Merge pull request #4 from AmazingAmpharos/Dev

Version 0.5.1 update
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AmazingAmpharos 2017-12-02 17:19:19 -06:00 committed by GitHub
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26 changed files with 867 additions and 667 deletions

5
.gitignore vendored
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@ -3,4 +3,7 @@ dist
build
.idea
*.sfc
*_Spoiler.txt
*_Spoiler.txt
bundle/components.wxs
*.wixobj
README.html

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@ -6,7 +6,7 @@ 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, 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):
self.shuffle = shuffle
self.logic = logic
self.mode = mode
@ -51,6 +51,7 @@ class World(object):
self.can_access_trock_eyebridge = None
self.quickswap = quickswap
self.fastmenu = fastmenu
self.disable_music = disable_music
self.keysanity = keysanity
self.spoiler = Spoiler(self)
@ -185,7 +186,7 @@ class World(object):
return True
return False
def has_beaten_game(self, state):
if state.has('Triforce'): return True
if self.goal in ['triforcehunt']:
@ -232,7 +233,7 @@ class World(object):
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'].index(self.timer)
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
@ -329,7 +330,7 @@ class CollectionState(object):
return item in self.prog_items
else:
return self.item_count(item) >= count
def item_count(self, item):
return len([pritem for pritem in self.prog_items if pritem == item])
@ -337,7 +338,7 @@ class CollectionState(object):
return self.has('Power Glove') or self.has('Titans Mitts')
def has_bottle(self):
return self.has('Bottle') or self.has('BottleRedPotion') or self.has('BottleGreenPotion') or self.has('BottleBluePotion') or self.has('BottleFairy') or self.has('BottleBee') or self.has('BottleGoodBee')
return self.has('Bottle') or self.has('Bottle (Red Potion)') or self.has('Bottle (Green Potion)') or self.has('Bottle (Blue Potion)') or self.has('Bottle (Fairy)') or self.has('Bottle (Bee)') or self.has('Bottle (Good Bee)')
def can_lift_heavy_rocks(self):
return self.has('Titans Mitts')
@ -672,6 +673,7 @@ class Spoiler(object):
'dungeonitems': self.world.place_dungeon_items,
'quickswap': self.world.quickswap,
'fastmenu': self.world.fastmenu,
'disable_music': self.world.disable_music,
'keysanity': self.world.keysanity}
def to_json(self):

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@ -3,9 +3,11 @@ import os
import logging
import random
import textwrap
import sys
from Main import main
from Gui import guiMain
from Utils import is_bundled, close_console
class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter):
@ -20,9 +22,9 @@ if __name__ == '__main__':
parser.add_argument('--logic', default='noglitches', const='noglitches', nargs='?', choices=['noglitches', 'minorglitches'],
help='''\
Select Enforcement of Item Requirements. (default: %(default)s)
No Glitches:
No Glitches:
Minor Glitches: May require Fake Flippers, Bunny Revival
and Dark Room Navigation.
and Dark Room Navigation.
''')
parser.add_argument('--mode', default='open', const='open', nargs='?', choices=['standard', 'open', 'swordless'],
help='''\
@ -37,19 +39,19 @@ if __name__ == '__main__':
Agahnim\'s Tower barrier can be destroyed with
hammer. Misery Mire and Turtle Rock can be opened
without a sword. Hammer damages Ganon. Ether and
Bombos Tablet can be activated with Hammer (and Book).
Bombos Tablet can be activated with Hammer (and Book).
''')
parser.add_argument('--goal', default='ganon', const='ganon', nargs='?', choices=['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'],
help='''\
Select completion goal. (default: %(default)s)
Ganon: Collect all crystals, beat Agahnim 2 then
Ganon: Collect all crystals, beat Agahnim 2 then
defeat Ganon.
Crystals: Collect all crystals then defeat Ganon.
Pedestal: Places the Triforce at the Master Sword Pedestal.
All Dungeons: Collect all crystals, pendants, beat both
Agahnim fights and then defeat Ganon.
Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them to beat the game.
Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them to beat the game.
''')
parser.add_argument('--difficulty', default='normal', const='normal', nargs='?', choices=['easy', 'normal', 'hard', 'expert', 'insane'],
help='''\
@ -58,9 +60,9 @@ if __name__ == '__main__':
Normal: Normal difficulty.
Hard: A harder setting with less equipment and reduced health.
Expert: A harder yet setting with minimum equipment and health.
Insane: A setting with the absolute minimum in equipment and no extra health.
Insane: A setting with the absolute minimum in equipment and no extra health.
''')
parser.add_argument('--timer', default='none', const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed-ohko', 'timed-countdown'],
parser.add_argument('--timer', default='none', const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'],
help='''\
Select game timer setting. Affects available itempool. (default: %(default)s)
None: No timer.
@ -74,9 +76,11 @@ if __name__ == '__main__':
Timed OHKO: Starts clock at 10 minutes. Green Clocks add
5 minutes (Total: 25). As long as clock is at 0,
Link will die in one hit.
OHKO: Like Timed OHKO, but no clock items are present
and the clock is permenantly at zero.
Timed Countdown: Starts with clock at 40 minutes. Same clocks as
Timed mode. If time runs out, you lose (but can
still keep playing).
still keep playing).
''')
parser.add_argument('--progressive', default='on', const='normal', nargs='?', choices=['on', 'off', 'random'],
help='''\
@ -90,7 +94,7 @@ if __name__ == '__main__':
be found at any time. Downgrades are not possible.
Random: Swords, Shields, Armor, and Gloves will, per
category, be randomly progressive or not.
Link will die in one hit.
Link will die in one hit.
''')
parser.add_argument('--algorithm', default='balanced', const='balanced', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'],
help='''\
@ -113,7 +117,7 @@ if __name__ == '__main__':
them the more often they were found unreachable.
Flood: Push out items starting from Link\'s House and
slightly biased to placing progression items with
less restrictions.
less restrictions.
''')
parser.add_argument('--shuffle', default='full', const='full', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple'],
help='''\
@ -135,7 +139,7 @@ if __name__ == '__main__':
discretion.
Experimental.
The dungeon variants only mix up dungeons and keep the rest of
the overworld vanilla.
the overworld vanilla.
''')
parser.add_argument('--rom', default='Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', help='Path to an ALttP JAP(1.0) rom to use as a base.')
parser.add_argument('--loglevel', default='info', const='info', nargs='?', choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
@ -145,55 +149,65 @@ if __name__ == '__main__':
If --seed is provided, it will be used for the first seed, then
used to derive the next seed (i.e. generating 10 seeds with
--seed given will produce the same 10 (different) roms each
time).
time).
''', type=int)
parser.add_argument('--fastmenu', help='Enable instant menu', action='store_true')
parser.add_argument('--quickswap', help='Enable quick item swapping with L and R.', action='store_true')
parser.add_argument('--disablemusic', help='Disables game music.', action='store_true')
parser.add_argument('--keysanity', help='''\
Keys (and other dungeon items) are no longer restricted to
their dungeons, but can be anywhere
''', action='store_true')
parser.add_argument('--nodungeonitems', help='''\
Remove Maps and Compasses from Itempool, replacing them by
empty slots.
empty slots.
''', action='store_true')
parser.add_argument('--beatableonly', help='''\
Only check if the game is beatable with placement. Do not
ensure all locations are reachable. This only has an effect
on the restrictive algorithm currently.
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.
If set, include the Pyramid Hole and Ganon's Tower in the
entrance shuffle pool.
''', 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. (default: %(default)s)
low health. (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,
binary format and have a length of 0x7000 (28672) bytes,
or 0x7078 (28792) bytes including palette data.
Alternatively, can be a ALttP Rom patched with a Link
sprite that will be extracted.
sprite that will be extracted.
''')
parser.add_argument('--suppress_rom', help='Do not create an output rom file.', action='store_true')
parser.add_argument('--gui', help='Launch the GUI', action='store_true')
parser.add_argument('--jsonout', action='store_true', help='''\
Output .json patch to stdout instead of a patched rom. Used
Output .json patch to stdout instead of a patched rom. Used
for VT site integration, do not use otherwise.
''')
args = parser.parse_args()
if is_bundled and len(sys.argv) == 1 :
# for the bundled builds, if we have no arguments, the user
# probably wants the gui. Users of the bundled build who want the command line
# interface shouuld specify at least one option, possibly setting a value to a
# default if they like all the defaults
close_console()
guiMain()
sys.exit(0)
# ToDo: Validate files further than mere existance
if not args.jsonout and not os.path.isfile(args.rom):
input('Could not find valid base rom for patching at expected path %s. Please run with -h to see help for further information. \nPress Enter to exit.' % args.rom)
exit(1)
sys.exit(1)
if args.sprite is not None and not os.path.isfile(args.sprite):
if not args.jsonout:
input('Could not find link sprite sheet at given location. \nPress Enter to exit.' % args.sprite)
exit(1)
sys.exit(1)
else:
raise IOError('Cannot find sprite file at %s' % args.sprite)

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@ -167,7 +167,7 @@ def fill_restrictive(world, base_state, locations, itempool):
while itempool and locations:
item_to_place = itempool.pop()
maximum_exploration_state = sweep_from_pool()
if world.check_beatable_only:
can_beat_without = world.has_beaten_game(maximum_exploration_state)

40
Gui.py
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@ -1,14 +1,19 @@
from Main import main, __version__ as ESVersion
from Utils import is_bundled, local_path, output_path, open_file
from argparse import Namespace
import random
from tkinter import Checkbutton, OptionMenu, Tk, LEFT, RIGHT, BOTTOM, TOP, StringVar, IntVar, Frame, Label, W, E, Entry, Spinbox, Button, filedialog, messagebox
import subprocess
import os
import sys
from tkinter import Checkbutton, OptionMenu, Tk, LEFT, RIGHT, BOTTOM, TOP, StringVar, IntVar, Frame, Label, W, E, X, Entry, Spinbox, Button, filedialog, messagebox, PhotoImage
def guiMain(args=None):
mainWindow = Tk()
mainWindow.wm_title("Entrance Shuffle %s" % ESVersion)
set_icon(mainWindow)
topFrame = Frame(mainWindow)
rightHalfFrame = Frame(topFrame)
checkBoxFrame = Frame(rightHalfFrame)
@ -27,6 +32,8 @@ def guiMain(args=None):
dungeonItemsCheckbutton = Checkbutton(checkBoxFrame, text="Place Dungeon Items (Compasses/Maps)", onvalue=0, offvalue=1, variable=dungeonItemsVar)
beatableOnlyVar = IntVar()
beatableOnlyCheckbutton = Checkbutton(checkBoxFrame, text="Only ensure seed is beatable, not all items must be reachable", variable=beatableOnlyVar)
disableMusicVar = IntVar()
disableMusicCheckbutton = Checkbutton(checkBoxFrame, text="Disable game music", variable=disableMusicVar)
shuffleGanonVar = IntVar()
shuffleGanonCheckbutton = Checkbutton(checkBoxFrame, text="Include Ganon's Tower and Pyramid Hole in shuffle pool", variable=shuffleGanonVar)
@ -37,6 +44,7 @@ def guiMain(args=None):
keysanityCheckbutton.pack(expand=True, anchor=W)
dungeonItemsCheckbutton.pack(expand=True, anchor=W)
beatableOnlyCheckbutton.pack(expand=True, anchor=W)
disableMusicCheckbutton.pack(expand=True, anchor=W)
shuffleGanonCheckbutton.pack(expand=True, anchor=W)
fileDialogFrame = Frame(rightHalfFrame)
@ -113,7 +121,7 @@ def guiMain(args=None):
timerFrame = Frame(drowDownFrame)
timerVar = StringVar()
timerVar.set('none')
timerOptionMenu = OptionMenu(timerFrame, timerVar, 'none', 'display', 'timed', 'timed-ohko', 'timed-countdown')
timerOptionMenu = OptionMenu(timerFrame, timerVar, 'none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown')
timerOptionMenu.pack(side=RIGHT)
timerLabel = Label(timerFrame, text='Timer setting')
timerLabel.pack(side=LEFT)
@ -161,6 +169,7 @@ def guiMain(args=None):
heartbeepFrame.pack(expand=True, anchor=E)
bottomFrame = Frame(mainWindow)
farBottomFrame = Frame(mainWindow)
seedLabel = Label(bottomFrame, text='Seed #')
seedVar = StringVar()
@ -189,6 +198,7 @@ def guiMain(args=None):
guiargs.beatableonly = bool(beatableOnlyVar.get())
guiargs.fastmenu = bool(fastMenuVar.get())
guiargs.quickswap = bool(quickSwapVar.get())
guiargs.disablemusic = bool(disableMusicVar.get())
guiargs.shuffleganon = bool(shuffleGanonVar.get())
guiargs.rom = romVar.get()
guiargs.jsonout = None
@ -208,15 +218,29 @@ def guiMain(args=None):
generateButton = Button(bottomFrame, text='Generate Patched Rom', command=generateRom)
def open_output():
open_file(output_path(''))
openOutputButton = Button(farBottomFrame, text='Open Output Directory', command=open_output)
if os.path.exists(local_path('README.html')):
def open_readme():
open_file(local_path('README.html'))
openReadmeButton = Button(farBottomFrame, text='Open Documentation', command=open_readme)
openReadmeButton.pack(side=LEFT)
seedLabel.pack(side=LEFT)
seedEntry.pack(side=LEFT)
countLabel.pack(side=LEFT)
countLabel.pack(side=LEFT, padx=(5,0))
countSpinbox.pack(side=LEFT)
generateButton.pack(side=LEFT)
generateButton.pack(side=LEFT, padx=(5,0))
openOutputButton.pack(side=RIGHT)
drowDownFrame.pack(side=LEFT)
rightHalfFrame.pack(side=RIGHT)
topFrame.pack(side=TOP)
farBottomFrame.pack(side=BOTTOM, fill=X, padx=5, pady=5)
bottomFrame.pack(side=BOTTOM)
if args is not None:
@ -229,6 +253,7 @@ def guiMain(args=None):
beatableOnlyVar.set(int(args.beatableonly))
fastMenuVar.set(int(args.fastmenu))
quickSwapVar.set(int(args.quickswap))
disableMusicVar.set(int(args.disablemusic))
if args.count:
countVar.set(str(args.count))
if args.seed:
@ -249,6 +274,11 @@ def guiMain(args=None):
mainWindow.mainloop()
def set_icon(window):
er16 = PhotoImage(file=local_path('data/ER16.gif'))
er32 = PhotoImage(file=local_path('data/ER32.gif'))
er48 = PhotoImage(file=local_path('data/ER32.gif'))
window.tk.call('wm', 'iconphoto', window._w, er16, er32, er48)
if __name__ == '__main__':
guiMain()

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@ -1,5 +1,6 @@
from Items import ItemFactory
from Fill import fill_restrictive
from collections import namedtuple
import random
#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.
@ -10,8 +11,8 @@ alwaysitems = ['Bombos', 'Book of Mudora', 'Bow', 'Cane of Somaria', 'Ether', 'F
progressivegloves = ['Progressive Glove'] * 2
basicgloves = ['Power Glove', 'Titans Mitts']
normalbottles = ['Bottle', 'BottleRedPotion', 'BottleGreenPotion', 'BottleBluePotion', 'BottleFairy', 'BottleBee', 'BottleGoodBee']
hardbottles = ['Bottle', 'BottleRedPotion', 'BottleGreenPotion', 'BottleBluePotion', 'BottleBee', 'BottleGoodBee']
normalbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)']
hardbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Bee)', 'Bottle (Good Bee)']
normalbaseitems = (['Blue Boomerang', 'Red Boomerang', 'Silver Arrows', 'Magic Upgrade (1/2)'] + ['Rupees (300)'] * 4 +
['Single Arrow', 'Sanctuary Heart Container', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24)
@ -20,36 +21,17 @@ normalsecond15extra = ['Bombs (3)'] * 10 + ['Rupees (50)'] * 2 + ['Arrows (10)']
normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)', 'Rupee (1)', 'Rupees (5)']
normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)']
normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
normaltimedohko = ['Green Clock'] * 25
normaltimedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10
normaltriforcehunt = ['Triforce Piece'] * 30
normalprogressivesword = ['Progressive Sword'] * 3
normalbasicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword']
normalswordless = ['Rupees (20)'] * 4
normalprogressiveshield = ['Progressive Shield'] * 3
normalbasicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield']
normalprogressivearmor = ['Progressive Armor'] * 2
normalbasicarmor = ['Blue Mail', 'Red Mail']
easybaseitems = (['Blue Boomerang', 'Red Boomerang', 'Silver Arrows'] + ['Rupees (300)'] * 4 + ['Magic Upgrade (1/2)'] * 2 +
['Single Arrow', 'Sanctuary Heart Container', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12)
easyextra = ['Piece of Heart'] * 12 + ['Rupees (300)']
easylimitedextra = ['Boss Heart Container'] * 3
easylimitedextra = ['Boss Heart Container'] * 3 # collapsing down the 12 pieces of heart
easyfirst15extra = ['Rupees (100)'] + ['Rupees (50)'] + ['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6 + ['Bombs (3)']
easysecond10extra = ['Bombs (3)'] * 9 + ['Rupee (1)']
easythird5extra = ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupees (5)']
easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 3 + ['Rupees (5)'] * 3
easytimedohko = ['Green Clock'] * 25
easytimedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 5
easytimedotherextra = ['Red Clock'] * 5
easytriforcehunt = ['Triforce Piece'] * 30
easyprogressivesword = ['Progressive Sword'] * 7
easybasicsword = ['Fighter Sword', 'Master Sword', 'Master Sword', 'Tempered Sword', 'Tempered Sword', 'Golden Sword', 'Golden Sword']
easyswordless = ['Rupees (20)'] * 8
easyprogressiveshield = ['Progressive Shield'] * 6
easybasicshield = ['Blue Shield', 'Blue Shield', 'Red Shield', 'Red Shield', 'Mirror Shield', 'Mirror Shield']
easyprogressivearmor = ['Progressive Armor'] * 4
easybasicarmor = ['Blue Mail', 'Blue Mail', 'Red Mail', 'Red Mail']
hardbaseitems = (['Silver Arrows', 'Single Arrow'] + ['Rupees (300)'] + ['Rupees (100)'] * 2 + ['Rupees (50)'] + ['Bombs (3)'] +
['Boss Heart Container'] * 5 + ['Piece of Heart'] * 24)
@ -57,15 +39,6 @@ hardfirst20extra = ['Bombs (3)'] * 4 + ['Single Bomb'] * 4 + ['Rupees (5)'] * 5
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
hardfinal20extra = ['Single Bomb'] * 4 + ['Rupees (5)'] * 2 + ['Single Arrow'] * 14
hardtimedohko = ['Green Clock'] * 20
hardtimedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10
hardtriforcehunt = ['Triforce Piece'] * 40
hardprogressivesword = ['Progressive Sword'] * 3
hardbasicsword = ['Master Sword', 'Master Sword', 'Tempered Sword']
hardswordless = ['Rupees (20)'] * 4
hardprogressiveshield = ['Progressive Shield'] * 3
hardbasicshield = ['Blue Shield', 'Red Shield', 'Red Shield']
hardarmor = ['Progressive Armor', 'Progressive Armor']
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)
@ -73,12 +46,6 @@ 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
expertfinal25extra = ['Single Bomb'] * 4 + ['Rupees (20)'] * 3 + ['Single Arrow'] * 18
experttimedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5
experttimedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10
experttriforcehunt = ['Triforce Piece'] * 40
expertprogressivesword = ['Progressive Sword'] * 3
expertbasicsword = ['Fighter Sword', 'Master Sword', 'Master Sword']
expertswordless = ['Rupees (20)'] * 3 + ['Silver Arrows']
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)
@ -87,16 +54,131 @@ insanesecond25extra = ['Single Bomb'] * 7 + ['Single Arrow'] * 7 + ['Rupee (1)']
insanethird10extra = ['Single Bomb'] * 3 + ['Single Arrow'] * 3 + ['Rupee (1)'] * 3 + ['Rupees (20)']
insanefourth15extra = ['Single Bomb'] * 5 + ['Single Arrow'] * 5 + ['Rupee (1)'] * 5
insanefinal25extra = ['Single Bomb'] * 2 + ['Single Arrow'] * 10 + ['Rupee (1)'] * 7 + ['Rupees (20)'] * 6
insanetimedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5
insanetimedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10
insanetriforcehunt = ['Triforce Piece'] * 50
insaneprogressivesword = ['Progressive Sword'] * 3
insanebasicsword = ['Fighter Sword', 'Master Sword', 'Master Sword']
insaneswordless = ['Rupees (20)'] * 3 + ['Silver Arrows']
Difficulty = namedtuple('Difficulty',
['baseitems', 'bottles', 'bottle_count','same_bottle', 'progressiveshield',
'basicshield', 'progressivearmor', 'basicarmor', 'swordless',
'progressivesword', 'basicsword', 'timedohko', 'timedother',
'triforcehunt', 'triforce_pieces_required', 'conditional_extras',
'extras'])
TotalItemsToPlace = 153
def easy_conditional_extras(timer, goal, mode, pool, placed_items):
extraitems = TotalItemsToPlace - len(pool) - len(placed_items)
if extraitems < len(easyextra):
return easylimitedextra
if timer in ['timed', 'timed-countdown']:
return easytimedotherextra
return []
def no_conditonal_extras(*args):
return []
#def Difficulty(**kwargs):
# protodifficulty._replace(**kwargs)
difficulties= {
'normal': Difficulty(
baseitems = normalbaseitems,
bottles = normalbottles,
bottle_count = 4,
same_bottle = False,
progressiveshield = ['Progressive Shield'] * 3,
basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'],
progressivearmor = ['Progressive Armor'] * 2,
basicarmor = ['Blue Mail', 'Red Mail'],
swordless = ['Rupees (20)'] * 4,
progressivesword = ['Progressive Sword'] * 3,
basicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword'],
timedohko = ['Green Clock'] * 25,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 20,
conditional_extras = no_conditonal_extras,
extras = [normalfirst15extra,normalsecond15extra,normalthird10extra,normalfourth5extra,normalfinal25extra]
),
'easy': Difficulty(
baseitems = easybaseitems,
bottles = normalbottles,
bottle_count = 8,
same_bottle = False,
progressiveshield = ['Progressive Shield'] * 6,
basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'] * 2,
progressivearmor = ['Progressive Armor'] * 4,
basicarmor = ['Blue Mail', 'Red Mail'] * 2,
swordless = ['Rupees (20)'] * 8,
progressivesword = ['Progressive Sword'] * 7,
basicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword'] *2 + ['Fighter Sword'],
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,
conditional_extras = easy_conditional_extras,
extras = [easyextra, easyfirst15extra, easysecond10extra, easythird5extra, easyfinal25extra],
),
'hard': Difficulty(
baseitems = hardbaseitems,
bottles = hardbottles,
bottle_count = 4,
same_bottle = False,
progressiveshield = ['Progressive Shield'] * 3,
basicshield = ['Blue Shield', 'Red Shield', 'Red Shield'],
progressivearmor = ['Progressive Armor'] * 2,
basicarmor = ['Progressive Armor'] * 2, #only the first one will upgrade, making this equivalent to two blue mail
swordless = ['Rupees (20)'] * 4,
progressivesword = ['Progressive Sword'] * 3,
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,
conditional_extras = no_conditonal_extras,
extras = [hardfirst20extra, hardsecond20extra, hardthird20extra, hardfinal20extra],
),
'expert': Difficulty(
baseitems = expertbaseitems,
bottles = hardbottles,
bottle_count = 4,
same_bottle = True,
progressiveshield = [],
basicshield = [],
progressivearmor = [],
basicarmor = [],
swordless = ['Rupees (20)'] * 3 + ['Silver Arrows'],
progressivesword = ['Progressive Sword'] * 3,
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,
conditional_extras = no_conditonal_extras,
extras = [expertfirst15extra, expertsecond25extra, expertthird15extra, expertfinal25extra],
),
'insane': Difficulty(
baseitems = insanebaseitems,
bottles = hardbottles,
bottle_count = 4,
same_bottle = True,
progressiveshield = [],
basicshield = [],
progressivearmor = [],
basicarmor = [],
swordless = ['Rupees (20)'] * 3 + ['Silver Arrows'],
progressivesword = ['Progressive Sword'] * 3,
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,
conditional_extras = no_conditonal_extras,
extras = [insanefirst15extra, insanesecond25extra, insanethird10extra, insanefourth15extra, insanefinal25extra],
),
}
def generate_itempool(world):
if (world.difficulty not in ['easy', 'normal', 'hard', 'expert', 'insane'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
or world.mode not in ['open', 'standard', 'swordless'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
or world.mode not in ['open', 'standard', 'swordless'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
raise NotImplementedError('Not supported yet')
world.push_item('Ganon', ItemFactory('Triforce'), False)
@ -107,431 +189,17 @@ def generate_itempool(world):
world.get_location('Agahnim 2').event = True
# set up item pool
world.itempool = ItemFactory(alwaysitems)
if world.progressive == 'on':
world.itempool.extend(ItemFactory(progressivegloves))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(basicgloves))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(progressivegloves))
else:
world.itempool.extend(ItemFactory(basicgloves))
# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
if world.shuffle == 'insanity':
world.push_item('Link\'s House', ItemFactory('Magic Mirror'), False)
world.get_location('Link\'s House').event = True
world.push_item('Sanctuary', ItemFactory('Moon Pearl'), False)
world.get_location('Sanctuary').event = True
else:
world.itempool.extend(ItemFactory(['Magic Mirror', 'Moon Pearl']))
if world.timer == 'display':
world.clock_mode = 'stopwatch'
if world.difficulty == 'normal':
world.itempool.extend(ItemFactory(normalbaseitems))
for i in range (0, 4):
thisbottle = normalbottles[random.randint(0, 6)]
world.itempool.append(ItemFactory(thisbottle))
extraitems = 70
if world.timer in ['timed', 'timed-countdown']:
world.itempool.extend(ItemFactory(normaltimedother))
extraitems = extraitems - 40
world.clock_mode = 'stopwatch' if world.timer == 'timed' else 'countdown'
elif world.timer == 'timed-ohko':
world.itempool.extend(ItemFactory(normaltimedohko))
extraitems = extraitems - 25
world.clock_mode = 'ohko'
if world.goal == 'triforcehunt':
world.itempool.extend(ItemFactory(normaltriforcehunt))
extraitems = extraitems - 30
world.treasure_hunt_count = 20
world.treasure_hunt_icon = 'Triforce Piece'
if extraitems > 0:
world.itempool.extend(ItemFactory(normalfirst15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(normalsecond15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(normalthird10extra))
extraitems = extraitems - 10
if extraitems > 0:
world.itempool.extend(ItemFactory(normalfourth5extra))
extraitems = extraitems - 5
if extraitems > 0:
world.itempool.extend(ItemFactory(normalfinal25extra))
extraitems = extraitems - 25
if world.progressive == 'on':
world.itempool.extend(ItemFactory(normalprogressiveshield))
world.itempool.extend(ItemFactory(normalprogressivearmor))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(normalbasicshield))
world.itempool.extend(ItemFactory(normalbasicarmor))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(normalprogressiveshield))
else:
world.itempool.extend(ItemFactory(normalbasicshield))
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(normalprogressivearmor))
else:
world.itempool.extend(ItemFactory(normalbasicarmor))
if world.mode == 'swordless':
world.itempool.extend(ItemFactory(normalswordless))
elif world.mode == 'standard':
if world.progressive == 'on':
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(normalprogressivesword))
elif world.progressive == 'off':
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(normalbasicsword))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(normalprogressivesword))
else:
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(normalbasicsword))
else:
if world.progressive == 'on':
world.itempool.extend(ItemFactory(normalprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(normalbasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(normalprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
else:
world.itempool.extend(ItemFactory(normalbasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
elif world.difficulty == 'easy':
world.itempool.extend(ItemFactory(easybaseitems))
for i in range (0, 8):
thisbottle = normalbottles[random.randint(0, 6)]
world.itempool.append(ItemFactory(thisbottle))
extraitems = 70
if world.timer in ['timed', 'timed-countdown']:
world.itempool.extend(ItemFactory(easytimedother))
extraitems = extraitems - 40
world.clock_mode = 'stopwatch' if world.timer == 'timed' else 'countdown'
elif world.timer == 'timed-ohko':
world.itempool.extend(ItemFactory(easytimedohko))
extraitems = extraitems - 25
world.clock_mode = 'ohko'
if world.goal == 'triforcehunt':
world.itempool.extend(ItemFactory(easytriforcehunt))
extraitems = extraitems - 30
world.treasure_hunt_count = 10
world.treasure_hunt_icon = 'Triforce Piece'
if extraitems == 0:
world.itempool.extend(ItemFactory(easylimitedextra))
else:
world.itempool.extend(ItemFactory(easyextra))
if world.timer in ['timed', 'timed-countdown']:
world.itempool.extend(ItemFactory(easytimedotherextra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(easyfirst15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(easysecond10extra))
extraitems = extraitems - 10
if extraitems > 0:
world.itempool.extend(ItemFactory(easythird5extra))
extraitems = extraitems - 5
if extraitems > 0:
world.itempool.extend(ItemFactory(easyfinal25extra))
extraitems = extraitems - 25
if world.progressive == 'on':
world.itempool.extend(ItemFactory(easyprogressiveshield))
world.itempool.extend(ItemFactory(easyprogressivearmor))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(easybasicshield))
world.itempool.extend(ItemFactory(easybasicarmor))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(easyprogressiveshield))
else:
world.itempool.extend(ItemFactory(easybasicshield))
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(easyprogressivearmor))
else:
world.itempool.extend(ItemFactory(easybasicarmor))
if world.mode == 'swordless':
world.itempool.extend(ItemFactory(easyswordless))
elif world.mode == 'standard':
if world.progressive == 'on':
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(easyprogressivesword))
elif world.progressive == 'off':
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(easybasicsword))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(easyprogressivesword))
else:
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(easybasicsword))
else:
if world.progressive == 'on':
world.itempool.extend(ItemFactory(easyprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(easybasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(easyprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
else:
world.itempool.extend(ItemFactory(easybasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
elif world.difficulty == 'hard':
world.itempool.extend(ItemFactory(hardbaseitems))
for i in range (0, 4):
thisbottle = hardbottles[random.randint(0, 5)]
world.itempool.append(ItemFactory(thisbottle))
extraitems = 80
if world.timer in ['timed', 'timed-countdown']:
world.itempool.extend(ItemFactory(hardtimedother))
extraitems = extraitems - 40
world.clock_mode = 'stopwatch' if world.timer == 'timed' else 'countdown'
elif world.timer == 'timed-ohko':
world.itempool.extend(ItemFactory(hardtimedohko))
extraitems = extraitems - 25
world.clock_mode = 'ohko'
if world.goal == 'triforcehunt':
world.itempool.extend(ItemFactory(hardtriforcehunt))
extraitems = extraitems - 40
world.treasure_hunt_count = 30
world.treasure_hunt_icon = 'Triforce Piece'
if extraitems > 0:
world.itempool.extend(ItemFactory(hardfirst20extra))
extraitems = extraitems - 20
if extraitems > 0:
world.itempool.extend(ItemFactory(hardsecond20extra))
extraitems = extraitems - 20
if extraitems > 0:
world.itempool.extend(ItemFactory(hardthird20extra))
extraitems = extraitems - 20
if extraitems > 0:
world.itempool.extend(ItemFactory(hardfinal20extra))
extraitems = extraitems - 20
world.itempool.extend(ItemFactory(hardarmor))
if world.progressive == 'on':
world.itempool.extend(ItemFactory(hardprogressiveshield))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(hardbasicshield))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(hardprogressiveshield))
else:
world.itempool.extend(ItemFactory(hardbasicshield))
if world.mode == 'swordless':
world.itempool.extend(ItemFactory(hardswordless))
elif world.mode == 'standard':
if world.progressive == 'on':
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(hardprogressivesword))
elif world.progressive == 'off':
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(hardbasicsword))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(hardprogressivesword))
else:
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(hardbasicsword))
else:
if world.progressive == 'on':
world.itempool.extend(ItemFactory(hardprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(hardbasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(hardprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
else:
world.itempool.extend(ItemFactory(hardbasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
elif world.difficulty == 'expert':
world.itempool.extend(ItemFactory(expertbaseitems))
thisbottle = hardbottles[random.randint(0, 5)]
for i in range (0, 4):
world.itempool.append(ItemFactory(thisbottle))
extraitems = 80
if world.timer in ['timed', 'timed-countdown']:
world.itempool.extend(ItemFactory(experttimedother))
extraitems = extraitems - 40
world.clock_mode = 'stopwatch' if world.timer == 'timed' else 'countdown'
elif world.timer == 'timed-ohko':
world.itempool.extend(ItemFactory(experttimedohko))
extraitems = extraitems - 25
world.clock_mode = 'ohko'
if world.goal == 'triforcehunt':
world.itempool.extend(ItemFactory(experttriforcehunt))
extraitems = extraitems - 40
world.treasure_hunt_count = 40
world.treasure_hunt_icon = 'Triforce Piece'
if extraitems > 0:
world.itempool.extend(ItemFactory(expertfirst15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(expertsecond25extra))
extraitems = extraitems - 25
if extraitems > 0:
world.itempool.extend(ItemFactory(expertthird15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(expertfinal25extra))
extraitems = extraitems - 25
if world.mode == 'swordless':
world.itempool.extend(ItemFactory(expertswordless))
elif world.mode == 'standard':
if world.progressive == 'on':
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(expertprogressivesword))
elif world.progressive == 'off':
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(expertbasicsword))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(expertprogressivesword))
else:
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(expertbasicsword))
else:
if world.progressive == 'on':
world.itempool.extend(ItemFactory(expertprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(expertbasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(expertprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
else:
world.itempool.extend(ItemFactory(expertbasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
elif world.difficulty == 'insane':
world.itempool.extend(ItemFactory(insanebaseitems))
thisbottle = hardbottles[random.randint(0, 5)]
for i in range (0, 4):
world.itempool.append(ItemFactory(thisbottle))
extraitems = 90
if world.timer in ['timed', 'timed-countdown']:
world.itempool.extend(ItemFactory(insanetimedother))
extraitems = extraitems - 40
world.clock_mode = 'stopwatch' if world.timer == 'timed' else 'countdown'
elif world.timer == 'timed-ohko':
world.itempool.extend(ItemFactory(insanetimedohko))
extraitems = extraitems - 25
world.clock_mode = 'ohko'
if world.goal == 'triforcehunt':
world.itempool.extend(ItemFactory(insanetriforcehunt))
extraitems = extraitems - 50
world.treasure_hunt_count = 50
world.treasure_hunt_icon = 'Triforce Piece'
if extraitems > 0:
world.itempool.extend(ItemFactory(insanefirst15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(insanesecond25extra))
extraitems = extraitems - 25
if extraitems > 0:
world.itempool.extend(ItemFactory(insanethird10extra))
extraitems = extraitems - 10
if extraitems > 0:
world.itempool.extend(ItemFactory(insanefourth15extra))
extraitems = extraitems - 15
if extraitems > 0:
world.itempool.extend(ItemFactory(insanefinal25extra))
extraitems = extraitems - 25
if world.mode == 'swordless':
world.itempool.extend(ItemFactory(insaneswordless))
elif world.mode == 'standard':
if world.progressive == 'on':
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(insaneprogressivesword))
elif world.progressive == 'off':
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(insanebasicsword))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.push_item('Link\'s Uncle', ItemFactory('Progressive Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(insaneprogressivesword))
else:
world.push_item('Link\'s Uncle', ItemFactory('Fighter Sword'), False)
world.get_location('Link\'s Uncle').event = True
world.itempool.extend(ItemFactory(insanebasicsword))
else:
if world.progressive == 'on':
world.itempool.extend(ItemFactory(insaneprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
elif world.progressive == 'off':
world.itempool.extend(ItemFactory(insanebasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
else:
randvalue = random.randint(0, 1)
if (randvalue == 0):
world.itempool.extend(ItemFactory(insaneprogressivesword))
world.itempool.extend(ItemFactory(['Progressive Sword']))
else:
world.itempool.extend(ItemFactory(insanebasicsword))
world.itempool.extend(ItemFactory(['Fighter Sword']))
if world.goal == 'pedestal':
world.push_item('Master Sword Pedestal', ItemFactory('Triforce'), False)
world.get_location('Master Sword Pedestal').event = True
(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)
world.itempool = ItemFactory(pool)
for (location, item) in placed_items:
world.push_item(location, ItemFactory(item), False)
world.get_location(location).event = True
if clock_mode is not None:
world.clock_mode = clock_mode
if treasure_hunt_count is not None:
world.treasure_hunt_count = treasure_hunt_count
if treasure_hunt_icon is not None:
world.treasure_hunt_icon = treasure_hunt_icon
# shuffle medallions
mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
@ -546,4 +214,120 @@ def generate_itempool(world):
random.shuffle(crystal_locations)
fill_restrictive(world, world.get_all_state(keys=True), crystal_locations, crystals)
fill_restrictive(world, world.get_all_state(keys=True), crystal_locations, crystals)
def get_pool_core(progressive,shuffle,difficulty,timer, goal, mode):
pool=[]
placed_items=[]
clock_mode=None
treasure_hunt_count=None
treasure_hunt_icon=None
pool.extend(alwaysitems)
def wantProgressives():
return random.choice([True, False]) if progressive == 'random' else progressive=='on'
if wantProgressives():
pool.extend(progressivegloves)
else:
pool.extend(basicgloves)
# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
if shuffle == 'insanity':
placed_items.append(('Link\'s House', 'Magic Mirror'))
placed_items.append(('Sanctuary', 'Moon Pearl'))
else:
pool.extend(['Magic Mirror', 'Moon Pearl'])
if timer == 'display':
clock_mode = 'stopwatch'
elif timer == 'ohko':
clock_mode = 'ohko'
diff = difficulties[difficulty]
pool.extend(diff.baseitems)
# 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 i in range (diff.bottle_count):
if not diff.same_bottle:
thisbottle = random.choice(diff.bottles)
pool.append(thisbottle)
if wantProgressives():
pool.extend(diff.progressiveshield)
else:
pool.extend(diff.basicshield)
if wantProgressives():
pool.extend(diff.progressivearmor)
else:
pool.extend(diff.basicarmor)
if mode == 'swordless':
pool.extend(diff.swordless)
elif mode == 'standard':
if wantProgressives():
placed_items.append(('Link\'s Uncle', 'Progressive Sword'))
pool.extend(diff.progressivesword)
else:
placed_items.append(('Link\'s Uncle', 'Fighter Sword'))
pool.extend(diff.basicsword)
else:
if wantProgressives():
pool.extend(diff.progressivesword)
pool.extend(['Progressive Sword'])
else:
pool.extend(diff.basicsword)
pool.extend(['Fighter Sword'])
extraitems = TotalItemsToPlace - len(pool) - len(placed_items)
if timer in ['timed', 'timed-countdown']:
pool.extend(diff.timedother)
extraitems -= len(diff.timedother)
clock_mode = 'stopwatch' if timer == 'timed' else 'countdown'
elif timer == 'timed-ohko':
pool.extend(diff.timedohko)
extraitems -= len(diff.timedohko)
clock_mode = 'countdown-ohko'
if goal == 'triforcehunt':
pool.extend(diff.triforcehunt)
extraitems -= len(diff.triforcehunt)
treasure_hunt_count = diff.triforce_pieces_required
treasure_hunt_icon = 'Triforce Piece'
cond_extras = diff.conditional_extras(timer, goal, mode, pool, placed_items)
pool.extend(cond_extras)
extraitems -= len(cond_extras)
for extra in diff.extras:
if(extraitems > 0):
pool.extend(extra )
extraitems -= len(extra)
if goal == 'pedestal':
placed_items.append(('Master Sword Pedestal', 'Triforce'))
return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
# A quick test to ensure all combinations generate the correct amount of items.
if __name__ == '__main__':
for difficulty in ['easy', 'normal', 'hard', 'expert', 'insane']:
for goal in ['ganon', 'triforcehunt', 'pedestal']:
for timer in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown']:
for mode in ['open', 'standard', 'swordless']:
for progressive in ['on','off']:
for shuffle in ['full','insane']:
out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode)
count = len(out[0]) + len(out[1])
correct_count = TotalItemsToPlace
if goal in ['pedestal']:
# pedestal goals generate one extra item
correct_count += 1
assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode))

View File

@ -47,12 +47,12 @@ item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher cla
'Bombos': (True, False, None, 0x0F, 'Burn, baby,\nburn! Fear my\nring of fire!', 'and the swirly coin', 'coin-collecting kid', 'swirly coin for sale', 'shrooms for swirly-coin', 'boy hides coin again'),
'Quake': (True, False, None, 0x11, 'Maxing out the\nRichter scale\nis what I do!', 'and the wavy coin', 'coin-collecting kid', 'wavy coin for sale', 'shrooms for wavy-coin', 'boy hides coin again'),
'Bottle': (True, False, None, 0x16, 'Now you can\nstore potions\nand stuff!', 'and the terrarium', 'the terrarium kid', 'terrarium for sale', 'special promotion', 'boy stores things again'),
'BottleRedPotion': (True, False, None, 0x2B, 'Hearty red goop!', 'and the red goo', 'the liquid kid', 'potion for sale', 'free samples', 'boy drinks again'),
'BottleGreenPotion': (True, False, None, 0x2C, 'Refreshing green goop!', 'and the green goo', 'the liquid kid', 'potion for sale', 'free samples', 'boy drinks again'),
'BottleBluePotion': (True, False, None, 0x2D, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'boy stores drinks again'),
'BottleFairy': (True, False, None, 0x3D, 'Save me and I will revive you', 'and the captive', 'the tingle kid', 'hostage for sale', 'fairy dust and shrooms', 'boy revives again'),
'BottleBee': (True, False, None, 0x3C, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'boy is stung again'),
'BottleGoodBee': (True, False, None, 0x48, 'I will sting your foes a whole lot!', 'and the sparkle sting', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'boy is stung again'),
'Bottle (Red Potion)': (True, False, None, 0x2B, 'Hearty red goop!', 'and the red goo', 'the liquid kid', 'potion for sale', 'free samples', 'boy drinks again'),
'Bottle (Green Potion)': (True, False, None, 0x2C, 'Refreshing green goop!', 'and the green goo', 'the liquid kid', 'potion for sale', 'free samples', 'boy drinks again'),
'Bottle (Blue Potion)': (True, False, None, 0x2D, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'boy stores drinks again'),
'Bottle (Fairy)': (True, False, None, 0x3D, 'Save me and I will revive you', 'and the captive', 'the tingle kid', 'hostage for sale', 'fairy dust and shrooms', 'boy revives again'),
'Bottle (Bee)': (True, False, None, 0x3C, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'boy is stung again'),
'Bottle (Good Bee)': (True, False, None, 0x48, 'I will sting your foes a whole lot!', 'and the sparkle sting', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'boy is stung again'),
'Master Sword': (True, False, None, 0x50, 'I beat barries and pigs alike', 'and the master sword', 'sword-wielding kid', 'glow sword for sale', 'fungus for blue slasher', 'boy fights again'),
'Tempered Sword': (True, False, None, 0x02, 'I stole the\nblacksmith\'s\njob!', 'the tempered sword', 'sword-wielding kid', 'flame sword for sale', 'fungus for red slasher', 'boy fights again'),
'Fighter Sword': (True, False, None, 0x49, 'A pathetic\nsword rests\nhere!', 'the tiny sword', 'sword-wielding kid', 'tiny sword for sale', 'fungus for tiny slasher', 'boy fights again'),

29
Main.py
View File

@ -8,28 +8,29 @@ from Items import ItemFactory
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, fill_restrictive, flood_items
from collections import OrderedDict
from ItemList import generate_itempool
from Utils import output_path
import random
import time
import logging
import json
__version__ = '0.5.0-dev'
__version__ = '0.5.1-dev'
logic_hash = [217, 163, 29, 168, 46, 16, 56, 85, 183, 60, 44, 118, 98, 125, 64, 42, 161, 36, 131, 95, 247, 37, 127, 164, 47, 14, 19, 40, 96, 174, 67, 200,
240, 119, 189, 4, 243, 155, 162, 32, 159, 186, 84, 180, 233, 99, 86, 242, 105, 26, 216, 196, 249, 214, 45, 70, 72, 224, 78, 87, 93, 182, 38, 248,
173, 109, 30, 205, 73, 7, 193, 113, 241, 251, 52, 62, 171, 43, 41, 222, 138, 49, 145, 170, 103, 48, 21, 235, 74, 110, 176, 201, 253, 114, 68, 117,
89, 207, 82, 54, 211, 61, 53, 88, 158, 226, 218, 177, 50, 213, 25, 9, 104, 140, 203, 169, 166, 116, 152, 2, 33, 149, 20, 220, 165, 108, 254, 179,
107, 6, 22, 128, 69, 250, 231, 94, 92, 97, 252, 160, 172, 148, 237, 81, 77, 199, 35, 215, 184, 187, 136, 28, 129, 71, 210, 178, 102, 195, 198, 121,
80, 135, 111, 151, 17, 223, 228, 238, 51, 147, 133, 79, 55, 12, 122, 1, 100, 120, 225, 202, 144, 63, 185, 208, 181, 204, 134, 142, 188, 146, 126, 27,
153, 91, 191, 13, 157, 5, 59, 234, 83, 141, 23, 15, 18, 236, 137, 31, 143, 209, 229, 34, 132, 57, 75, 0, 230, 190, 90, 115, 76, 123, 197, 39,
3, 206, 255, 112, 244, 167, 212, 154, 65, 124, 219, 221, 106, 139, 175, 10, 101, 239, 150, 227, 11, 246, 24, 156, 8, 130, 245, 66, 194, 58, 232, 192]
logic_hash = [117, 227, 77, 12, 94, 219, 67, 70, 58, 42, 7, 75, 132, 55, 130, 97, 235, 46, 206, 185, 243, 64, 109, 161, 107, 91, 224, 142, 25, 84, 4, 78,
160, 245, 143, 18, 251, 114, 165, 157, 13, 26, 119, 92, 188, 216, 27, 39, 76, 238, 152, 113, 231, 193, 191, 103, 118, 182, 213, 134, 41, 90, 246, 82,
57, 225, 150, 139, 99, 151, 184, 11, 85, 209, 144, 147, 47, 56, 129, 247, 121, 177, 79, 1, 215, 207, 126, 136, 105, 100, 180, 5, 2, 14, 153, 6,
163, 192, 198, 88, 98, 174, 149, 201, 249, 200, 158, 116, 196, 80, 220, 31, 111, 214, 194, 248, 221, 167, 250, 115, 38, 10, 32, 218, 133, 19, 253, 122,
239, 16, 52, 48, 156, 205, 127, 3, 138, 237, 234, 190, 37, 112, 189, 86, 223, 236, 195, 54, 71, 181, 43, 49, 226, 255, 0, 135, 186, 203, 175, 87,
21, 229, 120, 124, 145, 171, 252, 155, 22, 62, 199, 51, 35, 179, 159, 44, 69, 30, 172, 242, 140, 74, 9, 83, 183, 93, 202, 137, 108, 241, 173, 23,
164, 45, 222, 232, 166, 176, 230, 63, 154, 96, 170, 34, 66, 50, 17, 211, 95, 53, 208, 244, 36, 123, 81, 187, 106, 131, 169, 29, 104, 72, 101, 141,
68, 24, 168, 125, 217, 240, 15, 162, 148, 8, 40, 102, 33, 89, 128, 61, 210, 204, 73, 228, 59, 146, 28, 110, 233, 178, 254, 65, 197, 20, 212, 60]
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.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)
logger = logging.getLogger('')
if seed is None:
random.seed(None)
@ -105,10 +106,10 @@ def main(args, seed=None):
if args.jsonout:
print(json.dumps({'patch': rom.patches, 'spoiler': world.spoiler.to_json()}))
else:
rom.write_to_file(args.jsonout or '%s.sfc' % outfilebase)
rom.write_to_file(args.jsonout or output_path('%s.sfc' % outfilebase))
if args.create_spoiler and not args.jsonout:
world.spoiler.to_file('%s_Spoiler.txt' % outfilebase)
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Enjoy.')
logger.debug('Total Time: %s' % (time.clock() - start))
@ -117,7 +118,7 @@ def main(args, seed=None):
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.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)
ret.required_medallions = list(world.required_medallions)
ret.swamp_patch_required = world.swamp_patch_required
ret.ganon_at_pyramid = world.ganon_at_pyramid
@ -228,4 +229,4 @@ def create_playthrough(world):
old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
# 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)])
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

@ -1,7 +1,7 @@
from BaseClasses import World
from Regions import create_regions
from EntranceShuffle import link_entrances, connect_entrance, connect_two_way, connect_exit
from Rom import patch_rom, LocalRom, write_string_to_rom, write_credits_string_to_rom
from Rom import patch_rom, LocalRom, write_string_to_rom
from Rules import set_rules
from Dungeons import create_dungeons
from Items import ItemFactory
@ -12,6 +12,7 @@ import logging
import argparse
import os
import hashlib
import sys
__version__ = '0.2-dev'
@ -29,7 +30,7 @@ def main(args, seed=None):
start = time.clock()
# initialize the world
world = World('vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, args.quickswap, args.fastmenu, False)
world = World('vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, args.quickswap, args.fastmenu, args.disablemusic, False)
logger = logging.getLogger('')
hasher = hashlib.md5()
@ -161,9 +162,10 @@ def fill_world(world, plando, text_patches):
elif line.startswith('!text_'):
textname, text = line.split(':', 1)
text_patches.append([textname.lstrip('!text_').strip(), 'text', text.strip()])
elif line.startswith('!credits_'):
textname, text = line.split(':', 1)
text_patches.append([textname.lstrip('!credits_').strip(), 'credits', text.strip()])
#temporarilly removed. New credits system not ready to handle this.
#elif line.startswith('!credits_'):
# textname, text = line.split(':', 1)
# text_patches.append([textname.lstrip('!credits_').strip(), 'credits', text.strip()])
continue
locationstr, itemstr = line.split(':', 1)
@ -205,6 +207,7 @@ if __name__ == '__main__':
parser.add_argument('--seed', help='Define seed number to generate.', type=int)
parser.add_argument('--fastmenu', help='Enable instant menu', action='store_true')
parser.add_argument('--quickswap', help='Enable quick item swapping with L and R.', action='store_true')
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('--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.')
@ -214,13 +217,13 @@ if __name__ == '__main__':
# ToDo: Validate files further than mere existance
if not os.path.isfile(args.rom):
input('Could not find valid base rom for patching at expected path %s. Please run with -h to see help for further information. \nPress Enter to exit.' % args.rom)
exit(1)
sys.exit(1)
if not os.path.isfile(args.plando):
input('Could not find Plandomizer distribution at expected path %s. Please run with -h to see help for further information. \nPress Enter to exit.' % args.plando)
exit(1)
sys.exit(1)
if args.sprite is not None and not os.path.isfile(args.rom):
input('Could not find link sprite sheet at given location. \nPress Enter to exit.' % args.sprite)
exit(1)
sys.exit(1)
# set up logger
loglevel = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}[args.loglevel]

258
README.md
View File

@ -3,7 +3,7 @@
This is a entrance randomizer for _The Legend of Zelda: A Link to the Past_ for the SNES.
See http://vt.alttp.run for more details on the normal randomizer.
## Installation
# Installation
Clone this repository and then run ```EntranceRandomizer.py``` (requires Python 3).
@ -11,40 +11,9 @@ Alternatively, run ```Gui.py``` for a simple graphical user interface.
For releases, a Windows standalone executable is available for users without Python 3.
## Options
# Settings
```
-h, --help
```
Show the help message and exit.
```
--create_spoiler
```
Output a Spoiler File (default: False)
```
--logic [{noglitches,minorglitches}]
```
Select Enforcement of Item Requirements.
### No Glitches
The game can be completed without knowing how to perform glitches of any kind.
### Minor Glitches
May require Fake Flippers, Bunny Revival. (default: noglitches)
```
--mode [{standard,open,swordless}]
```
Select game mode. (default: open)
## Game Mode
### Standard
@ -54,7 +23,7 @@ Gives lightcone in Hyrule Castle Sewers even without the Lamp.
### Open
This mode starts with the option to start in your house or the sanctuary, you are free to explore.
This mode starts with the option to start in your house or the sanctuary, you are free to explore.
Special notes:
@ -74,21 +43,28 @@ Special notes:
- The magic barrier to Hyrule Castle Tower can be broken with a Hammer.
- The Hammer can be used to activate the Ether and Bombos tablets.
```
--goal [{ganon,pedestal,dungeons,triforcehunt,crystals}]
```
## Game Logic
This determines the Item Requirements for each location.
Select completion goal.
### No Glitches
### Ganon (Default)
The game can be completed without knowing how to perform glitches of any kind.
### Minor Glitches
May require Fake Flippers, Bunny Revival.
## Game Goal
### Ganon
Standard game completion requiring you to collect the 7 crystals, defeat Agahnim 2 and then beat Ganon.
### Pedestal
### Pedestal
Places the Triforce at the Master Sword Pedestal. Ganon cannot be damaged.
### All Dungeons
### All Dungeons
Ganon cannot be damaged until all dungeons (including Hyrule Castle Tower and Ganons Tower) are cleared.
@ -109,18 +85,14 @@ Standard game completion requiring you to collect the 7 crystals and then beat G
This is only noticeably different if the --shuffleganon option is enabled.
```
--difficulty [{easy,normal,hard,expert,insane}]
```
Select game difficulty. Affects available itempool. (default: normal)
## Game Difficulty
### Easy
This setting doubles the number of swords, shields, armors, and bottles in the item pool.
Within dungeons, the number of items found will be displayed on screen if there is no timer.
### Normal (Default)
### Normal
This is the default setting that has an item pool most similar to the original
The Legend of Zelda: A Link to the Past.
@ -142,13 +114,9 @@ pool is less helpful, and the player can find no armor, only a Master Sword, and
This setting is a modest step up from Expert. The main difference is that the player will never find any
additional health.
```
--timer [{none,display,timed,timed-ohko,timed-countdown}]
```
## Timer Setting
Select the timer setting.
### None (Default)
### None
Does not invoke a timer.
@ -168,18 +136,21 @@ Displays a countdown timer on screen that, when it hits zero, will put the playe
knockout state until more time is added to the clock via some of the Green Clocks that will be added
to the itempool.
### OHKO
The player will be in a one hit knockout state the entire game. This is the same as Timed-OHKO except
without the Clock items and the timer permanently at zero.
### Timed-countdown
Displays a countdown timer on screen that can be increased with Green Clocks and Blue Clocks or
increased with Red Clocks found in chests that will be added to the itempool. The goal of this mode
decreased with Red Clocks found in chests that will be added to the itempool. The goal of this mode
is to finish the game without the timer reaching zero, but the game will continue uninterrupted if
the player runs out of time.
```
--progressive [{on,off,random}]
```
## Progressive equipment
Select the setting for progressive equipment.
Determines if Sword, Shield, and gloves are progressive (upgrading in sequence) or not.
### On (Default)
@ -199,14 +170,12 @@ will simply do nothing.
This setting makes swords, shields, armor, and gloves randomly either progressive or not. Each category is independently
randomized.
```
--algorithm [{freshness,flood,vt21,vt22,vt25,vt26,balanced}]
```
## Item Distribution Algorithm
Select item filling algorithm.
Determines how the items are shuffled.
### Balanced (Default)
This is a variation of vt26 that aims to strike a balance between the overworld heavy vt25 and the dungeon heavy vt26 algorithm.
### Balanced
This is a variation of VT26 that aims to strike a balance between the overworld heavy VT25 and the dungeon heavy VT26 algorithm.
It does this by reshuffling the remaining locations after placing dungeon items.
### VT26
@ -214,18 +183,18 @@ Items and locations are shuffled like in VT25, and dungeon items are now placed
shuffled it includes a slight deliberate bias against having too many desireable items in Ganon's Tower to help counterbalance
the sheer number of chests in that single location.
### VT25
### VT25
Items and locations are shuffled and placed from the top of the lists. The only thing preventing an item from being placed into a spot
is if is absolutely impossible to be there given the previous made placement choices. Leads to very uniform but guaranteed solvable distributions.
### VT22
The ordinary VT v8.22 algorithm. Fixes issues in placement in VT21 by discarding all previously skipped and unfilled locations
after 2/3 of the progression items were placed to prevent stale late game locations from soaking up the same items all the time.
### VT21
The ordinary VT v8.21 algorithm. Unbiased placement of items into unlocked locations, placing items that unlock new locations first.
May lead to distributions that seem a bit wonky (high likelyhood of ice rod in Turtle Rock, for instance)
### VT22
The ordinary VT v8.21 algorithm. Fixes issues in placement in VT21 by discarding all previously skipped and unfilled locations
after 2/3 of the progression items were placed to prevent stale late game locations from soaking up the same items all the time.
### Flood
Pushes out items starting from Link's House and is slightly biased to placing progression items with less restrictions. Use for relatively simple distributions.
@ -233,11 +202,9 @@ Pushes out items starting from Link's House and is slightly biased to placing pr
Alternative approach to VT22 to improve on VT21 flaws. Locations that are skipped because they are currently unreachable increase in
staleness, decreasing the likelihood of receiving a progress item.
```
--shuffle [{default,simple,restricted,full,madness,insanity,dungeonsfull,dungeonssimple}]
```
## Entrance Shuffle Algorithm
Select Entrance Shuffling Algorithm.
Determines how locations are shuffled.
### Default
@ -248,9 +215,9 @@ Is the Vanilla layout.
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 (Default)
### Full
Mixes cave and dungeon entrances freely.
Mixes cave and dungeon entrances freely.
### Restricted
@ -268,6 +235,118 @@ Madness, but without the light/dark world restrictions. Gives access to Mirror a
The dungeon variants only mix up dungeons and keep the rest of the overworld vanilla.
## Heartbeep Sound Rate
Select frequency of beeps when on low health. Can completely disable them.
## Create Spoiler Log
Output a Spoiler File.
## Do not Create Patched Rom
If set, will not produce a patched rom as output. Useful in conjunction with the spoiler log option to batch
generate spoilers for statistical analysis.
## Enable L/R button quickswapping
Use to enable quick item swap with L/R buttons
## Instant Menu
As an alternative to quickswap, opens menu instantly.
## Keysanity
This setting allows dungeon specific items (Small Key, Big Key, Map, Compass) to be distributed anywhere in the world and not just
in their native dungeon. Small Keys dropped by enemies or found in pots are not affected. The chest in southeast Skull Woods that
is traditionally a guaranteed Small Key still is. These items will be distributed according to the v26/balanced algorithm, but
the rest of the itempool will respect the algorithm setting. Music for dungeons is randomized so it cannot be used as a tell
for which dungeons contain pendants and crystals; finding a Map for a dungeon will allow the overworld map to display its prize.
## Place Dungeon Items
If not set, Compasses and Maps are removed from the dungeon item pools and replaced by empty chests that may end up anywhere in the world.
This may lead to different amount of itempool items being placed in a dungeon than you are used to.
## Only Ensure Seed Beatable
If set, will only ensure the goal can be achieved, but not necessarily that all locations are reachable. Currently only affects VT25, VT26 and balanced algorithms.
## 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.
## Seed
Can be used to set a seed number to generate. Using the same seed with same settings on the same version of the entrance randomizer will always yield an identical output.
## Count
Use to batch generate multiple seeds with same settings. If a seed number is provided, it will be used for the first seed, then used to derive the next seed (i.e. generating 10 seeds with the same seed number given will produce the same 10 (different) roms each time).
# Command Line Options
```
-h, --help
```
Show the help message and exit.
```
--create_spoiler
```
Output a Spoiler File (default: False)
```
--logic [{noglitches,minorglitches}]
```
Select the game logic (default: noglitches)
```
--mode [{standard,open,swordless}]
```
Select the game mode. (default: open)
```
--goal [{ganon,pedestal,dungeons,triforcehunt,crystals}]
```
Select the game completion goal. (default: ganon)
```
--difficulty [{easy,normal,hard,expert,insane}]
```
Select the game difficulty. Affects available itempool. (default: normal)
```
--timer [{none,display,timed,timed-ohko,ohko,timed-countdown}]
```
Select the timer setting. (default: none)
```
--progressive [{on,off,random}]
```
Select the setting for progressive equipment. (default: on)
```
--algorithm [{freshness,flood,vt21,vt22,vt25,vt26,balanced}]
```
Select item distribution algorithm. (default: balanced)
```
--shuffle [{default,simple,restricted,full,madness,insanity,dungeonsfull,dungeonssimple}]
```
Select entrance shuffle algorithm. (default: full)
```
--rom ROM
```
@ -284,14 +363,13 @@ Select level of logging for output. (default: info)
--seed SEED
```
Define seed number to generate. (default: None) Using the same seed with same settings on the same version of the entrance randomizer will always yield an identical output.
Define seed number to generate. (default: None)
```
--count COUNT
```
Use to batch generate multiple seeds with same settings.
If --seed is provided, it will be used for the first seed, then used to derive the next seed (i.e. generating 10 seeds with --seed given will produce the same 10 (different) roms each time). (default: None)
Set the count option (default: None)
```
--quickswap
@ -305,15 +383,18 @@ Use to enable quick item swap with L/R buttons. (default: False)
As an alternative to quickswap, opens menu instantly. (default: False)
```
--disablemusic
```
Disables game music, resulting in the game sound being just the SFX. (default: False)
```
--keysanity
```
This setting allows dungeon specific items (Small Key, Big Key, Map, Compass) to be distributed anywhere in the world and not just
in their native dungeon. Small Keys dropped by enemies or found in pots are not affected. The chest in southeast Skull Woods that
is traditionally a guaranteed Small Key still is. These items will be distributed according to the v26/balanced algorithm, but
the rest of the itempool will respect the algorithm setting. Music for dungeons is randomized so it cannot be used as a tell
for which dungeons contain pendants and crystals; finding a Map for a dungeon will allow the overworld map to display its prize.
Enable Keysanity (default: False)
```
--nodungeonitems
@ -338,22 +419,19 @@ Use to select a different sprite sheet to use for Link. Path to a binary file of
--beatableonly
```
If set, will only ensure the goal can be achieved, but not necessarily that all locations are reachable. Currently only affects VT25, VT26 and balanced algorithms.
Enables the "Only Ensure Seed Beatable" option (default: False)
```
--shuffleganon
```
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.
Note: This option is under development and may sometimes lead to dungeon and crystal distributions that cannot be solved. If this is the case, the generation will fail. Simply retry with a different seed number if you run into this issue.
Enables the "Include Ganon's Tower and Pyramid Hole in Shuffle pool" option. (default: false)
```
--suppress_rom
```
If set, will not produce a patched rom as output. Useful to batch generate spoilers for statistical analysis.
Enables the "Do not Create Patched Rom" option. (default: False)
```
--gui

View File

@ -458,10 +458,10 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Turtle Rock - Eye Bridge - Top Right': (0xEA28, False, 'in Turtle Rock'),
'Turtle Rock - Trinexx': (0x180159, False, 'with Trinexx'),
'Palace of Darkness - Shooter Room': (0xEA5B, False, 'in Palace of Darkness'),
'Palace of Darkness - The Arena - Bridge': (0xEA3A, False, 'in Palace of Darkness'),
'Palace of Darkness - The Arena - Bridge': (0xEA3D, False, 'in Palace of Darkness'),
'Palace of Darkness - Stalfos Basement': (0xEA49, False, 'in Palace of Darkness'),
'Palace of Darkness - Big Key Chest': (0xEA37, False, 'in Palace of Darkness'),
'Palace of Darkness - The Arena - Ledge': (0xEA3D, False, 'in Palace of Darkness'),
'Palace of Darkness - The Arena - Ledge': (0xEA3A, False, 'in Palace of Darkness'),
'Palace of Darkness - Map Chest': (0xEA52, False, 'in Palace of Darkness'),
'Palace of Darkness - Compass Chest': (0xEA43, False, 'in Palace of Darkness'),
'Palace of Darkness - Dark Basement - Left': (0xEA4C, False, 'in Palace of Darkness'),

102
Rom.py
View File

@ -2,6 +2,7 @@ from Dungeons import dungeon_music_addresses
from Text import string_to_alttp_text, text_addresses, Credits
from Text import Uncle_texts, Ganon1_texts, PyramidFairy_texts, TavernMan_texts, Sahasrahla2_texts, Triforce_texts, Blind_texts, BombShop2_texts
from Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts, Blacksmiths_texts, DeathMountain_texts, LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts
from Utils import local_path
import random
import json
import hashlib
@ -21,10 +22,10 @@ class JsonRom(object):
def write_bytes(self, startaddress, values):
self.patches[str(startaddress)] = list(values)
def write_int16_to_rom(self, address, value):
self.write_bytes(address, int16_as_bytes(value))
def write_int32_to_rom(self, address, value):
self.write_bytes(address, int32_as_bytes(value))
@ -47,7 +48,7 @@ class LocalRom(object):
def write_int16_to_rom(self, address, value):
self.write_bytes(address, int16_as_bytes(value))
def write_int32_to_rom(self, address, value):
self.write_bytes(address, int32_as_bytes(value))
@ -66,7 +67,7 @@ class LocalRom(object):
self.buffer.extend(bytearray([0x00] * (2097152 - len(self.buffer))))
# load randomizer patches
patches = json.load(open('base2current.json', 'r'))
patches = json.load(open(local_path('data/base2current.json'), 'r'))
for patch in patches:
if isinstance(patch, dict):
for baseaddress, values in patch.items():
@ -86,7 +87,7 @@ class LocalRom(object):
def int16_as_bytes(value):
value = value & 0xFFFF
return [value & 0xFF, (value >> 8) & 0xFF]
def int32_as_bytes(value):
value = value & 0xFFFFFFFF
return [value & 0xFF, (value >> 8) & 0xFF, (value >> 16) & 0xFF, (value >> 24) & 0xFF]
@ -391,33 +392,39 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
# set up clocks for timed modes
if world.clock_mode == 'off':
rom.write_bytes(0x180190, [0x00, 0x00, 0x00]) # turn off clock mode
rom.write_bytes(0x180200, [0x00, 0x00, 0x00, 0x00]) # red clock adjustment time (in frames, sint32)
rom.write_bytes(0x180204, [0x00, 0x00, 0x00, 0x00]) # blue clock adjustment time (in frames, sint32)
rom.write_bytes(0x180208, [0x00, 0x00, 0x00, 0x00]) # green clock adjustment time (in frames, sint32)
rom.write_bytes(0x18020C, [0x00, 0x00, 0x00, 0x00]) # starting time (in frames, sint32)
rom.write_int32_to_rom(0x180200, 0) # red clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180204, 0) # blue clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180208, 0) # green clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 0) # starting time (in frames, sint32)
elif world.clock_mode == 'ohko':
rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality
rom.write_bytes(0x180200, [0x00, 0x00, 0x00, 0x81]) # red clock adjustment time (in frames, sint32)
rom.write_bytes(0x180204, [0x20, 0x1C, 0x00, 0x00]) # blue clock adjustment time (in frames, sint32)
rom.write_bytes(0x180208, [0x40, 0x38, 0x00, 0x00]) # green clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180200, 0) # red clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180204, 0) # blue clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180208, 0) # green clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 0) # starting time (in frames, sint32)
elif world.clock_mode == 'countdown-ohko':
rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality
rom.write_int32_to_rom(0x180200, -100 * 60 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
if world.difficulty == 'easy':
rom.write_bytes(0x18020C, [0x40, 0x19, 0x01, 0x00]) # starting time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 20 * 60 * 60) # starting time (in frames, sint32)
elif world.difficulty == 'normal':
rom.write_bytes(0x18020C, [0xA0, 0x8C, 0x00, 0x00]) # starting time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 10 * 60 * 60) # starting time (in frames, sint32)
else:
rom.write_bytes(0x18020C, [0x50, 0x46, 0x00, 0x00]) # starting time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 5 * 60 * 60) # starting time (in frames, sint32)
if world.clock_mode == 'stopwatch':
rom.write_bytes(0x180190, [0x02, 0x01, 0x00]) # set stopwatch mode
rom.write_bytes(0x180200, [0xE0, 0xE3, 0xFF, 0xFF]) # red clock adjustment time (in frames, sint32)
rom.write_bytes(0x180204, [0x20, 0x1C, 0x00, 0x00]) # blue clock adjustment time (in frames, sint32)
rom.write_bytes(0x180208, [0x40, 0x38, 0x00, 0x00]) # green clock adjustment time (in frames, sint32)
rom.write_bytes(0x18020C, [0x00, 0x00, 0x00, 0x00]) # starting time (in frames, sint32)
rom.write_int32_to_rom(0x180200, -2 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 0) # starting time (in frames, sint32)
if world.clock_mode == 'countdown':
rom.write_bytes(0x180190, [0x01, 0x01, 0x00]) # set countdown, with no reset available
rom.write_bytes(0x180200, [0xE0, 0xE3, 0xFF, 0xFF]) # red clock adjustment time (in frames, sint32)
rom.write_bytes(0x180204, [0x20, 0x1C, 0x00, 0x00]) # blue clock adjustment time (in frames, sint32)
rom.write_bytes(0x180208, [0x40, 0x38, 0x00, 0x00]) # green clock adjustment time (in frames, sint32)
rom.write_bytes(0x18020C, [0x80, 0x32, 0x02, 0x00]) # starting time (in frames, sint32)
rom.write_int32_to_rom(0x180200, -2 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
rom.write_int32_to_rom(0x18020C, 40 * 60 * 60) # starting time (in frames, sint32)
# set up goals for treasure hunt
rom.write_bytes(0x180165, [0x0E, 0x28] if world.treasure_hunt_icon == 'Triforce Piece' else [0x0D, 0x28])
@ -528,6 +535,53 @@ def patch_rom(world, rom, hashtable, beep='normal', sprite=None):
write_strings(rom, world)
if world.disable_music:
volumeaddresses = [0xD373B, 0xD375B, 0xD90F8, 0xDA710, 0xDA7A4, 0xDA7BB, 0xDA7D2, 0xD5954, 0xD653B, 0xDA736, 0xDA752, 0xDA772, 0xDA792,
0xD5B47, 0xD5B5E, 0xD4306, 0xD6878, 0xD6883, 0xD6E48, 0xD6E76, 0xD6EFB, 0xD6F2D, 0xDA211, 0xDA35B, 0xDA37B, 0xDA38E,
0xDA39F, 0xDA5C3, 0xDA691, 0xDA6A8, 0xDA6DF, 0xD2349, 0xD3F45, 0xD42EB, 0xD48B9, 0xD48FF, 0xD543F, 0xD5817, 0xD5957,
0xD5ACB, 0xD5AE8, 0xD5B4A, 0xDA5DE, 0xDA608, 0xDA635, 0xDA662, 0xDA71F, 0xDA7AF, 0xDA7C6, 0xDA7DD, 0xD2F00, 0xDA3D5,
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, 0xD9A02, 0xD9BD6, 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, 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, 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, 0xD2B88, 0xD364A, 0xD369F, 0xD3747, 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, 0xD210A, 0xD22DC, 0xD2447, 0xD5A4D, 0xD5DDC, 0xDA251, 0xDA26C, 0xD945E, 0xD967D, 0xD96C2,
0xD9C95, 0xD9EE6, 0xDA5C6, 0xD2047, 0xD24C2, 0xD24EC, 0xD25A4, 0xD3DAA, 0xD51A8, 0xD51E6, 0xD524E, 0xD529E, 0xD6045,
0xD81DE, 0xD821E, 0xD94AA, 0xD9A9E, 0xD9AE4, 0xDA289, 0xD2085, 0xD21C5, 0xD5F28]
for address in volumeaddresses:
rom.write_byte(address, 0x00)
# set rom name
# 21 bytes
rom.write_bytes(0x7FC0, bytearray('ER_050_%09d\0' % world.seed, 'utf8') + world.option_identifier.to_bytes(4, 'big'))
@ -620,7 +674,7 @@ def write_strings(rom, world):
magicshopitem = world.get_location('Potion Shop').item
magicshopitem_text = random.choice(MagicShop_texts) if magicshopitem is None or magicshopitem.magicshop_credit_text is None else magicshopitem.magicshop_credit_text
fluteboyitem = world.get_location('Stumpy').item
fluteboyitem = world.get_location('Flute Spot').item
fluteboyitem_text = random.choice(FluteBoy_texts) if fluteboyitem is None or fluteboyitem.fluteboy_credit_text is None else fluteboyitem.fluteboy_credit_text
credits.update_credits_line('castle', 0, random.choice(KingsReturn_texts))

View File

@ -301,7 +301,7 @@ def global_rules(world):
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (state.world.get_location('Palace of Darkness - Big Key Chest').item is not None and (state.world.get_location('Palace of Darkness - Big Key Chest').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness (North)'), lambda state: state.has('Small Key (Palace of Darkness)', 4))
set_rule(world.get_location('Palace of Darkness - Big Chest'), lambda state: state.has('Big Key (Palace of Darkness)'))
if world.keysanity:
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (state.world.get_location('Palace of Darkness - Harmless Hellway').item is not None and (state.world.get_location('Palace of Darkness - Harmless Hellway').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 6) or (state.world.get_location('Palace of Darkness - Big Key Chest').item is not None and (state.world.get_location('Palace of Darkness - Big Key Chest').item.name in ['Small Key (Palace of Darkness)'])))
@ -310,7 +310,7 @@ def global_rules(world):
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (state.world.get_location('Palace of Darkness - Harmless Hellway').item is not None and (state.world.get_location('Palace of Darkness - Harmless Hellway').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase'), lambda state: state.has('Small Key (Palace of Darkness)', 5) or (state.world.get_location('Palace of Darkness - Big Key Chest').item is not None and (state.world.get_location('Palace of Darkness - Big Key Chest').item.name in ['Small Key (Palace of Darkness)'])))
set_rule(world.get_entrance('Palace of Darkness Maze Door'), lambda state: state.has('Small Key (Palace of Darkness)', 5))
for location in ['Palace of Darkness - Big Chest', 'Palace of Darkness - Helmasaur']:
forbid_item(world.get_location(location), 'Big Key (Palace of Darkness)')
@ -320,7 +320,7 @@ def global_rules(world):
# these key rules are conservative, you might be able to get away with more lenient rules
randomizer_room_chests = ['Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right']
compass_room_chests = ['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right']
set_rule(world.get_location('Ganons Tower - Bob\'s Torch'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Ganons Tower (Tile Room)'), lambda state: state.has('Cane of Somaria'))
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)'), lambda state: state.has('Hammer'))
@ -328,24 +328,24 @@ def global_rules(world):
set_rule(world.get_entrance('Ganons Tower (Map Room)'), lambda state: state.has('Small Key (Ganons Tower)', 4) or (state.world.get_location('Ganons Tower - Map Chest').item is not None and state.world.get_location('Ganons Tower - Map Chest').item.name == 'Big Key (Ganons Tower)' and state.has('Small Key (Ganons Tower)', 3)) or (state.world.get_location('Ganons Tower - Map Chest').item is not None and state.world.get_location('Ganons Tower - Map Chest').item.name == 'Small Key (Ganons Tower)'))
else:
set_rule(world.get_entrance('Ganons Tower (Map Room)'), lambda state: state.has('Small Key (Ganons Tower)', 3) or (state.world.get_location('Ganons Tower - Map Chest').item is not None and state.world.get_location('Ganons Tower - Map Chest').item.name == 'Small Key (Ganons Tower)'))
# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere We reflect this in the chest requirements.
# However we need to leave these at the lower values derive that with 3 keys it is always possible to reach Bob and Ice Armos.
set_rule(world.get_entrance('Ganons Tower (Double Switch Room)'), lambda state: state.has('Small Key (Ganons Tower)', 2))
# It is possible to need more than 3 keys ....
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)'), lambda state: state.has('Small Key (Ganons Tower)', 3))
#The actual requirements for these rooms to avoid key-lock
set_rule(world.get_location('Ganons Tower - Firesnake Room'), lambda state: state.has('Small Key (Ganons Tower)', 3) or (item_in_locations(state, 'Big Key (Ganons Tower)', randomizer_room_chests) and state.has('Small Key (Ganons Tower)', 2)))
for location in randomizer_room_chests:
set_rule(world.get_location(location), lambda state: state.has('Small Key (Ganons Tower)', 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', randomizer_room_chests) and state.has('Small Key (Ganons Tower)', 3)))
# Once again it is possible to need more than 3 keys...
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door'), lambda state: state.has('Small Key (Ganons Tower)', 3) and state.has('Fire Rod'))
# Actual requirements
for location in compass_room_chests:
set_rule(world.get_location(location), lambda state: state.has('Fire Rod') and (state.has('Small Key (Ganons Tower)', 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', compass_room_chests) and state.has('Small Key (Ganons Tower)', 3))))
set_rule(world.get_location('Ganons Tower - Big Chest'), lambda state: state.has('Big Key (Ganons Tower)'))
set_rule(world.get_location('Ganons Tower - Big Key Room - Left'), lambda state: state.has('Bow') or state.has_blunt_weapon())
set_rule(world.get_location('Ganons Tower - Big Key Chest'), lambda state: state.has('Bow') or state.has_blunt_weapon())
@ -429,7 +429,7 @@ def open_rules(world):
# softlock protection as you can reach the sewers small key door with a guard drop key
forbid_item(world.get_location('Hyrule Castle - Boomerang Chest'), 'Small Key (Escape)')
forbid_item(world.get_location('Hyrule Castle - Zelda\'s Chest'), 'Small Key (Escape)')
# to prevent key-lock in keysanity we need to prevent these chests from having an item that
# blocks the small key
if (world.keysanity):
@ -443,7 +443,7 @@ def swordless_rules(world):
# should there ever be fixes that apply to open mode but not swordless, this
# can be revisited.
open_rules(world)
set_rule(world.get_entrance('Agahnims Tower'), lambda state: state.has('Cape') or state.has('Hammer') or state.has('Beat Agahnim 1')) # barrier gets removed after killing agahnim, relevant for entrance shuffle
set_rule(world.get_entrance('Agahnim 1'), lambda state: state.has('Hammer') or state.has('Bug Catching Net') and state.has('Small Key (Agahnims Tower)', 2))
set_rule(world.get_location('Ether Tablet'), lambda state: state.has('Book of Mudora') and state.has('Hammer'))
@ -479,7 +479,7 @@ def set_trock_key_rules(world):
# if we have backdoor access we can waste a key on the trinexx door, then have no lamp to reverse traverse the maze room. We simply require an additional key just to be super safe then. The backdoor access to the chest is otherwise free
if not can_reach_back:
set_rule(world.get_entrance('Turtle Rock Pokey Room'), lambda state: state.has('Small Key (Turtle Rock)', 1))
set_rule(world.get_entrance('Turtle Rock Pokey Room'), lambda state: state.has('Small Key (Turtle Rock)', 1))
else:
set_rule(world.get_entrance('Turtle Rock Pokey Room'), lambda state: state.has('Small Key (Turtle Rock)', 2))
@ -496,8 +496,8 @@ def set_trock_key_rules(world):
# however in keysanity being able to reach all other chests while only having three keys does not imply this contains
# a key, so we again need all four keys unless it contains the big key
if can_reach_back:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 4) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))
elif world.keysanity:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 4) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))
elif world.keysanity:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Big Key (Turtle Rock)'])) else state.has('Small Key (Turtle Rock)', 4) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))
else:
set_rule(world.get_location('Turtle Rock - Big Key Chest'), lambda state: state.has('Small Key (Turtle Rock)', 2) if (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Big Key (Turtle Rock)'])) else state.has('Small Key (Turtle Rock)', 3) or (state.world.get_location('Turtle Rock - Big Key Chest').item is not None and (state.world.get_location('Turtle Rock - Big Key Chest').item.name in ['Small Key (Turtle Rock)'])))

10
Text.py
View File

@ -141,11 +141,11 @@ class Credits(object):
class CreditLine(object):
"""Base class of credit lines"""
def __init__(self, text, align='center'):
self.text = text
self.align = align
@property
def x(self):
x = 0
@ -157,7 +157,7 @@ class CreditLine(object):
x = (32 - len(self.text)) // 2
return x
class SceneCreditLine(CreditLine):
"""Base class for credit lines for the scene portion of the credits"""
def __init__(self, y, text, align='center'):
@ -214,7 +214,7 @@ class SceneLargeCreditLine(SceneCreditLine):
buf += LargeCreditBottomMapper.convert(self.text)
return buf
def string_to_alttp_text(s, maxbytes=256):
lines = s.upper().split('\n')
outbuf = bytearray()
@ -489,7 +489,7 @@ class GreenCreditMapper(TextMapper):
char_map = {' ': 0x9F,
'.': 0x52}
alpha_offset = -0x29
class RedCreditMapper(TextMapper):
char_map = {' ': 0x9F} #fixme
alpha_offset= -0x61

73
Utils.py Normal file
View File

@ -0,0 +1,73 @@
import os
import sys
def is_bundled():
return getattr(sys, 'frozen', False)
def local_path(path):
if local_path.cached_path is not None:
return os.path.join(local_path.cached_path, path)
if is_bundled():
# we are running in a bundle
local_path.cached_path = sys._MEIPASS
else:
# we are running in a normal Python environment
local_path.cached_path = os.path.dirname(os.path.abspath(__file__))
return os.path.join(local_path.cached_path, path)
local_path.cached_path = None
def output_path(path):
if output_path.cached_path is not None:
return os.path.join(output_path.cached_path, path)
if not is_bundled():
output_path.cached_path = '.'
return os.path.join(output_path.cached_path, path)
else:
# has been packaged, so cannot use CWD for output.
if sys.platform == 'win32':
#windows
import ctypes.wintypes
CSIDL_PERSONAL = 5 # My Documents
SHGFP_TYPE_CURRENT = 0 # Get current, not default value
buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)
ctypes.windll.shell32.SHGetFolderPathW(None, CSIDL_PERSONAL, None, SHGFP_TYPE_CURRENT, buf)
documents = buf.value
elif sys.platform == 'darwin':
from AppKit import NSSearchPathForDirectoriesInDomains
# http://developer.apple.com/DOCUMENTATION/Cocoa/Reference/Foundation/Miscellaneous/Foundation_Functions/Reference/reference.html#//apple_ref/c/func/NSSearchPathForDirectoriesInDomains
NSDocumentDirectory = 9
NSUserDomainMask = 1
# True for expanding the tilde into a fully qualified path
documents = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, True)[0]
else:
raise NotImplementedError('Not supported yet')
output_path.cached_path = os.path.join(documents, 'ALttPEntranceRandomizer')
if not os.path.exists(output_path.cached_path):
os.mkdir(output_path.cached_path)
return os.path.join(output_path.cached_path, path)
output_path.cached_path = None
def open_file(filename):
if sys.platform == 'win32':
os.startfile(filename)
else:
open_Command = 'open' if sys.platform == 'darwin' else 'xdg-open'
subprocess.call([open_command, filename])
def close_console():
if sys.platform == 'win32':
#windows
import ctypes.wintypes
try:
ctypes.windll.kernel32.FreeConsole()
except:
pass

28
appveyor.yml Normal file
View File

@ -0,0 +1,28 @@
version: '{build}'
pull_requests:
do_not_increment_build_number: true
environment:
ProjectVersion: build$(APPVEYOR_BUILD_VERSION)
matrix:
- PYTHON: C:\PYTHON36
install:
- ps: 'if(Test-Path env:APPVEYOR_REPO_TAG_NAME) {$env:ProjectVersion=$env:APPVEYOR_REPO_TAG_NAME}'
- '%PYTHON%\python.exe --version'
- '%PYTHON%\Scripts\pip install pyinstaller'
- '%PYTHON%\Scripts\pip install markdown'
- '%PYTHON%\python.exe -m markdown README.md > README.html'
- '%PYTHON%\Scripts\pyinstaller bundle\EntranceRandomizer.spec'
- 'mkdir dist\EntranceRandomizer\ext'
- 'move dist\EntranceRandomizer\*.pyd dist\EntranceRandomizer\ext'
- 'move dist\EntranceRandomizer\tcl*.dll dist\EntranceRandomizer\ext'
- 'move dist\EntranceRandomizer\tk*.dll dist\EntranceRandomizer\ext'
- ps: '$env:ER_Version= &"$env:PYTHON\python.exe" -c "import Main; import re; print(re.match(''[0-9]+\\.[0-9]+\\.[0-9]+'',Main.__version__).group(0))"'
- '"%WIX%\bin\heat.exe" dir "dist\EntranceRandomizer" -sfrag -srd -suid -dr INSTALLDIR -cg ERFiles -ag -template fragment -t bundle\components.xslt -out build\components.wxs'
- '"%WIX%\bin\candle.exe" -out build\ bundle\*.wxs build\*.wxs'
- '"%WIX%\bin\light.exe" -ext WixUIExtension build\*.wixobj -o dist\EntranceRandomizer-Installer-%ProjectVersion%-win32.msi -b dist\EntranceRandomizer'
build: off
artifacts:
- path: dist/EntranceRandomizer*.msi
name: EntranceRandomizer-Installer-$(ProjectVersion)-win32.msi
- path: dist/EntranceRandomizer/
name: EntranceRandomizer-Raw-$(ProjectVersion)-win32.zip

View File

@ -0,0 +1,39 @@
# -*- mode: python -*-
from PyInstaller.compat import is_win
block_cipher = None
# Todo: the runtime hooks should only be installed on windows
a = Analysis(['../EntranceRandomizer.py'],
pathex=['bundle'],
binaries=[],
datas=[('../data/', 'data/'), ('../README.html', '.')],
hiddenimports=[],
hookspath=[],
runtime_hooks=['bundle/_rt_hook.py'],
excludes=['lzma', 'bz2'],
win_no_prefer_redirects=False,
win_private_assemblies=False,
cipher=block_cipher)
pyz = PYZ(a.pure, a.zipped_data,
cipher=block_cipher)
exe = EXE(pyz,
a.scripts,
exclude_binaries=True,
name='EntranceRandomizer',
debug=False,
strip=False,
upx=False,
icon='data/ER.ico',
console=is_win )
coll = COLLECT(exe,
a.binaries,
a.zipfiles,
a.datas,
strip=False,
upx=False,
name='EntranceRandomizer')
app = BUNDLE(coll,
name ='EntranceRandomizer.app',
icon = 'data/ER.icns',
bundle_identifier = None)

4
bundle/_rt_hook.py Normal file
View File

@ -0,0 +1,4 @@
import sys
import os
sys.path.append(os.path.join(sys._MEIPASS, "ext"))

35
bundle/components.xslt Normal file
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@ -0,0 +1,35 @@
<?xml version="1.0" encoding="utf-8"?>
<xsl:stylesheet version="1.0"
xmlns:xsl="http://www.w3.org/1999/XSL/Transform"
xmlns:msxsl="urn:schemas-microsoft-com:xslt"
exclude-result-prefixes="msxsl"
xmlns:wix="http://schemas.microsoft.com/wix/2006/wi">
<xsl:output method="xml" indent="no"/>
<xsl:strip-space elements="*"/>
<xsl:template match="@*|node()">
<xsl:copy>
<xsl:apply-templates select="@*|node()"/>
</xsl:copy>
</xsl:template>
<xsl:template match="wix:File[@Source='SourceDir\EntranceRandomizer.exe']">
<xsl:copy-of select="." />
<wix:Shortcut Id="ProgramShortcut"
Name="ALttP Entrance Randomizer"
Advertise="yes"
Description="ALttP Entrance Randomizer"
Directory="ApplicationProgramsFolder" />
</xsl:template>
<xsl:template match="wix:File[@Source='SourceDir\README.hmtl']">
<xsl:copy-of select="." />
<wix:Shortcut Id="ReadmeShortcut"
Name="ALttP Entrance Randomizer README"
Advertise="yes"
Description="ALttP Entrance Randomizer README"
Directory="ApplicationProgramsFolder" />
</xsl:template>
</xsl:stylesheet>

52
bundle/installer.wxs Normal file
View File

@ -0,0 +1,52 @@
<?xml version="1.0" encoding="utf-8"?>
<Wix xmlns="http://schemas.microsoft.com/wix/2006/wi">
<!-- Setting the product ID to "*" means all upgrades are treated as major upgrades, and will uninstall the old version
before installing the new one. This is desireable because it means nothing breaks if we fail to follow the component rules precisely. -->
<Product Id="*" Name="ALttP Entrance Randomizer" Language="1033" Version="$(env.ER_Version)" Manufacturer="Randomizer Community" UpgradeCode="0229C621-5F8A-4D59-962A-5826C58B93DD" >
<Package Id="*" InstallerVersion="400" Compressed="yes" InstallScope="perMachine" />
<!-- Allowing downgrades will cause a harmless warning to be emitted. This wearning is not relevant here, allowing downgrades via a new major upgrade is safe for a simple standalone app like this-->
<MajorUpgrade AllowDowngrades="yes"/>
<Media Id="1" Cabinet="contents.cab" EmbedCab="yes" CompressionLevel="high"/>
<Directory Id="TARGETDIR" Name="SourceDir">
<Directory Id='ProgramFilesFolder' Name='PFiles'>
<Directory Id='INSTALLDIR' Name='ALttP Entrance Randomizer'/>
</Directory>
<Directory Id="ProgramMenuFolder">
<Directory Id="ApplicationProgramsFolder" Name="ALttP Entrance Randomizer"/>
</Directory>
</Directory>
<DirectoryRef Id="ApplicationProgramsFolder">
<Component Id="ApplicationShortcut" Guid="0054698A-5A56-4B36-8176-8FEC1762EF2D">
<RemoveFolder Id="CleanUpShortCut" Directory="ApplicationProgramsFolder" On="uninstall"/>
<RegistryValue Root="HKCU" Key="Software\ALttPEntranceRandomizer" Name="installed" Type="integer" Value="1" KeyPath="yes"/>
</Component>
</DirectoryRef>
<Feature Id="Complete"
Title="ALttP Entrance Randomizer"
Description="ALttP Entrance Randomizer"
Level="1">
<ComponentGroupRef Id="ERFiles"/>
<ComponentRef Id="ApplicationShortcut"/>
</Feature>
<Icon Id="ER.ico" SourceFile="Data/ER.ico" />
<Property Id="DISABLEADVTSHORTCUTS" Secure="yes">1</Property>
<Property Id="ARPPRODUCTICON" Value="ER.ico" />
<Property Id="WIXUI_INSTALLDIR">INSTALLDIR</Property>
<UI>
<UIRef Id="WixUI_InstallDir" />
<UIRef Id="WixUI_ErrorProgressText" />
<!-- Skip license page -->
<Publish Dialog="WelcomeDlg"
Control="Next"
Event="NewDialog"
Value="InstallDirDlg"
Order="2">1</Publish>
<Publish Dialog="InstallDirDlg"
Control="Back"
Event="NewDialog"
Value="WelcomeDlg"
Order="2">1</Publish>
</UI>
</Product>
</Wix>

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