Merge remote-tracking branch 'origin/master' into owg_test

# Conflicts:
#	easy.yaml
This commit is contained in:
Fabian Dill 2020-04-11 19:58:12 +02:00
commit 1a4be3d2d8
6 changed files with 326 additions and 253 deletions

View File

@ -15,8 +15,11 @@ Configuration can be found in host.yaml
import os import os
import subprocess import subprocess
import sys import sys
import threading
import concurrent.futures
def feedback(text:str):
def feedback(text: str):
print(text) print(text)
input("Press Enter to ignore and probably crash.") input("Press Enter to ignore and probably crash.")
@ -133,22 +136,29 @@ if __name__ == "__main__":
2: "7z", 2: "7z",
3: "bz2"}[zip_format] 3: "bz2"}[zip_format]
ziplock = threading.Lock()
def pack_file(file: str): def pack_file(file: str):
with ziplock:
zf.write(os.path.join(output_path, file), file) zf.write(os.path.join(output_path, file), file)
print(f"Packed {file} into zipfile {zipname}") print(f"Packed {file} into zipfile {zipname}")
def remove_zipped_file(file: str): def remove_zipped_file(file: str):
os.remove(os.path.join(output_path, file)) os.remove(os.path.join(output_path, file))
print(f"Removed {file} which is now present in the zipfile") print(f"Removed {file} which is now present in the zipfile")
zipname = os.path.join(output_path, f"ER_{seedname}.{typical_zip_ending}") zipname = os.path.join(output_path, f"ER_{seedname}.{typical_zip_ending}")
print(f"Creating zipfile {zipname}") print(f"Creating zipfile {zipname}")
ipv4 = (host if host else get_public_ipv4()) + ":" + str(port) ipv4 = (host if host else get_public_ipv4()) + ":" + str(port)
with zipfile.ZipFile(zipname, "w", compression=compression, compresslevel=9) as zf:
for file in os.listdir(output_path):
if file.endswith(".sfc") and seedname in file: def _handle_file(file: str):
if zip_diffs: if zip_diffs:
# the main reason for using threading, the patch is created using bsdiff4, which frees the GIL
diff = os.path.split(create_patch_file(os.path.join(output_path, file), ipv4))[1] diff = os.path.split(create_patch_file(os.path.join(output_path, file), ipv4))[1]
pack_file(diff) pack_file(diff)
if zip_diffs == 2: if zip_diffs == 2:
@ -157,15 +167,28 @@ if __name__ == "__main__":
pack_file(file) pack_file(file)
if zip_roms == 2 and player_name.lower() not in file.lower(): if zip_roms == 2 and player_name.lower() not in file.lower():
remove_zipped_file(file) remove_zipped_file(file)
with concurrent.futures.ThreadPoolExecutor() as pool:
futures = []
with zipfile.ZipFile(zipname, "w", compression=compression, compresslevel=9) as zf:
for file in os.listdir(output_path):
if file.endswith(".sfc") and seedname in file:
futures.append(pool.submit(_handle_file, file))
if zip_multidata and os.path.exists(os.path.join(output_path, multidataname)): if zip_multidata and os.path.exists(os.path.join(output_path, multidataname)):
pack_file(multidataname) pack_file(multidataname)
if zip_multidata == 2: if zip_multidata == 2:
remove_zipped_file(multidataname) remove_zipped_file(multidataname)
if zip_spoiler and create_spoiler: if zip_spoiler and create_spoiler:
pack_file(spoilername) pack_file(spoilername)
if zip_spoiler == 2: if zip_spoiler == 2:
remove_zipped_file(spoilername) remove_zipped_file(spoilername)
for future in futures:
future.result() # make sure we close the zip AFTER any packing is done
if os.path.exists(os.path.join(output_path, multidataname)): if os.path.exists(os.path.join(output_path, multidataname)):
if os.path.exists("BerserkerMultiServer.exe"): if os.path.exists("BerserkerMultiServer.exe"):
baseservercommand = "BerserkerMultiServer.exe" # compiled windows baseservercommand = "BerserkerMultiServer.exe" # compiled windows

3
Rom.py
View File

@ -1002,6 +1002,9 @@ def patch_rom(world, rom, player, team, enemized):
'Big Key (Desert Palace)': (0x367, 0x10), 'Compass (Desert Palace)': (0x365, 0x10), 'Map (Desert Palace)': (0x369, 0x10), 'Big Key (Desert Palace)': (0x367, 0x10), 'Compass (Desert Palace)': (0x365, 0x10), 'Map (Desert Palace)': (0x369, 0x10),
'Big Key (Tower of Hera)': (0x366, 0x20), 'Compass (Tower of Hera)': (0x364, 0x20), 'Map (Tower of Hera)': (0x368, 0x20), 'Big Key (Tower of Hera)': (0x366, 0x20), 'Compass (Tower of Hera)': (0x364, 0x20), 'Map (Tower of Hera)': (0x368, 0x20),
'Big Key (Escape)': (0x367, 0xC0), 'Compass (Escape)': (0x365, 0xC0), 'Map (Escape)': (0x369, 0xC0), 'Big Key (Escape)': (0x367, 0xC0), 'Compass (Escape)': (0x365, 0xC0), 'Map (Escape)': (0x369, 0xC0),
# doors-specific items
'Big Key (Agahnims Tower)': (0x367, 0x08), 'Compass (Agahnims Tower)': (0x365, 0x08), 'Map (Agahnims Tower)': (0x369, 0x08),
# end of doors-specific items
'Big Key (Palace of Darkness)': (0x367, 0x02), 'Compass (Palace of Darkness)': (0x365, 0x02), 'Map (Palace of Darkness)': (0x369, 0x02), 'Big Key (Palace of Darkness)': (0x367, 0x02), 'Compass (Palace of Darkness)': (0x365, 0x02), 'Map (Palace of Darkness)': (0x369, 0x02),
'Big Key (Thieves Town)': (0x366, 0x10), 'Compass (Thieves Town)': (0x364, 0x10), 'Map (Thieves Town)': (0x368, 0x10), 'Big Key (Thieves Town)': (0x366, 0x10), 'Compass (Thieves Town)': (0x364, 0x10), 'Map (Thieves Town)': (0x368, 0x10),
'Big Key (Skull Woods)': (0x366, 0x80), 'Compass (Skull Woods)': (0x364, 0x80), 'Map (Skull Woods)': (0x368, 0x80), 'Big Key (Skull Woods)': (0x366, 0x80), 'Compass (Skull Woods)': (0x364, 0x80), 'Map (Skull Woods)': (0x368, 0x80),

250
easy.yaml
View File

@ -1,21 +1,45 @@
#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 # This file contains options which allow you to configure your multiworld experience while allowing others
name: PleaseEnterNameHere #your name ingame, space and "_" gets replaced with a dash "-" # to play how they want as well.
glitches_required: #
none: 1 # the "regular" glitch-free mode # How do I use it?
overworld_glitches: 0 # puts overworld glitches like fake flipper, water-walk, link-state and boots clipping in logic # The options in this file are weighted. This means the higher number you assign to a value, the more
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 # chances you have for that option to be chosen. For example, an option like this:
item_placement: basic #this is based on Entrance Randomizer, which does not (yet?) support advanced #
map_shuffle: #to shuffle dungeon maps into the outside world and other dungeons, as well as other player's worlds in multiworld # map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to not occur, and 15 chances for map shuffle to be turned on
# I've never seen a file like this before. What characters am I allowed to use?
# This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
description: Your Description Here # Used to describe your yaml. Useful if you have multiple files
name: YourName # Your name in-game. Spaces and underscores will be replaced with dashes
glitches_required: # Determine the logic required to complete the seed
none: 1 # No glitches required
overworld_glitches: 0 # Assumes the player knows how to perform overworld glitches like fake flipper, water walk, etc
no_logic: 0 # Items are places completely at random and with no regard for logic. Your fire rod could be on Trinexx
item_placement: basic # This is based on Entrance Randomizer, which does not (yet?) support advanced
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
world_state:
- inverted # Never play inverted seeds
- retro # Never play retro seeds
weapons:
- swordless # Never play a swordless seed
map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 1 off: 1
compass_shuffle: #same for compass compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 1 off: 1
smallkey_shuffle: #same for small keys smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 1 off: 1
bigkey_shuffle: #same for big keys bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 1 off: 1
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
@ -23,97 +47,97 @@ dungeon_items: # alternative to the 4 shuffles above this, does nothing until th
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
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

View File

@ -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

View File

@ -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

View File

@ -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()