-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathRom.py
More file actions
613 lines (515 loc) · 23.8 KB
/
Copy pathRom.py
File metadata and controls
613 lines (515 loc) · 23.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
import io
import json
import os
import pkgutil
import traceback
import typing
import zlib
from random import Random
import bsdiff4
import Utils
from BaseClasses import Location, ItemClassification
from worlds.Files import APPatchExtension, APProcedurePatch, APTokenMixin
from .Data import level_address, level_header, level_locations, level_size, boss_location_offsets, spawner_trap_ids
from .Items import ItemData, items_by_id
from .Locations import locationName_to_data, GLLocation
if typing.TYPE_CHECKING:
from . import GauntletLegendsWorld
TABLE_START_OFFSET = 0x12E0
EXPANDED_GAME_ROM_OFFSET = 0x1000000 # 16MB mark
def create_spawner_from_item(item_data: bytearray, spawner_rom_id: int, difficulty: int) -> bytearray:
spawner = bytearray(16)
spawner[0:6] = item_data[0:6]
spawner[6:8] = (0).to_bytes(2, "big")
spawner[8:12] = spawner_rom_id.to_bytes(4, "big")
spawner[12:14] = (0x0003).to_bytes(2, "big")
spawner[14] = difficulty
spawner[15] = 0x00
return spawner
def create_spawner_from_chest(chest_data: bytearray, spawner_rom_id: int, difficulty: int) -> bytearray:
spawner = bytearray(16)
spawner[0:6] = chest_data[0:6]
spawner[6:8] = chest_data[6:8]
spawner[8:12] = spawner_rom_id.to_bytes(4, "big")
spawner[12:14] = (0x0003).to_bytes(2, "big")
spawner[14] = difficulty
spawner[15] = 0x00
return spawner
def be32(b: bytes) -> int:
return int.from_bytes(b, "big")
def write_be32(buf: bytearray, off: int, val: int):
buf[off:off + 4] = (val & 0xFFFFFFFF).to_bytes(4, "big")
def ensure_len(buf: bytearray, size: int, fill: int = 0):
if len(buf) < size:
buf.extend(bytes([fill]) * (size - len(buf)))
def n64_crc(rom: bytes, cic: int = 6102) -> tuple[int, int]:
"""Calculate N64 CRC checksums."""
if cic in (6101, 6102):
seed = 0xF8CA4DDC
elif cic == 6103:
seed = 0xA3886759
elif cic == 6105:
seed = 0xDF26F436
elif cic == 6106:
seed = 0x1FEA617A
else:
raise ValueError("Unsupported CIC")
t1 = t2 = t3 = t4 = t5 = t6 = seed
for i in range(0x1000, 0x101000, 4):
d = int.from_bytes(rom[i:i + 4], "big")
if (t6 + d) & 0xFFFFFFFF < t6:
t4 = (t4 + 1) & 0xFFFFFFFF
t6 = (t6 + d) & 0xFFFFFFFF
t3 ^= d
r = ((d << (d & 31)) | (d >> (32 - (d & 31)))) & 0xFFFFFFFF
t5 = (t5 + r) & 0xFFFFFFFF
if t2 > d:
t2 ^= r
else:
t2 ^= t6 ^ d
if cic == 6105:
extra = int.from_bytes(rom[0x0750 + (i & 0xFF):0x0754 + (i & 0xFF)], "big")
t1 = (t1 + (extra ^ d)) & 0xFFFFFFFF
else:
t1 = (t1 + (t5 ^ d)) & 0xFFFFFFFF
if cic == 6103:
crc1 = (t6 ^ t4) & 0xFFFFFFFF
crc2 = (t5 ^ t3) & 0xFFFFFFFF
elif cic == 6106:
crc1 = ((t6 * t4) + t3) & 0xFFFFFFFF
crc2 = ((t5 * t2) + t1) & 0xFFFFFFFF
else:
crc1 = (t6 ^ t4 ^ t3) & 0xFFFFFFFF
crc2 = (t5 ^ t2 ^ t1) & 0xFFFFFFFF
return crc1, crc2
def get_base_rom_as_bytes() -> bytes:
"""
Read the base ROM file and verify its MD5 hash.
Raises an exception if the ROM doesn't match the expected hash.
"""
try:
from . import GauntletLegendsWorld
GauntletLegendsWorld.settings.rom_file.validate(GauntletLegendsWorld.settings.rom_file)
with open(GauntletLegendsWorld.settings.rom_file, "rb") as infile:
base_rom_bytes = bytes(infile.read())
except Exception:
traceback.print_exc()
raise Exception('Failed to read ROM file. Check file path and permissions.')
return base_rom_bytes
def get_base_rom_path(file_name: str = "") -> str:
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name
# Contains header info and raw data for level item positions and rotations.
class LevelData:
stream: io.BytesIO
header: bytearray
item_addr: int
spawner_addr: int
obj_addr: int
chest_addr: int
end_addr: int
end_addr2: int
end_addr3: int
portal_addr: int
items: list[bytearray]
spawners: list[bytearray]
objects: list[bytearray]
chests: list[bytearray]
end: bytes
items_replaced_by_obelisks: int = 0
chests_replaced_by_obelisks: int = 0
chests_replaced_by_items: int = 0
obelisks_replaced_by_items: int = 0
obelisks_kept: int = 0
items_replaced_by_spawners: int = 0
chests_replaced_by_spawners: int = 0
def __init__(self):
self.items = []
self.spawners = []
self.objects = []
self.chests = []
self.end = b""
class GLPatchExtension(APPatchExtension):
game = "Gauntlet Legends"
# Patched ROM requires updated CRC values.
@staticmethod
def finalize_crc(caller: APProcedurePatch, rom: bytes) -> bytes:
options = json.loads(caller.get_file("options.json").decode("utf-8"))
rom = bytearray(rom)
SEED_ROM_OFFSET = 0xFFFFF0
SEED_LEN = 16
seed = options["seed_name"].encode("utf-8")[:SEED_LEN]
rom[SEED_ROM_OFFSET:SEED_ROM_OFFSET + SEED_LEN] = seed.ljust(SEED_LEN, b"\x00")
rom = bytearray(rom)
crc1, crc2 = n64_crc(rom, cic=6102)
rom[0x10:0x14] = crc1.to_bytes(4, "big")
rom[0x14:0x18] = crc2.to_bytes(4, "big")
return bytes(rom)
@staticmethod
def apply_bsdiff4(caller: APProcedurePatch, rom: bytes, patch: str) -> bytes:
return bsdiff4.patch(rom, pkgutil.get_data(__name__, f"data/basepatch.bsdiff4"))
# Decompress all levels, place all items in the levels.
@staticmethod
def patch_items(caller: APProcedurePatch, rom: bytes):
stream = io.BytesIO(rom)
options = json.loads(caller.get_file("options.json").decode("UTF-8"))
local_random = Random(options["seed"])
player = options["player"]
for i in range(len(level_locations)):
level: dict[str, tuple] = json.loads(caller.get_file(f"level_{i}.json").decode("utf-8"))
level_address_ = level_address[i]
if level_address_ == 0:
continue
stream.seek(level_address_, 0)
stream, data = get_level_data(stream, level_size[i], i)
items_seen = 0
items_deleted = 0
chests_deleted = 0
chests_seen = 0
for location_name, item in level.items():
is_chest = chest_barrel(location_name)
if is_chest:
chest_index = chests_seen - chests_deleted
chests_seen += 1
else:
item_index = items_seen - items_deleted
items_seen += 1
if item[0] == 0:
continue
if "Mirror" in location_name:
continue
item_data = items_by_id.get(item[0], ItemData())
rom_id = item_data.rom_id
if rom_id == 0x0302:
rom_id = local_random.choices(
[0x0300, 0x0301, 0x0302, 0x0303, 0x0304],
weights=[10, 20, 40, 20, 10]
)[0]
# Handle obelisk locations
if "Obelisk" in location_name:
if "Obelisk" not in item_data.item_name:
# Non-obelisk item at obelisk location - convert obelisk to item
try:
index = next(idx for idx in range(len(data.objects)) if data.objects[idx][8] == 0x26)
data.items.append(
bytearray(data.objects[index][0:6])
+ (rom_id.to_bytes(2) if item[1] == player else bytes([0x27, 0x1C]))
+ bytes([0x0, 0x0, 0x0, 0x0])
)
del data.objects[index]
data.obelisks_replaced_by_items += 1
except (StopIteration, Exception):
pass
else:
# Obelisk item at obelisk location
try:
index = next(idx for idx in range(len(data.objects)) if data.objects[idx][8] == 0x26)
if item[1] == player:
data.objects[index][15] = item[0] - 77780054
data.obelisks_kept += 1
else:
data.items.append(
bytearray(data.objects[index][0:6])
+ bytes([0x27, 0x1C, 0x0, 0x0, 0x0, 0x0])
)
del data.objects[index]
data.obelisks_replaced_by_items += 1
except (StopIteration, Exception):
pass
continue
# Handle spawner trap items (local player only)
if item[1] == player and item[0] in spawner_trap_ids:
difficulty = locationName_to_data[location_name].difficulty
spawner_rom_id = items_by_id[item[0]].rom_id
if is_chest:
data.spawners.append(create_spawner_from_chest(data.chests[chest_index], spawner_rom_id, difficulty))
del data.chests[chest_index]
chests_deleted += 1
data.chests_replaced_by_spawners += 1
else:
data.spawners.append(create_spawner_from_item(data.items[item_index], spawner_rom_id, difficulty))
del data.items[item_index]
items_deleted += 1
data.items_replaced_by_spawners += 1
continue
# Handle non-local player items
if item[1] != player:
if is_chest:
data.chests[chest_index][12:14] = [0x27, 0x1C]
if "Chest" in location_name:
data.chests[chest_index][9] = 0x1
else:
data.items[item_index][6:8] = [0x27, 0x1C]
continue
# Handle local player items
if "Obelisk" in items_by_id[item[0]].item_name:
# Convert item/chest to obelisk
if is_chest:
slice_ = bytearray(data.chests[chest_index][0:6])
del data.chests[chest_index]
chests_deleted += 1
data.chests_replaced_by_obelisks += 1
else:
slice_ = bytearray(data.items[item_index][0:6])
del data.items[item_index]
items_deleted += 1
data.items_replaced_by_obelisks += 1
data.objects.append(
slice_ + bytearray([
0x0, 0x0, 0x26, 0x1, 0x0,
locationName_to_data[location_name].difficulty,
0x0, 0x0, 0x0, item[0] - 77780054,
0x3F, 0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
])
)
elif item_data.progression in (ItemClassification.useful, ItemClassification.progression) and is_chest:
# Convert chest to item for useful/progression items
chest = data.chests[chest_index]
data.items.append(
bytearray(chest[0:6])
+ rom_id.to_bytes(2)
+ bytes([chest[11], 0x0, 0x0, 0x0])
)
del data.chests[chest_index]
chests_deleted += 1
data.chests_replaced_by_items += 1
else:
# Regular item placement
if is_chest:
data.chests[chest_index][12:14] = rom_id.to_bytes(2)
if "Chest" in location_name:
data.chests[chest_index][9] = 0x2
else:
data.items[item_index][6:8] = item_data.rom_id.to_bytes(2)
# Write level data
uncompressed = level_data_reformat(data)
compressed = zenc(uncompressed)
stream.seek(level_header[i] + 4, 0)
stream.write(len(compressed).to_bytes(4, byteorder="big"))
stream.write(len(uncompressed).to_bytes(4, byteorder="big"))
write_pos = 0xFA1000 + (0x1500 * i)
stream.write((write_pos - 0x636E0).to_bytes(4, byteorder="big"))
stream.seek(write_pos, 0)
stream.write(compressed)
return stream.getvalue()
@staticmethod
def patch_bins(caller: APProcedurePatch, rom: bytes) -> bytes:
boss_items_data = json.loads(caller.get_file("boss_items.json").decode("UTF-8"))
options = json.loads(caller.get_file("options.json").decode("UTF-8"))
local_random = Random(options["seed"])
boss_entry_offset = TABLE_START_OFFSET + (2 * 0x30)
rom = bytearray(rom)
boss_rom_offset = be32(rom[boss_entry_offset + 0x10:boss_entry_offset + 0x14])
boss_comp_size = be32(rom[boss_entry_offset + 0x14:boss_entry_offset + 0x18])
boss_compressed = bytes(rom[boss_rom_offset:boss_rom_offset + boss_comp_size])
boss_decompressed = bytearray(zdec(boss_compressed))
FILLER_ROM_ID = 0x271C
for location_name, item_data in boss_items_data.items():
if location_name not in boss_location_offsets:
continue
item_code, item_player = item_data
if not item_code:
continue
if item_player != options["player"]:
rom_id = FILLER_ROM_ID
else:
rom_id = items_by_id[item_code].rom_id
if rom_id == 0x0302:
rom_id = local_random.choices([0x0300, 0x0301, 0x0302, 0x0303, 0x0304], weights=[10, 20, 40, 20, 10])[0]
hi_byte = (rom_id >> 8) & 0xFF
lo_byte = rom_id & 0xFF
offset = boss_location_offsets[location_name]
boss_decompressed[offset:offset + 2] = hi_byte.to_bytes(2, "big")
boss_decompressed[offset + 2:offset + 4] = lo_byte.to_bytes(2, "big")
boss_recompressed = zenc(boss_decompressed)
new_boss_comp_size = len(boss_recompressed)
if new_boss_comp_size > boss_comp_size:
new_boss_rom_offset = EXPANDED_GAME_ROM_OFFSET + 0x100000
new_boss_end = new_boss_rom_offset + new_boss_comp_size
ensure_len(rom, new_boss_end, fill=0xFF)
rom[new_boss_rom_offset:new_boss_end] = boss_recompressed
write_be32(rom, boss_entry_offset + 0x10, new_boss_rom_offset)
write_be32(rom, boss_entry_offset + 0x14, new_boss_comp_size)
else:
rom[boss_rom_offset:boss_rom_offset + new_boss_comp_size] = boss_recompressed
write_be32(rom, boss_entry_offset + 0x14, new_boss_comp_size)
if new_boss_comp_size < boss_comp_size:
leftover_start = boss_rom_offset + new_boss_comp_size
leftover_end = boss_rom_offset + boss_comp_size
rom[leftover_start:leftover_end] = bytes(leftover_end - leftover_start)
# Write portals option
rom[0xFFFFE0] = options["portals"]
rom[0xFFFFE1] = options["instant_max"]
rom[0xFFFFE2] = options["max"]
rom[0xFFFFE4] = options["keys"]
rom[0xFFFFE5] = options["speed"]
rom[0xFFFFE8:0xFFFFEC] = options["characters"]
return bytes(rom)
class GLProcedurePatch(APProcedurePatch, APTokenMixin):
game = "Gauntlet Legends"
hash = "9cb963e8b71f18568f78ec1af120362e"
patch_file_ending = ".apgl"
result_file_ending = ".z64"
procedure = [
("apply_bsdiff4", ["basepatch.bsdiff4"]),
("patch_bins", []),
("patch_items", []),
("finalize_crc", [])
]
@classmethod
def get_source_data(cls) -> bytes:
return get_base_rom_as_bytes()
# Write data on all placed items into json files.
# Also save options
def write_files(world: "GauntletLegendsWorld", patch: GLProcedurePatch) -> None:
options_dict = {
"seed": world.multiworld.seed,
"seed_name": world.multiworld.seed_name,
"player": world.player,
"portals": world.options.portals.value,
"instant_max": world.options.instant_max.value,
"max": world.options.max_difficulty.value,
"keys": world.options.infinite_keys.value,
"speed": world.options.permanent_speed.value,
"characters": [world.options.unlock_character_one.value, world.options.unlock_character_two.value,
world.options.unlock_character_three.value, world.options.unlock_character_four.value]
}
patch.write_file("options.json", json.dumps(options_dict).encode("UTF-8"))
# Write level files
for i, level in enumerate(level_locations.values()):
locations: list[Location] = []
for location in level:
if location.name in world.disabled_locations:
locations += [GLLocation(world.player, location.name, location.id)]
else:
locations += [world.get_location(location.name)]
patch.write_file(f"level_{i}.json", json.dumps(locations_to_dict(locations)).encode("UTF-8"))
# Write boss items file
boss_location_names = [
"Dragon's Lair - Dragon Mirror Shard",
"Yeti's Cavern - Yeti Mirror Shard",
"Chimera's Keep - Chimera Mirror Shard",
"Vat of the Plague Fiend - Plague Fiend Mirror Shard",
"Altar of Skorne - Skorne's Mask",
"Altar of Skorne - Skorne's Horns",
"Altar of Skorne - Skorne's Left Gauntlet",
"Altar of Skorne - Skorne's Right Gauntlet"
]
boss_locations: list[Location] = []
for location_name in boss_location_names:
if location_name in world.disabled_locations:
# Get location ID from locationName_to_data
location_data = locationName_to_data.get(location_name)
if location_data:
boss_locations += [GLLocation(world.player, location_name, location_data.id)]
else:
boss_locations += [world.get_location(location_name)]
patch.write_file("boss_items.json", json.dumps(locations_to_dict(boss_locations)).encode("UTF-8"))
def locations_to_dict(locations: list[Location]) -> dict[str, tuple]:
return {location.name: (location.item.code, location.item.player) if location.item is not None else (0, 0) for
location in locations}
def patch_docks(data: LevelData) -> LevelData:
data.stream.seek(0x19AC, 0)
data.stream.write(bytes([0x3, 0x20, 0x0, 0x18, 0x1, 0x7C]))
data.stream.seek(0x74, 0)
data.stream.write(bytes([0x3, 0x0, 0x0, 0x1A, 0x1, 0x8]))
return data
def patch_camp(data: LevelData) -> LevelData:
data.stream.seek(0x1B74, 0)
data.stream.write(bytes([0xFE, 0xE9, 0x0, 0x3B, 0xFF, 0xDC, 0x0, 0x10]))
data.stream.seek(0x1B64, 0)
data.stream.write(bytes([0xFE, 0x84, 0x0, 0x3D, 0xFF, 0xE0, 0xFF, 0xF0]))
return data
def patch_trenches(data: LevelData) -> LevelData:
data.stream.seek(0xD4, 0)
data.stream.write(bytes([0xFB, 0x68, 0x0, 0x82]))
return data
# Zlib decompression with wbits set to -15
def zdec(data):
decomp = zlib.decompressobj(-zlib.MAX_WBITS)
output = bytearray()
for i in range(0, len(data), 256):
output.extend(decomp.decompress(data[i: i + 256]))
output.extend(decomp.flush())
return output
# Zlib compression with compression set to max and wbits set to -15
def zenc(data):
compress = zlib.compressobj(zlib.Z_BEST_COMPRESSION, zlib.DEFLATED, -zlib.MAX_WBITS)
output = bytearray()
for i in range(0, len(data), 256):
output.extend(compress.compress(data[i: i + 256]))
output.extend(compress.flush())
return output
# Create a LevelData object from raw decompressed bytes of a level
def get_level_data(stream: io.BytesIO, size: int, level: int = 0) -> tuple[io.BytesIO, LevelData]:
data = LevelData()
data.stream = io.BytesIO(zdec(stream.read(size)))
if level == 17:
data = patch_docks(data)
if level == 18:
data = patch_camp(data)
if level == 24:
data = patch_trenches(data)
data.header = bytearray(data.stream.read(0x5C))
data.stream.seek(0)
data.item_addr = int.from_bytes(data.stream.read(4), "big")
data.spawner_addr = int.from_bytes(data.stream.read(4), "big")
data.stream.seek(4, 1)
data.obj_addr = int.from_bytes(data.stream.read(4), "big")
data.end_addr = int.from_bytes(data.stream.read(4), "big")
data.portal_addr = int.from_bytes(data.stream.read(4), "big")
data.chest_addr = int.from_bytes(data.stream.read(4), "big")
data.end_addr2 = int.from_bytes(data.stream.read(4), "big")
data.end_addr3 = int.from_bytes(data.stream.read(4), "big")
data.stream.seek(data.item_addr)
for i in range(data.stream.tell(), data.spawner_addr, 12):
data.stream.seek(i)
data.items += [bytearray(data.stream.read(12))]
for i in range(data.stream.tell(), data.obj_addr, 16):
data.stream.seek(i)
data.spawners += [bytearray(data.stream.read(16))]
for i in range(data.stream.tell(), data.chest_addr, 24):
data.stream.seek(i)
data.objects += [bytearray(data.stream.read(24))]
for i in range(data.stream.tell(), data.end_addr, 16):
data.stream.seek(i)
data.chests += [bytearray(data.stream.read(16))]
data.end = data.stream.read()
return stream, data
# Format a LevelData object back into a bytes object
# Format is header, items, spawners, objects, barrels/chests, then traps.
def level_data_reformat(data: LevelData) -> bytes:
stream = io.BytesIO()
obelisk_offset = 24 * (
data.items_replaced_by_obelisks + data.chests_replaced_by_obelisks - data.obelisks_replaced_by_items)
item_offset = 12 * (
data.chests_replaced_by_items + data.obelisks_replaced_by_items - data.items_replaced_by_obelisks - data.items_replaced_by_spawners)
chest_offset = 16 * (
data.chests_replaced_by_obelisks + data.chests_replaced_by_items + data.chests_replaced_by_spawners)
spawner_offset = 16 * (data.items_replaced_by_spawners + data.chests_replaced_by_spawners)
stream.write(int.to_bytes(0x5C, 4, "big"))
stream.write(int.to_bytes(data.spawner_addr + item_offset, 4, "big"))
stream.write(int.to_bytes(data.spawner_addr + item_offset, 4, "big"))
stream.write(int.to_bytes(data.obj_addr + item_offset + spawner_offset, 4, "big"))
stream.write(int.to_bytes(data.end_addr + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
stream.write(
int.to_bytes(data.portal_addr + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
stream.write(int.to_bytes(data.chest_addr + item_offset + spawner_offset + obelisk_offset, 4, "big"))
stream.write(int.to_bytes(data.end_addr2 + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
stream.write(int.to_bytes(data.end_addr3 + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
# Counts are 2 bytes each, big-endian
stream.write(len(data.items).to_bytes(2, "big"))
stream.write(bytes([0x0, 0x0]))
stream.write(len(data.spawners).to_bytes(2, "big"))
stream.write(len(data.objects).to_bytes(2, "big"))
data.stream.seek(stream.tell())
temp = bytearray(data.stream.read(48))
temp[7] = len(data.chests)
stream.write(temp)
for item in data.items + data.spawners + data.objects + data.chests:
stream.write(bytes(item))
stream.write(data.end)
return stream.getvalue()
def chest_barrel(name: str):
return "Chest" in name or ("Barrel" in name and "Barrel of Gold" not in name)