Initial FF1R implementation (#123)

FF1R
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jtoyoda 2021-11-28 14:32:08 -07:00 committed by GitHub
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FF1Client.py Normal file
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import asyncio
import json
import time
from asyncio import StreamReader, StreamWriter
from typing import List
import Utils
from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, ClientCommandProcessor, logger, \
get_base_parser
SYSTEM_MESSAGE_ID = 0
CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator then restart ff1_connector.lua"
CONNECTION_REFUSED_STATUS = "Connection Refused. Please start your emulator make sure ff1_connector.lua is running"
CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator then restart ff1_connector.lua"
CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
CONNECTION_CONNECTED_STATUS = "Connected"
CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
class FF1CommandProcessor(ClientCommandProcessor):
def __init__(self, ctx: CommonContext):
super().__init__(ctx)
def _cmd_nes(self):
"""Check NES Connection State"""
if isinstance(self.ctx, FF1Context):
logger.info(f"NES Status: {self.ctx.nes_status}")
class FF1Context(CommonContext):
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.nes_streams: (StreamReader, StreamWriter) = None
self.nes_sync_task = None
self.messages = {}
self.locations_array = None
self.nes_status = CONNECTION_INITIAL_STATUS
self.game = 'Final Fantasy'
self.awaiting_rom = False
command_processor = FF1CommandProcessor
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(FF1Context, self).server_auth(password_requested)
if not self.auth:
self.awaiting_rom = True
logger.info('Awaiting connection to NES to get Player information')
return
await self.send_connect()
def _set_message(self, msg: str, msg_id: int):
self.messages[(time.time(), msg_id)] = msg
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
self.game = self.games.get(self.slot, None)
asyncio.create_task(parse_locations(self.locations_array, self, True))
elif cmd == 'Print':
msg = args['text']
if ': !' not in msg:
self._set_message(msg, SYSTEM_MESSAGE_ID)
elif cmd == "ReceivedItems":
msg = f"Received {', '.join([self.item_name_getter(item.item) for item in args['items']])}"
self._set_message(msg, SYSTEM_MESSAGE_ID)
elif cmd == 'PrintJSON':
print_type = args['type']
item = args['item']
receiving_player_id = args['receiving']
receiving_player_name = self.player_names[receiving_player_id]
sending_player_id = item.player
sending_player_name = self.player_names[item.player]
if print_type == 'Hint':
msg = f"Hint: Your {self.item_name_getter(item.item)} is at" \
f" {self.player_names[item.player]}'s {self.location_name_getter(item.location)}"
self._set_message(msg, item.item)
elif print_type == 'ItemSend' and receiving_player_id != self.slot:
if sending_player_id == self.slot:
if receiving_player_id == self.slot:
msg = f"You found your own {self.item_name_getter(item.item)}"
else:
msg = f"You sent {self.item_name_getter(item.item)} to {receiving_player_name}"
else:
if receiving_player_id == sending_player_id:
msg = f"{sending_player_name} found their {self.item_name_getter(item.item)}"
else:
msg = f"{sending_player_name} sent {self.item_name_getter(item.item)} to " \
f"{receiving_player_name}"
self._set_message(msg, item.item)
def get_payload(ctx: FF1Context):
current_time = time.time()
return json.dumps(
{
"items": [item.item for item in ctx.items_received],
"messages": {f'{key[0]}:{key[1]}': value for key, value in ctx.messages.items()
if key[0] > current_time - 10}
}
)
async def parse_locations(locations_array: List[int], ctx: FF1Context, force: bool):
if locations_array == ctx.locations_array and not force:
return
else:
# print("New values")
ctx.locations_array = locations_array
locations_checked = []
if len(locations_array) > 0xFE and locations_array[0xFE] & 0x02 != 0 and not ctx.finished_game:
await ctx.send_msgs([
{"cmd": "StatusUpdate",
"status": 30}
])
ctx.finished_game = True
for location in ctx.missing_locations:
# index will be - 0x100 or 0x200
index = location
if location < 0x200:
# Location is a chest
index -= 0x100
flag = 0x04
else:
# Location is an NPC
index -= 0x200
flag = 0x02
# print(f"Location: {ctx.location_name_getter(location)}")
# print(f"Index: {str(hex(index))}")
# print(f"value: {locations_array[index] & flag != 0}")
if locations_array[index] & flag != 0:
locations_checked.append(location)
if locations_checked:
# print([ctx.location_name_getter(location) for location in locations_checked])
await ctx.send_msgs([
{"cmd": "LocationChecks",
"locations": locations_checked}
])
async def nes_sync_task(ctx: FF1Context):
logger.info("Starting nes connector. Use /nes for status information")
while not ctx.exit_event.is_set():
error_status = None
if ctx.nes_streams:
(reader, writer) = ctx.nes_streams
msg = get_payload(ctx).encode()
writer.write(msg)
writer.write(b'\n')
try:
await asyncio.wait_for(writer.drain(), timeout=1.5)
try:
# Data will return a dict with up to two fields:
# 1. A keepalive response of the Players Name (always)
# 2. An array representing the memory values of the locations area (if in game)
data = await asyncio.wait_for(reader.readline(), timeout=5)
data_decoded = json.loads(data.decode())
# print(data_decoded)
if ctx.game is not None and 'locations' in data_decoded:
# Not just a keep alive ping, parse
asyncio.create_task(parse_locations(data_decoded['locations'], ctx, False))
if not ctx.auth:
ctx.auth = ''.join([chr(i) for i in data_decoded['playerName'] if i != 0])
if ctx.awaiting_rom:
await ctx.server_auth(False)
except asyncio.TimeoutError:
logger.debug("Read Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.nes_streams = None
except ConnectionResetError as e:
logger.debug("Read failed due to Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.nes_streams = None
except TimeoutError:
logger.debug("Connection Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.nes_streams = None
except ConnectionResetError:
logger.debug("Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.nes_streams = None
if ctx.nes_status == CONNECTION_TENTATIVE_STATUS:
if not error_status:
logger.info("Successfully Connected to NES")
ctx.nes_status = CONNECTION_CONNECTED_STATUS
else:
ctx.nes_status = f"Was tentatively connected but error occured: {error_status}"
elif error_status:
ctx.nes_status = error_status
logger.info("Lost connection to nes and attempting to reconnect. Use /nes for status updates")
else:
try:
logger.debug("Attempting to connect to NES")
ctx.nes_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 52980), timeout=10)
ctx.nes_status = CONNECTION_TENTATIVE_STATUS
except TimeoutError:
logger.debug("Connection Timed Out, Trying Again")
ctx.nes_status = CONNECTION_TIMING_OUT_STATUS
continue
except ConnectionRefusedError:
logger.debug("Connection Refused, Trying Again")
ctx.nes_status = CONNECTION_REFUSED_STATUS
continue
if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
Utils.init_logging("FF1Client")
async def main(args):
ctx = FF1Context(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
input_task = None
from kvui import TextManager
ctx.ui = TextManager(ctx)
ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
else:
input_task = asyncio.create_task(console_loop(ctx), name="Input")
ui_task = None
ctx.nes_sync_task = asyncio.create_task(nes_sync_task(ctx), name="NES Sync")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.shutdown()
if ctx.nes_sync_task:
await ctx.nes_sync_task
if ui_task:
await ui_task
if input_task:
input_task.cancel()
import colorama
parser = get_base_parser()
args, rest = parser.parse_known_args()
colorama.init()
loop = asyncio.get_event_loop()
loop.run_until_complete(main(args))
loop.close()
colorama.deinit()

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# Final Fantasy 1 (NES)
## Where is the settings page?
Unlike most games on Archipelago.gg, Final Fantasy 1's settings are controlled entirely by the original randomzier.
You can find an exhaustive list of documented settings [here](https://finalfantasyrandomizer.com/)
## What does randomization do to this game?
A better questions is what isn't randomized at this point. Enemies stats and spell, character spells, shop inventory
and boss stats and spells are all commonly randomized. Unlike most other randomizers it is also most standard to shuffle
progression items and non-progression items into separate pools and then redistribute them to their respective
locations. So ,for example, Princess Sarah may have the CANOE instead of the LUTE; however, she will never have a Heal
Pot or some armor. There are plenty of other things that can be randomized on our
[main randomizer site](https://finalfantasyrandomizer.com/)
Some features are not currently supported by AP. A non-exhaustive list includes:
- Shard Hunt
- Deep Dungeon
## What Final Fantasy items can appear in other players' worlds?
Currently, only progression items can appear in other players' worlds. Armor, Weapons and Consumable Items can not.
## What does another world's item look like in Final Fantasy
All local and remote items appear the same. It will say that you received an item and then BOTH the client log and
the emulator will display what was found external to the in-game text box.

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# Final Fantasy 1 (NES) Multiworld Setup Guide
## Required Software
- The FF1Client which is bundled with [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- The [BizHawk](http://tasvideos.org/BizHawk.html) emulator. Versions 2.3.1 and higher are supported.
Version 2.7 is recommended
- Your Final Fantasy (USA Edition) ROM file, probably named `Final Fantasy (USA).nes`. Neither Archipelago.gg nor the
Final Fantasy Randomizer Community can supply you with this.
## Installation Procedures
1. Download and install the latest version of [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
1. On Windows, download Setup.Archipelago.<HighestVersion>.exe and run it
2. Assign Bizhawk version 2.3.1 or higher as your default program for launching `.nes` files.
1. Extract your Bizhawk folder to your Desktop, or somewhere you will remember. Below are optional additional
steps for loading ROMs more conveniently
1. Right-click on a ROM file and select **Open with...**
2. Check the box next to **Always use this app to open .nes files**
3. Scroll to the bottom of the list and click the grey text **Look for another App on this PC**
4. Browse for `EmuHawk.exe` located inside your Bizhawk folder (from step 1) and click **Open**.
## Playing a Multiworld
Playing a multiworld on Archipelago.gg has 3 key components:
1. The Server which is hosting a game for all players.
2. The Client Program. For Final Fantasy 1, it is a standalone program but other randomizers may build it in.
3. The Game itself, in this case running on Bizhawk, which then connects to the Client running on your computer.
To set this up the following steps are required:
1. (Each Player) Generate your own yaml file and randomized ROM
2. (Host Only) Generate a randomized game with you and 0 or more players using Archipelago
3. (Host Only) Run the Archipelago Server
4. (Each Player) Run your client program and connect it to the Server
5. (Each Player) Run your game and connect it to your client program
6. (Each Player) Play the game and have fun!
### Obtaining your Archipelago yaml file and randomized ROM
Unlike most other Archipelago.gg games Final Fantasy 1 is randomized by the
[main randomizer](https://finalfantasyrandomizer.com/). Generate a game by going to the site and performing the
following steps:
1. Select the randomization options (also known as `Flags` in the community) of your choice. If you do not know what
you prefer, or it is your first time playing select the "Archipelago" preset on the main page.
2. Go to the `Beta` tab and ensure `Archipelago` is enabled. Set your player name to any name that represents you.
3. Upload you `Final Fantasy(USA).nes` (and click `Remember ROM` for the future!)
4. Press the `NEW` button beside `Seed` a few times
5. Click `GENERATE ROM`
It should download two files. One is the `*.nes` file which your emulator will run and the other is the yaml file
required by Archipelago.gg
### Generating the Multiworld and Starting the Server
The game can be generated locally or by Archipelago.gg.
#### Generating on Archipelago.gg (Recommended)
1. Gather all yaml files
2. Create a zip file containing all of the yaml files. Make sure it is a `*.zip` not a `*.7z` or a `*.rar`
3. Navigate to the [Generate Page](https://archipelago.gg/generate) and click `Upload File`
1. For your first game keep `Forfeit Permission` as `Automatic on goal completion`. Forfeiting actually means
giving out all of the items remaining in your game in this case so you do not block anyone else.
2. For your first game keep `Hint Cost` at 10%
4. Select your zip file
#### Generating Locally
1. Navigate to your Archipelago install directory
2. Empty the `Players` directory then fill it with one yaml per player including your own which you got from the
finalfantasyrandomizer website above
3. Run `ArchipelagoGenerate.exe` (double-click it in File Explorer)
4. You will find your generated game in the `output` directory
#### Starting the server
If you generated on Archipelago.gg click `Create New Room` on the results page to start your server
If you generated locally simply navigate to the [Host Game Page](https://archipelago.gg/uploads) and upload the file
in the `output` directory
### Running the Client Program and Connecting to the Server
1. Navigate to your Archipelago install folder and run `ArchipelagoFF1Client.exe`
2. Notice the `/connect command` on the server hosting page (It should look like `/connect archipelago.gg:*****` where
***** are numbers)
3. Type the connect command into the client OR add the port to the pre-populated address on the top bar (it should
already say `archipelago.gg`) and click `connect`
#### Running Your Game and Connecting to the Client Program
1. Open Bizhawk 2.3.1 or higher and load your ROM OR
click your ROM file if it is already associated with the extension `*.nes`
2. Click on the Tools menu and click on **Lua Console**
3. Click the folder button to open a new Lua script. (CTL-O or **Script** -> **Open Script**)
4. Navigate to the location you installed Archipelago to. Open data/lua/FF1/ff1_connector.lua
1. If it gives a `NLua.Exceptions.LuaScriptException: .\socket.lua:13: module 'socket.core' not found:` exception
close your emulator entirely, restart it and re-run these steps
2. If it says `Must use a version of bizhawk 2.3.1 or higher`, double-check your Bizhawk version by clicking
**Help** -> **About**
### Play the game
When the client shows both NES and server are connected you are good to go. You can check the connection status of the
NES at any time by running `/nes`
### Helpful Commands
Commands are broken into two types: `/` and `!` commands. The difference is that `/commands` are local to your machine
and game whereas `!` commands ask the server. Most of the time you can use local commands.
#### Local Commands
- `/connect <address with port number>` connect to the multiworld server
- `/disconnect` if you accidentally connected to the wrong port run this to disconnect and then reconnect using
- `/nes` Shows the current status of the NES connection
- `/received` Displays all the items you have found or been sent
- `/missing` Displays all the locations along with their current status (checked/missing)
- Just typing anything will broadcast a message to all players
#### Remote Commands
- `!hint <item name>` Tells you at which location in whose game your Item is. Note you need to have checked some locations
to earn a hint. You can check how many you have by just running `!hint`
- `!forfeit` If you didn't turn on auto-forfeit or you allowed forfeiting prior to goal completion. Remember that
"forfeiting" actually means sending out your remaining items in your world
#### Host only (on Archipelago.gg)
`/forfeit <Player Name>` Forfeits someone regardless of settings and game completion status

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]
}
]
},
{
"gameTitle": "Final Fantasy",
"tutorials": [
{
"name": "Multiworld Setup Guide",
"description": "A guide to playing Final Fantasy multiworld. This guide only covers playing multiworld.",
"files": [
{
"language": "English",
"filename": "ff1/multiworld_en.md",
"link": "ff1/multiworld/en",
"authors": [
"jat2980"
]
}
]
}
]
}
]

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local socket = require("socket")
local json = require('json')
local math = require('math')
local STATE_OK = "Ok"
local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
local STATE_UNINITIALIZED = "Uninitialized"
local ITEM_INDEX = 0x03
local WEAPON_INDEX = 0x07
local ARMOR_INDEX = 0x0B
local goldLookup = {
[0x16C] = 10,
[0x16D] = 20,
[0x16E] = 25,
[0x16F] = 30,
[0x170] = 55,
[0x171] = 70,
[0x172] = 85,
[0x173] = 110,
[0x174] = 135,
[0x175] = 155,
[0x176] = 160,
[0x177] = 180,
[0x178] = 240,
[0x179] = 255,
[0x17A] = 260,
[0x17B] = 295,
[0x17C] = 300,
[0x17D] = 315,
[0x17E] = 330,
[0x17F] = 350,
[0x180] = 385,
[0x181] = 400,
[0x182] = 450,
[0x183] = 500,
[0x184] = 530,
[0x185] = 575,
[0x186] = 620,
[0x187] = 680,
[0x188] = 750,
[0x189] = 795,
[0x18A] = 880,
[0x18B] = 1020,
[0x18C] = 1250,
[0x18D] = 1455,
[0x18E] = 1520,
[0x18F] = 1760,
[0x190] = 1975,
[0x191] = 2000,
[0x192] = 2750,
[0x193] = 3400,
[0x194] = 4150,
[0x195] = 5000,
[0x196] = 5450,
[0x197] = 6400,
[0x198] = 6720,
[0x199] = 7340,
[0x19A] = 7690,
[0x19B] = 7900,
[0x19C] = 8135,
[0x19D] = 9000,
[0x19E] = 9300,
[0x19F] = 9500,
[0x1A0] = 9900,
[0x1A1] = 10000,
[0x1A2] = 12350,
[0x1A3] = 13000,
[0x1A4] = 13450,
[0x1A5] = 14050,
[0x1A6] = 14720,
[0x1A7] = 15000,
[0x1A8] = 17490,
[0x1A9] = 18010,
[0x1AA] = 19990,
[0x1AB] = 20000,
[0x1AC] = 20010,
[0x1AD] = 26000,
[0x1AE] = 45000,
[0x1AF] = 65000
}
local extensionConsumableLookup = {
[432] = 0x3C,
[436] = 0x3C,
[440] = 0x3C,
[433] = 0x3D,
[437] = 0x3D,
[441] = 0x3D,
[434] = 0x3E,
[438] = 0x3E,
[442] = 0x3E,
[435] = 0x3F,
[439] = 0x3F,
[443] = 0x3F
}
local itemMessages = {}
local consumableStacks = nil
local prevstate = ""
local curstate = STATE_UNINITIALIZED
local ff1Socket = nil
local frame = 0
local u8 = nil
local wU8 = nil
local isNesHawk = false
--Sets correct memory access functions based on whether NesHawk or QuickNES is loaded
local function defineMemoryFunctions()
local memDomain = {}
local domains = memory.getmemorydomainlist()
if domains[1] == "System Bus" then
--NesHawk
isNesHawk = true
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["saveram"] = function() memory.usememorydomain("Battery RAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
elseif domains[1] == "WRAM" then
--QuickNES
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["saveram"] = function() memory.usememorydomain("WRAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
end
return memDomain
end
local memDomain = defineMemoryFunctions()
u8 = memory.read_u8
wU8 = memory.write_u8
uRange = memory.readbyterange
local function StateOKForMainLoop()
memDomain.saveram()
local A = u8(0x102) -- Party Made
local B = u8(0x0FC)
local C = u8(0x0A3)
return A ~= 0x00 and not (A== 0xF2 and B == 0xF2 and C == 0xF2)
end
function table.empty (self)
for _, _ in pairs(self) do
return false
end
return true
end
function slice (tbl, s, e)
local pos, new = 1, {}
for i = s + 1, e do
new[pos] = tbl[i]
pos = pos + 1
end
return new
end
local bizhawk_version = client.getversion()
local is23Or24Or25 = (bizhawk_version=="2.3.1") or (bizhawk_version:sub(1,3)=="2.4") or (bizhawk_version:sub(1,3)=="2.5")
local is26To27 = (bizhawk_version:sub(1,3)=="2.6") or (bizhawk_version:sub(1,3)=="2.7")
local function getMaxMessageLength()
if is23Or24Or25 then
return client.screenwidth()/11
elseif is26To27 then
return client.screenwidth()/12
end
end
local function drawText(x, y, message, color)
if is23Or24Or25 then
gui.addmessage(message)
elseif is26To27 then
gui.drawText(x, y, message, color, 0xB0000000, 18, "Courier New", nil, nil, nil, "client")
end
end
local function clearScreen()
if is23Or24Or25 then
return
elseif is26To27 then
drawText(0, 0, "", "black")
end
end
local function drawMessages()
if table.empty(itemMessages) then
clearScreen()
return
end
local y = 10
found = false
maxMessageLength = getMaxMessageLength()
for k, v in pairs(itemMessages) do
if v["TTL"] > 0 then
message = v["message"]
while true do
drawText(5, y, message:sub(1, maxMessageLength), v["color"])
y = y + 16
message = message:sub(maxMessageLength + 1, message:len())
if message:len() == 0 then
break
end
end
newTTL = 0
if is26To27 then
newTTL = itemMessages[k]["TTL"] - 1
end
itemMessages[k]["TTL"] = newTTL
found = true
end
end
if found == false then
clearScreen()
end
end
function generateLocationChecked()
memDomain.saveram()
data = uRange(0x01FF, 0x101)
data[0] = nil
return data
end
function setConsumableStacks()
memDomain.rom()
consumableStacks = {}
-- In order shards, tent, cabin, house, heal, pure, soft, ext1, ext2, ext3, ex4
consumableStacks[0x35] = 1
consumableStacks[0x36] = u8(0x47400) + 1
consumableStacks[0x37] = u8(0x47401) + 1
consumableStacks[0x38] = u8(0x47402) + 1
consumableStacks[0x39] = u8(0x47403) + 1
consumableStacks[0x3A] = u8(0x47404) + 1
consumableStacks[0x3B] = u8(0x47405) + 1
consumableStacks[0x3C] = u8(0x47406) + 1
consumableStacks[0x3D] = u8(0x47407) + 1
consumableStacks[0x3E] = u8(0x47408) + 1
consumableStacks[0x3F] = u8(0x47409) + 1
end
function getEmptyWeaponSlots()
memDomain.saveram()
ret = {}
count = 1
slot1 = uRange(0x118, 0x4)
slot2 = uRange(0x158, 0x4)
slot3 = uRange(0x198, 0x4)
slot4 = uRange(0x1D8, 0x4)
for i,v in pairs(slot1) do
if v == 0 then
ret[count] = 0x118 + i
count = count + 1
end
end
for i,v in pairs(slot2) do
if v == 0 then
ret[count] = 0x158 + i
count = count + 1
end
end
for i,v in pairs(slot3) do
if v == 0 then
ret[count] = 0x198 + i
count = count + 1
end
end
for i,v in pairs(slot4) do
if v == 0 then
ret[count] = 0x1D8 + i
count = count + 1
end
end
return ret
end
function getEmptyArmorSlots()
memDomain.saveram()
ret = {}
count = 1
slot1 = uRange(0x11C, 0x4)
slot2 = uRange(0x15C, 0x4)
slot3 = uRange(0x19C, 0x4)
slot4 = uRange(0x1DC, 0x4)
for i,v in pairs(slot1) do
if v == 0 then
ret[count] = 0x11C + i
count = count + 1
end
end
for i,v in pairs(slot2) do
if v == 0 then
ret[count] = 0x15C + i
count = count + 1
end
end
for i,v in pairs(slot3) do
if v == 0 then
ret[count] = 0x19C + i
count = count + 1
end
end
for i,v in pairs(slot4) do
if v == 0 then
ret[count] = 0x1DC + i
count = count + 1
end
end
return ret
end
function processBlock(block)
local msgBlock = block['messages']
if msgBlock ~= nil then
for i, v in pairs(msgBlock) do
if itemMessages[i] == nil then
local msg = {TTL=450, message=v, color=0xFFFF0000}
itemMessages[i] = msg
end
end
end
local itemsBlock = block["items"]
memDomain.saveram()
isInGame = u8(0x102)
if itemsBlock ~= nil and isInGame ~= 0x00 then
if consumableStacks == nil then
setConsumableStacks()
end
memDomain.saveram()
-- print('ITEMBLOCK: ')
-- print(itemsBlock)
itemIndex = u8(ITEM_INDEX)
-- print('ITEMINDEX: '..itemIndex)
for i, v in pairs(slice(itemsBlock, itemIndex, #itemsBlock)) do
-- Minus the offset and add to the correct domain
local memoryLocation = v
if v >= 0x100 and v <= 0x114 then
-- This is a key item
memoryLocation = memoryLocation - 0x0E0
wU8(memoryLocation, 0x01)
elseif v >= 0x1E0 then
-- This is a movement item
-- Minus Offset (0x100) - movement offset (0xE0)
memoryLocation = memoryLocation - 0x1E0
-- Canal is a flipped bit
if memoryLocation == 0x0C then
wU8(memoryLocation, 0x00)
else
wU8(memoryLocation, 0x01)
end
elseif v >= 0x16C and v <= 0x1AF then
-- This is a gold item
amountToAdd = goldLookup[v]
biggest = u8(0x01E)
medium = u8(0x01D)
smallest = u8(0x01C)
currentValue = 0x10000 * biggest + 0x100 * medium + smallest
newValue = currentValue + amountToAdd
newBiggest = math.floor(newValue / 0x10000)
newMedium = math.floor(math.fmod(newValue, 0x10000) / 0x100)
newSmallest = math.floor(math.fmod(newValue, 0x100))
wU8(0x01E, newBiggest)
wU8(0x01D, newMedium)
wU8(0x01C, newSmallest)
elseif v >= 0x115 and v <= 0x11B then
-- This is a regular consumable OR a shard
-- Minus Offset (0x100) + item offset (0x20)
memoryLocation = memoryLocation - 0x0E0
currentValue = u8(memoryLocation)
amountToAdd = consumableStacks[memoryLocation]
if currentValue < 99 then
wU8(memoryLocation, currentValue + amountToAdd)
end
elseif v >= 0x1B0 and v <= 0x1BB then
-- This is an extension consumable
memoryLocation = extensionConsumableLookup[v]
currentValue = u8(memoryLocation)
amountToAdd = consumableStacks[memoryLocation]
if currentValue < 99 then
value = currentValue + amountToAdd
if value > 99 then
value = 99
end
wU8(memoryLocation, value)
end
end
end
if #itemsBlock ~= itemIndex then
wU8(ITEM_INDEX, #itemsBlock)
end
memDomain.saveram()
weaponIndex = u8(WEAPON_INDEX)
emptyWeaponSlots = getEmptyWeaponSlots()
lastUsedWeaponIndex = weaponIndex
-- print('WEAPON_INDEX: '.. weaponIndex)
memDomain.saveram()
for i, v in pairs(slice(itemsBlock, weaponIndex, #itemsBlock)) do
if v >= 0x11C and v <= 0x143 then
-- Minus the offset and add to the correct domain
local itemValue = v - 0x11B
if #emptyWeaponSlots > 0 then
slot = table.remove(emptyWeaponSlots, 1)
wU8(slot, itemValue)
lastUsedWeaponIndex = weaponIndex + i
else
break
end
end
end
if lastUsedWeaponIndex ~= weaponIndex then
wU8(WEAPON_INDEX, lastUsedWeaponIndex)
end
memDomain.saveram()
armorIndex = u8(ARMOR_INDEX)
emptyArmorSlots = getEmptyArmorSlots()
lastUsedArmorIndex = armorIndex
-- print('ARMOR_INDEX: '.. armorIndex)
memDomain.saveram()
for i, v in pairs(slice(itemsBlock, armorIndex, #itemsBlock)) do
if v >= 0x144 and v <= 0x16B then
-- Minus the offset and add to the correct domain
local itemValue = v - 0x143
if #emptyArmorSlots > 0 then
slot = table.remove(emptyArmorSlots, 1)
wU8(slot, itemValue)
lastUsedArmorIndex = armorIndex + i
else
break
end
end
end
if lastUsedArmorIndex ~= armorIndex then
wU8(ARMOR_INDEX, lastUsedArmorIndex)
end
end
end
function difference(a, b)
local aa = {}
for k,v in pairs(a) do aa[v]=true end
for k,v in pairs(b) do aa[v]=nil end
local ret = {}
local n = 0
for k,v in pairs(a) do
if aa[v] then n=n+1 ret[n]=v end
end
return ret
end
function receive()
l, e = ff1Socket:receive()
if e == 'closed' then
if curstate == STATE_OK then
print("Connection closed")
end
curstate = STATE_UNINITIALIZED
return
elseif e == 'timeout' then
print("timeout")
return
elseif e ~= nil then
print(e)
curstate = STATE_UNINITIALIZED
return
end
processBlock(json.decode(l))
-- Determine Message to send back
memDomain.rom()
local playerName = uRange(0x7BCBF, 0x41)
playerName[0] = nil
local retTable = {}
retTable["playerName"] = playerName
if StateOKForMainLoop() then
retTable["locations"] = generateLocationChecked()
end
msg = json.encode(retTable).."\n"
local ret, error = ff1Socket:send(msg)
if ret == nil then
print(error)
elseif curstate == STATE_INITIAL_CONNECTION_MADE then
curstate = STATE_TENTATIVELY_CONNECTED
elseif curstate == STATE_TENTATIVELY_CONNECTED then
print("Connected!")
itemMessages["(0,0)"] = {TTL=240, message="Connected", color="green"}
curstate = STATE_OK
end
end
function main()
if (is23Or24Or25 or is26To27) == false then
print("Must use a version of bizhawk 2.3.1 or higher")
return
end
server, error = socket.bind('localhost', 52980)
while true do
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
frame = frame + 1
drawMessages()
if not (curstate == prevstate) then
-- console.log("Current state: "..curstate)
prevstate = curstate
end
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Blue")
receive()
else
gui.drawEllipse(248, 9, 6, 6, "Black", "Green")
end
elseif (curstate == STATE_UNINITIALIZED) then
gui.drawEllipse(248, 9, 6, 6, "Black", "White")
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
drawText(5, 8, "Waiting for client", 0xFFFF0000)
drawText(5, 32, "Please start FF1Client.exe", 0xFFFF0000)
-- Advance so the messages are drawn
emu.frameadvance()
server:settimeout(2)
print("Attempting to connect")
local client, timeout = server:accept()
if timeout == nil then
-- print('Initial Connection Made')
curstate = STATE_INITIAL_CONNECTION_MADE
ff1Socket = client
ff1Socket:settimeout(0)
end
end
end
emu.frameadvance()
end
end
main()

380
data/lua/FF1/json.lua Normal file
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@ -0,0 +1,380 @@
--
-- json.lua
--
-- Copyright (c) 2015 rxi
--
-- This library is free software; you can redistribute it and/or modify it
-- under the terms of the MIT license. See LICENSE for details.
--
local json = { _version = "0.1.0" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\\\",
[ "\"" ] = "\\\"",
[ "\b" ] = "\\b",
[ "\f" ] = "\\f",
[ "\n" ] = "\\n",
[ "\r" ] = "\\r",
[ "\t" ] = "\\t",
}
local escape_char_map_inv = { [ "\\/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return escape_char_map[c] or string.format("\\u%04x", c:byte())
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if val[1] ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
--local line_count = 1
--local col_count = 1
--for i = 1, idx - 1 do
-- col_count = col_count + 1
-- if str:sub(i, i) == "\n" then
-- line_count = line_count + 1
-- col_count = 1
-- end
-- end
-- emu.message( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(3, 6), 16 )
local n2 = tonumber( s:sub(9, 12), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local has_unicode_escape = false
local has_surrogate_escape = false
local has_escape = false
local last
for j = i + 1, #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
end
if last == 92 then -- "\\" (escape char)
if x == 117 then -- "u" (unicode escape sequence)
local hex = str:sub(j + 1, j + 5)
if not hex:find("%x%x%x%x") then
decode_error(str, j, "invalid unicode escape in string")
end
if hex:find("^[dD][89aAbB]") then
has_surrogate_escape = true
else
has_unicode_escape = true
end
else
local c = string.char(x)
if not escape_chars[c] then
decode_error(str, j, "invalid escape char '" .. c .. "' in string")
end
has_escape = true
end
last = nil
elseif x == 34 then -- '"' (end of string)
local s = str:sub(i + 1, j - 1)
if has_surrogate_escape then
s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
end
if has_unicode_escape then
s = s:gsub("\\u....", parse_unicode_escape)
end
if has_escape then
s = s:gsub("\\.", escape_char_map_inv)
end
return s, j + 1
else
last = x
end
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
return ( parse(str, next_char(str, 1, space_chars, true)) )
end
return json

132
data/lua/FF1/socket.lua Normal file
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@ -0,0 +1,132 @@
-----------------------------------------------------------------------------
-- LuaSocket helper module
-- Author: Diego Nehab
-- RCS ID: $Id: socket.lua,v 1.22 2005/11/22 08:33:29 diego Exp $
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
-- Declare module and import dependencies
-----------------------------------------------------------------------------
local base = _G
local string = require("string")
local math = require("math")
local socket = require("socket.core")
module("socket")
-----------------------------------------------------------------------------
-- Exported auxiliar functions
-----------------------------------------------------------------------------
function connect(address, port, laddress, lport)
local sock, err = socket.tcp()
if not sock then return nil, err end
if laddress then
local res, err = sock:bind(laddress, lport, -1)
if not res then return nil, err end
end
local res, err = sock:connect(address, port)
if not res then return nil, err end
return sock
end
function bind(host, port, backlog)
local sock, err = socket.tcp()
if not sock then return nil, err end
sock:setoption("reuseaddr", true)
local res, err = sock:bind(host, port)
if not res then return nil, err end
res, err = sock:listen(backlog)
if not res then return nil, err end
return sock
end
try = newtry()
function choose(table)
return function(name, opt1, opt2)
if base.type(name) ~= "string" then
name, opt1, opt2 = "default", name, opt1
end
local f = table[name or "nil"]
if not f then base.error("unknown key (".. base.tostring(name) ..")", 3)
else return f(opt1, opt2) end
end
end
-----------------------------------------------------------------------------
-- Socket sources and sinks, conforming to LTN12
-----------------------------------------------------------------------------
-- create namespaces inside LuaSocket namespace
sourcet = {}
sinkt = {}
BLOCKSIZE = 2048
sinkt["close-when-done"] = function(sock)
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function(self, chunk, err)
if not chunk then
sock:close()
return 1
else return sock:send(chunk) end
end
})
end
sinkt["keep-open"] = function(sock)
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function(self, chunk, err)
if chunk then return sock:send(chunk)
else return 1 end
end
})
end
sinkt["default"] = sinkt["keep-open"]
sink = choose(sinkt)
sourcet["by-length"] = function(sock, length)
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function()
if length <= 0 then return nil end
local size = math.min(socket.BLOCKSIZE, length)
local chunk, err = sock:receive(size)
if err then return nil, err end
length = length - string.len(chunk)
return chunk
end
})
end
sourcet["until-closed"] = function(sock)
local done
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function()
if done then return nil end
local chunk, err, partial = sock:receive(socket.BLOCKSIZE)
if not err then return chunk
elseif err == "closed" then
sock:close()
done = 1
return partial
else return nil, err end
end
})
end
sourcet["default"] = sourcet["until-closed"]
source = choose(sourcet)

View File

@ -50,7 +50,7 @@ progression_balancing:
# - "Big Keys"
# non_local_items: # Force certain items to appear outside your world only, unless in single-player. Recognizes some group names, like "Swords"
# - "Progressive Weapons"
# exclude_locations: # Force certain locations to never contain progression items, and always be filled with junk.
# exclude_locations: # Force certain locations to never contain progression items, and always be filled with junk.
# - "Master Sword Pedestal"
A Link to the Past:
@ -261,7 +261,7 @@ A Link to the Past:
25: 0 # 25% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
50: 0 # 50% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
75: 0 # 75% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
100: 0 # All junk fill items (rupees, bombs and arrows) are replaced with bees
100: 0 # All junk fill items (rupees, bombs and arrows) are replaced with bees
beemizer_trap_chance:
60: 50 # 60% chance for each beemizer replacement to be a trap, 40% chance to be a single bee
70: 0 # 70% chance for each beemizer replacement to be a trap, 30% chance to be a single bee

View File

@ -82,6 +82,8 @@ scripts = {
"MinecraftClient.py": ("ArchipelagoMinecraftClient", False, mcicon),
# Ocarina of Time
"OoTAdjuster.py": ("ArchipelagoOoTAdjuster", True, icon),
# FF1
"FF1Client.py": ("ArchipelagoFF1Client", True, icon),
}
exes = []

71
worlds/ff1/Items.py Normal file
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@ -0,0 +1,71 @@
import json
from pathlib import Path
from typing import Dict, Set, NamedTuple, List
from BaseClasses import Item
class ItemData(NamedTuple):
name: str
code: int
item_type: str
progression: bool
FF1_BRIDGE = 'Bridge'
FF1_STARTER_ITEMS = [
"Ship"
]
FF1_PROGRESSION_LIST = [
"Rod", "Cube", "Lute", "Key", "Chime", "Oxyale",
"Ship", "Canoe", "Floater", "Canal",
"Crown", "Crystal", "Herb", "Tnt", "Adamant", "Slab", "Ruby", "Bottle",
"Shard",
"EarthOrb", "FireOrb", "WaterOrb", "AirOrb"
]
class FF1Items:
_item_table: List[ItemData] = []
_item_table_lookup: Dict[str, ItemData] = {}
def _populate_item_table_from_data(self):
base_path = Path(__file__).parent
file_path = (base_path / "data/items.json").resolve()
with open(file_path) as file:
items = json.load(file)
# Hardcode progression and categories for now
self._item_table = [ItemData(name, code, "FF1Item", name in FF1_PROGRESSION_LIST)
for name, code in items.items()]
self._item_table_lookup = {item.name: item for item in self._item_table}
def _get_item_table(self) -> List[ItemData]:
if not self._item_table or not self._item_table_lookup:
self._populate_item_table_from_data()
return self._item_table
def _get_item_table_lookup(self) -> Dict[str, ItemData]:
if not self._item_table or not self._item_table_lookup:
self._populate_item_table_from_data()
return self._item_table_lookup
def get_item_names_per_category(self) -> Dict[str, Set[str]]:
categories: Dict[str, Set[str]] = {}
for item in self._get_item_table():
categories.setdefault(item.item_type, set()).add(item.name)
return categories
def generate_item(self, name: str, player: int) -> Item:
item = self._get_item_table_lookup().get(name)
return Item(name, item.progression, item.code, player)
def get_item_name_to_code_dict(self) -> Dict[str, int]:
return {name: item.code for name, item in self._get_item_table_lookup().items()}
def get_item(self, name: str) -> ItemData:
return self._get_item_table_lookup()[name]

75
worlds/ff1/Locations.py Normal file
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import json
from pathlib import Path
from typing import Dict, NamedTuple, List, Optional
from BaseClasses import Region, RegionType, Location
EventId: Optional[int] = None
CHAOS_TERMINATED_EVENT = 'Terminated Chaos'
class LocationData(NamedTuple):
name: str
address: int
class FF1Locations:
_location_table: List[LocationData] = []
_location_table_lookup: Dict[str, LocationData] = {}
def _populate_item_table_from_data(self):
base_path = Path(__file__).parent
file_path = (base_path / "data/locations.json").resolve()
with open(file_path) as file:
locations = json.load(file)
# Hardcode progression and categories for now
self._location_table = [LocationData(name, code) for name, code in locations.items()]
self._location_table_lookup = {item.name: item for item in self._location_table}
def _get_location_table(self) -> List[LocationData]:
if not self._location_table or not self._location_table_lookup:
self._populate_item_table_from_data()
return self._location_table
def _get_location_table_lookup(self) -> Dict[str, LocationData]:
if not self._location_table or not self._location_table_lookup:
self._populate_item_table_from_data()
return self._location_table_lookup
def get_location_name_to_address_dict(self) -> Dict[str, int]:
data = {name: location.address for name, location in self._get_location_table_lookup().items()}
data[CHAOS_TERMINATED_EVENT] = EventId
return data
@staticmethod
def create_menu_region(player: int, locations: Dict[str, int],
rules: Dict[str, List[List[str]]]) -> Region:
menu_region = Region("Menu", RegionType.Generic, "Menu", player)
for name, address in locations.items():
location = Location(player, name, address, menu_region)
## TODO REMOVE WHEN LOGIC FOR TOFR IS CORRECT
if "ToFR" in name:
rules_list = [["Rod", "Cube", "Lute", "Key", "Chime", "Oxyale",
"Ship", "Canoe", "Floater", "Canal",
"Crown", "Crystal", "Herb", "Tnt", "Adamant", "Slab", "Ruby", "Bottle"]]
location.access_rule = generate_rule(rules_list, player)
elif name in rules:
rules_list = rules[name]
location.access_rule = generate_rule(rules_list, player)
menu_region.locations.append(location)
return menu_region
def generate_rule(rules_list, player):
def x(state):
for rule in rules_list:
current_state = True
for item in rule:
if not state.has(item, player):
current_state = False
break
if current_state:
return True
return False
return x

22
worlds/ff1/Options.py Normal file
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from typing import Dict
from Options import OptionDict
class Locations(OptionDict):
displayname = "locations"
class Items(OptionDict):
displayname = "items"
class Rules(OptionDict):
displayname = "rules"
ff1_options: Dict[str, OptionDict] = {
"locations": Locations,
"items": Items,
"rules": Rules
}

97
worlds/ff1/__init__.py Normal file
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from typing import Dict
from BaseClasses import Item, Location, MultiWorld
from .Items import ItemData, FF1Items, FF1_STARTER_ITEMS, FF1_PROGRESSION_LIST, FF1_BRIDGE
from .Locations import EventId, FF1Locations, generate_rule, CHAOS_TERMINATED_EVENT
from .Options import ff1_options
from ..AutoWorld import World
class FF1World(World):
"""
Final Fantasy 1, originally released on the NES on 1987, is the game that started the beloved, long running series.
The randomizer takes the original 8-bit Final Fantasy game for NES (USA edition) and allows you to
shuffle important aspects like the location of key items, the difficulty of monsters and fiends,
and even the location of towns and dungeons.
Part puzzle and part speed-run, it breathes new life into one of the most influential games ever made.
"""
options = ff1_options
game = "Final Fantasy"
topology_present = False
remote_items = True
data_version = 0
remote_start_inventory = True
ff1_items = FF1Items()
ff1_locations = FF1Locations()
item_name_groups = ff1_items.get_item_names_per_category()
item_name_to_id = ff1_items.get_item_name_to_code_dict()
location_name_to_id = ff1_locations.get_location_name_to_address_dict()
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
self.locked_items = []
self.locked_locations = []
def generate_early(self):
return
def create_regions(self):
locations = get_options(self.world, 'locations', self.player)
rules = get_options(self.world, 'rules', self.player)
menu_region = self.ff1_locations.create_menu_region(self.player, locations, rules)
terminated_event = Location(self.player, CHAOS_TERMINATED_EVENT, EventId, menu_region)
terminated_item = Item(CHAOS_TERMINATED_EVENT, True, EventId, self.player)
terminated_event.place_locked_item(terminated_item)
items = get_options(self.world, 'items', self.player)
goal_rule = generate_rule([[name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard"]],
self.player)
if "Shard" in items.keys():
def goal_rule_and_shards(state):
return goal_rule(state) and state.has("Shard", self.player, 32)
terminated_event.access_rule = goal_rule_and_shards
menu_region.locations.append(terminated_event)
self.world.regions += [menu_region]
def create_item(self, name: str) -> Item:
return self.ff1_items.generate_item(name, self.player)
def set_rules(self):
self.world.completion_condition[self.player] = lambda state: state.has(CHAOS_TERMINATED_EVENT, self.player)
def generate_basic(self):
items = get_options(self.world, 'items', self.player)
if FF1_BRIDGE in items.keys():
self._place_locked_item_in_sphere0(FF1_BRIDGE)
if items:
possible_early_items = [name for name in FF1_STARTER_ITEMS if name in items.keys()]
if possible_early_items:
progression_item = self.world.random.choice(possible_early_items)
self._place_locked_item_in_sphere0(progression_item)
items = [self.create_item(name) for name, data in items.items() for x in range(data['count']) if name not in
self.locked_items]
self.world.itempool += items
def _place_locked_item_in_sphere0(self, progression_item: str):
if progression_item:
rules = get_options(self.world, 'rules', self.player)
sphere_0_locations = [name for name, rules in rules.items()
if rules and len(rules[0]) == 0 and name not in self.locked_locations]
if sphere_0_locations:
initial_location = self.world.random.choice(sphere_0_locations)
locked_location = self.world.get_location(initial_location, self.player)
locked_location.place_locked_item(self.create_item(progression_item))
self.locked_items.append(progression_item)
self.locked_locations.append(locked_location.name)
def fill_slot_data(self) -> Dict[str, object]:
slot_data: Dict[str, object] = {}
return slot_data
def get_options(world: MultiWorld, name: str, player: int):
return getattr(world, name, None)[player].value

194
worlds/ff1/data/items.json Normal file
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{
"None": 256,
"Lute": 257,
"Crown": 258,
"Crystal": 259,
"Herb": 260,
"Key": 261,
"Tnt": 262,
"Adamant": 263,
"Slab": 264,
"Ruby": 265,
"Rod": 266,
"Floater": 267,
"Chime": 268,
"Tail": 269,
"Cube": 270,
"Bottle": 271,
"Oxyale": 272,
"EarthOrb": 273,
"FireOrb": 274,
"WaterOrb": 275,
"AirOrb": 276,
"Shard": 277,
"Tent": 278,
"Cabin": 279,
"House": 280,
"Heal": 281,
"Pure": 282,
"Soft": 283,
"WoodenNunchucks": 284,
"SmallKnife": 285,
"WoodenRod": 286,
"Rapier": 287,
"IronHammer": 288,
"ShortSword": 289,
"HandAxe": 290,
"Scimitar": 291,
"IronNunchucks": 292,
"LargeKnife": 293,
"IronStaff": 294,
"Sabre": 295,
"LongSword": 296,
"GreatAxe": 297,
"Falchon": 298,
"SilverKnife": 299,
"SilverSword": 300,
"SilverHammer": 301,
"SilverAxe": 302,
"FlameSword": 303,
"IceSword": 304,
"DragonSword": 305,
"GiantSword": 306,
"SunSword": 307,
"CoralSword": 308,
"WereSword": 309,
"RuneSword": 310,
"PowerRod": 311,
"LightAxe": 312,
"HealRod": 313,
"MageRod": 314,
"Defense": 315,
"WizardRod": 316,
"Vorpal": 317,
"CatClaw": 318,
"ThorHammer": 319,
"BaneSword": 320,
"Katana": 321,
"Xcalber": 322,
"Masamune": 323,
"Cloth": 324,
"WoodenArmor": 325,
"ChainArmor": 326,
"IronArmor": 327,
"SteelArmor": 328,
"SilverArmor": 329,
"FlameArmor": 330,
"IceArmor": 331,
"OpalArmor": 332,
"DragonArmor": 333,
"Copper": 334,
"Silver": 335,
"Gold": 336,
"Opal": 337,
"WhiteShirt": 338,
"BlackShirt": 339,
"WoodenShield": 340,
"IronShield": 341,
"SilverShield": 342,
"FlameShield": 343,
"IceShield": 344,
"OpalShield": 345,
"AegisShield": 346,
"Buckler": 347,
"ProCape": 348,
"Cap": 349,
"WoodenHelm": 350,
"IronHelm": 351,
"SilverHelm": 352,
"OpalHelm": 353,
"HealHelm": 354,
"Ribbon": 355,
"Gloves": 356,
"CopperGauntlets": 357,
"IronGauntlets": 358,
"SilverGauntlets": 359,
"ZeusGauntlets": 360,
"PowerGauntlets": 361,
"OpalGauntlets": 362,
"ProRing": 363,
"Gold10": 364,
"Gold20": 365,
"Gold25": 366,
"Gold30": 367,
"Gold55": 368,
"Gold70": 369,
"Gold85": 370,
"Gold110": 371,
"Gold135": 372,
"Gold155": 373,
"Gold160": 374,
"Gold180": 375,
"Gold240": 376,
"Gold255": 377,
"Gold260": 378,
"Gold295": 379,
"Gold300": 380,
"Gold315": 381,
"Gold330": 382,
"Gold350": 383,
"Gold385": 384,
"Gold400": 385,
"Gold450": 386,
"Gold500": 387,
"Gold530": 388,
"Gold575": 389,
"Gold620": 390,
"Gold680": 391,
"Gold750": 392,
"Gold795": 393,
"Gold880": 394,
"Gold1020": 395,
"Gold1250": 396,
"Gold1455": 397,
"Gold1520": 398,
"Gold1760": 399,
"Gold1975": 400,
"Gold2000": 401,
"Gold2750": 402,
"Gold3400": 403,
"Gold4150": 404,
"Gold5000": 405,
"Gold5450": 406,
"Gold6400": 407,
"Gold6720": 408,
"Gold7340": 409,
"Gold7690": 410,
"Gold7900": 411,
"Gold8135": 412,
"Gold9000": 413,
"Gold9300": 414,
"Gold9500": 415,
"Gold9900": 416,
"Gold10000": 417,
"Gold12350": 418,
"Gold13000": 419,
"Gold13450": 420,
"Gold14050": 421,
"Gold14720": 422,
"Gold15000": 423,
"Gold17490": 424,
"Gold18010": 425,
"Gold19990": 426,
"Gold20000": 427,
"Gold20010": 428,
"Gold26000": 429,
"Gold45000": 430,
"Gold65000": 431,
"Smoke": 435,
"FullCure": 432,
"Blast": 434,
"Phoenix": 433,
"Flare": 437,
"Black": 438,
"Refresh": 436,
"Guard": 439,
"Wizard": 442,
"HighPotion": 441,
"Cloak": 443,
"Quick": 440,
"Ship": 480,
"Bridge": 488,
"Canal": 492,
"Canoe": 498
}

View File

@ -0,0 +1,257 @@
{
"Coneria1": 257,
"Coneria2": 258,
"ConeriaMajor": 259,
"Coneria4": 260,
"Coneria5": 261,
"Coneria6": 262,
"MatoyasCave1": 299,
"MatoyasCave3": 301,
"MatoyasCave2": 300,
"NorthwestCastle1": 273,
"NorthwestCastle3": 275,
"NorthwestCastle2": 274,
"ToFTopLeft1": 263,
"ToFBottomLeft": 265,
"ToFTopLeft2": 264,
"ToFRevisited6": 509,
"ToFRevisited4": 507,
"ToFRMasmune": 504,
"ToFRevisited5": 508,
"ToFRevisited3": 506,
"ToFRevisited2": 505,
"ToFRevisited7": 510,
"ToFTopRight1": 267,
"ToFTopRight2": 268,
"ToFBottomRight": 266,
"IceCave15": 377,
"IceCave16": 378,
"IceCave9": 371,
"IceCave11": 373,
"IceCave10": 372,
"IceCave12": 374,
"IceCave13": 375,
"IceCave14": 376,
"IceCave1": 363,
"IceCave2": 364,
"IceCave3": 365,
"IceCave4": 366,
"IceCave5": 367,
"IceCaveMajor": 370,
"IceCave7": 369,
"IceCave6": 368,
"Elfland1": 269,
"Elfland2": 270,
"Elfland3": 271,
"Elfland4": 272,
"Ordeals5": 383,
"Ordeals6": 384,
"Ordeals7": 385,
"Ordeals1": 379,
"Ordeals2": 380,
"Ordeals3": 381,
"Ordeals4": 382,
"OrdealsMajor": 387,
"Ordeals8": 386,
"SeaShrine7": 411,
"SeaShrine8": 412,
"SeaShrine9": 413,
"SeaShrine10": 414,
"SeaShrine1": 405,
"SeaShrine2": 406,
"SeaShrine3": 407,
"SeaShrine4": 408,
"SeaShrine5": 409,
"SeaShrine6": 410,
"SeaShrine13": 417,
"SeaShrine14": 418,
"SeaShrine11": 415,
"SeaShrine15": 419,
"SeaShrine16": 420,
"SeaShrineLocked": 421,
"SeaShrine18": 422,
"SeaShrine19": 423,
"SeaShrine20": 424,
"SeaShrine23": 427,
"SeaShrine21": 425,
"SeaShrine22": 426,
"SeaShrine24": 428,
"SeaShrine26": 430,
"SeaShrine28": 432,
"SeaShrine25": 429,
"SeaShrine30": 434,
"SeaShrine31": 435,
"SeaShrine27": 431,
"SeaShrine29": 433,
"SeaShrineMajor": 436,
"SeaShrine12": 416,
"DwarfCave3": 291,
"DwarfCave4": 292,
"DwarfCave6": 294,
"DwarfCave7": 295,
"DwarfCave5": 293,
"DwarfCave8": 296,
"DwarfCave9": 297,
"DwarfCave10": 298,
"DwarfCave1": 289,
"DwarfCave2": 290,
"Waterfall1": 437,
"Waterfall2": 438,
"Waterfall3": 439,
"Waterfall4": 440,
"Waterfall5": 441,
"Waterfall6": 442,
"MirageTower5": 456,
"MirageTower16": 467,
"MirageTower17": 468,
"MirageTower15": 466,
"MirageTower18": 469,
"MirageTower14": 465,
"SkyPalace1": 470,
"SkyPalace2": 471,
"SkyPalace3": 472,
"SkyPalace4": 473,
"SkyPalace18": 487,
"SkyPalace19": 488,
"SkyPalace16": 485,
"SkyPalaceMajor": 489,
"SkyPalace17": 486,
"SkyPalace22": 491,
"SkyPalace21": 490,
"SkyPalace23": 492,
"SkyPalace24": 493,
"SkyPalace31": 500,
"SkyPalace32": 501,
"SkyPalace33": 502,
"SkyPalace34": 503,
"SkyPalace29": 498,
"SkyPalace26": 495,
"SkyPalace25": 494,
"SkyPalace28": 497,
"SkyPalace27": 496,
"SkyPalace30": 499,
"SkyPalace14": 483,
"SkyPalace11": 480,
"SkyPalace12": 481,
"SkyPalace13": 482,
"SkyPalace15": 484,
"SkyPalace10": 479,
"SkyPalace5": 474,
"SkyPalace6": 475,
"SkyPalace7": 476,
"SkyPalace8": 477,
"SkyPalace9": 478,
"MirageTower9": 460,
"MirageTower13": 464,
"MirageTower10": 461,
"MirageTower12": 463,
"MirageTower11": 462,
"MirageTower1": 452,
"MirageTower2": 453,
"MirageTower4": 455,
"MirageTower3": 454,
"MirageTower8": 459,
"MirageTower7": 458,
"MirageTower6": 457,
"Volcano30": 359,
"Volcano32": 361,
"Volcano31": 360,
"Volcano28": 357,
"Volcano29": 358,
"Volcano21": 350,
"Volcano20": 349,
"Volcano24": 353,
"Volcano19": 348,
"Volcano25": 354,
"VolcanoMajor": 362,
"Volcano26": 355,
"Volcano27": 356,
"Volcano22": 351,
"Volcano23": 352,
"Volcano1": 330,
"Volcano9": 338,
"Volcano2": 331,
"Volcano10": 339,
"Volcano3": 332,
"Volcano8": 337,
"Volcano4": 333,
"Volcano13": 342,
"Volcano11": 340,
"Volcano7": 336,
"Volcano6": 335,
"Volcano5": 334,
"Volcano14": 343,
"Volcano12": 341,
"Volcano15": 344,
"Volcano18": 347,
"Volcano17": 346,
"Volcano16": 345,
"MarshCave6": 281,
"MarshCave5": 280,
"MarshCave7": 282,
"MarshCave8": 283,
"MarshCave10": 285,
"MarshCave2": 277,
"MarshCave11": 286,
"MarshCave3": 278,
"MarshCaveMajor": 284,
"MarshCave12": 287,
"MarshCave4": 279,
"MarshCave1": 276,
"MarshCave13": 288,
"TitansTunnel1": 326,
"TitansTunnel2": 327,
"TitansTunnel3": 328,
"TitansTunnel4": 329,
"EarthCave1": 302,
"EarthCave2": 303,
"EarthCave5": 306,
"EarthCave3": 304,
"EarthCave4": 305,
"EarthCave9": 310,
"EarthCave10": 311,
"EarthCave11": 312,
"EarthCave6": 307,
"EarthCave7": 308,
"EarthCave12": 313,
"EarthCaveMajor": 317,
"EarthCave19": 320,
"EarthCave17": 318,
"EarthCave18": 319,
"EarthCave20": 321,
"EarthCave24": 325,
"EarthCave21": 322,
"EarthCave22": 323,
"EarthCave23": 324,
"EarthCave13": 314,
"EarthCave15": 316,
"EarthCave14": 315,
"EarthCave8": 309,
"Cardia11": 398,
"Cardia9": 396,
"Cardia10": 397,
"Cardia6": 393,
"Cardia8": 395,
"Cardia7": 394,
"Cardia13": 400,
"Cardia12": 399,
"Cardia4": 391,
"Cardia5": 392,
"Cardia3": 390,
"Cardia1": 388,
"Cardia2": 389,
"CaravanShop": 767,
"King": 513,
"Princess2": 530,
"Matoya": 522,
"Astos": 519,
"Bikke": 516,
"CanoeSage": 533,
"ElfPrince": 518,
"Nerrick": 520,
"Smith": 521,
"CubeBot": 529,
"Sarda": 525,
"Fairy": 531,
"Lefein": 527
}