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from BaseClasses import World , CollectionState , Item
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from Regions import create_regions
from EntranceShuffle import link_entrances
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from Rom import patch_rom , patch_base_rom
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from Rules import set_rules
from Dungeons import fill_dungeons
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from Items import ItemFactory
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import random
import time
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import logging
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import argparse
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import os
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__version__ = ' 0.2-dev '
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logic_hash = [ 102 , 208 , 240 , 103 , 170 , 178 , 182 , 42 , 44 , 146 , 141 , 72 , 177 , 138 , 38 , 113 , 10 , 107 , 213 , 157 , 68 , 87 , 181 , 252 , 125 , 85 , 1 , 225 ,
43 , 186 , 159 , 196 , 149 , 71 , 165 , 203 , 105 , 109 , 58 , 12 , 80 , 216 , 222 , 153 , 241 , 189 , 247 , 21 , 35 , 76 , 248 , 90 , 36 , 86 , 163 , 77 ,
115 , 131 , 9 , 169 , 4 , 50 , 75 , 98 , 54 , 13 , 99 , 221 , 158 , 129 , 229 , 133 , 40 , 174 , 234 , 227 , 96 , 193 , 207 , 101 , 172 , 110 , 194 , 233 ,
120 , 148 , 243 , 25 , 190 , 173 , 6 , 180 , 119 , 37 , 61 , 95 , 118 , 51 , 79 , 136 , 15 , 152 , 147 , 217 , 5 , 242 , 11 , 17 , 83 , 231 , 18 , 117 , 228 ,
63 , 34 , 156 , 33 , 128 , 62 , 237 , 88 , 249 , 224 , 219 , 167 , 122 , 46 , 65 , 26 , 235 , 106 , 55 , 130 , 226 , 114 , 211 , 39 , 137 , 206 , 59 , 176 ,
3 , 30 , 89 , 201 , 245 , 116 , 127 , 41 , 154 , 23 , 8 , 100 , 150 , 188 , 183 , 195 , 0 , 14 , 134 , 53 , 78 , 70 , 69 , 160 , 126 , 139 , 214 , 192 , 205 ,
82 , 60 , 49 , 244 , 168 , 121 , 191 , 104 , 124 , 92 , 73 , 251 , 91 , 22 , 175 , 236 , 47 , 204 , 198 , 19 , 123 , 166 , 27 , 52 , 7 , 24 , 253 , 215 , 84 ,
239 , 254 , 97 , 45 , 48 , 202 , 132 , 143 , 199 , 212 , 112 , 250 , 20 , 171 , 223 , 64 , 218 , 161 , 111 , 144 , 145 , 230 , 140 , 31 , 81 , 2 , 238 , 246 ,
155 , 142 , 185 , 28 , 164 , 210 , 16 , 255 , 232 , 74 , 200 , 108 , 135 , 220 , 57 , 209 , 184 , 179 , 187 , 197 , 162 , 93 , 67 , 66 , 151 , 94 , 32 , 56 , 29 ]
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def main ( args , seed = None ) :
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start = time . clock ( )
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# initialize the world
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world = World ( args . shuffle , args . logic , args . mode , args . difficulty , args . goal , not args . nodungeonitems )
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logger = logging . getLogger ( ' ' )
if seed is None :
random . seed ( None )
world . seed = random . randint ( 0 , 999999999 )
else :
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world . seed = int ( seed )
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random . seed ( world . seed )
world . spoiler + = ' ALttP Entrance Randomizer Version %s - Seed: %s \n \n ' % ( __version__ , world . seed )
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world . spoiler + = ' Logic: %s Mode: %s Goal: %s Entrance Shuffle: %s Filling Algorithm: %s \n \n ' % ( args . logic , args . mode , args . goal , args . shuffle , args . algorithm ) # todo
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logger . info ( world . spoiler )
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create_regions ( world )
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logger . info ( ' Shuffling the World about. ' )
world . spoiler + = link_entrances ( world )
logger . info ( ' Calculating Access Rules. ' )
world . spoiler + = set_rules ( world )
logger . info ( ' Generating Item Pool and placing Dungeon Items. ' )
world . spoiler + = generate_itempool ( world )
logger . info ( ' Fill the world. ' )
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if args . algorithm == ' flood ' :
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flood_items ( world ) # different algo, biased towards early game progress items
else :
distribute_items ( world )
world . spoiler + = print_location_spoiler ( world )
logger . info ( ' Calculating playthrough. ' )
world . spoiler + = create_playthrough ( world )
logger . info ( ' Patching ROM. ' )
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if args . sprite is not None :
sprite = bytearray ( open ( args . sprite , ' rb ' ) . read ( ) )
else :
sprite = None
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rom = bytearray ( open ( args . rom , ' rb ' ) . read ( ) )
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patch_base_rom ( rom )
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patched_rom = patch_rom ( world , rom , bytearray ( logic_hash ) , args . quickswap , args . heartbeep , sprite )
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outfilebase = ' ER_ %s _ %s _ %s _ %s ' % ( world . mode , world . goal , world . shuffle , world . seed )
with open ( ' %s .sfc ' % outfilebase , ' wb ' ) as outfile :
outfile . write ( patched_rom )
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if args . create_spoiler :
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with open ( ' %s _Spoiler.txt ' % outfilebase , ' w ' ) as outfile :
outfile . write ( world . spoiler )
logger . info ( ' Done. Enjoy. ' )
logger . debug ( ' Total Time: %s ' % ( time . clock ( ) - start ) )
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return world
def distribute_items ( world ) :
# get list of locations to fill in
fill_locations = world . get_unfilled_locations ( )
random . shuffle ( fill_locations )
# get items to distribute
random . shuffle ( world . itempool )
itempool = world . itempool
progress_done = False
while itempool and fill_locations :
candidate_item_to_place = None
item_to_place = None
for item in itempool :
if progress_done :
item_to_place = item
break
if item . advancement :
candidate_item_to_place = item
if world . unlocks_new_location ( item ) :
item_to_place = item
break
if item_to_place is None :
# check if we can reach all locations and that is why we find no new locations to place
if len ( world . get_reachable_locations ( ) ) == len ( world . get_locations ( ) ) :
progress_done = True
continue
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if candidate_item_to_place is not None :
item_to_place = candidate_item_to_place
else :
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# we placed all available progress items. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all locations reachable. Game beatable anyway. ' )
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progress_done = True
continue
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raise RuntimeError ( ' No more progress items left to place. ' )
spot_to_fill = None
for location in fill_locations :
if world . state . can_reach ( location ) and location . item_rule ( item_to_place ) :
spot_to_fill = location
break
if spot_to_fill is None :
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# we filled all reachable spots. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all items placed. Game beatable anyway. ' )
break
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raise RuntimeError ( ' No more spots to place %s ' % item_to_place )
world . push_item ( spot_to_fill , item_to_place , True )
itempool . remove ( item_to_place )
fill_locations . remove ( spot_to_fill )
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logging . getLogger ( ' ' ) . debug ( ' Unplaced items: %s - Unfilled Locations: %s ' % ( [ item . name for item in itempool ] , [ location . name for location in fill_locations ] ) )
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def flood_items ( world ) :
# get items to distribute
random . shuffle ( world . itempool )
itempool = world . itempool
progress_done = False
# fill world from top of itempool while we can
while not progress_done :
location_list = world . get_unfilled_locations ( )
random . shuffle ( location_list )
spot_to_fill = None
for location in location_list :
if world . state . can_reach ( location ) :
spot_to_fill = location
break
if spot_to_fill :
item = itempool . pop ( 0 )
world . push_item ( spot_to_fill , item , True )
continue
# ran out of spots, check if we need to step in and correct things
if len ( world . get_reachable_locations ( ) ) == len ( world . get_locations ( ) ) :
progress_done = True
continue
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# need to place a progress item instead of an already placed item, find candidate
item_to_place = None
candidate_item_to_place = None
for item in itempool :
if item . advancement :
candidate_item_to_place = item
if world . unlocks_new_location ( item ) :
item_to_place = item
break
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if item_to_place is None :
if candidate_item_to_place is not None :
item_to_place = candidate_item_to_place
else :
raise RuntimeError ( ' No more progress items left to place. ' )
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# find item to replace with progress item
location_list = world . get_reachable_locations ( )
random . shuffle ( location_list )
for location in location_list :
if location . item is not None and not location . item . advancement and not location . item . key and ' Map ' not in location . item . name and ' Compass ' not in location . item . name :
# safe to replace
replace_item = location . item
replace_item . location = None
itempool . append ( replace_item )
world . push_item ( location , item_to_place , True )
itempool . remove ( item_to_place )
break
def generate_itempool ( world ) :
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if world . difficulty != ' normal ' or world . goal not in [ ' ganon ' , ' pedestal ' , ' dungeons ' ] or world . mode not in [ ' open ' , ' standard ' ] :
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raise NotImplementedError ( ' Not supported yet ' )
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world . push_item ( ' Ganon ' , ItemFactory ( ' Triforce ' ) , False )
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# set up item pool
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world . itempool = ItemFactory ( [ ' Arrow Upgrade (+5) ' ] * 6 + [ ' Bomb Upgrade (+5) ' ] * 6 + [ ' Arrow Upgrade (+10) ' , ' Bomb Upgrade (+10) ' ] +
[ ' Progressive Armor ' ] * 2 + [ ' Progressive Shield ' ] * 3 + [ ' Progressive Sword ' ] * 3 + [ ' Progressive Glove ' ] * 2 +
[ ' Bottle ' ] * 4 +
[ ' Bombos ' , ' Book of Mudora ' , ' Blue Boomerang ' , ' Bow ' , ' Bug Catching Net ' , ' Cane of Byrna ' , ' Cane of Somaria ' ,
' Ether ' , ' Fire Rod ' , ' Flippers ' , ' Ocarina ' , ' Hammer ' , ' Hookshot ' , ' Ice Rod ' , ' Lamp ' , ' Cape ' , ' Magic Powder ' ,
' Red Boomerang ' , ' Mushroom ' , ' Pegasus Boots ' , ' Quake ' , ' Shovel ' , ' Silver Arrows ' ] +
[ ' Single Arrow ' , ' Sanctuary Heart Container ' , ' Rupees (100) ' ] + [ ' Boss Heart Container ' ] * 10 + [ ' Piece of Heart ' ] * 24 +
[ ' Rupees (50) ' ] * 7 + [ ' Rupees (5) ' ] * 4 + [ ' Rupee (1) ' ] * 2 + [ ' Rupees (300) ' ] * 4 + [ ' Rupees (20) ' ] * 28 +
[ ' Arrows (10) ' ] * 4 + [ ' Bombs (3) ' ] * 10 )
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if world . mode == ' standard ' :
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world . push_item ( ' Uncle ' , ItemFactory ( ' Progressive Sword ' ) )
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else :
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world . itempool . append ( ItemFactory ( ' Progressive Sword ' ) )
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# provide mirror and pearl so you can avoid fake DW/LW and do dark world exploration as intended by algorithm, for now
if world . shuffle == ' insanity ' :
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world . push_item ( ' [cave-040] Links House ' , ItemFactory ( ' Magic Mirror ' ) )
world . push_item ( ' [dungeon-C-1F] Sanctuary ' , ItemFactory ( ' Moon Pearl ' ) )
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else :
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world . itempool . extend ( ItemFactory ( [ ' Magic Mirror ' , ' Moon Pearl ' ] ) )
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if world . goal == ' pedestal ' :
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world . push_item ( ' Altar ' , ItemFactory ( ' Triforce ' ) )
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items = list ( world . itempool )
random . shuffle ( items )
for item in items :
if not item . advancement :
# save to remove
world . itempool . remove ( item )
break
# ToDo what to do if EVERYTHING is a progress item?
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if random . randint ( 0 , 3 ) == 0 :
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world . itempool . append ( ItemFactory ( ' Magic Upgrade (1/4) ' ) )
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else :
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world . itempool . append ( ItemFactory ( ' Magic Upgrade (1/2) ' ) )
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# distribute crystals
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crystals = ItemFactory ( [ ' Green Pendant ' , ' Red Pendant ' , ' Blue Pendant ' , ' Crystal 1 ' , ' Crystal 2 ' , ' Crystal 3 ' , ' Crystal 4 ' , ' Crystal 5 ' , ' Crystal 6 ' , ' Crystal 7 ' ] )
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crystal_locations = [ world . get_location ( ' Armos - Pendant ' ) , world . get_location ( ' Lanmolas - Pendant ' ) , world . get_location ( ' Moldorm - Pendant ' ) , world . get_location ( ' Helmasaur - Crystal ' ) ,
world . get_location ( ' Blind - Crystal ' ) , world . get_location ( ' Mothula - Crystal ' ) , world . get_location ( ' Arrghus - Crystal ' ) , world . get_location ( ' Kholdstare - Crystal ' ) ,
world . get_location ( ' Vitreous - Crystal ' ) , world . get_location ( ' Trinexx - Crystal ' ) ]
random . shuffle ( crystals )
for location , crystal in zip ( crystal_locations , crystals ) :
world . push_item ( location , crystal , False )
# shuffle medallions
mm_medallion = [ ' Ether ' , ' Quake ' , ' Bombos ' ] [ random . randint ( 0 , 2 ) ]
tr_medallion = [ ' Ether ' , ' Quake ' , ' Bombos ' ] [ random . randint ( 0 , 2 ) ]
world . required_medallions = ( mm_medallion , tr_medallion )
# push dungeon items
fill_dungeons ( world )
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return ' Misery Mire Medallion: %s \n Turtle Rock Medallion: %s \n \n ' % ( mm_medallion , tr_medallion )
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def copy_world ( world ) :
# ToDo: Not good yet
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ret = World ( world . shuffle , world . logic , world . mode , world . difficulty , world . goal , world . place_dungeon_items )
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ret . required_medallions = list ( world . required_medallions )
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ret . agahnim_fix_required = world . agahnim_fix_required
ret . swamp_patch_required = world . swamp_patch_required
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create_regions ( ret )
# connect copied world
for region in world . regions :
for entrance in region . entrances :
ret . get_entrance ( entrance . name ) . connect ( ret . get_region ( region . name ) )
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set_rules ( ret )
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# fill locations
for location in world . get_locations ( ) :
if location . item is not None :
item = Item ( location . item . name , location . item . advancement , location . item . key )
ret . get_location ( location . name ) . item = item
item . location = ret . get_location ( location . name )
# copy remaining itempool. No item in itempool should have an assigned location
for item in world . itempool :
ret . itempool . append ( Item ( item . name , item . advancement , item . key ) )
# copy progress items in state
ret . state . prog_items = list ( world . state . prog_items )
return ret
def create_playthrough ( world ) :
# create a copy as we will modify it
world = copy_world ( world )
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# if we do pedestal%, ganon should not be a viable option as far as the playthrough is concerned
if world . goal == ' pedestal ' :
world . get_location ( ' Ganon ' ) . item = None
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# get locations containing progress items
prog_locations = [ location for location in world . get_locations ( ) if location . item is not None and location . item . advancement ]
collection_spheres = [ ]
state = CollectionState ( world )
sphere_candidates = list ( prog_locations )
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logging . getLogger ( ' ' ) . debug ( ' Building up collection spheres. ' )
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while sphere_candidates :
sphere = [ ]
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in sphere_candidates :
if state . can_reach ( location ) :
sphere . append ( location )
for location in sphere :
sphere_candidates . remove ( location )
state . collect ( location . item )
collection_spheres . append ( sphere )
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logging . getLogger ( ' ' ) . debug ( ' Calculated sphere %i , containing %i of %i progress items. ' % ( len ( collection_spheres ) , len ( sphere ) , len ( prog_locations ) ) )
if not sphere :
logging . getLogger ( ' ' ) . debug ( ' The following items could not be placed: %s ' % [ ' %s at %s ' % ( location . item . name , location . name ) for location in sphere_candidates ] )
raise RuntimeError ( ' Not all progression items reachable. Something went terribly wrong here. ' )
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# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
for sphere in reversed ( collection_spheres ) :
to_delete = [ ]
for location in sphere :
# we remove the item at location and check if game is still beatable
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logging . getLogger ( ' ' ) . debug ( ' Checking if %s is required to beat the game. ' % location . item . name )
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old_item = location . item
location . item = None
state . remove ( old_item )
world . _item_cache = { } # need to invalidate
if world . can_beat_game ( ) :
to_delete . append ( location )
else :
# still required, got to keep it around
location . item = old_item
# cull entries in spheres for spoiler walkthrough at end
for location in to_delete :
sphere . remove ( location )
# we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces)
collection_spheres = [ sphere for sphere in collection_spheres if sphere ]
# we can finally output our playthrough
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return ' Playthrough: \n ' + ' ' . join ( [ ' %s : { \n %s } \n ' % ( i + 1 , ' ' . join ( [ ' %s : %s \n ' % ( location , location . item ) for location in sphere ] ) ) for i , sphere in enumerate ( collection_spheres ) ] ) + ' \n '
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def print_location_spoiler ( world ) :
return ' Locations: \n \n ' + ' \n ' . join ( [ ' %s : %s ' % ( location , location . item if location . item is not None else ' Nothing ' ) for location in world . get_locations ( ) ] ) + ' \n \n '
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if __name__ == ' __main__ ' :
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parser = argparse . ArgumentParser ( formatter_class = argparse . ArgumentDefaultsHelpFormatter )
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parser . add_argument ( ' --create_spoiler ' , help = ' Output a Spoiler File ' , action = ' store_true ' )
parser . add_argument ( ' --logic ' , default = ' noglitches ' , const = ' noglitches ' , nargs = ' ? ' , choices = [ ' noglitches ' , ' minorglitches ' ] ,
help = ' Select Enforcement of Item Requirements. Minor Glitches may require Fake Flippers, Bunny Revival and Dark Room Navigation. ' )
parser . add_argument ( ' --mode ' , default = ' open ' , const = ' open ' , nargs = ' ? ' , choices = [ ' standard ' , ' open ' ] ,
help = ' Select game mode. Standard fixes Hyrule Castle Secret Entrance and Front Door, but may lead to weird rain state issues if you exit through the Hyrule Castle side exits before rescuing Zelda in a full shuffle. ' )
parser . add_argument ( ' --goal ' , default = ' ganon ' , const = ' ganon ' , nargs = ' ? ' , choices = [ ' ganon ' , ' pedestal ' , ' dungeons ' ] ,
help = ' Select completion goal. Pedestal places a second Triforce at the Master Sword Pedestal, the playthrough may still deem Ganon to be the easier goal. All dungeons is not enforced ingame but considered in the rules. ' )
parser . add_argument ( ' --difficulty ' , default = ' normal ' , const = ' normal ' , nargs = ' ? ' , choices = [ ' normal ' ] , help = ' Select game difficulty. Affects available itempool. ' )
parser . add_argument ( ' --algorithm ' , default = ' regular ' , const = ' regular ' , nargs = ' ? ' , choices = [ ' regular ' , ' flood ' ] ,
help = ' Select item filling algorithm. Regular is the ordinary VT algorithm. Flood pushes out items starting from Link \' s House and is slightly biased to placing progression items with less restrictions. ' )
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parser . add_argument ( ' --shuffle ' , default = ' full ' , const = ' full ' , nargs = ' ? ' , choices = [ ' vanilla ' , ' simple ' , ' restricted ' , ' full ' , ' madness ' , ' insanity ' , ' dungeonsfull ' , ' dungeonssimple ' ] ,
help = ' Select Entrance Shuffling Algorithm. \n '
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' Simple shuffles Dungeon Entrances/Exits between each other and keeps all 4-entrance dungeons confined to one location. All caves outside of death mountain are shuffled in pairs. \n '
' Restricted uses Dungeons shuffling from Simple but freely connects remaining entrances. \n '
' Full mixes cave and dungeon entrances freely. \n '
' Madness decouples entrances and exits from each other and shuffles them freely, only ensuring that no fake Light/Dark World happens and all locations are reachable. \n '
' Insanity is Madness without the world restrictions. Mirror and Pearl are provided early to ensure Filling algorithm works properly. Deal with Fake LW/DW at your discretion. Experimental. \n '
' The dungeon variants only mix up dungeons and keep the rest of the overworld vanilla. ' )
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parser . add_argument ( ' --rom ' , default = ' Zelda no Densetsu - Kamigami no Triforce (Japan).sfc ' , help = ' Path to an ALttP JAP(1.0) rom to use as a base. ' )
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parser . add_argument ( ' --loglevel ' , default = ' info ' , const = ' info ' , nargs = ' ? ' , choices = [ ' error ' , ' info ' , ' warning ' , ' debug ' ] , help = ' Select level of logging for output. ' )
parser . add_argument ( ' --seed ' , help = ' Define seed number to generate. ' , type = int )
parser . add_argument ( ' --count ' , help = ' Use to batch generate multiple seeds with same settings. If --seed is provided, it will be used for the first seed, then used to derive the next seed (i.e. generating 10 seeds with --seed given will produce the same 10 (different) roms each time). ' , type = int )
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parser . add_argument ( ' --quickswap ' , help = ' Enable quick item swapping with L and R. ' , action = ' store_true ' )
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parser . add_argument ( ' --nodungeonitems ' , help = ' Remove Maps and Compasses from Itempool, replacing them by empty slots. ' , action = ' store_true ' )
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parser . add_argument ( ' --heartbeep ' , default = ' normal ' , const = ' normal ' , nargs = ' ? ' , choices = [ ' normal ' , ' half ' , ' quarter ' , ' off ' ] ,
help = ' Select the rate at which the heart beep sound is played at low health. ' )
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parser . add_argument ( ' --sprite ' , help = ' Path to a sprite sheet to use for Link. Needs to be in binary format and have a length of 0x7000 (28672) bytes. ' )
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args = parser . parse_args ( )
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# ToDo: Validate files further than mere existance
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if not os . path . isfile ( args . rom ) :
input ( ' Could not find valid base rom for patching at expected path %s . Please run with -h to see help for further information. \n Press Enter to exit. ' % args . rom )
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exit ( 1 )
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if args . sprite is not None and not os . path . isfile ( args . rom ) :
input ( ' Could not find link sprite sheet at given location. \n Press Enter to exit. ' % args . sprite )
exit ( 1 )
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2017-05-20 12:07:40 +00:00
# set up logger
loglevel = { ' error ' : logging . ERROR , ' info ' : logging . INFO , ' warning ' : logging . WARNING , ' debug ' : logging . DEBUG } [ args . loglevel ]
logging . basicConfig ( format = ' %(message)s ' , level = loglevel )
if args . count is not None :
seed = args . seed
for i in range ( args . count ) :
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main ( seed = seed , args = args )
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seed = random . randint ( 0 , 999999999 )
else :
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main ( seed = args . seed , args = args )