#include "global.h" #include "vt.h" #include #define NUM_DUNGEONS 8 #define NUM_TRIALS 6 /** * Initialize new save. * This save has an empty inventory with 3 hearts and single magic. */ void Sram_InitNewSave(void) { Save_InitFile(false); } /** * Initialize debug save. This is also used on the Title Screen * This save has a mostly full inventory with 10 hearts and single magic. * * Some noteable flags that are set: * Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened, * used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched, * and set water level in Water Temple to lowest level. */ void Sram_InitDebugSave(void) { Save_InitFile(true); } // RANDOTODO replace most of these GiveLink functions with calls to // Item_Give in z_parameter, we'll need to update Item_Give to ensure // nothing breaks when calling it without a valid globalCtx first void GiveLinkRupees(int numOfRupees) { int maxRupeeCount; if (CUR_UPG_VALUE(UPG_WALLET) == 0) { maxRupeeCount = 99; } else if (CUR_UPG_VALUE(UPG_WALLET) == 1) { maxRupeeCount = 200; } else if (CUR_UPG_VALUE(UPG_WALLET) == 2) { maxRupeeCount = 500; } int newRupeeCount = gSaveContext.rupees; newRupeeCount += numOfRupees; if (newRupeeCount > maxRupeeCount) { gSaveContext.rupees = maxRupeeCount; } else { gSaveContext.rupees = newRupeeCount; } } void GiveLinkRupeesByGetItemId(GetItemID giid) { if (giid == GI_RUPEE_GREEN) { GiveLinkRupees(1); } else if (giid == GI_RUPEE_BLUE) { GiveLinkRupees(5); } else if (giid == GI_RUPEE_RED) { GiveLinkRupees(20); } else if (giid == GI_RUPEE_PURPLE) { GiveLinkRupees(50); } else if (giid == GI_RUPEE_GOLD) { GiveLinkRupees(100); } } void GiveLinkBombchus(GetItemID giid) { INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU; if (giid == GI_BOMBCHUS_5) { AMMO(ITEM_BOMBCHU) += 5; } else if (giid == GI_BOMBCHUS_10) { AMMO(ITEM_BOMBCHU) += 10; } else if (giid == GI_BOMBCHUS_20) { AMMO(ITEM_BOMBCHU) += 20; } } void GiveLinkDekuSticks(int howManySticks) { int maxStickCount; if (CUR_UPG_VALUE(UPG_STICKS) == 0) { INV_CONTENT(ITEM_STICK) = ITEM_STICK; Inventory_ChangeUpgrade(UPG_STICKS, 1); maxStickCount = 10; } else if (CUR_UPG_VALUE(UPG_STICKS) == 1) { maxStickCount = 10; } else if (CUR_UPG_VALUE(UPG_STICKS) == 2) { maxStickCount = 20; } else if (CUR_UPG_VALUE(UPG_STICKS) == 3) { maxStickCount = 30; } if ((AMMO(ITEM_STICK) + howManySticks) > maxStickCount) { AMMO(ITEM_STICK) = maxStickCount; } else { AMMO(ITEM_STICK) += howManySticks; } } void GiveLinkDekuSticksByGetItemId(GetItemID giid) { if (giid == GI_STICKS_1) { GiveLinkDekuSticks(1); } else if (giid == GI_STICKS_5) { GiveLinkDekuSticks(5); } else if (giid == GI_STICKS_10) { GiveLinkDekuSticks(10); } } void GiveLinkDekuNuts(int howManyNuts) { int maxNutCount; if (CUR_UPG_VALUE(UPG_NUTS) == 0) { INV_CONTENT(ITEM_NUT) = ITEM_NUT; Inventory_ChangeUpgrade(UPG_NUTS, 1); maxNutCount = 20; } else if (CUR_UPG_VALUE(UPG_NUTS) == 1) { maxNutCount = 20; } else if (CUR_UPG_VALUE(UPG_NUTS) == 2) { maxNutCount = 30; } else if (CUR_UPG_VALUE(UPG_NUTS) == 3) { maxNutCount = 40; } if ((AMMO(ITEM_NUT) + howManyNuts) > maxNutCount) { AMMO(ITEM_NUT) = maxNutCount; } else { AMMO(ITEM_NUT) += howManyNuts; } } void GiveLinkDekuNutsByGetItemId(GetItemID giid) { if (giid == GI_NUTS_5) { GiveLinkDekuNuts(5); } else if (giid == GI_NUTS_10) { GiveLinkDekuNuts(10); } } void GiveLinkBeans() { INV_CONTENT(ITEM_BEAN) = ITEM_BEAN; AMMO(ITEM_BEAN)++; } void GiveLinkKokiriSword() { uint32_t bitMask = 1 << 0; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkGiantsKnife() { gSaveContext.bgsFlag = 0; gSaveContext.swordHealth = 8; uint32_t bitMask = 1 << 2; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkBiggoronSword() { gSaveContext.bgsFlag = 1; gSaveContext.swordHealth = 8; uint32_t bitMask = 1 << 2; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkDekuShield() { uint32_t bitMask = 1 << 4; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkHylianShield() { uint32_t bitMask = 1 << 5; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkMirrorShield() { uint32_t bitMask = 1 << 6; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkGoronTunic() { uint32_t bitMask = 1 << 9; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkZoraTunic() { uint32_t bitMask = 1 << 10; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkIronBoots() { uint32_t bitMask = 1 << 13; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkHoverBoots() { uint32_t bitMask = 1 << 14; gSaveContext.inventory.equipment |= bitMask; } void GiveLinkStoneOfAgony() { uint32_t bitMask = 1 << QUEST_STONE_OF_AGONY; gSaveContext.inventory.questItems |= bitMask; } void GiveLinkGerudoCard() { uint32_t bitMask = 1 << QUEST_GERUDO_CARD; gSaveContext.inventory.questItems |= bitMask; } void GiveLinkPieceOfHeart() { int32_t pohCount = (gSaveContext.inventory.questItems & 0xF0000000) >> 28; pohCount++; gSaveContext.inventory.questItems |= (pohCount << 28); } void GiveLinkHeartContainer() { gSaveContext.healthCapacity += 16; gSaveContext.health += 16; } void GiveLinkBulletBagUpgrade(GetItemID giid) { if (giid == GI_SLINGSHOT) { INV_CONTENT(ITEM_SLINGSHOT) = ITEM_SLINGSHOT; AMMO(ITEM_SLINGSHOT) = 30; Inventory_ChangeUpgrade(UPG_BULLET_BAG, 1); } else if (giid == GI_BULLET_BAG_40) { Inventory_ChangeUpgrade(UPG_BULLET_BAG, 2); AMMO(ITEM_SLINGSHOT) = 40; } else if (giid == GI_BULLET_BAG_50) { Inventory_ChangeUpgrade(UPG_BULLET_BAG, 3); AMMO(ITEM_SLINGSHOT) = 50; } } void GiveLinkQuiverUpgrade(GetItemID giid) { if (giid == GI_BOW) { INV_CONTENT(ITEM_BOW) = ITEM_BOW; Inventory_ChangeUpgrade(UPG_QUIVER, 1); AMMO(ITEM_BOW) = 30; } else if (giid == GI_QUIVER_40) { Inventory_ChangeUpgrade(UPG_QUIVER, 2); AMMO(ITEM_BOW) = 40; } else if (giid == GI_QUIVER_50) { Inventory_ChangeUpgrade(UPG_QUIVER, 3); AMMO(ITEM_BOW) = 50; } } void GiveLinkBombBagUpgrade(GetItemID giid) { if (giid == GI_BOMB_BAG_20) { INV_CONTENT(ITEM_BOMB) = ITEM_BOMB; Inventory_ChangeUpgrade(UPG_BOMB_BAG, 1); AMMO(ITEM_BOMB) = 20; } else if (giid == GI_BOMB_BAG_30) { Inventory_ChangeUpgrade(UPG_BOMB_BAG, 2); AMMO(ITEM_BOMB) = 30; } else if (giid == GI_BOMB_BAG_40) { Inventory_ChangeUpgrade(UPG_BOMB_BAG, 3); AMMO(ITEM_BOMB) = 40; } } void GiveLinkStrengthUpgrade(GetItemID giid) { if (giid == GI_BRACELET) { Inventory_ChangeUpgrade(UPG_STRENGTH, 1); } else if (giid == GI_GAUNTLETS_SILVER) { Inventory_ChangeUpgrade(UPG_STRENGTH, 2); } else if (giid == GI_GAUNTLETS_GOLD) { Inventory_ChangeUpgrade(UPG_STRENGTH, 3); } } void GiveLinkScaleUpgrade(GetItemID giid) { if (giid == GI_SCALE_SILVER) { Inventory_ChangeUpgrade(UPG_SCALE, 1); } else if (giid == GI_SCALE_GOLD) { Inventory_ChangeUpgrade(UPG_SCALE, 2); } } void GiveLinkWalletUpgrade(GetItemID giid) { if (giid == GI_WALLET_ADULT) { Inventory_ChangeUpgrade(UPG_WALLET, 1); } else if (giid == GI_WALLET_GIANT) { Inventory_ChangeUpgrade(UPG_WALLET, 2); } } void GiveLinkDekuStickUpgrade(GetItemID giid) { if (giid == GI_STICK_UPGRADE_20) { INV_CONTENT(ITEM_STICK) = ITEM_STICK; Inventory_ChangeUpgrade(UPG_STICKS, 2); AMMO(ITEM_STICK) = 20; } else if (giid == GI_STICK_UPGRADE_30) { Inventory_ChangeUpgrade(UPG_STICKS, 3); AMMO(ITEM_STICK) = 30; } } void GiveLinkDekuNutUpgrade(GetItemID giid) { if (giid == GI_NUT_UPGRADE_30) { INV_CONTENT(ITEM_NUT) = ITEM_NUT; Inventory_ChangeUpgrade(UPG_NUTS, 2); AMMO(ITEM_NUT) = 30; } else if (giid == GI_NUT_UPGRADE_40) { Inventory_ChangeUpgrade(UPG_NUTS, 3); AMMO(ITEM_NUT) = 40; } } void GiveLinkMagic(GetItemID giid) { if (giid == GI_SINGLE_MAGIC) { gSaveContext.magicLevel = 1; gSaveContext.magicAcquired = true; gSaveContext.doubleMagic = false; } else if (giid == GI_DOUBLE_MAGIC) { gSaveContext.magicLevel = 2; gSaveContext.magicAcquired = true; gSaveContext.doubleMagic = true; } } void GiveLinkDoubleDefense() { gSaveContext.doubleDefense = 1; gSaveContext.inventory.defenseHearts = 20; } void GiveLinkSong(GetItemID getItemId) { uint32_t bitMask; switch (getItemId) { case GI_ZELDAS_LULLABY: bitMask = 1 << QUEST_SONG_LULLABY; break; case GI_SUNS_SONG: bitMask = 1 << QUEST_SONG_SUN; break; case GI_EPONAS_SONG: bitMask = 1 << QUEST_SONG_EPONA; break; case GI_SONG_OF_STORMS: bitMask = 1 << QUEST_SONG_STORMS; break; case GI_SONG_OF_TIME: bitMask = 1 << QUEST_SONG_TIME; break; case GI_SARIAS_SONG: bitMask = 1 << QUEST_SONG_SARIA; break; case GI_MINUET_OF_FOREST: bitMask = 1 << QUEST_SONG_MINUET; break; case GI_BOLERO_OF_FIRE: bitMask = 1 << QUEST_SONG_BOLERO; break; case GI_SERENADE_OF_WATER: bitMask = 1 << QUEST_SONG_SERENADE; break; case GI_NOCTURNE_OF_SHADOW: bitMask = 1 << QUEST_SONG_NOCTURNE; break; case GI_REQUIEM_OF_SPIRIT: bitMask = 1 << QUEST_SONG_REQUIEM; break; case GI_PRELUDE_OF_LIGHT: bitMask = 1 << QUEST_SONG_PRELUDE; break; } gSaveContext.inventory.questItems |= bitMask; } void GiveLinkDungeonReward(uint16_t getItemId) { s16 item; u8 medallion = 0; switch (getItemId) { case RG_FOREST_MEDALLION: item = ITEM_MEDALLION_FOREST; medallion = 1; break; case RG_FIRE_MEDALLION: item = ITEM_MEDALLION_FIRE; medallion = 1; break; case RG_WATER_MEDALLION: item = ITEM_MEDALLION_WATER; medallion = 1; break; case RG_SHADOW_MEDALLION: item = ITEM_MEDALLION_SHADOW; medallion = 1; break; case RG_SPIRIT_MEDALLION: item = ITEM_MEDALLION_SPIRIT; medallion = 1; break; case RG_LIGHT_MEDALLION: item = ITEM_MEDALLION_LIGHT; medallion = 1; break; case RG_KOKIRI_EMERALD: item = ITEM_KOKIRI_EMERALD; break; case RG_GORON_RUBY: item = ITEM_GORON_RUBY; break; case RG_ZORA_SAPPHIRE: item = ITEM_ZORA_SAPPHIRE; break; } if (medallion == 1) { gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_MEDALLION_FOREST + QUEST_MEDALLION_FOREST]; } else { gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_KOKIRI_EMERALD + QUEST_KOKIRI_EMERALD]; } } void GiveLinksPocketMedallion() { GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(RC_LINKS_POCKET, RG_NONE); GiveLinkDungeonReward(getItemId); } /** * Copy save currently on the buffer to Save Context and complete various tasks to open the save. * This includes: * - Set proper entrance depending on where the game was saved * - If health is less than 3 hearts, give 3 hearts * - If either scarecrow song is set, copy them from save context to the proper location * - Handle a case where the player saved and quit after zelda cutscene but didnt get the song * - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?) * - Revert any trade items that spoil */ void Sram_OpenSave() { static s16 dungeonEntrances[] = { 0x0000, 0x0004, 0x0028, 0x0169, 0x0165, 0x0010, 0x0082, 0x0037, 0x0098, 0x0088, 0x041B, 0x0008, 0x0486, 0x0467, 0x0179, 0x056C, }; u16 i; u16 j; u8* ptr; Save_LoadFile(); if (!CVar_GetS32("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_YOUSEI_IZUMI_TATE || gSaveContext.savedSceneNum == SCENE_KAKUSIANA) { switch (gSaveContext.savedSceneNum) { case SCENE_YDAN: case SCENE_DDAN: case SCENE_BDAN: case SCENE_BMORI1: case SCENE_HIDAN: case SCENE_MIZUSIN: case SCENE_JYASINZOU: case SCENE_HAKADAN: case SCENE_HAKADANCH: case SCENE_ICE_DOUKUTO: case SCENE_GANON: case SCENE_MEN: case SCENE_GERUDOWAY: case SCENE_GANONTIKA: gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum]; break; case SCENE_YDAN_BOSS: gSaveContext.entranceIndex = 0; break; case SCENE_DDAN_BOSS: gSaveContext.entranceIndex = 4; break; case SCENE_BDAN_BOSS: gSaveContext.entranceIndex = 0x28; break; case SCENE_MORIBOSSROOM: gSaveContext.entranceIndex = 0x169; break; case SCENE_FIRE_BS: gSaveContext.entranceIndex = 0x165; break; case SCENE_MIZUSIN_BS: gSaveContext.entranceIndex = 0x10; break; case SCENE_JYASINBOSS: gSaveContext.entranceIndex = 0x82; break; case SCENE_HAKADAN_BS: gSaveContext.entranceIndex = 0x37; break; case SCENE_GANON_SONOGO: case SCENE_GANONTIKA_SONOGO: case SCENE_GANON_BOSS: case SCENE_GANON_FINAL: case SCENE_GANON_DEMO: gSaveContext.entranceIndex = 0x41B; break; default: if (gSaveContext.savedSceneNum != SCENE_LINK_HOME) { gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4; } else { gSaveContext.entranceIndex = 0xBB; } break; } } osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex); osSyncPrintf(VT_RST); if (gSaveContext.health < 0x30) { gSaveContext.health = 0x30; } if (gSaveContext.scarecrowCustomSongSet) { osSyncPrintf(VT_FGCOL(BLUE)); osSyncPrintf("\n====================================================================\n"); memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowCustomSong, sizeof(gSaveContext.scarecrowCustomSong)); ptr = (u8*)gScarecrowCustomSongPtr; for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowCustomSong); i++, ptr++) { osSyncPrintf("%d, ", *ptr); } osSyncPrintf("\n====================================================================\n"); osSyncPrintf(VT_RST); } if (gSaveContext.scarecrowSpawnSongSet) { osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("\n====================================================================\n"); memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong)); ptr = gScarecrowSpawnSongPtr; for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) { osSyncPrintf("%d, ", *ptr); } osSyncPrintf("\n====================================================================\n"); osSyncPrintf(VT_RST); } // if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter if ((gSaveContext.eventChkInf[4] & 1) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !gSaveContext.n64ddFlag) { i = gSaveContext.eventChkInf[4] & ~1; gSaveContext.eventChkInf[4] = i; INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN; for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) { if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) { gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN; } } } // check for owning kokiri sword.. to restore master sword? bug or debug feature? if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) { gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD]; gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; gSaveContext.equips.equipment &= ~0xF; gSaveContext.equips.equipment |= 2; } for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) { if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) { INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i]; for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) { if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) { gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i]; } } } } gSaveContext.magicLevel = 0; } void Sram_InitSave(FileChooseContext* fileChooseCtx) { u16 offset; u16 j; u16* ptr; u16 checksum; if (fileChooseCtx->buttonIndex != 0 || !CVar_GetS32("gDebugEnabled", 0)) { Sram_InitNewSave(); } else { Sram_InitDebugSave(); } gSaveContext.entranceIndex = 0xBB; gSaveContext.linkAge = 1; gSaveContext.dayTime = 0x6AAB; gSaveContext.cutsceneIndex = 0xFFF1; if ((fileChooseCtx->buttonIndex == 0 && CVar_GetS32("gDebugEnabled", 0)) || CVar_GetS32("gNaviSkipCutscene", 0)) { gSaveContext.cutsceneIndex = 0; } for (offset = 0; offset < 8; offset++) { gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset]; } if (CVar_GetS32("gRandomizer", 0) != 0 && strcmp(CVar_GetString("gSpoilerLog", ""), "") != 0) { // Set N64DD Flags for save file fileChooseCtx->n64ddFlags[fileChooseCtx->buttonIndex] = 1; fileChooseCtx->n64ddFlag = 1; gSaveContext.n64ddFlag = 1; // Sets all the dungeons to incomplete when generating a rando save. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/82 for (u8 i = 0; i < NUM_DUNGEONS; i++) { gSaveContext.dungeonsDone[i] = 0; } // Sets all Ganon's Trials to incomplete when generating a rando save. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 for (u8 i = 0; i < NUM_TRIALS; i++) { gSaveContext.trialsDone[i] = 0; } // Set Cutscene flags to skip them gSaveContext.eventChkInf[0xC] |= 0x10; // returned to tot with medallions gSaveContext.eventChkInf[0xC] |= 0x20; //sheik at tot pedestal gSaveContext.eventChkInf[4] |= 0x20; // master sword pulled gSaveContext.eventChkInf[4] |= 0x8000; // entered master sword chamber gSaveContext.infTable[0] |= 1; // RANDTODO: Don't skip this scene if Don't Skip Glitch Useful Cutscenes is enabled. gSaveContext.infTable[17] |= 0x400; // Darunia in Fire Temple gSaveContext.cutsceneIndex = 0; Flags_SetEventChkInf(5); // Skip boss cutscenes gSaveContext.eventChkInf[7] |= 1; // gohma gSaveContext.eventChkInf[7] |= 2; // dodongo gSaveContext.eventChkInf[7] |= 4; // phantom ganon gSaveContext.eventChkInf[7] |= 8; // volvagia gSaveContext.eventChkInf[7] |= 0x10; // morpha gSaveContext.eventChkInf[7] |= 0x20; // twinrova gSaveContext.eventChkInf[7] |= 0x40; // barinade gSaveContext.eventChkInf[7] |= 0x80; // bongo bongo // Skip cutscene before Nabooru fight gSaveContext.eventChkInf[3] |= 0x800; gSaveContext.eventChkInf[12] |= 1; // Give Link's pocket item GiveLinksPocketMedallion(); int openForest = Randomizer_GetSettingValue(RSK_FOREST); switch (openForest) { case 0: // closed break; case 1: // open Flags_SetEventChkInf(7); gSaveContext.eventChkInf[0] |= 0x10; break; case 2: // closed deku Flags_SetEventChkInf(7); break; } int doorOfTime = Randomizer_GetSettingValue(RSK_DOOR_OF_TIME); switch (doorOfTime) { case 0: // open gSaveContext.eventChkInf[4] |= 0x800; break; } int kakGate = Randomizer_GetSettingValue(RSK_KAK_GATE); switch (kakGate) { case 1: // open gSaveContext.infTable[7] |= 0x40; break; } if(Randomizer_GetSettingValue(RSK_STARTING_KOKIRI_SWORD)) GiveLinkKokiriSword(); if(Randomizer_GetSettingValue(RSK_STARTING_DEKU_SHIELD)) GiveLinkDekuShield(); if(Randomizer_GetSettingValue(RSK_STARTING_OCARINA)) { INV_CONTENT(ITEM_OCARINA_FAIRY) = ITEM_OCARINA_FAIRY; } if(Randomizer_GetSettingValue(RSK_STARTING_MAPS_COMPASSES)) { uint32_t mapBitMask = 1 << 1; uint32_t compassBitMask = 1 << 2; uint32_t startingDungeonItemsBitMask = mapBitMask | compassBitMask; for(int scene = 0; scene <= 9; scene++) { gSaveContext.inventory.dungeonItems[scene] |= startingDungeonItemsBitMask; } } if (Randomizer_GetSettingValue(RSK_STARTING_CONSUMABLES)) { GiveLinkDekuSticks(10); GiveLinkDekuNuts(20); } if(Randomizer_GetSettingValue(RSK_SKIP_CHILD_ZELDA)) { s32 giid = Randomizer_GetItemIdFromKnownCheck(RC_SONG_FROM_IMPA, GI_ZELDAS_LULLABY); if(giid >= GI_ZELDAS_LULLABY && giid <= GI_PRELUDE_OF_LIGHT) { GiveLinkSong(giid); } else if (giid == GI_RUPEE_GREEN || giid == GI_RUPEE_BLUE || giid == GI_RUPEE_RED || giid == GI_RUPEE_PURPLE || giid == GI_RUPEE_GOLD) { GiveLinkRupeesByGetItemId(giid); } else if (giid == GI_BOMBCHUS_10 || giid == GI_BOMBCHUS_5 || giid == GI_BOMBCHUS_20) { GiveLinkBombchus(giid); } else if (giid == GI_STICKS_1 || giid == GI_STICKS_5 || giid == GI_STICKS_10) { GiveLinkDekuSticksByGetItemId(giid); } else if (giid == GI_NUTS_5 || giid == GI_NUTS_10) { GiveLinkDekuNutsByGetItemId(giid); } else if (giid == GI_BEAN) { GiveLinkBeans(); } else if (giid >= GI_MEDALLION_LIGHT && giid <= GI_STONE_ZORA) { GiveLinkDungeonReward(giid); } else if (giid == GI_SWORD_KOKIRI) { GiveLinkKokiriSword(); } else if (giid == GI_SWORD_BGS) { GiveLinkBiggoronSword(); } else if (giid == GI_SWORD_KNIFE) { GiveLinkGiantsKnife(); } else if (giid == GI_SHIELD_DEKU) { GiveLinkDekuShield(); } else if (giid == GI_SHIELD_HYLIAN) { GiveLinkHylianShield(); } else if (giid == GI_SHIELD_MIRROR) { GiveLinkMirrorShield(); } else if (giid == GI_TUNIC_GORON) { GiveLinkGoronTunic(); } else if (giid == GI_TUNIC_ZORA) { GiveLinkZoraTunic(); } else if (giid == GI_BOOTS_IRON) { GiveLinkIronBoots(); } else if (giid == GI_BOOTS_HOVER) { GiveLinkHoverBoots(); } else if (giid == GI_SLINGSHOT || giid == GI_BULLET_BAG_40 || giid == GI_BULLET_BAG_50) { GiveLinkBulletBagUpgrade(giid); } else if (giid == GI_BOW || giid == GI_QUIVER_40 || giid == GI_QUIVER_50) { GiveLinkQuiverUpgrade(giid); } else if (giid == GI_BOMB_BAG_20 || giid == GI_BOMB_BAG_30 || giid == GI_BOMB_BAG_40) { GiveLinkBombBagUpgrade(giid); } else if (giid == GI_BRACELET || giid == GI_GAUNTLETS_SILVER || giid == GI_GAUNTLETS_GOLD) { GiveLinkStrengthUpgrade(giid); } else if (giid == GI_SCALE_SILVER || giid == GI_SCALE_GOLD) { GiveLinkScaleUpgrade(giid); } else if (giid == GI_WALLET_ADULT || giid == GI_WALLET_GIANT) { GiveLinkWalletUpgrade(giid); } else if (giid == GI_STONE_OF_AGONY) { GiveLinkStoneOfAgony(); } else if (giid == GI_GERUDO_CARD) { GiveLinkGerudoCard(); } else if (giid == GI_HEART_PIECE) { GiveLinkPieceOfHeart(); } else if (giid == GI_HEART_CONTAINER) { GiveLinkHeartContainer(); } else if (giid == GI_STICK_UPGRADE_20 || giid == GI_STICK_UPGRADE_30) { GiveLinkDekuStickUpgrade(giid); } else if (giid == GI_NUT_UPGRADE_30 || giid == GI_NUT_UPGRADE_40) { GiveLinkDekuNutUpgrade(giid); } else if (giid == GI_SINGLE_MAGIC || giid == GI_DOUBLE_MAGIC) { GiveLinkMagic(giid); } else if (giid == GI_DOUBLE_DEFENSE) { GiveLinkDoubleDefense(); } else { s32 iid = Randomizer_GetItemIDFromGetItemID(giid); if (iid != -1) INV_CONTENT(iid) = iid; } // malon/talon back at ranch gSaveContext.eventChkInf[1] |= (1 << 0); gSaveContext.eventChkInf[1] |= (1 << 2); gSaveContext.eventChkInf[1] |= (1 << 3); gSaveContext.eventChkInf[1] |= (1 << 4); // Set "Got Zelda's Letter" flag. Also ensures Saria is back at SFM. TODO: Is this flag used for anything else? gSaveContext.eventChkInf[4] |= 1; // Got item from impa gSaveContext.eventChkInf[5] |= 0x200; // set this at the end to ensure we always start with the letter // this is for the off chance we got the weird egg from impa (which should never happen) INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_LETTER_ZELDA; } if (Randomizer_GetSettingValue(RSK_FULL_WALLETS)) { GiveLinkRupees(9001); } // For Ganon's boss key "Start With" is 0 if(Randomizer_GetSettingValue(RSK_GANONS_BOSS_KEY) == 0) { gSaveContext.inventory.dungeonItems[10] |= 1; } HIGH_SCORE(HS_POE_POINTS) = 1000 - (100 * Randomizer_GetSettingValue(RSK_BIG_POE_COUNT)); if(Randomizer_GetSettingValue(RSK_SKIP_EPONA_RACE)) { gSaveContext.eventChkInf[1] |= (1 << 8); } // skip the z target talk instructions by the kokiri shop gSaveContext.sceneFlags[85].swch |= (1 << 0x1F); //Ruto already met in jabu and spawns down the hole immediately gSaveContext.infTable[20] |= 2; gSaveContext.infTable[20] |= 4; // Go away ruto (water temple first cutscene) gSaveContext.sceneFlags[05].swch |= (1 << 0x10); // Opens locked Water Temple door to prevent softlocks // West door on the middle level that leads to the water raising thing // Happens in 3DS rando and N64 rando as well gSaveContext.sceneFlags[05].swch |= (1 << 0x15); // Skip intro cutscene when bombing mud wall in Dodongo's cavern // this also makes the lower jaw render, and the eyes react to explosives Flags_SetEventChkInf(0xB0); // skip verbose lake owl, skip to "i'm on my way back to the castle" gSaveContext.infTable[25] |= 0x20; // fast gerudo fortress if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == 1 || Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == 2) { gSaveContext.eventChkInf[9] |= 2; gSaveContext.eventChkInf[9] |= 4; gSaveContext.eventChkInf[9] |= 8; gSaveContext.sceneFlags[12].swch |= (1 << 0x02); gSaveContext.sceneFlags[12].swch |= (1 << 0x03); gSaveContext.sceneFlags[12].swch |= (1 << 0x04); gSaveContext.sceneFlags[12].swch |= (1 << 0x06); gSaveContext.sceneFlags[12].swch |= (1 << 0x07); gSaveContext.sceneFlags[12].swch |= (1 << 0x08); gSaveContext.sceneFlags[12].swch |= (1 << 0x10); gSaveContext.sceneFlags[12].swch |= (1 << 0x12); gSaveContext.sceneFlags[12].swch |= (1 << 0x13); gSaveContext.sceneFlags[12].collect |= (1 << 0x0A); gSaveContext.sceneFlags[12].collect |= (1 << 0x0E); gSaveContext.sceneFlags[12].collect |= (1 << 0x0F); } // open gerudo fortress if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == 2) { gSaveContext.eventChkInf[9] |= 1; gSaveContext.sceneFlags[12].swch |= (1 << 0x01); gSaveContext.sceneFlags[12].swch |= (1 << 0x05); gSaveContext.sceneFlags[12].swch |= (1 << 0x11); gSaveContext.sceneFlags[12].collect |= (1 << 0x0C); if (!Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD)) { GiveLinkGerudoCard(); } } } Save_SaveFile(); } void Sram_InitSram(GameState* gameState) { Save_Init(); func_800F6700(gSaveContext.audioSetting); }