name": "Bucket", "id": base_id + 5, "count": 0, "classification": ItemClassification.progression}, + {"name": "Bait", "id": base_id + 6, "count": 2, "classification": ItemClassification.filler}, + {"name": "Fishing Rod", "id": base_id + 7, "count": 2, "classification": ItemClassification.progression}, + {"name": "Shovel", "id": base_id + 8, "count": 1, "classification": ItemClassification.progression}, + {"name": "Toy Shovel", "id": base_id + 9, "count": 5, "classification": ItemClassification.progression_skip_balancing}, + {"name": "Compass", "id": base_id + 10, "count": 1, "classification": ItemClassification.useful}, + {"name": "Medal", "id": base_id + 11, "count": 3, "classification": ItemClassification.filler}, + {"name": "Shell Necklace", "id": base_id + 12, "count": 1, "classification": ItemClassification.progression}, + {"name": "Wristwatch", "id": base_id + 13, "count": 1, "classification": ItemClassification.progression}, + {"name": "Motorboat Key", "id": base_id + 14, "count": 1, "classification": ItemClassification.progression}, + {"name": "Pickaxe", "id": base_id + 15, "count": 3, "classification": ItemClassification.useful}, + {"name": "Fishing Journal", "id": base_id + 16, "count": 1, "classification": ItemClassification.useful}, + {"name": "A Stormy View Map", "id": base_id + 17, "count": 1, "classification": ItemClassification.filler}, + {"name": "The King Map", "id": base_id + 18, "count": 1, "classification": ItemClassification.filler}, + {"name": "The Treasure of Sid Beach Map", "id": base_id + 19, "count": 1, "classification": ItemClassification.filler}, + {"name": "In Her Shadow Map", "id": base_id + 20, "count": 1, "classification": ItemClassification.filler}, + {"name": "Sunhat", "id": base_id + 21, "count": 1, "classification": ItemClassification.filler}, + {"name": "Baseball Cap", "id": base_id + 22, "count": 1, "classification": ItemClassification.filler}, + {"name": "Provincial Park Hat", "id": base_id + 23, "count": 1, "classification": ItemClassification.filler}, + {"name": "Headband", "id": base_id + 24, "count": 1, "classification": ItemClassification.progression}, + {"name": "Running Shoes", "id": base_id + 25, "count": 1, "classification": ItemClassification.useful}, + {"name": "Camping Permit", "id": base_id + 26, "count": 1, "classification": ItemClassification.progression}, + {"name": "Walkie Talkie", "id": base_id + 27, "count": 1, "classification": ItemClassification.useful}, + + # Not in the item pool for now + #{"name": "Boating Manual", "id": base_id + ~, "count": 1, "classification": ItemClassification.filler}, + + # Different Coin Amounts (Fillers) + {"name": "7 Coins", "id": base_id + 28, "count": 3, "classification": ItemClassification.filler}, + {"name": "15 Coins", "id": base_id + 29, "count": 1, "classification": ItemClassification.filler}, + {"name": "18 Coins", "id": base_id + 30, "count": 1, "classification": ItemClassification.filler}, + {"name": "21 Coins", "id": base_id + 31, "count": 2, "classification": ItemClassification.filler}, + {"name": "25 Coins", "id": base_id + 32, "count": 7, "classification": ItemClassification.filler}, + {"name": "27 Coins", "id": base_id + 33, "count": 1, "classification": ItemClassification.filler}, + {"name": "32 Coins", "id": base_id + 34, "count": 1, "classification": ItemClassification.filler}, + {"name": "33 Coins", "id": base_id + 35, "count": 6, "classification": ItemClassification.filler}, + {"name": "50 Coins", "id": base_id + 36, "count": 1, "classification": ItemClassification.filler}, + + # Filler item determined by settings + {"name": "13 Coins", "id": base_id + 37, "count": 0, "classification": ItemClassification.filler}, +] + +group_table: Dict[str, Set[str]] = { + "Coins": {"7 Coins", "13 Coins", "15 Coins", "18 Coins", "21 Coins", "25 Coins", "27 Coins", "32 Coins", "33 Coins", "50 Coins"}, + "Maps": {"A Stormy View Map", "The King Map", "The Treasure of Sid Beach Map", "In Her Shadow Map"}, +} diff --git a/worlds/shorthike/Locations.py b/worlds/shorthike/Locations.py new file mode 100644 index 0000000000..c2d316c686 --- /dev/null +++ b/worlds/shorthike/Locations.py @@ -0,0 +1,709 @@ +from typing import List, TypedDict + +class LocationInfo(TypedDict): + name: str + id: int + inGameId: str + needsShovel: bool + purchase: bool + minGoldenFeathers: int + minGoldenFeathersEasy: int + minGoldenFeathersBucket: int + +base_id = 83000 + +location_table: List[LocationInfo] = [ + # Original Seashell Locations + {"name": "Start Beach Seashell", + "id": base_id + 1, + "inGameId": "PickUps.3", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Beach Hut Seashell", + "id": base_id + 2, + "inGameId": "PickUps.2", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Beach Umbrella Seashell", + "id": base_id + 3, + "inGameId": "PickUps.8", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Sid Beach Mound Seashell", + "id": base_id + 4, + "inGameId": "PickUps.12", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Sid Beach Seashell", + "id": base_id + 5, + "inGameId": "PickUps.11", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Shirley's Point Beach Seashell", + "id": base_id + 6, + "inGameId": "PickUps.18", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Shirley's Point Rock Seashell", + "id": base_id + 7, + "inGameId": "PickUps.17", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Visitor's Center Beach Seashell", + "id": base_id + 8, + "inGameId": "PickUps.19", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "West River Seashell", + "id": base_id + 9, + "inGameId": "PickUps.10", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "West Riverbank Seashell", + "id": base_id + 10, + "inGameId": "PickUps.4", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Stone Tower Riverbank Seashell", + "id": base_id + 11, + "inGameId": "PickUps.23", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "North Beach Seashell", + "id": base_id + 12, + "inGameId": "PickUps.6", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "North Coast Seashell", + "id": base_id + 13, + "inGameId": "PickUps.7", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Boat Cliff Seashell", + "id": base_id + 14, + "inGameId": "PickUps.14", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Boat Isle Mound Seashell", + "id": base_id + 15, + "inGameId": "PickUps.22", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "East Coast Seashell", + "id": base_id + 16, + "inGameId": "PickUps.21", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "House North Beach Seashell", + "id": base_id + 17, + "inGameId": "PickUps.16", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Airstream Island North Seashell", + "id": base_id + 18, + "inGameId": "PickUps.13", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Airstream Island South Seashell", + "id": base_id + 19, + "inGameId": "PickUps.15", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Secret Island Beach Seashell", + "id": base_id + 20, + "inGameId": "PickUps.1", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Meteor Lake Seashell", + "id": base_id + 126, + "inGameId": "PickUps.20", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Good Creek Path Seashell", + "id": base_id + 127, + "inGameId": "PickUps.9", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + + # Visitor's Center Shop + {"name": "Visitor's Center Shop Golden Feather 1", + "id": base_id + 21, + "inGameId": "CampRangerNPC[0]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Visitor's Center Shop Golden Feather 2", + "id": base_id + 22, + "inGameId": "CampRangerNPC[1]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Visitor's Center Shop Hat", + "id": base_id + 23, + "inGameId": "CampRangerNPC[9]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Tough Bird Salesman + {"name": "Tough Bird Salesman Golden Feather 1", + "id": base_id + 24, + "inGameId": "ToughBirdNPC (1)[0]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Tough Bird Salesman Golden Feather 2", + "id": base_id + 25, + "inGameId": "ToughBirdNPC (1)[1]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Tough Bird Salesman Golden Feather 3", + "id": base_id + 26, + "inGameId": "ToughBirdNPC (1)[2]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Tough Bird Salesman Golden Feather 4", + "id": base_id + 27, + "inGameId": "ToughBirdNPC (1)[3]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Tough Bird Salesman (400 Coins)", + "id": base_id + 28, + "inGameId": "ToughBirdNPC (1)[9]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + + # Beachstickball + {"name": "Beachstickball (10 Hits)", + "id": base_id + 29, + "inGameId": "VolleyballOpponent[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Beachstickball (20 Hits)", + "id": base_id + 30, + "inGameId": "VolleyballOpponent[1]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Beachstickball (30 Hits)", + "id": base_id + 31, + "inGameId": "VolleyballOpponent[2]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Misc Item Locations + {"name": "Shovel Kid Trade", + "id": base_id + 32, + "inGameId": "Frog_StandingNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Compass Guy", + "id": base_id + 33, + "inGameId": "Fox_WalkingNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Hawk Peak Bucket Rock", + "id": base_id + 34, + "inGameId": "Tools.23", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands Bucket Rock", + "id": base_id + 35, + "inGameId": "Tools.42", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Bill the Walrus Fisherman", + "id": base_id + 36, + "inGameId": "SittingNPC (1)[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Catch 3 Fish Reward", + "id": base_id + 37, + "inGameId": "FishBuyer[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Catch All Fish Reward", + "id": base_id + 38, + "inGameId": "FishBuyer[1]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 7, "minGoldenFeathersEasy": 9, "minGoldenFeathersBucket": 7}, + {"name": "Permit Guy Bribe", + "id": base_id + 39, + "inGameId": "CamperNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Catch Fish with Permit", + "id": base_id + 129, + "inGameId": "Player[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Return Camping Permit", + "id": base_id + 130, + "inGameId": "CamperNPC[1]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + + # Original Pickaxe Locations + {"name": "Blocked Mine Pickaxe 1", + "id": base_id + 40, + "inGameId": "Tools.31", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Blocked Mine Pickaxe 2", + "id": base_id + 41, + "inGameId": "Tools.32", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Blocked Mine Pickaxe 3", + "id": base_id + 42, + "inGameId": "Tools.33", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Original Toy Shovel Locations + {"name": "Blackwood Trail Lookout Toy Shovel", + "id": base_id + 43, + "inGameId": "PickUps.27", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Shirley's Point Beach Toy Shovel", + "id": base_id + 44, + "inGameId": "PickUps.30", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Visitor's Center Beach Toy Shovel", + "id": base_id + 45, + "inGameId": "PickUps.29", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Blackwood Trail Rock Toy Shovel", + "id": base_id + 46, + "inGameId": "PickUps.26", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Beach Hut Cliff Toy Shovel", + "id": base_id + 128, + "inGameId": "PickUps.28", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Original Stick Locations + {"name": "Secret Island Beach Trail Stick", + "id": base_id + 47, + "inGameId": "PickUps.25", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Below Lighthouse Walkway Stick", + "id": base_id + 48, + "inGameId": "Tools.3", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Beach Hut Rocky Pool Sand Stick", + "id": base_id + 49, + "inGameId": "Tools.0", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Cliff Overlooking West River Waterfall Stick", + "id": base_id + 50, + "inGameId": "Tools.2", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 2, "minGoldenFeathersBucket": 0}, + {"name": "Trail to Tough Bird Salesman Stick", + "id": base_id + 51, + "inGameId": "Tools.8", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "North Beach Stick", + "id": base_id + 52, + "inGameId": "Tools.4", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Beachstickball Court Stick", + "id": base_id + 53, + "inGameId": "VolleyballMinigame.4", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Stick Under Sid Beach Umbrella", + "id": base_id + 54, + "inGameId": "Tools.1", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Boating + {"name": "Boat Rental", + "id": base_id + 55, + "inGameId": "DadDeer[0]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Boat Challenge Reward", + "id": base_id + 56, + "inGameId": "DeerKidBoat[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Not a location for now, corresponding with the Boating Manual + # {"name": "Receive Boating Manual", + # "id": base_id + 133, + # "inGameId": "DadDeer[1]", + # "needsShovel": False, "purchase": False, + # "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Original Map Locations + {"name": "Outlook Point Dog Gift", + "id": base_id + 57, + "inGameId": "Dog_WalkingNPC_BlueEyed[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + + # Original Clothes Locations + {"name": "Collect 15 Seashells", + "id": base_id + 58, + "inGameId": "LittleKidNPCVariant (1)[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Return to Shell Kid", + "id": base_id + 132, + "inGameId": "LittleKidNPCVariant (1)[1]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Taylor the Turtle Headband Gift", + "id": base_id + 59, + "inGameId": "Turtle_WalkingNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Sue the Rabbit Shoes Reward", + "id": base_id + 60, + "inGameId": "Bunny_WalkingNPC (1)[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Purchase Sunhat", + "id": base_id + 61, + "inGameId": "SittingNPC[0]", + "needsShovel": False, "purchase": True, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Original Golden Feather Locations + {"name": "Blackwood Forest Golden Feather", + "id": base_id + 62, + "inGameId": "Feathers.3", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Ranger May Shell Necklace Golden Feather", + "id": base_id + 63, + "inGameId": "AuntMayNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Sand Castle Golden Feather", + "id": base_id + 64, + "inGameId": "SandProvince.3", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Artist Golden Feather", + "id": base_id + 65, + "inGameId": "StandingNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Visitor Camp Rock Golden Feather", + "id": base_id + 66, + "inGameId": "Feathers.8", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Outlook Cliff Golden Feather", + "id": base_id + 67, + "inGameId": "Feathers.2", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Meteor Lake Cliff Golden Feather", + "id": base_id + 68, + "inGameId": "Feathers.7", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 5, "minGoldenFeathersBucket": 0}, + + # Original Silver Feather Locations + {"name": "Secret Island Peak", + "id": base_id + 69, + "inGameId": "PickUps.24", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 5, "minGoldenFeathersEasy": 7, "minGoldenFeathersBucket": 7}, + {"name": "Wristwatch Trade", + "id": base_id + 70, + "inGameId": "Goat_StandingNPC[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + + # Golden Chests + {"name": "Lighthouse Golden Chest", + "id": base_id + 71, + "inGameId": "Feathers.0", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 2, "minGoldenFeathersEasy": 3, "minGoldenFeathersBucket": 0}, + {"name": "Outlook Golden Chest", + "id": base_id + 72, + "inGameId": "Feathers.6", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Stone Tower Golden Chest", + "id": base_id + 73, + "inGameId": "Feathers.5", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "North Cliff Golden Chest", + "id": base_id + 74, + "inGameId": "Feathers.4", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 3, "minGoldenFeathersEasy": 10, "minGoldenFeathersBucket": 10}, + + # Chests + {"name": "Blackwood Cliff Chest", + "id": base_id + 75, + "inGameId": "Coins.22", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "White Coast Trail Chest", + "id": base_id + 76, + "inGameId": "Coins.6", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Sid Beach Chest", + "id": base_id + 77, + "inGameId": "Coins.7", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Sid Beach Buried Treasure Chest", + "id": base_id + 78, + "inGameId": "Coins.46", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Sid Beach Cliff Chest", + "id": base_id + 79, + "inGameId": "Coins.9", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Visitor's Center Buried Chest", + "id": base_id + 80, + "inGameId": "Coins.94", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Visitor's Center Hidden Chest", + "id": base_id + 81, + "inGameId": "Coins.42", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Shirley's Point Chest", + "id": base_id + 82, + "inGameId": "Coins.10", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 1, "minGoldenFeathersEasy": 2, "minGoldenFeathersBucket": 2}, + {"name": "Caravan Cliff Chest", + "id": base_id + 83, + "inGameId": "Coins.12", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Caravan Arch Chest", + "id": base_id + 84, + "inGameId": "Coins.11", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "King Buried Treasure Chest", + "id": base_id + 85, + "inGameId": "Coins.41", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Good Creek Path Buried Chest", + "id": base_id + 86, + "inGameId": "Coins.48", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Good Creek Path West Chest", + "id": base_id + 87, + "inGameId": "Coins.33", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Good Creek Path East Chest", + "id": base_id + 88, + "inGameId": "Coins.62", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "West Waterfall Chest", + "id": base_id + 89, + "inGameId": "Coins.20", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Stone Tower West Cliff Chest", + "id": base_id + 90, + "inGameId": "PickUps.0", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Bucket Path Chest", + "id": base_id + 91, + "inGameId": "Coins.50", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Bucket Cliff Chest", + "id": base_id + 92, + "inGameId": "Coins.49", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 3, "minGoldenFeathersEasy": 5, "minGoldenFeathersBucket": 5}, + {"name": "In Her Shadow Buried Treasure Chest", + "id": base_id + 93, + "inGameId": "Feathers.9", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Meteor Lake Buried Chest", + "id": base_id + 94, + "inGameId": "Coins.86", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Meteor Lake Chest", + "id": base_id + 95, + "inGameId": "Coins.64", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "House North Beach Chest", + "id": base_id + 96, + "inGameId": "Coins.65", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "East Coast Chest", + "id": base_id + 97, + "inGameId": "Coins.98", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Fisherman's Boat Chest 1", + "id": base_id + 99, + "inGameId": "Boat.0", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Fisherman's Boat Chest 2", + "id": base_id + 100, + "inGameId": "Boat.7", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Airstream Island Chest", + "id": base_id + 101, + "inGameId": "Coins.31", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "West River Waterfall Head Chest", + "id": base_id + 102, + "inGameId": "Coins.34", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Old Building Chest", + "id": base_id + 103, + "inGameId": "Coins.104", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Old Building West Chest", + "id": base_id + 104, + "inGameId": "Coins.109", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Old Building East Chest", + "id": base_id + 105, + "inGameId": "Coins.8", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Hawk Peak West Chest", + "id": base_id + 106, + "inGameId": "Coins.21", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 3, "minGoldenFeathersEasy": 5, "minGoldenFeathersBucket": 5}, + {"name": "Hawk Peak East Buried Chest", + "id": base_id + 107, + "inGameId": "Coins.76", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 3, "minGoldenFeathersEasy": 5, "minGoldenFeathersBucket": 5}, + {"name": "Hawk Peak Northeast Chest", + "id": base_id + 108, + "inGameId": "Coins.79", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 3, "minGoldenFeathersEasy": 5, "minGoldenFeathersBucket": 5}, + {"name": "Northern East Coast Chest", + "id": base_id + 109, + "inGameId": "Coins.45", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 2, "minGoldenFeathersBucket": 0}, + {"name": "North Coast Chest", + "id": base_id + 110, + "inGameId": "Coins.28", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "North Coast Buried Chest", + "id": base_id + 111, + "inGameId": "Coins.47", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Small South Island Buried Chest", + "id": base_id + 112, + "inGameId": "Coins.87", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Secret Island Bottom Chest", + "id": base_id + 113, + "inGameId": "Coins.88", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Secret Island Treehouse Chest", + "id": base_id + 114, + "inGameId": "Coins.89", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 1, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 1}, + {"name": "Sunhat Island Buried Chest", + "id": base_id + 115, + "inGameId": "Coins.112", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands South Buried Chest", + "id": base_id + 116, + "inGameId": "Coins.119", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands West Chest", + "id": base_id + 117, + "inGameId": "Coins.121", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands North Buried Chest", + "id": base_id + 118, + "inGameId": "Coins.117", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 1, "minGoldenFeathersEasy": 1, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands East Chest", + "id": base_id + 119, + "inGameId": "Coins.120", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands South Hidden Chest", + "id": base_id + 120, + "inGameId": "Coins.124", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "A Stormy View Buried Treasure Chest", + "id": base_id + 121, + "inGameId": "Coins.113", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, + {"name": "Orange Islands Ruins Buried Chest", + "id": base_id + 122, + "inGameId": "Coins.118", + "needsShovel": True, "purchase": False, + "minGoldenFeathers": 2, "minGoldenFeathersEasy": 4, "minGoldenFeathersBucket": 0}, + + # Race Rewards + {"name": "Lighthouse Race Reward", + "id": base_id + 123, + "inGameId": "RaceOpponent[0]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 2, "minGoldenFeathersEasy": 3, "minGoldenFeathersBucket": 1}, + {"name": "Old Building Race Reward", + "id": base_id + 124, + "inGameId": "RaceOpponent[1]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 1, "minGoldenFeathersEasy": 5, "minGoldenFeathersBucket": 0}, + {"name": "Hawk Peak Race Reward", + "id": base_id + 125, + "inGameId": "RaceOpponent[2]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 7, "minGoldenFeathersEasy": 9, "minGoldenFeathersBucket": 7}, + {"name": "Lose Race Gift", + "id": base_id + 131, + "inGameId": "RaceOpponent[9]", + "needsShovel": False, "purchase": False, + "minGoldenFeathers": 0, "minGoldenFeathersEasy": 0, "minGoldenFeathersBucket": 0}, +] diff --git a/worlds/shorthike/Options.py b/worlds/shorthike/Options.py new file mode 100644 index 0000000000..2f378f18ff --- /dev/null +++ b/worlds/shorthike/Options.py @@ -0,0 +1,73 @@ +from dataclasses import dataclass +from Options import Choice, PerGameCommonOptions, Range, StartInventoryPool, Toggle + +class Goal(Choice): + """Choose the end goal. + Nap: Complete the climb to the top of Hawk Peak and take a nap + Photo: Get your picture taken at the top of Hawk Peak + Races: Complete all three races with Avery + Help Everyone: Travel around Hawk Peak and help every character with their troubles + Fishmonger: Catch one of every fish from around Hawk Peak""" + display_name = "Goal" + option_nap = 0 + option_photo = 1 + option_races = 2 + option_help_everyone = 3 + option_fishmonger = 4 + default = 3 + +class CoinsInShops(Toggle): + """When enabled, the randomizer can place coins into locations that are purchased, such as shops.""" + display_name = "Coins in Purchaseable Locations" + default = False + +class GoldenFeathers(Range): + """Number of Golden Feathers in the item pool. + (Note that for the Photo and Help Everyone goals, a minimum of 12 Golden Feathers is enforced)""" + display_name = "Golden Feathers" + range_start = 0 + range_end = 20 + default = 20 + +class SilverFeathers(Range): + """Number of Silver Feathers in the item pool.""" + display_name = "Silver Feathers" + range_start = 0 + range_end = 20 + default = 2 + +class Buckets(Range): + """Number of Buckets in the item pool.""" + display_name = "Buckets" + range_start = 0 + range_end = 2 + default = 2 + +class GoldenFeatherProgression(Choice): + """Determines which locations are considered in logic based on the required amount of golden feathers to reach them. + Easy: Locations will be considered inaccessible until the player has enough golden feathers to easily reach them. A minimum of 10 golden feathers is recommended for this setting. + Normal: Locations will be considered inaccessible until the player has the minimum possible number of golden feathers to reach them. A minimum of 7 golden feathers is recommended for this setting. + Hard: Removes the requirement of golden feathers for progression entirely and glitches may need to be used to progress""" + display_name = "Golden Feather Progression" + option_easy = 0 + option_normal = 1 + option_hard = 2 + default = 1 + +class CostMultiplier(Range): + """The percentage that all item shop costs will be of the vanilla values.""" + display_name = "Shop Cost Multiplier" + range_start = 25 + range_end = 200 + default = 100 + +@dataclass +class ShortHikeOptions(PerGameCommonOptions): + start_inventory_from_pool: StartInventoryPool + goal: Goal + coins_in_shops: CoinsInShops + golden_feathers: GoldenFeathers + silver_feathers: SilverFeathers + buckets: Buckets + golden_feather_progression: GoldenFeatherProgression + cost_multiplier: CostMultiplier diff --git a/worlds/shorthike/Rules.py b/worlds/shorthike/Rules.py new file mode 100644 index 0000000000..73a1643421 --- /dev/null +++ b/worlds/shorthike/Rules.py @@ -0,0 +1,73 @@ +from worlds.generic.Rules import forbid_items_for_player, add_rule + +def create_rules(self, location_table): + multiworld = self.multiworld + player = self.player + options = self.options + + # Shovel Rules + for loc in location_table: + if loc["needsShovel"]: + forbid_items_for_player(multiworld.get_location(loc["name"], player), self.item_name_groups['Maps'], player) + add_rule(multiworld.get_location(loc["name"], player), + lambda state: state.has("Shovel", player)) + if loc["purchase"] and not options.coins_in_shops: + forbid_items_for_player(multiworld.get_location(loc["name"], player), self.item_name_groups['Coins'], player) + + # Minimum Feather Rules + if options.golden_feather_progression != 2: + min_feathers = get_min_feathers(self, loc["minGoldenFeathers"], loc["minGoldenFeathersEasy"]) + + if options.buckets > 0 and loc["minGoldenFeathersBucket"] < min_feathers: + add_rule(multiworld.get_location(loc["name"], player), + lambda state, loc=loc, min_feathers=min_feathers: state.has("Golden Feather", player, min_feathers) + or (state.has("Bucket", player) and state.has("Golden Feather", player, loc["minGoldenFeathersBucket"]))) + elif min_feathers > 0: + add_rule(multiworld.get_location(loc["name"], player), + lambda state, min_feathers=min_feathers: state.has("Golden Feather", player, min_feathers)) + add_rule(multiworld.get_location("Shovel Kid Trade", player), + lambda state: state.has("Toy Shovel", player)) + add_rule(multiworld.get_location("Sand Castle Golden Feather", player), + lambda state: state.has("Toy Shovel", player)) + + # Fishing Rules + add_rule(multiworld.get_location("Catch 3 Fish Reward", player), + lambda state: state.has("Fishing Rod", player)) + add_rule(multiworld.get_location("Catch Fish with Permit", player), + lambda state: state.has("Fishing Rod", player)) + add_rule(multiworld.get_location("Catch All Fish Reward", player), + lambda state: state.has("Fishing Rod", player)) + + # Misc Rules + add_rule(multiworld.get_location("Return Camping Permit", player), + lambda state: state.has("Camping Permit", player)) + add_rule(multiworld.get_location("Boat Challenge Reward", player), + lambda state: state.has("Motorboat Key", player)) + add_rule(multiworld.get_location("Collect 15 Seashells", player), + lambda state: state.has("Seashell", player, 15)) + add_rule(multiworld.get_location("Wristwatch Trade", player), + lambda state: state.has("Wristwatch", player)) + add_rule(multiworld.get_location("Sue the Rabbit Shoes Reward", player), + lambda state: state.has("Headband", player)) + add_rule(multiworld.get_location("Return to Shell Kid", player), + lambda state: state.has("Shell Necklace", player) and state.has("Seashell", player, 15)) + add_rule(multiworld.get_location("Ranger May Shell Necklace Golden Feather", player), + lambda state: state.has("Shell Necklace", player)) + add_rule(multiworld.get_location("Beachstickball (10 Hits)", player), + lambda state: state.has("Stick", player)) + add_rule(multiworld.get_location("Beachstickball (20 Hits)", player), + lambda state: state.has("Stick", player)) + add_rule(multiworld.get_location("Beachstickball (30 Hits)", player), + lambda state: state.has("Stick", player)) + +def get_min_feathers(self, min_golden_feathers, min_golden_feathers_easy): + options = self.options + + min_feathers = min_golden_feathers + if options.golden_feather_progression == 0: + min_feathers = min_golden_feathers_easy + if min_feathers > options.golden_feathers: + if options.goal != 1 and options.goal != 3: + min_feathers = options.golden_feathers + + return min_feathers diff --git a/worlds/shorthike/__init__.py b/worlds/shorthike/__init__.py new file mode 100644 index 0000000000..8a4ef93233 --- /dev/null +++ b/worlds/shorthike/__init__.py @@ -0,0 +1,136 @@ +from collections import Counter +from typing import ClassVar, Dict, Any, Type +from BaseClasses import Region, Location, Item, Tutorial +from Options import PerGameCommonOptions +from worlds.AutoWorld import World, WebWorld +from .Items import item_table, group_table, base_id +from .Locations import location_table +from .Rules import create_rules, get_min_feathers +from .Options import ShortHikeOptions + +class ShortHikeWeb(WebWorld): + theme = "ocean" + tutorials = [Tutorial( + "Multiworld Setup Guide", + "A guide to setting up the A Short Hike randomizer connected to an Archipelago Multiworld", + "English", + "setup_en.md", + "setup/en", + ["Chandler"] + )] + +class ShortHikeWorld(World): + """ + A Short Hike is a relaxing adventure set on the islands of Hawk Peak. Fly and climb using Claire's wings and Golden Feathers + to make your way up to the summit. Along the way you'll meet other hikers, discover hidden treasures, + and take in the beautiful world around you. + """ + + game = "A Short Hike" + web = ShortHikeWeb() + data_version = 2 + + item_name_to_id = {item["name"]: item["id"] for item in item_table} + location_name_to_id = {loc["name"]: loc["id"] for loc in location_table} + location_name_to_game_id = {loc["name"]: loc["inGameId"] for loc in location_table} + + item_name_groups = group_table + + options_dataclass: ClassVar[Type[PerGameCommonOptions]] = ShortHikeOptions + options: ShortHikeOptions + + required_client_version = (0, 4, 4) + + def __init__(self, multiworld, player): + super(ShortHikeWorld, self).__init__(multiworld, player) + + def get_filler_item_name(self) -> str: + return "13 Coins" + + def create_item(self, name: str) -> "ShortHikeItem": + item_id: int = self.item_name_to_id[name] + id = item_id - base_id - 1 + + return ShortHikeItem(name, item_table[id]["classification"], item_id, player=self.player) + + def create_items(self) -> None: + for item in item_table: + count = item["count"] + + if count <= 0: + continue + else: + for i in range(count): + self.multiworld.itempool.append(self.create_item(item["name"])) + + feather_count = self.options.golden_feathers + if self.options.goal == 1 or self.options.goal == 3: + if feather_count < 12: + feather_count = 12 + + junk = 45 - self.options.silver_feathers - feather_count - self.options.buckets + self.multiworld.itempool += [self.create_item(self.get_filler_item_name()) for _ in range(junk)] + self.multiworld.itempool += [self.create_item("Golden Feather") for _ in range(feather_count)] + self.multiworld.itempool += [self.create_item("Silver Feather") for _ in range(self.options.silver_feathers)] + self.multiworld.itempool += [self.create_item("Bucket") for _ in range(self.options.buckets)] + + def create_regions(self) -> None: + menu_region = Region("Menu", self.player, self.multiworld) + self.multiworld.regions.append(menu_region) + + main_region = Region("Hawk Peak", self.player, self.multiworld) + + for loc in self.location_name_to_id.keys(): + main_region.locations.append(ShortHikeLocation(self.player, loc, self.location_name_to_id[loc], main_region)) + + self.multiworld.regions.append(main_region) + + menu_region.connect(main_region) + + if self.options.goal == "nap": + # Nap + self.multiworld.completion_condition[self.player] = lambda state: (state.has("Golden Feather", self.player, get_min_feathers(self, 7, 9)) + or (state.has("Bucket", self.player) and state.has("Golden Feather", self.player, 7))) + elif self.options.goal == "photo": + # Photo + self.multiworld.completion_condition[self.player] = lambda state: state.has("Golden Feather", self.player, 12) + elif self.options.goal == "races": + # Races + self.multiworld.completion_condition[self.player] = lambda state: (state.has("Golden Feather", self.player, get_min_feathers(self, 7, 9)) + or (state.has("Bucket", self.player) and state.has("Golden Feather", self.player, 7))) + elif self.options.goal == "help_everyone": + # Help Everyone + self.multiworld.completion_condition[self.player] = lambda state: (state.has("Golden Feather", self.player, 12) + and state.has("Toy Shovel", self.player) and state.has("Camping Permit", self.player) + and state.has("Motorboat Key", self.player) and state.has("Headband", self.player) + and state.has("Wristwatch", self.player) and state.has("Seashell", self.player, 15) + and state.has("Shell Necklace", self.player)) + elif self.options.goal == "fishmonger": + # Fishmonger + self.multiworld.completion_condition[self.player] = lambda state: (state.has("Golden Feather", self.player, get_min_feathers(self, 7, 9)) + or (state.has("Bucket", self.player) and state.has("Golden Feather", self.player, 7)) + and state.has("Fishing Rod", self.player)) + + def set_rules(self): + create_rules(self, location_table) + + def fill_slot_data(self) -> Dict[str, Any]: + options = self.options + + settings = { + "goal": int(options.goal), + "logicLevel": int(options.golden_feather_progression), + "costMultiplier": int(options.cost_multiplier), + } + + slot_data = { + "settings": settings, + } + + return slot_data + +class ShortHikeItem(Item): + game: str = "A Short Hike" + +class ShortHikeLocation(Location): + game: str = "A Short Hike" diff --git a/worlds/shorthike/docs/en_A Short Hike.md b/worlds/shorthike/docs/en_A Short Hike.md new file mode 100644 index 0000000000..516bf28e47 --- /dev/null +++ b/worlds/shorthike/docs/en_A Short Hike.md @@ -0,0 +1,30 @@ +# A Short Hike + +## What does randomization do to this game? + +All items that can be obtained from chests, the ground, and NPCs are randomized. + +## What does another world's item look like in A Short Hike? + +All items are replaced with chests that can contain items from other worlds. +Items will appear with the Archipelago logo next to them when obtained. + +## Which characters need to be helped for the Help Everyone goal? + +To achieve the Help Everyone goal, the following characters will need to be helped: +- Pay Tough Bird Salesman's Tuition Fee +- Give Frog a Toy Shovel +- Return the Camper's Camping Permit +- Complete the Deer Kid's Boating Challenge +- Find Sue's Headband +- Clean Up and Purchase the Sunhat from the Deer +- Return the Camper's Wristwatch +- Cheer Up the Artist +- Collect 15 Shells for the Kid +- Give the Shell Necklace to Aunt May +- Help the Fox Climb the Mountain + +## Can I have more than one save at a time? + +No, unfortunately only one save slot is available for use in A Short Hike. +Starting a new save will erase the old one _permanently_. \ No newline at end of file diff --git a/worlds/shorthike/docs/setup_en.md b/worlds/shorthike/docs/setup_en.md new file mode 100644 index 0000000000..e327d8bed9 --- /dev/null +++ b/worlds/shorthike/docs/setup_en.md @@ -0,0 +1,32 @@ +# A Short Hike Multiworld Setup Guide + +## Required Software + +- A Short Hike: [Steam](https://store.steampowered.com/app/1055540/A_Short_Hike/) + - The Epic Games Store or itch.io version of A Short Hike will also work. +- A Short Hike Modding Tools: [GitHub](https://github.com/BrandenEK/AShortHike.ModdingTools) +- A Short Hike Randomizer: [GitHub](https://github.com/BrandenEK/AShortHike.Randomizer) + +## Optional Software + +- [PopTracker](https://github.com/black-sliver/PopTracker/) + - [Chandler's A Short Hike PopTracker Pack](https://github.com/chandler05/shorthike-archipelago-poptracker/releases) + +## Installation + +1. Download the [Modding Tools](https://github.com/BrandenEK/AShortHike.ModdingTools/releases), and follow +the [installation instructions](https://github.com/BrandenEK/AShortHike.ModdingTools#a-short-hike-modding-tools) on the GitHub page. + +2. After the Modding Tools have been installed, download the +[Randomizer](https://github.com/BrandenEK/AShortHike.Randomizer/releases) and extract the contents of it +into the `Modding` folder. + +## Connecting + +A Short Hike will prompt you with the server details when a new game is started or a previous one is continued. +Enter in the Server Port, Name, and Password (optional) in the popup menu that appears and hit connect. + +## Tracking + +Install PopTracker from the link above and place the PopTracker pack into the packs folder. +Connect to Archipelago via the AP button in the top left. \ No newline at end of file diff --git a/worlds/sm64ex/Regions.py b/worlds/sm64ex/Regions.py index 8c2d32e401..a493281ec3 100644 --- a/worlds/sm64ex/Regions.py +++ b/worlds/sm64ex/Regions.py @@ -36,6 +36,11 @@ class SM64Levels(int, Enum): BOWSER_IN_THE_FIRE_SEA = 191 WING_MARIO_OVER_THE_RAINBOW = 311 + +class SM64Region(Region): + subregions: typing.List[Region] = [] + + # sm64paintings is a dict of entrances, format LEVEL | AREA sm64_level_to_paintings: typing.Dict[SM64Levels, str] = { SM64Levels.BOB_OMB_BATTLEFIELD: "Bob-omb Battlefield", @@ -81,14 +86,16 @@ def create_regions(world: MultiWorld, player: int): regBoB = create_region("Bob-omb Battlefield", player, world) create_locs(regBoB, "BoB: Big Bob-Omb on the Summit", "BoB: Footrace with Koopa The Quick", "BoB: Mario Wings to the Sky", "BoB: Behind Chain Chomp's Gate", "BoB: Bob-omb Buddy") - create_subregion(regBoB, "BoB: Island", "BoB: Shoot to the Island in the Sky", "BoB: Find the 8 Red Coins") + bob_island = create_subregion(regBoB, "BoB: Island", "BoB: Shoot to the Island in the Sky", "BoB: Find the 8 Red Coins") + regBoB.subregions = [bob_island] if (world.EnableCoinStars[player].value): create_locs(regBoB, "BoB: 100 Coins") regWhomp = create_region("Whomp's Fortress", player, world) create_locs(regWhomp, "WF: Chip Off Whomp's Block", "WF: Shoot into the Wild Blue", "WF: Red Coins on the Floating Isle", "WF: Fall onto the Caged Island", "WF: Blast Away the Wall") - create_subregion(regWhomp, "WF: Tower", "WF: To the Top of the Fortress", "WF: Bob-omb Buddy") + wf_tower = create_subregion(regWhomp, "WF: Tower", "WF: To the Top of the Fortress", "WF: Bob-omb Buddy") + regWhomp.subregions = [wf_tower] if (world.EnableCoinStars[player].value): create_locs(regWhomp, "WF: 100 Coins") @@ -96,6 +103,7 @@ def create_regions(world: MultiWorld, player: int): create_locs(regJRB, "JRB: Plunder in the Sunken Ship", "JRB: Can the Eel Come Out to Play?", "JRB: Treasure of the Ocean Cave", "JRB: Blast to the Stone Pillar", "JRB: Through the Jet Stream", "JRB: Bob-omb Buddy") jrb_upper = create_subregion(regJRB, 'JRB: Upper', "JRB: Red Coins on the Ship Afloat") + regJRB.subregions = [jrb_upper] if (world.EnableCoinStars[player].value): create_locs(jrb_upper, "JRB: 100 Coins") @@ -108,7 +116,8 @@ def create_regions(world: MultiWorld, player: int): create_locs(regBBH, "BBH: Go on a Ghost Hunt", "BBH: Ride Big Boo's Merry-Go-Round", "BBH: Secret of the Haunted Books", "BBH: Seek the 8 Red Coins") bbh_third_floor = create_subregion(regBBH, "BBH: Third Floor", "BBH: Eye to Eye in the Secret Room") - create_subregion(bbh_third_floor, "BBH: Roof", "BBH: Big Boo's Balcony", "BBH: 1Up Block Top of Mansion") + bbh_roof = create_subregion(bbh_third_floor, "BBH: Roof", "BBH: Big Boo's Balcony", "BBH: 1Up Block Top of Mansion") + regBBH.subregions = [bbh_third_floor, bbh_roof] if (world.EnableCoinStars[player].value): create_locs(regBBH, "BBH: 100 Coins") @@ -130,22 +139,26 @@ def create_regions(world: MultiWorld, player: int): create_locs(regHMC, "HMC: Swimming Beast in the Cavern", "HMC: Metal-Head Mario Can Move!", "HMC: Watch for Rolling Rocks", "HMC: Navigating the Toxic Maze","HMC: 1Up Block Past Rolling Rocks") hmc_red_coin_area = create_subregion(regHMC, "HMC: Red Coin Area", "HMC: Elevate for 8 Red Coins") - create_subregion(regHMC, "HMC: Pit Islands", "HMC: A-Maze-Ing Emergency Exit", "HMC: 1Up Block above Pit") + hmc_pit_islands = create_subregion(regHMC, "HMC: Pit Islands", "HMC: A-Maze-Ing Emergency Exit", "HMC: 1Up Block above Pit") + regHMC.subregions = [hmc_red_coin_area, hmc_pit_islands] if (world.EnableCoinStars[player].value): create_locs(hmc_red_coin_area, "HMC: 100 Coins") regLLL = create_region("Lethal Lava Land", player, world) create_locs(regLLL, "LLL: Boil the Big Bully", "LLL: Bully the Bullies", "LLL: 8-Coin Puzzle with 15 Pieces", "LLL: Red-Hot Log Rolling") - create_subregion(regLLL, "LLL: Upper Volcano", "LLL: Hot-Foot-It into the Volcano", "LLL: Elevator Tour in the Volcano") + lll_upper_volcano = create_subregion(regLLL, "LLL: Upper Volcano", "LLL: Hot-Foot-It into the Volcano", "LLL: Elevator Tour in the Volcano") + regLLL.subregions = [lll_upper_volcano] if (world.EnableCoinStars[player].value): create_locs(regLLL, "LLL: 100 Coins") regSSL = create_region("Shifting Sand Land", player, world) - create_locs(regSSL, "SSL: In the Talons of the Big Bird", "SSL: Shining Atop the Pyramid", "SSL: Inside the Ancient Pyramid", + create_locs(regSSL, "SSL: In the Talons of the Big Bird", "SSL: Shining Atop the Pyramid", "SSL: Free Flying for 8 Red Coins", "SSL: Bob-omb Buddy", "SSL: 1Up Block Outside Pyramid", "SSL: 1Up Block Pyramid Left Path", "SSL: 1Up Block Pyramid Back") - create_subregion(regSSL, "SSL: Upper Pyramid", "SSL: Stand Tall on the Four Pillars", "SSL: Pyramid Puzzle") + ssl_upper_pyramid = create_subregion(regSSL, "SSL: Upper Pyramid", "SSL: Inside the Ancient Pyramid", + "SSL: Stand Tall on the Four Pillars", "SSL: Pyramid Puzzle") + regSSL.subregions = [ssl_upper_pyramid] if (world.EnableCoinStars[player].value): create_locs(regSSL, "SSL: 100 Coins") @@ -153,6 +166,7 @@ def create_regions(world: MultiWorld, player: int): create_locs(regDDD, "DDD: Board Bowser's Sub", "DDD: Chests in the Current", "DDD: Through the Jet Stream", "DDD: The Manta Ray's Reward", "DDD: Collect the Caps...") ddd_moving_poles = create_subregion(regDDD, "DDD: Moving Poles", "DDD: Pole-Jumping for Red Coins") + regDDD.subregions = [ddd_moving_poles] if (world.EnableCoinStars[player].value): create_locs(ddd_moving_poles, "DDD: 100 Coins") @@ -163,7 +177,8 @@ def create_regions(world: MultiWorld, player: int): create_default_locs(regVCutM, locVCutM_table) regBitFS = create_region("Bowser in the Fire Sea", player, world) - create_subregion(regBitFS, "BitFS: Upper", *locBitFS_table.keys()) + bitfs_upper = create_subregion(regBitFS, "BitFS: Upper", *locBitFS_table.keys()) + regBitFS.subregions = [bitfs_upper] create_region("Second Floor", player, world) @@ -176,7 +191,8 @@ def create_regions(world: MultiWorld, player: int): create_locs(regWDW, "WDW: Express Elevator--Hurry Up!") wdw_top = create_subregion(regWDW, "WDW: Top", "WDW: Shocking Arrow Lifts!", "WDW: Top o' the Town", "WDW: Secrets in the Shallows & Sky", "WDW: Bob-omb Buddy") - create_subregion(regWDW, "WDW: Downtown", "WDW: Go to Town for Red Coins", "WDW: Quick Race Through Downtown!", "WDW: 1Up Block in Downtown") + wdw_downtown = create_subregion(regWDW, "WDW: Downtown", "WDW: Go to Town for Red Coins", "WDW: Quick Race Through Downtown!", "WDW: 1Up Block in Downtown") + regWDW.subregions = [wdw_top, wdw_downtown] if (world.EnableCoinStars[player].value): create_locs(wdw_top, "WDW: 100 Coins") @@ -185,17 +201,19 @@ def create_regions(world: MultiWorld, player: int): "TTM: Bob-omb Buddy", "TTM: 1Up Block on Red Mushroom") ttm_top = create_subregion(ttm_middle, "TTM: Top", "TTM: Scale the Mountain", "TTM: Mystery of the Monkey Cage", "TTM: Mysterious Mountainside", "TTM: Breathtaking View from Bridge") + regTTM.subregions = [ttm_middle, ttm_top] if (world.EnableCoinStars[player].value): create_locs(ttm_top, "TTM: 100 Coins") create_region("Tiny-Huge Island (Huge)", player, world) create_region("Tiny-Huge Island (Tiny)", player, world) regTHI = create_region("Tiny-Huge Island", player, world) - create_locs(regTHI, "THI: The Tip Top of the Huge Island", "THI: 1Up Block THI Small near Start") - thi_pipes = create_subregion(regTHI, "THI: Pipes", "THI: Pluck the Piranha Flower", "THI: Rematch with Koopa the Quick", + create_locs(regTHI, "THI: 1Up Block THI Small near Start") + thi_pipes = create_subregion(regTHI, "THI: Pipes", "THI: The Tip Top of the Huge Island", "THI: Pluck the Piranha Flower", "THI: Rematch with Koopa the Quick", "THI: Five Itty Bitty Secrets", "THI: Wiggler's Red Coins", "THI: Bob-omb Buddy", "THI: 1Up Block THI Large near Start", "THI: 1Up Block Windy Area") thi_large_top = create_subregion(thi_pipes, "THI: Large Top", "THI: Make Wiggler Squirm") + regTHI.subregions = [thi_pipes, thi_large_top] if (world.EnableCoinStars[player].value): create_locs(thi_large_top, "THI: 100 Coins") @@ -206,6 +224,7 @@ def create_regions(world: MultiWorld, player: int): ttc_lower = create_subregion(regTTC, "TTC: Lower", "TTC: Roll into the Cage", "TTC: Get a Hand", "TTC: 1Up Block Midway Up") ttc_upper = create_subregion(ttc_lower, "TTC: Upper", "TTC: Timed Jumps on Moving Bars", "TTC: The Pit and the Pendulums") ttc_top = create_subregion(ttc_upper, "TTC: Top", "TTC: Stomp on the Thwomp", "TTC: 1Up Block at the Top") + regTTC.subregions = [ttc_lower, ttc_upper, ttc_top] if (world.EnableCoinStars[player].value): create_locs(ttc_top, "TTC: 100 Coins") @@ -213,8 +232,9 @@ def create_regions(world: MultiWorld, player: int): create_locs(regRR, "RR: Swingin' in the Breeze", "RR: Tricky Triangles!", "RR: 1Up Block Top of Red Coin Maze", "RR: 1Up Block Under Fly Guy", "RR: Bob-omb Buddy") rr_maze = create_subregion(regRR, "RR: Maze", "RR: Coins Amassed in a Maze") - create_subregion(regRR, "RR: Cruiser", "RR: Cruiser Crossing the Rainbow", "RR: Somewhere Over the Rainbow") - create_subregion(regRR, "RR: House", "RR: The Big House in the Sky", "RR: 1Up Block On House in the Sky") + rr_cruiser = create_subregion(regRR, "RR: Cruiser", "RR: Cruiser Crossing the Rainbow", "RR: Somewhere Over the Rainbow") + rr_house = create_subregion(regRR, "RR: House", "RR: The Big House in the Sky", "RR: 1Up Block On House in the Sky") + regRR.subregions = [rr_maze, rr_cruiser, rr_house] if (world.EnableCoinStars[player].value): create_locs(rr_maze, "RR: 100 Coins") @@ -223,7 +243,8 @@ def create_regions(world: MultiWorld, player: int): regBitS = create_region("Bowser in the Sky", player, world) create_locs(regBitS, "Bowser in the Sky 1Up Block") - create_subregion(regBitS, "BitS: Top", "Bowser in the Sky Red Coins") + bits_top = create_subregion(regBitS, "BitS: Top", "Bowser in the Sky Red Coins") + regBitS.subregions = [bits_top] def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule=None): @@ -232,14 +253,14 @@ def connect_regions(world: MultiWorld, player: int, source: str, target: str, ru sourceRegion.connect(targetRegion, rule=rule) -def create_region(name: str, player: int, world: MultiWorld) -> Region: - region = Region(name, player, world) +def create_region(name: str, player: int, world: MultiWorld) -> SM64Region: + region = SM64Region(name, player, world) world.regions.append(region) return region -def create_subregion(source_region: Region, name: str, *locs: str) -> Region: - region = Region(name, source_region.player, source_region.multiworld) +def create_subregion(source_region: Region, name: str, *locs: str) -> SM64Region: + region = SM64Region(name, source_region.player, source_region.multiworld) connection = Entrance(source_region.player, name, source_region) source_region.exits.append(connection) connection.connect(region) diff --git a/worlds/sm64ex/Rules.py b/worlds/sm64ex/Rules.py index f2b8e0bcdf..cc2b52f0f1 100644 --- a/worlds/sm64ex/Rules.py +++ b/worlds/sm64ex/Rules.py @@ -107,9 +107,9 @@ def set_rules(world, player: int, area_connections: dict, star_costs: dict, move connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, star_costs["SecondFloorDoorCost"])) - connect_regions(world, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"]) - connect_regions(world, player, "Third Floor", randomized_entrances_s["Rainbow Ride"]) - connect_regions(world, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"]) + connect_regions(world, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"], rf.build_rule("LG/TJ/SF/BF/WK")) + connect_regions(world, player, "Third Floor", randomized_entrances_s["Rainbow Ride"], rf.build_rule("TJ/SF/BF")) + connect_regions(world, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"], rf.build_rule("TJ/SF/BF")) connect_regions(world, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, star_costs["StarsToFinish"])) # Course Rules @@ -146,7 +146,7 @@ def set_rules(world, player: int, area_connections: dict, star_costs: dict, move rf.assign_rule("LLL: Upper Volcano", "CL") # Shifting Sand Land rf.assign_rule("SSL: Upper Pyramid", "CL & TJ/BF/SF/LG | MOVELESS") - rf.assign_rule("SSL: Free Flying for 8 Red Coins", "TJ/SF/BF & TJ+WC | TJ/SF/BF & CAPLESS | MOVELESS") + rf.assign_rule("SSL: Free Flying for 8 Red Coins", "TJ/SF/BF & TJ+WC | TJ/SF/BF & CAPLESS | MOVELESS & CAPLESS") # Dire, Dire Docks rf.assign_rule("DDD: Moving Poles", "CL & {{Bowser in the Fire Sea Key}} | TJ+DV+LG+WK & MOVELESS") rf.assign_rule("DDD: Through the Jet Stream", "MC | CAPLESS") @@ -165,6 +165,7 @@ def set_rules(world, player: int, area_connections: dict, star_costs: dict, move rf.assign_rule("TTM: Top", "MOVELESS & TJ | LJ/DV & LG/KK | MOVELESS & WK & SF/LG | MOVELESS & KK/DV") rf.assign_rule("TTM: Blast to the Lonely Mushroom", "CANN | CANNLESS & LJ | MOVELESS & CANNLESS") # Tiny-Huge Island + rf.assign_rule("THI: 1Up Block THI Small near Start", "NAR | {THI: Pipes}") rf.assign_rule("THI: Pipes", "NAR | LJ/TJ/DV/LG | MOVELESS & BF/SF/KK") rf.assign_rule("THI: Large Top", "NAR | LJ/TJ/DV | MOVELESS") rf.assign_rule("THI: Wiggler's Red Coins", "WK") @@ -225,11 +226,11 @@ def set_rules(world, player: int, area_connections: dict, star_costs: dict, move world.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player) if world.CompletionType[player] == "last_bowser_stage": - world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Sky", 'Region', player) + world.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player) elif world.CompletionType[player] == "all_bowser_stages": world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Dark World", 'Region', player) and \ - state.can_reach("Bowser in the Fire Sea", 'Region', player) and \ - state.can_reach("Bowser in the Sky", 'Region', player) + state.can_reach("BitFS: Upper", 'Region', player) and \ + state.can_reach("BitS: Top", 'Region', player) class RuleFactory: diff --git a/worlds/sm64ex/__init__.py b/worlds/sm64ex/__init__.py index e54a4b7a91..e6a6e42c76 100644 --- a/worlds/sm64ex/__init__.py +++ b/worlds/sm64ex/__init__.py @@ -5,8 +5,8 @@ from .Items import item_table, action_item_table, cannon_item_table, SM64Item from .Locations import location_table, SM64Location from .Options import sm64_options from .Rules import set_rules -from .Regions import create_regions, sm64_level_to_entrances -from BaseClasses import Item, Tutorial, ItemClassification +from .Regions import create_regions, sm64_level_to_entrances, SM64Levels +from BaseClasses import Item, Tutorial, ItemClassification, Region from ..AutoWorld import World, WebWorld @@ -200,11 +200,21 @@ class SM64World(World): with open(os.path.join(output_directory, filename), 'w') as f: json.dump(data, f) - def modify_multidata(self, multidata): + def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]): if self.topology_present: er_hint_data = {} for entrance, destination in self.area_connections.items(): - region = self.multiworld.get_region(sm64_level_to_entrances[destination], self.player) - for location in region.locations: - er_hint_data[location.address] = sm64_level_to_entrances[entrance] - multidata['er_hint_data'][self.player] = er_hint_data + regions = [self.multiworld.get_region(sm64_level_to_entrances[destination], self.player)] + if regions[0].name == "Tiny-Huge Island (Huge)": + # Special rules for Tiny-Huge Island's dual entrances + reverse_area_connections = {destination: entrance for entrance, destination in self.area_connections.items()} + entrance_name = sm64_level_to_entrances[reverse_area_connections[SM64Levels.TINY_HUGE_ISLAND_HUGE]] \ + + ' or ' + sm64_level_to_entrances[reverse_area_connections[SM64Levels.TINY_HUGE_ISLAND_TINY]] + regions[0] = self.multiworld.get_region("Tiny-Huge Island", self.player) + else: + entrance_name = sm64_level_to_entrances[entrance] + regions += regions[0].subregions + for region in regions: + for location in region.locations: + er_hint_data[location.address] = entrance_name + hint_data[self.player] = er_hint_data diff --git a/worlds/smw/Client.py b/worlds/smw/Client.py index eb9b4ec3d3..33a74b3dc8 100644 --- a/worlds/smw/Client.py +++ b/worlds/smw/Client.py @@ -65,11 +65,12 @@ SMW_RECV_PROGRESS_ADDR = WRAM_START + 0x01F2B SMW_BLOCKSANITY_BLOCK_COUNT = 582 -SMW_GOAL_LEVELS = [0x28, 0x31, 0x32] -SMW_INVALID_MARIO_STATES = [0x05, 0x06, 0x0A, 0x0C, 0x0D] -SMW_BAD_TEXT_BOX_LEVELS = [0x00, 0x26, 0x02, 0x4B] -SMW_BOSS_STATES = [0x80, 0xC0, 0xC1] -SMW_UNCOLLECTABLE_LEVELS = [0x25, 0x07, 0x0B, 0x40, 0x0E, 0x1F, 0x20, 0x1B, 0x1A, 0x35, 0x34, 0x31, 0x32] +SMW_GOAL_LEVELS = [0x28, 0x31, 0x32] +SMW_INVALID_MARIO_STATES = [0x05, 0x06, 0x0A, 0x0C, 0x0D] +SMW_BAD_TEXT_BOX_LEVELS = [0x00, 0x26, 0x02, 0x4B] +SMW_BOSS_STATES = [0x80, 0xC0, 0xC1] +SMW_UNCOLLECTABLE_LEVELS = [0x25, 0x07, 0x0B, 0x40, 0x0E, 0x1F, 0x20, 0x1B, 0x1A, 0x35, 0x34, 0x31, 0x32] +SMW_UNCOLLECTABLE_DRAGON_COINS = [0x24] class SMWSNIClient(SNIClient): @@ -604,6 +605,8 @@ class SMWSNIClient(SNIClient): if level_data[1] == 2: # Dragon Coins Check + if level_data[0] in SMW_UNCOLLECTABLE_DRAGON_COINS: + continue progress_byte = (level_data[0] // 8) progress_bit = 7 - (level_data[0] % 8) diff --git a/worlds/smw/Regions.py b/worlds/smw/Regions.py index 2f8a128a56..2496049874 100644 --- a/worlds/smw/Regions.py +++ b/worlds/smw/Regions.py @@ -975,7 +975,7 @@ def create_regions(world: World, active_locations): add_location_to_region(multiworld, player, active_locations, LocationName.donut_plains_2_region, LocationName.donut_plains_2_yellow_block_2, lambda state: state.has(ItemName.yellow_switch_palace, player)) add_location_to_region(multiworld, player, active_locations, LocationName.donut_plains_2_region, LocationName.donut_plains_2_vine_block_1, - lambda state:( ((state.has(ItemName.mario_climb, player) and state.has(ItemName.progressive_powerup, player, 1) and state.has(ItemName.mario_spin_jump, player))) or (state.has(ItemName.yoshi_activate, player)))) + lambda state:( ((state.has(ItemName.mario_carry, player) and state.has(ItemName.progressive_powerup, player, 1) and state.has(ItemName.mario_spin_jump, player))) or (state.has(ItemName.yoshi_activate, player)))) add_location_to_region(multiworld, player, active_locations, LocationName.donut_secret_1_region, LocationName.donut_secret_1_coin_block_1, lambda state: state.has(ItemName.mario_swim, player)) add_location_to_region(multiworld, player, active_locations, LocationName.donut_secret_1_region, LocationName.donut_secret_1_coin_block_2, @@ -1118,7 +1118,7 @@ def create_regions(world: World, active_locations): add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_castle_region, LocationName.chocolate_castle_yellow_block_2, lambda state: (state.has(ItemName.progressive_powerup, player, 1) and state.has(ItemName.yellow_switch_palace, player))) add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_castle_region, LocationName.chocolate_castle_green_block_1, - lambda state: (state.has(ItemName.progressive_powerup, player, 1) and state.has(ItemName.yellow_switch_palace, player))) + lambda state: (state.has(ItemName.progressive_powerup, player, 1) and state.has(ItemName.green_switch_palace, player))) add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_fortress_region, LocationName.chocolate_fortress_powerup_block_1) add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_fortress_region, LocationName.chocolate_fortress_powerup_block_2) add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_fortress_region, LocationName.chocolate_fortress_coin_block_1) @@ -1468,7 +1468,7 @@ def create_regions(world: World, active_locations): add_location_to_region(multiworld, player, active_locations, LocationName.forest_of_illusion_4_region, LocationName.forest_of_illusion_4_coin_block_9) add_location_to_region(multiworld, player, active_locations, LocationName.forest_of_illusion_4_region, LocationName.forest_of_illusion_4_coin_block_10) add_location_to_region(multiworld, player, active_locations, LocationName.forest_of_illusion_2_region, LocationName.forest_of_illusion_2_green_block_1, - lambda state: (state.has(ItemName.green_switch_palace, player) and state.has(ItemName.mario_carry, player))) + lambda state: (state.has(ItemName.green_switch_palace, player) and state.has(ItemName.mario_swim, player))) add_location_to_region(multiworld, player, active_locations, LocationName.forest_of_illusion_2_region, LocationName.forest_of_illusion_2_powerup_block_1, lambda state: state.has(ItemName.mario_swim, player)) add_location_to_region(multiworld, player, active_locations, LocationName.forest_of_illusion_2_region, LocationName.forest_of_illusion_2_invis_coin_block_1, @@ -1762,7 +1762,7 @@ def create_regions(world: World, active_locations): add_location_to_region(multiworld, player, active_locations, LocationName.star_road_4_region, LocationName.star_road_4_green_block_7, lambda state: (state.has(ItemName.green_switch_palace, player) and state.has(ItemName.yoshi_activate, player) and state.has(ItemName.mario_carry, player))) add_location_to_region(multiworld, player, active_locations, LocationName.star_road_4_region, LocationName.star_road_4_key_block_1, - lambda state:( ((state.has(ItemName.mario_climb, player) and state.has(ItemName.mario_carry, player))) or ((state.has(ItemName.green_switch_palace, player) and state.has(ItemName.red_switch_palace, player) and state.has(ItemName.mario_climb, player))))) + lambda state:( ((state.has(ItemName.mario_carry, player) and state.has(ItemName.yoshi_activate, player))) or ((state.has(ItemName.green_switch_palace, player) and state.has(ItemName.red_switch_palace, player) and state.has(ItemName.mario_carry, player))))) add_location_to_region(multiworld, player, active_locations, LocationName.star_road_5_region, LocationName.star_road_5_directional_coin_block_1) add_location_to_region(multiworld, player, active_locations, LocationName.star_road_5_region, LocationName.star_road_5_life_block_1, lambda state: state.has(ItemName.p_switch, player)) diff --git a/worlds/smw/Rom.py b/worlds/smw/Rom.py index 66226d5036..36078d4622 100644 --- a/worlds/smw/Rom.py +++ b/worlds/smw/Rom.py @@ -587,18 +587,17 @@ def handle_yoshi_box(rom): def handle_bowser_damage(rom): - rom.write_bytes(0x1A509, bytearray([0x20, 0x50, 0xBC])) # JSR $03BC50 + rom.write_bytes(0x1A509, bytearray([0x5C, 0x50, 0xBC, 0x03])) # JML $03BC50 BOWSER_BALLS_SUB_ADDR = 0x01BC50 - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x00, bytearray([0x08])) # PHP - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x01, bytearray([0xAD, 0x48, 0x0F])) # LDA $F48 - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x04, bytearray([0xCF, 0xA1, 0xBF, 0x03])) # CMP $03BFA1 - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x08, bytearray([0x90, 0x06])) # BCC +0x06 - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0A, bytearray([0x28])) # PLP - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0B, bytearray([0xEE, 0xB8, 0x14])) # INC $14B8 - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0E, bytearray([0x80, 0x01])) # BRA +0x01 - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x10, bytearray([0x28])) # PLP - rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x11, bytearray([0x60])) # RTS + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0000, bytearray([0xAF, 0xA0, 0xBF, 0x03])) # bowser_infinite_balls: lda.l goal_setting + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0004, bytearray([0xD0, 0x0C])) # bne .nope + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0006, bytearray([0xAD, 0x48, 0x0F])) # lda $0F48 + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0009, bytearray([0xCF, 0xA1, 0xBF, 0x03])) # cmp.l required_bosses_setting + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x000D, bytearray([0x90, 0x03])) # bcc .nope + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x000F, bytearray([0xEE, 0xB8, 0x14])) # inc $14B8 + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0012, bytearray([0xAD, 0xB8, 0x14])) # .nope lda $14B8 + rom.write_bytes(BOWSER_BALLS_SUB_ADDR + 0x0015, bytearray([0x5C, 0x0F, 0xA5, 0x03])) # jml $03A50F return @@ -2729,6 +2728,22 @@ def handle_uncompressed_player_gfx(rom): ]) rom.write_bytes(0x87F80, vram_targets) + +def handle_chocolate_island_2(rom): + FIX_CHOCOISLAND2_ADDR = 0x87200 + rom.write_bytes(0x2DB3E, bytearray([0x5C, 0x00, 0xF2, 0x10])) # jml fix_choco_island_2 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0000, bytearray([0xAD, 0x33, 0x1F])) # fix_choco_island_2 lda $1F2F+$04 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0003, bytearray([0x29, 0x08])) # and #$08 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0005, bytearray([0xD0, 0x0D])) # bne .dc_room + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0007, bytearray([0xAD, 0x22, 0x14])) # lda $1422 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x000A, bytearray([0xC9, 0x04])) # cmp #$04 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x000C, bytearray([0xF0, 0x06])) # beq .dc_room + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x000E, bytearray([0xA2, 0x02])) # .rex_room ldx #$02 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0010, bytearray([0x5C, 0x49, 0xDB, 0x05])) # jml $05DB49 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0014, bytearray([0xA2, 0x00])) # .dc_room ldx #$00 + rom.write_bytes(FIX_CHOCOISLAND2_ADDR + 0x0016, bytearray([0x5C, 0x49, 0xDB, 0x05])) # jml $05DB49 + + def decompress_gfx(compressed_graphics): # This code decompresses graphics in LC_LZ2 format in order to be able to swap player and yoshi's graphics with ease. decompressed_gfx = bytearray([]) @@ -3050,6 +3065,8 @@ def patch_rom(world: World, rom, player, active_level_dict): rom.write_bytes(0x09C13, bytearray([0x7E, 0x7E, 0x7F, 0x7F])) rom.write_byte(0x3F425, 0x32) + handle_chocolate_island_2(rom) + handle_ability_code(rom) handle_yoshi_box(rom) diff --git a/worlds/stardew_valley/locations.py b/worlds/stardew_valley/locations.py index 3bd1cf21e3..103b3bd960 100644 --- a/worlds/stardew_valley/locations.py +++ b/worlds/stardew_valley/locations.py @@ -6,7 +6,7 @@ from typing import Optional, Dict, Protocol, List, FrozenSet, Iterable from . import data from .bundles.bundle_room import BundleRoom -from .data.fish_data import legendary_fish, special_fish, get_fish_for_mods +from .data.fish_data import special_fish, get_fish_for_mods from .data.museum_data import all_museum_items from .data.villagers_data import get_villagers_for_mods from .mods.mod_data import ModNames @@ -206,7 +206,8 @@ def extend_fishsanity_locations(randomized_locations: List[LocationData], option if fishsanity == Fishsanity.option_none: return elif fishsanity == Fishsanity.option_legendaries: - randomized_locations.extend(location_table[f"{prefix}{legendary.name}"] for legendary in legendary_fish) + fish_locations = [location_table[f"{prefix}{fish.name}"] for fish in active_fish if fish.legendary] + randomized_locations.extend(filter_disabled_locations(options, fish_locations)) elif fishsanity == Fishsanity.option_special: randomized_locations.extend(location_table[f"{prefix}{special.name}"] for special in special_fish) elif fishsanity == Fishsanity.option_randomized: @@ -216,7 +217,7 @@ def extend_fishsanity_locations(randomized_locations: List[LocationData], option fish_locations = [location_table[f"{prefix}{fish.name}"] for fish in active_fish] randomized_locations.extend(filter_disabled_locations(options, fish_locations)) elif fishsanity == Fishsanity.option_exclude_legendaries: - fish_locations = [location_table[f"{prefix}{fish.name}"] for fish in active_fish if fish not in legendary_fish] + fish_locations = [location_table[f"{prefix}{fish.name}"] for fish in active_fish if not fish.legendary] randomized_locations.extend(filter_disabled_locations(options, fish_locations)) elif fishsanity == Fishsanity.option_exclude_hard_fish: fish_locations = [location_table[f"{prefix}{fish.name}"] for fish in active_fish if fish.difficulty < 80] diff --git a/worlds/stardew_valley/options.py b/worlds/stardew_valley/options.py index c2d239d274..634de45285 100644 --- a/worlds/stardew_valley/options.py +++ b/worlds/stardew_valley/options.py @@ -356,7 +356,7 @@ class QuestLocations(NamedRange): class Fishsanity(Choice): """Locations for catching a fish the first time? None: There are no locations for catching fish - Legendaries: Each of the 5 legendary fish are checks + Legendaries: Each of the 5 legendary fish are checks, plus the extended family if qi board is turned on Special: A curated selection of strong fish are checks Randomized: A random selection of fish are checks All: Every single fish in the game is a location that contains an item. Pairs well with the Master Angler Goal