Merge remote-tracking branch 'origin/master' into owg_test
# Conflicts: # easy.yaml
This commit is contained in:
commit
1a4be3d2d8
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@ -15,8 +15,11 @@ Configuration can be found in host.yaml
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import os
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import os
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import subprocess
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import subprocess
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import sys
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import sys
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import threading
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import concurrent.futures
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def feedback(text:str):
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||||||
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def feedback(text: str):
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print(text)
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print(text)
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input("Press Enter to ignore and probably crash.")
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input("Press Enter to ignore and probably crash.")
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@ -133,22 +136,29 @@ if __name__ == "__main__":
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2: "7z",
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2: "7z",
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3: "bz2"}[zip_format]
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3: "bz2"}[zip_format]
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ziplock = threading.Lock()
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def pack_file(file: str):
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def pack_file(file: str):
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with ziplock:
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zf.write(os.path.join(output_path, file), file)
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zf.write(os.path.join(output_path, file), file)
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print(f"Packed {file} into zipfile {zipname}")
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print(f"Packed {file} into zipfile {zipname}")
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def remove_zipped_file(file: str):
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def remove_zipped_file(file: str):
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os.remove(os.path.join(output_path, file))
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os.remove(os.path.join(output_path, file))
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print(f"Removed {file} which is now present in the zipfile")
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print(f"Removed {file} which is now present in the zipfile")
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zipname = os.path.join(output_path, f"ER_{seedname}.{typical_zip_ending}")
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zipname = os.path.join(output_path, f"ER_{seedname}.{typical_zip_ending}")
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print(f"Creating zipfile {zipname}")
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print(f"Creating zipfile {zipname}")
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ipv4 = (host if host else get_public_ipv4()) + ":" + str(port)
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ipv4 = (host if host else get_public_ipv4()) + ":" + str(port)
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with zipfile.ZipFile(zipname, "w", compression=compression, compresslevel=9) as zf:
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for file in os.listdir(output_path):
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if file.endswith(".sfc") and seedname in file:
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def _handle_file(file: str):
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if zip_diffs:
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if zip_diffs:
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# the main reason for using threading, the patch is created using bsdiff4, which frees the GIL
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diff = os.path.split(create_patch_file(os.path.join(output_path, file), ipv4))[1]
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diff = os.path.split(create_patch_file(os.path.join(output_path, file), ipv4))[1]
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pack_file(diff)
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pack_file(diff)
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if zip_diffs == 2:
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if zip_diffs == 2:
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@ -157,15 +167,28 @@ if __name__ == "__main__":
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pack_file(file)
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pack_file(file)
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if zip_roms == 2 and player_name.lower() not in file.lower():
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if zip_roms == 2 and player_name.lower() not in file.lower():
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remove_zipped_file(file)
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remove_zipped_file(file)
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with concurrent.futures.ThreadPoolExecutor() as pool:
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futures = []
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with zipfile.ZipFile(zipname, "w", compression=compression, compresslevel=9) as zf:
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for file in os.listdir(output_path):
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if file.endswith(".sfc") and seedname in file:
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futures.append(pool.submit(_handle_file, file))
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if zip_multidata and os.path.exists(os.path.join(output_path, multidataname)):
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if zip_multidata and os.path.exists(os.path.join(output_path, multidataname)):
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pack_file(multidataname)
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pack_file(multidataname)
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if zip_multidata == 2:
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if zip_multidata == 2:
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remove_zipped_file(multidataname)
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remove_zipped_file(multidataname)
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if zip_spoiler and create_spoiler:
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if zip_spoiler and create_spoiler:
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pack_file(spoilername)
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pack_file(spoilername)
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if zip_spoiler == 2:
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if zip_spoiler == 2:
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remove_zipped_file(spoilername)
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remove_zipped_file(spoilername)
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for future in futures:
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future.result() # make sure we close the zip AFTER any packing is done
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if os.path.exists(os.path.join(output_path, multidataname)):
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if os.path.exists(os.path.join(output_path, multidataname)):
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if os.path.exists("BerserkerMultiServer.exe"):
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if os.path.exists("BerserkerMultiServer.exe"):
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baseservercommand = "BerserkerMultiServer.exe" # compiled windows
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baseservercommand = "BerserkerMultiServer.exe" # compiled windows
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3
Rom.py
3
Rom.py
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@ -1002,6 +1002,9 @@ def patch_rom(world, rom, player, team, enemized):
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'Big Key (Desert Palace)': (0x367, 0x10), 'Compass (Desert Palace)': (0x365, 0x10), 'Map (Desert Palace)': (0x369, 0x10),
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'Big Key (Desert Palace)': (0x367, 0x10), 'Compass (Desert Palace)': (0x365, 0x10), 'Map (Desert Palace)': (0x369, 0x10),
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'Big Key (Tower of Hera)': (0x366, 0x20), 'Compass (Tower of Hera)': (0x364, 0x20), 'Map (Tower of Hera)': (0x368, 0x20),
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'Big Key (Tower of Hera)': (0x366, 0x20), 'Compass (Tower of Hera)': (0x364, 0x20), 'Map (Tower of Hera)': (0x368, 0x20),
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'Big Key (Escape)': (0x367, 0xC0), 'Compass (Escape)': (0x365, 0xC0), 'Map (Escape)': (0x369, 0xC0),
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'Big Key (Escape)': (0x367, 0xC0), 'Compass (Escape)': (0x365, 0xC0), 'Map (Escape)': (0x369, 0xC0),
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# doors-specific items
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'Big Key (Agahnims Tower)': (0x367, 0x08), 'Compass (Agahnims Tower)': (0x365, 0x08), 'Map (Agahnims Tower)': (0x369, 0x08),
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# end of doors-specific items
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'Big Key (Palace of Darkness)': (0x367, 0x02), 'Compass (Palace of Darkness)': (0x365, 0x02), 'Map (Palace of Darkness)': (0x369, 0x02),
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'Big Key (Palace of Darkness)': (0x367, 0x02), 'Compass (Palace of Darkness)': (0x365, 0x02), 'Map (Palace of Darkness)': (0x369, 0x02),
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'Big Key (Thieves Town)': (0x366, 0x10), 'Compass (Thieves Town)': (0x364, 0x10), 'Map (Thieves Town)': (0x368, 0x10),
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'Big Key (Thieves Town)': (0x366, 0x10), 'Compass (Thieves Town)': (0x364, 0x10), 'Map (Thieves Town)': (0x368, 0x10),
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'Big Key (Skull Woods)': (0x366, 0x80), 'Compass (Skull Woods)': (0x364, 0x80), 'Map (Skull Woods)': (0x368, 0x80),
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'Big Key (Skull Woods)': (0x366, 0x80), 'Compass (Skull Woods)': (0x364, 0x80), 'Map (Skull Woods)': (0x368, 0x80),
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250
easy.yaml
250
easy.yaml
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@ -1,21 +1,45 @@
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||||||
#More general info here: https://docs.google.com/document/d/1r7qs1-MK7YbFf2d-mEUeTy2wHykIf1ALG9pLtVvUbSw/edit
|
# What is this file?
|
||||||
description: Easy/Open/Normal #please describe your options. Especially useful when you have multiple yamls for different occasions
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# This file contains options which allow you to configure your multiworld experience while allowing others
|
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name: PleaseEnterNameHere #your name ingame, space and "_" gets replaced with a dash "-"
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# to play how they want as well.
|
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glitches_required:
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#
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||||||
none: 1 # the "regular" glitch-free mode
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# How do I use it?
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||||||
overworld_glitches: 0 # puts overworld glitches like fake flipper, water-walk, link-state and boots clipping in logic
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# The options in this file are weighted. This means the higher number you assign to a value, the more
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no_logic: 0 # no logic at all, careful with this in multiworld as it will create item loops that put other players into glitches required
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# chances you have for that option to be chosen. For example, an option like this:
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item_placement: basic #this is based on Entrance Randomizer, which does not (yet?) support advanced
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#
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map_shuffle: #to shuffle dungeon maps into the outside world and other dungeons, as well as other player's worlds in multiworld
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# map_shuffle:
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# on: 5
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# off: 15
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#
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# Means you have 5 chances for map shuffle to not occur, and 15 chances for map shuffle to be turned on
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# I've never seen a file like this before. What characters am I allowed to use?
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# This is a .yaml file. You are allowed to use most characters.
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# To test if your yaml is valid or not, you can use this website:
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# http://www.yamllint.com/
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|
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description: Your Description Here # Used to describe your yaml. Useful if you have multiple files
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name: YourName # Your name in-game. Spaces and underscores will be replaced with dashes
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glitches_required: # Determine the logic required to complete the seed
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none: 1 # No glitches required
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overworld_glitches: 0 # Assumes the player knows how to perform overworld glitches like fake flipper, water walk, etc
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no_logic: 0 # Items are places completely at random and with no regard for logic. Your fire rod could be on Trinexx
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item_placement: basic # This is based on Entrance Randomizer, which does not (yet?) support advanced
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meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option here guarantees it will not occur in your seed, even if the .yaml file specifies it
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world_state:
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- inverted # Never play inverted seeds
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- retro # Never play retro seeds
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weapons:
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- swordless # Never play a swordless seed
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map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds
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on: 0
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on: 0
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off: 1
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off: 1
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compass_shuffle: #same for compass
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compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds
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on: 0
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on: 0
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off: 1
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off: 1
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smallkey_shuffle: #same for small keys
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smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds
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on: 0
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on: 0
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off: 1
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off: 1
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bigkey_shuffle: #same for big keys
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bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds
|
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on: 0
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on: 0
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off: 1
|
off: 1
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dungeon_items: # alternative to the 4 shuffles above this, does nothing until the respective 4 shuffles are deleted
|
dungeon_items: # alternative to the 4 shuffles above this, does nothing until the respective 4 shuffles are deleted
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||||||
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@ -23,97 +47,97 @@ dungeon_items: # alternative to the 4 shuffles above this, does nothing until th
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||||||
none: 1 # shuffle none of the 4
|
none: 1 # shuffle none of the 4
|
||||||
mcsb: 0 # shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here
|
mcsb: 0 # shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here
|
||||||
accessibility:
|
accessibility:
|
||||||
items: 0 # item accessibility means you can get all inventory items. So a key could lock itself, but you can fill your inventory
|
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
|
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locations: 1 # location accessibility means you can access every location in your seed and get all 216 checks
|
locations: 1 # Guarantees you will be able to access all locations, and therefore all items
|
||||||
none: 0 # no accessibility means your seed is "beatable only", meaning any items you do not need to beat the game can be unreachable. This can mean you have to defeat ganon with a lamp and master sword.
|
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
|
||||||
progressive: #not available in bonta's multiworld at this time. If you want this option, make sure the host uses the correct Multiworld
|
progressive: # Enable or disable progressive items (swords, shields, bow)
|
||||||
on: 1 # progressive items, you will always get progressive items like swords in their order: figher sword -> master sword -> tempered sword -> golden sword
|
on: 1 # All items progressive
|
||||||
off: 0 # turns progressive items off, so you can find, for example, silver arrows before a bow
|
off: 0 # No items progressive
|
||||||
random: 0 # rolls a 50/50 chance for each potentially progressive item. So, for example, you can have progressive swords but non-progressive mittens
|
random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
|
||||||
entrance_shuffle:
|
entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffle
|
||||||
none: 1 # no entrance shuffle
|
none: 1 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
|
||||||
dungeonssimple: 0 # shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
|
dungeonssimple: 0 # shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
|
||||||
dungeonsfull: 0 # shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
|
dungeonsfull: 0 # shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
|
||||||
simple: 0 #dungeons are shuffled with each other and the other entrances are shuffled with each other
|
simple: 0 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
|
||||||
restricted: 0 #dungeons still shuffle along each other but connects other entrances more feely with each other while keeping entrances in one world
|
restricted: 0 # Less strict than simple
|
||||||
full: 0 # mixes caves and dungeons freely, except for confining all entrances to one world
|
full: 0 # Less strict than restricted
|
||||||
crossed: 0 #introduces cross world connectors
|
crossed: 0 # Less strict than full
|
||||||
insanity: 0 #any entrance can lead to any other entrance
|
insanity: 0 # Very few grouping rules. Good luck.
|
||||||
goals:
|
goals:
|
||||||
ganon: 5 #beat GT and then Ganon
|
ganon: 1 # Climb GT, defeat Agahnim 2, then kill Ganon
|
||||||
fast_ganon: 4 # Just kill Ganon
|
fast_ganon: 0 # Only killing Ganon is required. The hole is always open. Items may still be placed in GT, however
|
||||||
dungeons: 1 # All Dungeons, including GT, and Agahnims Tower
|
dungeons: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
|
||||||
pedestal: 0 # Pull the win out of the Pedestal
|
pedestal: 0 # Pull the Triforce from the Master Sword pedestal
|
||||||
triforce-hunt: 0 # Collect 20 of 30 Triforce pieces then hand them in in front of Hyrule Castle
|
triforce-hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the world, then turn them in to Murahadala in front of Hyrule Castle
|
||||||
tower_open: # Crystals required to open GT
|
tower_open: # Crystals required to open GT
|
||||||
'0': 0
|
'0': 8
|
||||||
'1': 0
|
'1': 7
|
||||||
'2': 0
|
'2': 6
|
||||||
'3': 0
|
'3': 5
|
||||||
'4': 0
|
'4': 4
|
||||||
'5': 0
|
'5': 3
|
||||||
'6': 0
|
'6': 2
|
||||||
'7': 0
|
'7': 1
|
||||||
random: 1
|
random: 0
|
||||||
ganon_open: # Crystals required to hurt Ganon
|
ganon_open: # Crystals required to hurt Ganon
|
||||||
'0': 0
|
'0': 8
|
||||||
'1': 0
|
'1': 7
|
||||||
'2': 0
|
'2': 6
|
||||||
'3': 0
|
'3': 5
|
||||||
'4': 0
|
'4': 4
|
||||||
'5': 0
|
'5': 3
|
||||||
'6': 0
|
'6': 2
|
||||||
'7': 0
|
'7': 1
|
||||||
random: 1
|
random: 0
|
||||||
world_state:
|
world_state:
|
||||||
standard: 1 # Do standard escape to bring Zelda to Sanctuary
|
standard: 1 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary.
|
||||||
open: 9 # Start with the ability to skip the standard opening and go where you want
|
open: 1 # Begin the game from your choice of Link's House or the Sanctuary
|
||||||
inverted: 0 # You start in the Dark World, the Light World has changes to it's Map and requires a Moon Pearl to not be Bunny
|
inverted: 0 # Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
|
||||||
retro: 0 # Keys are universal, you have to buy a quiver, there are take any caves and some other changes. Makes it more like Z1
|
retro: 0 # Small keys are universal, you must buy a quiver, take-any caves and an old-man cave are added to the world. You may need to find your sword from the old man's cave
|
||||||
hints:
|
hints:
|
||||||
'on': 1 # Hint tiles can give useful item location hints on occasion
|
'on': 1 # Hint tiles sometimes give item location hints
|
||||||
'off': 0 # You get gameplay hints, but not location/item hints
|
'off': 0 # Hint tiles provide gameplay tips
|
||||||
weapons: # this means swords
|
weapons: # Specifically, swords
|
||||||
randomized: 5 # Your swords can be anywhere
|
randomized: 0 # Swords are placed randomly throughout the world
|
||||||
assured: 2 # You start with a sword, the rest are anywhere
|
assured: 1 # Begin with a sword, the rest are placed randomly throughout the world
|
||||||
vanilla: 3 # Your swords are in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
|
vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
|
||||||
swordless: 0 # You don't have a sword. A hammer can be used like a Master Sword in certain situations
|
swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change.
|
||||||
item_pool:
|
item_pool:
|
||||||
normal: 1
|
normal: 1 # Item availability remains unchanged from the vanilla game
|
||||||
hard: 0
|
hard: 0 # Reduced upgrade availability (max: 14 hearts, green mail, tempered sword, fire shield, no silvers unless swordless)
|
||||||
expert: 0
|
expert: 0 # Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless)
|
||||||
crowd_control: 0
|
crowd_control: 0 # Unless you know what you're doing, leave this at 0
|
||||||
item_functionality:
|
item_functionality:
|
||||||
normal: 1
|
normal: 1 # Vanilla game item functionality
|
||||||
hard: 0
|
hard: 0 # Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
|
||||||
expert: 0
|
expert: 0 # Vastly helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
|
||||||
boss_shuffle:
|
boss_shuffle:
|
||||||
none: 1
|
none: 1 # No boss shuffle
|
||||||
simple: 0 # existing bosses gets shuffled around
|
simple: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
|
||||||
full: 0 # all bosses exist once, except 3 can appear twice
|
full: 0 # Replace GT bosses with random bosses, then follow simple logic
|
||||||
random: 0 # any boss can appear any number of times
|
random: 0 # Choose from one of the above options
|
||||||
enemy_shuffle:
|
enemy_shuffle:
|
||||||
none: 1
|
none: 1 # Vanilla enemy placement
|
||||||
shuffled: 0 # enemies get shuffled around
|
shuffled: 0 # Enemies are randomized
|
||||||
random: 0 # any enemy can appear any number of times
|
random: 0 # Choose one of the above
|
||||||
enemy_damage:
|
enemy_damage:
|
||||||
default: 1
|
default: 1 # Vanilla enemy damage
|
||||||
shuffled: 0 # damage tables get shuffled, however armor effects are not
|
shuffled: 0 # Enemies do a randomized amount of damage
|
||||||
random: 0 # all damages are completely shuffled, including armor effects, making it possible red mail is worse than green
|
random: 0 # Choose one of the above
|
||||||
enemy_health:
|
enemy_health:
|
||||||
default: 1
|
default: 1 # Vanilla enemy HP
|
||||||
easy: 0
|
easy: 0 # Enemies have reduced health
|
||||||
hard: 0
|
hard: 0 # Enemies have increased health
|
||||||
expert: 0
|
expert: 0 # Enemies have greatly increased health
|
||||||
pot_shuffle: # Shuffle pots, their contents and whatever is hiding under them. Broken with any door shuffle that is not vanilla, do not combine
|
pot_shuffle:
|
||||||
on: 0
|
'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
|
||||||
off: 1
|
'off': 1 # Default pot item locations
|
||||||
beemizer: # replace items with bees, that will attack you
|
beemizer: # Remove items from the global item pool and replace them with single bees and bee traps
|
||||||
0: 1
|
0: 1 # No bee traps are placed
|
||||||
1: 0 # max 15 hearts
|
1: 0 # 25% of the non-essential item pool is replaced with bee traps
|
||||||
2: 0 # max 10 hearts
|
2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees
|
||||||
3: 0
|
3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees
|
||||||
4: 0
|
4: 0 # 100% of the non-essential item pool is replaced with bee traps
|
||||||
timer:
|
timer:
|
||||||
none: 1
|
none: 1
|
||||||
timed: 0
|
timed: 0
|
||||||
|
@ -128,39 +152,39 @@ remote_items: # Warning: currently broken. Stores all your items on the server,
|
||||||
on: 0 # intended for racing, as the item information is missing from the ROM
|
on: 0 # intended for racing, as the item information is missing from the ROM
|
||||||
off: 1
|
off: 1
|
||||||
rom:
|
rom:
|
||||||
sprite:
|
sprite: # Enter the name of your preferred sprite and weight it appropriately
|
||||||
random: 1
|
random: 0
|
||||||
randomonhit: 1
|
randomonhit: 0
|
||||||
link: 1 # to get other sprite names, open up gui/Creator, select a sprite and write down the sprite name as it is there
|
link: 1
|
||||||
disablemusic: off # turn on for V30 MSU packs
|
disablemusic: off # If "on", all in-game music will be disabled
|
||||||
extendedmsu: off #turn on to have V31 extended MSU support
|
extendedmsu: on # If "on", V31 extended MSU support will be available
|
||||||
quickswap:
|
quickswap: # Enable switching items by pressing the L+R shoulder buttons
|
||||||
on: 1 # press L/R to swap items without opening the menu
|
on: 0
|
||||||
off: 0
|
off: 1
|
||||||
menuspeed:
|
menuspeed: # Control how fast the item menu opens and closes
|
||||||
normal: 1
|
normal: 1
|
||||||
instant: 0
|
instant: 0
|
||||||
double: 0
|
double: 0
|
||||||
triple: 0
|
triple: 0
|
||||||
quadruple: 0
|
quadruple: 0
|
||||||
half: 0
|
half: 0
|
||||||
heartcolor:
|
heartcolor: # Control the color of your health hearts
|
||||||
red: 1
|
red: 1
|
||||||
blue: 1
|
blue: 0
|
||||||
green: 1
|
green: 0
|
||||||
yellow: 1
|
yellow: 0
|
||||||
random: 0
|
random: 0
|
||||||
heartbeep:
|
heartbeep: # Control the frequency of the low-health beeping
|
||||||
double: 0
|
double: 0
|
||||||
normal: 1
|
normal: 1
|
||||||
half: 0
|
half: 0
|
||||||
quarter: 0
|
quarter: 0
|
||||||
off: 0
|
off: 0
|
||||||
ow_palettes:
|
ow_palettes: # Change the colors of the overworld
|
||||||
default: 1
|
default: 1 # No changes
|
||||||
random: 1 # shuffle the palette of overworld colors
|
random: 0 # Shuffle the colors
|
||||||
blackout: 0 # makes everything blank, making it almost a blind playthrough
|
blackout: 0 # Never use this
|
||||||
uw_palettes:
|
uw_palettes: # Change the colors of caves and dungeons
|
||||||
default: 1
|
default: 1 # No changes
|
||||||
random: 1 # shuffle the palette of dungeon/cave colors
|
random: 0 # Shuffle the colors
|
||||||
blackout: 0 # makes everything blank, making it almost a blind playthrough
|
blackout: 0 # Never use this
|
||||||
|
|
|
@ -52,7 +52,7 @@ multi_mystery_options:
|
||||||
zip_spoiler: 0
|
zip_spoiler: 0
|
||||||
#include the multidata file in the zip, 2 -> delete the non-zipped one, which also means the server won't autostart
|
#include the multidata file in the zip, 2 -> delete the non-zipped one, which also means the server won't autostart
|
||||||
zip_multidata: 0
|
zip_multidata: 0
|
||||||
#zip algorithm to use
|
#zip algorithm to use. zip is recommended for patch files, 7z is recommended for roms. All of them get the job done.
|
||||||
zip_format: 1 # 1 -> zip, 2 -> 7z, 3->bz2
|
zip_format: 1 # 1 -> zip, 2 -> 7z, 3->bz2
|
||||||
#create roms flagged as race roms
|
#create roms flagged as race roms
|
||||||
race: 0
|
race: 0
|
|
@ -50,7 +50,6 @@ Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks:
|
||||||
|
|
||||||
[Run]
|
[Run]
|
||||||
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
|
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
|
||||||
; Filename: "{app}\{#MyAppExeName}"; Description: "{cm:LaunchProgram,{#StringChange(MyAppName, '&', '&&')}}"; Flags: nowait postinstall skipifsilent
|
|
||||||
|
|
||||||
[UninstallDelete]
|
[UninstallDelete]
|
||||||
Type: dirifempty; Name: "{app}"
|
Type: dirifempty; Name: "{app}"
|
||||||
|
@ -87,9 +86,23 @@ end;
|
||||||
|
|
||||||
var ROMFilePage: TInputFileWizardPage;
|
var ROMFilePage: TInputFileWizardPage;
|
||||||
var R : longint;
|
var R : longint;
|
||||||
|
var rom: string;
|
||||||
|
|
||||||
procedure InitializeWizard();
|
procedure InitializeWizard();
|
||||||
begin
|
begin
|
||||||
|
rom := FileSearch('Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', WizardDirValue());
|
||||||
|
if Length(rom) > 0 then
|
||||||
|
begin
|
||||||
|
log('existing ROM found');
|
||||||
|
log(IntToStr(CompareStr(GetMD5OfFile(rom), '03a63945398191337e896e5771f77173')));
|
||||||
|
if CompareStr(GetMD5OfFile(rom), '03a63945398191337e896e5771f77173') = 0 then
|
||||||
|
begin
|
||||||
|
log('existing ROM verified');
|
||||||
|
exit;
|
||||||
|
end;
|
||||||
|
log('existing ROM failed verification');
|
||||||
|
end;
|
||||||
|
rom := ''
|
||||||
ROMFilePage :=
|
ROMFilePage :=
|
||||||
CreateInputFilePage(
|
CreateInputFilePage(
|
||||||
wpLicense,
|
wpLicense,
|
||||||
|
@ -105,10 +118,14 @@ end;
|
||||||
|
|
||||||
function GetROMPath(Param: string): string;
|
function GetROMPath(Param: string): string;
|
||||||
begin
|
begin
|
||||||
if Assigned(RomFilePage) then
begin
|
if Length(rom) > 0 then
|
||||||
|
Result := rom
|
||||||
|
else if Assigned(RomFilePage) then
|
||||||
|
begin
|
||||||
R := CompareStr(GetMD5OfFile(ROMFilePage.Values[0]), '03a63945398191337e896e5771f77173')
|
R := CompareStr(GetMD5OfFile(ROMFilePage.Values[0]), '03a63945398191337e896e5771f77173')
|
||||||
if R <> 0 then
|
if R <> 0 then
|
||||||
MsgBox('ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
MsgBox('ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||||
|
|
||||||
Result := ROMFilePage.Values[0]
|
Result := ROMFilePage.Values[0]
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
|
|
6
setup.py
6
setup.py
|
@ -100,5 +100,11 @@ extra_data = ["LICENSE", "data", "EnemizerCLI", "host.yaml", "QUsb2Snes", "meta.
|
||||||
for data in extra_data:
|
for data in extra_data:
|
||||||
installfile(Path(data))
|
installfile(Path(data))
|
||||||
|
|
||||||
|
os.makedirs(buildfolder / "Players", exist_ok=True)
|
||||||
|
shutil.copyfile("easy.yaml", buildfolder / "Players" / "easy.yaml")
|
||||||
|
|
||||||
|
qusb2sneslog = buildfolder / "QUsb2Snes" / "log.txt"
|
||||||
|
if os.path.exists(qusb2sneslog):
|
||||||
|
os.remove(qusb2sneslog)
|
||||||
|
|
||||||
manifest_creation()
|
manifest_creation()
|
||||||
|
|
Loading…
Reference in New Issue