ER 0.6.0 Release Version

ER 0.6.0 Release Version
This commit is contained in:
AmazingAmpharos 2018-03-03 12:50:51 -06:00 committed by GitHub
commit 67fe623f00
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GPG Key ID: 4AEE18F83AFDEB23
17 changed files with 2565 additions and 884 deletions

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@ -29,6 +29,8 @@ def main():
Select the rate at which the heart beep sound is played at
low health. (default: %(default)s)
''')
parser.add_argument('--heartcolor', default='red', const='red', nargs='?', choices=['red', 'blue', 'green', 'yellow'],
help='Select the color of Link\'s heart meter. (default: %(default)s)')
parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in
binary format and have a length of 0x7000 (28672) bytes,

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@ -26,7 +26,7 @@ def adjust(args):
else:
raise RuntimeError('Provided Rom is not a valid Link to the Past Randomizer Rom. Please provide one for adjusting.')
apply_rom_settings(rom, args.heartbeep, args.quickswap, args.fastmenu, args.disablemusic, sprite)
apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.fastmenu, args.disablemusic, sprite)
rom.write_to_file(output_path('%s.sfc' % outfilebase))

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@ -1,4 +1,5 @@
import copy
from enum import Enum, unique
import logging
import json
from collections import OrderedDict
@ -6,7 +7,7 @@ from collections import OrderedDict
class World(object):
def __init__(self, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity):
def __init__(self, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, custom, customitemarray):
self.shuffle = shuffle
self.logic = logic
self.mode = mode
@ -30,13 +31,16 @@ class World(object):
self.place_dungeon_items = place_dungeon_items # configurable in future
self.shuffle_bonk_prizes = False
self.swamp_patch_required = False
self.powder_patch_required = False
self.ganon_at_pyramid = True
self.ganonstower_vanilla = True
self.sewer_light_cone = mode == 'standard'
self.light_world_light_cone = False
self.dark_world_light_cone = False
self.treasure_hunt_count = 0
self.treasure_hunt_icon = 'Triforce Piece'
self.clock_mode = 'off'
self.rupoor_cost = 10
self.aga_randomness = True
self.lock_aga_door_in_escape = False
self.fix_trock_doors = self.shuffle != 'vanilla'
@ -52,9 +56,13 @@ class World(object):
self.fastmenu = fastmenu
self.disable_music = disable_music
self.keysanity = keysanity
self.custom = custom
self.customitemarray = customitemarray
self.can_take_damage = True
self.difficulty_requirements = None
self.fix_fake_world = True
self.spoiler = Spoiler(self)
self.lamps_needed_for_dark_rooms = 1
def intialize_regions(self):
for region in self.regions:
@ -247,19 +255,31 @@ class World(object):
@property
def option_identifier(self):
logic = 0 if self.logic == 'noglitches' else 1
mode = ['standard', 'open', 'swordless'].index(self.mode)
dungeonitems = 0 if self.place_dungeon_items else 1
goal = ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'].index(self.goal)
shuffle = ['vanilla', 'simple', 'restricted', 'full', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple'].index(self.shuffle)
difficulty = ['easy', 'normal', 'hard', 'expert', 'insane'].index(self.difficulty)
timer = ['none', 'display', 'timed', 'timed-ohko', 'timed-countdown', 'ohko'].index(self.timer)
progressive = ['on', 'off', 'random'].index(self.progressive)
algorithm = ['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'].index(self.algorithm)
beatableonly = 1 if self.check_beatable_only else 0
shuffleganon = 1 if self.shuffle_ganon else 0
keysanity = 1 if self.keysanity else 0
return logic | (beatableonly << 1) | (dungeonitems << 2) | (shuffleganon << 3) | (goal << 4) | (shuffle << 7) | (difficulty << 11) | (algorithm << 13) | (mode << 16) | (keysanity << 18) | (timer << 19) | (progressive << 21)
id_value = 0
id_value_max = 1
def markbool(value):
nonlocal id_value, id_value_max
id_value += id_value_max * bool(value)
id_value_max *= 2
def marksequence(options, value):
nonlocal id_value, id_value_max
id_value += id_value_max * options.index(value)
id_value_max *= len(options)
markbool(self.logic == 'noglitches')
marksequence(['standard', 'open', 'swordless'], self.mode)
markbool(self.place_dungeon_items)
marksequence(['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'], self.goal)
marksequence(['vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeonsfull', 'dungeonssimple'], self.shuffle)
marksequence(['easy', 'normal', 'hard', 'expert', 'insane'], self.difficulty)
marksequence(['none', 'display', 'timed', 'timed-ohko', 'timed-countdown', 'ohko'], self.timer)
marksequence(['on', 'off', 'random'], self.progressive)
marksequence(['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'], self.algorithm)
markbool(self.check_beatable_only)
markbool(self.shuffle_ganon)
markbool(self.keysanity)
assert id_value_max <= 0xFFFFFFFF
return id_value
class CollectionState(object):
@ -383,17 +403,17 @@ class CollectionState(object):
def can_lift_heavy_rocks(self):
return self.has('Titans Mitts')
def can_extend_magic(self, smallmagic=8): #This reflects the total magic Link has, not the total extra he has.
def can_extend_magic(self, smallmagic=8, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if self.has('Quarter Magic'):
basemagic = 32
elif self.has('Half Magic'):
basemagic = 16
if self.world.difficulty == 'hard':
if self.world.difficulty == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count())
elif self.world.difficulty == 'expert':
elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count())
elif self.world.difficulty == 'insane':
elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
else:
basemagic = basemagic + basemagic * self.bottle_count()
@ -532,17 +552,32 @@ class CollectionState(object):
raise RuntimeError('Cannot parse %s.' % item)
@unique
class RegionType(Enum):
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses
Dungeon = 4
@property
def is_indoors(self):
"""Shorthand for checking if Cave or Dungeon"""
return self in (RegionType.Cave, RegionType.Dungeon)
class Region(object):
def __init__(self, name):
def __init__(self, name, type):
self.name = name
self.type = type
self.entrances = []
self.exits = []
self.locations = []
self.dungeon = None
self.world = None
self.is_light_world = False # will be set aftermaking connections.
self.is_dark_world = False
self.spot_type = 'Region'
self.hint_text = 'Hyrule'
self.recursion_count = 0

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@ -12,9 +12,9 @@ def create_dungeons(world):
world.get_region(region).dungeon = dungeon
return dungeon
ES = make_dungeon('Hyrule Castle', ['Hyrule Castle', 'Sewers', 'Sewers (Dark)', 'Sanctuary'], None, [ItemFactory('Small Key (Escape)')], [ItemFactory('Map (Escape)')])
ES = make_dungeon('Hyrule Castle', ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'], None, [ItemFactory('Small Key (Escape)')], [ItemFactory('Map (Escape)')])
EP = make_dungeon('Eastern Palace', ['Eastern Palace'], ItemFactory('Big Key (Eastern Palace)'), [], ItemFactory(['Map (Eastern Palace)', 'Compass (Eastern Palace)']))
DP = make_dungeon('Desert Palace', ['Desert Palace North', 'Desert Palace Main', 'Desert Palace East'], ItemFactory('Big Key (Desert Palace)'), [ItemFactory('Small Key (Desert Palace)')], ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)']))
DP = make_dungeon('Desert Palace', ['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)', 'Desert Palace East'], ItemFactory('Big Key (Desert Palace)'), [ItemFactory('Small Key (Desert Palace)')], ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)']))
ToH = make_dungeon('Tower of Hera', ['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'], ItemFactory('Big Key (Tower of Hera)'), [ItemFactory('Small Key (Tower of Hera)')], ItemFactory(['Map (Tower of Hera)', 'Compass (Tower of Hera)']))
AT = make_dungeon('Agahnims Tower', ['Agahnims Tower', 'Agahnim 1'], None, ItemFactory(['Small Key (Agahnims Tower)'] * 2), [])
PoD = make_dungeon('Palace of Darkness', ['Palace of Darkness (Entrance)', 'Palace of Darkness (Center)', 'Palace of Darkness (Big Key Chest)', 'Palace of Darkness (Bonk Section)', 'Palace of Darkness (North)', 'Palace of Darkness (Maze)', 'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness (Final Section)'], ItemFactory('Big Key (Palace of Darkness)'), ItemFactory(['Small Key (Palace of Darkness)'] * 6), ItemFactory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)']))

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@ -120,25 +120,27 @@ def start():
slightly biased to placing progression items with
less restrictions.
''')
parser.add_argument('--shuffle', default='full', const='full', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple'],
parser.add_argument('--shuffle', default='full', const='full', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeonsfull', 'dungeonssimple'],
help='''\
Select Entrance Shuffling Algorithm. (default: %(default)s)
Full: Mix cave and dungeon entrances freely.
Full: Mix cave and dungeon entrances freely while limiting
multi-entrance caves to one world.
Simple: Shuffle Dungeon Entrances/Exits between each other
and keep all 4-entrance dungeons confined to one
location. All caves outside of death mountain are
shuffled in pairs.
shuffled in pairs and matched by original type.
Restricted: Use Dungeons shuffling from Simple but freely
connect remaining entrances.
Madness: Decouple entrances and exits from each other and
shuffle them freely, only ensuring that no fake
Light/Dark World happens and all locations are
reachable.
Insanity: Madness without the world restrictions. Mirror and
Pearl are provided early to ensure Filling algorithm
works properly. Deal with Fake LW/DW at your
discretion.
Experimental.
Crossed: Mix cave and dungeon entrances freely while allowing
caves to cross between worlds.
Insanity: Decouple entrances and exits from each other and
shuffle them freely. Caves that used to be single
entrance will still exit to the same location from
which they are entered.
Vanilla: All entrances are in the same locations they were
in the base game.
Legacy shuffles preserve behavior from older versions of the
entrance randomizer including significant technical limitations.
The dungeon variants only mix up dungeons and keep the rest of
the overworld vanilla.
''')
@ -163,6 +165,8 @@ def start():
Keys (and other dungeon items) are no longer restricted to
their dungeons, but can be anywhere
''', action='store_true')
parser.add_argument('--custom', default=False, help='Not supported.')
parser.add_argument('--customitemarray', default=False, help='Not supported.')
parser.add_argument('--nodungeonitems', help='''\
Remove Maps and Compasses from Itempool, replacing them by
empty slots.
@ -172,15 +176,19 @@ def start():
ensure all locations are reachable. This only has an effect
on the restrictive algorithm currently.
''', action='store_true')
parser.add_argument('--shuffleganon', help='''\
If set, include the Pyramid Hole and Ganon's Tower in the
entrance shuffle pool.
''', action='store_true')
# included for backwards compatibility
parser.add_argument('--shuffleganon', help=argparse.SUPPRESS, action='store_true', default=True)
parser.add_argument('--no-shuffleganon', help='''\
If set, the Pyramid Hole and Ganon's Tower are not
included entrance shuffle pool.
''', action='store_false', dest='shuffleganon')
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['normal', 'half', 'quarter', 'off'],
help='''\
Select the rate at which the heart beep sound is played at
low health. (default: %(default)s)
''')
parser.add_argument('--heartcolor', default='red', const='red', nargs='?', choices=['red', 'blue', 'green', 'yellow'],
help='Select the color of Link\'s heart meter. (default: %(default)s)')
parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in
binary format and have a length of 0x7000 (28672) bytes,

File diff suppressed because it is too large Load Diff

16
Fill.py
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@ -1,6 +1,8 @@
import random
import logging
class FillError(RuntimeError):
pass
def distribute_items_cutoff(world, cutoffrate=0.33):
# get list of locations to fill in
@ -53,7 +55,7 @@ def distribute_items_cutoff(world, cutoffrate=0.33):
logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
progress_done = True
continue
raise RuntimeError('No more progress items left to place.')
raise FillError('No more progress items left to place.')
spot_to_fill = None
for location in fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed(fill_locations):
@ -66,7 +68,7 @@ def distribute_items_cutoff(world, cutoffrate=0.33):
if world.can_beat_game():
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise RuntimeError('No more spots to place %s' % item_to_place)
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, True)
itempool.remove(item_to_place)
@ -121,7 +123,7 @@ def distribute_items_staleness(world):
logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
progress_done = True
continue
raise RuntimeError('No more progress items left to place.')
raise FillError('No more progress items left to place.')
spot_to_fill = None
for location in fill_locations:
@ -147,7 +149,7 @@ def distribute_items_staleness(world):
if world.can_beat_game():
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise RuntimeError('No more spots to place %s' % item_to_place)
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, True)
itempool.remove(item_to_place)
@ -185,7 +187,7 @@ def fill_restrictive(world, base_state, locations, itempool):
if not world.check_beatable_only:
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise RuntimeError('No more spots to place %s' % item_to_place)
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
locations.remove(spot_to_fill)
@ -205,7 +207,7 @@ def distribute_items_restrictive(world, gftower_trash_count=0, fill_locations=No
restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
# fill in gtower locations with trash first
if not world.shuffle_ganon:
if world.ganonstower_vanilla:
gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name]
random.shuffle(gtower_locations)
trashcnt = 0
@ -281,7 +283,7 @@ def flood_items(world):
if candidate_item_to_place is not None:
item_to_place = candidate_item_to_place
else:
raise RuntimeError('No more progress items left to place.')
raise FillError('No more progress items left to place.')
# find item to replace with progress item
location_list = world.get_reachable_locations()

605
Gui.py
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@ -25,8 +25,10 @@ def guiMain(args=None):
notebook = ttk.Notebook(mainWindow)
randomizerWindow = ttk.Frame(notebook)
adjustWindow = ttk.Frame(notebook)
customWindow = ttk.Frame(notebook)
notebook.add(randomizerWindow, text='Randomize')
notebook.add(adjustWindow, text='Adjust')
notebook.add(customWindow, text='Custom')
notebook.pack()
# Shared Controls
@ -67,7 +69,10 @@ def guiMain(args=None):
disableMusicVar = IntVar()
disableMusicCheckbutton = Checkbutton(checkBoxFrame, text="Disable game music", variable=disableMusicVar)
shuffleGanonVar = IntVar()
shuffleGanonVar.set(1) #set default
shuffleGanonCheckbutton = Checkbutton(checkBoxFrame, text="Include Ganon's Tower and Pyramid Hole in shuffle pool", variable=shuffleGanonVar)
customVar = IntVar()
customCheckbutton = Checkbutton(checkBoxFrame, text="Use custom item pool", variable=customVar)
createSpoilerCheckbutton.pack(expand=True, anchor=W)
suppressRomCheckbutton.pack(expand=True, anchor=W)
@ -77,6 +82,7 @@ def guiMain(args=None):
beatableOnlyCheckbutton.pack(expand=True, anchor=W)
disableMusicCheckbutton.pack(expand=True, anchor=W)
shuffleGanonCheckbutton.pack(expand=True, anchor=W)
customCheckbutton.pack(expand=True, anchor=W)
fileDialogFrame = Frame(rightHalfFrame)
@ -188,7 +194,7 @@ def guiMain(args=None):
shuffleFrame = Frame(drowDownFrame)
shuffleVar = StringVar()
shuffleVar.set('full')
shuffleOptionMenu = OptionMenu(shuffleFrame, shuffleVar, 'vanilla', 'simple', 'restricted', 'full', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple')
shuffleOptionMenu = OptionMenu(shuffleFrame, shuffleVar, 'vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeonsfull', 'dungeonssimple')
shuffleOptionMenu.pack(side=RIGHT)
shuffleLabel = Label(shuffleFrame, text='Entrance shuffle algorithm')
shuffleLabel.pack(side=LEFT)
@ -201,6 +207,13 @@ def guiMain(args=None):
heartbeepLabel = Label(heartbeepFrame, text='Heartbeep sound rate')
heartbeepLabel.pack(side=LEFT)
heartcolorFrame = Frame(drowDownFrame)
heartcolorVar = StringVar()
heartcolorVar.set('red')
heartcolorOptionMenu = OptionMenu(heartcolorFrame, heartcolorVar, 'red', 'blue', 'green', 'yellow')
heartcolorOptionMenu.pack(side=RIGHT)
heartcolorLabel = Label(heartcolorFrame, text='Heart color')
heartcolorLabel.pack(side=LEFT)
fastMenuFrame = Frame(drowDownFrame)
fastMenuVar = StringVar()
@ -219,6 +232,7 @@ def guiMain(args=None):
algorithmFrame.pack(expand=True, anchor=E)
shuffleFrame.pack(expand=True, anchor=E)
heartbeepFrame.pack(expand=True, anchor=E)
heartcolorFrame.pack(expand=True, anchor=E)
fastMenuFrame.pack(expand=True, anchor=E)
bottomFrame = Frame(randomizerWindow)
@ -243,6 +257,7 @@ def guiMain(args=None):
guiargs.algorithm = algorithmVar.get()
guiargs.shuffle = shuffleVar.get()
guiargs.heartbeep = heartbeepVar.get()
guiargs.heartcolor = heartcolorVar.get()
guiargs.fastmenu = fastMenuVar.get()
guiargs.create_spoiler = bool(createSpoilerVar.get())
guiargs.suppress_rom = bool(suppressRomVar.get())
@ -252,6 +267,16 @@ def guiMain(args=None):
guiargs.quickswap = bool(quickSwapVar.get())
guiargs.disablemusic = bool(disableMusicVar.get())
guiargs.shuffleganon = bool(shuffleGanonVar.get())
guiargs.custom = bool(customVar.get())
guiargs.customitemarray = [int(bowVar.get()), int(silverarrowVar.get()), int(boomerangVar.get()), int(magicboomerangVar.get()), int(hookshotVar.get()), int(mushroomVar.get()), int(magicpowderVar.get()), int(firerodVar.get()),
int(icerodVar.get()), int(bombosVar.get()), int(etherVar.get()), int(quakeVar.get()), int(lampVar.get()), int(hammerVar.get()), int(shovelVar.get()), int(fluteVar.get()), int(bugnetVar.get()),
int(bookVar.get()), int(bottleVar.get()), int(somariaVar.get()), int(byrnaVar.get()), int(capeVar.get()), int(mirrorVar.get()), int(bootsVar.get()), int(powergloveVar.get()), int(titansmittVar.get()),
int(proggloveVar.get()), int(flippersVar.get()), int(pearlVar.get()), int(heartpieceVar.get()), int(fullheartVar.get()), int(sancheartVar.get()), int(sword1Var.get()), int(sword2Var.get()),
int(sword3Var.get()), int(sword4Var.get()), int(progswordVar.get()), int(shield1Var.get()), int(shield2Var.get()), int(shield3Var.get()), int(progshieldVar.get()), int(bluemailVar.get()),
int(redmailVar.get()), int(progmailVar.get()), int(halfmagicVar.get()), int(quartermagicVar.get()), int(bcap5Var.get()), int(bcap10Var.get()), int(acap5Var.get()), int(acap10Var.get()),
int(arrow1Var.get()), int(arrow10Var.get()), int(bomb1Var.get()), int(bomb3Var.get()), int(rupee1Var.get()), int(rupee5Var.get()), int(rupee20Var.get()), int(rupee50Var.get()), int(rupee100Var.get()),
int(rupee300Var.get()), int(rupoorVar.get()), int(blueclockVar.get()), int(greenclockVar.get()), int(redclockVar.get()), int(triforcepieceVar.get()), int(triforcecountVar.get()),
int(triforceVar.get()), int(rupoorcostVar.get())]
guiargs.rom = romVar.get()
guiargs.jsonout = None
guiargs.sprite = sprite
@ -337,6 +362,12 @@ def guiMain(args=None):
heartbeepLabel2 = Label(heartbeepFrame2, text='Heartbeep sound rate')
heartbeepLabel2.pack(side=LEFT)
heartcolorFrame2 = Frame(drowDownFrame2)
heartcolorOptionMenu2 = OptionMenu(heartcolorFrame2, heartcolorVar, 'red', 'blue', 'green', 'yellow')
heartcolorOptionMenu2.pack(side=RIGHT)
heartcolorLabel2 = Label(heartcolorFrame2, text='Heart color')
heartcolorLabel2.pack(side=LEFT)
fastMenuFrame2 = Frame(drowDownFrame2)
fastMenuOptionMenu2 = OptionMenu(fastMenuFrame2, fastMenuVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half')
fastMenuOptionMenu2.pack(side=RIGHT)
@ -344,6 +375,7 @@ def guiMain(args=None):
fastMenuLabel2.pack(side=LEFT)
heartbeepFrame2.pack(expand=True, anchor=E)
heartcolorFrame2.pack(expand=True, anchor=E)
fastMenuFrame2.pack(expand=True, anchor=E)
bottomFrame2 = Frame(topFrame2)
@ -351,6 +383,7 @@ def guiMain(args=None):
def adjustRom():
guiargs = Namespace
guiargs.heartbeep = heartbeepVar.get()
guiargs.heartcolor = heartcolorVar.get()
guiargs.fastmenu = fastMenuVar.get()
guiargs.quickswap = bool(quickSwapVar.get())
guiargs.disablemusic = bool(disableMusicVar.get())
@ -369,9 +402,577 @@ def guiMain(args=None):
drowDownFrame2.pack(side=LEFT, pady=(0, 40))
rightHalfFrame2.pack(side=RIGHT)
topFrame2.pack(side=TOP, pady=30)
topFrame2.pack(side=TOP, pady=70)
bottomFrame2.pack(side=BOTTOM, pady=(180, 0))
# Custom Controls
topFrame3 = Frame(customWindow)
def validation(P):
if str.isdigit(P) or P == "":
return True
else:
return False
vcmd=(topFrame3.register(validation), '%P')
itemList1 = Frame(topFrame3)
itemList2 = Frame(topFrame3)
itemList3 = Frame(topFrame3)
itemList4 = Frame(topFrame3)
itemList5 = Frame(topFrame3)
bowFrame = Frame(itemList1)
bowLabel = Label(bowFrame, text='Bow')
bowVar = StringVar(value='1')
bowEntry = Entry(bowFrame, textvariable=bowVar, width=3, validate='all', vcmd=vcmd)
bowFrame.pack()
bowLabel.pack(anchor=W, side=LEFT, padx=(0,53))
bowEntry.pack(anchor=E)
silverarrowFrame = Frame(itemList1)
silverarrowLabel = Label(silverarrowFrame, text='Silver Arrow')
silverarrowVar = StringVar(value='1')
silverarrowEntry = Entry(silverarrowFrame, textvariable=silverarrowVar, width=3, validate='all', vcmd=vcmd)
silverarrowFrame.pack()
silverarrowLabel.pack(anchor=W, side=LEFT, padx=(0,13))
silverarrowEntry.pack(anchor=E)
boomerangFrame = Frame(itemList1)
boomerangLabel = Label(boomerangFrame, text='Boomerang')
boomerangVar = StringVar(value='1')
boomerangEntry = Entry(boomerangFrame, textvariable=boomerangVar, width=3, validate='all', vcmd=vcmd)
boomerangFrame.pack()
boomerangLabel.pack(anchor=W, side=LEFT, padx=(0,14))
boomerangEntry.pack(anchor=E)
magicboomerangFrame = Frame(itemList1)
magicboomerangLabel = Label(magicboomerangFrame, text='M.Boomerang')
magicboomerangVar = StringVar(value='1')
magicboomerangEntry = Entry(magicboomerangFrame, textvariable=magicboomerangVar, width=3, validate='all', vcmd=vcmd)
magicboomerangFrame.pack()
magicboomerangLabel.pack(anchor=W, side=LEFT)
magicboomerangEntry.pack(anchor=E)
hookshotFrame = Frame(itemList1)
hookshotLabel = Label(hookshotFrame, text='Hookshot')
hookshotVar = StringVar(value='1')
hookshotEntry = Entry(hookshotFrame, textvariable=hookshotVar, width=3, validate='all', vcmd=vcmd)
hookshotFrame.pack()
hookshotLabel.pack(anchor=W, side=LEFT, padx=(0,24))
hookshotEntry.pack(anchor=E)
mushroomFrame = Frame(itemList1)
mushroomLabel = Label(mushroomFrame, text='Mushroom')
mushroomVar = StringVar(value='1')
mushroomEntry = Entry(mushroomFrame, textvariable=mushroomVar, width=3, validate='all', vcmd=vcmd)
mushroomFrame.pack()
mushroomLabel.pack(anchor=W, side=LEFT, padx=(0,17))
mushroomEntry.pack(anchor=E)
magicpowderFrame = Frame(itemList1)
magicpowderLabel = Label(magicpowderFrame, text='Magic Powder')
magicpowderVar = StringVar(value='1')
magicpowderEntry = Entry(magicpowderFrame, textvariable=magicpowderVar, width=3, validate='all', vcmd=vcmd)
magicpowderFrame.pack()
magicpowderLabel.pack(anchor=W, side=LEFT)
magicpowderEntry.pack(anchor=E)
firerodFrame = Frame(itemList1)
firerodLabel = Label(firerodFrame, text='Fire Rod')
firerodVar = StringVar(value='1')
firerodEntry = Entry(firerodFrame, textvariable=firerodVar, width=3, validate='all', vcmd=vcmd)
firerodFrame.pack()
firerodLabel.pack(anchor=W, side=LEFT, padx=(0,33))
firerodEntry.pack(anchor=E)
icerodFrame = Frame(itemList1)
icerodLabel = Label(icerodFrame, text='Ice Rod')
icerodVar = StringVar(value='1')
icerodEntry = Entry(icerodFrame, textvariable=icerodVar, width=3, validate='all', vcmd=vcmd)
icerodFrame.pack()
icerodLabel.pack(anchor=W, side=LEFT, padx=(0,37))
icerodEntry.pack(anchor=E)
bombosFrame = Frame(itemList1)
bombosLabel = Label(bombosFrame, text='Bombos')
bombosVar = StringVar(value='1')
bombosEntry = Entry(bombosFrame, textvariable=bombosVar, width=3, validate='all', vcmd=vcmd)
bombosFrame.pack()
bombosLabel.pack(anchor=W, side=LEFT, padx=(0,32))
bombosEntry.pack(anchor=E)
etherFrame = Frame(itemList1)
etherLabel = Label(etherFrame, text='Ether')
etherVar = StringVar(value='1')
etherEntry = Entry(etherFrame, textvariable=etherVar, width=3, validate='all', vcmd=vcmd)
etherFrame.pack()
etherLabel.pack(anchor=W, side=LEFT, padx=(0,49))
etherEntry.pack(anchor=E)
quakeFrame = Frame(itemList1)
quakeLabel = Label(quakeFrame, text='Quake')
quakeVar = StringVar(value='1')
quakeEntry = Entry(quakeFrame, textvariable=quakeVar, width=3, validate='all', vcmd=vcmd)
quakeFrame.pack()
quakeLabel.pack(anchor=W, side=LEFT, padx=(0,42))
quakeEntry.pack(anchor=E)
lampFrame = Frame(itemList1)
lampLabel = Label(lampFrame, text='Lamp')
lampVar = StringVar(value='1')
lampEntry = Entry(lampFrame, textvariable=lampVar, width=3, validate='all', vcmd=vcmd)
lampFrame.pack()
lampLabel.pack(anchor=W, side=LEFT, padx=(0,46))
lampEntry.pack(anchor=E)
hammerFrame = Frame(itemList1)
hammerLabel = Label(hammerFrame, text='Hammer')
hammerVar = StringVar(value='1')
hammerEntry = Entry(hammerFrame, textvariable=hammerVar, width=3, validate='all', vcmd=vcmd)
hammerFrame.pack()
hammerLabel.pack(anchor=W, side=LEFT, padx=(0,29))
hammerEntry.pack(anchor=E)
shovelFrame = Frame(itemList1)
shovelLabel = Label(shovelFrame, text='Shovel')
shovelVar = StringVar(value='1')
shovelEntry = Entry(shovelFrame, textvariable=shovelVar, width=3, validate='all', vcmd=vcmd)
shovelFrame.pack()
shovelLabel.pack(anchor=W, side=LEFT, padx=(0,41))
shovelEntry.pack(anchor=E)
fluteFrame = Frame(itemList1)
fluteLabel = Label(fluteFrame, text='Flute')
fluteVar = StringVar(value='1')
fluteEntry = Entry(fluteFrame, textvariable=fluteVar, width=3, validate='all', vcmd=vcmd)
fluteFrame.pack()
fluteLabel.pack(anchor=W, side=LEFT, padx=(0,50))
fluteEntry.pack(anchor=E)
bugnetFrame = Frame(itemList2)
bugnetLabel = Label(bugnetFrame, text='Bug Net')
bugnetVar = StringVar(value='1')
bugnetEntry = Entry(bugnetFrame, textvariable=bugnetVar, width=3, validate='all', vcmd=vcmd)
bugnetFrame.pack()
bugnetLabel.pack(anchor=W, side=LEFT, padx=(0,41))
bugnetEntry.pack(anchor=E)
bookFrame = Frame(itemList2)
bookLabel = Label(bookFrame, text='Book')
bookVar = StringVar(value='1')
bookEntry = Entry(bookFrame, textvariable=bookVar, width=3, validate='all', vcmd=vcmd)
bookFrame.pack()
bookLabel.pack(anchor=W, side=LEFT, padx=(0,57))
bookEntry.pack(anchor=E)
bottleFrame = Frame(itemList2)
bottleLabel = Label(bottleFrame, text='Bottle')
bottleVar = StringVar(value='4')
bottleEntry = Entry(bottleFrame, textvariable=bottleVar, width=3, validate='all', vcmd=vcmd)
bottleFrame.pack()
bottleLabel.pack(anchor=W, side=LEFT, padx=(0,53))
bottleEntry.pack(anchor=E)
somariaFrame = Frame(itemList2)
somariaLabel = Label(somariaFrame, text='C.Somaria')
somariaVar = StringVar(value='1')
somariaEntry = Entry(somariaFrame, textvariable=somariaVar, width=3, validate='all', vcmd=vcmd)
somariaFrame.pack()
somariaLabel.pack(anchor=W, side=LEFT, padx=(0,30))
somariaEntry.pack(anchor=E)
byrnaFrame = Frame(itemList2)
byrnaLabel = Label(byrnaFrame, text='C.Byrna')
byrnaVar = StringVar(value='1')
byrnaEntry = Entry(byrnaFrame, textvariable=byrnaVar, width=3, validate='all', vcmd=vcmd)
byrnaFrame.pack()
byrnaLabel.pack(anchor=W, side=LEFT, padx=(0,43))
byrnaEntry.pack(anchor=E)
capeFrame = Frame(itemList2)
capeLabel = Label(capeFrame, text='Magic Cape')
capeVar = StringVar(value='1')
capeEntry = Entry(capeFrame, textvariable=capeVar, width=3, validate='all', vcmd=vcmd)
capeFrame.pack()
capeLabel.pack(anchor=W, side=LEFT, padx=(0,21))
capeEntry.pack(anchor=E)
mirrorFrame = Frame(itemList2)
mirrorLabel = Label(mirrorFrame, text='Magic Mirror')
mirrorVar = StringVar(value='1')
mirrorEntry = Entry(mirrorFrame, textvariable=mirrorVar, width=3, validate='all', vcmd=vcmd)
mirrorFrame.pack()
mirrorLabel.pack(anchor=W, side=LEFT, padx=(0,15))
mirrorEntry.pack(anchor=E)
bootsFrame = Frame(itemList2)
bootsLabel = Label(bootsFrame, text='Pegasus Boots')
bootsVar = StringVar(value='1')
bootsEntry = Entry(bootsFrame, textvariable=bootsVar, width=3, validate='all', vcmd=vcmd)
bootsFrame.pack()
bootsLabel.pack(anchor=W, side=LEFT, padx=(0,8))
bootsEntry.pack(anchor=E)
powergloveFrame = Frame(itemList2)
powergloveLabel = Label(powergloveFrame, text='Power Glove')
powergloveVar = StringVar(value='0')
powergloveEntry = Entry(powergloveFrame, textvariable=powergloveVar, width=3, validate='all', vcmd=vcmd)
powergloveFrame.pack()
powergloveLabel.pack(anchor=W, side=LEFT, padx=(0,18))
powergloveEntry.pack(anchor=E)
titansmittFrame = Frame(itemList2)
titansmittLabel = Label(titansmittFrame, text='Titan\'s Mitt')
titansmittVar = StringVar(value='0')
titansmittEntry = Entry(titansmittFrame, textvariable=titansmittVar, width=3, validate='all', vcmd=vcmd)
titansmittFrame.pack()
titansmittLabel.pack(anchor=W, side=LEFT, padx=(0,24))
titansmittEntry.pack(anchor=E)
proggloveFrame = Frame(itemList2)
proggloveLabel = Label(proggloveFrame, text='Prog.Glove')
proggloveVar = StringVar(value='2')
proggloveEntry = Entry(proggloveFrame, textvariable=proggloveVar, width=3, validate='all', vcmd=vcmd)
proggloveFrame.pack()
proggloveLabel.pack(anchor=W, side=LEFT, padx=(0,26))
proggloveEntry.pack(anchor=E)
flippersFrame = Frame(itemList2)
flippersLabel = Label(flippersFrame, text='Flippers')
flippersVar = StringVar(value='1')
flippersEntry = Entry(flippersFrame, textvariable=flippersVar, width=3, validate='all', vcmd=vcmd)
flippersFrame.pack()
flippersLabel.pack(anchor=W, side=LEFT, padx=(0,43))
flippersEntry.pack(anchor=E)
pearlFrame = Frame(itemList2)
pearlLabel = Label(pearlFrame, text='Moon Pearl')
pearlVar = StringVar(value='1')
pearlEntry = Entry(pearlFrame, textvariable=pearlVar, width=3, validate='all', vcmd=vcmd)
pearlFrame.pack()
pearlLabel.pack(anchor=W, side=LEFT, padx=(0,23))
pearlEntry.pack(anchor=E)
heartpieceFrame = Frame(itemList2)
heartpieceLabel = Label(heartpieceFrame, text='Piece of Heart')
heartpieceVar = StringVar(value='24')
heartpieceEntry = Entry(heartpieceFrame, textvariable=heartpieceVar, width=3, validate='all', vcmd=vcmd)
heartpieceFrame.pack()
heartpieceLabel.pack(anchor=W, side=LEFT, padx=(0,10))
heartpieceEntry.pack(anchor=E)
fullheartFrame = Frame(itemList2)
fullheartLabel = Label(fullheartFrame, text='Heart Container')
fullheartVar = StringVar(value='10')
fullheartEntry = Entry(fullheartFrame, textvariable=fullheartVar, width=3, validate='all', vcmd=vcmd)
fullheartFrame.pack()
fullheartLabel.pack(anchor=W, side=LEFT)
fullheartEntry.pack(anchor=E)
sancheartFrame = Frame(itemList2)
sancheartLabel = Label(sancheartFrame, text='Sanctuary Heart')
sancheartVar = StringVar(value='1')
sancheartEntry = Entry(sancheartFrame, textvariable=sancheartVar, width=3, validate='all', vcmd=vcmd)
sancheartFrame.pack()
sancheartLabel.pack(anchor=W, side=LEFT)
sancheartEntry.pack(anchor=E)
sword1Frame = Frame(itemList3)
sword1Label = Label(sword1Frame, text='Sword 1')
sword1Var = StringVar(value='0')
sword1Entry = Entry(sword1Frame, textvariable=sword1Var, width=3, validate='all', vcmd=vcmd)
sword1Frame.pack()
sword1Label.pack(anchor=W, side=LEFT, padx=(0,34))
sword1Entry.pack(anchor=E)
sword2Frame = Frame(itemList3)
sword2Label = Label(sword2Frame, text='Sword 2')
sword2Var = StringVar(value='0')
sword2Entry = Entry(sword2Frame, textvariable=sword2Var, width=3, validate='all', vcmd=vcmd)
sword2Frame.pack()
sword2Label.pack(anchor=W, side=LEFT, padx=(0,34))
sword2Entry.pack(anchor=E)
sword3Frame = Frame(itemList3)
sword3Label = Label(sword3Frame, text='Sword 3')
sword3Var = StringVar(value='0')
sword3Entry = Entry(sword3Frame, textvariable=sword3Var, width=3, validate='all', vcmd=vcmd)
sword3Frame.pack()
sword3Label.pack(anchor=W, side=LEFT, padx=(0,34))
sword3Entry.pack(anchor=E)
sword4Frame = Frame(itemList3)
sword4Label = Label(sword4Frame, text='Sword 4')
sword4Var = StringVar(value='0')
sword4Entry = Entry(sword4Frame, textvariable=sword4Var, width=3, validate='all', vcmd=vcmd)
sword4Frame.pack()
sword4Label.pack(anchor=W, side=LEFT, padx=(0,34))
sword4Entry.pack(anchor=E)
progswordFrame = Frame(itemList3)
progswordLabel = Label(progswordFrame, text='Prog.Sword')
progswordVar = StringVar(value='4')
progswordEntry = Entry(progswordFrame, textvariable=progswordVar, width=3, validate='all', vcmd=vcmd)
progswordFrame.pack()
progswordLabel.pack(anchor=W, side=LEFT, padx=(0,15))
progswordEntry.pack(anchor=E)
shield1Frame = Frame(itemList3)
shield1Label = Label(shield1Frame, text='Shield 1')
shield1Var = StringVar(value='0')
shield1Entry = Entry(shield1Frame, textvariable=shield1Var, width=3, validate='all', vcmd=vcmd)
shield1Frame.pack()
shield1Label.pack(anchor=W, side=LEFT, padx=(0,35))
shield1Entry.pack(anchor=E)
shield2Frame = Frame(itemList3)
shield2Label = Label(shield2Frame, text='Shield 2')
shield2Var = StringVar(value='0')
shield2Entry = Entry(shield2Frame, textvariable=shield2Var, width=3, validate='all', vcmd=vcmd)
shield2Frame.pack()
shield2Label.pack(anchor=W, side=LEFT, padx=(0,35))
shield2Entry.pack(anchor=E)
shield3Frame = Frame(itemList3)
shield3Label = Label(shield3Frame, text='Shield 3')
shield3Var = StringVar(value='0')
shield3Entry = Entry(shield3Frame, textvariable=shield3Var, width=3, validate='all', vcmd=vcmd)
shield3Frame.pack()
shield3Label.pack(anchor=W, side=LEFT, padx=(0,35))
shield3Entry.pack(anchor=E)
progshieldFrame = Frame(itemList3)
progshieldLabel = Label(progshieldFrame, text='Prog.Shield')
progshieldVar = StringVar(value='3')
progshieldEntry = Entry(progshieldFrame, textvariable=progshieldVar, width=3, validate='all', vcmd=vcmd)
progshieldFrame.pack()
progshieldLabel.pack(anchor=W, side=LEFT, padx=(0,16))
progshieldEntry.pack(anchor=E)
bluemailFrame = Frame(itemList3)
bluemailLabel = Label(bluemailFrame, text='Blue Mail')
bluemailVar = StringVar(value='0')
bluemailEntry = Entry(bluemailFrame, textvariable=bluemailVar, width=3, validate='all', vcmd=vcmd)
bluemailFrame.pack()
bluemailLabel.pack(anchor=W, side=LEFT, padx=(0,27))
bluemailEntry.pack(anchor=E)
redmailFrame = Frame(itemList3)
redmailLabel = Label(redmailFrame, text='Red Mail')
redmailVar = StringVar(value='0')
redmailEntry = Entry(redmailFrame, textvariable=redmailVar, width=3, validate='all', vcmd=vcmd)
redmailFrame.pack()
redmailLabel.pack(anchor=W, side=LEFT, padx=(0,30))
redmailEntry.pack(anchor=E)
progmailFrame = Frame(itemList3)
progmailLabel = Label(progmailFrame, text='Prog.Mail')
progmailVar = StringVar(value='2')
progmailEntry = Entry(progmailFrame, textvariable=progmailVar, width=3, validate='all', vcmd=vcmd)
progmailFrame.pack()
progmailLabel.pack(anchor=W, side=LEFT, padx=(0,25))
progmailEntry.pack(anchor=E)
halfmagicFrame = Frame(itemList3)
halfmagicLabel = Label(halfmagicFrame, text='Half Magic')
halfmagicVar = StringVar(value='1')
halfmagicEntry = Entry(halfmagicFrame, textvariable=halfmagicVar, width=3, validate='all', vcmd=vcmd)
halfmagicFrame.pack()
halfmagicLabel.pack(anchor=W, side=LEFT, padx=(0,18))
halfmagicEntry.pack(anchor=E)
quartermagicFrame = Frame(itemList3)
quartermagicLabel = Label(quartermagicFrame, text='Quarter Magic')
quartermagicVar = StringVar(value='0')
quartermagicEntry = Entry(quartermagicFrame, textvariable=quartermagicVar, width=3, validate='all', vcmd=vcmd)
quartermagicFrame.pack()
quartermagicLabel.pack(anchor=W, side=LEFT)
quartermagicEntry.pack(anchor=E)
bcap5Frame = Frame(itemList3)
bcap5Label = Label(bcap5Frame, text='Bomb C.+5')
bcap5Var = StringVar(value='6')
bcap5Entry = Entry(bcap5Frame, textvariable=bcap5Var, width=3, validate='all', vcmd=vcmd)
bcap5Frame.pack()
bcap5Label.pack(anchor=W, side=LEFT, padx=(0,16))
bcap5Entry.pack(anchor=E)
bcap10Frame = Frame(itemList3)
bcap10Label = Label(bcap10Frame, text='Bomb C.+10')
bcap10Var = StringVar(value='1')
bcap10Entry = Entry(bcap10Frame, textvariable=bcap10Var, width=3, validate='all', vcmd=vcmd)
bcap10Frame.pack()
bcap10Label.pack(anchor=W, side=LEFT, padx=(0,10))
bcap10Entry.pack(anchor=E)
acap5Frame = Frame(itemList4)
acap5Label = Label(acap5Frame, text='Arrow C.+5')
acap5Var = StringVar(value='6')
acap5Entry = Entry(acap5Frame, textvariable=acap5Var, width=3, validate='all', vcmd=vcmd)
acap5Frame.pack()
acap5Label.pack(anchor=W, side=LEFT, padx=(0,7))
acap5Entry.pack(anchor=E)
acap10Frame = Frame(itemList4)
acap10Label = Label(acap10Frame, text='Arrow C.+10')
acap10Var = StringVar(value='1')
acap10Entry = Entry(acap10Frame, textvariable=acap10Var, width=3, validate='all', vcmd=vcmd)
acap10Frame.pack()
acap10Label.pack(anchor=W, side=LEFT, padx=(0,1))
acap10Entry.pack(anchor=E)
arrow1Frame = Frame(itemList4)
arrow1Label = Label(arrow1Frame, text='Arrow (1)')
arrow1Var = StringVar(value='1')
arrow1Entry = Entry(arrow1Frame, textvariable=arrow1Var, width=3, validate='all', vcmd=vcmd)
arrow1Frame.pack()
arrow1Label.pack(anchor=W, side=LEFT, padx=(0,18))
arrow1Entry.pack(anchor=E)
arrow10Frame = Frame(itemList4)
arrow10Label = Label(arrow10Frame, text='Arrows (10)')
arrow10Var = StringVar(value='5')
arrow10Entry = Entry(arrow10Frame, textvariable=arrow10Var, width=3, validate='all', vcmd=vcmd)
arrow10Frame.pack()
arrow10Label.pack(anchor=W, side=LEFT, padx=(0,7))
arrow10Entry.pack(anchor=E)
bomb1Frame = Frame(itemList4)
bomb1Label = Label(bomb1Frame, text='Bomb (1)')
bomb1Var = StringVar(value='0')
bomb1Entry = Entry(bomb1Frame, textvariable=bomb1Var, width=3, validate='all', vcmd=vcmd)
bomb1Frame.pack()
bomb1Label.pack(anchor=W, side=LEFT, padx=(0,18))
bomb1Entry.pack(anchor=E)
bomb3Frame = Frame(itemList4)
bomb3Label = Label(bomb3Frame, text='Bombs (3)')
bomb3Var = StringVar(value='10')
bomb3Entry = Entry(bomb3Frame, textvariable=bomb3Var, width=3, validate='all', vcmd=vcmd)
bomb3Frame.pack()
bomb3Label.pack(anchor=W, side=LEFT, padx=(0,13))
bomb3Entry.pack(anchor=E)
rupee1Frame = Frame(itemList4)
rupee1Label = Label(rupee1Frame, text='Rupee (1)')
rupee1Var = StringVar(value='2')
rupee1Entry = Entry(rupee1Frame, textvariable=rupee1Var, width=3, validate='all', vcmd=vcmd)
rupee1Frame.pack()
rupee1Label.pack(anchor=W, side=LEFT, padx=(0,17))
rupee1Entry.pack(anchor=E)
rupee5Frame = Frame(itemList4)
rupee5Label = Label(rupee5Frame, text='Rupees (5)')
rupee5Var = StringVar(value='4')
rupee5Entry = Entry(rupee5Frame, textvariable=rupee5Var, width=3, validate='all', vcmd=vcmd)
rupee5Frame.pack()
rupee5Label.pack(anchor=W, side=LEFT, padx=(0,12))
rupee5Entry.pack(anchor=E)
rupee20Frame = Frame(itemList4)
rupee20Label = Label(rupee20Frame, text='Rupees (20)')
rupee20Var = StringVar(value='28')
rupee20Entry = Entry(rupee20Frame, textvariable=rupee20Var, width=3, validate='all', vcmd=vcmd)
rupee20Frame.pack()
rupee20Label.pack(anchor=W, side=LEFT, padx=(0,6))
rupee20Entry.pack(anchor=E)
rupee50Frame = Frame(itemList4)
rupee50Label = Label(rupee50Frame, text='Rupees (50)')
rupee50Var = StringVar(value='7')
rupee50Entry = Entry(rupee50Frame, textvariable=rupee50Var, width=3, validate='all', vcmd=vcmd)
rupee50Frame.pack()
rupee50Label.pack(anchor=W, side=LEFT, padx=(0,6))
rupee50Entry.pack(anchor=E)
rupee100Frame = Frame(itemList4)
rupee100Label = Label(rupee100Frame, text='Rupees (100)')
rupee100Var = StringVar(value='1')
rupee100Entry = Entry(rupee100Frame, textvariable=rupee100Var, width=3, validate='all', vcmd=vcmd)
rupee100Frame.pack()
rupee100Label.pack(anchor=W, side=LEFT, padx=(0,0))
rupee100Entry.pack(anchor=E)
rupee300Frame = Frame(itemList4)
rupee300Label = Label(rupee300Frame, text='Rupees (300)')
rupee300Var = StringVar(value='5')
rupee300Entry = Entry(rupee300Frame, textvariable=rupee300Var, width=3, validate='all', vcmd=vcmd)
rupee300Frame.pack()
rupee300Label.pack(anchor=W, side=LEFT, padx=(0,0))
rupee300Entry.pack(anchor=E)
rupoorFrame = Frame(itemList4)
rupoorLabel = Label(rupoorFrame, text='Rupoor')
rupoorVar = StringVar(value='0')
rupoorEntry = Entry(rupoorFrame, textvariable=rupoorVar, width=3, validate='all', vcmd=vcmd)
rupoorFrame.pack()
rupoorLabel.pack(anchor=W, side=LEFT, padx=(0,28))
rupoorEntry.pack(anchor=E)
blueclockFrame = Frame(itemList4)
blueclockLabel = Label(blueclockFrame, text='Blue Clock')
blueclockVar = StringVar(value='0')
blueclockEntry = Entry(blueclockFrame, textvariable=blueclockVar, width=3, validate='all', vcmd=vcmd)
blueclockFrame.pack()
blueclockLabel.pack(anchor=W, side=LEFT, padx=(0,11))
blueclockEntry.pack(anchor=E)
greenclockFrame = Frame(itemList4)
greenclockLabel = Label(greenclockFrame, text='Green Clock')
greenclockVar = StringVar(value='0')
greenclockEntry = Entry(greenclockFrame, textvariable=greenclockVar, width=3, validate='all', vcmd=vcmd)
greenclockFrame.pack()
greenclockLabel.pack(anchor=W, side=LEFT, padx=(0,3))
greenclockEntry.pack(anchor=E)
redclockFrame = Frame(itemList4)
redclockLabel = Label(redclockFrame, text='Red Clock')
redclockVar = StringVar(value='0')
redclockEntry = Entry(redclockFrame, textvariable=redclockVar, width=3, validate='all', vcmd=vcmd)
redclockFrame.pack()
redclockLabel.pack(anchor=W, side=LEFT, padx=(0,14))
redclockEntry.pack(anchor=E)
triforcepieceFrame = Frame(itemList5)
triforcepieceLabel = Label(triforcepieceFrame, text='Triforce Piece')
triforcepieceVar = StringVar(value='0')
triforcepieceEntry = Entry(triforcepieceFrame, textvariable=triforcepieceVar, width=3, validate='all', vcmd=vcmd)
triforcepieceFrame.pack()
triforcepieceLabel.pack(anchor=W, side=LEFT, padx=(0,55))
triforcepieceEntry.pack(anchor=E)
triforcecountFrame = Frame(itemList5)
triforcecountLabel = Label(triforcecountFrame, text='Triforce Pieces Required')
triforcecountVar = StringVar(value='0')
triforcecountEntry = Entry(triforcecountFrame, textvariable=triforcecountVar, width=3, validate='all', vcmd=vcmd)
triforcecountFrame.pack()
triforcecountLabel.pack(anchor=W, side=LEFT, padx=(0,0))
triforcecountEntry.pack(anchor=E)
triforceFrame = Frame(itemList5)
triforceLabel = Label(triforceFrame, text='Triforce (win game)')
triforceVar = StringVar(value='0')
triforceEntry = Entry(triforceFrame, textvariable=triforceVar, width=3, validate='all', vcmd=vcmd)
triforceFrame.pack()
triforceLabel.pack(anchor=W, side=LEFT, padx=(0,23))
triforceEntry.pack(anchor=E)
rupoorcostFrame = Frame(itemList5)
rupoorcostLabel = Label(rupoorcostFrame, text='Rupoor Cost')
rupoorcostVar = StringVar(value='10')
rupoorcostEntry = Entry(rupoorcostFrame, textvariable=rupoorcostVar, width=6, validate='all', vcmd=vcmd)
rupoorcostFrame.pack()
rupoorcostLabel.pack(anchor=W, side=LEFT, padx=(0,43))
rupoorcostEntry.pack(anchor=E)
itemList1.pack(side=LEFT, padx=(0,0))
itemList2.pack(side=LEFT, padx=(0,0))
itemList3.pack(side=LEFT, padx=(0,0))
itemList4.pack(side=LEFT, padx=(0,0))
itemList5.pack(side=LEFT, padx=(0,0))
topFrame3.pack(side=TOP, pady=(17,0))
if args is not None:
# load values from commandline args
createSpoilerVar.set(int(args.create_spoiler))

View File

@ -1,8 +1,9 @@
from collections import namedtuple
import logging
import random
from Items import ItemFactory
from Fill import fill_restrictive
from Fill import FillError, fill_restrictive
from Dungeons import get_dungeon_item_pool
#This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space.
@ -25,8 +26,8 @@ normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)']
normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
easybaseitems = (['Blue Boomerang', 'Red Boomerang', 'Silver Arrows'] + ['Rupees (300)'] * 4 + ['Magic Upgrade (1/2)'] * 2 + ['Lamp'] * 2 +
['Single Arrow', 'Sanctuary Heart Container'] + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12)
easybaseitems = (['Blue Boomerang', 'Red Boomerang', 'Sanctuary Heart Container'] + ['Rupees (300)'] * 4 + ['Magic Upgrade (1/2)'] * 2 + ['Lamp'] * 2 +
['Silver Arrows'] * 2 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12)
easyextra = ['Piece of Heart'] * 12 + ['Rupees (300)']
easylimitedextra = ['Boss Heart Container'] * 3 # collapsing down the 12 pieces of heart
easyfirst15extra = ['Rupees (100)', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] + ['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6
@ -35,26 +36,28 @@ easythird5extra = ['Rupees (50)'] * 2 + ['Bombs (3)'] * 2 + ['Arrows (10)']
easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 4 + ['Rupees (5)'] * 2
easytimedotherextra = ['Red Clock'] * 5
hardbaseitems = (['Silver Arrows', 'Single Arrow'] + ['Rupees (300)'] + ['Rupees (100)'] * 2 + ['Rupees (50)'] + ['Bombs (3)'] +
hardbaseitems = (['Silver Arrows', 'Single Arrow', 'Single Bomb'] + ['Rupees (300)'] + ['Rupees (100)'] * 3 + ['Rupees (50)'] * 5 + ['Bombs (3)'] * 5 +
['Boss Heart Container'] * 5 + ['Piece of Heart'] * 24)
hardfirst20extra = ['Bombs (3)'] * 4 + ['Single Bomb'] * 4 + ['Rupees (5)'] * 5 + ['Rupee (1)'] * 2 + ['Rupees (100)'] + ['Rupees (50)'] * 4
hardsecond20extra = ['Single Bomb'] * 4 + ['Rupees (5)'] * 10 + ['Rupees (20)'] * 2 + ['Rupee (1)'] * 3 + ['Arrows (10)']
hardthird20extra = ['Arrows (10)'] * 4 + ['Rupees (20)'] * 3 + ['Rupees (5)'] * 3 + ['Single Bomb'] * 5 + ['Single Arrow'] * 5
hardfirst20extra = ['Single Bomb'] * 7 + ['Rupees (5)'] * 8 + ['Rupee (1)'] * 2 + ['Rupees (20)'] * 2 + ['Arrows (10)']
hardsecond10extra = ['Rupees (5)'] * 7 + ['Rupee (1)'] * 3
hardthird10extra = ['Arrows (10)'] * 4 + ['Rupees (20)'] * 3 + ['Single Bomb'] * 3
hardfourth10extra = ['Rupees (5)'] * 3 + ['Single Arrow'] * 5 + ['Single Bomb'] * 2
hardfinal20extra = ['Single Bomb'] * 4 + ['Rupees (5)'] * 2 + ['Single Arrow'] * 14
expertbaseitems = (['Single Arrow', 'Rupees (300)', 'Rupees (100)', 'Bombs (3)', 'Arrows (10)'] + ['Rupees (50)'] * 4 + ['Rupees (5)'] * 5 +
['Rupees (20)'] + ['Single Bomb'] * 2 + ['Piece of Heart'] * 24)
expertfirst15extra = ['Single Bomb'] * 13 + ['Rupees (20)'] * 2
expertsecond25extra = ['Single Bomb'] * 8 + ['Single Arrow'] * 9 + ['Rupees (20)'] * 3 + ['Rupee (1)'] * 5
expertthird15extra = ['Rupees (5)'] * 5 + ['Single Bomb'] * 3 + ['Rupees (20)'] * 2 + ['Single Arrow'] * 5
['Rupees (20)'] * 3 + ['Single Bomb'] * 10 + ['Piece of Heart'] * 24)
expertfirst15extra = ['Single Bomb'] * 7 + ['Rupees (20)'] * 3 + ['Single Arrow'] * 5
expertsecond15extra = ['Single Bomb'] * 6 + ['Single Arrow'] * 4 + ['Rupee (1)'] * 5
expertthird10extra = ['Rupees (5)'] * 3 + ['Single Bomb'] * 3 + ['Rupees (20)'] * 2 + ['Single Arrow'] * 2
expertfourth5extra = ['Rupees (5)'] * 2 + ['Single Arrow'] * 3
expertfinal25extra = ['Single Bomb'] * 4 + ['Rupees (20)'] * 3 + ['Single Arrow'] * 18
insanebaseitems = (['Single Arrow', 'Bombs (3)', 'Arrows (10)'] + ['Rupees (50)'] * 3 + ['Rupees (5)'] * 10 + ['Rupees (300)'] * 4 + ['Rupees (100)'] * 3 +
['Rupee (1)'] * 4 + ['Single Bomb'] * 4)
insanefirst15extra = ['Single Bomb'] * 4 + ['Single Arrow'] * 4 + ['Rupee (1)'] * 4 + ['Rupees (300)'] + ['Rupees (100)'] + ['Rupees (50)']
insanesecond25extra = ['Single Bomb'] * 7 + ['Single Arrow'] * 7 + ['Rupee (1)'] * 7 + ['Rupees (20)'] * 4
insanethird10extra = ['Single Bomb'] * 3 + ['Single Arrow'] * 3 + ['Rupee (1)'] * 3 + ['Rupees (20)']
insanefourth15extra = ['Single Bomb'] * 5 + ['Single Arrow'] * 5 + ['Rupee (1)'] * 5
insanebaseitems = (['Bombs (3)', 'Arrows (10)'] + ['Rupees (50)'] * 4 + ['Rupees (5)'] * 10 + ['Rupees (300)'] * 5 + ['Rupees (100)'] * 4 +
['Rupee (1)'] * 8 + ['Rupees (20)'] * 4 + ['Single Bomb'] * 8 + ['Single Arrow'] * 6)
insanefirst15extra = ['Single Bomb'] * 5 + ['Single Arrow'] * 4 + ['Rupee (1)'] * 5 + ['Rupees (20)']
insanesecond15extra = ['Single Bomb'] * 5 + ['Single Arrow'] * 5 + ['Rupee (1)'] * 5
insanethird10extra = ['Single Bomb'] * 4 + ['Single Arrow'] * 3 + ['Rupee (1)'] * 3
insanefourth5extra = ['Single Bomb'] + ['Single Arrow'] * 2 + ['Rupee (1)'] * 2
insanefinal25extra = ['Single Bomb'] * 2 + ['Single Arrow'] * 10 + ['Rupee (1)'] * 7 + ['Rupees (20)'] * 6
Difficulty = namedtuple('Difficulty',
@ -118,7 +121,7 @@ difficulties = {
timedohko = ['Green Clock'] * 25,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 5, # +5 more Red Clocks if there is room
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 10,
triforce_pieces_required = 20,
conditional_extras = easy_conditional_extras,
extras = [easyextra, easyfirst15extra, easysecond10extra, easythird5extra, easyfinal25extra],
progressive_sword_limit = 4,
@ -140,10 +143,10 @@ difficulties = {
basicsword = ['Master Sword', 'Master Sword', 'Tempered Sword'],
timedohko = ['Green Clock'] * 20,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
triforcehunt = ['Triforce Piece'] * 40,
triforce_pieces_required = 30,
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 20,
conditional_extras = no_conditonal_extras,
extras = [hardfirst20extra, hardsecond20extra, hardthird20extra, hardfinal20extra],
extras = [hardfirst20extra, hardsecond10extra, hardthird10extra, hardfourth10extra, hardfinal20extra],
progressive_sword_limit = 3,
progressive_shield_limit = 2,
progressive_armor_limit = 1,
@ -163,10 +166,10 @@ difficulties = {
basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword'],
timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
triforcehunt = ['Triforce Piece'] * 40,
triforce_pieces_required = 40,
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 20,
conditional_extras = no_conditonal_extras,
extras = [expertfirst15extra, expertsecond25extra, expertthird15extra, expertfinal25extra],
extras = [expertfirst15extra, expertsecond15extra, expertthird10extra, expertfourth5extra, expertfinal25extra],
progressive_sword_limit = 2,
progressive_shield_limit = 0,
progressive_armor_limit = 0,
@ -186,10 +189,10 @@ difficulties = {
basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword'],
timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
triforcehunt = ['Triforce Piece'] * 50,
triforce_pieces_required = 50,
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 20,
conditional_extras = no_conditonal_extras,
extras = [insanefirst15extra, insanesecond25extra, insanethird10extra, insanefourth15extra, insanefinal25extra],
extras = [insanefirst15extra, insanesecond15extra, insanethird10extra, insanefourth5extra, insanefinal25extra],
progressive_sword_limit = 2,
progressive_shield_limit = 0,
progressive_armor_limit = 0,
@ -213,11 +216,16 @@ def generate_itempool(world):
world.get_location('Agahnim 2').event = True
# set up item pool
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode)
if world.custom:
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.customitemarray)
world.rupoor_cost = min(world.customitemarray[67], 9999)
else:
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode)
world.itempool = ItemFactory(pool)
for (location, item) in placed_items:
world.push_item(location, ItemFactory(item), False)
world.get_location(location).event = True
world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
if clock_mode is not None:
world.clock_mode = clock_mode
if treasure_hunt_count is not None:
@ -230,10 +238,10 @@ def generate_itempool(world):
# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
# We mark one random heart container as an advancement item (or 4 heart peices in expert mode)
if world.difficulty in ['easy', 'normal', 'hard']:
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
if world.difficulty in ['easy', 'normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
[item for item in world.itempool if item.name == 'Boss Heart Container'][0].advancement = True
elif world.difficulty in ['expert']:
elif world.difficulty in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
adv_heart_pieces = [item for item in world.itempool if item.name == 'Piece of Heart'][0:4]
for hp in adv_heart_pieces:
hp.advancement = True
@ -244,14 +252,35 @@ def generate_itempool(world):
world.required_medallions = (mm_medallion, tr_medallion)
# distribute crystals
fill_prizes(world)
def fill_prizes(world, attempts=15):
crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'])
crystal_locations = [world.get_location('Turtle Rock - Prize'), world.get_location('Eastern Palace - Prize'), world.get_location('Desert Palace - Prize'), world.get_location('Tower of Hera - Prize'), world.get_location('Palace of Darkness - Prize'),
world.get_location('Thieves Town - Prize'), world.get_location('Skull Woods - Prize'), world.get_location('Swamp Palace - Prize'), world.get_location('Ice Palace - Prize'),
world.get_location('Misery Mire - Prize')]
placed_prizes = [loc.item.name for loc in crystal_locations if loc.item is not None]
unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
empty_crystal_locations = [loc for loc in crystal_locations if loc.item is None]
while attempts:
attempts -= 1
try:
prizepool = list(unplaced_prizes)
prize_locs = list(empty_crystal_locations)
random.shuffle(prizepool)
random.shuffle(prize_locs)
fill_restrictive(world, world.get_all_state(keys=True), prize_locs, prizepool)
except FillError:
logging.getLogger('').info("Failed to place dungeon prizes. Will retry %s more times", attempts)
for location in empty_crystal_locations:
location.item = None
continue
break
else:
raise FillError('Unable to place dungeon prizes')
random.shuffle(crystal_locations)
fill_restrictive(world, world.get_all_state(keys=True), crystal_locations, crystals)
def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode):
@ -271,8 +300,12 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode):
else:
pool.extend(basicgloves)
lamps_needed_for_dark_rooms = 1
if difficulty == 'easy':
lamps_needed_for_dark_rooms = 3
# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
if shuffle == 'insanity':
if shuffle == 'insanity_legacy':
placed_items.append(('Link\'s House', 'Magic Mirror'))
placed_items.append(('Sanctuary', 'Moon Pearl'))
else:
@ -349,7 +382,149 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode):
if goal == 'pedestal':
placed_items.append(('Master Sword Pedestal', 'Triforce'))
return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, customitemarray):
pool = []
placed_items = []
clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
# Correct for insanely oversized item counts and take initial steps to handle undersized pools.
for x in range(0, 64):
if customitemarray[x] > total_items_to_place:
customitemarray[x] = total_items_to_place
if customitemarray[66] > total_items_to_place:
customitemarray[66] = total_items_to_place
itemtotal = 0
for x in range(0, 65):
itemtotal = itemtotal + customitemarray[x]
itemtotal = itemtotal + customitemarray[66]
pool.extend(['Bow'] * customitemarray[0])
pool.extend(['Silver Arrows']* customitemarray[1])
pool.extend(['Blue Boomerang'] * customitemarray[2])
pool.extend(['Red Boomerang'] * customitemarray[3])
pool.extend(['Hookshot'] * customitemarray[4])
pool.extend(['Mushroom'] * customitemarray[5])
pool.extend(['Magic Powder'] * customitemarray[6])
pool.extend(['Fire Rod'] * customitemarray[7])
pool.extend(['Ice Rod'] * customitemarray[8])
pool.extend(['Bombos'] * customitemarray[9])
pool.extend(['Ether'] * customitemarray[10])
pool.extend(['Quake'] * customitemarray[11])
pool.extend(['Lamp'] * customitemarray[12])
pool.extend(['Hammer'] * customitemarray[13])
pool.extend(['Shovel'] * customitemarray[14])
pool.extend(['Ocarina'] * customitemarray[15])
pool.extend(['Bug Catching Net'] * customitemarray[16])
pool.extend(['Book of Mudora'] * customitemarray[17])
pool.extend(['Cane of Somaria'] * customitemarray[19])
pool.extend(['Cane of Byrna'] * customitemarray[20])
pool.extend(['Cape'] * customitemarray[21])
pool.extend(['Pegasus Boots'] * customitemarray[23])
pool.extend(['Power Glove'] * customitemarray[24])
pool.extend(['Titans Mitts'] * customitemarray[25])
pool.extend(['Progressive Glove'] * customitemarray[26])
pool.extend(['Flippers'] * customitemarray[27])
pool.extend(['Piece of Heart'] * customitemarray[29])
pool.extend(['Boss Heart Container'] * customitemarray[30])
pool.extend(['Sanctuary Heart Container'] * customitemarray[31])
pool.extend(['Master Sword'] * customitemarray[33])
pool.extend(['Tempered Sword'] * customitemarray[34])
pool.extend(['Golden Sword'] * customitemarray[35])
pool.extend(['Blue Shield'] * customitemarray[37])
pool.extend(['Red Shield'] * customitemarray[38])
pool.extend(['Mirror Shield'] * customitemarray[39])
pool.extend(['Progressive Shield'] * customitemarray[40])
pool.extend(['Blue Mail'] * customitemarray[41])
pool.extend(['Red Mail'] * customitemarray[42])
pool.extend(['Progressive Armor'] * customitemarray[43])
pool.extend(['Magic Upgrade (1/2)'] * customitemarray[44])
pool.extend(['Magic Upgrade (1/4)'] * customitemarray[45])
pool.extend(['Bomb Upgrade (+5)'] * customitemarray[46])
pool.extend(['Bomb Upgrade (+10)'] * customitemarray[47])
pool.extend(['Arrow Upgrade (+5)'] * customitemarray[48])
pool.extend(['Arrow Upgrade (+10)'] * customitemarray[49])
pool.extend(['Single Arrow'] * customitemarray[50])
pool.extend(['Arrows (10)'] * customitemarray[51])
pool.extend(['Single Bomb'] * customitemarray[52])
pool.extend(['Bombs (3)'] * customitemarray[53])
pool.extend(['Rupee (1)'] * customitemarray[54])
pool.extend(['Rupees (5)'] * customitemarray[55])
pool.extend(['Rupees (20)'] * customitemarray[56])
pool.extend(['Rupees (50)'] * customitemarray[57])
pool.extend(['Rupees (100)'] * customitemarray[58])
pool.extend(['Rupees (300)'] * customitemarray[59])
pool.extend(['Rupoor'] * customitemarray[60])
pool.extend(['Blue Clock'] * customitemarray[61])
pool.extend(['Green Clock'] * customitemarray[62])
pool.extend(['Red Clock'] * customitemarray[63])
pool.extend(['Triforce Piece'] * customitemarray[64])
pool.extend(['Triforce'] * customitemarray[66])
diff = difficulties[difficulty]
lamps_needed_for_dark_rooms = 1
if difficulty == 'easy':
lamps_needed_for_dark_rooms = customitemarray[12]
# expert+ difficulties produce the same contents for
# all bottles, since only one bottle is available
if diff.same_bottle:
thisbottle = random.choice(diff.bottles)
for _ in range(customitemarray[18]):
if not diff.same_bottle:
thisbottle = random.choice(diff.bottles)
pool.append(thisbottle)
if customitemarray[64] > 0 or customitemarray[65] > 0:
treasure_hunt_count = max(min(customitemarray[65], 99), 1) #To display, count must be between 1 and 99.
treasure_hunt_icon = 'Triforce Piece'
# Ensure game is always possible to complete here, force sufficient pieces if the player is unwilling.
if (customitemarray[64] < treasure_hunt_count) and (goal == 'triforcehunt') and (customitemarray[66] == 0):
extrapieces = treasure_hunt_count - customitemarray[64]
pool.extend(['Triforce Piece'] * extrapieces)
itemtotal = itemtotal + extrapieces
if timer in ['display', 'timed', 'timed-countdown']:
clock_mode = 'countdown' if timer == 'timed-countdown' else 'stopwatch'
elif timer == 'timed-ohko':
clock_mode = 'countdown-ohko'
elif timer == 'ohko':
clock_mode = 'ohko'
if goal == 'pedestal':
placed_items.append(('Master Sword Pedestal', 'Triforce'))
itemtotal = itemtotal + 1
if mode == 'standard':
if progressive == 'off':
placed_items.append(('Link\'s Uncle', 'Fighter Sword'))
pool.extend(['Fighter Sword'] * max((customitemarray[32] - 1), 0))
pool.extend(['Progressive Sword'] * customitemarray[36])
else:
placed_items.append(('Link\'s Uncle', 'Progressive Sword'))
pool.extend(['Fighter Sword'] * customitemarray[32])
pool.extend(['Progressive Sword'] * max((customitemarray[36] - 1), 0))
else:
pool.extend(['Fighter Sword'] * customitemarray[32])
pool.extend(['Progressive Sword'] * customitemarray[36])
if shuffle == 'insanity_legacy':
placed_items.append(('Link\'s House', 'Magic Mirror'))
placed_items.append(('Sanctuary', 'Moon Pearl'))
pool.extend(['Magic Mirror'] * max((customitemarray[22] -1 ), 0))
pool.extend(['Moon Pearl'] * max((customitemarray[28] - 1), 0))
else:
pool.extend(['Magic Mirror'] * customitemarray[22])
pool.extend(['Moon Pearl'] * customitemarray[28])
if itemtotal < total_items_to_place:
pool.extend(['Nothing'] * (total_items_to_place - itemtotal))
return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
# A quick test to ensure all combinations generate the correct amount of items.
def test():

View File

@ -72,7 +72,7 @@ item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher cla
'Crystal 5': (True, False, 'Crystal', [0x04, 0x32, 0x64, 0x40, 0x6E, 0x06], None, None, None, None, None, None),
'Crystal 6': (True, False, 'Crystal', [0x01, 0x32, 0x64, 0x40, 0x6F, 0x06], None, None, None, None, None, None),
'Crystal 7': (True, False, 'Crystal', [0x08, 0x34, 0x64, 0x40, 0x7C, 0x06], None, None, None, None, None, None),
'Single Arrow': (False, False, None, 0x43, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing kit for sale', 'fungus for arrow', 'archer boy sews again'),
'Single Arrow': (False, False, None, 0x43, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing needle for sale', 'fungus for arrow', 'archer boy sews again'),
'Arrows (10)': (False, False, None, 0x44, 'This will give\nyou ten shots\nwith your bow!', 'and the arrow pack', 'stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again'),
'Arrow Upgrade (+10)': (False, False, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again'),
'Arrow Upgrade (+5)': (False, False, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again'),

56
Main.py
View File

@ -15,31 +15,31 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
from ItemList import generate_itempool, difficulties
from Utils import output_path
__version__ = '0.5.2.1-dev'
__version__ = '0.6.0'
logic_hash = [85, 160, 173, 64, 16, 14, 97, 193, 219, 26, 11, 156, 198, 142, 213, 141,
55, 60, 32, 174, 77, 128, 147, 3, 1, 118, 74, 50, 243, 6, 251, 36,
194, 65, 217, 120, 94, 150, 108, 99, 222, 233, 96, 70, 225, 236, 103, 21,
241, 138, 144, 95, 164, 62, 183, 25, 203, 33, 240, 228, 224, 181, 176, 155,
247, 151, 140, 24, 221, 53, 83, 37, 71, 195, 188, 184, 90, 61, 13, 154,
57, 230, 179, 45, 23, 59, 238, 130, 121, 5, 165, 38, 216, 136, 199, 132,
255, 34, 212, 208, 227, 126, 226, 104, 98, 75, 166, 158, 40, 234, 111, 72,
58, 133, 157, 252, 192, 84, 152, 116, 177, 124, 190, 46, 214, 8, 10, 81,
244, 67, 182, 2, 0, 237, 145, 80, 7, 197, 137, 168, 102, 235, 204, 91,
69, 9, 100, 139, 54, 172, 232, 105, 162, 115, 242, 170, 169, 254, 20, 117,
180, 220, 191, 110, 93, 163, 223, 185, 211, 210, 39, 47, 114, 207, 73, 146,
112, 12, 78, 4, 88, 171, 106, 87, 127, 123, 41, 178, 43, 201, 202, 167,
35, 30, 122, 44, 209, 19, 249, 18, 113, 186, 49, 52, 161, 86, 200, 149,
218, 107, 29, 27, 135, 159, 66, 17, 131, 129, 76, 250, 15, 248, 82, 239,
68, 63, 143, 28, 153, 48, 101, 119, 51, 31, 215, 42, 187, 92, 109, 245,
22, 56, 89, 206, 148, 229, 175, 134, 189, 205, 79, 196, 246, 253, 231, 125]
logic_hash = [26, 76, 4, 144, 72, 105, 234, 233, 12, 184, 95, 94, 100, 13, 15, 174,
186, 135, 130, 189, 246, 254, 123, 245, 85, 241, 101, 129, 70, 255, 55, 248,
43, 146, 23, 179, 243, 208, 230, 176, 9, 88, 239, 226, 222, 203, 244, 183,
205, 74, 44, 5, 122, 220, 206, 47, 221, 125, 138, 155, 98, 79, 238, 119,
30, 24, 159, 39, 253, 27, 33, 218, 62, 82, 200, 28, 141, 191, 93, 22,
192, 54, 227, 108, 48, 78, 242, 166, 60, 250, 75, 145, 49, 212, 41, 25,
127, 89, 178, 157, 19, 158, 177, 231, 207, 66, 172, 17, 133, 61, 109, 86,
57, 143, 142, 219, 148, 209, 181, 87, 163, 40, 81, 114, 240, 103, 31, 175,
237, 185, 18, 173, 168, 45, 216, 106, 161, 16, 151, 139, 104, 134, 110, 21,
32, 131, 118, 182, 215, 67, 3, 73, 171, 71, 150, 147, 223, 247, 42, 132,
107, 149, 232, 153, 10, 201, 156, 225, 116, 194, 187, 204, 46, 165, 124, 92,
7, 0, 251, 126, 162, 80, 90, 154, 252, 197, 188, 52, 137, 117, 198, 63,
167, 38, 136, 96, 58, 11, 1, 115, 229, 224, 37, 112, 170, 59, 68, 196,
36, 64, 91, 213, 14, 180, 190, 164, 8, 56, 214, 77, 202, 193, 97, 84,
152, 83, 236, 211, 20, 217, 2, 228, 140, 69, 121, 111, 113, 128, 210, 51,
53, 6, 235, 34, 102, 29, 120, 35, 50, 65, 160, 249, 99, 169, 199, 195]
def main(args, seed=None):
start = time.clock()
# initialize the world
world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity)
world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.custom, args.customitemarray)
logger = logging.getLogger('')
if seed is None:
random.seed(None)
@ -92,9 +92,10 @@ def main(args, seed=None):
elif args.algorithm == 'vt25':
distribute_items_restrictive(world, 0)
elif args.algorithm == 'vt26':
distribute_items_restrictive(world, random.randint(0, 15), shuffled_locations)
distribute_items_restrictive(world, gt_filler(world), shuffled_locations)
elif args.algorithm == 'balanced':
distribute_items_restrictive(world, random.randint(0, 15))
distribute_items_restrictive(world, gt_filler(world))
logger.info('Calculating playthrough.')
@ -117,7 +118,7 @@ def main(args, seed=None):
rom = JsonRom()
else:
rom = LocalRom(args.rom)
patch_rom(world, rom, bytearray(logic_hash), args.heartbeep, sprite)
patch_rom(world, rom, bytearray(logic_hash), args.heartbeep, args.heartcolor, sprite)
if args.jsonout:
print(json.dumps({'patch': rom.patches, 'spoiler': world.spoiler.to_json()}))
else:
@ -131,9 +132,14 @@ def main(args, seed=None):
return world
def gt_filler(world):
if world.goal == 'triforcehunt':
return random.randint(15, 50)
return random.randint(0, 15)
def copy_world(world):
# ToDo: Not good yet
ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity)
ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.custom, world.customitemarray)
ret.required_medallions = list(world.required_medallions)
ret.swamp_patch_required = world.swamp_patch_required
ret.ganon_at_pyramid = world.ganon_at_pyramid
@ -146,6 +152,8 @@ def copy_world(world):
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements
ret.fix_fake_world = world.fix_fake_world
ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
create_regions(ret)
create_dungeons(ret)
@ -153,6 +161,7 @@ def copy_world(world):
for region in world.regions:
copied_region = ret.get_region(region.name)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
for entrance in region.entrances:
ret.get_entrance(entrance.name).connect(copied_region)
@ -285,7 +294,8 @@ def create_playthrough(world):
old_world.spoiler.paths = {location.name : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere}
if any(exit == 'Pyramid Fairy' for path in old_world.spoiler.paths.values() for (_, exit) in path):
old_world.spoiler.paths['Big Bomb Shop'] = get_path(state, world.get_region('Big Bomb Shop'))
print(world.seed)
if any(exit == 'Swamp Palace Moat' for path in old_world.spoiler.paths.values() for (_, exit) in path) or 'Sunken Treasure' in old_world.required_locations:
old_world.spoiler.paths['Dam'] = get_path(state, world.get_region('Dam'))
# we can finally output our playthrough
old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])

View File

@ -33,7 +33,7 @@ def main(args):
start_time = time.clock()
# initialize the world
world = World('vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, args.quickswap, args.fastmenu, args.disablemusic, False)
world = World('vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, args.quickswap, args.fastmenu, args.disablemusic, False, False, None)
logger = logging.getLogger('')
hasher = hashlib.md5()
@ -84,7 +84,7 @@ def main(args):
sprite = None
rom = LocalRom(args.rom)
patch_rom(world, rom, logic_hash, args.heartbeep, sprite)
patch_rom(world, rom, logic_hash, args.heartbeep, args.heartcolor, sprite)
for textname, texttype, text in text_patches:
if texttype == 'text':
@ -219,6 +219,8 @@ def start():
parser.add_argument('--disablemusic', help='Disables game music.', action='store_true')
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['normal', 'half', 'quarter', 'off'],
help='Select the rate at which the heart beep sound is played at low health.')
parser.add_argument('--heartcolor', default='red', const='red', nargs='?', choices=['red', 'blue', 'green', 'yellow'],
help='Select the color of Link\'s heart meter. (default: %(default)s)')
parser.add_argument('--sprite', help='Path to a sprite sheet to use for Link. Needs to be in binary format and have a length of 0x7000 (28672) bytes.')
parser.add_argument('--plando', help='Filled out template to use for setting up the rom.')
args = parser.parse_args()

View File

@ -71,25 +71,20 @@ Ganon cannot be damaged until all dungeons (including Hyrule Castle Tower and Ga
### Triforce Hunt
Triforce Pieces are added to the item pool, and some number of them being found will trigger game completion. Ganon cannot be damaged.
Counts are based on the difficulty setting as well as the required number.
Difficulty Need/Total
Easy 10/30
Normal 20/30
Hard 30/40
Expert 40/40
Insane 50/50
By default 30 Triforce Pieces are placed while 20 are needed to beat the game. Both values can be adjusted with the custom item pool feature.
### Crystals
Standard game completion requiring you to collect the 7 crystals and then beat Ganon.
This is only noticeably different if the --shuffleganon option is enabled.
This is only noticeably different if the the Ganon shuffle option is enabled.
## Game Difficulty
### Easy
This setting doubles the number of swords, shields, armors, and bottles in the item pool.
This setting doubles the number of swords, shields, armors, bottles, and silver arrows in the item pool.
This setting will also triple the number of Lamps available, and all will be obtainable before dark rooms.
Within dungeons, the number of items found will be displayed on screen if there is no timer.
### Normal
@ -204,32 +199,38 @@ staleness, decreasing the likelihood of receiving a progress item.
## Entrance Shuffle Algorithm
Determines how locations are shuffled.
Determines how locations are shuffled. In all modes other than Insanity and the similar legacy versions, holes shuffle as a pair with the connecting cave and the front
two sections of Skull Woods remain confined to the general Skull Woods area. Link's house is never shuffled as a design decision.
### Default
### Vanilla
Is the Vanilla layout.
Places entrances in the same locations they were in the original The Legend of Zelda: A Link to the Past.
### Simple
Shuffles Dungeon Entrances/Exits between each other and keeps all 4-entrance dungeons confined to one location. Outside Light World Death Mountain, interiors are shuffled but still connect the same points
on the overworld. On Death Mountain, entrances are connected more freely.
### Full
Mixes cave and dungeon entrances freely.
Shuffles dungeon entrances between each other and keeps all 4-entrance dungeons confined to one location such that dungeons will one to one swap with each other.
Other than on Light World Death Mountain, interiors are shuffled but still connect the same points on the overworld. On Death Mountain, entrances are connected more freely.
### Restricted
Uses Dungeons shuffling from Simple but freely connects remaining entrances.
Uses dungeon shuffling from Simple but freely connects remaining entrances. Caves and dungeons with multiple entrances will be confined to one world.
### Madness
### Full
Decouples entrances and exits from each other and shuffles them freely, only ensuring that no fake Light/Dark World happens and all locations are reachable.
Mixes cave and dungeon entrances freely. Caves and dungeons with multiple entrances will be confined to one world.
### Crossed
Mixes cave and dungeon entrances freely, but now connector caves and dungeons can link Light World and Dark World.
### Insanity
Madness, but without the light/dark world restrictions. Gives access to Mirror and Moon Pearl from the start.
Decouples entrances and exits from each other and shuffles them freely. Caves that were single entrance in vanilla still can only exit to the same location from which they were entered.
### Legacy Variants
Similar to the base shuffles, but the distinction between single entrance and multi-entrance caves from older versions of the randomizer is maintained.
Madness_Legacy is the more similar to the modern Insanity. Insanity_Legacy has fake worlds and guaranteed Moon Pearl and Magic Mirror for a very different experience.
### Dungeon Variants
@ -239,6 +240,10 @@ The dungeon variants only mix up dungeons and keep the rest of the overworld van
Select frequency of beeps when on low health. Can completely disable them.
## Heart Color
Select the color of Link's hearts.
## Menu Speed
A setting that lets the player set the rate at which the menu opens and closes.
@ -275,7 +280,13 @@ If set, will only ensure the goal can be achieved, but not necessarily that all
## Include Ganon's Tower and Pyramid Hole in Shuffle pool
If set, Ganon's Tower is included in the dungeon shuffle pool and the Pyramid Hole/Exit pair is included in the Holes shuffle pool. Ganon can not be defeated until the primary goal is fulfilled. This setting removes any bias against Ganon's Tower that some algorithms may have.
If set, Ganon's Tower is included in the dungeon shuffle pool and the Pyramid Hole/Exit pair is included in the Holes shuffle pool. Ganon can not be defeated until the primary goal is fulfilled.
This setting removes any bias against Ganon's Tower that some algorithms may have.
## Use Custom Item Pool
If set, the item pool normally associated with your difficulty setting is replaced by the item pool specified in the custom tab. This feature is only supported when the randomizer is run
via the GUI; attempting to set this via the command line does nothing.
## Seed
@ -422,10 +433,10 @@ Use to select a different sprite sheet to use for Link. Path to a binary file of
Enables the "Only Ensure Seed Beatable" option (default: False)
```
--shuffleganon
--no-shuffleganon
```
Enables the "Include Ganon's Tower and Pyramid Hole in Shuffle pool" option. (default: false)
Disables the "Include Ganon's Tower and Pyramid Hole in Shuffle pool" option. (default: Enabled)
```
--suppress_rom

View File

@ -1,280 +1,311 @@
import collections
from BaseClasses import Region, Location, Entrance
from BaseClasses import Region, Location, Entrance, RegionType
def create_regions(world):
world.regions = [
create_region('Light World', ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest'],
["Blinds Hideout", "Hyrule Castle Secret Entrance Drop", 'Zoras River', 'Kings Grave', 'Dam',
'Links House', 'Tavern North', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Kakariko Well Drop', 'Kakariko Well Cave',
'Blacksmiths Hut', 'Bat Cave Drop Ledge', 'Bat Cave Cave', 'Sick Kids House', 'Hobo Bridge', 'Lost Woods Hideout Drop', 'Lost Woods Hideout Stump',
'Lumberjack Tree Tree', 'Lumberjack Tree Cave', 'Mini Moldorm Cave', 'Ice Rod Cave', 'Lake Hylia Central Island Pier',
'Bonk Rock Cave', 'Library', 'Potion Shop', 'Two Brothers House (East)', 'Desert Palace Stairs', 'Eastern Palace', 'Master Sword Meadow',
'Sanctuary', 'Sanctuary Grave', 'Old Man Cave (West)', 'Flute Spot 1', 'Dark Desert Teleporter', 'East Hyrule Teleporter', 'South Hyrule Teleporter', 'Kakariko Teleporter',
'Elder House (East)', 'Elder House (West)', 'North Fairy Cave', 'North Fairy Cave Drop', 'Lost Woods Gamble', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Tavern (Front)',
'Bush Covered House', 'Light World Bomb Hut', 'Kakariko Shop', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Cave Shop (Lake Hylia)', 'Waterfall of Wishing', 'Hyrule Castle Main Gate',
'Bonk Fairy (Light)', '50 Rupee Cave', 'Fortune Teller (Light)', 'Lake Hylia Fairy', 'Swamp Fairy', 'Desert Fairy', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Top of Pyramid']),
create_region('Lake Hylia Central Island', None, ['Capacity Upgrade', 'Lake Hylia Central Island Teleporter']),
create_region('Blinds Hideout', ["Blind\'s Hideout - Top",
"Blind\'s Hideout - Left",
"Blind\'s Hideout - Right",
"Blind\'s Hideout - Far Left",
"Blind\'s Hideout - Far Right"]),
create_region('Hyrule Castle Secret Entrance', ['Link\'s Uncle', 'Secret Passage'], ['Hyrule Castle Secret Entrance Exit']),
create_region('Zoras River', ['King Zora', 'Zora\'s Ledge']),
create_region('Waterfall of Wishing', ['Waterfall Fairy - Left', 'Waterfall Fairy - Right']),
create_region('Kings Grave', ['King\'s Tomb']),
create_region('North Fairy Cave', None, ['North Fairy Cave Exit']),
create_region('Dam', ['Floodgate Chest']),
create_region('Links House', ['Link\'s House'], ['Links House Exit']),
create_region('Tavern', ['Kakariko Tavern']),
create_region('Elder House', None, ['Elder House Exit (East)', 'Elder House Exit (West)']),
create_region('Snitch Lady (East)'),
create_region('Snitch Lady (West)'),
create_region('Bush Covered House'),
create_region('Tavern (Front)'),
create_region('Light World Bomb Hut'),
create_region('Kakariko Shop'),
create_region('Fortune Teller (Light)'),
create_region('Lumberjack House'),
create_region('Bonk Fairy'), # near links house both worlds
create_region('Healer Fairy'), # 8 entrances?
create_region('Chicken House', ['Chicken House']),
create_region('Aginahs Cave', ['Aginah\'s Cave']),
create_region('Sahasrahlas Hut', ['Sahasrahla\'s Hut - Left', 'Sahasrahla\'s Hut - Middle', 'Sahasrahla\'s Hut - Right', 'Sahasrahla']),
create_region('Kakariko Well (top)', ['Kakariko Well - Top', 'Kakariko Well - Left', 'Kakariko Well - Middle',
'Kakariko Well - Right', 'Kakariko Well - Bottom'], ['Kakariko Well (top to bottom)']),
create_region('Kakariko Well (bottom)', None, ['Kakariko Well Exit']),
create_region('Blacksmiths Hut', ['Blacksmith']),
create_region('Bat Cave Drop Ledge', None, ['Bat Cave Drop']),
create_region('Bat Cave (right)', ['Magic Bat'], ['Bat Cave Door']),
create_region('Bat Cave (left)', None, ['Bat Cave Exit']),
create_region('Sick Kids House', ['Sick Kid']),
create_region('Hobo Bridge', ['Hobo']),
create_region('Lost Woods Hideout (top)', ['Lost Woods Hideout'], ['Lost Woods Hideout (top to bottom)']),
create_region('Lost Woods Hideout (bottom)', None, ['Lost Woods Hideout Exit']),
create_region('Lumberjack Tree (top)', ['Lumberjack Tree'], ['Lumberjack Tree (top to bottom)']),
create_region('Lumberjack Tree (bottom)', None, ['Lumberjack Tree Exit']),
create_region('Cave 45 Ledge', None, ['Cave 45']),
create_region('Cave 45', ['Cave 45']),
create_region('Graveyard Ledge', None, ['Graveyard Cave']),
create_region('Graveyard Cave', ['Graveyard Cave']),
create_region('Checkerboard Cave', ['Checkerboard Cave']),
create_region('Long Fairy Cave'),
create_region('Mini Moldorm Cave', ['Mini Moldorm Cave - Far Left', 'Mini Moldorm Cave - Left', 'Mini Moldorm Cave - Right',
'Mini Moldorm Cave - Far Right', 'Mini Moldorm Cave - Generous Guy']),
create_region('Ice Rod Cave', ['Ice Rod Cave']),
create_region('Good Bee Cave'),
create_region('20 Rupee Cave'),
create_region('Cave Shop'), # two connectors in vanilla
create_region('Bonk Rock Cave', ['Bonk Rock Cave']),
create_region('Library', ['Library']),
create_region('Kakariko Gamble Game'),
create_region('Potion Shop', ['Potion Shop']),
create_region('Lake Hylia Island', ['Lake Hylia Island']),
create_region('Capacity Upgrade'),
create_region('Two Brothers House', None, ['Two Brothers House Exit (East)', 'Two Brothers House Exit (West)']),
create_region('Maze Race Ledge', ['Maze Race'], ['Two Brothers House (West)']),
create_region('50 Rupee Cave'),
create_region('Desert Ledge', ['Desert Ledge'], ['Desert Palace Entrance (North) Rocks', 'Desert Palace Entrance (West)']),
create_region('Desert Ledge (Northeast)', None, ['Checkerboard Cave']),
create_region('Desert Palace Stairs', None, ['Desert Palace Entrance (South)']),
create_region('Desert Palace Lone Stairs', None, ['Desert Palace Stairs Drop', 'Desert Palace Entrance (East)']),
create_region('Desert Palace Entrance (North) Spot', None, ['Desert Palace Entrance (North)', 'Desert Ledge Return Rocks']),
create_region('Desert Palace Main', ['Desert Palace - Big Chest', 'Desert Palace - Torch', 'Desert Palace - Map Chest'],
['Desert Palace Exit (South)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)', 'Desert Palace East Wing']),
create_region('Desert Palace East', ['Desert Palace - Compass Chest', 'Desert Palace - Big Key Chest']),
create_region('Desert Palace North', ['Desert Palace - Lanmolas', 'Desert Palace - Prize'], ['Desert Palace Exit (North)']),
create_region('Eastern Palace', ['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest', 'Eastern Palace - Cannonball Chest',
'Eastern Palace - Big Key Chest', 'Eastern Palace - Map Chest', 'Eastern Palace - Armos Knights', 'Eastern Palace - Prize'], ['Eastern Palace Exit']),
create_region('Master Sword Meadow', ['Master Sword Pedestal']),
create_region('Lost Woods Gamble'),
create_region('Hyrule Castle Courtyard', None, ['Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Entrance (South)']),
create_region('Hyrule Castle Ledge', None, ['Hyrule Castle Entrance (East)', 'Hyrule Castle Entrance (West)', 'Agahnims Tower', 'Hyrule Castle Ledge Courtyard Drop']),
create_region('Hyrule Castle', ['Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest'],
['Hyrule Castle Exit (East)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (South)', 'Throne Room']),
create_region('Sewer Drop', None, ['Sewer Drop']), # This exists only to be referenced for access checks
create_region('Sewers (Dark)', ['Sewers - Dark Cross'], ['Sewers Door']),
create_region('Sewers', ['Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle',
'Sewers - Secret Room - Right'], ['Sanctuary Push Door', 'Sewers Back Door']),
create_region('Sanctuary', ['Sanctuary'], ['Sanctuary Exit']),
create_region('Agahnims Tower', ['Castle Tower - Room 03', 'Castle Tower - Dark Maze'], ['Agahnim 1', 'Agahnims Tower Exit']),
create_region('Agahnim 1', ['Agahnim 1'], None),
create_region('Old Man Cave', ['Old Man'], ['Old Man Cave Exit (East)', 'Old Man Cave Exit (West)']),
create_region('Old Man House', None, ['Old Man House Exit (Bottom)', 'Old Man House Front to Back']),
create_region('Old Man House Back', None, ['Old Man House Exit (Top)', 'Old Man House Back to Front']),
create_region('Death Mountain', None, ['Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Spectacle Rock Cave', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Broken Bridge (West)', 'Death Mountain Teleporter']),
create_region('Death Mountain Return Cave', None, ['Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)']),
create_region('Death Mountain Return Ledge', None, ['Death Mountain Return Ledge Drop', 'Death Mountain Return Cave (West)']),
create_region('Spectacle Rock Cave (Top)', ['Spectacle Rock Cave'], ['Spectacle Rock Cave Drop', 'Spectacle Rock Cave Exit (Top)']),
create_region('Spectacle Rock Cave (Bottom)', None, ['Spectacle Rock Cave Exit']),
create_region('Spectacle Rock Cave (Peak)', None, ['Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave Exit (Peak)']),
create_region('East Death Mountain (Bottom)', None, ['Broken Bridge (East)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'East Death Mountain Teleporter', 'Hookshot Fairy', 'Fairy Ascension Rocks', 'Spiral Cave (Bottom)']),
create_region('Hookshot Fairy'),
create_region('Paradox Cave Front', None, ['Paradox Cave Push Block Reverse', 'Paradox Cave Exit (Bottom)']),
create_region('Paradox Cave Chest Area', ['Paradox Cave Lower - Far Left',
'Paradox Cave Lower - Left',
'Paradox Cave Lower - Right',
'Paradox Cave Lower - Far Right',
'Paradox Cave Lower - Middle',
'Paradox Cave Upper - Left',
'Paradox Cave Upper - Right'],
['Paradox Cave Push Block', 'Paradox Cave Bomb Jump']),
create_region('Paradox Cave', None, ['Paradox Cave Exit (Middle)', 'Paradox Cave Exit (Top)', 'Paradox Cave Drop']),
create_region('East Death Mountain (Top)', None, ['Paradox Cave (Top)', 'Death Mountain (Top)', 'Spiral Cave Ledge Access', 'East Death Mountain Drop', 'Turtle Rock Teleporter', 'Fairy Ascension Ledge']),
create_region('Spiral Cave Ledge', None, ['Spiral Cave', 'Spiral Cave Ledge Drop']),
create_region('Spiral Cave (Top)', ['Spiral Cave'], ['Spiral Cave (top to bottom)', 'Spiral Cave Exit (Top)']),
create_region('Spiral Cave (Bottom)', None, ['Spiral Cave Exit']),
create_region('Fairy Ascension Plateau', None, ['Fairy Ascension Drop', 'Fairy Ascension Cave (Bottom)']),
create_region('Fairy Ascension Cave', None, ['Fairy Ascension Cave Exit (Top)', 'Fairy Ascension Cave Exit (Bottom)']),
create_region('Fairy Ascension Ledge', None, ['Fairy Ascension Ledge Drop', 'Fairy Ascension Cave (Top)']),
create_region('Death Mountain (Top)', ['Ether Tablet'], ['East Death Mountain (Top)', 'Tower of Hera', 'Death Mountain Drop']),
create_region('Spectacle Rock', ['Spectacle Rock'], ['Spectacle Rock Drop']),
create_region('Tower of Hera (Bottom)', ['Tower of Hera - Basement Cage', 'Tower of Hera - Map Chest'], ['Tower of Hera Small Key Door', 'Tower of Hera Big Key Door', 'Tower of Hera Exit']),
create_region('Tower of Hera (Basement)', ['Tower of Hera - Big Key Chest']),
create_region('Tower of Hera (Top)', ['Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Moldorm', 'Tower of Hera - Prize']),
create_lw_region('Light World', ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest'],
["Blinds Hideout", "Hyrule Castle Secret Entrance Drop", 'Zoras River', 'Kings Grave Outer Rocks', 'Dam',
'Links House', 'Tavern North', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Kakariko Well Drop', 'Kakariko Well Cave',
'Blacksmiths Hut', 'Bat Cave Drop Ledge', 'Bat Cave Cave', 'Sick Kids House', 'Hobo Bridge', 'Lost Woods Hideout Drop', 'Lost Woods Hideout Stump',
'Lumberjack Tree Tree', 'Lumberjack Tree Cave', 'Mini Moldorm Cave', 'Ice Rod Cave', 'Lake Hylia Central Island Pier',
'Bonk Rock Cave', 'Library', 'Potion Shop', 'Two Brothers House (East)', 'Desert Palace Stairs', 'Eastern Palace', 'Master Sword Meadow',
'Sanctuary', 'Sanctuary Grave', 'Death Mountain Entrance Rock', 'Flute Spot 1', 'Dark Desert Teleporter', 'East Hyrule Teleporter', 'South Hyrule Teleporter', 'Kakariko Teleporter',
'Elder House (East)', 'Elder House (West)', 'North Fairy Cave', 'North Fairy Cave Drop', 'Lost Woods Gamble', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Tavern (Front)',
'Bush Covered House', 'Light World Bomb Hut', 'Kakariko Shop', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Cave Shop (Lake Hylia)', 'Waterfall of Wishing', 'Hyrule Castle Main Gate',
'Bonk Fairy (Light)', '50 Rupee Cave', 'Fortune Teller (Light)', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Top of Pyramid']),
create_lw_region('Death Mountain Entrance', None, ['Old Man Cave (West)', 'Death Mountain Entrance Drop']),
create_lw_region('Lake Hylia Central Island', None, ['Capacity Upgrade', 'Lake Hylia Central Island Teleporter']),
create_cave_region('Blinds Hideout', ["Blind\'s Hideout - Top",
"Blind\'s Hideout - Left",
"Blind\'s Hideout - Right",
"Blind\'s Hideout - Far Left",
"Blind\'s Hideout - Far Right"]),
create_cave_region('Hyrule Castle Secret Entrance', ['Link\'s Uncle', 'Secret Passage'], ['Hyrule Castle Secret Entrance Exit']),
create_lw_region('Zoras River', ['King Zora', 'Zora\'s Ledge']),
create_cave_region('Waterfall of Wishing', ['Waterfall Fairy - Left', 'Waterfall Fairy - Right']),
create_lw_region('Kings Grave Area', None, ['Kings Grave', 'Kings Grave Inner Rocks']),
create_cave_region('Kings Grave', ['King\'s Tomb']),
create_cave_region('North Fairy Cave', None, ['North Fairy Cave Exit']),
create_cave_region('Dam', ['Floodgate Chest']),
create_cave_region('Links House', ['Link\'s House'], ['Links House Exit']),
create_cave_region('Chris Houlihan Room', None, ['Chris Houlihan Room Exit']),
create_cave_region('Tavern', ['Kakariko Tavern']),
create_cave_region('Elder House', None, ['Elder House Exit (East)', 'Elder House Exit (West)']),
create_cave_region('Snitch Lady (East)'),
create_cave_region('Snitch Lady (West)'),
create_cave_region('Bush Covered House'),
create_cave_region('Tavern (Front)'),
create_cave_region('Light World Bomb Hut'),
create_cave_region('Kakariko Shop'),
create_cave_region('Fortune Teller (Light)'),
create_cave_region('Lake Hylia Fortune Teller'),
create_cave_region('Lumberjack House'),
create_cave_region('Bonk Fairy (Light)'),
create_cave_region('Bonk Fairy (Dark)'),
create_cave_region('Lake Hylia Healer Fairy'),
create_cave_region('Swamp Healer Fairy'),
create_cave_region('Desert Healer Fairy'),
create_cave_region('Dark Lake Hylia Healer Fairy'),
create_cave_region('Dark Lake Hylia Ledge Healer Fairy'),
create_cave_region('Dark Desert Healer Fairy'),
create_cave_region('Dark Death Mountain Healer Fairy'),
create_cave_region('Chicken House', ['Chicken House']),
create_cave_region('Aginahs Cave', ['Aginah\'s Cave']),
create_cave_region('Sahasrahlas Hut', ['Sahasrahla\'s Hut - Left', 'Sahasrahla\'s Hut - Middle', 'Sahasrahla\'s Hut - Right', 'Sahasrahla']),
create_cave_region('Kakariko Well (top)', ['Kakariko Well - Top', 'Kakariko Well - Left', 'Kakariko Well - Middle',
'Kakariko Well - Right', 'Kakariko Well - Bottom'], ['Kakariko Well (top to bottom)']),
create_cave_region('Kakariko Well (bottom)', None, ['Kakariko Well Exit']),
create_cave_region('Blacksmiths Hut', ['Blacksmith']),
create_lw_region('Bat Cave Drop Ledge', None, ['Bat Cave Drop']),
create_cave_region('Bat Cave (right)', ['Magic Bat'], ['Bat Cave Door']),
create_cave_region('Bat Cave (left)', None, ['Bat Cave Exit']),
create_cave_region('Sick Kids House', ['Sick Kid']),
create_lw_region('Hobo Bridge', ['Hobo']),
create_cave_region('Lost Woods Hideout (top)', ['Lost Woods Hideout'], ['Lost Woods Hideout (top to bottom)']),
create_cave_region('Lost Woods Hideout (bottom)', None, ['Lost Woods Hideout Exit']),
create_cave_region('Lumberjack Tree (top)', ['Lumberjack Tree'], ['Lumberjack Tree (top to bottom)']),
create_cave_region('Lumberjack Tree (bottom)', None, ['Lumberjack Tree Exit']),
create_lw_region('Cave 45 Ledge', None, ['Cave 45']),
create_cave_region('Cave 45', ['Cave 45']),
create_lw_region('Graveyard Ledge', None, ['Graveyard Cave']),
create_cave_region('Graveyard Cave', ['Graveyard Cave']),
create_cave_region('Checkerboard Cave', ['Checkerboard Cave']),
create_cave_region('Long Fairy Cave'),
create_cave_region('Mini Moldorm Cave', ['Mini Moldorm Cave - Far Left', 'Mini Moldorm Cave - Left', 'Mini Moldorm Cave - Right',
'Mini Moldorm Cave - Far Right', 'Mini Moldorm Cave - Generous Guy']),
create_cave_region('Ice Rod Cave', ['Ice Rod Cave']),
create_cave_region('Good Bee Cave'),
create_cave_region('20 Rupee Cave'),
create_cave_region('Cave Shop (Lake Hylia)'),
create_cave_region('Cave Shop (Dark Death Mountain)'),
create_cave_region('Bonk Rock Cave', ['Bonk Rock Cave']),
create_cave_region('Library', ['Library']),
create_cave_region('Kakariko Gamble Game'),
create_cave_region('Potion Shop', ['Potion Shop']),
create_lw_region('Lake Hylia Island', ['Lake Hylia Island']),
create_cave_region('Capacity Upgrade'),
create_cave_region('Two Brothers House', None, ['Two Brothers House Exit (East)', 'Two Brothers House Exit (West)']),
create_lw_region('Maze Race Ledge', ['Maze Race'], ['Two Brothers House (West)']),
create_cave_region('50 Rupee Cave'),
create_lw_region('Desert Ledge', ['Desert Ledge'], ['Desert Palace Entrance (North) Rocks', 'Desert Palace Entrance (West)']),
create_lw_region('Desert Ledge (Northeast)', None, ['Checkerboard Cave']),
create_lw_region('Desert Palace Stairs', None, ['Desert Palace Entrance (South)']),
create_lw_region('Desert Palace Lone Stairs', None, ['Desert Palace Stairs Drop', 'Desert Palace Entrance (East)']),
create_lw_region('Desert Palace Entrance (North) Spot', None, ['Desert Palace Entrance (North)', 'Desert Ledge Return Rocks']),
create_dungeon_region('Desert Palace Main (Outer)', ['Desert Palace - Big Chest', 'Desert Palace - Torch', 'Desert Palace - Map Chest'],
['Desert Palace Pots (Outer)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)', 'Desert Palace East Wing']),
create_dungeon_region('Desert Palace Main (Inner)', None, ['Desert Palace Exit (South)', 'Desert Palace Pots (Inner)']),
create_dungeon_region('Desert Palace East', ['Desert Palace - Compass Chest', 'Desert Palace - Big Key Chest']),
create_dungeon_region('Desert Palace North', ['Desert Palace - Lanmolas', 'Desert Palace - Prize'], ['Desert Palace Exit (North)']),
create_dungeon_region('Eastern Palace', ['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest', 'Eastern Palace - Cannonball Chest',
'Eastern Palace - Big Key Chest', 'Eastern Palace - Map Chest', 'Eastern Palace - Armos Knights', 'Eastern Palace - Prize'], ['Eastern Palace Exit']),
create_lw_region('Master Sword Meadow', ['Master Sword Pedestal']),
create_cave_region('Lost Woods Gamble'),
create_lw_region('Hyrule Castle Courtyard', None, ['Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Entrance (South)']),
create_lw_region('Hyrule Castle Ledge', None, ['Hyrule Castle Entrance (East)', 'Hyrule Castle Entrance (West)', 'Agahnims Tower', 'Hyrule Castle Ledge Courtyard Drop']),
create_dungeon_region('Hyrule Castle', ['Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest'],
['Hyrule Castle Exit (East)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (South)', 'Throne Room']),
create_dungeon_region('Sewer Drop', None, ['Sewer Drop']), # This exists only to be referenced for access checks
create_dungeon_region('Sewers (Dark)', ['Sewers - Dark Cross'], ['Sewers Door']),
create_dungeon_region('Sewers', ['Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle',
'Sewers - Secret Room - Right'], ['Sanctuary Push Door', 'Sewers Back Door']),
create_dungeon_region('Sanctuary', ['Sanctuary'], ['Sanctuary Exit']),
create_dungeon_region('Agahnims Tower', ['Castle Tower - Room 03', 'Castle Tower - Dark Maze'], ['Agahnim 1', 'Agahnims Tower Exit']),
create_dungeon_region('Agahnim 1', ['Agahnim 1'], None),
create_cave_region('Old Man Cave', ['Old Man'], ['Old Man Cave Exit (East)', 'Old Man Cave Exit (West)']),
create_cave_region('Old Man House', None, ['Old Man House Exit (Bottom)', 'Old Man House Front to Back']),
create_cave_region('Old Man House Back', None, ['Old Man House Exit (Top)', 'Old Man House Back to Front']),
create_lw_region('Death Mountain', None, ['Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Spectacle Rock Cave', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Broken Bridge (West)', 'Death Mountain Teleporter']),
create_cave_region('Death Mountain Return Cave', None, ['Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)']),
create_lw_region('Death Mountain Return Ledge', None, ['Death Mountain Return Ledge Drop', 'Death Mountain Return Cave (West)']),
create_cave_region('Spectacle Rock Cave (Top)', ['Spectacle Rock Cave'], ['Spectacle Rock Cave Drop', 'Spectacle Rock Cave Exit (Top)']),
create_cave_region('Spectacle Rock Cave (Bottom)', None, ['Spectacle Rock Cave Exit']),
create_cave_region('Spectacle Rock Cave (Peak)', None, ['Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave Exit (Peak)']),
create_lw_region('East Death Mountain (Bottom)', None, ['Broken Bridge (East)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'East Death Mountain Teleporter', 'Hookshot Fairy', 'Fairy Ascension Rocks', 'Spiral Cave (Bottom)']),
create_cave_region('Hookshot Fairy'),
create_cave_region('Paradox Cave Front', None, ['Paradox Cave Push Block Reverse', 'Paradox Cave Exit (Bottom)']),
create_cave_region('Paradox Cave Chest Area', ['Paradox Cave Lower - Far Left',
'Paradox Cave Lower - Left',
'Paradox Cave Lower - Right',
'Paradox Cave Lower - Far Right',
'Paradox Cave Lower - Middle',
'Paradox Cave Upper - Left',
'Paradox Cave Upper - Right'],
['Paradox Cave Push Block', 'Paradox Cave Bomb Jump']),
create_cave_region('Paradox Cave', None, ['Paradox Cave Exit (Middle)', 'Paradox Cave Exit (Top)', 'Paradox Cave Drop']),
create_lw_region('East Death Mountain (Top)', None, ['Paradox Cave (Top)', 'Death Mountain (Top)', 'Spiral Cave Ledge Access', 'East Death Mountain Drop', 'Turtle Rock Teleporter', 'Fairy Ascension Ledge']),
create_lw_region('Spiral Cave Ledge', None, ['Spiral Cave', 'Spiral Cave Ledge Drop']),
create_cave_region('Spiral Cave (Top)', ['Spiral Cave'], ['Spiral Cave (top to bottom)', 'Spiral Cave Exit (Top)']),
create_cave_region('Spiral Cave (Bottom)', None, ['Spiral Cave Exit']),
create_lw_region('Fairy Ascension Plateau', None, ['Fairy Ascension Drop', 'Fairy Ascension Cave (Bottom)']),
create_cave_region('Fairy Ascension Cave', None, ['Fairy Ascension Cave Exit (Top)', 'Fairy Ascension Cave Exit (Bottom)']),
create_lw_region('Fairy Ascension Ledge', None, ['Fairy Ascension Ledge Drop', 'Fairy Ascension Cave (Top)']),
create_lw_region('Death Mountain (Top)', ['Ether Tablet'], ['East Death Mountain (Top)', 'Tower of Hera', 'Death Mountain Drop']),
create_lw_region('Spectacle Rock', ['Spectacle Rock'], ['Spectacle Rock Drop']),
create_dungeon_region('Tower of Hera (Bottom)', ['Tower of Hera - Basement Cage', 'Tower of Hera - Map Chest'], ['Tower of Hera Small Key Door', 'Tower of Hera Big Key Door', 'Tower of Hera Exit']),
create_dungeon_region('Tower of Hera (Basement)', ['Tower of Hera - Big Key Chest']),
create_dungeon_region('Tower of Hera (Top)', ['Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Moldorm', 'Tower of Hera - Prize']),
create_region('East Dark World', ['Pyramid', 'Catfish'], ['Pyramid Fairy', 'South Dark World Bridge', 'West Dark World Gap', 'Palace of Darkness', 'Dark Lake Hylia Drop (East)', 'Dark Lake Hylia Teleporter',
'Hyrule Castle Ledge Mirror Spot', 'Dark Lake Hylia Fairy', 'Palace of Darkness Hint', 'East Dark World Hint', 'Dark World Potion Shop', 'Pyramid Hole']),
create_region('Palace of Darkness Hint'),
create_region('East Dark World Hint'),
create_region('South Dark World', ['Stumpy', 'Digging Game', 'Bombos Tablet'], ['Dark Lake Hylia Drop (South)', 'Hype Cave', 'Swamp Palace', 'Village of Outcasts Heavy Rock',
'Maze Race Mirror Spot', 'Cave 45 Mirror Spot', 'East Dark World Bridge', 'Big Bomb Shop', 'Archery Game', 'Bonk Fairy (Dark)', 'Dark Lake Hylia Shop']),
create_region('Big Bomb Shop'),
create_region('Archery Game'),
create_region('Dark Lake Hylia', None, ['Lake Hylia Island Mirror Spot', 'East Dark World Pier', 'Dark Lake Hylia Ledge']),
create_region('Dark Lake Hylia Central Island', None, ['Ice Palace', 'Lake Hylia Central Island Mirror Spot']),
create_region('Dark Lake Hylia Ledge', None, ['Dark Lake Hylia Ledge Drop', 'Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Spike Cave']),
create_region('Dark Lake Hylia Ledge Hint'),
create_region('Dark Lake Hylia Ledge Spike Cave'),
create_region('Hype Cave', ['Hype Cave - Top', 'Hype Cave - Middle Right', 'Hype Cave - Middle Left',
'Hype Cave - Bottom', 'Hype Cave - Generous Guy']),
create_region('West Dark World', None, ['Village of Outcasts Drop', 'East Dark World River Pier', 'Brewery', 'C-Shaped House', 'Chest Game', 'Thieves Town', 'Graveyard Ledge Mirror Spot', 'Bumper Cave (Bottom)', 'Skull Woods Forest',
'Bat Cave Drop Ledge Mirror Spot', 'Dark World Hammer Peg Cave', 'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Dark World Shop', 'Dark World Lumberjack Shop']),
create_region('Fortune Teller (Dark)'),
create_region('Dark World Shop'),
create_region('Dark World Hammer Peg Cave', ['Peg Cave']),
create_region('Pyramid Fairy', ['Pyramid Fairy - Left', 'Pyramid Fairy - Right']),
create_region('Brewery', ['Brewery']),
create_region('C-Shaped House', ['C-Shaped House']),
create_region('Chest Game', ['Chest Game']),
create_region('Red Shield Shop'),
create_region('Dark Sanctuary Hint'),
create_region('Bumper Cave', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
create_region('Bumper Cave Ledge', ['Bumper Cave Ledge'], ['Bumper Cave Ledge Drop', 'Bumper Cave (Top)', 'Bumper Cave Ledge Mirror Spot']),
create_region('Skull Woods Forest', None, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods First Section Door',
'Skull Woods Second Section Door (East)']),
create_region('Skull Woods Forest (West)', None, ['Skull Woods Second Section Hole', 'Skull Woods Second Section Door (West)', 'Skull Woods Final Section']),
create_region('Dark Desert', None, ['Misery Mire', 'Mire Shed', 'Desert Ledge (Northeast) Mirror Spot', 'Desert Ledge Mirror Spot', 'Desert Palace Stairs Mirror Spot', 'Desert Palace Entrance (North) Mirror Spot',
'Dark Desert Hint', 'Dark Desert Fairy']),
create_region('Mire Shed', ['Mire Shed - Left', 'Mire Shed - Right']),
create_region('Dark Desert Hint'),
create_region('Dark Death Mountain (West Bottom)', None, ['Spike Cave', 'Spectacle Rock Mirror Spot', 'Dark Death Mountain Fairy']),
create_region('Dark Death Mountain (Top)', None, ['Dark Death Mountain Drop (East)', 'Dark Death Mountain Drop (West)', 'Ganons Tower', 'Superbunny Cave (Top)', 'Hookshot Cave',
'East Death Mountain (Top) Mirror Spot', 'Turtle Rock']),
create_region('Dark Death Mountain Ledge', None, ['Dark Death Mountain Ledge (East)', 'Dark Death Mountain Ledge (West)', 'Mimic Cave Mirror Spot', 'Spiral Cave Mirror Spot']),
create_region('Dark Death Mountain Isolated Ledge', None, ['Isolated Ledge Mirror Spot', 'Turtle Rock Isolated Ledge Entrance']),
create_region('Dark Death Mountain (East Bottom)', None, ['Superbunny Cave (Bottom)', 'Cave Shop (Dark Death Mountain)', 'Fairy Ascension Mirror Spot']),
create_region('Superbunny Cave', ['Superbunny Cave - Top', 'Superbunny Cave - Bottom'],
['Superbunny Cave Exit (Top)', 'Superbunny Cave Exit (Bottom)']),
create_region('Spike Cave', ['Spike Cave']),
create_region('Hookshot Cave', ['Hookshot Cave - Top Right', 'Hookshot Cave - Top Left', 'Hookshot Cave - Bottom Right', 'Hookshot Cave - Bottom Left'],
['Hookshot Cave Exit (South)', 'Hookshot Cave Exit (North)']),
create_region('Death Mountain Floating Island (Dark World)', None, ['Floating Island Drop', 'Hookshot Cave Back Entrance', 'Floating Island Mirror Spot']),
create_region('Death Mountain Floating Island (Light World)', ['Floating Island']),
create_region('Turtle Rock (Top)', None, ['Turtle Rock Drop']),
create_region('Mimic Cave Ledge', None, ['Mimic Cave']),
create_region('Mimic Cave', ['Mimic Cave']),
create_dw_region('East Dark World', ['Pyramid'], ['Pyramid Fairy', 'South Dark World Bridge', 'Palace of Darkness', 'Dark Lake Hylia Drop (East)', 'Dark Lake Hylia Teleporter',
'Hyrule Castle Ledge Mirror Spot', 'Dark Lake Hylia Fairy', 'Palace of Darkness Hint', 'East Dark World Hint', 'Pyramid Hole', 'Northeast Dark World Broken Bridge Pass']),
create_dw_region('Northeast Dark World', ['Catfish'], ['West Dark World Gap', 'Dark World Potion Shop', 'East Dark World Broken Bridge Pass']),
create_cave_region('Palace of Darkness Hint'),
create_cave_region('East Dark World Hint'),
create_dw_region('South Dark World', ['Stumpy', 'Digging Game', 'Bombos Tablet'], ['Dark Lake Hylia Drop (South)', 'Hype Cave', 'Swamp Palace', 'Village of Outcasts Heavy Rock',
'Maze Race Mirror Spot', 'Cave 45 Mirror Spot', 'East Dark World Bridge', 'Big Bomb Shop', 'Archery Game', 'Bonk Fairy (Dark)', 'Dark Lake Hylia Shop']),
create_cave_region('Big Bomb Shop'),
create_cave_region('Archery Game'),
create_dw_region('Dark Lake Hylia', None, ['Lake Hylia Island Mirror Spot', 'East Dark World Pier', 'Dark Lake Hylia Ledge']),
create_dw_region('Dark Lake Hylia Central Island', None, ['Ice Palace', 'Lake Hylia Central Island Mirror Spot']),
create_dw_region('Dark Lake Hylia Ledge', None, ['Dark Lake Hylia Ledge Drop', 'Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Spike Cave']),
create_cave_region('Dark Lake Hylia Ledge Hint'),
create_cave_region('Dark Lake Hylia Ledge Spike Cave'),
create_cave_region('Hype Cave', ['Hype Cave - Top', 'Hype Cave - Middle Right', 'Hype Cave - Middle Left',
'Hype Cave - Bottom', 'Hype Cave - Generous Guy']),
create_dw_region('West Dark World', None, ['Village of Outcasts Drop', 'East Dark World River Pier', 'Brewery', 'C-Shaped House', 'Chest Game', 'Thieves Town', 'Graveyard Ledge Mirror Spot', 'Kings Grave Mirror Spot', 'Bumper Cave Entrance Rock',
'Skull Woods Forest', 'Village of Outcasts Pegs', 'Village of Outcasts Eastern Rocks', 'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Dark World Lumberjack Shop']),
create_dw_region('Dark Grassy Lawn', None, ['Grassy Lawn Pegs', 'Dark World Shop']),
create_dw_region('Hammer Peg Area', None, ['Bat Cave Drop Ledge Mirror Spot', 'Dark World Hammer Peg Cave', 'Peg Area Rocks']),
create_dw_region('Bumper Cave Entrance', None, ['Bumper Cave (Bottom)', 'Bumper Cave Entrance Mirror Spot', 'Bumper Cave Entrance Drop']),
create_cave_region('Fortune Teller (Dark)'),
create_cave_region('Village of Outcasts Shop'),
create_cave_region('Dark Lake Hylia Shop'),
create_cave_region('Dark World Lumberjack Shop'),
create_cave_region('Dark World Potion Shop'),
create_cave_region('Dark World Hammer Peg Cave', ['Peg Cave']),
create_cave_region('Pyramid Fairy', ['Pyramid Fairy - Left', 'Pyramid Fairy - Right']),
create_cave_region('Brewery', ['Brewery']),
create_cave_region('C-Shaped House', ['C-Shaped House']),
create_cave_region('Chest Game', ['Chest Game']),
create_cave_region('Red Shield Shop'),
create_cave_region('Dark Sanctuary Hint'),
create_cave_region('Bumper Cave', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
create_dw_region('Bumper Cave Ledge', ['Bumper Cave Ledge'], ['Bumper Cave Ledge Drop', 'Bumper Cave (Top)', 'Bumper Cave Ledge Mirror Spot']),
create_dw_region('Skull Woods Forest', None, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods First Section Door',
'Skull Woods Second Section Door (East)']),
create_dw_region('Skull Woods Forest (West)', None, ['Skull Woods Second Section Hole', 'Skull Woods Second Section Door (West)', 'Skull Woods Final Section']),
create_dw_region('Dark Desert', None, ['Misery Mire', 'Mire Shed', 'Desert Ledge (Northeast) Mirror Spot', 'Desert Ledge Mirror Spot', 'Desert Palace Stairs Mirror Spot', 'Desert Palace Entrance (North) Mirror Spot',
'Dark Desert Hint', 'Dark Desert Fairy']),
create_cave_region('Mire Shed', ['Mire Shed - Left', 'Mire Shed - Right']),
create_cave_region('Dark Desert Hint'),
create_dw_region('Dark Death Mountain (West Bottom)', None, ['Spike Cave', 'Spectacle Rock Mirror Spot', 'Dark Death Mountain Fairy']),
create_dw_region('Dark Death Mountain (Top)', None, ['Dark Death Mountain Drop (East)', 'Dark Death Mountain Drop (West)', 'Ganons Tower', 'Superbunny Cave (Top)', 'Hookshot Cave',
'East Death Mountain (Top) Mirror Spot', 'Turtle Rock']),
create_dw_region('Dark Death Mountain Ledge', None, ['Dark Death Mountain Ledge (East)', 'Dark Death Mountain Ledge (West)', 'Mimic Cave Mirror Spot', 'Spiral Cave Mirror Spot']),
create_dw_region('Dark Death Mountain Isolated Ledge', None, ['Isolated Ledge Mirror Spot', 'Turtle Rock Isolated Ledge Entrance']),
create_dw_region('Dark Death Mountain (East Bottom)', None, ['Superbunny Cave (Bottom)', 'Cave Shop (Dark Death Mountain)', 'Fairy Ascension Mirror Spot']),
create_cave_region('Superbunny Cave', ['Superbunny Cave - Top', 'Superbunny Cave - Bottom'],
['Superbunny Cave Exit (Top)', 'Superbunny Cave Exit (Bottom)']),
create_cave_region('Spike Cave', ['Spike Cave']),
create_cave_region('Hookshot Cave', ['Hookshot Cave - Top Right', 'Hookshot Cave - Top Left', 'Hookshot Cave - Bottom Right', 'Hookshot Cave - Bottom Left'],
['Hookshot Cave Exit (South)', 'Hookshot Cave Exit (North)']),
create_dw_region('Death Mountain Floating Island (Dark World)', None, ['Floating Island Drop', 'Hookshot Cave Back Entrance', 'Floating Island Mirror Spot']),
create_lw_region('Death Mountain Floating Island (Light World)', ['Floating Island']),
create_dw_region('Turtle Rock (Top)', None, ['Turtle Rock Drop']),
create_lw_region('Mimic Cave Ledge', None, ['Mimic Cave']),
create_cave_region('Mimic Cave', ['Mimic Cave']),
create_region('Swamp Palace (Entrance)', None, ['Swamp Palace Moat', 'Swamp Palace Exit']),
create_region('Swamp Palace (First Room)', ['Swamp Palace - Entrance'], ['Swamp Palace Small Key Door']),
create_region('Swamp Palace (Starting Area)', ['Swamp Palace - Map Chest'], ['Swamp Palace (Center)']),
create_region('Swamp Palace (Center)', ['Swamp Palace - Big Chest', 'Swamp Palace - Compass Chest',
'Swamp Palace - Big Key Chest', 'Swamp Palace - West Chest'], ['Swamp Palace (North)']),
create_region('Swamp Palace (North)', ['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right',
'Swamp Palace - Waterfall Room', 'Swamp Palace - Arrghus', 'Swamp Palace - Prize']),
create_region('Thieves Town (Entrance)', ['Thieves\' Town - Big Key Chest',
'Thieves\' Town - Map Chest',
'Thieves\' Town - Compass Chest',
'Thieves\' Town - Ambush Chest'], ['Thieves Town Big Key Door', 'Thieves Town Exit']),
create_region('Thieves Town (Deep)', ['Thieves\' Town - Attic',
'Thieves\' Town - Big Chest',
'Thieves\' Town - Blind\'s Cell'], ['Blind Fight']),
create_region('Blind Fight', ['Thieves Town - Blind', 'Thieves Town - Prize']),
create_region('Skull Woods First Section', ['Skull Woods - Map Chest'], ['Skull Woods First Section Exit', 'Skull Woods First Section Bomb Jump', 'Skull Woods First Section South Door', 'Skull Woods First Section West Door']),
create_region('Skull Woods First Section (Right)', ['Skull Woods - Pinball Room'], ['Skull Woods First Section (Right) North Door']),
create_region('Skull Woods First Section (Left)', ['Skull Woods - Compass Chest', 'Skull Woods - Pot Prison'], ['Skull Woods First Section (Left) Door to Exit', 'Skull Woods First Section (Left) Door to Right']),
create_region('Skull Woods First Section (Top)', ['Skull Woods - Big Chest'], ['Skull Woods First Section (Top) One-Way Path']),
create_region('Skull Woods Second Section (Drop)', None, ['Skull Woods Second Section (Drop)']),
create_region('Skull Woods Second Section', ['Skull Woods - Big Key Chest'], ['Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)']),
create_region('Skull Woods Final Section (Entrance)', ['Skull Woods - Bridge Room'], ['Skull Woods Torch Room', 'Skull Woods Final Section Exit']),
create_region('Skull Woods Final Section (Mothula)', ['Skull Woods - Mothula', 'Skull Woods - Prize']),
create_region('Ice Palace (Entrance)', None, ['Ice Palace Entrance Room', 'Ice Palace Exit']),
create_region('Ice Palace (Main)', ['Ice Palace - Compass Chest', 'Ice Palace - Freezor Chest',
'Ice Palace - Big Chest', 'Ice Palace - Iced T Room'], ['Ice Palace (East)', 'Ice Palace (Kholdstare)']),
create_region('Ice Palace (East)', ['Ice Palace - Spike Room'], ['Ice Palace (East Top)']),
create_region('Ice Palace (East Top)', ['Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']),
create_region('Ice Palace (Kholdstare)', ['Ice Palace - Kholdstare', 'Ice Palace - Prize']),
create_region('Misery Mire (Entrance)', None, ['Misery Mire Entrance Gap', 'Misery Mire Exit']),
create_region('Misery Mire (Main)', ['Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby',
'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest'], ['Misery Mire (West)', 'Misery Mire Big Key Door']),
create_region('Misery Mire (West)', ['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest']),
create_region('Misery Mire (Final Area)', None, ['Misery Mire (Vitreous)']),
create_region('Misery Mire (Vitreous)', ['Misery Mire - Vitreous', 'Misery Mire - Prize']),
create_region('Turtle Rock (Entrance)', None, ['Turtle Rock Entrance Gap', 'Turtle Rock Exit (Front)']),
create_region('Turtle Rock (First Section)', ['Turtle Rock - Compass Chest', 'Turtle Rock - Roller Room - Left',
'Turtle Rock - Roller Room - Right'], ['Turtle Rock Pokey Room', 'Turtle Rock Entrance Gap Reverse']),
create_region('Turtle Rock (Chain Chomp Room)', ['Turtle Rock - Chain Chomps'], ['Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)']),
create_region('Turtle Rock (Second Section)', ['Turtle Rock - Big Key Chest'], ['Turtle Rock Ledge Exit (West)', 'Turtle Rock Chain Chomp Staircase', 'Turtle Rock Big Key Door']),
create_region('Turtle Rock (Big Chest)', ['Turtle Rock - Big Chest'], ['Turtle Rock (Big Chest) (North)', 'Turtle Rock Ledge Exit (East)']),
create_region('Turtle Rock (Crystaroller Room)', ['Turtle Rock - Crystaroller Room'], ['Turtle Rock Dark Room Staircase', 'Turtle Rock Big Key Door Reverse']),
create_region('Turtle Rock (Dark Room)', None, ['Turtle Rock (Dark Room) (North)', 'Turtle Rock (Dark Room) (South)']),
create_region('Turtle Rock (Eye Bridge)', ['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Isolated Ledge Exit']),
create_region('Turtle Rock (Trinexx)', ['Turtle Rock - Trinexx', 'Turtle Rock - Prize']),
create_region('Palace of Darkness (Entrance)', ['Palace of Darkness - Shooter Room'], ['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall', 'Palace of Darkness Exit']),
create_region('Palace of Darkness (Center)', ['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],
['Palace of Darkness Big Key Chest Staircase', 'Palace of Darkness (North)', 'Palace of Darkness Big Key Door']),
create_region('Palace of Darkness (Big Key Chest)', ['Palace of Darkness - Big Key Chest']),
create_region('Palace of Darkness (Bonk Section)', ['Palace of Darkness - The Arena - Ledge', 'Palace of Darkness - Map Chest'], ['Palace of Darkness Hammer Peg Drop']),
create_region('Palace of Darkness (North)', ['Palace of Darkness - Compass Chest', 'Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right'],
['Palace of Darkness Spike Statue Room Door', 'Palace of Darkness Maze Door']),
create_region('Palace of Darkness (Maze)', ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom', 'Palace of Darkness - Big Chest']),
create_region('Palace of Darkness (Harmless Hellway)', ['Palace of Darkness - Harmless Hellway']),
create_region('Palace of Darkness (Final Section)', ['Palace of Darkness - Helmasaur', 'Palace of Darkness - Prize']),
create_region('Ganons Tower (Entrance)', ['Ganons Tower - Bob\'s Torch', 'Ganons Tower - Hope Room - Left', 'Ganons Tower - Hope Room - Right'],
['Ganons Tower (Tile Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower Big Key Door', 'Ganons Tower Exit']),
create_region('Ganons Tower (Tile Room)', ['Ganons Tower - Tile Room'], ['Ganons Tower (Tile Room) Key Door']),
create_region('Ganons Tower (Compass Room)', ['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right',
'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right'],
['Ganons Tower (Bottom) (East)']),
create_region('Ganons Tower (Hookshot Room)', ['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right',
'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right'],
['Ganons Tower (Map Room)', 'Ganons Tower (Double Switch Room)']),
create_region('Ganons Tower (Map Room)', ['Ganons Tower - Map Chest']),
create_region('Ganons Tower (Firesnake Room)', ['Ganons Tower - Firesnake Room'], ['Ganons Tower (Firesnake Room)']),
create_region('Ganons Tower (Teleport Room)', ['Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right',
'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right'],
['Ganons Tower (Bottom) (West)']),
create_region('Ganons Tower (Bottom)', ['Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest', 'Ganons Tower - Big Key Room - Left',
'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Big Key Chest']),
create_region('Ganons Tower (Top)', None, ['Ganons Tower Torch Rooms']),
create_region('Ganons Tower (Before Moldorm)', ['Ganons Tower - Mini Helmasaur Room - Left', 'Ganons Tower - Mini Helmasaur Room - Right',
'Ganons Tower - Pre-Moldorm Chest'], ['Ganons Tower Moldorm Door']),
create_region('Ganons Tower (Moldorm)', None, ['Ganons Tower Moldorm Gap']),
create_region('Agahnim 2', ['Ganons Tower - Validation Chest', 'Agahnim 2'], None),
create_region('Pyramid', ['Ganon'], ['Ganon Drop']),
create_region('Bottom of Pyramid', None, ['Pyramid Exit']),
create_region('Pyramid Ledge', None, ['Pyramid Entrance', 'Pyramid Drop'])
create_dungeon_region('Swamp Palace (Entrance)', None, ['Swamp Palace Moat', 'Swamp Palace Exit']),
create_dungeon_region('Swamp Palace (First Room)', ['Swamp Palace - Entrance'], ['Swamp Palace Small Key Door']),
create_dungeon_region('Swamp Palace (Starting Area)', ['Swamp Palace - Map Chest'], ['Swamp Palace (Center)']),
create_dungeon_region('Swamp Palace (Center)', ['Swamp Palace - Big Chest', 'Swamp Palace - Compass Chest',
'Swamp Palace - Big Key Chest', 'Swamp Palace - West Chest'], ['Swamp Palace (North)']),
create_dungeon_region('Swamp Palace (North)', ['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right',
'Swamp Palace - Waterfall Room', 'Swamp Palace - Arrghus', 'Swamp Palace - Prize']),
create_dungeon_region('Thieves Town (Entrance)', ['Thieves\' Town - Big Key Chest',
'Thieves\' Town - Map Chest',
'Thieves\' Town - Compass Chest',
'Thieves\' Town - Ambush Chest'], ['Thieves Town Big Key Door', 'Thieves Town Exit']),
create_dungeon_region('Thieves Town (Deep)', ['Thieves\' Town - Attic',
'Thieves\' Town - Big Chest',
'Thieves\' Town - Blind\'s Cell'], ['Blind Fight']),
create_dungeon_region('Blind Fight', ['Thieves Town - Blind', 'Thieves Town - Prize']),
create_dungeon_region('Skull Woods First Section', ['Skull Woods - Map Chest'], ['Skull Woods First Section Exit', 'Skull Woods First Section Bomb Jump', 'Skull Woods First Section South Door', 'Skull Woods First Section West Door']),
create_dungeon_region('Skull Woods First Section (Right)', ['Skull Woods - Pinball Room'], ['Skull Woods First Section (Right) North Door']),
create_dungeon_region('Skull Woods First Section (Left)', ['Skull Woods - Compass Chest', 'Skull Woods - Pot Prison'], ['Skull Woods First Section (Left) Door to Exit', 'Skull Woods First Section (Left) Door to Right']),
create_dungeon_region('Skull Woods First Section (Top)', ['Skull Woods - Big Chest'], ['Skull Woods First Section (Top) One-Way Path']),
create_dungeon_region('Skull Woods Second Section (Drop)', None, ['Skull Woods Second Section (Drop)']),
create_dungeon_region('Skull Woods Second Section', ['Skull Woods - Big Key Chest'], ['Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)']),
create_dungeon_region('Skull Woods Final Section (Entrance)', ['Skull Woods - Bridge Room'], ['Skull Woods Torch Room', 'Skull Woods Final Section Exit']),
create_dungeon_region('Skull Woods Final Section (Mothula)', ['Skull Woods - Mothula', 'Skull Woods - Prize']),
create_dungeon_region('Ice Palace (Entrance)', None, ['Ice Palace Entrance Room', 'Ice Palace Exit']),
create_dungeon_region('Ice Palace (Main)', ['Ice Palace - Compass Chest', 'Ice Palace - Freezor Chest',
'Ice Palace - Big Chest', 'Ice Palace - Iced T Room'], ['Ice Palace (East)', 'Ice Palace (Kholdstare)']),
create_dungeon_region('Ice Palace (East)', ['Ice Palace - Spike Room'], ['Ice Palace (East Top)']),
create_dungeon_region('Ice Palace (East Top)', ['Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']),
create_dungeon_region('Ice Palace (Kholdstare)', ['Ice Palace - Kholdstare', 'Ice Palace - Prize']),
create_dungeon_region('Misery Mire (Entrance)', None, ['Misery Mire Entrance Gap', 'Misery Mire Exit']),
create_dungeon_region('Misery Mire (Main)', ['Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby',
'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest'], ['Misery Mire (West)', 'Misery Mire Big Key Door']),
create_dungeon_region('Misery Mire (West)', ['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest']),
create_dungeon_region('Misery Mire (Final Area)', None, ['Misery Mire (Vitreous)']),
create_dungeon_region('Misery Mire (Vitreous)', ['Misery Mire - Vitreous', 'Misery Mire - Prize']),
create_dungeon_region('Turtle Rock (Entrance)', None, ['Turtle Rock Entrance Gap', 'Turtle Rock Exit (Front)']),
create_dungeon_region('Turtle Rock (First Section)', ['Turtle Rock - Compass Chest', 'Turtle Rock - Roller Room - Left',
'Turtle Rock - Roller Room - Right'], ['Turtle Rock Pokey Room', 'Turtle Rock Entrance Gap Reverse']),
create_dungeon_region('Turtle Rock (Chain Chomp Room)', ['Turtle Rock - Chain Chomps'], ['Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)']),
create_dungeon_region('Turtle Rock (Second Section)', ['Turtle Rock - Big Key Chest'], ['Turtle Rock Ledge Exit (West)', 'Turtle Rock Chain Chomp Staircase', 'Turtle Rock Big Key Door']),
create_dungeon_region('Turtle Rock (Big Chest)', ['Turtle Rock - Big Chest'], ['Turtle Rock (Big Chest) (North)', 'Turtle Rock Ledge Exit (East)']),
create_dungeon_region('Turtle Rock (Crystaroller Room)', ['Turtle Rock - Crystaroller Room'], ['Turtle Rock Dark Room Staircase', 'Turtle Rock Big Key Door Reverse']),
create_dungeon_region('Turtle Rock (Dark Room)', None, ['Turtle Rock (Dark Room) (North)', 'Turtle Rock (Dark Room) (South)']),
create_dungeon_region('Turtle Rock (Eye Bridge)', ['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Isolated Ledge Exit']),
create_dungeon_region('Turtle Rock (Trinexx)', ['Turtle Rock - Trinexx', 'Turtle Rock - Prize']),
create_dungeon_region('Palace of Darkness (Entrance)', ['Palace of Darkness - Shooter Room'], ['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall', 'Palace of Darkness Exit']),
create_dungeon_region('Palace of Darkness (Center)', ['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],
['Palace of Darkness Big Key Chest Staircase', 'Palace of Darkness (North)', 'Palace of Darkness Big Key Door']),
create_dungeon_region('Palace of Darkness (Big Key Chest)', ['Palace of Darkness - Big Key Chest']),
create_dungeon_region('Palace of Darkness (Bonk Section)', ['Palace of Darkness - The Arena - Ledge', 'Palace of Darkness - Map Chest'], ['Palace of Darkness Hammer Peg Drop']),
create_dungeon_region('Palace of Darkness (North)', ['Palace of Darkness - Compass Chest', 'Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right'],
['Palace of Darkness Spike Statue Room Door', 'Palace of Darkness Maze Door']),
create_dungeon_region('Palace of Darkness (Maze)', ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom', 'Palace of Darkness - Big Chest']),
create_dungeon_region('Palace of Darkness (Harmless Hellway)', ['Palace of Darkness - Harmless Hellway']),
create_dungeon_region('Palace of Darkness (Final Section)', ['Palace of Darkness - Helmasaur', 'Palace of Darkness - Prize']),
create_dungeon_region('Ganons Tower (Entrance)', ['Ganons Tower - Bob\'s Torch', 'Ganons Tower - Hope Room - Left', 'Ganons Tower - Hope Room - Right'],
['Ganons Tower (Tile Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower Big Key Door', 'Ganons Tower Exit']),
create_dungeon_region('Ganons Tower (Tile Room)', ['Ganons Tower - Tile Room'], ['Ganons Tower (Tile Room) Key Door']),
create_dungeon_region('Ganons Tower (Compass Room)', ['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right',
'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right'],
['Ganons Tower (Bottom) (East)']),
create_dungeon_region('Ganons Tower (Hookshot Room)', ['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right',
'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right'],
['Ganons Tower (Map Room)', 'Ganons Tower (Double Switch Room)']),
create_dungeon_region('Ganons Tower (Map Room)', ['Ganons Tower - Map Chest']),
create_dungeon_region('Ganons Tower (Firesnake Room)', ['Ganons Tower - Firesnake Room'], ['Ganons Tower (Firesnake Room)']),
create_dungeon_region('Ganons Tower (Teleport Room)', ['Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right',
'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right'],
['Ganons Tower (Bottom) (West)']),
create_dungeon_region('Ganons Tower (Bottom)', ['Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest', 'Ganons Tower - Big Key Room - Left',
'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Big Key Chest']),
create_dungeon_region('Ganons Tower (Top)', None, ['Ganons Tower Torch Rooms']),
create_dungeon_region('Ganons Tower (Before Moldorm)', ['Ganons Tower - Mini Helmasaur Room - Left', 'Ganons Tower - Mini Helmasaur Room - Right',
'Ganons Tower - Pre-Moldorm Chest'], ['Ganons Tower Moldorm Door']),
create_dungeon_region('Ganons Tower (Moldorm)', None, ['Ganons Tower Moldorm Gap']),
create_dungeon_region('Agahnim 2', ['Ganons Tower - Validation Chest', 'Agahnim 2'], None),
create_cave_region('Pyramid', ['Ganon'], ['Ganon Drop']),
create_cave_region('Bottom of Pyramid', None, ['Pyramid Exit']),
create_dw_region('Pyramid Ledge', None, ['Pyramid Entrance', 'Pyramid Drop'])
]
world.intialize_regions()
def create_lw_region(name, locations=None, exits=None):
return _create_region(name, RegionType.LightWorld, locations, exits)
def create_region(name, locations=None, exits=None):
ret = Region(name)
def create_dw_region(name, locations=None, exits=None):
return _create_region(name, RegionType.DarkWorld, locations, exits)
def create_cave_region(name, locations=None, exits=None):
return _create_region(name, RegionType.Cave, locations, exits)
def create_dungeon_region(name, locations=None, exits=None):
return _create_region(name, RegionType.Dungeon, locations, exits)
def _create_region(name, type, locations=None, exits=None):
ret = Region(name, type)
if locations is None:
locations = []
if exits is None:
@ -287,22 +318,30 @@ def create_region(name, locations=None, exits=None):
ret.locations.append(Location(location, address, crystal, hint_text, ret))
return ret
def mark_light_world_regions(world):
# Note that in "inanity" shuffle this code may mark some dark world locations as being in light world. That is fine because this flag
# is only used for bunny logic, and you start with a Moon pearl immediately availible in Insanity shuffle.
# Exclude entrances that represent connections from the light world to the dark world
excluded_entrances = set(['Top of Pyramid', 'Lake Hylia Central Island Teleporter', 'Dark Desert Teleporter', 'East Hyrule Teleporter', 'South Hyrule Teleporter', 'Kakariko Teleporter', 'Death Mountain Teleporter', 'East Death Mountain Teleporter', 'Turtle Rock Teleporter'])
starting_regions = ['Links House', 'Cave 45 Ledge', 'Graveyard Ledge', 'Mimic Cave Ledge', 'Death Mountain Floating Island (Light World)', 'Desert Ledge', 'Desert Ledge (Northeast)', 'Lake Hylia Island', 'Spectacle Rock', 'Death Mountain Return Ledge', 'Hyrule Castle Ledge','Maze Race Ledge']
queue = collections.deque([world.get_region(region) for region in starting_regions])
# cross world caves may have some sections marked as both in_light_world, and in_dark_work.
# That is ok. the bunny logic will check for this case and incorporate special rules.
queue = collections.deque(region for region in world.regions if region.type == RegionType.LightWorld)
seen = set(queue)
while queue:
current = queue.popleft()
current.is_light_world = True
for exit in current.exits:
if exit.name in excluded_entrances:
if exit.connected_region.type == RegionType.DarkWorld:
# Don't venture into the dark world
continue
if exit.connected_region not in seen:
seen.add(exit.connected_region)
queue.append(exit.connected_region)
queue = collections.deque(region for region in world.regions if region.type == RegionType.DarkWorld)
seen = set(queue)
while queue:
current = queue.popleft()
current.is_dark_world = True
for exit in current.exits:
if exit.connected_region.type == RegionType.LightWorld:
# Don't venture into the light world
continue
if exit.connected_region not in seen:
seen.add(exit.connected_region)

313
Rom.py
View File

@ -15,7 +15,7 @@ from Items import ItemFactory
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '214e4b2a50cb65cd13a8194bc88cb030'
RANDOMIZERBASEHASH = 'dc5840f0d1ef7b51009c5625a054b3dd'
class JsonRom(object):
@ -44,7 +44,7 @@ class LocalRom(object):
def __init__(self, file, patch=True):
with open(file, 'rb') as stream:
self.buffer = bytearray(stream.read())
self.buffer = read_rom(stream)
if patch:
self.patch_base_rom()
@ -94,6 +94,13 @@ class LocalRom(object):
inv = crc ^ 0xFFFF
self.write_bytes(0x7FDC, [inv & 0xFF, (inv >> 8) & 0xFF, crc & 0xFF, (crc >> 8) & 0xFF])
def read_rom(stream):
"Reads rom into bytearray and strips off any smc header"
buffer = bytearray(stream.read())
if len(buffer)%0x400 == 0x200:
buffer = buffer[0x200:]
return buffer
class Sprite(object):
default_palette = [255, 127, 126, 35, 183, 17, 158, 54, 165, 20, 255, 1, 120, 16, 157,
89, 71, 54, 104, 59, 74, 10, 239, 18, 92, 42, 113, 21, 24, 122,
@ -261,7 +268,7 @@ def int32_as_bytes(value):
value = value & 0xFFFFFFFF
return [value & 0xFF, (value >> 8) & 0xFF, (value >> 16) & 0xFF, (value >> 24) & 0xFF]
def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
# patch items
for location in world.get_locations():
itemid = location.item.code if location.item is not None else 0x5A
@ -297,13 +304,57 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
if world.keysanity:
rom.write_byte(0x155C9, random.choice([0x11, 0x16])) # Randomize GT music too in keysanity mode
# patch entrances
# patch entrance/exits/holes
for region in world.regions:
for exit in region.exits:
if exit.target is not None:
addresses = [exit.addresses] if isinstance(exit.addresses, int) else exit.addresses
for address in addresses:
rom.write_byte(address, exit.target)
if isinstance(exit.addresses, tuple):
offset = exit.target
room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2 = exit.addresses
#room id is deliberately not written
rom.write_byte(0x15B8C + offset, ow_area)
rom.write_int16_to_rom(0x15BDB + 2 * offset, vram_loc)
rom.write_int16_to_rom(0x15C79 + 2 * offset, scroll_y)
rom.write_int16_to_rom(0x15D17 + 2 * offset, scroll_x)
# for positioning fixups we abuse the roomid as a way of identifying which exit data we are appling
# Thanks to Zarby89 for originally finding these values
# todo fix screen scrolling
if world.shuffle not in ['insanity', 'insanity_legacy', 'madness_legacy'] and \
exit.name in ['Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit', 'Skull Woods Final Section Exit', 'Ice Palace Exit', 'Misery Mire Exit',
'Palace of Darkness Exit', 'Swamp Palace Exit', 'Ganons Tower Exit', 'Desert Palace Exit (North)', 'Agahnims Tower Exit', 'Spiral Cave Exit (Top)',
'Superbunny Cave Exit (Bottom)', 'Turtle Rock Ledge Exit (East)']:
# For exits that connot be reached from another, no need to apply offset fixes.
rom.write_int16_to_rom(0x15DB5 + 2 * offset, link_y) # same as final else
elif room_id == 0x0059 and world.fix_skullwoods_exit:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x00F8)
elif room_id == 0x004a and world.fix_palaceofdarkness_exit:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x0640)
elif room_id == 0x00d6 and world.fix_trock_exit:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x0134)
elif room_id == 0x000c and world.fix_gtower_exit: # fix ganons tower exit point
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x00A4)
else:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, link_y)
rom.write_int16_to_rom(0x15E53 + 2 * offset, link_x)
rom.write_int16_to_rom(0x15EF1 + 2 * offset, camera_y)
rom.write_int16_to_rom(0x15F8F + 2 * offset, camera_x)
rom.write_byte(0x1602D + offset, unknown_1)
rom.write_byte(0x1607C + offset, unknown_2)
rom.write_int16_to_rom(0x160CB + 2 * offset, door_1)
rom.write_int16_to_rom(0x16169 + 2 * offset, door_2)
elif isinstance(exit.addresses, list):
# is hole
for address in exit.addresses:
rom.write_byte(address, exit.target)
else:
# patch door table
rom.write_byte(0xDBB73 + exit.addresses, exit.target)
# patch medallion requirements
if world.required_medallions[0] == 'Bombos':
@ -354,6 +405,7 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
TRIFORCE_PIECE = ItemFactory('Triforce Piece').code
GREEN_CLOCK = ItemFactory('Green Clock').code
rom.write_byte(0x18004F, 0x01) # Byrna Invulnerability: on
# handle difficulty
if world.difficulty == 'hard':
# Powdered Fairies Prize
@ -364,13 +416,13 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_byte(0x180085, 0x40) # Half Magic
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x02, 0x02, 0x02])
#Byrna residual magic cost
rom.write_bytes(0x45C42, [0x08, 0x08, 0x08])
# Byrna Invulnerability: off
rom.write_byte(0x18004F, 0x00)
#Disable catching fairies
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
# Rupoor negative value
rom.write_int16_to_rom(0x180036, 10)
rom.write_int16_to_rom(0x180036, world.rupoor_cost)
#Make Blue Shield more expensive
rom.write_bytes(0xF73D2, [0xFC, 0xFF])
rom.write_bytes(0xF73DA, [0x04, 0x00])
@ -398,8 +450,8 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_byte(0x180085, 0x20) # Quarter Magic
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x02, 0x02, 0x02])
#Byrna residual magic cost
rom.write_bytes(0x45C42, [0x08, 0x08, 0x08])
# Byrna Invulnerability: off
rom.write_byte(0x18004F, 0x00)
#Disable catching fairies
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
@ -432,8 +484,8 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_byte(0x180085, 0x00) # No healing
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x02, 0x02, 0x02])
#Byrna residual magic cost
rom.write_bytes(0x45C42, [0x08, 0x08, 0x08])
# Byrna Invulnerability: off
rom.write_byte(0x18004F, 0x00)
#Disable catching fairies
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
@ -466,8 +518,8 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_byte(0x180085, 0x80) # full
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x04, 0x08, 0x10])
#Byrna residual magic cost
rom.write_bytes(0x45C42, [0x04, 0x02, 0x01])
# Byrna Invulnerability: on
rom.write_byte(0x18004F, 0x01)
#Enable catching fairies
rom.write_byte(0x34FD6, 0xF0)
#Set overflow items for progressive equipment
@ -478,6 +530,9 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
else:
overflow_replacement = GREEN_TWENTY_RUPEES
#Byrna residual magic cost
rom.write_bytes(0x45C42, [0x04, 0x02, 0x01])
difficulty = world.difficulty_requirements
#Set overflow items for progressive equipment
rom.write_bytes(0x180090,
@ -548,6 +603,20 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
for prize, address in zip(bonk_prizes, bonk_addresses):
rom.write_byte(address, prize)
# Fill in item substitutions table
if world.difficulty in ['easy']:
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x58, 0x01, 0x43, 0xFF, # silver arrows -> 1 arrow
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
else:
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
# set Fountain bottle exchange items
if world.difficulty in ['hard', 'expert', 'insane']:
@ -637,11 +706,14 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
# TODO: a proper race rom mode should be implemented, that changes the following flag, and rummages the table (or uses the future encryption feature, etc)
rom.write_bytes(0x180213, [0x00, 0x01]) # Not a Tournament Seed
rom.write_byte(0x180211, 0x06) #Game type, we set the Entrance and item randomization flags
# assorted fixes
rom.write_byte(0x180030, 0x00) # Disable SRAM trace
rom.write_byte(0x1800A2, 0x01) # remain in real dark world when dying in dark word dungion before killing aga1
rom.write_byte(0x180169, 0x01 if world.lock_aga_door_in_escape else 0x00) # Lock or unlock aga tower door during escape sequence.
rom.write_byte(0x180171, 0x01 if world.ganon_at_pyramid else 0x00) # Enable respawning on pyramid after ganon death
rom.write_byte(0x180173, 0x01) # Bob is enabled
rom.write_byte(0x180168, 0x08) # Spike Cave Damage
rom.write_bytes(0x18016B, [0x04, 0x02, 0x01]) #Set spike cave and MM spike room Cape usage
rom.write_bytes(0x18016E, [0x04, 0x08, 0x10]) #Set spike cave and MM spike room Cape usage
@ -653,8 +725,26 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness
rom.write_byte(0x1800A0, 0x01) # return to light world on s+q without mirror
rom.write_byte(0x1800A1, 0x01) # enable overworld screen transition draining for water level inside swamp
rom.write_byte(0x180174, 0x01 if world.fix_fake_world else 0x00)
rom.write_byte(0x180175, 0x00) # Arrow mode: normal
rom.write_int16_to_rom(0x180176, 0) # Wood Arrow Cost (rupee arrow mode)
rom.write_int16_to_rom(0x180178, 0) # Silver Arrow Cost (rupee arrow mode)
rom.write_byte(0x180034, 0x0A) # starting max bombs
rom.write_byte(0x180035, 30) # starting max bombs
rom.write_byte(0x180035, 30) # starting max arrows
for x in range(0x183000, 0x18304F):
rom.write_byte(x, 0) # Zero the initial equipment array
rom.write_byte(0x18302C, 0x18) # starting max health
rom.write_byte(0x18302D, 0x18) # starting current health
rom.write_byte(0x183039, 0x68) # starting abilities, bit array
rom.write_byte(0x18004A, 0x00) # Inverted mode (off)
rom.write_byte(0x2AF79, 0xD0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both)
rom.write_byte(0x3A943, 0xD0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both)
rom.write_byte(0x3A96D, 0xF0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader))
rom.write_byte(0x3A9A7, 0xD0) # Residual Portal: Normal (D0= Light Side, F0=Dark Side, 42 = both (Darth Vader))
rom.write_byte(0x18004D, 0x00) # Escape assist (off)
rom.write_byte(0x18004E, 0x00) # uncle Refill (off)
if world.goal in ['pedestal', 'triforcehunt']:
rom.write_byte(0x18003E, 0x01) # make ganon invincible
@ -694,10 +784,20 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E])
rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
# Shop table
rom.write_bytes(0x184800, [0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF])
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required else 0x00)
# powder patch: remove the need to leave the scrren after powder, since it causes problems for potion shop at race game
# temporarally we are just nopping out this check we will conver this to a rom fix soon.
rom.write_bytes(0x02F539,[0xEA,0xEA,0xEA,0xEA,0xEA] if world.powder_patch_required else [0xAD, 0xBF, 0x0A, 0xF0, 0x4F])
# allow smith into multi-entrance caves in appropriate shuffles
if world.shuffle in ['restricted', 'full', 'crossed', 'insanity']:
rom.write_byte(0x18004C, 0x01)
# set correct flag for hera basement item
if world.get_location('Tower of Hera - Basement Cage').item is not None and world.get_location('Tower of Hera - Basement Cage').item.name == 'Small Key (Tower of Hera)':
rom.write_byte(0x4E3BB, 0xE4)
@ -714,34 +814,20 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
rom.write_byte(0xFED31, 0x2A) # preopen bombable exit
rom.write_byte(0xFEE41, 0x2A) # preopen bombable exit
# Thanks to Zarby89 for finding these values
# fix skull woods exit point
rom.write_byte(0x15E0D, 0xF8 if world.fix_skullwoods_exit else 0xB8)
# fix palace of darkness exit point
rom.write_byte(0x15E03, 0x40 if world.fix_palaceofdarkness_exit else 0x28)
# fix turtle rock exit point
rom.write_byte(0x15E1D, 0x34 if world.fix_trock_exit else 0x28)
# fix ganons tower exit point
rom.write_byte(0x15E25, 0xA4 if world.fix_gtower_exit else 0x28)
# todo fix screen scrolling
write_strings(rom, world)
# set rom name
# 21 bytes
rom.write_bytes(0x7FC0, bytearray('ER_052_%09d\0' % world.seed, 'utf8') + world.option_identifier.to_bytes(4, 'big'))
rom.write_bytes(0x7FC0, bytearray('ER_060_%09d\0' % world.seed, 'utf8') + world.option_identifier.to_bytes(4, 'big'))
# store hash table for main menu hash
rom.write_bytes(0x187F00, hashtable)
apply_rom_settings(rom, beep, world.quickswap, world.fastmenu, world.disable_music, sprite)
apply_rom_settings(rom, beep, color, world.quickswap, world.fastmenu, world.disable_music, sprite)
return rom
def apply_rom_settings(rom, beep, quickswap, fastmenu, disable_music, sprite):
def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, sprite):
# enable instant item menu
if fastmenu == 'instant':
@ -765,99 +851,92 @@ def apply_rom_settings(rom, beep, quickswap, fastmenu, disable_music, sprite):
else:
rom.write_byte(0x180048, 0x08)
# enable quick item swapping with L and R (ported by Amazing Ampharos)
if quickswap:
rom.write_bytes(0x107fb, [0x22, 0x50, 0xFF, 0x1F])
rom.write_bytes(0x12451, [0x22, 0x50, 0xFF, 0x1F])
rom.write_bytes(0xfff50, [0x20, 0x58, 0xFF, 0xA5, 0xF6, 0x29, 0x40, 0x6B, 0xA5, 0xF6, 0x89, 0x10, 0xF0, 0x03, 0x4C, 0x69,
0xFF, 0x89, 0x20, 0xF0, 0x03, 0x4C, 0xAA, 0xFF, 0x60, 0xAD, 0x02, 0x02, 0xF0, 0x3B, 0xDA, 0xAA,
0xE0, 0x0F, 0xF0, 0x14, 0xE0, 0x10, 0xF0, 0x14, 0xE0, 0x14, 0xD0, 0x02, 0xA2, 0x00, 0xE8, 0xBF,
0x3F, 0xF3, 0x7E, 0xF0, 0xEB, 0x4C, 0xEB, 0xFF, 0xA2, 0x01, 0x80, 0x0A, 0xAF, 0x4F, 0xF3, 0x7E,
0xAA, 0xE0, 0x04, 0xF0, 0x10, 0xE8, 0xBF, 0x5B, 0xF3, 0x7E, 0xF0, 0xF5, 0x8A, 0x8F, 0x4F, 0xF3,
0x7E, 0xA2, 0x10, 0x80, 0xE0, 0xA2, 0x11, 0x80, 0xD6, 0x60, 0xAD, 0x02, 0x02, 0xF0, 0x3B, 0xDA,
0xAA, 0xE0, 0x11, 0xF0, 0x14, 0xE0, 0x10, 0xF0, 0x14, 0xE0, 0x01, 0xD0, 0x02, 0xA2, 0x15, 0xCA,
0xBF, 0x3F, 0xF3, 0x7E, 0xF0, 0xEB, 0x4C, 0xEB, 0xFF, 0xA2, 0x04, 0x80, 0x0A, 0xAF, 0x4F, 0xF3,
0x7E, 0xAA, 0xE0, 0x01, 0xF0, 0x10, 0xCA, 0xBF, 0x5B, 0xF3, 0x7E, 0xF0, 0xF5, 0x8A, 0x8F, 0x4F,
0xF3, 0x7E, 0xA2, 0x10, 0x80, 0xE0, 0xA2, 0x0F, 0x80, 0xD6, 0x60, 0xA9, 0x20, 0x8D, 0x2F, 0x01,
0x8E, 0x02, 0x02, 0x22, 0x7F, 0xDB, 0x0D, 0xFA, 0x60, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF])
else:
rom.write_bytes(0x107fb, [0xa5, 0xf6, 0x29, 0x40])
rom.write_bytes(0x12451, [0xa5, 0xf6, 0x29, 0x40])
rom.write_bytes(0xfff50, [0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF])
rom.write_byte(0x18004B, 0x01 if quickswap else 0x00)
music_volumes = [
(0x00, [0xD373B, 0xD375B, 0xD90F8]),
(0x14, [0xDA710, 0xDA7A4, 0xDA7BB, 0xDA7D2]),
(0x3C, [0xD5954, 0xD653B, 0xDA736, 0xDA752, 0xDA772, 0xDA792]),
(0x50, [0xD5B47, 0xD5B5E]),
(0x54, [0xD4306]),
(0x64, [0xD6878, 0xD6883, 0xD6E48, 0xD6E76, 0xD6EFB, 0xD6F2D, 0xDA211, 0xDA35B, 0xDA37B, 0xDA38E, 0xDA39F, 0xDA5C3, 0xDA691, 0xDA6A8, 0xDA6DF]),
(0x78, [0xD2349, 0xD3F45, 0xD42EB, 0xD48B9, 0xD48FF, 0xD543F, 0xD5817, 0xD5957, 0xD5ACB, 0xD5AE8, 0xD5B4A, 0xDA5DE, 0xDA608, 0xDA635,
0xDA662, 0xDA71F, 0xDA7AF, 0xDA7C6, 0xDA7DD]),
(0x82, [0xD2F00, 0xDA3D5]),
(0xA0, [0xD249C, 0xD24CD, 0xD2C09, 0xD2C53, 0xD2CAF, 0xD2CEB, 0xD2D91, 0xD2EE6, 0xD38ED, 0xD3C91, 0xD3CD3, 0xD3CE8, 0xD3F0C,
0xD3F82, 0xD405F, 0xD4139, 0xD4198, 0xD41D5, 0xD41F6, 0xD422B, 0xD4270, 0xD42B1, 0xD4334, 0xD4371, 0xD43A6, 0xD43DB,
0xD441E, 0xD4597, 0xD4B3C, 0xD4BAB, 0xD4C03, 0xD4C53, 0xD4C7F, 0xD4D9C, 0xD5424, 0xD65D2, 0xD664F, 0xD6698, 0xD66FF,
0xD6985, 0xD6C5C, 0xD6C6F, 0xD6C8E, 0xD6CB4, 0xD6D7D, 0xD827D, 0xD960C, 0xD9828, 0xDA233, 0xDA3A2, 0xDA49E, 0xDA72B,
0xDA745, 0xDA765, 0xDA785, 0xDABF6, 0xDAC0D, 0xDAEBE, 0xDAFAC]),
(0xAA, [0xD9A02, 0xD9BD6]),
(0xB4, [0xD21CD, 0xD2279, 0xD2E66, 0xD2E70, 0xD2EAB, 0xD3B97, 0xD3BAC, 0xD3BE8, 0xD3C0D, 0xD3C39, 0xD3C68, 0xD3C9F, 0xD3CBC,
0xD401E, 0xD4290, 0xD443E, 0xD456F, 0xD47D3, 0xD4D43, 0xD4DCC, 0xD4EBA, 0xD4F0B, 0xD4FE5, 0xD5012, 0xD54BC, 0xD54D5,
0xD54F0, 0xD5509, 0xD57D8, 0xD59B9, 0xD5A2F, 0xD5AEB, 0xD5E5E, 0xD5FE9, 0xD658F, 0xD674A, 0xD6827, 0xD69D6, 0xD69F5,
0xD6A05, 0xD6AE9, 0xD6DCF, 0xD6E20, 0xD6ECB, 0xD71D4, 0xD71E6, 0xD7203, 0xD721E, 0xD8724, 0xD8732, 0xD9652, 0xD9698,
0xD9CBC, 0xD9DC0, 0xD9E49, 0xDAA68, 0xDAA77, 0xDAA88, 0xDAA99, 0xDAF04]),
(0x8c, [0xD1D28, 0xD1D41, 0xD1D5C, 0xD1D77, 0xD1EEE, 0xD311D, 0xD31D1, 0xD4148, 0xD5543, 0xD5B6F, 0xD65B3, 0xD6760, 0xD6B6B,
0xD6DF6, 0xD6E0D, 0xD73A1, 0xD814C, 0xD825D, 0xD82BE, 0xD8340, 0xD8394, 0xD842C, 0xD8796, 0xD8903, 0xD892A, 0xD91E8,
0xD922B, 0xD92E0, 0xD937E, 0xD93C1, 0xDA958, 0xDA971, 0xDA98C, 0xDA9A7]),
(0xC8, [0xD1D92, 0xD1DBD, 0xD1DEB, 0xD1F5D, 0xD1F9F, 0xD1FBD, 0xD1FDC, 0xD1FEA, 0xD20CA, 0xD21BB, 0xD22C9, 0xD2754, 0xD284C,
0xD2866, 0xD2887, 0xD28A0, 0xD28BA, 0xD28DB, 0xD28F4, 0xD293E, 0xD2BF3, 0xD2C1F, 0xD2C69, 0xD2CA1, 0xD2CC5, 0xD2D05,
0xD2D73, 0xD2DAF, 0xD2E3D, 0xD2F36, 0xD2F46, 0xD2F6F, 0xD2FCF, 0xD2FDF, 0xD302B, 0xD3086, 0xD3099, 0xD30A5, 0xD30CD,
0xD30F6, 0xD3154, 0xD3184, 0xD333A, 0xD33D9, 0xD349F, 0xD354A, 0xD35E5, 0xD3624, 0xD363C, 0xD3672, 0xD3691, 0xD36B4,
0xD36C6, 0xD3724, 0xD3767, 0xD38CB, 0xD3B1D, 0xD3B2F, 0xD3B55, 0xD3B70, 0xD3B81, 0xD3BBF, 0xD3D34, 0xD3D55, 0xD3D6E,
0xD3DC6, 0xD3E04, 0xD3E38, 0xD3F65, 0xD3FA6, 0xD404F, 0xD4087, 0xD417A, 0xD41A0, 0xD425C, 0xD4319, 0xD433C, 0xD43EF,
0xD440C, 0xD4452, 0xD4494, 0xD44B5, 0xD4512, 0xD45D1, 0xD45EF, 0xD4682, 0xD46C3, 0xD483C, 0xD4848, 0xD4855, 0xD4862,
0xD486F, 0xD487C, 0xD4A1C, 0xD4A3B, 0xD4A60, 0xD4B27, 0xD4C7A, 0xD4D12, 0xD4D81, 0xD4E90, 0xD4ED6, 0xD4EE2, 0xD5005,
0xD502E, 0xD503C, 0xD5081, 0xD51B1, 0xD51C7, 0xD51CF, 0xD51EF, 0xD520C, 0xD5214, 0xD5231, 0xD5257, 0xD526D, 0xD5275,
0xD52AF, 0xD52BD, 0xD52CD, 0xD52DB, 0xD549C, 0xD5801, 0xD58A4, 0xD5A68, 0xD5A7F, 0xD5C12, 0xD5D71, 0xD5E10, 0xD5E9A,
0xD5F8B, 0xD5FA4, 0xD651A, 0xD6542, 0xD65ED, 0xD661D, 0xD66D7, 0xD6776, 0xD68BD, 0xD68E5, 0xD6956, 0xD6973, 0xD69A8,
0xD6A51, 0xD6A86, 0xD6B96, 0xD6C3E, 0xD6D4A, 0xD6E9C, 0xD6F80, 0xD717E, 0xD7190, 0xD71B9, 0xD811D, 0xD8139, 0xD816B,
0xD818A, 0xD819E, 0xD81BE, 0xD829C, 0xD82E1, 0xD8306, 0xD830E, 0xD835E, 0xD83AB, 0xD83CA, 0xD83F0, 0xD83F8, 0xD844B,
0xD8479, 0xD849E, 0xD84CB, 0xD84EB, 0xD84F3, 0xD854A, 0xD8573, 0xD859D, 0xD85B4, 0xD85CE, 0xD862A, 0xD8681, 0xD87E3,
0xD87FF, 0xD887B, 0xD88C6, 0xD88E3, 0xD8944, 0xD897B, 0xD8C97, 0xD8CA4, 0xD8CB3, 0xD8CC2, 0xD8CD1, 0xD8D01, 0xD917B,
0xD918C, 0xD919A, 0xD91B5, 0xD91D0, 0xD91DD, 0xD9220, 0xD9273, 0xD9284, 0xD9292, 0xD92AD, 0xD92C8, 0xD92D5, 0xD9311,
0xD9322, 0xD9330, 0xD934B, 0xD9366, 0xD9373, 0xD93B6, 0xD97A6, 0xD97C2, 0xD97DC, 0xD97FB, 0xD9811, 0xD98FF, 0xD996F,
0xD99A8, 0xD99D5, 0xD9A30, 0xD9A4E, 0xD9A6B, 0xD9A88, 0xD9AF7, 0xD9B1D, 0xD9B43, 0xD9B7C, 0xD9BA9, 0xD9C84, 0xD9C8D,
0xD9CAC, 0xD9CE8, 0xD9CF3, 0xD9CFD, 0xD9D46, 0xDA35E, 0xDA37E, 0xDA391, 0xDA478, 0xDA4C3, 0xDA4D7, 0xDA4F6, 0xDA515,
0xDA6E2, 0xDA9C2, 0xDA9ED, 0xDAA1B, 0xDAA57, 0xDABAF, 0xDABC9, 0xDABE2, 0xDAC28, 0xDAC46, 0xDAC63, 0xDACB8, 0xDACEC,
0xDAD08, 0xDAD25, 0xDAD42, 0xDAD5F, 0xDAE17, 0xDAE34, 0xDAE51, 0xDAF2E, 0xDAF55, 0xDAF6B, 0xDAF81, 0xDB14F, 0xDB16B,
0xDB180, 0xDB195, 0xDB1AA]),
(0xD2, [0xD2B88, 0xD364A, 0xD369F, 0xD3747]),
(0xDC, [0xD213F, 0xD2174, 0xD229E, 0xD2426, 0xD4731, 0xD4753, 0xD4774, 0xD4795, 0xD47B6, 0xD4AA5, 0xD4AE4, 0xD4B96, 0xD4CA5,
0xD5477, 0xD5A3D, 0xD6566, 0xD672C, 0xD67C0, 0xD69B8, 0xD6AB1, 0xD6C05, 0xD6DB3, 0xD71AB, 0xD8E2D, 0xD8F0D, 0xD94E0,
0xD9544, 0xD95A8, 0xD9982, 0xD9B56, 0xDA694, 0xDA6AB, 0xDAE88, 0xDAEC8, 0xDAEE6, 0xDB1BF]),
(0xE6, [0xD210A, 0xD22DC, 0xD2447, 0xD5A4D, 0xD5DDC, 0xDA251, 0xDA26C]),
(0xF0, [0xD945E, 0xD967D, 0xD96C2, 0xD9C95, 0xD9EE6, 0xDA5C6]),
(0xFA, [0xD2047, 0xD24C2, 0xD24EC, 0xD25A4, 0xD3DAA, 0xD51A8, 0xD51E6, 0xD524E, 0xD529E, 0xD6045, 0xD81DE, 0xD821E, 0xD94AA,
0xD9A9E, 0xD9AE4, 0xDA289]),
(0xFF, [0xD2085, 0xD21C5, 0xD5F28])
(0x00, [0xD373B, 0xD375B, 0xD90F8]),
(0x14, [0xDA710, 0xDA7A4, 0xDA7BB, 0xDA7D2]),
(0x3C, [0xD5954, 0xD653B, 0xDA736, 0xDA752, 0xDA772, 0xDA792]),
(0x50, [0xD5B47, 0xD5B5E]),
(0x54, [0xD4306]),
(0x64, [0xD6878, 0xD6883, 0xD6E48, 0xD6E76, 0xD6EFB, 0xD6F2D, 0xDA211, 0xDA35B, 0xDA37B, 0xDA38E, 0xDA39F, 0xDA5C3, 0xDA691, 0xDA6A8, 0xDA6DF]),
(0x78, [0xD2349, 0xD3F45, 0xD42EB, 0xD48B9, 0xD48FF, 0xD543F, 0xD5817, 0xD5957, 0xD5ACB, 0xD5AE8, 0xD5B4A, 0xDA5DE, 0xDA608, 0xDA635,
0xDA662, 0xDA71F, 0xDA7AF, 0xDA7C6, 0xDA7DD]),
(0x82, [0xD2F00, 0xDA3D5]),
(0xA0, [0xD249C, 0xD24CD, 0xD2C09, 0xD2C53, 0xD2CAF, 0xD2CEB, 0xD2D91, 0xD2EE6, 0xD38ED, 0xD3C91, 0xD3CD3, 0xD3CE8, 0xD3F0C,
0xD3F82, 0xD405F, 0xD4139, 0xD4198, 0xD41D5, 0xD41F6, 0xD422B, 0xD4270, 0xD42B1, 0xD4334, 0xD4371, 0xD43A6, 0xD43DB,
0xD441E, 0xD4597, 0xD4B3C, 0xD4BAB, 0xD4C03, 0xD4C53, 0xD4C7F, 0xD4D9C, 0xD5424, 0xD65D2, 0xD664F, 0xD6698, 0xD66FF,
0xD6985, 0xD6C5C, 0xD6C6F, 0xD6C8E, 0xD6CB4, 0xD6D7D, 0xD827D, 0xD960C, 0xD9828, 0xDA233, 0xDA3A2, 0xDA49E, 0xDA72B,
0xDA745, 0xDA765, 0xDA785, 0xDABF6, 0xDAC0D, 0xDAEBE, 0xDAFAC]),
(0xAA, [0xD9A02, 0xD9BD6]),
(0xB4, [0xD21CD, 0xD2279, 0xD2E66, 0xD2E70, 0xD2EAB, 0xD3B97, 0xD3BAC, 0xD3BE8, 0xD3C0D, 0xD3C39, 0xD3C68, 0xD3C9F, 0xD3CBC,
0xD401E, 0xD4290, 0xD443E, 0xD456F, 0xD47D3, 0xD4D43, 0xD4DCC, 0xD4EBA, 0xD4F0B, 0xD4FE5, 0xD5012, 0xD54BC, 0xD54D5,
0xD54F0, 0xD5509, 0xD57D8, 0xD59B9, 0xD5A2F, 0xD5AEB, 0xD5E5E, 0xD5FE9, 0xD658F, 0xD674A, 0xD6827, 0xD69D6, 0xD69F5,
0xD6A05, 0xD6AE9, 0xD6DCF, 0xD6E20, 0xD6ECB, 0xD71D4, 0xD71E6, 0xD7203, 0xD721E, 0xD8724, 0xD8732, 0xD9652, 0xD9698,
0xD9CBC, 0xD9DC0, 0xD9E49, 0xDAA68, 0xDAA77, 0xDAA88, 0xDAA99, 0xDAF04]),
(0x8c, [0xD1D28, 0xD1D41, 0xD1D5C, 0xD1D77, 0xD1EEE, 0xD311D, 0xD31D1, 0xD4148, 0xD5543, 0xD5B6F, 0xD65B3, 0xD6760, 0xD6B6B,
0xD6DF6, 0xD6E0D, 0xD73A1, 0xD814C, 0xD825D, 0xD82BE, 0xD8340, 0xD8394, 0xD842C, 0xD8796, 0xD8903, 0xD892A, 0xD91E8,
0xD922B, 0xD92E0, 0xD937E, 0xD93C1, 0xDA958, 0xDA971, 0xDA98C, 0xDA9A7]),
(0xC8, [0xD1D92, 0xD1DBD, 0xD1DEB, 0xD1F5D, 0xD1F9F, 0xD1FBD, 0xD1FDC, 0xD1FEA, 0xD20CA, 0xD21BB, 0xD22C9, 0xD2754, 0xD284C,
0xD2866, 0xD2887, 0xD28A0, 0xD28BA, 0xD28DB, 0xD28F4, 0xD293E, 0xD2BF3, 0xD2C1F, 0xD2C69, 0xD2CA1, 0xD2CC5, 0xD2D05,
0xD2D73, 0xD2DAF, 0xD2E3D, 0xD2F36, 0xD2F46, 0xD2F6F, 0xD2FCF, 0xD2FDF, 0xD302B, 0xD3086, 0xD3099, 0xD30A5, 0xD30CD,
0xD30F6, 0xD3154, 0xD3184, 0xD333A, 0xD33D9, 0xD349F, 0xD354A, 0xD35E5, 0xD3624, 0xD363C, 0xD3672, 0xD3691, 0xD36B4,
0xD36C6, 0xD3724, 0xD3767, 0xD38CB, 0xD3B1D, 0xD3B2F, 0xD3B55, 0xD3B70, 0xD3B81, 0xD3BBF, 0xD3F65, 0xD3FA6, 0xD404F,
0xD4087, 0xD417A, 0xD41A0, 0xD425C, 0xD4319, 0xD433C, 0xD43EF, 0xD440C, 0xD4452, 0xD4494, 0xD44B5, 0xD4512, 0xD45D1,
0xD45EF, 0xD4682, 0xD46C3, 0xD483C, 0xD4848, 0xD4855, 0xD4862, 0xD486F, 0xD487C, 0xD4A1C, 0xD4A3B, 0xD4A60, 0xD4B27,
0xD4C7A, 0xD4D12, 0xD4D81, 0xD4E90, 0xD4ED6, 0xD4EE2, 0xD5005, 0xD502E, 0xD503C, 0xD5081, 0xD51B1, 0xD51C7, 0xD51CF,
0xD51EF, 0xD520C, 0xD5214, 0xD5231, 0xD5257, 0xD526D, 0xD5275, 0xD52AF, 0xD52BD, 0xD52CD, 0xD52DB, 0xD549C, 0xD5801,
0xD58A4, 0xD5A68, 0xD5A7F, 0xD5C12, 0xD5D71, 0xD5E10, 0xD5E9A, 0xD5F8B, 0xD5FA4, 0xD651A, 0xD6542, 0xD65ED, 0xD661D,
0xD66D7, 0xD6776, 0xD68BD, 0xD68E5, 0xD6956, 0xD6973, 0xD69A8, 0xD6A51, 0xD6A86, 0xD6B96, 0xD6C3E, 0xD6D4A, 0xD6E9C,
0xD6F80, 0xD717E, 0xD7190, 0xD71B9, 0xD811D, 0xD8139, 0xD816B, 0xD818A, 0xD819E, 0xD81BE, 0xD829C, 0xD82E1, 0xD8306,
0xD830E, 0xD835E, 0xD83AB, 0xD83CA, 0xD83F0, 0xD83F8, 0xD844B, 0xD8479, 0xD849E, 0xD84CB, 0xD84EB, 0xD84F3, 0xD854A,
0xD8573, 0xD859D, 0xD85B4, 0xD85CE, 0xD862A, 0xD8681, 0xD87E3, 0xD87FF, 0xD887B, 0xD88C6, 0xD88E3, 0xD8944, 0xD897B,
0xD8C97, 0xD8CA4, 0xD8CB3, 0xD8CC2, 0xD8CD1, 0xD8D01, 0xD917B, 0xD918C, 0xD919A, 0xD91B5, 0xD91D0, 0xD91DD, 0xD9220,
0xD9273, 0xD9284, 0xD9292, 0xD92AD, 0xD92C8, 0xD92D5, 0xD9311, 0xD9322, 0xD9330, 0xD934B, 0xD9366, 0xD9373, 0xD93B6,
0xD97A6, 0xD97C2, 0xD97DC, 0xD97FB, 0xD9811, 0xD98FF, 0xD996F, 0xD99A8, 0xD99D5, 0xD9A30, 0xD9A4E, 0xD9A6B, 0xD9A88,
0xD9AF7, 0xD9B1D, 0xD9B43, 0xD9B7C, 0xD9BA9, 0xD9C84, 0xD9C8D, 0xD9CAC, 0xD9CE8, 0xD9CF3, 0xD9CFD, 0xD9D46, 0xDA35E,
0xDA37E, 0xDA391, 0xDA478, 0xDA4C3, 0xDA4D7, 0xDA4F6, 0xDA515, 0xDA6E2, 0xDA9C2, 0xDA9ED, 0xDAA1B, 0xDAA57, 0xDABAF,
0xDABC9, 0xDABE2, 0xDAC28, 0xDAC46, 0xDAC63, 0xDACB8, 0xDACEC, 0xDAD08, 0xDAD25, 0xDAD42, 0xDAD5F, 0xDAE17, 0xDAE34,
0xDAE51, 0xDAF2E, 0xDAF55, 0xDAF6B, 0xDAF81, 0xDB14F, 0xDB16B, 0xDB180, 0xDB195, 0xDB1AA]),
(0xD2, [0xD2B88, 0xD364A, 0xD369F, 0xD3747]),
(0xDC, [0xD213F, 0xD2174, 0xD229E, 0xD2426, 0xD4731, 0xD4753, 0xD4774, 0xD4795, 0xD47B6, 0xD4AA5, 0xD4AE4, 0xD4B96, 0xD4CA5,
0xD5477, 0xD5A3D, 0xD6566, 0xD672C, 0xD67C0, 0xD69B8, 0xD6AB1, 0xD6C05, 0xD6DB3, 0xD71AB, 0xD8E2D, 0xD8F0D, 0xD94E0,
0xD9544, 0xD95A8, 0xD9982, 0xD9B56, 0xDA694, 0xDA6AB, 0xDAE88, 0xDAEC8, 0xDAEE6, 0xDB1BF]),
(0xE6, [0xD210A, 0xD22DC, 0xD2447, 0xD5A4D, 0xD5DDC, 0xDA251, 0xDA26C]),
(0xF0, [0xD945E, 0xD967D, 0xD96C2, 0xD9C95, 0xD9EE6, 0xDA5C6]),
(0xFA, [0xD2047, 0xD24C2, 0xD24EC, 0xD25A4, 0xD51A8, 0xD51E6, 0xD524E, 0xD529E, 0xD6045, 0xD81DE, 0xD821E, 0xD94AA, 0xD9A9E,
0xD9AE4, 0xDA289]),
(0xFF, [0xD2085, 0xD21C5, 0xD5F28])
]
for volume, addresses in music_volumes:
for address in addresses:
rom.write_byte(address, volume if not disable_music else 0x00)
# restore Mirror sound effect volumes (for existing seeds that lack it)
rom.write_byte(0xD3E04, 0xC8)
rom.write_byte(0xD3DC6, 0xC8)
rom.write_byte(0xD3D6E, 0xC8)
rom.write_byte(0xD3D34, 0xC8)
rom.write_byte(0xD3D55, 0xC8)
rom.write_byte(0xD3E38, 0xC8)
rom.write_byte(0xD3DAA, 0xFA)
# set heart beep rate
rom.write_byte(0x180033, {'off': 0x00, 'half': 0x40, 'quarter': 0x80, 'normal': 0x20}[beep])
# set heart color
rom.write_byte(0x6FA1E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA20, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA22, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA24, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA26, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA28, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA2A, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA2C, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA2E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x6FA30, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
rom.write_byte(0x65561, {'red': 0x05, 'blue': 0x0D, 'green': 0x19, 'yellow': 0x09}[color])
# write link sprite if required
if sprite is not None:
write_sprite(rom, sprite)

316
Rules.py
View File

@ -1,3 +1,4 @@
import collections
import logging
@ -52,7 +53,7 @@ def add_rule(spot, rule, combine='and'):
def add_lamp_requirement(spot):
add_rule(spot, lambda state: state.has('Lamp'))
add_rule(spot, lambda state: state.has('Lamp', state.world.lamps_needed_for_dark_rooms))
def forbid_item(location, item):
@ -86,7 +87,11 @@ def global_rules(world):
world.get_region('Old Man House').can_reach = lambda state: state.can_reach('Old Man', 'Location') or old_rule(state)
# overworld requirements
set_rule(world.get_entrance('Kings Grave'), lambda state: state.has_Boots() and (state.can_lift_heavy_rocks() or (state.has_Pearl() and state.has_Mirror() and state.can_reach('West Dark World'))))
set_rule(world.get_entrance('Kings Grave'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Kings Grave Outer Rocks'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Kings Grave Inner Rocks'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Kings Grave Mirror Spot'), lambda state: state.has_Pearl() and state.has_Mirror())
# Caution: If king's grave is releaxed at all to account for reaching it via a two way cave's exit in insanity mode, then the bomb shop logic will need to be updated (that would involve create a small ledge-like Region for it)
set_rule(world.get_entrance('Bonk Fairy (Light)'), lambda state: state.has_Boots())
set_rule(world.get_location('Sunken Treasure'), lambda state: state.can_reach('Dam'))
set_rule(world.get_entrance('Bat Cave Drop Ledge'), lambda state: state.has('Hammer'))
@ -96,7 +101,8 @@ def global_rules(world):
set_rule(world.get_entrance('Sanctuary Grave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('20 Rupee Cave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('50 Rupee Cave'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Old Man Cave (West)'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Death Mountain Entrance Rock'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Bumper Cave Entrance Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Flute Spot 1'), lambda state: state.has('Ocarina'))
set_rule(world.get_entrance('Lake Hylia Central Island Teleporter'), lambda state: state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Dark Desert Teleporter'), lambda state: state.has('Ocarina') and state.can_lift_heavy_rocks())
@ -119,7 +125,6 @@ def global_rules(world):
set_rule(world.get_location('Master Sword Pedestal'), lambda state: state.has('Red Pendant') and state.has('Blue Pendant') and state.has('Green Pendant'))
set_rule(world.get_location('Sahasrahla'), lambda state: state.has('Green Pendant'))
set_rule(world.get_entrance('Agahnims Tower'), lambda state: state.has('Cape') or state.has_beam_sword() or state.has('Beat Agahnim 1')) # barrier gets removed after killing agahnim, relevant for entrance shuffle
# FIXME: VT has a can_kill_most_things(8) call on Aga Tower's entrance. I think this is supposed to reflect that a better weapon than 10 bombs is needed to reach the two chests in this tower
set_rule(world.get_entrance('Agahnim 1'), lambda state: state.has_sword() and state.has('Small Key (Agahnims Tower)', 2))
set_rule(world.get_location('Castle Tower - Dark Maze'), lambda state: state.has('Small Key (Agahnims Tower)'))
set_rule(world.get_entrance('Top of Pyramid'), lambda state: state.has('Beat Agahnim 1'))
@ -135,10 +140,11 @@ def global_rules(world):
set_rule(world.get_entrance('East Death Mountain (Top)'), lambda state: state.has('Hammer'))
set_rule(world.get_location('Catfish'), lambda state: state.can_lift_rocks())
set_rule(world.get_entrance('Dark World Potion Shop'), lambda state: state.has_Pearl() and (state.can_lift_rocks() or state.has('Hammer') or state.has('Flippers')))
set_rule(world.get_entrance('Northeast Dark World Broken Bridge Pass'), lambda state: state.has_Pearl() and (state.can_lift_rocks() or state.has('Hammer') or state.has('Flippers')))
set_rule(world.get_entrance('East Dark World Broken Bridge Pass'), lambda state: state.has_Pearl() and (state.can_lift_rocks() or state.has('Hammer')))
set_rule(world.get_entrance('South Dark World Bridge'), lambda state: state.has('Hammer') and state.has_Pearl())
set_rule(world.get_entrance('Bonk Fairy (Dark)'), lambda state: state.has_Pearl() and state.has_Boots())
set_rule(world.get_entrance('West Dark World Gap'), lambda state: state.has_Pearl() and state.has('Hookshot') and (state.has('Flippers') or state.has('Hammer') or state.can_lift_rocks()))
set_rule(world.get_entrance('West Dark World Gap'), lambda state: state.has_Pearl() and state.has('Hookshot'))
set_rule(world.get_entrance('Palace of Darkness'), lambda state: state.has_Pearl()) # kiki needs pearl
set_rule(world.get_entrance('Hyrule Castle Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Hyrule Castle Main Gate'), lambda state: state.has_Mirror())
@ -153,6 +159,7 @@ def global_rules(world):
set_rule(world.get_entrance('Brewery'), lambda state: state.has_Pearl()) # bomb required
set_rule(world.get_entrance('Thieves Town'), lambda state: state.has_Pearl()) # bunny cannot pull
set_rule(world.get_entrance('Skull Woods First Section Hole (North)'), lambda state: state.has_Pearl()) # bunny cannot lift bush
set_rule(world.get_entrance('Skull Woods Second Section Hole'), lambda state: state.has_Pearl()) # bunny cannot lift bush
set_rule(world.get_entrance('Maze Race Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Cave 45 Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('East Dark World Bridge'), lambda state: state.has_Pearl() and state.has('Hammer'))
@ -160,11 +167,14 @@ def global_rules(world):
set_rule(world.get_entrance('Lake Hylia Central Island Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('East Dark World River Pier'), lambda state: state.has_Pearl() and state.has('Flippers')) # ToDo any fake flipper set up?
set_rule(world.get_entrance('Graveyard Ledge Mirror Spot'), lambda state: state.has_Pearl() and state.has_Mirror())
set_rule(world.get_entrance('Bumper Cave (Bottom)'), lambda state: state.has_Pearl() and state.can_lift_rocks())
set_rule(world.get_entrance('Bumper Cave Entrance Rock'), lambda state: state.has_Pearl() and state.can_lift_rocks())
set_rule(world.get_entrance('Bumper Cave Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Bat Cave Drop Ledge Mirror Spot'), lambda state: state.has_Pearl() and state.can_lift_heavy_rocks() and state.has_Mirror())
set_rule(world.get_entrance('Dark World Hammer Peg Cave'), lambda state: state.has_Pearl() and state.can_lift_heavy_rocks() and state.has('Hammer'))
set_rule(world.get_entrance('Dark World Shop'), lambda state: state.has_Pearl() and state.has('Hammer'))
set_rule(world.get_entrance('Bat Cave Drop Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Dark World Hammer Peg Cave'), lambda state: state.has_Pearl() and state.has('Hammer'))
set_rule(world.get_entrance('Village of Outcasts Eastern Rocks'), lambda state: state.has_Pearl() and state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Peg Area Rocks'), lambda state: state.has_Pearl() and state.can_lift_heavy_rocks())
set_rule(world.get_entrance('Village of Outcasts Pegs'), lambda state: state.has_Pearl() and state.has('Hammer'))
set_rule(world.get_entrance('Grassy Lawn Pegs'), lambda state: state.has_Pearl() and state.has('Hammer'))
set_rule(world.get_entrance('Bumper Cave Exit (Top)'), lambda state: state.has('Cape'))
set_rule(world.get_entrance('Bumper Cave Exit (Bottom)'), lambda state: state.has('Cape') or state.has('Hookshot'))
@ -185,20 +195,13 @@ def global_rules(world):
set_rule(world.get_entrance('Fairy Ascension Mirror Spot'), lambda state: state.has_Mirror() and state.has_Pearl()) # need to lift flowers
set_rule(world.get_entrance('Isolated Ledge Mirror Spot'), lambda state: state.has_Mirror())
set_rule(world.get_entrance('Superbunny Cave Exit (Bottom)'), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
set_rule(world.get_location('Spike Cave'), lambda state:
state.has('Hammer') and state.can_lift_rocks() and
(
(
state.has('Cape')
and (state.can_extend_magic(16)
or (state.can_extend_magic(12) and (state.world.can_take_damage or state.has_Boots()))
or (state.can_extend_magic(10) and state.world.can_take_damage and state.has_Boots()))
) or (
state.has('Cane of Byrna')
and (state.can_extend_magic(12)
or (state.can_extend_magic(10) and (state.has_Boots() or state.world.can_take_damage))
or (state.world.can_take_damage and (state.has_Boots() or state.has_hearts(4)))))
)
((state.has('Cape') and state.can_extend_magic(16, True)) or
(state.has('Cane of Byrna') and
(state.can_extend_magic(12, True) or
(state.world.can_take_damage and (state.has_Boots() or state.has_hearts(4))))))
)
set_rule(world.get_location('Hookshot Cave - Top Right'), lambda state: state.has('Hookshot'))
@ -257,7 +260,7 @@ def global_rules(world):
set_rule(world.get_entrance('Thieves Town Big Key Door'), lambda state: state.has('Big Key (Thieves Town)'))
set_rule(world.get_entrance('Blind Fight'), lambda state: state.has('Small Key (Thieves Town)') and (state.has_blunt_weapon() or state.has('Cane of Somaria') or state.has('Cane of Byrna')))
set_rule(world.get_location('Thieves\' Town - Big Chest'), lambda state: (state.has('Small Key (Thieves Town)') or item_name(state, 'Thieves\' Town - Big Chest') == 'Small Key (Thieves Town)') and state.has('Hammer'))
set_always_allow(world.get_location('Thieves\' Town - Big Chest'), lambda state, item: item.name == 'Small Key (Thieves Town)')
set_always_allow(world.get_location('Thieves\' Town - Big Chest'), lambda state, item: item.name == 'Small Key (Thieves Town)' and state.has('Hammer'))
set_rule(world.get_location('Thieves\' Town - Attic'), lambda state: state.has('Small Key (Thieves Town)'))
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves Town - Blind']:
forbid_item(world.get_location(location), 'Big Key (Thieves Town)')
@ -316,8 +319,8 @@ def global_rules(world):
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Left'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Right'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_entrance('Turtle Rock (Trinexx)'), lambda state: state.has('Small Key (Turtle Rock)', 4) and state.has('Big Key (Turtle Rock)') and state.has('Cane of Somaria') and state.has('Fire Rod') and state.has('Ice Rod') and
(state.has('Hammer') or state.has_beam_sword() or (state.has_sword and state.can_extend_magic(32))))
# TODO: Per VT, possibly allow a regular sword with 4x extended magic (ie. quater magic, or half magic+bottle or 3 bottles)
(state.has('Hammer') or state.has_beam_sword() or (state.has_sword() and state.can_extend_magic(32))))
set_trock_key_rules(world)
set_rule(world.get_entrance('Palace of Darkness Bonk Wall'), lambda state: state.has('Bow'))
@ -434,9 +437,9 @@ def no_glitches_rules(world):
add_conditional_lamp('Eastern Palace - Prize', 'Eastern Palace', 'Location')
if not world.sewer_light_cone:
add_rule(world.get_location('Sewers - Dark Cross'), lambda state: state.has('Lamp'))
add_rule(world.get_entrance('Sewers Back Door'), lambda state: state.has('Lamp'))
add_rule(world.get_entrance('Throne Room'), lambda state: state.has('Lamp'))
add_lamp_requirement(world.get_location('Sewers - Dark Cross'))
add_lamp_requirement(world.get_entrance('Sewers Back Door'))
add_lamp_requirement(world.get_entrance('Throne Room'))
def open_rules(world):
@ -450,7 +453,7 @@ def open_rules(world):
def swordless_rules(world):
# for the time being swordless mode just inhierits all fixes from open mode.
# for the time being swordless mode just inherits all fixes from open mode.
# should there ever be fixes that apply to open mode but not swordless, this
# can be revisited.
open_rules(world)
@ -470,9 +473,12 @@ def swordless_rules(world):
def standard_rules(world):
for loc in ['Sanctuary','Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle',
'Sewers - Secret Room - Right']:
add_rule(world.get_location(loc), lambda state: state.can_kill_most_things() and state.has('Small Key (Escape)'))
# easiest way to enforce key placement not relevant for open
set_rule(world.get_location('Sewers - Dark Cross'), lambda state: state.can_kill_most_things())
add_rule(world.get_entrance('Sewers Door'), lambda state: state.can_kill_most_things())
set_rule(world.get_location('Hyrule Castle - Boomerang Chest'), lambda state: state.can_kill_most_things())
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest'), lambda state: state.can_kill_most_things())
@ -545,7 +551,7 @@ def set_big_bomb_rules(world):
Normal_LW_entrances = ['Blinds Hideout',
'Bonk Fairy (Light)',
'Lake Hylia Fairy',
'Swamp Fairy',
'Light Hype Fairy',
'Desert Fairy',
'Chicken House',
'Aginahs Cave',
@ -574,14 +580,26 @@ def set_big_bomb_rules(world):
'Dam',
'Lumberjack House',
'Lake Hylia Fortune Teller',
'Kakariko Gamble Game']
'Eastern Palace',
'Kakariko Gamble Game',
'Kakariko Well Cave',
'Bat Cave Cave',
'Elder House (East)',
'Elder House (West)',
'North Fairy Cave',
'Lost Woods Hideout Stump',
'Lumberjack Tree Cave',
'Two Brothers House (East)',
'Sanctuary',
'Hyrule Castle Entrance (South)',
'Hyrule Castle Secret Entrance Stairs']
LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint',
'Mire Shed',
'Dark Desert Hint',
'Dark Desert Fairy',
'Checkerboard Cave']
'Misery Mire']
Northern_DW_entrances = ['Brewery',
'C-Shaped House',
'Chest Game',
@ -591,88 +609,238 @@ def set_big_bomb_rules(world):
'Fortune Teller (Dark)',
'Dark World Shop',
'Dark World Lumberjack Shop',
'Graveyard Cave']
'Thieves Town',
'Skull Woods First Section Door',
'Skull Woods Second Section Door (East)']
Southern_DW_entrances = ['Hype Cave',
'Bonk Fairy (Dark)',
'Archery Game',
'Big Bomb Shop',
'Dark Lake Hylia Shop',
'Cave 45']
'Swamp Palace']
Isolated_DW_entrances = ['Spike Cave',
'Cave Shop (Dark Death Mountain)',
'Dark Death Mountain Fairy',
'Mimic Cave']
'Mimic Cave',
'Skull Woods Second Section Door (West)',
'Skull Woods Final Section',
'Ice Palace',
'Turtle Rock',
'Dark Death Mountain Ledge (West)',
'Dark Death Mountain Ledge (East)',
'Bumper Cave (Top)',
'Superbunny Cave (Top)',
'Superbunny Cave (Bottom)',
'Hookshot Cave',
'Ganons Tower',
'Turtle Rock Isolated Ledge Entrance',
'Hookshot Cave Back Entrance']
Isolated_LW_entrances = ['Capacity Upgrade',
'Hookshot Fairy']
'Tower of Hera',
'Death Mountain Return Cave (West)',
'Paradox Cave (Top)',
'Fairy Ascension Cave (Top)',
'Spiral Cave',
'Desert Palace Entrance (East)']
West_LW_DM_entrances = ['Old Man Cave (East)',
'Old Man House (Bottom)',
'Old Man House (Top)',
'Death Mountain Return Cave (East)',
'Spectacle Rock Cave Peak',
'Spectacle Rock Cave',
'Spectacle Rock Cave (Bottom)']
East_LW_DM_entrances = ['Paradox Cave (Bottom)',
'Paradox Cave (Middle)',
'Hookshot Fairy',
'Spiral Cave (Bottom)']
Mirror_from_SDW_entrances = ['Two Brothers House (West)',
'Cave 45']
Castle_ledge_entrances = ['Hyrule Castle Entrance (West)',
'Hyrule Castle Entrance (East)',
'Agahnims Tower']
Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)',
'Desert Palace Entrance (North)',
'Desert Palace Entrance (South)',
'Checkerboard Cave',]
set_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.can_reach('East Dark World', 'Region') and state.can_reach('Big Bomb Shop', 'Region') and state.has('Crystal 5') and state.has('Crystal 6'))
#crossing peg bridge starting from the southern dark world
def cross_peg_bridge(state):
return state.has('Hammer') and state.has_Pearl()
# returning via the eastern and southern teleporters needs the same items, so we use the southern teleporter for out routing.
# crossing preg bridge already requires hammer so we just add the gloves to the requirement
def southern_teleporter(state):
return state.can_lift_rocks() and cross_peg_bridge(state)
# the basic routes assume you can reach eastern light world with the bomb.
# you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp
def basic_routes(state):
return southern_teleporter(state) or state.can_reach('Top of Pyramid', 'Entrance')
# Key for below abbreviations:
# P = pearl
# A = Aga1
# H = hammer
# M = Mirror
# G = Glove
if bombshop_entrance.name in Normal_LW_entrances:
#1. Enter via gate: Needs Aga1
#2. south hyrule teleporter and cross peg bridge: Hammer and moon pearl
#3. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
# -> A or (H and P)) or (M)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.has_Pearl()) or state.has_Mirror())
#1. basic routes
#2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
# -> M or BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: basic_routes(state) or state.has_Mirror())
elif bombshop_entrance.name in LW_walkable_entrances:
#1. Mirror then gate: Needs mirror and Aga1
#2. Mirror then go to south hyrule teleporter and cross peg bridge: Needs Mirror and Hammer and moon pearl
# -> M and (A or (H and P))
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.has_Pearl())))
#1. Mirror then basic routes
# -> M and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() and basic_routes(state))
elif bombshop_entrance.name in Northern_DW_entrances:
#1. Mirror and enter via gate: Need mirror and Aga1
#2. Mirror and enter via south hyrule teleporter: Need mirror and hammer and moon pearl
#1. Mirror and basic routes
#2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (Mitts and CPB) or (M and BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.can_lift_heavy_rocks() and cross_peg_bridge(state)) or (state.has_Mirror() and basic_routes(state)))
elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
#1. Mirror and Lift rock and basic_routes
#2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case)
#3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (Mitts and P and H) or (M and (A or (H and P)))
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.can_lift_heavy_rocks() and state.has_Pearl() and state.has('Hammer')) or (state.has_Mirror() and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.has_Pearl()))))
# -> (Mitts and CPB) or (((G or Flute) and M) and BR))
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.can_lift_heavy_rocks() and cross_peg_bridge(state)) or (((state.can_lift_rocks() or state.has('Ocarina')) and state.has_Mirror()) and basic_routes(state)))
elif bombshop_entrance.name in Southern_DW_entrances:
#1. Mirror and enter via gate: Need mirror and Aga1
#2. cross peg bridge: Need hammer and moon pearl
# -> (H and P) or (M and A)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.has('Hammer') and state.has_Pearl()) or (state.has_Mirror() and state.can_reach('Top of Pyramid', 'Entrance')))
# -> CPB or (M and A)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: cross_peg_bridge(state) or (state.has_Mirror() and state.can_reach('Top of Pyramid', 'Entrance')))
elif bombshop_entrance.name in Isolated_DW_entrances:
# 1. mirror then flute then enter via gate: Needs mirror and flute and Aga 1
# 2. mirror then flute then enter via south hyrule teleporter: Needs mirror and Flute and hammer and moon pearl
# -> M and Flute and (A or (H and P))
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() and state.has('Ocarina') and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.has_Pearl())))
# 1. mirror then flute then basic routes
# -> M and Flute and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() and state.has('Ocarina') and basic_routes(state))
elif bombshop_entrance.name in Isolated_LW_entrances:
# 1. flute then enter via gate: Needs flute and Aga 1
# 2. flute then enter via south hyrule teleporter: Needs Flute and hammer and moon pearl
# 1. flute then basic routes
# Prexisting mirror spot is not permitted, because mirror might have been needed to reach these isolated locations.
# -> Flute and (A or (H and P))
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Ocarina') and (state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.has_Pearl())))
# -> Flute and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Ocarina') and basic_routes(state))
elif bombshop_entrance.name in West_LW_DM_entrances:
# 1. flute then basic routes or mirror
# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly.
# -> Flute and (M or BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Ocarina') and (state.has_Mirror() or basic_routes(state)))
elif bombshop_entrance.name in East_LW_DM_entrances:
# 1. flute then basic routes or mirror and hookshot
# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly and then east DM via Hookshot
# -> Flute and ((M and Hookshot) or BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Ocarina') and ((state.has_Mirror() and state.has('Hookshot')) or basic_routes(state)))
elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)':
# Same as East_LW_DM_entrances except navigation without BR requires Mitts
# -> Flute and ((M and Hookshot and Mitts) or BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has('Ocarina') and ((state.has_Mirror() and state.has('Hookshot') and state.can_lift_heavy_rocks()) or basic_routes(state)))
elif bombshop_entrance.name in Castle_ledge_entrances:
# 1. mirror on pyramid to castle ledge, grab bomb, return through mirror spot: Needs mirror
# 2. flute then basic routes
# -> M or (Flute and BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.has_Mirror() or (state.has('Ocarina') and basic_routes(state)))
elif bombshop_entrance.name in Desert_mirrorable_ledge_entrances:
# Cases when you have mire access: Mirror to reach locations, return via mirror spot, move to center of desert, mirror anagin and:
# 1. Have mire access, Mirror to reach locations, return via mirror spot, move to center of desert, mirror again and then basic routes
# 2. flute then basic routes
# -> (Mire access and M) or Flute) and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: ((state.can_reach('Dark Desert', 'Region') and state.has_Mirror()) or state.has('Ocarina')) and basic_routes(state))
elif bombshop_entrance.name == 'Old Man Cave (West)':
# 1. Lift rock then basic_routes
# 2. flute then basic_routes
# -> (Flute or G) and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.has('Ocarina') or state.can_lift_rocks()) and basic_routes(state))
elif bombshop_entrance.name == 'Graveyard Cave':
# 1. flute then basic routes
# 2. (has west dark world access) use existing mirror spot (required Pearl), mirror again off ledge
# -> (Flute or (M and P and West Dark World access) and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.has('Ocarina') or (state.can_reach('West Dark World', 'Region') and state.has_Pearl() and state.has_Mirror())) and basic_routes(state))
elif bombshop_entrance.name in Mirror_from_SDW_entrances:
# 1. flute then basic routes
# 2. (has South dark world access) use existing mirror spot, mirror again off ledge
# -> (Flute or (M and South Dark World access) and BR
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.has('Ocarina') or (state.can_reach('South Dark World', 'Region') and state.has_Mirror())) and basic_routes(state))
elif bombshop_entrance.name == 'Dark World Potion Shop':
# 1. walk down by lifting rock: needs gloves and pearl`
# 2. walk down by hammering peg: needs hammer and pearl
# 3. mirror and eneter via gate: needs Mirror and Aga1
# (south hyrule teleporter would be redundant with #2)
# -> P and (H or H) or (M and A)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.has_Pearl() and (state.has('Hammer') or state.can_lift_rocks())) or (state.has_Mirror() and state.can_reach('Top of Pyramid', 'Entrance')))
# 3. mirror and basic routes
# -> (P and (H or Gloves)) or (M and BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.has_Pearl() and (state.has('Hammer') or state.can_lift_rocks())) or (state.has_Mirror() and basic_routes(state)))
elif bombshop_entrance.name == 'Kings Grave':
# same as the Normal_LW_entrances case except that the pre-existing mirror is only possible if you have mitts
# (because otherwise mirror was used to reach the grave, so would cancel a pre-existing mirror spot)
# -> A or (H and P) or (M and Mitts)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: state.can_reach('Top of Pyramid', 'Entrance') or (state.has('Hammer') and state.has_Pearl()) or (state.can_lift_heavy_rocks() and state.has_Mirror()))
# to account for insanity, must consider a way to escape without a cave for basic_routes
# -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR)
add_rule(world.get_entrance('Pyramid Fairy'), lambda state: (state.can_lift_heavy_rocks() and state.has_Mirror()) or ((state.can_lift_heavy_rocks() or state.has('Ocarina') or (state.can_reach('West Dark World', 'Region') and state.has_Pearl() and state.has_Mirror())) and basic_routes(state)))
def set_bunny_rules(world):
# regions for the extis of multi-entrace caves/drops that bunny cannot pass
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
bunny_impassable_caves = ['Bumper Cave', 'Two Brothers House', 'Hookshot Cave', 'Skull Woods First Section (Right)', 'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)', 'Turtle Rock (Entrance)', 'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Skull Woods Second Section (Drop)',
'Turtle Rock (Eye Bridge)', 'Sewers', 'Pyramid', 'Spiral Cave (Top)']
'Turtle Rock (Eye Bridge)', 'Sewers', 'Pyramid', 'Spiral Cave (Top)', 'Desert Palace Main (Inner)']
bunny_accessible_locations = ['Link\'s Uncle', 'Sahasrahla', 'Sick Kid', 'Lost Woods Hideout', 'Lumberjack Tree', 'Checkerboard Cave', 'Potion Shop', 'Spectacle Rock Cave', 'Pyramid', 'Hype Cave - Generous Guy', 'Peg Cave', 'Bumper Cave Ledge']
# Add pearl requirements for bunny-impassible caves if they occur in the dark world
if world.get_region('Dam').is_dark_world:
# if Dam is is dark world, then it is required to have the pearl to get the sunken item
add_rule(world.get_location('Sunken Treasure'), lambda state: state.has_Pearl())
# similarly we need perl to get across the swamp palace moat
add_rule(world.get_entrance('Swamp Palace Moat'), lambda state: state.has_Pearl())
def path_to_access_rule(path, entrance):
return lambda state: state.can_reach(entrance) and all(rule(state) for rule in path)
def options_to_access_rule(options):
return lambda state: any(rule(state) for rule in options)
def get_rule_to_add(region):
if not region.is_light_world:
return lambda state: state.has_Pearl()
# in this case we are mixed region.
# we collect possible options.
# The base option is having the moon pearl
possible_options = [lambda state: state.has_Pearl()]
# We will search entrances recursively until we find
# one that leads to an exclusively light world region
# for each such entrance a new option ios aded that consist of:
# a) being able to reach it, and
# b) being able to access all entrances from there to `region`
seen = set([region])
queue = collections.deque([(region, [])])
while queue:
(current, path) = queue.popleft()
for entrance in current.entrances:
new_region = entrance.parent_region
if new_region in seen:
continue
new_path = path + [entrance.access_rule]
seen.add(new_region)
if not new_region.is_light_world:
continue # we don't care about pure dark world entrances
if new_region.is_dark_world:
queue.append((new_region, new_path))
else:
# we have reached pure light world, so we have a new possible option
possible_options.append(path_to_access_rule(new_path, entrance))
return options_to_access_rule(possible_options)
# Add requirements for bunny-impassible caves if they occur in the dark world
for region in [world.get_region(name) for name in bunny_impassable_caves]:
if region.is_light_world:
if not region.is_dark_world:
continue
rule = get_rule_to_add(region)
for exit in region.exits:
add_rule(exit, lambda state: state.has_Pearl())
add_rule(exit, rule)
# Add a moon pearl requirement for all locations that are actually in the dark world, except those available to the bunny
# Add requirements for all locations that are actually in the dark world, except those available to the bunny
for location in world.get_locations():
if not location.parent_region.is_light_world:
if location.parent_region.is_dark_world:
if location.name in bunny_accessible_locations:
continue
add_rule(location, lambda state: state.has_Pearl())
add_rule(location, get_rule_to_add(location.parent_region))

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