[link_save]: 0x801EF670 [has_completed_intro]: 0x5 [have_tatl]: 0x22 [player_name]: 0x2C [scene_flags]: 0x470 [week_event_reg]: 0xEF8 [scene_flags_ingame]: 0x3F68 [global_context]: 0x803E6B20 [link_actor]: 0x803FFDB0 [starting_exit]: 0x8014533C [default_save]: 0x801C6898 [link_object_ptr]: 0x803FFFF4 // actually just an offset of link_actor? [scene_record_size]: 0x14 // do nothing per-frame jr nop /* TODO: short term: shuffle boss entrances ALWAYS cleanse swamp, even if woodfall temple isn't raised test beating each boss and other cutscene stuff fix death warps so they won't spawn you out of bounds make sure koume spawns in the woods allow peeking thru curiosity shop at any time set up wallet sizes not unlike mm randomizer allow buying of biggest bomb bag without an existing bomb bag make turtle cutscene shorter (just set first time flag by default) long term: add/fix generic grottos make death warps work like in mzx's hack boss warps take you to a duplicate of an existing exit (0x3010, ?, ?, ?) skip giants cutscenes; give oath when any mask is acquired (0xCC00 fyi) really long term: make bombers' code etc. a function of the filename (if it isn't already) maybe make shuffling more random (reduce rng bias) */ /* notes: 8016A708 breakpoint hit for reading entrance mod (gets summed immediately after) then calls 80132338 -> 801322C0 same thing for calling 80132374 80132338 calls 801322C0 and returns the scene number 801322C0 returns the entrance value in V0 (and the pointer to it in V1) */ .word 0xDEADBEEF whatever: // debugging stuff .word 0 .word 0xDEADBEEF hash: tunic_color: .word 0xFFFFFFFF .include "crc32.asm" .include "entrances.asm" set_scene_flag: // a0: scene number // a1: scene word (0-4) // a2: bit to set (0-31) // v0: new scene flag word li t0, @link_save addiu t1, t0, @scene_flags_ingame li t2, @scene_record_size multu a0, t2 mflo t2 addu t3, t1, t2 sll t4, a1, 2 // t4 = a1*sizeof(word) addu t3, t3, t4 lw v0, (t3) // load scene flag word li t6, 1 sllv t6, t6, a2 or v0, v0, t6 // set flag jr sw v0, (t3) // write it back get_event_flag: // a0: event flag offset // a1: byte offset // a2: bit to set (0-7) // v0: 1 if set, else 0 li t0, @link_save addu t1, t0, a0 addu t2, t1, a1 lb v0, (t2) li t6, 1 sllv t6, t6, a2 and v0, v0, t6 beqz v0, + cl v0 li v0, 1 +: jr nop set_event_flag: // a0: event flag offset // a1: byte offset // a2: bit to set (0-7) // v0: new event flag value li t0, @link_save addu t1, t0, a0 addu t2, t1, a1 lb v0, (t2) li t6, 1 sllv t6, t6, a2 or v0, v0, t6 jr sb v0, (t2) tunic_color_hook: // copypasta from CloudMax's old hack // registers available for use without blowing up: at, t3, t4, a0 lw t3, @link_object_ptr lui t4, 0x0001 sub t3, t3, t4 // t3 -= 0x10000 lw t4, tunic_color sw t4, 0xF184(t3) sw t4, 0xEFFC(t3) sw t4, 0xECB4(t3) sw t4, 0xEB2C(t3) sw t4, 0xE8F4(t3) sw t4, 0xE47C(t3) sw t4, 0xDE74(t3) sw t4, 0xDDB4(t3) sw t4, 0xDBDC(t3) sw t4, 0xD6D4(t3) sw t4, 0xD1AC(t3) j tunic_color_hook_return lhu v0, 0xF6DC(v0) // original code load_hook: push 4, s0, s1, ra, 1 li s0, @link_save lb t0, @has_completed_intro(s0) bnez t0, + li t0, 1 // first time setup sb t0, @has_completed_intro(s0) sb t0, @have_tatl(s0) li a0, 0x0063 // inside clock tower li a1, 1 // second word li a2, 0 // first bit ("You've met with a terrible fate") jal set_scene_flag nop li a0, @week_event_reg li a1, 31 li a2, 2 // Tatl reminding you about the four directions jal set_event_flag nop +: addi a0, s0, @player_name li a2, 0xFFFFFFFF jal crc32 li a1, 8 not v0, v0 sw v0, hash sw v0, rng_seed jal shuffle_all nop jpop 4, s0, s1, ra, 1 prng: // just a reimplementation of the PRNG the game uses. // it's from Numerical Recipes in C, by the way. // random = random*0x19660D + 0x3C6EF35F; lw t0, rng_seed li t1, 0x19660D multu t0, t1 li t2, 0x3C6EF35F mflo t3 addu v0, t3, t2 sw v0, rng_seed jr nop rng_seed: .word 0 randint: // v0 = random integer from 0 to a0; a0 >= 0 push 4, s0, ra jal prng addi s0, a0, 1 divu v0, s0 mfhi v0 jpop 4, s0, ra shuffle_all: push 4, s0, s1, s2, ra // https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle#The_.22inside-out.22_algorithm li s0, 0 li s1, @entries la s2, shuffles -: jal randint mov a0, s0 // s0 is i, v0 is j sll t0, s0, 2 // 1<<2 == 2*sizeof(half) sll t1, v0, 2 // likewise addu t0, s2, t0 // [i] addu t1, s2, t1 // [j] // a[i] = a[j] lhu t3, 2(t1) sh t3, 2(t0) // a[j] = source[i] lhu t4, 0(t0) sh t4, 2(t1) // iterate addi s0, s0, 1 bne s0, s1, - nop +: jpop 4, s0, s1, s2, ra shuffle_exit: // a0: exit value // v0: shuffled exit value push 4, ra, 1 mov v0, a0 li t0, @entries li t1, 0 lw t2, crc32 sw t2, rng_seed la t3, shuffles mov t4, t3 -: lhu t5, (t4) beq a0, t5, + nop addi t1, t1, 1 beq t1, t0, shuffle_exit_return nop b - addi t4, t4, 4 // 2*sizeof(halfword) +: lhu v0, 2(t4) shuffle_exit_return: jpop 4, ra, 1 shuffle_hook: push 4, s0, ra jal shuffle_exit nop mov s0, v0 // handle alt scenes depending on game state // use clean swamp when odolwa is beaten li a0, @week_event_reg li a1, 20 jal get_event_flag li a2, 1 beqz v0, + nop andi t9, s0, 0x01FF andi t0, s0, 0xFE00 // can't actually use bnei here because unsignedness, oops li at, 0x8400 bne t0, at, + li at, 0x0C00 addu s0, t9, at +: // use unfrozen mountain when goht is beaten li a0, @week_event_reg li a1, 33 jal get_event_flag li a2, 7 beqz v0, shuffle_hook_done nop andi t9, s0, 0x01FF andi t0, s0, 0xFE00 li at, 0x9400 bne t0, at, + li at, 0x8A00 addu s0, t9, at +: li at, 0x9A00 bne t0, at, + li at, 0xAE00 addu s0, t9, at +: li at, 0xB400 bne t0, at, + li at, 0xB600 addu s0, t9, at +: shuffle_hook_done: mov a0, s0 pop 4, s0, ra j shuffle_hook_return sw a0, 0(sp) // original code .org 0x801322C0 j shuffle_hook andi a0, a0, 0xFFFF // original code shuffle_hook_return: .org @starting_exit li t8, 0xD800 li t4, 0xD800 .org 0x80145464 // JR of starting_exit's function j load_hook // tail call .org @default_save .ascii "\0\0\0\0\0\0" // ZELDA3 .half 1 // SoT count .ascii ">>>>>>>>" // player name .half 0x30 // hearts .half 0x30 // max hearts .byte 1 // magic level .byte 0x30 // magic amount .half 0 // rupees .word 0 // navi timer .byte 1 // has normal magic .byte 0 // has double magic .half 0 // double defense .half 0xFF00 // unknown .half 0x0000 // owls hit .word 0xFF000008 // unknown .word 0x4DFFFFFF // human buttons .word 0x4DFFFFFF // goron buttons .word 0x4DFFFFFF // zora buttons .word 0xFDFFFFFF // deku buttons .word 0x00FFFFFF // equipped slots .word 0xFFFFFFFF // unknown .word 0xFFFFFFFF // unknown .word 0xFFFFFFFF // unknown .half 0x0011 // tunic & boots .half 0 // unknown // inventory items .byte 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF // ocarina, nothing else .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF // mask items .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x32 // deku mask, nothing else .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF .byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF // item quantities .byte 0, 0, 0, 0, 0, 0 .byte 0, 0, 0, 0, 0, 0 .byte 0, 0, 0, 0, 0, 0 .byte 0, 0, 0, 0, 0, 0 // .word 0 // upgrades .word 0x00003000 // quest status (set song of time and song of healing) .org 0x801261D0 j tunic_color_hook lhu t1, 0x1DB0(t1)// original code tunic_color_hook_return: