v30 material

v30 material
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AmazingAmpharos 2018-11-27 20:38:10 -06:00 committed by GitHub
commit ffae1f2333
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GPG Key ID: 4AEE18F83AFDEB23
70 changed files with 1299 additions and 313 deletions

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@ -24,7 +24,7 @@ def main():
''')
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'],
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['double', 'normal', 'half', 'quarter', 'off'],
help='''\
Select the rate at which the heart beep sound is played at
low health. (default: %(default)s)

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@ -7,7 +7,7 @@ from Utils import int16_as_bytes
class World(object):
def __init__(self, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray):
def __init__(self, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray, boss_shuffle):
self.shuffle = shuffle
self.logic = logic
self.mode = mode
@ -45,7 +45,7 @@ class World(object):
self.aga_randomness = True
self.lock_aga_door_in_escape = False
self.fix_trock_doors = self.shuffle != 'vanilla'
self.save_and_quit_from_boss = False
self.save_and_quit_from_boss = True
self.check_beatable_only = check_beatable_only
self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_palaceofdarkness_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
@ -63,6 +63,7 @@ class World(object):
self.can_take_damage = True
self.difficulty_requirements = None
self.fix_fake_world = True
self.boss_shuffle = boss_shuffle
self.dynamic_regions = []
self.dynamic_locations = []
self.spoiler = Spoiler(self)
@ -110,6 +111,15 @@ class World(object):
return r_location
raise RuntimeError('No such location %s' % location)
def get_dungeon(self, dungeonname):
if isinstance(dungeonname, Dungeon):
return dungeonname
for dungeon in self.dungeons:
if dungeon.name == dungeonname:
return dungeon
raise RuntimeError('No such dungeon %s' % dungeonname)
def get_all_state(self, keys=False):
ret = CollectionState(self)
@ -409,11 +419,11 @@ class CollectionState(object):
return len([pritem for pritem in self.prog_items if pritem.startswith('Bottle')])
def has_hearts(self, count):
# Warning: This oncly considers items that are marked as advancement items
# Warning: This only considers items that are marked as advancement items
return self.heart_count() >= count
def heart_count(self):
# Warning: This oncly considers items that are marked as advancement items
# Warning: This only considers items that are marked as advancement items
return (
self.item_count('Boss Heart Container')
+ self.item_count('Sanctuary Heart Container')
@ -424,26 +434,27 @@ class CollectionState(object):
def can_lift_heavy_rocks(self):
return self.has('Titans Mitts')
def can_extend_magic(self, smallmagic=8, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
def can_extend_magic(self, smallmagic=16, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if self.has('Quarter Magic'):
basemagic = 32
elif self.has('Half Magic'):
basemagic = 16
if self.world.difficulty == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count())
elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count())
elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
elif self.can_buy_unlimited('Green Potion') or self.can_buy_unlimited('Red Potion'):
basemagic = basemagic + basemagic * self.bottle_count()
if self.can_buy_unlimited('Green Potion') or self.can_buy_unlimited('Blue Potion'):
if self.world.difficulty == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count())
elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count())
elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
else:
basemagic = basemagic + basemagic * self.bottle_count()
return basemagic >= smallmagic
def can_kill_most_things(self, enemies=5):
return (self.has_blunt_weapon()
or self.has('Cane of Somaria')
or (self.has('Cane of Byrna') and (enemies < 6 or self.can_extend_Magic()))
or (self.has('Cane of Byrna') and (enemies < 6 or self.can_extend_magic()))
or self.can_shoot_arrows()
or self.has('Fire Rod')
)
@ -455,6 +466,16 @@ class CollectionState(object):
return self.has('Bow') and (self.has('Silver Arrows') or self.can_buy_unlimited('Single Arrow'))
return self.has('Bow')
def can_get_good_bee(self):
cave = self.world.get_region('Good Bee Cave')
return (
self.has_bottle() and
self.has('Bug Catching Net') and
(self.has_Boots() or (self.has_sword() and self.has('Quake'))) and
cave.can_reach(self) and
(cave.is_light_world or self.has_Pearl())
)
def has_sword(self):
return self.has('Fighter Sword') or self.has('Master Sword') or self.has('Tempered Sword') or self.has('Golden Sword')
@ -676,6 +697,15 @@ class Dungeon(object):
self.big_key = big_key
self.small_keys = small_keys
self.dungeon_items = dungeon_items
self.bosses = dict()
@property
def boss(self):
return self.bosses.get(None, None)
@boss.setter
def boss(self, value):
self.bosses[None] = value
@property
def keys(self):
@ -694,9 +724,16 @@ class Dungeon(object):
def __unicode__(self):
return '%s' % self.name
class Boss(object):
def __init__(self, name, enemizer_name, defeat_rule):
self.name = name
self.enemizer_name = enemizer_name
self.defeat_rule = defeat_rule
def can_defeat(self, state):
return self.defeat_rule(state)
class Location(object):
def __init__(self, name='', address=None, crystal=False, hint_text=None, parent=None):
self.name = name
self.parent_region = parent
@ -774,6 +811,7 @@ class Crystal(Item):
class ShopType(Enum):
Shop = 0
TakeAny = 1
UpgradeShop = 2
class Shop(object):
def __init__(self, region, room_id, type, shopkeeper_config, replaceable):
@ -803,6 +841,8 @@ class Shop(object):
config |= 0x40 # ignore door id
if self.type == ShopType.TakeAny:
config |= 0x80
if self.type == ShopType.UpgradeShop:
config |= 0x10 # Alt. VRAM
return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
def has_unlimited(self, item):
@ -840,6 +880,7 @@ class Spoiler(object):
self.paths = {}
self.metadata = {}
self.shops = []
self.bosses = OrderedDict()
def set_entrance(self, entrance, exit, direction):
self.entrances[(entrance, direction)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
@ -884,6 +925,23 @@ class Spoiler(object):
shopdata['item_{}'.format(index)] = "{}{}".format(item['item'], item['price']) if item['price'] else item['item']
self.shops.append(shopdata)
self.bosses["Eastern Palace"] = self.world.get_dungeon("Eastern Palace").boss.name
self.bosses["Desert Palace"] = self.world.get_dungeon("Desert Palace").boss.name
self.bosses["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera").boss.name
self.bosses["Hyrule Castle"] = "Agahnim"
self.bosses["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness").boss.name
self.bosses["Swamp Palace"] = self.world.get_dungeon("Swamp Palace").boss.name
self.bosses["Skull Woods"] = self.world.get_dungeon("Skull Woods").boss.name
self.bosses["Thieves Town"] = self.world.get_dungeon("Thieves Town").boss.name
self.bosses["Ice Palace"] = self.world.get_dungeon("Ice Palace").boss.name
self.bosses["Misery Mire"] = self.world.get_dungeon("Misery Mire").boss.name
self.bosses["Turtle Rock"] = self.world.get_dungeon("Turtle Rock").boss.name
self.bosses["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower').bosses['bottom'].name
self.bosses["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower').bosses['middle'].name
self.bosses["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower').bosses['top'].name
self.bosses["Ganons Tower"] = "Agahnim 2"
self.bosses["Ganon"] = "Ganon"
from Main import __version__ as ERVersion
self.metadata = {'version': ERVersion,
@ -913,7 +971,10 @@ class Spoiler(object):
out['Shops'] = self.shops
out['playthrough'] = self.playthrough
out['paths'] = self.paths
if self.world.boss_shuffle != 'none':
out['Bosses'] = self.bosses
out['meta'] = self.metadata
return json.dumps(out)
def to_file(self, filename):

196
Bosses.py Normal file
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@ -0,0 +1,196 @@
import logging
import random
from BaseClasses import Boss
from Fill import FillError
def BossFactory(boss):
if boss is None:
return None
if boss in boss_table:
enemizer_name, defeat_rule = boss_table[boss]
return Boss(boss, enemizer_name, defeat_rule)
logging.getLogger('').error('Unknown Boss: %s', boss)
return None
def ArmosKnightsDefeatRule(state):
# Magic amounts are probably a bit overkill
return (
state.has_blunt_weapon() or
(state.has('Cane of Somaria') and state.can_extend_magic(10)) or
(state.has('Cane of Byrna') and state.can_extend_magic(16)) or
(state.has('Ice Rod') and state.can_extend_magic(32)) or
(state.has('Fire Rod') and state.can_extend_magic(32)) or
state.has('Blue Boomerang') or
state.has('Red Boomerang'))
def LanmolasDefeatRule(state):
# TODO: Allow the canes here?
return (
state.has_blunt_weapon() or
state.has('Fire Rod') or
state.has('Ice Rod') or
state.can_shoot_arrows())
def MoldormDefeatRule(state):
return state.has_blunt_weapon()
def HelmasaurKingDefeatRule(state):
return state.has_blunt_weapon() or state.can_shoot_arrows()
def ArrghusDefeatRule(state):
if not state.has('Hookshot'):
return False
# TODO: ideally we would have a check for bow and silvers, which combined with the
# hookshot is enough. This is not coded yet because the silvers that only work in pyramid feature
# makes this complicated
if state.has_blunt_weapon():
return True
return ((state.has('Fire Rod') and (state.can_shoot_arrows() or state.can_extend_magic(12))) or #assuming mostly gitting two puff with one shot
(state.has('Ice Rod') and (state.can_shoot_arrows() or state.can_extend_magic(16))))
def MothulaDefeatRule(state):
return (
state.has_blunt_weapon() or
(state.has('Fire Rod') and state.can_extend_magic(10)) or
# TODO: Not sure how much (if any) extend magic is needed for these two, since they only apply
# to non-vanilla locations, so are harder to test, so sticking with what VT has for now:
(state.has('Cane of Somaria') and state.can_extend_magic(16)) or
(state.has('Cane of Byrna') and state.can_extend_magic(16)) or
state.can_get_good_bee()
)
def BlindDefeatRule(state):
return state.has_blunt_weapon() or state.has('Cane of Somaria') or state.has('Cane of Byrna')
def KholdstareDefeatRule(state):
return (
(
state.has('Fire Rod') or
(
state.has('Bombos') and
# FIXME: the following only actually works for the vanilla location for swordless mode
(state.has_sword() or state.world.mode == 'swordless')
)
) and
(
state.has_blunt_weapon() or
(state.has('Fire Rod') and state.can_extend_magic(20)) or
# FIXME: this actually only works for the vanilla location for swordless mode
(
state.has('Fire Rod') and
state.has('Bombos') and
state.world.mode == 'swordless' and
state.can_extend_magic(16)
)
)
)
def VitreousDefeatRule(state):
return state.can_shoot_arrows() or state.has_blunt_weapon()
def TrinexxDefeatRule(state):
if not (state.has('Fire Rod') and state.has('Ice Rod')):
return False
return state.has('Hammer') or state.has_beam_sword() or (state.has_sword() and state.can_extend_magic(32))
def AgahnimDefeatRule(state):
return state.has_sword() or state.has('Hammer') or state.has('Bug Catching Net')
boss_table = {
'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
'Lanmolas': ('Lanmola', LanmolasDefeatRule),
'Moldorm': ('Moldorm', MoldormDefeatRule),
'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule),
'Arrghus': ('Arrghus', ArrghusDefeatRule),
'Mothula': ('Mothula', MothulaDefeatRule),
'Blind': ('Blind', BlindDefeatRule),
'Kholdstare': ('Kholdstare', KholdstareDefeatRule),
'Vitreous': ('Vitreous', VitreousDefeatRule),
'Trinexx': ('Trinexx', TrinexxDefeatRule),
'Agahnim': ('Agahnim', AgahnimDefeatRule),
'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
}
def can_place_boss(world, boss, dungeon_name, level=None):
if world.mode in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace':
return False
if dungeon_name == 'Ganons Tower' and level == 'top':
if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
return False
if dungeon_name == 'Ganons Tower' and level == 'middle':
if boss in ["Blind"]:
return False
if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
return False
if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
return False
if boss in ["Agahnim", "Agahnim2", "Ganon"]:
return False
return True
def place_bosses(world):
if world.boss_shuffle == 'none':
return
# Most to least restrictive order
boss_locations = [
['Ganons Tower', 'top'],
['Tower of Hera', None],
['Skull Woods', None],
['Ganons Tower', 'middle'],
['Eastern Palace', None],
['Desert Palace', None],
['Palace of Darkness', None],
['Swamp Palace', None],
['Thieves Town', None],
['Ice Palace', None],
['Misery Mire', None],
['Turtle Rock', None],
['Ganons Tower', 'bottom'],
]
all_bosses = sorted(boss_table.keys()) #s orted to be deterministic on older pythons
placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
if world.boss_shuffle in ["basic", "normal"]:
# temporary hack for swordless kholdstare:
if world.mode == 'swordless':
world.get_dungeon('Ice Palace').boss = BossFactory('Kholdstare')
logging.getLogger('').debug('Placing boss Kholdstare at Ice Palace')
boss_locations.remove(['Ice Palace', None])
placeable_bosses.remove('Kholdstare')
if world.boss_shuffle == "basic": # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
else: # all bosses present, the three duplicates chosen at random
bosses = all_bosses + [random.choice(placeable_bosses) for _ in range(3)]
logging.getLogger('').debug('Bosses chosen %s', bosses)
random.shuffle(bosses)
for [loc, level] in boss_locations:
loc_text = loc + (' ('+level+')' if level else '')
boss = next((b for b in bosses if can_place_boss(world, b, loc, level)), None)
if not boss:
raise FillError('Could not place boss for location %s' % loc_text)
bosses.remove(boss)
logging.getLogger('').debug('Placing boss %s at %s', boss, loc_text)
world.get_dungeon(loc).bosses[level] = BossFactory(boss)
elif world.boss_shuffle == "chaos": #all bosses chosen at random
for [loc, level] in boss_locations:
loc_text = loc + (' ('+level+')' if level else '')
try:
boss = random.choice([b for b in placeable_bosses if can_place_boss(world, b, loc, level)])
except IndexError:
raise FillError('Could not place boss for location %s' % loc_text)
logging.getLogger('').debug('Placing boss %s at %s', boss, loc_text)
world.get_dungeon(loc).bosses[level] = BossFactory(boss)

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@ -1,34 +1,39 @@
import random
from BaseClasses import Dungeon
from Bosses import BossFactory
from Fill import fill_restrictive
from Items import ItemFactory
def create_dungeons(world):
def make_dungeon(name, dungeon_regions, big_key, small_keys, dungeon_items):
def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
dungeon = Dungeon(name, dungeon_regions, big_key, [] if world.retro else small_keys, dungeon_items)
dungeon.boss = BossFactory(default_boss)
for region in dungeon.regions:
world.get_region(region).dungeon = dungeon
return dungeon
ES = make_dungeon('Hyrule Castle', ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'], None, [ItemFactory('Small Key (Escape)')], [ItemFactory('Map (Escape)')])
EP = make_dungeon('Eastern Palace', ['Eastern Palace'], ItemFactory('Big Key (Eastern Palace)'), [], ItemFactory(['Map (Eastern Palace)', 'Compass (Eastern Palace)']))
DP = make_dungeon('Desert Palace', ['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)', 'Desert Palace East'], ItemFactory('Big Key (Desert Palace)'), [ItemFactory('Small Key (Desert Palace)')], ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)']))
ToH = make_dungeon('Tower of Hera', ['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'], ItemFactory('Big Key (Tower of Hera)'), [ItemFactory('Small Key (Tower of Hera)')], ItemFactory(['Map (Tower of Hera)', 'Compass (Tower of Hera)']))
AT = make_dungeon('Agahnims Tower', ['Agahnims Tower', 'Agahnim 1'], None, ItemFactory(['Small Key (Agahnims Tower)'] * 2), [])
PoD = make_dungeon('Palace of Darkness', ['Palace of Darkness (Entrance)', 'Palace of Darkness (Center)', 'Palace of Darkness (Big Key Chest)', 'Palace of Darkness (Bonk Section)', 'Palace of Darkness (North)', 'Palace of Darkness (Maze)', 'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness (Final Section)'], ItemFactory('Big Key (Palace of Darkness)'), ItemFactory(['Small Key (Palace of Darkness)'] * 6), ItemFactory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)']))
TT = make_dungeon('Thieves Town', ['Thieves Town (Entrance)', 'Thieves Town (Deep)', 'Blind Fight'], ItemFactory('Big Key (Thieves Town)'), [ItemFactory('Small Key (Thieves Town)')], ItemFactory(['Map (Thieves Town)', 'Compass (Thieves Town)']))
SW = make_dungeon('Skull Woods', ['Skull Woods Final Section (Entrance)', 'Skull Woods First Section', 'Skull Woods Second Section', 'Skull Woods Second Section (Drop)', 'Skull Woods Final Section (Mothula)', 'Skull Woods First Section (Right)', 'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)'], ItemFactory('Big Key (Skull Woods)'), ItemFactory(['Small Key (Skull Woods)'] * 2), ItemFactory(['Map (Skull Woods)', 'Compass (Skull Woods)']))
SP = make_dungeon('Swamp Palace', ['Swamp Palace (Entrance)', 'Swamp Palace (First Room)', 'Swamp Palace (Starting Area)', 'Swamp Palace (Center)', 'Swamp Palace (North)'], ItemFactory('Big Key (Swamp Palace)'), [ItemFactory('Small Key (Swamp Palace)')], ItemFactory(['Map (Swamp Palace)', 'Compass (Swamp Palace)']))
IP = make_dungeon('Ice Palace', ['Ice Palace (Entrance)', 'Ice Palace (Main)', 'Ice Palace (East)', 'Ice Palace (East Top)', 'Ice Palace (Kholdstare)'], ItemFactory('Big Key (Ice Palace)'), ItemFactory(['Small Key (Ice Palace)'] * 2), ItemFactory(['Map (Ice Palace)', 'Compass (Ice Palace)']))
MM = make_dungeon('Misery Mire', ['Misery Mire (Entrance)', 'Misery Mire (Main)', 'Misery Mire (West)', 'Misery Mire (Final Area)', 'Misery Mire (Vitreous)'], ItemFactory('Big Key (Misery Mire)'), ItemFactory(['Small Key (Misery Mire)'] * 3), ItemFactory(['Map (Misery Mire)', 'Compass (Misery Mire)']))
TR = make_dungeon('Turtle Rock', ['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)', 'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)', 'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'], ItemFactory('Big Key (Turtle Rock)'), ItemFactory(['Small Key (Turtle Rock)'] * 4), ItemFactory(['Map (Turtle Rock)', 'Compass (Turtle Rock)']))
GT = make_dungeon('Ganons Tower', ['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'], ItemFactory('Big Key (Ganons Tower)'), ItemFactory(['Small Key (Ganons Tower)'] * 4), ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)']))
ES = make_dungeon('Hyrule Castle', None, ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'], None, [ItemFactory('Small Key (Escape)')], [ItemFactory('Map (Escape)')])
EP = make_dungeon('Eastern Palace', 'Armos Knights', ['Eastern Palace'], ItemFactory('Big Key (Eastern Palace)'), [], ItemFactory(['Map (Eastern Palace)', 'Compass (Eastern Palace)']))
DP = make_dungeon('Desert Palace', 'Lanmolas', ['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)', 'Desert Palace East'], ItemFactory('Big Key (Desert Palace)'), [ItemFactory('Small Key (Desert Palace)')], ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)']))
ToH = make_dungeon('Tower of Hera', 'Moldorm', ['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'], ItemFactory('Big Key (Tower of Hera)'), [ItemFactory('Small Key (Tower of Hera)')], ItemFactory(['Map (Tower of Hera)', 'Compass (Tower of Hera)']))
AT = make_dungeon('Agahnims Tower', 'Agahnim', ['Agahnims Tower', 'Agahnim 1'], None, ItemFactory(['Small Key (Agahnims Tower)'] * 2), [])
PoD = make_dungeon('Palace of Darkness', 'Helmasaur King', ['Palace of Darkness (Entrance)', 'Palace of Darkness (Center)', 'Palace of Darkness (Big Key Chest)', 'Palace of Darkness (Bonk Section)', 'Palace of Darkness (North)', 'Palace of Darkness (Maze)', 'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness (Final Section)'], ItemFactory('Big Key (Palace of Darkness)'), ItemFactory(['Small Key (Palace of Darkness)'] * 6), ItemFactory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)']))
TT = make_dungeon('Thieves Town', 'Blind', ['Thieves Town (Entrance)', 'Thieves Town (Deep)', 'Blind Fight'], ItemFactory('Big Key (Thieves Town)'), [ItemFactory('Small Key (Thieves Town)')], ItemFactory(['Map (Thieves Town)', 'Compass (Thieves Town)']))
SW = make_dungeon('Skull Woods', 'Mothula', ['Skull Woods Final Section (Entrance)', 'Skull Woods First Section', 'Skull Woods Second Section', 'Skull Woods Second Section (Drop)', 'Skull Woods Final Section (Mothula)', 'Skull Woods First Section (Right)', 'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)'], ItemFactory('Big Key (Skull Woods)'), ItemFactory(['Small Key (Skull Woods)'] * 2), ItemFactory(['Map (Skull Woods)', 'Compass (Skull Woods)']))
SP = make_dungeon('Swamp Palace', 'Arrghus', ['Swamp Palace (Entrance)', 'Swamp Palace (First Room)', 'Swamp Palace (Starting Area)', 'Swamp Palace (Center)', 'Swamp Palace (North)'], ItemFactory('Big Key (Swamp Palace)'), [ItemFactory('Small Key (Swamp Palace)')], ItemFactory(['Map (Swamp Palace)', 'Compass (Swamp Palace)']))
IP = make_dungeon('Ice Palace', 'Kholdstare', ['Ice Palace (Entrance)', 'Ice Palace (Main)', 'Ice Palace (East)', 'Ice Palace (East Top)', 'Ice Palace (Kholdstare)'], ItemFactory('Big Key (Ice Palace)'), ItemFactory(['Small Key (Ice Palace)'] * 2), ItemFactory(['Map (Ice Palace)', 'Compass (Ice Palace)']))
MM = make_dungeon('Misery Mire', 'Vitreous', ['Misery Mire (Entrance)', 'Misery Mire (Main)', 'Misery Mire (West)', 'Misery Mire (Final Area)', 'Misery Mire (Vitreous)'], ItemFactory('Big Key (Misery Mire)'), ItemFactory(['Small Key (Misery Mire)'] * 3), ItemFactory(['Map (Misery Mire)', 'Compass (Misery Mire)']))
TR = make_dungeon('Turtle Rock', 'Trinexx', ['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)', 'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)', 'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'], ItemFactory('Big Key (Turtle Rock)'), ItemFactory(['Small Key (Turtle Rock)'] * 4), ItemFactory(['Map (Turtle Rock)', 'Compass (Turtle Rock)']))
GT = make_dungeon('Ganons Tower', 'Agahnim2', ['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'], ItemFactory('Big Key (Ganons Tower)'), ItemFactory(['Small Key (Ganons Tower)'] * 4), ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)']))
GT.bosses['bottom'] = BossFactory('Armos Knights')
GT.bosses['middle'] = BossFactory('Lanmolas')
GT.bosses['top'] = BossFactory('Moldorm')
world.dungeons = [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]
def fill_dungeons(world):
freebes = ['Ganons Tower - Map Chest', 'Palace of Darkness - Harmless Hellway', 'Palace of Darkness - Big Key Chest', 'Turtle Rock - Big Key Chest']
@ -145,7 +150,7 @@ dungeon_music_addresses = {'Eastern Palace - Prize': [0x1559A],
'Tower of Hera - Prize': [0x155C5, 0x1107A, 0x10B8C],
'Palace of Darkness - Prize': [0x155B8],
'Swamp Palace - Prize': [0x155B7],
'Thieves Town - Prize': [0x155C6],
'Thieves\' Town - Prize': [0x155C6],
'Skull Woods - Prize': [0x155BA, 0x155BB, 0x155BC, 0x155BD, 0x15608, 0x15609, 0x1560A, 0x1560B],
'Ice Palace - Prize': [0x155BF],
'Misery Mire - Prize': [0x155B9],

View File

@ -188,7 +188,7 @@ def start():
If set, the Pyramid Hole and Ganon's Tower are not
included entrance shuffle pool.
''', action='store_false', dest='shuffleganon')
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['normal', 'half', 'quarter', 'off'],
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['double', 'normal', 'half', 'quarter', 'off'],
help='''\
Select the rate at which the heart beep sound is played at
low health. (default: %(default)s)
@ -204,6 +204,8 @@ def start():
''')
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')
# Deliberately not documented, only useful for vt site integration right now:
parser.add_argument('--shufflebosses', help=argparse.SUPPRESS, default='none', const='none', nargs='?', choices=['none', 'basic', 'normal', 'chaos'])
parser.add_argument('--jsonout', action='store_true', help='''\
Output .json patch to stdout instead of a patched rom. Used
for VT site integration, do not use otherwise.

10
Gui.py
View File

@ -205,7 +205,7 @@ def guiMain(args=None):
heartbeepFrame = Frame(drowDownFrame)
heartbeepVar = StringVar()
heartbeepVar.set('normal')
heartbeepOptionMenu = OptionMenu(heartbeepFrame, heartbeepVar, 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu = OptionMenu(heartbeepFrame, heartbeepVar, 'double', 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu.pack(side=RIGHT)
heartbeepLabel = Label(heartbeepFrame, text='Heartbeep sound rate')
heartbeepLabel.pack(side=LEFT)
@ -361,7 +361,7 @@ def guiMain(args=None):
drowDownFrame2 = Frame(topFrame2)
heartbeepFrame2 = Frame(drowDownFrame2)
heartbeepOptionMenu2 = OptionMenu(heartbeepFrame2, heartbeepVar, 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu2 = OptionMenu(heartbeepFrame2, heartbeepVar, 'double', 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu2.pack(side=RIGHT)
heartbeepLabel2 = Label(heartbeepFrame2, text='Heartbeep sound rate')
heartbeepLabel2.pack(side=LEFT)
@ -1077,7 +1077,7 @@ class SpriteSelector(object):
for file in glob(output_path(path)):
sprites.append(Sprite(file))
sprites.sort(key=lambda s: str.lower(s.name or ""))
sprites.sort(key=lambda s: str.lower(s.name or "").strip())
i = 0
for sprite in sprites:
@ -1114,7 +1114,7 @@ class SpriteSelector(object):
try:
task.update_status("Downloading official sprites list")
with urlopen('http://vt.alttp.run/sprites') as response:
with urlopen('https://alttpr.com/sprites') as response:
sprites_arr = json.loads(response.read().decode("utf-8"))
except Exception as e:
resultmessage = "Error getting list of official sprites. Sprites not updated.\n\n%s: %s" % (type(e).__name__, e)
@ -1161,7 +1161,7 @@ class SpriteSelector(object):
deleted += 1
if successful:
resultmessage = "official sprites updated sucessfully"
resultmessage = "official sprites updated successfully"
task.queue_event(finished)

View File

@ -3,6 +3,7 @@ import logging
import random
from BaseClasses import Region, RegionType, Shop, ShopType, Location
from Bosses import place_bosses
from Dungeons import get_dungeon_item_pool
from EntranceShuffle import connect_entrance
from Fill import FillError, fill_restrictive
@ -20,9 +21,9 @@ basicgloves = ['Power Glove', 'Titans Mitts']
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 = (['Silver Arrows', 'Magic Upgrade (1/2)', 'Single Arrow', 'Sanctuary Heart Container', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] +
normalbaseitems = (['Silver Arrows', 'Magic Upgrade (1/2)', 'Single Arrow', 'Sanctuary Heart Container', 'Arrows (10)', 'Bombs (3)'] +
['Rupees (300)'] * 4 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24)
normalfirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6
normalfirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Arrows (10)'] * 6 + ['Bombs (3)'] * 6
normalsecond15extra = ['Bombs (3)'] * 9 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)'] + ['Bombs (10)']
normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)', 'Rupee (1)', 'Rupees (5)']
normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)']
@ -33,7 +34,7 @@ easybaseitems = (['Sanctuary Heart Container'] + ['Rupees (300)'] * 4 + ['Magic
['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12)
easyextra = ['Piece of Heart'] * 12 + ['Rupees (300)']
easylimitedextra = ['Boss Heart Container'] * 3 # collapsing down the 12 pieces of heart
easyfirst15extra = ['Rupees (100)', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] + ['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6
easyfirst15extra = ['Rupees (100)'] + ['Arrows (10)'] * 7 + ['Bombs (3)'] * 7
easysecond10extra = ['Bombs (3)'] * 7 + ['Rupee (1)', 'Rupees (50)', 'Bombs (10)']
easythird5extra = ['Rupees (50)'] * 2 + ['Bombs (3)'] * 2 + ['Arrows (10)']
easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 4 + ['Rupees (5)'] * 2
@ -265,6 +266,7 @@ def generate_itempool(world):
tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
world.required_medallions = (mm_medallion, tr_medallion)
place_bosses(world)
set_up_shops(world)
if world.retro:
@ -346,7 +348,7 @@ def create_dynamic_shop_locations(world):
def fill_prizes(world, attempts=15):
crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'])
crystal_locations = [world.get_location('Turtle Rock - Prize'), world.get_location('Eastern Palace - Prize'), world.get_location('Desert Palace - Prize'), world.get_location('Tower of Hera - Prize'), world.get_location('Palace of Darkness - Prize'),
world.get_location('Thieves Town - Prize'), world.get_location('Skull Woods - Prize'), world.get_location('Swamp Palace - Prize'), world.get_location('Ice Palace - Prize'),
world.get_location('Thieves\' Town - Prize'), world.get_location('Skull Woods - Prize'), world.get_location('Swamp Palace - Prize'), world.get_location('Ice Palace - Prize'),
world.get_location('Misery Mire - Prize')]
placed_prizes = [loc.item.name for loc in crystal_locations if loc.item is not None]
unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
@ -374,6 +376,9 @@ def set_up_shops(world):
# Changes to basic Shops
# TODO: move hard+ mode changes for sheilds here, utilizing the new shops
for shop in world.shops:
shop.active = True
if world.retro:
rss = world.get_region('Red Shield Shop').shop
rss.active = True

View File

@ -84,8 +84,8 @@ item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher cla
'Blue Mail': (False, True, None, 0x22, 'Now you\'re a\nblue elf!', 'and the banana hat', 'the protected kid', 'banana hat for sale', 'the clothing store', 'tailor boy banana hatted again'),
'Red Mail': (False, True, None, 0x23, 'Now you\'re a\nred elf!', 'and the eggplant hat', 'well-protected kid', 'purple hat for sale', 'the nice clothing store', 'tailor boy fears nothing again'),
'Progressive Armor': (False, True, None, 0x60, 'time for a\nchange of\nclothes?', 'and the unknown hat', 'the protected kid', 'new hat for sale', 'the clothing store', 'tailor boy has threads again'),
'Blue Boomerang': (False, True, None, 0x0C, 'No matter what\nyou do, blue\nreturns to you', 'and the bluemarang', 'the bat-throwing kid', 'bent stick for sale', 'fungus for puma-stick', 'throwing boy plays fetch again'),
'Red Boomerang': (False, True, None, 0x2A, 'No matter what\nyou do, red\nreturns to you', 'and the badmarang', 'the bat-throwing kid', 'air foil for sale', 'fungus for return-stick', 'magical boy plays fetch again'),
'Blue Boomerang': (True, True, None, 0x0C, 'No matter what\nyou do, blue\nreturns to you', 'and the bluemarang', 'the bat-throwing kid', 'bent stick for sale', 'fungus for puma-stick', 'throwing boy plays fetch again'),
'Red Boomerang': (True, True, None, 0x2A, 'No matter what\nyou do, red\nreturns to you', 'and the badmarang', 'the bat-throwing kid', 'air foil for sale', 'fungus for return-stick', 'magical boy plays fetch again'),
'Blue Shield': (False, True, None, 0x04, 'Now you can\ndefend against\npebbles!', 'and the stone blocker', 'shield-wielding kid', 'shield for sale', 'fungus for shield', 'shield boy defends again'),
'Red Shield': (False, True, None, 0x05, 'Now you can\ndefend against\nfireballs!', 'and the shot blocker', 'shield-wielding kid', 'fire shield for sale', 'fungus for fire shield', 'shield boy defends again'),
'Mirror Shield': (True, False, None, 0x06, 'Now you can\ndefend against\nlasers!', 'and the laser blocker', 'shield-wielding kid', 'face shield for sale', 'fungus for face shield', 'shield boy defends again'),

11
Main.py
View File

@ -6,7 +6,7 @@ import logging
import random
import time
from BaseClasses import World, CollectionState, Item, Region, Location, Entrance, Shop
from BaseClasses import World, CollectionState, Item, Region, Location, Shop
from Regions import create_regions, mark_light_world_regions
from EntranceShuffle import link_entrances
from Rom import patch_rom, Sprite, LocalRom, JsonRom
@ -40,7 +40,7 @@ def main(args, seed=None):
start = time.clock()
# initialize the world
world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray)
world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray, args.shufflebosses)
logger = logging.getLogger('')
if seed is None:
random.seed(None)
@ -140,7 +140,7 @@ def gt_filler(world):
def copy_world(world):
# ToDo: Not good yet
ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray)
ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle)
ret.required_medallions = list(world.required_medallions)
ret.swamp_patch_required = world.swamp_patch_required
ret.ganon_at_pyramid = world.ganon_at_pyramid
@ -160,6 +160,11 @@ def copy_world(world):
copy_dynamic_regions_and_locations(world, ret)
# copy bosses
for dungeon in world.dungeons:
for level, boss in dungeon.bosses.items():
ret.get_dungeon(dungeon.name).bosses[level] = boss
for shop in world.shops:
copied_shop = ret.get_region(shop.region.name).shop
copied_shop.active = shop.active

View File

@ -71,14 +71,14 @@ Desert Palace - Torch: Small Key (Desert Palace)
Desert Palace - Map Chest: Nothing
Desert Palace - Compass Chest: Nothing
Desert Palace - Big Key Chest: Big Key (Desert Palace)
Desert Palace - Lanmolas: Nothing
Desert Palace - Boss: Nothing
Desert Palace - Prize: Blue Pendant
Eastern Palace - Compass Chest: Nothing
Eastern Palace - Big Chest: Bow
Eastern Palace - Cannonball Chest: Nothing
Eastern Palace - Big Key Chest: Big Key (Eastern Palace)
Eastern Palace - Map Chest: Nothing
Eastern Palace - Armos Knights: Nothing
Eastern Palace - Boss: Nothing
Eastern Palace - Prize: Green Pendant
Master Sword Pedestal: Master Sword
Hyrule Castle - Boomerang Chest: Nothing
@ -108,7 +108,7 @@ Tower of Hera - Map Chest: Nothing
Tower of Hera - Big Key Chest: Big Key (Tower of Hera)
Tower of Hera - Compass Chest: Nothing
Tower of Hera - Big Chest: Moon Pearl
Tower of Hera - Moldorm: Nothing
Tower of Hera - Boss: Nothing
Tower of Hera - Prize: Red Pendant
Pyramid: Nothing
Catfish: Quake
@ -147,7 +147,7 @@ Swamp Palace - West Chest: Nothing
Swamp Palace - Flooded Room - Left: Nothing
Swamp Palace - Flooded Room - Right: Nothing
Swamp Palace - Waterfall Room: Nothing
Swamp Palace - Arrghus: Nothing
Swamp Palace - Boss: Nothing
Swamp Palace - Prize: Crystal 2
Thieves' Town - Big Key Chest: Big Key (Thieves Town)
Thieves' Town - Map Chest: Nothing
@ -156,8 +156,8 @@ Thieves' Town - Ambush Chest: Nothing
Thieves' Town - Attic: Nothing
Thieves' Town - Big Chest: Titans Mitts
Thieves' Town - Blind's Cell: Small Key (Thieves Town)
Thieves Town - Blind: Nothing
Thieves Town - Prize: Crystal 4
Thieves' Town - Boss: Nothing
Thieves' Town - Prize: Crystal 4
Skull Woods - Compass Chest: Nothing
Skull Woods - Map Chest: Nothing
Skull Woods - Big Chest: Fire Rod
@ -165,7 +165,7 @@ Skull Woods - Pot Prison: Small Key (Skull Woods)
Skull Woods - Pinball Room: Small Key (Skull Woods)
Skull Woods - Big Key Chest: Big Key (Skull Woods)
Skull Woods - Bridge Room: Small Key (Skull Woods)
Skull Woods - Mothula: Nothing
Skull Woods - Boss: Nothing
Skull Woods - Prize: Crystal 3
Ice Palace - Compass Chest: Nothing
Ice Palace - Freezor Chest: Nothing
@ -174,7 +174,7 @@ Ice Palace - Iced T Room: Small Key (Ice Palace)
Ice Palace - Spike Room: Small Key (Ice Palace)
Ice Palace - Big Key Chest: Big Key (Ice Palace)
Ice Palace - Map Chest: Nothing
Ice Palace - Kholdstare: Nothing
Ice Palace - Boss: Nothing
Ice Palace - Prize: Crystal 5
Misery Mire - Big Chest: Cane of Somaria
Misery Mire - Map Chest: Nothing
@ -183,7 +183,7 @@ Misery Mire - Bridge Chest: Small Key (Misery Mire)
Misery Mire - Spike Chest: Small Key (Misery Mire)
Misery Mire - Compass Chest: Nothing
Misery Mire - Big Key Chest: Big Key (Misery Mire)
Misery Mire - Vitreous: Nothing
Misery Mire - Boss: Nothing
Misery Mire - Prize: Crystal 6
Turtle Rock - Compass Chest: Nothing
Turtle Rock - Roller Room - Left: Nothing
@ -196,7 +196,7 @@ Turtle Rock - Eye Bridge - Bottom Left: Small Key (Turtle Rock)
Turtle Rock - Eye Bridge - Bottom Right: Nothing
Turtle Rock - Eye Bridge - Top Left: Nothing
Turtle Rock - Eye Bridge - Top Right: Nothing
Turtle Rock - Trinexx: Nothing
Turtle Rock - Boss: Nothing
Turtle Rock - Prize: Crystal 7
Palace of Darkness - Shooter Room: Small Key (Palace of Darkness)
Palace of Darkness - The Arena - Bridge: Small Key (Palace of Darkness)
@ -212,7 +212,7 @@ Palace of Darkness - Dark Maze - Top: Nothing
Palace of Darkness - Dark Maze - Bottom: Nothing
Palace of Darkness - Big Chest: Hammer
Palace of Darkness - Harmless Hellway: Nothing
Palace of Darkness - Helmasaur: Nothing
Palace of Darkness - Boss: Nothing
Palace of Darkness - Prize: Crystal 1
Ganons Tower - Bob's Torch: Small Key (Ganons Tower)
Ganons Tower - Hope Room - Left: Nothing

View File

@ -1,7 +1,7 @@
# ALttPEntranceRandomizer
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.
See https://alttpr.com/ for more details on the normal randomizer.
# Installation

View File

@ -98,9 +98,9 @@ def create_regions(world):
['Desert Palace Pots (Outer)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)', 'Desert Palace East Wing']),
create_dungeon_region('Desert Palace Main (Inner)', None, ['Desert Palace Exit (South)', 'Desert Palace Pots (Inner)']),
create_dungeon_region('Desert Palace East', ['Desert Palace - Compass Chest', 'Desert Palace - Big Key Chest']),
create_dungeon_region('Desert Palace North', ['Desert Palace - Lanmolas', 'Desert Palace - Prize'], ['Desert Palace Exit (North)']),
create_dungeon_region('Desert Palace North', ['Desert Palace - Boss', 'Desert Palace - Prize'], ['Desert Palace Exit (North)']),
create_dungeon_region('Eastern Palace', ['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest', 'Eastern Palace - Cannonball Chest',
'Eastern Palace - Big Key Chest', 'Eastern Palace - Map Chest', 'Eastern Palace - Armos Knights', 'Eastern Palace - Prize'], ['Eastern Palace Exit']),
'Eastern Palace - Big Key Chest', 'Eastern Palace - Map Chest', 'Eastern Palace - Boss', 'Eastern Palace - Prize'], ['Eastern Palace Exit']),
create_lw_region('Master Sword Meadow', ['Master Sword Pedestal']),
create_cave_region('Lost Woods Gamble'),
create_lw_region('Hyrule Castle Courtyard', None, ['Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Entrance (South)']),
@ -147,7 +147,7 @@ def create_regions(world):
create_lw_region('Spectacle Rock', ['Spectacle Rock'], ['Spectacle Rock Drop']),
create_dungeon_region('Tower of Hera (Bottom)', ['Tower of Hera - Basement Cage', 'Tower of Hera - Map Chest'], ['Tower of Hera Small Key Door', 'Tower of Hera Big Key Door', 'Tower of Hera Exit']),
create_dungeon_region('Tower of Hera (Basement)', ['Tower of Hera - Big Key Chest']),
create_dungeon_region('Tower of Hera (Top)', ['Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Moldorm', 'Tower of Hera - Prize']),
create_dungeon_region('Tower of Hera (Top)', ['Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Boss', 'Tower of Hera - Prize']),
create_dw_region('East Dark World', ['Pyramid'], ['Pyramid Fairy', 'South Dark World Bridge', 'Palace of Darkness', 'Dark Lake Hylia Drop (East)', 'Dark Lake Hylia Teleporter',
'Hyrule Castle Ledge Mirror Spot', 'Dark Lake Hylia Fairy', 'Palace of Darkness Hint', 'East Dark World Hint', 'Pyramid Hole', 'Northeast Dark World Broken Bridge Pass']),
@ -214,7 +214,7 @@ def create_regions(world):
create_dungeon_region('Swamp Palace (Center)', ['Swamp Palace - Big Chest', 'Swamp Palace - Compass Chest',
'Swamp Palace - Big Key Chest', 'Swamp Palace - West Chest'], ['Swamp Palace (North)']),
create_dungeon_region('Swamp Palace (North)', ['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right',
'Swamp Palace - Waterfall Room', 'Swamp Palace - Arrghus', 'Swamp Palace - Prize']),
'Swamp Palace - Waterfall Room', 'Swamp Palace - Boss', 'Swamp Palace - Prize']),
create_dungeon_region('Thieves Town (Entrance)', ['Thieves\' Town - Big Key Chest',
'Thieves\' Town - Map Chest',
'Thieves\' Town - Compass Chest',
@ -222,7 +222,7 @@ def create_regions(world):
create_dungeon_region('Thieves Town (Deep)', ['Thieves\' Town - Attic',
'Thieves\' Town - Big Chest',
'Thieves\' Town - Blind\'s Cell'], ['Blind Fight']),
create_dungeon_region('Blind Fight', ['Thieves Town - Blind', 'Thieves Town - Prize']),
create_dungeon_region('Blind Fight', ['Thieves\' Town - Boss', 'Thieves\' Town - Prize']),
create_dungeon_region('Skull Woods First Section', ['Skull Woods - Map Chest'], ['Skull Woods First Section Exit', 'Skull Woods First Section Bomb Jump', 'Skull Woods First Section South Door', 'Skull Woods First Section West Door']),
create_dungeon_region('Skull Woods First Section (Right)', ['Skull Woods - Pinball Room'], ['Skull Woods First Section (Right) North Door']),
create_dungeon_region('Skull Woods First Section (Left)', ['Skull Woods - Compass Chest', 'Skull Woods - Pot Prison'], ['Skull Woods First Section (Left) Door to Exit', 'Skull Woods First Section (Left) Door to Right']),
@ -230,19 +230,19 @@ def create_regions(world):
create_dungeon_region('Skull Woods Second Section (Drop)', None, ['Skull Woods Second Section (Drop)']),
create_dungeon_region('Skull Woods Second Section', ['Skull Woods - Big Key Chest'], ['Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)']),
create_dungeon_region('Skull Woods Final Section (Entrance)', ['Skull Woods - Bridge Room'], ['Skull Woods Torch Room', 'Skull Woods Final Section Exit']),
create_dungeon_region('Skull Woods Final Section (Mothula)', ['Skull Woods - Mothula', 'Skull Woods - Prize']),
create_dungeon_region('Skull Woods Final Section (Mothula)', ['Skull Woods - Boss', 'Skull Woods - Prize']),
create_dungeon_region('Ice Palace (Entrance)', None, ['Ice Palace Entrance Room', 'Ice Palace Exit']),
create_dungeon_region('Ice Palace (Main)', ['Ice Palace - Compass Chest', 'Ice Palace - Freezor Chest',
'Ice Palace - Big Chest', 'Ice Palace - Iced T Room'], ['Ice Palace (East)', 'Ice Palace (Kholdstare)']),
create_dungeon_region('Ice Palace (East)', ['Ice Palace - Spike Room'], ['Ice Palace (East Top)']),
create_dungeon_region('Ice Palace (East Top)', ['Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']),
create_dungeon_region('Ice Palace (Kholdstare)', ['Ice Palace - Kholdstare', 'Ice Palace - Prize']),
create_dungeon_region('Ice Palace (Kholdstare)', ['Ice Palace - Boss', 'Ice Palace - Prize']),
create_dungeon_region('Misery Mire (Entrance)', None, ['Misery Mire Entrance Gap', 'Misery Mire Exit']),
create_dungeon_region('Misery Mire (Main)', ['Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby',
'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest'], ['Misery Mire (West)', 'Misery Mire Big Key Door']),
create_dungeon_region('Misery Mire (West)', ['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest']),
create_dungeon_region('Misery Mire (Final Area)', None, ['Misery Mire (Vitreous)']),
create_dungeon_region('Misery Mire (Vitreous)', ['Misery Mire - Vitreous', 'Misery Mire - Prize']),
create_dungeon_region('Misery Mire (Vitreous)', ['Misery Mire - Boss', 'Misery Mire - Prize']),
create_dungeon_region('Turtle Rock (Entrance)', None, ['Turtle Rock Entrance Gap', 'Turtle Rock Exit (Front)']),
create_dungeon_region('Turtle Rock (First Section)', ['Turtle Rock - Compass Chest', 'Turtle Rock - Roller Room - Left',
'Turtle Rock - Roller Room - Right'], ['Turtle Rock Pokey Room', 'Turtle Rock Entrance Gap Reverse']),
@ -254,7 +254,7 @@ def create_regions(world):
create_dungeon_region('Turtle Rock (Eye Bridge)', ['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Isolated Ledge Exit']),
create_dungeon_region('Turtle Rock (Trinexx)', ['Turtle Rock - Trinexx', 'Turtle Rock - Prize']),
create_dungeon_region('Turtle Rock (Trinexx)', ['Turtle Rock - Boss', 'Turtle Rock - Prize']),
create_dungeon_region('Palace of Darkness (Entrance)', ['Palace of Darkness - Shooter Room'], ['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall', 'Palace of Darkness Exit']),
create_dungeon_region('Palace of Darkness (Center)', ['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],
['Palace of Darkness Big Key Chest Staircase', 'Palace of Darkness (North)', 'Palace of Darkness Big Key Door']),
@ -264,7 +264,7 @@ def create_regions(world):
['Palace of Darkness Spike Statue Room Door', 'Palace of Darkness Maze Door']),
create_dungeon_region('Palace of Darkness (Maze)', ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom', 'Palace of Darkness - Big Chest']),
create_dungeon_region('Palace of Darkness (Harmless Hellway)', ['Palace of Darkness - Harmless Hellway']),
create_dungeon_region('Palace of Darkness (Final Section)', ['Palace of Darkness - Helmasaur', 'Palace of Darkness - Prize']),
create_dungeon_region('Palace of Darkness (Final Section)', ['Palace of Darkness - Boss', 'Palace of Darkness - Prize']),
create_dungeon_region('Ganons Tower (Entrance)', ['Ganons Tower - Bob\'s Torch', 'Ganons Tower - Hope Room - Left', 'Ganons Tower - Hope Room - Right'],
['Ganons Tower (Tile Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower Big Key Door', 'Ganons Tower Exit']),
create_dungeon_region('Ganons Tower (Tile Room)', ['Ganons Tower - Tile Room'], ['Ganons Tower (Tile Room) Key Door']),
@ -299,6 +299,12 @@ def create_regions(world):
for index, (item, price) in enumerate(default_shop_contents[region_name]):
shop.add_inventory(index, item, price)
region = world.get_region('Capacity Upgrade')
shop = Shop(region, 0x0115, ShopType.UpgradeShop, 0x04, True)
region.shop = shop
world.shops.append(shop)
shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
shop.add_inventory(1, 'Arrow Upgrade (+5)', 100, 7)
world.intialize_regions()
def create_lw_region(name, locations=None, exits=None):
@ -358,15 +364,15 @@ def mark_light_world_regions(world):
# (room_id, shopkeeper, replaceable)
shop_table = {
'Cave Shop (Dark Death Mountain)': (0x0112, 0x51, True),
'Red Shield Shop': (0x0110, 0x51, True),
'Dark Lake Hylia Shop': (0x010F, 0x51, True),
'Dark World Lumberjack Shop': (0x010F, 0x51, True),
'Village of Outcasts Shop': (0x010F, 0x51, True),
'Dark World Potion Shop': (0x010F, 0x51, True),
'Light World Death Mountain Shop': (0x00FF, 0x51, True),
'Kakariko Shop': (0x011F, 0x51, True),
'Cave Shop (Lake Hylia)': (0x0112, 0x51, True),
'Cave Shop (Dark Death Mountain)': (0x0112, 0xC1, True),
'Red Shield Shop': (0x0110, 0xC1, True),
'Dark Lake Hylia Shop': (0x010F, 0xC1, True),
'Dark World Lumberjack Shop': (0x010F, 0xC1, True),
'Village of Outcasts Shop': (0x010F, 0xC1, True),
'Dark World Potion Shop': (0x010F, 0xC1, True),
'Light World Death Mountain Shop': (0x00FF, 0xA0, True),
'Kakariko Shop': (0x011F, 0xA0, True),
'Cave Shop (Lake Hylia)': (0x0112, 0xA0, True),
'Potion Shop': (0x0109, 0xFF, False),
# Bomb Shop not currently modeled as a shop, due to special nature of items
}
@ -446,13 +452,13 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Desert Palace - Map Chest': (0xE9B6, False, 'in Desert Palace'),
'Desert Palace - Compass Chest': (0xE9CB, False, 'in Desert Palace'),
'Desert Palace - Big Key Chest': (0xE9C2, False, 'in Desert Palace'),
'Desert Palace - Lanmolas': (0x180151, False, 'with Lanmolas'),
'Desert Palace - Boss': (0x180151, False, 'with Lanmolas'),
'Eastern Palace - Compass Chest': (0xE977, False, 'in Eastern Palace'),
'Eastern Palace - Big Chest': (0xE97D, False, 'in Eastern Palace'),
'Eastern Palace - Cannonball Chest': (0xE9B3, False, 'in Eastern Palace'),
'Eastern Palace - Big Key Chest': (0xE9B9, False, 'in Eastern Palace'),
'Eastern Palace - Map Chest': (0xE9F5, False, 'in Eastern Palace'),
'Eastern Palace - Armos Knights': (0x180150, False, 'with the Armos'),
'Eastern Palace - Boss': (0x180150, False, 'with the Armos'),
'Master Sword Pedestal': (0x289B0, False, 'at the pedestal'),
'Hyrule Castle - Boomerang Chest': (0xE974, False, 'in Hyrule Castle'),
'Hyrule Castle - Map Chest': (0xEB0C, False, 'in Hyrule Castle'),
@ -481,7 +487,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Tower of Hera - Big Key Chest': (0xE9E6, False, 'in Tower of Hera'),
'Tower of Hera - Compass Chest': (0xE9FB, False, 'in Tower of Hera'),
'Tower of Hera - Big Chest': (0xE9F8, False, 'in Tower of Hera'),
'Tower of Hera - Moldorm': (0x180152, False, 'with Moldorm'),
'Tower of Hera - Boss': (0x180152, False, 'with Moldorm'),
'Pyramid': (0x180147, False, 'on the pyramid'),
'Catfish': (0xEE185, False, 'with a fish'),
'Stumpy': (0x330C7, False, 'with tree boy'),
@ -519,7 +525,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Swamp Palace - Flooded Room - Left': (0xEAA9, False, 'in Swamp Palace'),
'Swamp Palace - Flooded Room - Right': (0xEAAC, False, 'in Swamp Palace'),
'Swamp Palace - Waterfall Room': (0xEAAF, False, 'in Swamp Palace'),
'Swamp Palace - Arrghus': (0x180154, False, 'with Arrghus'),
'Swamp Palace - Boss': (0x180154, False, 'with Arrghus'),
'Thieves\' Town - Big Key Chest': (0xEA04, False, 'in Thieves\' Town'),
'Thieves\' Town - Map Chest': (0xEA01, False, 'in Thieves\' Town'),
'Thieves\' Town - Compass Chest': (0xEA07, False, 'in Thieves\' Town'),
@ -527,7 +533,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Thieves\' Town - Attic': (0xEA0D, False, 'in Thieves\' Town'),
'Thieves\' Town - Big Chest': (0xEA10, False, 'in Thieves\' Town'),
'Thieves\' Town - Blind\'s Cell': (0xEA13, False, 'in Thieves\' Town'),
'Thieves Town - Blind': (0x180156, False, 'with Blind'),
'Thieves\' Town - Boss': (0x180156, False, 'with Blind'),
'Skull Woods - Compass Chest': (0xE992, False, 'in Skull Woods'),
'Skull Woods - Map Chest': (0xE99B, False, 'in Skull Woods'),
'Skull Woods - Big Chest': (0xE998, False, 'in Skull Woods'),
@ -535,7 +541,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Skull Woods - Pinball Room': (0xE9C8, False, 'in Skull Woods'),
'Skull Woods - Big Key Chest': (0xE99E, False, 'in Skull Woods'),
'Skull Woods - Bridge Room': (0xE9FE, False, 'near Mothula'),
'Skull Woods - Mothula': (0x180155, False, 'with Mothula'),
'Skull Woods - Boss': (0x180155, False, 'with Mothula'),
'Ice Palace - Compass Chest': (0xE9D4, False, 'in Ice Palace'),
'Ice Palace - Freezor Chest': (0xE995, False, 'in Ice Palace'),
'Ice Palace - Big Chest': (0xE9AA, False, 'in Ice Palace'),
@ -543,7 +549,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Ice Palace - Spike Room': (0xE9E0, False, 'in Ice Palace'),
'Ice Palace - Big Key Chest': (0xE9A4, False, 'in Ice Palace'),
'Ice Palace - Map Chest': (0xE9DD, False, 'in Ice Palace'),
'Ice Palace - Kholdstare': (0x180157, False, 'with Kholdstare'),
'Ice Palace - Boss': (0x180157, False, 'with Kholdstare'),
'Misery Mire - Big Chest': (0xEA67, False, 'in Misery Mire'),
'Misery Mire - Map Chest': (0xEA6A, False, 'in Misery Mire'),
'Misery Mire - Main Lobby': (0xEA5E, False, 'in Misery Mire'),
@ -551,7 +557,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Misery Mire - Spike Chest': (0xE9DA, False, 'in Misery Mire'),
'Misery Mire - Compass Chest': (0xEA64, False, 'in Misery Mire'),
'Misery Mire - Big Key Chest': (0xEA6D, False, 'in Misery Mire'),
'Misery Mire - Vitreous': (0x180158, False, 'with Vitreous'),
'Misery Mire - Boss': (0x180158, False, 'with Vitreous'),
'Turtle Rock - Compass Chest': (0xEA22, False, 'in Turtle Rock'),
'Turtle Rock - Roller Room - Left': (0xEA1C, False, 'in Turtle Rock'),
'Turtle Rock - Roller Room - Right': (0xEA1F, False, 'in Turtle Rock'),
@ -563,7 +569,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Turtle Rock - Eye Bridge - Bottom Right': (0xEA2E, False, 'in Turtle Rock'),
'Turtle Rock - Eye Bridge - Top Left': (0xEA2B, False, 'in Turtle Rock'),
'Turtle Rock - Eye Bridge - Top Right': (0xEA28, False, 'in Turtle Rock'),
'Turtle Rock - Trinexx': (0x180159, False, 'with Trinexx'),
'Turtle Rock - Boss': (0x180159, False, 'with Trinexx'),
'Palace of Darkness - Shooter Room': (0xEA5B, 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'),
@ -577,7 +583,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Palace of Darkness - Dark Maze - Bottom': (0xEA58, False, 'in Palace of Darkness'),
'Palace of Darkness - Big Chest': (0xEA40, False, 'in Palace of Darkness'),
'Palace of Darkness - Harmless Hellway': (0xEA46, False, 'in Palace of Darkness'),
'Palace of Darkness - Helmasaur': (0x180153, False, 'with Helmasaur King'),
'Palace of Darkness - Boss': (0x180153, False, 'with Helmasaur King'),
'Ganons Tower - Bob\'s Torch': (0x180161, False, 'on my torch'),
'Ganons Tower - Hope Room - Left': (0xEAD9, False, 'in My Tower'),
'Ganons Tower - Hope Room - Right': (0xEADC, False, 'in My Tower'),
@ -617,7 +623,7 @@ location_table = {'Mushroom': (0x180013, False, 'in the woods'),
'Tower of Hera - Prize': ([0x120A5, 0x53F0A, 0x53F0B, 0x18005A, 0x18007A, 0xC706], True, 'Tower of Hera'),
'Palace of Darkness - Prize': ([0x120A1, 0x53F00, 0x53F01, 0x180056, 0x18007D, 0xC702], True, 'Palace of Darkness'),
'Swamp Palace - Prize': ([0x120A0, 0x53F6C, 0x53F6D, 0x180055, 0x180071, 0xC701], True, 'Swamp Palace'),
'Thieves Town - Prize': ([0x120A6, 0x53F36, 0x53F37, 0x18005B, 0x180077, 0xC707], True, 'Thieves\' Town'),
'Thieves\' Town - Prize': ([0x120A6, 0x53F36, 0x53F37, 0x18005B, 0x180077, 0xC707], True, 'Thieves\' Town'),
'Skull Woods - Prize': ([0x120A3, 0x53F12, 0x53F13, 0x180058, 0x18007B, 0xC704], True, 'Skull Woods'),
'Ice Palace - Prize': ([0x120A4, 0x53F5A, 0x53F5B, 0x180059, 0x180073, 0xC705], True, 'Ice Palace'),
'Misery Mire - Prize': ([0x120A2, 0x53F48, 0x53F49, 0x180057, 0x180075, 0xC703], True, 'Misery Mire'),

249
Rom.py
View File

@ -8,8 +8,8 @@ import random
from BaseClasses import ShopType
from Dungeons import dungeon_music_addresses
from Text import MultiByteTextMapper, 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 MultiByteTextMapper, text_addresses, Credits, TextTable
from Text import Uncle_texts, Ganon1_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, Sahasrahla_names
from Utils import local_path, int16_as_bytes, int32_as_bytes
from Items import ItemFactory
@ -28,18 +28,26 @@ class JsonRom(object):
self.patches[str(address)] = [value]
def write_bytes(self, startaddress, values):
if not values:
return
self.patches[str(startaddress)] = list(values)
def write_int16_to_rom(self, address, value):
def write_int16(self, address, value):
self.write_bytes(address, int16_as_bytes(value))
def write_int32_to_rom(self, address, value):
def write_int32(self, address, value):
self.write_bytes(address, int32_as_bytes(value))
def write_to_file(self, file):
with open(file, 'w') as stream:
json.dump([self.patches], stream)
def get_hash(self):
h = hashlib.md5()
h.update(json.dumps([self.patches]).encode('utf-8'))
return h.hexdigest()
class LocalRom(object):
@ -56,10 +64,10 @@ class LocalRom(object):
for i, value in enumerate(values):
self.write_byte(startaddress + i, value)
def write_int16_to_rom(self, address, value):
def write_int16(self, address, value):
self.write_bytes(address, int16_as_bytes(value))
def write_int32_to_rom(self, address, value):
def write_int32(self, address, value):
self.write_bytes(address, int32_as_bytes(value))
def write_to_file(self, file):
@ -95,6 +103,11 @@ class LocalRom(object):
inv = crc ^ 0xFFFF
self.write_bytes(0x7FDC, [inv & 0xFF, (inv >> 8) & 0xFF, crc & 0xFF, (crc >> 8) & 0xFF])
def get_hash(self):
h = hashlib.md5()
h.update(self.buffer)
return h.hexdigest()
def read_rom(stream):
"Reads rom into bytearray and strips off any smc header"
buffer = bytearray(stream.read())
@ -307,9 +320,9 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x15B8C + offset, ow_area)
rom.write_int16_to_rom(0x15BDB + 2 * offset, vram_loc)
rom.write_int16_to_rom(0x15C79 + 2 * offset, scroll_y)
rom.write_int16_to_rom(0x15D17 + 2 * offset, scroll_x)
rom.write_int16(0x15BDB + 2 * offset, vram_loc)
rom.write_int16(0x15C79 + 2 * offset, scroll_y)
rom.write_int16(0x15D17 + 2 * offset, scroll_x)
# for positioning fixups we abuse the roomid as a way of identifying which exit data we are appling
# Thanks to Zarby89 for originally finding these values
@ -320,25 +333,25 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
'Palace of Darkness Exit', 'Swamp Palace Exit', 'Ganons Tower Exit', 'Desert Palace Exit (North)', 'Agahnims Tower Exit', 'Spiral Cave Exit (Top)',
'Superbunny Cave Exit (Bottom)', 'Turtle Rock Ledge Exit (East)']:
# For exits that connot be reached from another, no need to apply offset fixes.
rom.write_int16_to_rom(0x15DB5 + 2 * offset, link_y) # same as final else
rom.write_int16(0x15DB5 + 2 * offset, link_y) # same as final else
elif room_id == 0x0059 and world.fix_skullwoods_exit:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x00F8)
rom.write_int16(0x15DB5 + 2 * offset, 0x00F8)
elif room_id == 0x004a and world.fix_palaceofdarkness_exit:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x0640)
rom.write_int16(0x15DB5 + 2 * offset, 0x0640)
elif room_id == 0x00d6 and world.fix_trock_exit:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x0134)
rom.write_int16(0x15DB5 + 2 * offset, 0x0134)
elif room_id == 0x000c and world.fix_gtower_exit: # fix ganons tower exit point
rom.write_int16_to_rom(0x15DB5 + 2 * offset, 0x00A4)
rom.write_int16(0x15DB5 + 2 * offset, 0x00A4)
else:
rom.write_int16_to_rom(0x15DB5 + 2 * offset, link_y)
rom.write_int16(0x15DB5 + 2 * offset, link_y)
rom.write_int16_to_rom(0x15E53 + 2 * offset, link_x)
rom.write_int16_to_rom(0x15EF1 + 2 * offset, camera_y)
rom.write_int16_to_rom(0x15F8F + 2 * offset, camera_x)
rom.write_int16(0x15E53 + 2 * offset, link_x)
rom.write_int16(0x15EF1 + 2 * offset, camera_y)
rom.write_int16(0x15F8F + 2 * offset, camera_x)
rom.write_byte(0x1602D + offset, unknown_1)
rom.write_byte(0x1607C + offset, unknown_2)
rom.write_int16_to_rom(0x160CB + 2 * offset, door_1)
rom.write_int16_to_rom(0x16169 + 2 * offset, door_2)
rom.write_int16(0x160CB + 2 * offset, door_1)
rom.write_int16(0x16169 + 2 * offset, door_2)
elif isinstance(exit.addresses, list):
# is hole
for address in exit.addresses:
@ -415,29 +428,11 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
# Rupoor negative value
rom.write_int16_to_rom(0x180036, world.rupoor_cost)
rom.write_int16(0x180036, world.rupoor_cost)
# Set stun items
rom.write_byte(0x180180, 0x02) # Hookshot only
# Make silver arrows only usable against Ganon
rom.write_byte(0x180181, 0x01)
#Make Blue Shield more expensive
rom.write_bytes(0xF73D2, [0xFC, 0xFF])
rom.write_bytes(0xF73DA, [0x04, 0x00])
rom.write_bytes(0xF73E2, [0x0C, 0x00])
rom.write_byte(0xF73D6, 0x31)
rom.write_byte(0xF73DE, 0x30)
rom.write_byte(0xF73E6, 0x30)
rom.write_byte(0xF7201, 0x00)
rom.write_byte(0xF71FF, 0x64)
#Make Red Shield more expensive
rom.write_bytes(0xF73FA, [0xFC, 0xFF])
rom.write_bytes(0xF7402, [0x04, 0x00])
rom.write_bytes(0xF740A, [0x0C, 0x00])
rom.write_byte(0xF73FE, 0x33)
rom.write_byte(0xF7406, 0x33)
rom.write_byte(0xF740E, 0x33)
rom.write_byte(0xF7241, 0x03)
rom.write_byte(0xF723F, 0xE7)
elif world.difficulty == 'expert':
# Powdered Fairies Prize
rom.write_byte(0x36DD0, 0xD8) # One Heart
@ -453,29 +448,11 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
# Rupoor negative value
rom.write_int16_to_rom(0x180036, world.rupoor_cost)
rom.write_int16(0x180036, world.rupoor_cost)
# Set stun items
rom.write_byte(0x180180, 0x00) # Nothing
# Make silver arrows only usable against Ganon
rom.write_byte(0x180181, 0x01)
#Make Blue Shield more expensive
rom.write_bytes(0xF73D2, [0xFC, 0xFF])
rom.write_bytes(0xF73DA, [0x04, 0x00])
rom.write_bytes(0xF73E2, [0x0C, 0x00])
rom.write_byte(0xF73D6, 0x3C)
rom.write_byte(0xF73DE, 0x3C)
rom.write_byte(0xF73E6, 0x3C)
rom.write_byte(0xF7201, 0x27)
rom.write_byte(0xF71FF, 0x06)
#Make Red Shield more expensive
rom.write_bytes(0xF73FA, [0xFC, 0xFF])
rom.write_bytes(0xF7402, [0x04, 0x00])
rom.write_bytes(0xF740A, [0x0C, 0x00])
rom.write_byte(0xF73FE, 0x3C)
rom.write_byte(0xF7406, 0x3C)
rom.write_byte(0xF740E, 0x3C)
rom.write_byte(0xF7241, 0x27)
rom.write_byte(0xF723F, 0x06)
elif world.difficulty == 'insane':
# Powdered Fairies Prize
rom.write_byte(0x36DD0, 0x79) # Bees
@ -491,29 +468,11 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
# Rupoor negative value
rom.write_int16_to_rom(0x180036, world.rupoor_cost)
rom.write_int16(0x180036, world.rupoor_cost)
# Set stun items
rom.write_byte(0x180180, 0x00) # Nothing
# Make silver arrows only usable against Ganon
rom.write_byte(0x180181, 0x01)
#Make Blue Shield more expensive
rom.write_bytes(0xF73D2, [0xFC, 0xFF])
rom.write_bytes(0xF73DA, [0x04, 0x00])
rom.write_bytes(0xF73E2, [0x0C, 0x00])
rom.write_byte(0xF73D6, 0x3C)
rom.write_byte(0xF73DE, 0x3C)
rom.write_byte(0xF73E6, 0x3C)
rom.write_byte(0xF7201, 0x27)
rom.write_byte(0xF71FF, 0x10)
#Make Red Shield more expensive
rom.write_bytes(0xF73FA, [0xFC, 0xFF])
rom.write_bytes(0xF7402, [0x04, 0x00])
rom.write_bytes(0xF740A, [0x0C, 0x00])
rom.write_byte(0xF73FE, 0x3C)
rom.write_byte(0xF7406, 0x3C)
rom.write_byte(0xF740E, 0x3C)
rom.write_byte(0xF7241, 0x27)
rom.write_byte(0xF723F, 0x10)
else:
# Powdered Fairies Prize
rom.write_byte(0x36DD0, 0xE3) # fairy
@ -528,7 +487,7 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
#Enable catching fairies
rom.write_byte(0x34FD6, 0xF0)
# Rupoor negative value
rom.write_int16_to_rom(0x180036, world.rupoor_cost)
rom.write_int16(0x180036, world.rupoor_cost)
# Set stun items
rom.write_byte(0x180180, 0x03) # All standard items
# Make silver arrows freely usable
@ -541,7 +500,7 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
if world.difficulty in ['easy']:
rom.write_byte(0x180182, 0x03) # auto equip silvers on pickup and at ganon
elif world.retro and world.difficulty in ['hard','expert', 'insane']: #FIXME: this is temporary for v29 baserom
elif world.retro and world.difficulty in ['hard', 'expert', 'insane']: #FIXME: this is temporary for v29 baserom (perhaps no so temporary?)
rom.write_byte(0x180182, 0x03) # auto equip silvers on pickup and at ganon
else:
rom.write_byte(0x180182, 0x01) # auto equip silvers on pickup
@ -572,11 +531,17 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
0xDF, 0xDF, 0xDF, 0xDF, 0xDF, 0xE0, 0xE0, 0xE0, 0xE0, 0xE0,
0xE1, 0xE1, 0xE1, 0xE1, 0xE1, 0xE2, 0xE2, 0xE2, 0xE2, 0xE2,
0xE3, 0xE3, 0xE3, 0xE3, 0xE3]
if world.difficulty in ['hard', 'expert', 'insane']:
prize_replacements = {0xE0: 0xDF, # Fairy -> heart
0xE3: 0xD8} # Big magic -> small magic
prizes = [prize_replacements.get(prize, prize) for prize in prizes]
dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes]
if world.retro:
prize_replacements = {0xE1: 0xDA, #5 Arrows -> Blue Rupee
0xE2: 0xDB} #10 Arrows -> Red Rupee
prizes = [prize_replacements.get(prize,prize) for prize in prizes]
dig_prizes = [prize_replacements.get(prize,prize) for prize in dig_prizes]
prizes = [prize_replacements.get(prize, prize) for prize in prizes]
dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes]
rom.write_bytes(0x180100, dig_prizes)
random.shuffle(prizes)
@ -638,12 +603,16 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x58, 0x01, 0x43, 0xFF, # silver arrows -> 1 arrow
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
else:
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
@ -674,6 +643,10 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x348DB, 0x3A) # Red Boomerang becomes Red Boomerang
rom.write_byte(0x348EB, 0x05) # Blue Shield becomes Blue Shield
# Remove Statues for upgrade fairy
rom.write_bytes(0x01F810, [0x1A, 0x1E, 0x01, 0x1A, 0x1E, 0x01])
rom.write_byte(0x180029, 0x01) # Smithy quick item give
# set swordless mode settings
@ -694,39 +667,39 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
ERtimeincrease = ERtimeincrease + 15
if world.clock_mode == 'off':
rom.write_bytes(0x180190, [0x00, 0x00, 0x00]) # turn off clock mode
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)
rom.write_int32(0x180200, 0) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 0) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208, 0) # green clock adjustment time (in frames, sint32)
rom.write_int32(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_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)
rom.write_int32(0x180200, 0) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 0) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208, 0) # green clock adjustment time (in frames, sint32)
rom.write_int32(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)
rom.write_int32(0x180200, -100 * 60 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
if world.difficulty == 'easy':
rom.write_int32_to_rom(0x18020C, (20 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
rom.write_int32(0x18020C, (20 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
elif world.difficulty == 'normal':
rom.write_int32_to_rom(0x18020C, (10 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
rom.write_int32(0x18020C, (10 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
else:
rom.write_int32_to_rom(0x18020C, int((5 + ERtimeincrease / 2) * 60 * 60)) # starting time (in frames, sint32)
rom.write_int32(0x18020C, int((5 + ERtimeincrease / 2) * 60 * 60)) # starting time (in frames, sint32)
if world.clock_mode == 'stopwatch':
rom.write_bytes(0x180190, [0x02, 0x01, 0x00]) # set stopwatch mode
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)
rom.write_int32(0x180200, -2 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
rom.write_int32(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_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 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
rom.write_int32(0x180200, -2 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
rom.write_int32(0x18020C, (40 + ERtimeincrease) * 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])
@ -738,7 +711,6 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x180211, 0x06) #Game type, we set the Entrance and item randomization flags
# assorted fixes
rom.write_byte(0x180030, 0x00) # Disable SRAM trace
rom.write_byte(0x1800A2, 0x01) # remain in real dark world when dying in dark word dungion before killing aga1
rom.write_byte(0x180169, 0x01 if world.lock_aga_door_in_escape else 0x00) # Lock or unlock aga tower door during escape sequence.
rom.write_byte(0x180171, 0x01 if world.ganon_at_pyramid else 0x00) # Enable respawning on pyramid after ganon death
@ -764,13 +736,20 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x18302D, 0x18) # starting current health
rom.write_byte(0x183039, 0x68) # starting abilities, bit array
rom.write_byte(0x18004A, 0x00) # Inverted mode (off)
rom.write_byte(0x18005D, 0x00) # Hammer always breaks barrier
rom.write_byte(0x2AF79, 0xD0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both)
rom.write_byte(0x3A943, 0xD0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both)
rom.write_byte(0x3A96D, 0xF0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader))
rom.write_byte(0x3A9A7, 0xD0) # Residual Portal: Normal (D0= Light Side, F0=Dark Side, 42 = both (Darth Vader))
rom.write_bytes(0x180080, [50, 50, 70, 70]) # values to fill for Capacity Upgrades (Bomb5, Bomb10, Arrow5, Arrow10)
rom.write_byte(0x18004D, 0x00) # Escape assist (off)
rom.write_byte(0x18004E, 0x00) # uncle Refill (off)
rom.write_byte(0x18004E, 0x00) # escape fills
rom.write_int16(0x180183, 0) # rupee fill (for bow if rupee arrows enabled)
rom.write_bytes(0x180185, [0x00, 0x00, 0x00]) # uncle item refills
rom.write_bytes(0x180188, [0x00, 0x00, 0x00]) # zelda item refills
rom.write_bytes(0x18018B, [0x00, 0x00, 0x00]) # uncle item refills
if world.goal in ['pedestal', 'triforcehunt']:
@ -809,6 +788,7 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
rom.write_byte(0x180020, digging_game_rng)
rom.write_byte(0xEFD95, digging_game_rng)
rom.write_byte(0x1800A3, 0x01) # enable correct world setting behaviour after agahnim kills
rom.write_byte(0x1800A4, 0x01 if world.logic != 'nologic' else 0x00) # enable POD EG fix
rom.write_byte(0x180042, 0x01 if world.save_and_quit_from_boss else 0x00) # Allow Save and Quit after boss kill
# remove shield from uncle
@ -853,8 +833,16 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
# 21 bytes
rom.write_bytes(0x7FC0, bytearray('ER_060_%09d\0' % world.seed, 'utf8') + world.option_identifier.to_bytes(4, 'big'))
# store hash table for main menu hash
rom.write_bytes(0x187F00, hashtable)
# Write title screen Code
hashint = int(rom.get_hash(), 16)
code = [
(hashint >> 20) & 0x1F,
(hashint >> 15) & 0x1F,
(hashint >> 10) & 0x1F,
(hashint >> 5) & 0x1F,
hashint & 0x1F,
]
rom.write_bytes(0x180215, code)
apply_rom_settings(rom, beep, color, world.quickswap, world.fastmenu, world.disable_music, sprite)
@ -987,7 +975,7 @@ def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, spr
rom.write_byte(0xD3DAA, 0xFA)
# set heart beep rate
rom.write_byte(0x180033, {'off': 0x00, 'half': 0x40, 'quarter': 0x80, 'normal': 0x20}[beep])
rom.write_byte(0x180033, {'off': 0x00, 'half': 0x40, 'quarter': 0x80, 'normal': 0x20, 'double': 0x10}[beep])
# set heart color
rom.write_byte(0x6FA1E, {'red': 0x24, 'blue': 0x2C, 'green': 0x3C, 'yellow': 0x28}[color])
@ -1024,43 +1012,50 @@ def write_string_to_rom(rom, target, string):
def write_strings(rom, world):
tt = TextTable()
tt.removeUnwantedText()
silverarrows = world.find_items('Silver Arrows')
silverarrow_hint = (' %s?' % silverarrows[0].hint_text) if silverarrows else '?\nI think not!'
write_string_to_rom(rom, 'Ganon2', 'Did you find the silver arrows%s' % silverarrow_hint)
tt['ganon_phase_3'] = 'Did you find the silver arrows%s' % silverarrow_hint
crystal5 = world.find_items('Crystal 5')[0]
crystal6 = world.find_items('Crystal 6')[0]
write_string_to_rom(rom, 'BombShop1', 'Big Bomb?\nMy supply is blocked until you clear %s and %s.' % (crystal5.hint_text, crystal6.hint_text))
tt['bomb_shop'] = 'Big Bomb?\nMy supply is blocked until you clear %s and %s.' % (crystal5.hint_text, crystal6.hint_text)
greenpendant = world.find_items('Green Pendant')[0]
write_string_to_rom(rom, 'Sahasrahla1', 'I lost my family heirloom in %s' % greenpendant.hint_text)
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant.hint_text
tt['uncle_leaving_text'] = Uncle_texts[random.randint(0, len(Uncle_texts) - 1)]
tt['end_triforce'] = "{NOBORDER}\n" + Triforce_texts[random.randint(0, len(Triforce_texts) - 1)]
tt['bomb_shop_big_bomb'] = BombShop2_texts[random.randint(0, len(BombShop2_texts) - 1)]
# this is what shows after getting the green pendant item in rando
tt['sahasrahla_quest_have_master_sword'] = Sahasrahla2_texts[random.randint(0, len(Sahasrahla2_texts) - 1)]
tt['blind_by_the_light'] = Blind_texts[random.randint(0, len(Blind_texts) - 1)]
write_string_to_rom(rom, 'Uncle', Uncle_texts[random.randint(0, len(Uncle_texts) - 1)])
write_string_to_rom(rom, 'Triforce', Triforce_texts[random.randint(0, len(Triforce_texts) - 1)])
write_string_to_rom(rom, 'BombShop2', BombShop2_texts[random.randint(0, len(BombShop2_texts) - 1)])
write_string_to_rom(rom, 'PyramidFairy', PyramidFairy_texts[random.randint(0, len(PyramidFairy_texts) - 1)])
write_string_to_rom(rom, 'Sahasrahla2', Sahasrahla2_texts[random.randint(0, len(Sahasrahla2_texts) - 1)])
write_string_to_rom(rom, 'Blind', Blind_texts[random.randint(0, len(Blind_texts) - 1)])
if world.goal in ['pedestal', 'triforcehunt']:
write_string_to_rom(rom, 'Ganon1Invincible', 'Why are you even here?\n You can\'t even hurt me!')
write_string_to_rom(rom, 'Ganon2Invincible', 'Seriously? Go Away, I will not Die.')
tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me!'
tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.'
else:
write_string_to_rom(rom, 'Ganon1', Ganon1_texts[random.randint(0, len(Ganon1_texts) - 1)])
write_string_to_rom(rom, 'Ganon1Invincible', 'You cannot defeat me until you finish your goal!')
write_string_to_rom(rom, 'Ganon2Invincible', 'Got wax in\nyour ears?\nI can not die!')
write_string_to_rom(rom, 'TavernMan', TavernMan_texts[random.randint(0, len(TavernMan_texts) - 1)])
tt['ganon_fall_in'] = Ganon1_texts[random.randint(0, len(Ganon1_texts) - 1)]
tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!'
tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!'
tt['kakariko_tavern_fisherman'] = TavernMan_texts[random.randint(0, len(TavernMan_texts) - 1)]
pedestalitem = world.get_location('Master Sword Pedestal').item
pedestal_text = 'Some Hot Air' if pedestalitem is None else pedestalitem.pedestal_hint_text if pedestalitem.pedestal_hint_text is not None else 'Unknown Item'
write_string_to_rom(rom, 'Pedestal', pedestal_text)
tt['mastersword_pedestal_translated'] = pedestal_text
pedestal_credit_text = 'and the Hot Air' if pedestalitem is None else pedestalitem.pedestal_credit_text if pedestalitem.pedestal_credit_text is not None else 'and the Unknown Item'
etheritem = world.get_location('Ether Tablet').item
ether_text = 'Some Hot Air' if etheritem is None else etheritem.pedestal_hint_text if etheritem.pedestal_hint_text is not None else 'Unknown Item'
write_string_to_rom(rom, 'EtherTablet', ether_text)
tt['tablet_ether_book'] = ether_text
bombositem = world.get_location('Bombos Tablet').item
bombos_text = 'Some Hot Air' if bombositem is None else bombositem.pedestal_hint_text if bombositem.pedestal_hint_text is not None else 'Unknown Item'
write_string_to_rom(rom, 'BombosTablet', bombos_text)
tt['tablet_bombos_book'] = bombos_text
rom.write_bytes(0xE0000, tt.getBytes())
credits = Credits()
@ -1077,7 +1072,7 @@ def write_strings(rom, world):
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))
credits.update_credits_line('sancturary', 0, random.choice(Sanctuary_texts))
credits.update_credits_line('sanctuary', 0, random.choice(Sanctuary_texts))
credits.update_credits_line('kakariko', 0, random.choice(Kakariko_texts).format(random.choice(Sahasrahla_names)))
credits.update_credits_line('desert', 0, random.choice(DesertPalace_texts))

View File

@ -49,6 +49,10 @@ def set_rules(world):
def set_rule(spot, rule):
spot.access_rule = rule
def set_defeat_dungeon_boss_rule(location):
# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
def set_always_allow(spot, rule):
spot.always_allow = rule
@ -138,6 +142,7 @@ def global_rules(world):
set_rule(world.get_location('Sahasrahla'), lambda state: state.has('Green Pendant'))
set_rule(world.get_entrance('Agahnims Tower'), lambda state: state.has('Cape') or state.has_beam_sword() or state.has('Beat Agahnim 1')) # barrier gets removed after killing agahnim, relevant for entrance shuffle
set_rule(world.get_entrance('Agahnim 1'), lambda state: state.has_sword() and state.has_key('Small Key (Agahnims Tower)', 2))
set_defeat_dungeon_boss_rule(world.get_location('Agahnim 1'))
set_rule(world.get_location('Castle Tower - Dark Maze'), lambda state: state.has_key('Small Key (Agahnims Tower)'))
set_rule(world.get_entrance('Top of Pyramid'), lambda state: state.has('Beat Agahnim 1'))
set_rule(world.get_entrance('Old Man Cave Exit (West)'), lambda state: False) # drop cannot be climbed up
@ -228,22 +233,20 @@ def global_rules(world):
set_rule(world.get_entrance('Sewers Back Door'), lambda state: state.has_key('Small Key (Escape)'))
set_rule(world.get_location('Eastern Palace - Big Chest'), lambda state: state.has('Big Key (Eastern Palace)'))
set_rule(world.get_location('Eastern Palace - Armos Knights'), lambda state: state.can_shoot_arrows() and state.has('Big Key (Eastern Palace)'))
set_rule(world.get_location('Eastern Palace - Prize'), lambda state: state.can_shoot_arrows() and state.has('Big Key (Eastern Palace)'))
for location in ['Eastern Palace - Armos Knights', 'Eastern Palace - Big Chest']:
set_rule(world.get_location('Eastern Palace - Boss'), lambda state: state.can_shoot_arrows() and state.has('Big Key (Eastern Palace)') and world.get_location('Eastern Palace - Boss').parent_region.dungeon.boss.can_defeat(state))
set_rule(world.get_location('Eastern Palace - Prize'), lambda state: state.can_shoot_arrows() and state.has('Big Key (Eastern Palace)') and world.get_location('Eastern Palace - Prize').parent_region.dungeon.boss.can_defeat(state))
for location in ['Eastern Palace - Boss', 'Eastern Palace - Big Chest']:
forbid_item(world.get_location(location), 'Big Key (Eastern Palace)')
set_rule(world.get_location('Desert Palace - Big Chest'), lambda state: state.has('Big Key (Desert Palace)'))
set_rule(world.get_location('Desert Palace - Torch'), lambda state: state.has_Boots())
set_rule(world.get_entrance('Desert Palace East Wing'), lambda state: state.has_key('Small Key (Desert Palace)'))
set_rule(world.get_location('Desert Palace - Prize'), lambda state: state.has_key('Small Key (Desert Palace)') and state.has('Big Key (Desert Palace)') and state.has_fire_source() and
(state.has_blunt_weapon() or state.has('Fire Rod') or state.has('Ice Rod') or state.can_shoot_arrows()))
set_rule(world.get_location('Desert Palace - Lanmolas'), lambda state: state.has_key('Small Key (Desert Palace)') and state.has('Big Key (Desert Palace)') and state.has_fire_source() and
(state.has_blunt_weapon() or state.has('Fire Rod') or state.has('Ice Rod') or state.can_shoot_arrows()))
for location in ['Desert Palace - Lanmolas', 'Desert Palace - Big Chest']:
set_rule(world.get_location('Desert Palace - Prize'), lambda state: state.has_key('Small Key (Desert Palace)') and state.has('Big Key (Desert Palace)') and state.has_fire_source() and world.get_location('Desert Palace - Prize').parent_region.dungeon.boss.can_defeat(state))
set_rule(world.get_location('Desert Palace - Boss'), lambda state: state.has_key('Small Key (Desert Palace)') and state.has('Big Key (Desert Palace)') and state.has_fire_source() and world.get_location('Desert Palace - Boss').parent_region.dungeon.boss.can_defeat(state))
for location in ['Desert Palace - Boss', 'Desert Palace - Big Chest']:
forbid_item(world.get_location(location), 'Big Key (Desert Palace)')
for location in ['Desert Palace - Lanmolas', 'Desert Palace - Big Key Chest', 'Desert Palace - Compass Chest']:
for location in ['Desert Palace - Boss', 'Desert Palace - Big Key Chest', 'Desert Palace - Compass Chest']:
forbid_item(world.get_location(location), 'Small Key (Desert Palace)')
set_rule(world.get_entrance('Tower of Hera Small Key Door'), lambda state: state.has_key('Small Key (Tower of Hera)') or item_name(state, 'Tower of Hera - Big Key Chest') == 'Small Key (Tower of Hera)')
@ -251,9 +254,9 @@ def global_rules(world):
set_rule(world.get_location('Tower of Hera - Big Chest'), lambda state: state.has('Big Key (Tower of Hera)'))
set_rule(world.get_location('Tower of Hera - Big Key Chest'), lambda state: state.has_fire_source())
set_always_allow(world.get_location('Tower of Hera - Big Key Chest'), lambda state, item: item.name == 'Small Key (Tower of Hera)')
set_rule(world.get_location('Tower of Hera - Moldorm'), lambda state: state.has_blunt_weapon())
set_rule(world.get_location('Tower of Hera - Prize'), lambda state: state.has_blunt_weapon())
for location in ['Tower of Hera - Moldorm', 'Tower of Hera - Big Chest', 'Tower of Hera - Compass Chest']:
set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Tower of Hera - Prize'))
for location in ['Tower of Hera - Boss', 'Tower of Hera - Big Chest', 'Tower of Hera - Compass Chest']:
forbid_item(world.get_location(location), 'Big Key (Tower of Hera)')
# for location in ['Tower of Hera - Big Key Chest']:
# forbid_item(world.get_location(location), 'Small Key (Tower of Hera)')
@ -266,19 +269,21 @@ def global_rules(world):
set_rule(world.get_location('Swamp Palace - Big Chest'), lambda state: state.has('Big Key (Swamp Palace)') or item_name(state, 'Swamp Palace - Big Chest') == 'Big Key (Swamp Palace)')
set_always_allow(world.get_location('Swamp Palace - Big Chest'), lambda state, item: item.name == 'Big Key (Swamp Palace)')
set_rule(world.get_entrance('Swamp Palace (North)'), lambda state: state.has('Hookshot'))
set_rule(world.get_location('Swamp Palace - Arrghus'), lambda state: state.has_blunt_weapon())
set_rule(world.get_location('Swamp Palace - Prize'), lambda state: state.has_blunt_weapon())
set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Swamp Palace - Prize'))
for location in ['Swamp Palace - Entrance']:
forbid_item(world.get_location(location), 'Big Key (Swamp Palace)')
set_rule(world.get_entrance('Thieves Town Big Key Door'), lambda state: state.has('Big Key (Thieves Town)'))
set_rule(world.get_entrance('Blind Fight'), lambda state: state.has_key('Small Key (Thieves Town)') and (state.has_blunt_weapon() or state.has('Cane of Somaria') or state.has('Cane of Byrna')))
set_rule(world.get_entrance('Blind Fight'), lambda state: state.has_key('Small Key (Thieves Town)'))
set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Thieves\' Town - Prize'))
set_rule(world.get_location('Thieves\' Town - Big Chest'), lambda state: (state.has_key('Small Key (Thieves Town)') or item_name(state, 'Thieves\' Town - Big Chest') == 'Small Key (Thieves Town)') and state.has('Hammer'))
set_always_allow(world.get_location('Thieves\' Town - Big Chest'), lambda state, item: item.name == 'Small Key (Thieves Town)' and state.has('Hammer'))
set_rule(world.get_location('Thieves\' Town - Attic'), lambda state: state.has_key('Small Key (Thieves Town)'))
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves Town - Blind']:
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Big Chest', 'Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
forbid_item(world.get_location(location), 'Big Key (Thieves Town)')
for location in ['Thieves\' Town - Attic', 'Thieves Town - Blind']:
for location in ['Thieves\' Town - Attic', 'Thieves\' Town - Boss']:
forbid_item(world.get_location(location), 'Small Key (Thieves Town)')
set_rule(world.get_entrance('Skull Woods First Section South Door'), lambda state: state.has_key('Small Key (Skull Woods)'))
@ -288,15 +293,20 @@ def global_rules(world):
set_rule(world.get_location('Skull Woods - Big Chest'), lambda state: state.has('Big Key (Skull Woods)') or item_name(state, 'Skull Woods - Big Chest') == 'Big Key (Skull Woods)')
set_always_allow(world.get_location('Skull Woods - Big Chest'), lambda state, item: item.name == 'Big Key (Skull Woods)')
set_rule(world.get_entrance('Skull Woods Torch Room'), lambda state: state.has_key('Small Key (Skull Woods)', 3) and state.has('Fire Rod') and state.has_sword()) # sword required for curtain
for location in ['Skull Woods - Mothula']:
set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Prize'))
for location in ['Skull Woods - Boss']:
forbid_item(world.get_location(location), 'Small Key (Skull Woods)')
set_rule(world.get_entrance('Ice Palace Entrance Room'), lambda state: state.has('Fire Rod') or (state.has('Bombos') and state.has_sword()))
set_rule(world.get_location('Ice Palace - Big Chest'), lambda state: state.has('Big Key (Ice Palace)'))
set_rule(world.get_entrance('Ice Palace (Kholdstare)'), lambda state: state.can_lift_rocks() and state.has('Hammer') and state.has('Big Key (Ice Palace)') and (state.has_key('Small Key (Ice Palace)', 2) or (state.has('Cane of Somaria') and state.has_key('Small Key (Ice Palace)', 1))))
# TODO: investigate change from VT. Changed to hookshot or 2 keys (no checking for big key in specific chests)
set_rule(world.get_entrance('Ice Palace (East)'), lambda state: (state.has('Hookshot') or (item_in_locations(state, 'Big Key (Ice Palace)', ['Ice Palace - Spike Room', 'Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']) and state.has_key('Small Key (Ice Palace)'))) and (state.world.can_take_damage or state.has('Hookshot') or state.has('Cape') or state.has('Cane of Byrna')))
set_rule(world.get_entrance('Ice Palace (East Top)'), lambda state: state.can_lift_rocks() and state.has('Hammer'))
for location in ['Ice Palace - Big Chest', 'Ice Palace - Kholdstare']:
set_defeat_dungeon_boss_rule(world.get_location('Ice Palace - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Ice Palace - Prize'))
for location in ['Ice Palace - Big Chest', 'Ice Palace - Boss']:
forbid_item(world.get_location(location), 'Big Key (Ice Palace)')
set_rule(world.get_entrance('Misery Mire Entrance Gap'), lambda state: (state.has_Boots() or state.has('Hookshot')) and (state.has_sword() or state.has('Fire Rod') or state.has('Ice Rod') or state.has('Hammer') or state.has('Cane of Somaria') or state.can_shoot_arrows())) # need to defeat wizzrobes, bombs don't work ...
@ -313,8 +323,10 @@ def global_rules(world):
(item_name(state, 'Misery Mire - Big Key Chest') in ['Big Key (Misery Mire)'])) else state.has_key('Small Key (Misery Mire)', 3))
set_rule(world.get_location('Misery Mire - Compass Chest'), lambda state: state.has_fire_source())
set_rule(world.get_location('Misery Mire - Big Key Chest'), lambda state: state.has_fire_source())
set_rule(world.get_entrance('Misery Mire (Vitreous)'), lambda state: state.has('Cane of Somaria') and (state.can_shoot_arrows() or state.has_blunt_weapon()))
for location in ['Misery Mire - Big Chest', 'Misery Mire - Vitreous']:
set_rule(world.get_entrance('Misery Mire (Vitreous)'), lambda state: state.has('Cane of Somaria'))
set_defeat_dungeon_boss_rule(world.get_location('Misery Mire - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Misery Mire - Prize'))
for location in ['Misery Mire - Big Chest', 'Misery Mire - Boss']:
forbid_item(world.get_location(location), 'Big Key (Misery Mire)')
set_rule(world.get_entrance('Turtle Rock Entrance Gap'), lambda state: state.has('Cane of Somaria'))
@ -332,8 +344,9 @@ def global_rules(world):
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Right'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Left'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Right'), lambda state: state.has('Cane of Byrna') or state.has('Cape') or state.has('Mirror Shield'))
set_rule(world.get_entrance('Turtle Rock (Trinexx)'), lambda state: state.has_key('Small Key (Turtle Rock)', 4) and state.has('Big Key (Turtle Rock)') and state.has('Cane of Somaria') and state.has('Fire Rod') and state.has('Ice Rod') and
(state.has('Hammer') or state.has_beam_sword() or (state.has_sword() and state.can_extend_magic(32))))
set_rule(world.get_entrance('Turtle Rock (Trinexx)'), lambda state: state.has_key('Small Key (Turtle Rock)', 4) and state.has('Big Key (Turtle Rock)') and state.has('Cane of Somaria'))
set_defeat_dungeon_boss_rule(world.get_location('Turtle Rock - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Turtle Rock - Prize'))
set_trock_key_rules(world)
@ -350,6 +363,8 @@ def global_rules(world):
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door'), lambda state: state.has_key('Small Key (Palace of Darkness)', 6) or (item_name(state, 'Palace of Darkness - Harmless Hellway') in ['Small Key (Palace of Darkness)'] and state.has_key('Small Key (Palace of Darkness)', 4)))
set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway'), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and state.has_key('Small Key (Palace of Darkness)', 5))
set_rule(world.get_entrance('Palace of Darkness Maze Door'), lambda state: state.has_key('Small Key (Palace of Darkness)', 6))
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss'))
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize'))
# 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']
@ -380,15 +395,17 @@ def global_rules(world):
set_rule(world.get_location(location), lambda state: state.has('Fire Rod') and (state.has_key('Small Key (Ganons Tower)', 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', compass_room_chests) and state.has_key('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.can_shoot_arrows() or state.has_blunt_weapon())
set_rule(world.get_location('Ganons Tower - Big Key Chest'), lambda state: state.can_shoot_arrows() or state.has_blunt_weapon())
set_rule(world.get_location('Ganons Tower - Big Key Room - Right'), lambda state: state.can_shoot_arrows() or state.has_blunt_weapon())
set_rule(world.get_location('Ganons Tower - Big Key Room - Left'), lambda state: world.get_location('Ganons Tower - Big Key Room - Left').parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(world.get_location('Ganons Tower - Big Key Chest'), lambda state: world.get_location('Ganons Tower - Big Key Chest').parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(world.get_location('Ganons Tower - Big Key Room - Right'), lambda state: world.get_location('Ganons Tower - Big Key Room - Right').parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(world.get_entrance('Ganons Tower Big Key Door'), lambda state: state.has('Big Key (Ganons Tower)') and state.can_shoot_arrows())
set_rule(world.get_entrance('Ganons Tower Torch Rooms'), lambda state: state.has_fire_source())
set_rule(world.get_entrance('Ganons Tower Torch Rooms'), lambda state: state.has_fire_source() and world.get_entrance('Ganons Tower Torch Rooms').parent_region.dungeon.bosses['middle'].can_defeat(state))
set_rule(world.get_location('Ganons Tower - Pre-Moldorm Chest'), lambda state: state.has_key('Small Key (Ganons Tower)', 3))
set_rule(world.get_entrance('Ganons Tower Moldorm Door'), lambda state: state.has_key('Small Key (Ganons Tower)', 4))
set_rule(world.get_entrance('Ganons Tower Moldorm Gap'), lambda state: state.has('Hookshot') and state.has_blunt_weapon())
set_rule(world.get_location('Agahnim 2'), lambda state: state.has_sword() or state.has('Hammer') or state.has('Bug Catching Net'))
set_rule(world.get_entrance('Ganons Tower Moldorm Gap'), lambda state: state.has('Hookshot') and world.get_entrance('Ganons Tower Moldorm Gap').parent_region.dungeon.bosses['top'].can_defeat(state))
set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2'))
set_rule(world.get_entrance('Pyramid Hole'), lambda state: state.has('Beat Agahnim 2'))
for location in ['Ganons Tower - Big Chest', 'Ganons Tower - Mini Helmasaur Room - Left', 'Ganons Tower - Mini Helmasaur Room - Right',
'Ganons Tower - Pre-Moldorm Chest', 'Ganons Tower - Validation Chest']:
@ -447,7 +464,7 @@ def no_glitches_rules(world):
add_conditional_lamp('Old Man House Front to Back', 'Old Man House', 'Entrance')
add_conditional_lamp('Old Man House Back to Front', 'Old Man House', 'Entrance')
add_conditional_lamp('Eastern Palace - Big Key Chest', 'Eastern Palace', 'Location')
add_conditional_lamp('Eastern Palace - Armos Knights', 'Eastern Palace', 'Location')
add_conditional_lamp('Eastern Palace - Boss', 'Eastern Palace', 'Location')
add_conditional_lamp('Eastern Palace - Prize', 'Eastern Palace', 'Location')
if not world.sewer_light_cone:
@ -473,14 +490,13 @@ def swordless_rules(world):
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('Fire Rod') or state.can_shoot_arrows() or state.has('Cane of Somaria')))) and state.has_key('Small Key (Agahnims Tower)', 2))
set_rule(world.get_entrance('Agahnim 1'), lambda state: (state.has('Hammer') or state.has('Fire Rod') or state.can_shoot_arrows() or state.has('Cane of Somaria')) and state.has_key('Small Key (Agahnims Tower)', 2))
set_rule(world.get_location('Ether Tablet'), lambda state: state.has('Book of Mudora') and state.has('Hammer'))
set_rule(world.get_location('Bombos Tablet'), lambda state: state.has('Book of Mudora') and state.has('Hammer') and state.has_Mirror())
set_rule(world.get_entrance('Misery Mire'), lambda state: state.has_Pearl() and state.has_misery_mire_medallion()) # sword not required to use medallion for opening in swordless (!)
set_rule(world.get_entrance('Turtle Rock'), lambda state: state.has_Pearl() and state.has_turtle_rock_medallion() and state.can_reach('Turtle Rock (Top)', 'Region')) # sword not required to use medallion for opening in swordless (!)
set_rule(world.get_entrance('Skull Woods Torch Room'), lambda state: state.has_key('Small Key (Skull Woods)', 3) and state.has('Fire Rod') and (state.has('Hammer') or state.can_extend_magic(10))) # no curtain
set_rule(world.get_entrance('Skull Woods Torch Room'), lambda state: state.has_key('Small Key (Skull Woods)', 3) and state.has('Fire Rod')) # no curtain
set_rule(world.get_entrance('Ice Palace Entrance Room'), lambda state: state.has('Fire Rod') or state.has('Bombos')) #in swordless mode bombos pads are present in the relevant parts of ice palace
set_rule(world.get_location('Agahnim 2'), lambda state: state.has('Hammer') or state.has('Bug Catching Net'))
set_rule(world.get_location('Ganon'), lambda state: state.has('Hammer') and state.has_fire_source() and state.has('Silver Arrows') and state.can_shoot_arrows() and state.has('Crystal 1') and state.has('Crystal 2')
and state.has('Crystal 3') and state.has('Crystal 4') and state.has('Crystal 5') and state.has('Crystal 6') and state.has('Crystal 7'))
set_rule(world.get_entrance('Ganon Drop'), lambda state: state.has('Hammer')) # need to damage ganon to get tiles to drop
@ -545,7 +561,7 @@ def set_trock_key_rules(world):
set_always_allow(world.get_location('Turtle Rock - Big Key Chest'), lambda state, item: item.name == 'Small Key (Turtle Rock)' and state.has_key('Small Key (Turtle Rock)', 3))
# set big key restrictions
non_big_key_locations = ['Turtle Rock - Big Chest', 'Turtle Rock - Trinexx']
non_big_key_locations = ['Turtle Rock - Big Chest', 'Turtle Rock - Boss']
if not can_reach_back:
non_big_key_locations += ['Turtle Rock - Crystaroller Room', 'Turtle Rock - Eye Bridge - Bottom Left',
'Turtle Rock - Eye Bridge - Bottom Right', 'Turtle Rock - Eye Bridge - Top Left',
@ -555,7 +571,7 @@ def set_trock_key_rules(world):
forbid_item(world.get_location(location), 'Big Key (Turtle Rock)')
# small key restriction
for location in ['Turtle Rock - Trinexx']:
for location in ['Turtle Rock - Boss']:
forbid_item(world.get_location(location), 'Small Key (Turtle Rock)')

813
Text.py
View File

@ -1,4 +1,7 @@
# -*- coding: UTF-8 -*-
from collections import OrderedDict
import logging
text_addresses = {'Pedestal': (0x180300, 256),
'Triforce': (0x180400, 256),
'Uncle': (0x180500, 256),
@ -31,8 +34,8 @@ Uncle_texts = [
"I'm going to\ngo watch the\nMoth tutorial.",
"This seed is\nthe worst.",
"Chasing tail.\nFly ladies.\nDo not follow.",
"I feel like\nI've done this\nbefore...",
"Magic cape can\npass through\nthe barrier!",
"I feel like\nI've done this\nbefore",
"Magic Cape can\npass through\nthe barrier!",
"If this is a\nKanzeon seed,\nI'm quitting.",
"I am not your\nreal uncle.",
"You're going\nto have a very\nbad time.",
@ -54,11 +57,14 @@ Uncle_texts = [
"RED MAIL\nIS FOR\nCOWARDS.",
"HEY!\n\nLISTEN!",
"Well\nexcuuuuuse me,\nprincess!",
"5,000 Rupee\nreward for >\nYou're boned",
"5,000 Rupee\nreward for >\nYou're boned.",
"Welcome to\nStoops Lonk's\nHoose",
"Erreur de\ntraduction.\nsvp reessayer",
"I could beat\nit in an hour\nand one life",
"I could beat\nit in an hour\nand one life.",
"I thought this\nwas open mode?",
"Get to the\nchop...\ncastle!",
"Come with me\nif you want\nto live",
"I must go\nmy planet\nneeds me",
]
Triforce_texts = [
'Product has Hole in center. Bad seller, 0 out of 5.',
@ -70,66 +76,82 @@ Triforce_texts = [
] * 2 + [
"\n G G",
"All your base\nare belong\nto us.",
"You have ended\nthe domination\nof dr. wily",
" thanks for\n playing!!!",
"You have ended\nthe domination\nof Dr. Wily",
" thanks for\n playing!!!",
"\n You Win!",
" Thank you!\n your quest\n is over.",
" A winner\n is\n you!",
" Thank you!\n your quest\n is over.",
" A winner\n is\n you!",
"\n WINNER!!",
"\n I'm sorry\n\nbut your\nprincess is in\nanother castle",
"\n I'm sorry\n\n but your\nprincess is in\nanother castle",
"\n success!",
" Whelp…\n that just\n happened",
" Oh hey…\n it's you",
" Whelp…\n that just\n happened",
" Oh hey…\n it's you",
"\n Wheeeeee!!",
" Time for\n another one?",
" Time for\n another one?",
"and\n\n scene",
"\n GOT EM!!",
"\nTHE VALUUUE!!!",
"Cool seed,\n\nright?",
"\n We did it!",
" Spam those\n emotes in\n wilds chat",
" Spam those\n emotes in\n wilds chat",
"\n O M G",
" Hello. Will\n you be my\n friend?",
" Beetorp\n was\n here!",
" Hello. Will\n you be my\n friend?",
" Beetorp\n was\n here!",
"The Wind Fish\nwill wake\nsoon. Hoot!",
"meow meow meow\nmeow meow meow\n oh my god!",
"Ahhhhhhhhh\nYa ya yaaaah\nYa ya yaaah",
".done\n\n.comment lol",
"You get to\ndrink from\nthe firehose",
"Do you prefer\n bacon, pork,\n or ham?",
"You get one\nwish. Choose\nwisely, hero!",
"Can you please\nbreak us three\nup? Thanks.",
" Pick us up\n before we\n get dizzy!",
]
BombShop2_texts = ['Bombs!\nBombs!\nBiggest!\nBestest!\nGreatest!\nBoomest!']
PyramidFairy_texts = ['May I talk to you about our lord and savior, Ganon?']
Sahasrahla2_texts = ['You already got my item, idiot.', 'Why are you still talking to me?', 'This text won\'t change.', 'Have you met my brother, Hasarahshla?']
Blind_texts = [
"I hate insect\npuns, they\nreally bug me.",
"I haven't seen\nthe eye doctor\nin years",
"I don't see\nyou having a\nbright future",
"I haven't seen\nthe eye doctor\nin years.",
"I don't see\nyou having a\nbright future.",
"Are you doing\na blind run\nof this game?",
"pizza joke? no\nI think it's a\nbit too cheesy",
"Pizza joke? No\nI think it's a\nbit too cheesy",
"A novice skier\noften jumps to\ncontusions.",
"the beach?\nI'm not shore\nI can make it.",
"The beach?\nI'm not shore\nI can make it.",
"Rental agents\noffer quarters\nfor dollars.",
"I got my tires\nfixed for a\nflat rate.",
"New lightbulb\ninvented?\nEnlighten me.",
"New light bulb\ninvented?\nEnlighten me.",
"A baker's job\nis a piece of\ncake.",
"My optometrist\nsaid I have\nvision!",
"when you're a\nbaker, don't\nloaf around",
"mire requires\nether quake,\nor bombos",
"When you're a\nbaker, don't\nloaf around.",
"Mire requires\nEther Quake,\nor Bombos.",
"Broken pencils\nare pointless.",
"The food they\nserve guards\nlasts sentries",
"being crushed\nby big objects\nis depressing.",
"Being crushed\nby big objects\nis depressing.",
"A tap dancer's\nroutine runs\nhot and cold.",
"A weeknight is\na tiny\nnobleman",
"A weeknight is\na tiny\nnobleman.",
"The chimney\nsweep wore a\nsoot and tye.",
"Gardeners like\nto spring into\naction.",
"bad at nuclear\nphysics. I\nGot no fission",
"Bad at nuclear\nphysics. I\nGot no fission",
"Flint and\nsteel are a\ngood match.",
"I'd peg you\nas a fan of\nthe hammer.",
"Archers give\ngifts tied\nwith a bow.",
"A healed\ngambler is\nall better.",
"Any old sword\nwill make the\ncut here.",
"Lazy wyrms\nkeep dragon\ntheir feet.",
"Percussionist\nmasters drum\nup audiences.",
"Retrievers\nlove fetch\nquests.",
"Sausage is\nthe wurst.",
"I tried to\ncatch fog,\nbut I mist.",
"Winter is a\ngreat time\nto chill.",
"Do you think\nthe Ice Rod\nis cool?",
]
Ganon1_texts = [
"Start your day\nsmiling with a\ndelicious\nwholegrain\nbreakfast\ncreated for\nyour\nincredible\ninsides.",
"You drove\naway my other\nself, Agahnim\ntwo times…\nBut, I won't\ngive you the\nTriforce.\nI'll defeat\nyou!",
"Impa says that\nthe mark on\nyour hand\nmeans that you\nare the hero\nchosen to\nawaken Zelda.\nyour blood can\nresurrect me.",
"Don't stand,\n\ndon't stand so\nDon't stand so\n\nclose to me\nDon't stand so\nclose to me\nback off buddy",
"Start your day\nsmiling with a\ndelicious\nwhole grain\nbreakfast\ncreated for\nyour\nincredible\ninsides.",
"You drove\naway my other\nself, Agahnim,\ntwo times…\nBut, I won't\ngive you the\nTriforce.\nI'll defeat\nyou!",
"Impa says that\nthe mark on\nyour hand\nmeans that you\nare the hero\nchosen to\nawaken Zelda.\nYour blood can\nresurrect me.",
"Don't stand,\n\ndon't stand so\nDon't stand so\n\nclose to me\nDon't stand so\nclose to me\nBack off buddy",
"So ya\nThought ya\nMight like to\ngo to the show\nTo feel the\nwarm thrill of\nconfusion\nThat space\ncadet glow.",
"Like other\npulmonate land\ngastropods,\nthe majority\nof land slugs\nhave two pairs\nof 'feelers'\nor tentacles\non their head.",
"Like other\npulmonate land\ngastropods,\nthe majority\nof land slugs\nhave two pairs\nof 'feelers'\n,or tentacles,\non their head.",
"If you were a\nburrito, what\nkind of a\nburrito would\nyou be?\nMe, I fancy I\nwould be a\nspicy barbacoa\nburrito.",
"I am your\nfather's\nbrother's\nnephew's\ncousin's\nformer\nroommate. What\ndoes that make\nus, you ask?",
"I'll be more\neager about\nencouraging\nthinking\noutside the\nbox when there\nis evidence of\nany thinking\ninside it.",
@ -139,22 +161,26 @@ Ganon1_texts = [
"Now there was\na time, When\nyou loved me\nso. I couldn't\ndo wrong,\nAnd now you\nneed to know.\nSo How you\nlike me now?",
"Did you know?\nNutrition\nexperts\nrecommend that\nat least half\nof our daily\ngrains come\nfrom whole\ngrain products",
"The Hemiptera\nor true bugs\nare an order\nof insects\ncovering 50k\nto 80k species\nlike aphids,\ncicadas, and\nshield bugs.",
"Thanks for\ndropping in,\nthe first\npassengers\nin a hot\nair balloon.\nwere a duck,\na sheep,\nand a rooster.",
"You think you\nare so smart?\n\nI bet you\ndidn't know\nYou can't hum\nwhile holding\nyour nose\nclosed.",
"grumble,\n\ngrumble…\ngrumble,\n\ngrumble…\nSeriously you\nwere supposed\nto bring food",
"Join me hero,\nand I shall\nmake your face\nthe greatest\nin the dark\nworld!\n\nOr else you\nwill die!",
"Thanks for\ndropping in.\nThe first\npassengers\nin a hot\nair balloon\nwere a duck,\na sheep,\nand a rooster.",
"You think you\nare so smart?\n\nI bet you\ndidn't know\nyou can't hum\nwhile holding\nyour nose\nclosed.",
"grumble,\n\ngrumble…\ngrumble,\n\ngrumble…\nSeriously, you\nwere supposed\nto bring food.",
"Join me hero,\nand I shall\nmake your face\nthe greatest\nin the Dark\nWorld!\n\nOr else you\nwill die!",
"Why rule over\na desert full\nof stereotypes\nwhen I can\ncorrupt a\nworld into\npure evil and\nrule over\nthat instead?",
"When I conquer\nthe Light\nWorld, I'll\nhold a parade\nof all my\nmonsters to\ndemonstrate my\nmight to the\npeople!",
"Life, dreams,\nhope...\nWhere'd they\ncome from? And\nwhere are they\nheaded? These\nthings... I am\ngoing to\ndestroy!",
"My minions all\nfailed to\nguard those\nitems?!\n\nWhy am I\nsurrounded by\nincompetent\nfools?!",
]
TavernMan_texts = [
"What do you\ncall a blind\ndinosaur?\nadoyouthink-\nhesaurus\n",
"A blind man\nwalks into\na bar.\nAnd a table.\nAnd a chair.\n",
"What do ducks\nlike to eat?\n\nQuackers!\n",
"How do you\nset up a party\nin space?\n\nYou planet!\n",
"I'm glad I\nknow sign\nlanguage,\nit's pretty\nhandy.\n",
"What did Zelda\nsay to Link at\na secure door?\n\nTRIFORCE!\n",
"What do you\ncall a blind\ndinosaur?\na doyouthink-\nhesaurus.",
"A blind man\nwalks into\na bar.\nAnd a table.\nAnd a chair.",
"What do ducks\nlike to eat?\n\nQuackers!",
"How do you\nset up a party\nin space?\n\nYou planet!",
"I'm glad I\nknow sign\nlanguage.\nIt's pretty\nhandy.",
"What did Zelda\nsay to Link at\na secure door?\n\nTRIFORCE!",
"I am on a\nseafood diet.\n\nEvery time\nI see food,\nI eat it.",
"I've decided\nto sell my\nvacuum.\nIt was just\ngathering\ndust.",
"Whats the best\ntime to go to\nthe dentist?\n\nTooth-hurtie!\n",
"Why can't a\nbike stand on\nits own?\n\nIt's two-tired!\n",
"What's the best\ntime to go to\nthe dentist?\n\nTooth-hurtie!",
"Why can't a\nbike stand on\nits own?\n\nIt's two-tired!",
"If you haven't\nfound Quake\nyet…\nit's not your\nfault.",
"Why is Peter\nPan always\nflying?\nBecause he\nNeverlands!",
"I once told a\njoke to Armos.\n\nBut he\nremained\nstone-faced!",
@ -175,27 +201,27 @@ TavernMan_texts = [
"Goriya sure\nhas changed\nin this game.\nI hope he\ncomes back\naround!",
"Hinox actually\nwants to be a\nlawyer.\nToo bad he\nbombed the\nBar exam!",
"I'm surprised\nMoblin's tusks\nare so gross.\nHe always has\nhis Trident\nwith him!",
"Dont tell\nStalfos Im\nhere.\nHe has a bone\nto pick with\nme!",
"Don't tell\nStalfos I'm\nhere.\nHe has a bone\nto pick with\nme!",
"I got\nWallmaster to\nhelp me move\nfurniture.\nHe was really\nhandy!",
"Wizzrobe was\njust here.\nHe always\nvanishes right\nbefore we get\nthe check!",
"I shouldn't\nhave picked up\nZora's tab.\nThat guy\ndrinks like\na fish!",
"I was sharing\na drink with\nPoe.\nFor no reason,\nhe left in a\nheartbeat!",
"Dont trust\nhorsemen on\nDeath Mountain\nTheyre Lynel\nthe time!",
"Don't trust\nhorsemen on\nDeath Mountain.\nThey're Lynel\nthe time!",
"Today's\nspecial is\nbattered bat.\nGot slapped\nfor offering a\nlady a Keese!",
"Dont walk\nunder\npropellered\npineapples.\nYou may end up\nwearing\na pee hat!",
"Don't walk\nunder\npropellered\npineapples.\nYou may end up\nwearing\na pee hat!",
"My girlfriend\nburrowed under\nthe sand.\nSo I decided\nto Leever!",
"Geldman wants\nto be a\nBroadway star.\nHes always\npracticing\nJazz Hands!",
"Geldman wants\nto be a\nBroadway star.\nHe's always\npracticing\nJazz Hands!",
"Octoballoon\nmust be mad\nat me.\nHe blows up\nat the sight\nof me!",
"Toppo is a\ntotal pothead.\n\nHe hates it\nwhen you take\naway his grass",
"I lost my\nshield by\nthat house.\nWhy did they\nput up a\nPikit fence?!",
"Know that fox\nin Steves\nTown?\nHell Pikku\npockets if you\naren't careful",
"Dash through\nDark World\nbushes.\nYoull see\nGanon is tryin\nto Stal you!",
"Know that fox\nin Steve's\nTown?\nHe'll Pikku\npockets if you\naren't careful",
"Dash through\nDark World\nbushes.\nYou'll see\nGanon is tryin\nto Stal you!",
"Eyegore!\n\nYou gore!\nWe all gore\nthose jerks\nwith arrows!",
"I like my\nwhiskey neat.\n\nSome prefer it\nOctoroks!",
"I consoled\nFreezor over a\ncup of coffee.\nHis problems\njust seemed to\nmelt away!",
"Magic droplets\nof water dont\nshut up.\nThey just\nKyameron!",
"Magic droplets\nof water don't\nshut up.\nThey just\nKyameron!",
"I bought hot\nwings for\nSluggula.\nThey gave him\nexplosive\ndiarrhea!",
"Hardhat Beetle\nwont\nLet It Be?\nTell it to Get\nBack or give\nit a Ticket to\nRide down\na hole!",
"Hardhat Beetle\nwon't\nLet It Be?\nTell it to Get\nBack or give\nit a Ticket to\nRide down\na hole!",
]
KingsReturn_texts = [
@ -219,7 +245,8 @@ Sahasrahla_names = [
"saltations", "saltbushes", "saltcellar", "saltshaker", "salubrious", "sandgrouse", "sandlotter",
"sandstorms", "sandwiched", "sauerkraut", "schipperke", "schismatic", "schizocarp", "schmalzier",
"schmeering", "schmoosing", "shibboleth", "shovelnose", "sahananana", "sarararara", "salamander",
"sharshalah", "shahabadoo", "sassafrass",
"sharshalah", "shahabadoo", "sassafrass", "saddlebags", "sandalwood", "shagadelic", "sandcastle",
"saltpeters", "shabbiness", "shlrshlrsh", "sassyralph", "sallyacorn",
]
Kakariko_texts = ["{}'s homecoming"]
@ -250,6 +277,8 @@ WishingWell_texts = [
"Yeah, baby, shes got it",
"Venus, I'm your fire",
"Venus, At your desire",
"Venus Love Chain",
"Venus Crescent Beam",
]
DesertPalace_texts = ['vultures rule the desert', 'literacy moves']
MountainTower_texts = ['the bully makes a friend', 'up up and away']
@ -263,6 +292,7 @@ Lumberjacks_texts = [
"double lumberman",
"lumberclones",
"woodfellas",
"dos axes",
]
SickKid_texts = ['Next Time Stay Down']
Zora_texts = ['Splashes For Sale', 'Slippery when wet']
@ -277,7 +307,7 @@ class Credits(object):
SceneSmallCreditLine(19, 'The return of the King'),
SceneLargeCreditLine(23, 'Hyrule Castle'),
],
'sancturary': [
'sanctuary': [
SceneSmallCreditLine(19, 'The loyal priest'),
SceneLargeCreditLine(23, 'Sanctuary'),
],
@ -340,7 +370,7 @@ class Credits(object):
],
}
self.scene_order = ['castle', 'sancturary', 'kakariko', 'desert', 'hera', 'house', 'zora', 'witch',
self.scene_order = ['castle', 'sanctuary', 'kakariko', 'desert', 'hera', 'house', 'zora', 'witch',
'lumberjacks', 'grove', 'well', 'smithy', 'kakariko2', 'bridge', 'woods', 'pedestal']
def update_credits_line(self, scene, line, text):
@ -456,6 +486,7 @@ class MultiByteTextMapper(object):
class MultiByteCoreTextMapper(object):
special_commands = {
"{SPEED0}": [0x7A, 0x00],
"{SPEED1}": [0x7A, 0x01],
"{SPEED2}": [0x7A, 0x02],
"{SPEED6}": [0x7A, 0x06],
"{PAUSE1}": [0x78, 0x01],
@ -486,6 +517,7 @@ class MultiByteCoreTextMapper(object):
outbuf = bytearray()
lineindex = 0
is_intro = '{INTRO}' in text
first_line=True
while lines:
linespace = wrap
@ -495,14 +527,15 @@ class MultiByteCoreTextMapper(object):
continue
words = line.split(' ')
outbuf.append(0x74 if lineindex == 0 else 0x75 if lineindex == 1 else 0x76) # line starter
if first_line:
first_line=False
else:
outbuf.append(0x74 if lineindex == 0 else 0x75 if lineindex == 1 else 0x76) # line starter
pending_space = False
while words:
word = words.pop(0)
# sanity check: if the word we have is more than 14 characters, we take as much as we can still fit and push the rest back for later
if cls.wordlen(word) > wrap:
if linespace < wrap:
word = ' ' + word
(word_first, word_rest) = cls.splitword(word, linespace)
words.insert(0, word_rest)
lines.insert(0, ' '.join(words))
@ -510,10 +543,12 @@ class MultiByteCoreTextMapper(object):
outbuf.extend(RawMBTextMapper.convert(word_first))
break
if cls.wordlen(word) <= (linespace if linespace == wrap else linespace - 1):
if linespace < wrap:
word = ' ' + word
linespace -= cls.wordlen(word)
if cls.wordlen(word) <= linespace:
if pending_space:
outbuf.extend(RawMBTextMapper.convert(' '))
if cls.wordlen(word) < linespace:
pending_space = True
linespace -= cls.wordlen(word) + 1 if pending_space else 0
outbuf.extend(RawMBTextMapper.convert(word))
else:
# ran out of space, push word and lines back and continue with next line
@ -1162,3 +1197,657 @@ class LargeCreditBottomMapper(CharTextMapper):
'': 0xCB,}
alpha_offset = 0x22
number_offset = 0x49
class TextTable(object):
SIZE = 0x7355
def __init__(self):
self._text = OrderedDict()
self.setDefaultText()
def __getitem__(self, key):
return self._text[key]
def __setitem__(self, key, value):
if not key in self._text:
raise KeyError(key)
if isinstance(value, str):
self._text[key] = CompressedTextMapper.convert(value)
else:
self._text[key] = value
def getBytes(self, pad=False):
logger = logging.getLogger('')
data = b''.join(self._text.values())
logger.debug("translation space remaining: %i", self.SIZE - len(data))
if len(data) > self.SIZE:
raise Exception("Text data is too large to fit")
if pad:
return data.ljust(self.SIZE, b'\xff')
return data
def removeUnwantedText(self):
nomessage = bytes(CompressedTextMapper.convert("{NOTEXT}", False))
messages_to_zero = [
#escort Messages
'zelda_go_to_throne',
'zelda_push_throne',
'zelda_switch_room_pull',
'zelda_switch_room',
'zelda_sewers',
'mountain_old_man_first',
'mountain_old_man_deadend',
'mountain_old_man_turn_right',
'blind_not_that_way',
# Note: Maiden text gets skipped by a change we will keep, so technically we don't need to replace them
# Replacing them anyway to make more room in translation table
'maiden_crystal_1',
'maiden_crystal_2',
'maiden_crystal_3',
'maiden_crystal_4',
'maiden_crystal_5',
'maiden_crystal_6',
'maiden_crystal_7',
'maiden_ending',
'maiden_confirm_undersood',
'maiden_crystal_7_again',
# item pickup text
'item_get_lamp',
'item_get_boomerang',
'item_get_bow',
'item_get_shovel',
'item_get_magic_cape',
'item_get_powder',
'item_get_flippers',
'item_get_power_gloves',
'item_get_pendant_courage',
'item_get_pendant_power',
'item_get_pendant_wisdom',
'item_get_mushroom',
'item_get_book',
'item_get_moonpearl',
'item_get_compass',
'item_get_map', #60
'item_get_ice_rod',
'item_get_fire_rod',
'item_get_ether',
'item_get_bombos',
'item_get_quake',
'item_get_hammer',
'item_get_ocarina',
'item_get_cane_of_somaria',
'item_get_hookshot',
'item_get_bombs',
'item_get_bottle',
'item_get_big_key',
'item_get_titans_mitts',
'item_get_magic_mirror',
'item_get_fake_mastersword',
'post_item_get_mastersword',
'item_get_red_potion',
'item_get_green_potion',
'item_get_blue_potion',
'item_get_bug_net',
'item_get_blue_mail',
'item_get_red_mail',
'item_get_temperedsword',
'item_get_mirror_shield',
'item_get_cane_of_byrna',
'item_get_pegasus_boots',
'item_get_pendant_wisdom_alt',
'item_get_pendant_power_alt',
'pond_item_boomerang',
'blacksmiths_tempered_already', #!! For some reason this is coded as a recive message
'item_get_whole_heart',
'item_get_sanc_heart',
'item_get_14_heart',
'item_get_24_heart',
'item_get_34_heart',
'pond_item_test',
'pond_will_upgrade',
# misc
'agahnim_final_meeting',
'agahnim_hide_and_seek_found',
'telepathic_sahasrahla_beat_agahnim',
'telepathic_sahasrahla_beat_agahnim_no_pearl',
'magic_bat_wake',
'magic_bat_give_half_magic',
'mountain_old_man_in_his_cave_pre_agahnim',
'mountain_old_man_in_his_cave',
'mountain_old_man_in_his_cave_post_agahnim',
'priest_sanctuary_before_leave',
'priest_sanctuary_before_pendants',
'priest_sanctuary_after_pendants_before_master_sword',
'zelda_sanctuary_before_leave',
'zelda_before_pendants',
'zelda_after_pendants_before_master_sword',
'zelda_save_sewers',
'zelda_save_lets_go',
'zelda_save_repeat',
'priest_info',
'sanctuary_enter',
'zelda_sanctuary_story',
'sick_kid_trade',
'hobo_item_get_bottle',
'sahasrahla_have_courage',
'sahasrahla_found',
'sahasrahla_have_boots_no_icerod',
'sahasrahla_bring_courage',
'sahasrahla_quest_have_master_sword',
'shop_darkworld_enter',
'shop_first_time',
'shop_buy_shield',
'shop_buy_red_potion',
'shop_buy_arrows',
'shop_buy_bombs',
'shop_buy_bee',
'shop_buy_heart',
'bomb_shop_big_bomb_buy',
'item_get_big_bomb',
'catfish',
'catfish_after_item',
'zora_meeting',
'zora_tells_cost',
'zora_get_flippers',
#'zora_no_cash',
'zora_no_buy_item',
'agahnim_zelda_teleport',
'agahnim_magic_running_away',
'blind_in_the_cell',
'kiki_first_extortion',
'kiki_first_extortion_yes',
'kiki_second_extortion',
'kiki_second_extortion_yes',
'witch_brewing_the_item',
'barrier_breaking',
'mountain_old_man_lost_and_alone',
'mountain_old_man_drop_off',
'pickup_purple_chest',
'agahnim_defeated',
'blacksmiths_collect_frog',
'blacksmiths_what_you_want',
'blacksmiths_get_sword',
'blacksmiths_shop_saving',
'blacksmiths_paywall',
'blacksmiths_extra_okay',
'blacksmiths_bogart_sword',
'blacksmiths_tempered_already',
'missing_magic',
'witch_assistant_no_empty_bottle',
'witch_assistant_informational',
'bottle_vendor_choice',
'bottle_vendor_get',
'game_digging_choice',
'game_digging_start',
'dark_flute_boy_storytime',
'dark_flute_boy_get_shovel',
'thief_money',
'game_chest_village_of_outcasts',
'game_chest_village_of_outcasts_play',
'hylian_text_2',
'desert_entry_translated',
'uncle_dying_sewer',
'telepathic_intro',
'desert_thief_sitting',
'desert_thief_following',
'desert_thief_question',
'desert_thief_question_yes',
'desert_thief_after_item_get',
'desert_thief_reassure',
]
for msg in messages_to_zero:
self[msg] = nomessage
def setDefaultText(self):
text = self._text
text['set_cursor'] = bytearray([0xFB, 0xFC, 0x00, 0xF9, 0xFF, 0xFF, 0xFF, 0xF8, 0xFF, 0xFF, 0xE4, 0xFE, 0x68])
text['set_cursor2'] = bytearray([0xFB, 0xFC, 0x00, 0xF8, 0xFF, 0xFF, 0xFF, 0xF9, 0xFF, 0xFF, 0xE4, 0xFE, 0x68])
text['game_over_menu'] = CompressedTextMapper.convert("{SPEED0}\nSave-Continue\nSave-Quit\nContinue", False)
text['var_test'] = CompressedTextMapper.convert("0= ᚋ, 1= ᚌ\n2= ᚍ, 3= ᚎ", False)
text['follower_no_enter'] = CompressedTextMapper.convert("Can't you take me some place nice.")
text['choice_1_3'] = bytearray([0xFB, 0xFC, 0x00, 0xF7, 0xE4, 0xF8, 0xFF, 0xF9, 0xFF, 0xFE, 0x71])
text['choice_2_3'] = bytearray([0xFB, 0xFC, 0x00, 0xF7, 0xFF, 0xF8, 0xE4, 0xF9, 0xFF, 0xFE, 0x71])
text['choice_3_3'] = bytearray([0xFB, 0xFC, 0x00, 0xF7, 0xFF, 0xF8, 0xFF, 0xF9, 0xE4, 0xFE, 0x71])
text['choice_1_2'] = bytearray([0xFB, 0xFC, 0x00, 0xF7, 0xE4, 0xF8, 0xFF, 0xFE, 0x72])
text['choice_2_2'] = bytearray([0xFB, 0xFC, 0x00, 0xF7, 0xFF, 0xF8, 0xE4, 0xFE, 0x72])
text['uncle_leaving_text'] = CompressedTextMapper.convert("I'm just going out for a pack of smokes.")
text['uncle_dying_sewer'] = CompressedTextMapper.convert("I've fallen and I can't get up, take this.")
text['tutorial_guard_1'] = CompressedTextMapper.convert("Only adults should travel at night.")
# 10
text['tutorial_guard_2'] = CompressedTextMapper.convert("You can press X to see the Map.")
text['tutorial_guard_3'] = CompressedTextMapper.convert("Press the A button to lift things by you.")
text['tutorial_guard_4'] = CompressedTextMapper.convert("When you has a sword, press B to slash it.")
text['tutorial_guard_5'] = CompressedTextMapper.convert("このメッセージはニホンゴでそのまま") # on purpose
text['tutorial_guard_6'] = CompressedTextMapper.convert("Are we really still reading these?")
text['tutorial_guard_7'] = CompressedTextMapper.convert("Jeeze! There really are a lot of things.")
text['priest_sanctuary_before_leave'] = CompressedTextMapper.convert("Go be a hero!")
text['sanctuary_enter'] = CompressedTextMapper.convert("YAY!\nYou saved Zelda!")
text['zelda_sanctuary_story'] = CompressedTextMapper.convert("Do you want to hear me say this again?\n{HARP}\n ≥ no\n yes\n{CHOICE}")
text['priest_sanctuary_before_pendants'] = CompressedTextMapper.convert("Go'on and get them pendants so you can beat up Agahnim.")
text['priest_sanctuary_after_pendants_before_master_sword'] = CompressedTextMapper.convert("Kudos! But seriously, you should be getting the master sword, not having a kegger in here.")
text['priest_sanctuary_dying'] = CompressedTextMapper.convert("They took her to the castle! Take your sword and save her!")
text['zelda_save_sewers'] = CompressedTextMapper.convert("You saved me!")
text['priest_info'] = CompressedTextMapper.convert("So, I'm the dude that will protect Zelda. Don't worry, I got this covered.")
text['zelda_sanctuary_before_leave'] = CompressedTextMapper.convert("Be careful!")
text['telepathic_intro'] = CompressedTextMapper.convert("{NOBORDER}\n{SPEED6}\nHey, come find me and help me!")
# 20
text['telepathic_reminder'] = CompressedTextMapper.convert("{NOBORDER}\n{SPEED6}\nI'm in the castle basement.")
text['zelda_go_to_throne'] = CompressedTextMapper.convert("Go north to the throne.")
text['zelda_push_throne'] = CompressedTextMapper.convert("Let's push it from the left!")
text['zelda_switch_room_pull'] = CompressedTextMapper.convert("Pull this lever using A.")
text['zelda_save_lets_go'] = CompressedTextMapper.convert("Let's get out of here!")
text['zelda_save_repeat'] = CompressedTextMapper.convert("I like talking, do you?\n ≥ no\n yes\n{CHOICE}")
text['zelda_before_pendants'] = CompressedTextMapper.convert("You need to find all the pendants…\n\n\nNumpty.")
text['zelda_after_pendants_before_master_sword'] = CompressedTextMapper.convert("Very pretty pendants, but really you should be getting that sword in the forest!")
text['telepathic_zelda_right_after_master_sword'] = CompressedTextMapper.convert("{NOBORDER}\n{SPEED6}\nHi @,\nHave you been thinking about me?\narrrrrgghh…\n… … …")
text['zelda_sewers'] = CompressedTextMapper.convert("Just a little further to the Sanctuary.")
text['zelda_switch_room'] = CompressedTextMapper.convert("The Sanctuary!\n\nPull my finger")
text['kakariko_saharalasa_wife'] = CompressedTextMapper.convert("Heya, @!\nLong time no see.\nYou want a master sword?\n\nWell good luck with that.")
text['kakariko_saharalasa_wife_sword_story'] = CompressedTextMapper.convert("It occurs to me that I like toast and jam, but cheese and crackers is better.\nYou like?\n ≥ cheese\n jam\n{CHOICE}")
text['kakariko_saharalasa_wife_closing'] = CompressedTextMapper.convert("Anywho, I have things to do. You see those 2 ovens?\n\nYeah 2!\nWho has 2 ovens nowadays?")
text['kakariko_saharalasa_after_master_sword'] = CompressedTextMapper.convert("Cool sword!\n\n\n\n\n\n\n\n\nPlease save us")
text['kakariko_alert_guards'] = CompressedTextMapper.convert("GUARDS! HELP!\nThe creeper\n@ is here!")
# 30
text['sahasrahla_quest_have_pendants'] = CompressedTextMapper.convert("{BOTTOM}\nCool beans, but I think you should mosey on over to the lost woods.")
text['sahasrahla_quest_have_master_sword'] = CompressedTextMapper.convert("{BOTTOM}\nThat's a pretty sword, but I'm old, forgetful, and old. Why don't you go do all the hard work while I hang out in this hut.")
text['sahasrahla_quest_information'] = CompressedTextMapper.convert(
"{BOTTOM}\n"
+ "Sahasrahla, I am. You would do well to find the 3 pendants from the 3 dungeons in the Light World.\n"
+ "Understand?\n ≥ yes\n no\n{CHOICE}")
text['sahasrahla_bring_courage'] = CompressedTextMapper.convert(
"{BOTTOM}\n"
+ "While you're here, could you do me a solid and get the green pendant from that dungeon?\n"
+ "{HARP}\nI'll give you a present if you do.")
text['sahasrahla_have_ice_rod'] = CompressedTextMapper.convert("{BOTTOM}\nLike, I sit here, and tell you what to do?\n\n\nAlright, go and find all the maidens, there are, like, maybe 7 of them. I dunno anymore. I'm old.")
text['telepathic_sahasrahla_beat_agahnim'] = CompressedTextMapper.convert("{NOBORDER}\n{SPEED6}\nNice, so you beat Agahnim. Now you must beat Ganon. Good Luck!")
text['telepathic_sahasrahla_beat_agahnim_no_pearl'] = CompressedTextMapper.convert("{NOBORDER}\n{SPEED6}\nOh, also you forgot the Moon Pearl, dingus. Go back and find it!")
text['sahasrahla_have_boots_no_icerod'] = CompressedTextMapper.convert("{BOTTOM}\nCave in South East has a cool item.")
text['sahasrahla_have_courage'] = CompressedTextMapper.convert("{BOTTOM}\nLook, you have the green pendant! I'll give you something. Go kill the other two bosses for more pendant fun!")
text['sahasrahla_found'] = CompressedTextMapper.convert("{BOTTOM}\nYup!\n\nI'm the old man you are looking for. I'll keep it short and sweet: Go into that dungeon, then bring me the green pendant and talk to me again.")
text['sign_rain_north_of_links_house'] = CompressedTextMapper.convert("↑ Dying Uncle\n This way…")
text['sign_north_of_links_house'] = CompressedTextMapper.convert("> Randomizer") #"> Randomizer The telepathic tiles can have hints!"
text['sign_path_to_death_mountain'] = CompressedTextMapper.convert("Cave to lost, old man.\nGood luck.")
text['sign_lost_woods'] = CompressedTextMapper.convert("\n↑ Lost Woods")
text['sign_zoras'] = CompressedTextMapper.convert("Danger!\nDeep water!\nZoras!")
text['sign_outside_magic_shop'] = CompressedTextMapper.convert("Welcome to the Magic Shoppe")
# 40
text['sign_death_mountain_cave_back'] = CompressedTextMapper.convert("Cave away from sky cabbages")
text['sign_east_of_links_house'] = CompressedTextMapper.convert("↓ Lake Hylia\n\n Also, a shop")
text['sign_south_of_lumberjacks'] = CompressedTextMapper.convert("← Kakariko\n Village")
text['sign_east_of_desert'] = CompressedTextMapper.convert("← Desert\n\n It's hot.")
text['sign_east_of_sanctuary'] = CompressedTextMapper.convert("↑→ Potions!\n\nWish waterfall")
text['sign_east_of_castle'] = CompressedTextMapper.convert("→ East Palace\n\n← Castle")
text['sign_north_of_lake'] = CompressedTextMapper.convert("\n Lake Hiriah")
text['sign_desert_thief'] = CompressedTextMapper.convert("Don't talk to me or touch my sign!")
text['sign_lumberjacks_house'] = CompressedTextMapper.convert("Lumberjacks, Inc.\nYou see 'em, we saw 'em.")
text['sign_north_kakariko'] = CompressedTextMapper.convert("↓ Kakariko\n Village")
text['witch_bring_mushroom'] = CompressedTextMapper.convert("Double, double toil and trouble!\nBring me a mushroom!")
text['witch_brewing_the_item'] = CompressedTextMapper.convert("This mushroom is busy brewing. Come back later.")
text['witch_assistant_no_bottle'] = CompressedTextMapper.convert("A bottle for your thoughts? or to put potions in.")
text['witch_assistant_no_empty_bottle'] = CompressedTextMapper.convert("Gotta use your stuff before you can get more.")
text['witch_assistant_informational'] = CompressedTextMapper.convert("Red is life\nGreen is magic\nBlue is both\nI'll heal you for free though.")
text['witch_assistant_no_bottle_buying'] = CompressedTextMapper.convert("If only you had something to put that in, like a bottle…")
# 50
text['potion_shop_no_empty_bottles'] = CompressedTextMapper.convert("Whoa, bucko!\nNo empty bottles.")
text['item_get_lamp'] = CompressedTextMapper.convert("Lamp! You can see in the dark, and light torches.")
text['item_get_boomerang'] = CompressedTextMapper.convert("Boomerang! Press START to select it.")
text['item_get_bow'] = CompressedTextMapper.convert("You're in bow mode now!")
text['item_get_shovel'] = CompressedTextMapper.convert("This is my new mop. My friend George, he gave me this mop. It's a pretty good mop. It's not as good as my old mop. I miss my old mop. But it's still a good mop.")
text['item_get_magic_cape'] = CompressedTextMapper.convert("Finally! we get to play Invisble Man!")
text['item_get_powder'] = CompressedTextMapper.convert("It's the powder. Let's cause some mischief!")
text['item_get_flippers'] = CompressedTextMapper.convert("Splish! Splash! Let's go take a bath!")
text['item_get_power_gloves'] = CompressedTextMapper.convert("Feel the power! You can now lift light rocks! Rock on!")
text['item_get_pendant_courage'] = CompressedTextMapper.convert("We have the Pendant of Courage! How brave!")
text['item_get_pendant_power'] = CompressedTextMapper.convert("We have the Pendant of Power! How robust!")
text['item_get_pendant_wisdom'] = CompressedTextMapper.convert("We have the Pendant of Wisdom! How astute!")
text['item_get_mushroom'] = CompressedTextMapper.convert("A Mushroom! Don't eat it. Find a witch.")
text['item_get_book'] = CompressedTextMapper.convert("It book! U R now litterit!")
text['item_get_moonpearl'] = CompressedTextMapper.convert("I found a shiny marble! No more hops!")
text['item_get_compass'] = CompressedTextMapper.convert("A compass! I can now find the boss.")
# 60
text['item_get_map'] = CompressedTextMapper.convert("Yo! You found a MAP! Press X to see it.")
text['item_get_ice_rod'] = CompressedTextMapper.convert("It's the Ice Rod! Freeze Ray time.")
text['item_get_fire_rod'] = CompressedTextMapper.convert("A Rod that shoots fire? Let's burn all the things!")
text['item_get_ether'] = CompressedTextMapper.convert("We can chill out with this!")
text['item_get_bombos'] = CompressedTextMapper.convert("Let's set everything on fire, and melt things!")
text['item_get_quake'] = CompressedTextMapper.convert("Time to make the earth shake, rattle, and roll!")
text['item_get_hammer'] = CompressedTextMapper.convert("STOP!\n\nHammer Time!") # 66
text['item_get_ocarina'] = CompressedTextMapper.convert("Finally! We can play the Song of Time!")
text['item_get_cane_of_somaria'] = CompressedTextMapper.convert("Make blocks!\nThrow blocks!\nsplode Blocks!")
text['item_get_hookshot'] = CompressedTextMapper.convert("BOING!!!\nBOING!!!\nSay no more…")
text['item_get_bombs'] = CompressedTextMapper.convert("BOMBS! Use A to pick 'em up, throw 'em, get hurt!")
text['item_get_bottle'] = CompressedTextMapper.convert("It's a terrarium. I hope we find a lizard!")
text['item_get_big_key'] = CompressedTextMapper.convert("Yo! You got a Big Key!")
text['item_get_titans_mitts'] = CompressedTextMapper.convert("So, like, you can now lift anything.\nANYTHING!")
text['item_get_magic_mirror'] = CompressedTextMapper.convert("We could stare at this all day or, you know, beat Ganon…")
text['item_get_fake_mastersword'] = CompressedTextMapper.convert("It's the Master Sword! …or not…\n\n FOOL!")
# 70
text['post_item_get_mastersword'] = CompressedTextMapper.convert("{NOBORDER}\n{SPEED6}\n@, you got the sword!\n{CHANGEMUSIC}\nNow let's go beat up Agahnim!")
text['item_get_red_potion'] = CompressedTextMapper.convert("Red goo to go! Nice!")
text['item_get_green_potion'] = CompressedTextMapper.convert("Green goo to go! Nice!")
text['item_get_blue_potion'] = CompressedTextMapper.convert("Blue goo to go! Nice!")
text['item_get_bug_net'] = CompressedTextMapper.convert("Surprise Net! Let's catch stuff!")
text['item_get_blue_mail'] = CompressedTextMapper.convert("Blue threads? Less damage activated!")
text['item_get_red_mail'] = CompressedTextMapper.convert("You feel the power of the eggplant on your head.")
text['item_get_temperedsword'] = CompressedTextMapper.convert("Nice… I now have a craving for Cheetos.")
text['item_get_mirror_shield'] = CompressedTextMapper.convert("Pit would be proud!")
text['item_get_cane_of_byrna'] = CompressedTextMapper.convert("It's the Blue Cane. You can now protect yourself with lag!")
text['missing_big_key'] = CompressedTextMapper.convert("Something is missing…\nThe Big Key?")
text['missing_magic'] = CompressedTextMapper.convert("Something is missing…\nMagic meter?")
text['item_get_pegasus_boots'] = CompressedTextMapper.convert("Finally, it's bonking time!\nHold A to dash")
text['talking_tree_info_start'] = CompressedTextMapper.convert("Whoa! I can talk again!")
text['talking_tree_info_1'] = CompressedTextMapper.convert("Yank on the pitchfork in the center of town, ya heard it here.")
text['talking_tree_info_2'] = CompressedTextMapper.convert("Ganon is such a dingus, no one likes him, ya heard it here.")
# 80
text['talking_tree_info_3'] = CompressedTextMapper.convert("There is a portal near the Lost Woods, ya heard it here.")
text['talking_tree_info_4'] = CompressedTextMapper.convert("Use bombs to quickly kill the Hinox, ya heard it here.")
text['talking_tree_other'] = CompressedTextMapper.convert("I can breathe!")
text['item_get_pendant_power_alt'] = CompressedTextMapper.convert("We have the Pendant of Power! How robust!")
text['item_get_pendant_wisdom_alt'] = CompressedTextMapper.convert("We have the Pendant of Wisdom! How astute!")
text['game_shooting_choice'] = CompressedTextMapper.convert("20 rupees.\n5 arrows.\nWin rupees!\nWant to play?\n ≥ yes\n no\n{CHOICE}")
text['game_shooting_yes'] = CompressedTextMapper.convert("Let's do this!")
text['game_shooting_no'] = CompressedTextMapper.convert("Where are you going? Straight up!")
text['game_shooting_continue'] = CompressedTextMapper.convert("Keep playing?\n ≥ yes\n no\n{CHOICE}")
text['pond_of_wishing'] = CompressedTextMapper.convert("-Wishing Pond-\n\n On Vacation")
text['pond_item_select'] = CompressedTextMapper.convert("Pick something\nto throw in.\n{ITEMSELECT}")
text['pond_item_test'] = CompressedTextMapper.convert("You toss this?\n ≥ yup\n wrong\n{CHOICE}")
text['pond_will_upgrade'] = CompressedTextMapper.convert("You're honest, so I'll give you a present.")
text['pond_item_test_no'] = CompressedTextMapper.convert("You sure?\n ≥ oh yeah\n um\n{CHOICE}")
text['pond_item_test_no_no'] = CompressedTextMapper.convert("Well, I don't want it, so take it back.")
text['pond_item_boomerang'] = CompressedTextMapper.convert("I don't much like you, so have this worse Boomerang.")
# 90
text['pond_item_shield'] = CompressedTextMapper.convert("I grant you the ability to block fireballs. Don't lose this to a pikit!")
text['pond_item_silvers'] = CompressedTextMapper.convert("So, wouldn't it be nice to kill Ganon? These should help in the final phase.")
text['pond_item_bottle_filled'] = CompressedTextMapper.convert("Bottle Filled!\nMoney Saved!")
text['pond_item_sword'] = CompressedTextMapper.convert("Thank you for the sword, here is a stick of butter.")
text['pond_of_wishing_happiness'] = CompressedTextMapper.convert("Happiness up!\nYou are now\nᚌᚋ happy!")
text['pond_of_wishing_choice'] = CompressedTextMapper.convert("Your wish?\n ≥more bombs\n more arrows\n{CHOICE}")
text['pond_of_wishing_bombs'] = CompressedTextMapper.convert("Woo-hoo!\nYou can now\ncarry ᚌᚋ bombs")
text['pond_of_wishing_arrows'] = CompressedTextMapper.convert("Woo-hoo!\nYou can now\nhold ᚌᚋ arrows")
text['pond_of_wishing_full_upgrades'] = CompressedTextMapper.convert("Youhave all I can give you, here are your rupees back.")
text['mountain_old_man_first'] = CompressedTextMapper.convert("Look out for holes, and monsters.")
text['mountain_old_man_deadend'] = CompressedTextMapper.convert("Oh, goody, hearts in jars! This place is creepy.")
text['mountain_old_man_turn_right'] = CompressedTextMapper.convert("Turn right. Let's get out of this place.")
text['mountain_old_man_lost_and_alone'] = CompressedTextMapper.convert("Hello. I can't see anything. Take me with you.")
text['mountain_old_man_drop_off'] = CompressedTextMapper.convert("Here's a thing to help you, good luck!")
text['mountain_old_man_in_his_cave_pre_agahnim'] = CompressedTextMapper.convert("You need to beat the tower at the top of the mountain.")
text['mountain_old_man_in_his_cave'] = CompressedTextMapper.convert("You can find stuff in the tower at the top of this mountain.\nCome see me if you'd like to be healed.")
# A0
text['mountain_old_man_in_his_cave_post_agahnim'] = CompressedTextMapper.convert("You should be heading to the castle… you have a portal there now.\nSay hi anytime you like.")
text['tavern_old_man_awake'] = CompressedTextMapper.convert("Life? Love? Happiness? The question you should really ask is: Was this generated by Stoops Alu or Stoops Jet?")
text['tavern_old_man_unactivated_flute'] = CompressedTextMapper.convert("You should play that flute for the weathervane, cause reasons.")
text['tavern_old_man_know_tree_unactivated_flute'] = CompressedTextMapper.convert("You should play that flute for the weathervane, cause reasons.")
text['tavern_old_man_have_flute'] = CompressedTextMapper.convert("Life? Love? Happiness? The question you should really ask is: Was this generated by Stoops Alu or Stoops Jet?")
text['chicken_hut_lady'] = CompressedTextMapper.convert("This is\nChristos' hut.\n\nHe's out, searching for a bow.")
text['running_man'] = CompressedTextMapper.convert("Hi, Do you\nknow Veetorp?\n\nYou really\nshould. And\nall the other great guys who made this possible.\nGo thank them.\n\n\nIf you can catch them…")
text['game_race_sign'] = CompressedTextMapper.convert("Why are you reading this sign? Run!!!")
text['sign_bumper_cave'] = CompressedTextMapper.convert("You need Cape, but not Hookshot")
text['sign_catfish'] = CompressedTextMapper.convert("toss rocks\ntoss items\ntoss cookies")
text['sign_north_village_of_outcasts'] = CompressedTextMapper.convert("↑ Skull Woods\n\n↓ Steve's Town")
text['sign_south_of_bumper_cave'] = CompressedTextMapper.convert("\n→ Karkats cave")
text['sign_east_of_pyramid'] = CompressedTextMapper.convert("\n→ Dark Palace")
text['sign_east_of_bomb_shop'] = CompressedTextMapper.convert("\n← Bomb Shoppe")
text['sign_east_of_mire'] = CompressedTextMapper.convert("\n← Misery Mire\n no way in.\n no way out.")
text['sign_village_of_outcasts'] = CompressedTextMapper.convert("Have a Trulie Awesome Day!")
# B0
text['sign_before_wishing_pond'] = CompressedTextMapper.convert("waterfall\nup ahead\nmake wishes")
text['sign_before_catfish_area'] = CompressedTextMapper.convert("→↑ Have you met Woeful Ike?")
text['castle_wall_guard'] = CompressedTextMapper.convert("Looking for a Princess? Look downstairs.")
text['gate_guard'] = CompressedTextMapper.convert("No Lonks Allowed!")
text['telepathic_tile_eastern_palace'] = CompressedTextMapper.convert("{NOBORDER}\nYou need a Bow to get past the red Eyegore. derpy")
text['telepathic_tile_tower_of_hera_floor_4'] = CompressedTextMapper.convert("{NOBORDER}\nIf you find a shiny ball, you can be you in the Dark World.")
text['hylian_text_1'] = CompressedTextMapper.convert("%== %== %==\n ^ %==% ^\n%== ^%%^ ==^")
text['mastersword_pedestal_translated'] = CompressedTextMapper.convert("A test of strength: If you have 3 pendants, I'm yours.")
text['telepathic_tile_spectacle_rock'] = CompressedTextMapper.convert("{NOBORDER}\n{NOBORDER}\nUse the Mirror, or the Hookshot and Hammer, to get to Tower of Hera!")
text['telepathic_tile_swamp_entrance'] = CompressedTextMapper.convert("{NOBORDER}\nDrain the floodgate to raise the water here!")
text['telepathic_tile_thieves_town_upstairs'] = CompressedTextMapper.convert("{NOBORDER}\nBlind hate's bright light.")
text['telepathic_tile_misery_mire'] = CompressedTextMapper.convert("{NOBORDER}\nLighting 4 torches will open your way forward!")
text['hylian_text_2'] = CompressedTextMapper.convert("%%^= %==%\n ^ =%^=\n==%= ^^%^")
text['desert_entry_translated'] = CompressedTextMapper.convert("Kneel before this stone, and magic will move around you.")
text['telepathic_tile_under_ganon'] = CompressedTextMapper.convert("Secondary tournament winners\n{HARP}\n ~~~2017~~~\nA: Zaen")
text['telepathic_tile_palace_of_darkness'] = CompressedTextMapper.convert("{NOBORDER}\nThis is a funny looking Enemizer")
# C0
text['telepathic_tile_desert_bonk_torch_room'] = CompressedTextMapper.convert("{NOBORDER}\nThings can be knocked down, if you fancy yourself a dashing dude.")
text['telepathic_tile_castle_tower'] = CompressedTextMapper.convert("{NOBORDER}\nYou can reflect Agahnim's energy with Sword, Bug-net or Hammer.")
text['telepathic_tile_ice_large_room'] = CompressedTextMapper.convert("{NOBORDER}\nAll right stop collaborate and listen\nIce is back with my brand new invention")
text['telepathic_tile_turtle_rock'] = CompressedTextMapper.convert("{NOBORDER}\nYou shall not pass… without the red cane")
text['telepathic_tile_ice_entrace'] = CompressedTextMapper.convert("{NOBORDER}\nYou can use Fire Rod or Bombos to pass.")
text['telepathic_tile_ice_stalfos_knights_room'] = CompressedTextMapper.convert("{NOBORDER}\nKnock 'em down and then bomb them dead.")
text['telepathic_tile_tower_of_hera_entrance'] = CompressedTextMapper.convert("{NOBORDER}\nThis is a bad place, with a guy who will make you fall…\n\n\na lot.")
text['houlihan_room'] = CompressedTextMapper.convert("Randomizer tournament winners\n{HARP}\n ~~~2018~~~\nS: Andy\n\n ~~~2017~~~\nA: ajneb174\nS: ajneb174")
text['caught_a_bee'] = CompressedTextMapper.convert("Caught a Bee\n ≥ keep\n release\n{CHOICE}")
text['caught_a_fairy'] = CompressedTextMapper.convert("Caught Fairy!\n ≥ keep\n release\n{CHOICE}")
text['no_empty_bottles'] = CompressedTextMapper.convert("Whoa, bucko!\nNo empty bottles.")
text['game_race_boy_time'] = CompressedTextMapper.convert("Your time was\nᚎᚍ min ᚌᚋ sec.")
text['game_race_girl'] = CompressedTextMapper.convert("You have 15 seconds,\nGo… Go… Go…")
text['game_race_boy_success'] = CompressedTextMapper.convert("Nice!\nYou can have this trash!")
text['game_race_boy_failure'] = CompressedTextMapper.convert("Too slow!\nI keep my\nprecious!")
text['game_race_boy_already_won'] = CompressedTextMapper.convert("You already have your prize, dingus!")
# D0
text['game_race_boy_sneaky'] = CompressedTextMapper.convert("Thought you could sneak in, eh?")
text['bottle_vendor_choice'] = CompressedTextMapper.convert("I gots bottles.\nYous gots 100 rupees?\n ≥ I want\n no way!")
text['bottle_vendor_get'] = CompressedTextMapper.convert("Nice! Hold it up son! Show the world what you got!")
text['bottle_vendor_no'] = CompressedTextMapper.convert("Fine! I didn't want your money anyway.")
text['bottle_vendor_already_collected'] = CompressedTextMapper.convert("Dude! You already have it.")
text['bottle_vendor_bee'] = CompressedTextMapper.convert("Cool! A bee! Here's 100 rupees.")
text['bottle_vendor_fish'] = CompressedTextMapper.convert("Whoa! A fish! You walked this all the way here?")
text['hobo_item_get_bottle'] = CompressedTextMapper.convert("You think life is rough? I guess you can take my last item. Except this tent. That's MY tent!")
text['blacksmiths_what_you_want'] = CompressedTextMapper.convert("Nice of you to come back!\nWould you like us mess with your sword?\n ≥ Temper\n It's fine\n{CHOICE}")
text['blacksmiths_paywall'] = CompressedTextMapper.convert("It's 10 rupees\n ≥ Easy\n Hang on…\n{CHOICE}")
text['blacksmiths_extra_okay'] = CompressedTextMapper.convert("Are you sure you're sure?\n ≥ Ah, yup\n Hang on…\n{CHOICE}")
text['blacksmiths_tempered_already'] = CompressedTextMapper.convert("Whelp… We can't make this any better.")
text['blacksmiths_temper_no'] = CompressedTextMapper.convert("Oh, come by any time!")
text['blacksmiths_bogart_sword'] = CompressedTextMapper.convert("We're going to have to take it to work on it.")
text['blacksmiths_get_sword'] = CompressedTextMapper.convert("Sword is donw. Now, back to our bread!")
text['blacksmiths_shop_before_saving'] = CompressedTextMapper.convert("I lost my friend. Help me find him!")
# E0
text['blacksmiths_shop_saving'] = CompressedTextMapper.convert("You found him! Colour me happy! Come back right away and we will bang on your sword.")
text['blacksmiths_collect_frog'] = CompressedTextMapper.convert("Ribbit! Ribbit! Let's find my partner. To the shop!")
text['blacksmiths_still_working'] = CompressedTextMapper.convert("Something this precious takes time… Come back later.")
text['blacksmiths_saving_bows'] = CompressedTextMapper.convert("Thanks!\n\nThanks!")
text['blacksmiths_hammer_anvil'] = CompressedTextMapper.convert("Dernt Take Er Jerbs!")
text['dark_flute_boy_storytime'] = CompressedTextMapper.convert("Hi!\nI'm Stumpy\nI've been chillin' in this world for a while now, but I miss my flute. If I gave you a shovel, would you go digging for it?\n ≥ sure\n nahh\n{CHOICE}")
text['dark_flute_boy_get_shovel'] = CompressedTextMapper.convert("Schaweet! Here you go. Happy digging!")
text['dark_flute_boy_no_get_shovel'] = CompressedTextMapper.convert("Oh I see, not good enough for you… FINE!")
text['dark_flute_boy_flute_not_found'] = CompressedTextMapper.convert("Still haven't found the item? Dig in the Light World around here, dingus!")
text['dark_flute_boy_after_shovel_get'] = CompressedTextMapper.convert("So I gave you an item, and you're still here.\n\n\n\n\n\nI mean, we can sit here and stare at each other, if you like…\n\n\n\n\n\n\n\nFine, I guess you should just go.")
text['shop_fortune_teller_lw_hint_0'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, the book opens the desert")
text['shop_fortune_teller_lw_hint_1'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, nothing doing")
text['shop_fortune_teller_lw_hint_2'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, I'm cheap")
text['shop_fortune_teller_lw_hint_3'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, am I cheap?")
text['shop_fortune_teller_lw_hint_4'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, Zora lives at the end of the river")
text['shop_fortune_teller_lw_hint_5'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, The Cape can pass through the barrier")
text['shop_fortune_teller_lw_hint_6'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, Spin, Hammer, or Net to hurt Agahnim")
text['shop_fortune_teller_lw_hint_7'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, You can jump in the well by the blacksmiths")
text['shop_fortune_teller_lw_no_rupees'] = CompressedTextMapper.convert("{BOTTOM}\nThe black cats are hungry, come back with rupees")
text['shop_fortune_teller_lw'] = CompressedTextMapper.convert("{BOTTOM}\nWelcome to the Fortune Shoppe!\nFancy a read?\n ≥I must know\n negative\n{CHOICE}")
text['shop_fortune_teller_lw_post_hint'] = CompressedTextMapper.convert("{BOTTOM}\nFor ᚋᚌ rupees\nIt is done.\nBe gone!")
text['shop_fortune_teller_lw_no'] = CompressedTextMapper.convert("{BOTTOM}\nWell then, why did you even come in here?")
text['shop_fortune_teller_lw_hint_8'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, why you do?")
text['shop_fortune_teller_lw_hint_9'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, panda crackers")
text['shop_fortune_teller_lw_hint_10'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, the missing blacksmith is south of the Village of Outcasts")
text['shop_fortune_teller_lw_hint_11'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, open chests to get stuff")
text['shop_fortune_teller_lw_hint_12'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, you can buy a new bomb at the Bomb Shoppe")
text['shop_fortune_teller_lw_hint_13'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, big bombs blow up cracked walls in pyramids")
text['shop_fortune_teller_lw_hint_14'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, you need all the crystals to open Ganon's Tower")
text['shop_fortune_teller_lw_hint_15'] = CompressedTextMapper.convert("{BOTTOM}\nBy the black cats, Silver Arrows will defeat Ganon in his final phase")
text['dark_sanctuary'] = CompressedTextMapper.convert("For 20 rupees I'll tell you something?\nHow about it?\n ≥ yes\n no\n{CHOICE}")
text['dark_sanctuary_hint_0'] = CompressedTextMapper.convert("I once was a tea kettle, but then I moved up in the world, and now you can see me as this. Makes you wonder. What I could be next time.")
# 100
text['dark_sanctuary_no'] = CompressedTextMapper.convert("Then go away!")
text['dark_sanctuary_hint_1'] = CompressedTextMapper.convert("There is a thief in the desert, he can open creepy chests that follow you. But now that we have that out of the way, Do you like my hair? I've spent eons getting it this way.")
text['dark_sanctuary_yes'] = CompressedTextMapper.convert("With Crystals 5&6, you can find a great fairy in the pyramid.\n\nFlomp Flomp, Whizzle Whomp")
text['dark_sanctuary_hint_2'] = CompressedTextMapper.convert(
"All I can say is that my life is pretty plain,\n"
+ "I like watchin' the puddles gather rain,\n"
+ "And all I can do is just pour some tea for two,\n"
+ "And speak my point of view but it's not sane,\n"
+ "It's not sane")
text['sick_kid_no_bottle'] = CompressedTextMapper.convert("{BOTTOM}\nI'm sick! Show me a bottle, get something!")
text['sick_kid_trade'] = CompressedTextMapper.convert("{BOTTOM}\nCool Bottle! Here's something for you.")
text['sick_kid_post_trade'] = CompressedTextMapper.convert("{BOTTOM}\nLeave me alone\nI'm sick. You have my item.")
text['desert_thief_sitting'] = CompressedTextMapper.convert("………………………")
text['desert_thief_following'] = CompressedTextMapper.convert("why……………")
text['desert_thief_question'] = CompressedTextMapper.convert("I was a thief, I open purple chests!\nKeep secret?\n ≥ sure thing\n never!\n{CHOICE}")
text['desert_thief_question_yes'] = CompressedTextMapper.convert("Cool, bring me any purple chests you find.")
text['desert_thief_after_item_get'] = CompressedTextMapper.convert("You tell anyone and I will give you such a pinch!")
text['desert_thief_reassure'] = CompressedTextMapper.convert("Bring chests. It's a secret to everyone.")
text['hylian_text_3'] = CompressedTextMapper.convert("^^ ^%=^= =%=\n=%% =%%=^\n==%^= %=^^%")
text['tablet_ether_book'] = CompressedTextMapper.convert("Can you make things fall out of the sky? With the Master Sword, you can!")
text['tablet_bombos_book'] = CompressedTextMapper.convert("Can you make things fall out of the sky? With the Master Sword, you can!")
# 110
text['magic_bat_wake'] = CompressedTextMapper.convert("You bum! I was sleeping! Where's my magic bolts?")
text['magic_bat_give_half_magic'] = CompressedTextMapper.convert("How you like me now?")
text['intro_main'] = CompressedTextMapper.convert(
"{INTRO}\n Episode III\n{PAUSE3}\n A Link to\n the Past\n"
+ "{PAUSE3}\n Randomizer\n{PAUSE3}\nAfter mostly disregarding what happened in the first two games.\n"
+ "{PAUSE3}\nLink awakens to his uncle leaving the house.\n{PAUSE3}\nHe just runs out the door,\n"
+ "{PAUSE3}\ninto the rainy night.\n{PAUSE3}\n{CHANGEPIC}\nGanon has moved around all the items in Hyrule.\n"
+ "{PAUSE7}\nYou will have to find all the items necessary to beat Ganon.\n"
+ "{PAUSE7}\nThis is your chance to be a hero.\n{PAUSE3}\n{CHANGEPIC}\n"
+ "You must get the 7 crystals to beat Ganon.\n{PAUSE9}\n{CHANGEPIC}", False)
text['intro_throne_room'] = CompressedTextMapper.convert("{IBOX}\nLook at this Stalfos on the throne.", False)
text['intro_zelda_cell'] = CompressedTextMapper.convert("{IBOX}\nIt is your time to shine!", False)
text['intro_agahnim'] = CompressedTextMapper.convert("{IBOX}\nAlso, you need to defeat this guy!", False)
text['pickup_purple_chest'] = CompressedTextMapper.convert("A curious box. Let's take it with us!")
text['bomb_shop'] = CompressedTextMapper.convert("30 bombs for 100 rupees. Good deals all day!")
text['bomb_shop_big_bomb'] = CompressedTextMapper.convert("30 bombs for 100 rupees, 100 rupees 1 BIG bomb. Good deals all day!")
text['bomb_shop_big_bomb_buy'] = CompressedTextMapper.convert("Thanks!\nBoom goes the dynamite!")
text['item_get_big_bomb'] = CompressedTextMapper.convert("YAY! press A to splode it!")
text['kiki_second_extortion'] = CompressedTextMapper.convert("For 100 more, I'll open this place.\nHow about it?\n ≥ open\n nah\n{CHOICE}")
text['kiki_second_extortion_no'] = CompressedTextMapper.convert("Heh, good luck getting in.")
text['kiki_second_extortion_yes'] = CompressedTextMapper.convert("Yay! Rupees!\nOkay, let's do this!")
text['kiki_first_extortion'] = CompressedTextMapper.convert("I'm Kiki, I like rupees, may I have 10?\nHow about it?\n ≥ yes\n no\n{CHOICE}")
text['kiki_first_extortion_yes'] = CompressedTextMapper.convert("Nice. I'll tag along with you for a bit.")
# 120
text['kiki_first_extortion_no'] = CompressedTextMapper.convert("Pfft. I have no reason to hang. See ya!")
text['kiki_leaving_screen'] = CompressedTextMapper.convert("No no no no no! We should play by my rules! Goodbye…")
text['blind_in_the_cell'] = CompressedTextMapper.convert("You saved me!\nPlease get me out of here!")
text['blind_by_the_light'] = CompressedTextMapper.convert("Aaaahhhh~!\nS-so bright~!")
text['blind_not_that_way'] = CompressedTextMapper.convert("No! Don't go that way!")
text['aginah_l1sword_no_book'] = CompressedTextMapper.convert("I once had a fish dinner. I still remember it to this day.")
text['aginah_l1sword_with_pendants'] = CompressedTextMapper.convert("Do you remember when I was young?\n\nI sure don't.")
text['aginah'] = CompressedTextMapper.convert("So, I've been living in this cave for years, and you think you can just come along and bomb open walls?")
text['aginah_need_better_sword'] = CompressedTextMapper.convert("Once, I farted in this cave so bad all the jazz hands guys ran away and hid in the sand.")
text['aginah_have_better_sword'] = CompressedTextMapper.convert("Pandas are very vicious animals. Never forget…\n\n\n\n\nI never will")
text['catfish'] = CompressedTextMapper.convert("You woke me from my nap! Take this, and get out!")
text['catfish_after_item'] = CompressedTextMapper.convert("I don't have anything else for you!\nTake this!")
# 12C
text['lumberjack_right'] = CompressedTextMapper.convert("One of us always lies.")
text['lumberjack_left'] = CompressedTextMapper.convert("One of us always tells the truth.")
text['lumberjack_left_post_agahnim'] = CompressedTextMapper.convert("One of us likes peanut butter.")
text['fighting_brothers_right'] = CompressedTextMapper.convert("I walled off my brother Leo\n\nWhat a dingus.\n")
# 130
text['fighting_brothers_right_opened'] = CompressedTextMapper.convert("Now I should probably talk to him…")
text['fighting_brothers_left'] = CompressedTextMapper.convert("Did you come from my brothers room?\n\nAre we cool?")
text['maiden_crystal_1'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nI have a pretty red dress.\n{SPEED1}\nJust thought I would tell you.")
text['maiden_crystal_2'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nI have a pretty blue dress.\n{SPEED1}\nJust thought I would tell you.")
text['maiden_crystal_3'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nI have a pretty gold dress.\n{SPEED1}\nJust thought I would tell you.")
text['maiden_crystal_4'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nI have a pretty redder dress.\n{SPEED1}\nJust thought I would tell you.")
text['maiden_crystal_5'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nI have a pretty green dress.\n{SPEED1}\nJust thought I would tell you.")
text['maiden_crystal_6'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nI have a pretty green dress.\n{SPEED1}\nJust thought I would tell you.")
text['maiden_crystal_7'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nIt's about friggin time.\n{SPEED1}\nDo you know how long I've been waiting?")
text['maiden_ending'] = CompressedTextMapper.convert("May the way of the hero lead to the Triforce")
text['maiden_confirm_undersood'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nCapisce?\n ≥ Yes\n No\n{CHOICE}")
text['barrier_breaking'] = CompressedTextMapper.convert("What did the seven crystals say to Ganon's Tower?")
text['maiden_crystal_7_again'] = CompressedTextMapper.convert("{SPEED2}\n{BOTTOM}\n{NOBORDER}\nIt's about friggin time.\n{SPEED1}\nDo you know how long I have been waiting?")
text['agahnim_zelda_teleport'] = CompressedTextMapper.convert("I am a magician, and this is my act. Watch as I make this girl disappear")
text['agahnim_magic_running_away'] = CompressedTextMapper.convert("And now, the end is near\nAnd so I face the final curtain\nMy friend, I'll say it clear\nI'll state my case, of which I'm certain\nI've lived a life that's full\nI've traveled each and every highway\nBut more, much more than this\nI did it my way")
text['agahnim_hide_and_seek_found'] = CompressedTextMapper.convert("Peek-a-boo!")
text['agahnim_defeated'] = CompressedTextMapper.convert("Arrrgggghhh. Well you're coming with me!")
text['agahnim_final_meeting'] = CompressedTextMapper.convert("You have done well to come this far. Now, die!")
# 142
text['zora_meeting'] = CompressedTextMapper.convert("What do you want?\n ≥ Flippers\n Nothin'\n{CHOICE}")
text['zora_tells_cost'] = CompressedTextMapper.convert("Fine! But they aren't cheap. You got 500 rupees?\n ≥ Duh\n Oh carp\n{CHOICE}")
text['zora_get_flippers'] = CompressedTextMapper.convert("Here's some Flippers for you! Swim little fish, swim.")
text['zora_no_cash'] = CompressedTextMapper.convert("Fine!\nGo get some more money first.")
text['zora_no_buy_item'] = CompressedTextMapper.convert("Wah hoo! Well, whenever you want to see these gills, stop on by.")
text['kakariko_saharalasa_grandson'] = CompressedTextMapper.convert("My grandpa is over in the East. I'm bad with directions. I'll mark your map. Best of luck!\n{HARP}")
text['kakariko_saharalasa_grandson_next'] = CompressedTextMapper.convert("Someday I'll be in a high school band!")
text['dark_palace_tree_dude'] = CompressedTextMapper.convert("Did you know…\n\n\nA tree typically has many secondary branches supported clear of the ground by the trunk. This trunk typically contains woody tissue for strength, and vascular tissue to carry materials from one part of the tree to another.")
text['fairy_wishing_ponds'] = CompressedTextMapper.convert("\n-wishing pond-\n\nThrow item in?\n ≥ Yesh\n No\n{CHOICE}")
text['fairy_wishing_ponds_no'] = CompressedTextMapper.convert("\n stop it!")
text['pond_of_wishing_no'] = CompressedTextMapper.convert("\n fine then!")
text['pond_of_wishing_return_item'] = CompressedTextMapper.convert("Okay. Here's your item back, cause I can't use it. I'm stuck in this fountain")
text['pond_of_wishing_throw'] = CompressedTextMapper.convert("How many?\n ≥ᚌᚋ rupees\n ᚎᚍ rupees\n{CHOICE}")
text['pond_pre_item_silvers'] = CompressedTextMapper.convert("I like you, so here's a thing you can use to beat up Ganon.")
# 150
text['pond_of_wishing_great_luck'] = CompressedTextMapper.convert("\nis great luck")
text['pond_of_wishing_good_luck'] = CompressedTextMapper.convert("\n is good luck")
text['pond_of_wishing_meh_luck'] = CompressedTextMapper.convert("\n is meh luck")
# Repurposed to no items in Randomizer
text['pond_of_wishing_bad_luck'] = CompressedTextMapper.convert("Why you come in here and pretend like you have something this fountain wants? Come back with bottles!")
text['pond_of_wishing_fortune'] = CompressedTextMapper.convert("by the way, your fortune,")
text['item_get_14_heart'] = CompressedTextMapper.convert("3 more to go\n ¼\nYay!")
text['item_get_24_heart'] = CompressedTextMapper.convert("2 more to go\n ½\nWhee!")
text['item_get_34_heart'] = CompressedTextMapper.convert("1 more to go\n ¾\nGood job!")
text['item_get_whole_heart'] = CompressedTextMapper.convert("You got a whole ♥!!\nGo you!")
text['item_get_sanc_heart'] = CompressedTextMapper.convert("You got a whole ♥!\nGo you!")
text['fairy_fountain_refill'] = CompressedTextMapper.convert("Well done, lettuce have a cup of tea…")
text['death_mountain_bullied_no_pearl'] = CompressedTextMapper.convert("I wrote a word. Just one. On a stone and threw it into the ocean. It was my word. It was what would save me. I hope someday someone finds that word and brings it to me. The word is the beginning of my song.")
text['death_mountain_bullied_with_pearl'] = CompressedTextMapper.convert("I wrote a song. Just one. On a guitar and threw it into the sky. It was my song. It could tame beasts and free minds. It flitters on the wind and lurks in our minds. It is the song of nature, of humanity, of dreams and dreamers.")
text['death_mountain_bully_no_pearl'] = CompressedTextMapper.convert("Add garlic, ginger and apple and cook for 2 minutes. Add carrots, potatoes, garam masala and curry powder and stir well. Add tomato paste, stir well and slowly add red wine and bring to a boil. Add sugar, soy sauce and water, stir and bring to a boil again.")
text['death_mountain_bully_with_pearl'] = CompressedTextMapper.convert("I think I forgot how to smile…")
text['shop_darkworld_enter'] = CompressedTextMapper.convert("It's dangerous outside, buy my crap for safety.")
# 160
text['game_chest_village_of_outcasts'] = CompressedTextMapper.convert("Pay 30 rupees, open 2 chests. Are you lucky?\nSo, Play game?\n ≥ play\n never!\n{CHOICE}")
text['game_chest_no_cash'] = CompressedTextMapper.convert("So, like, you need 30 rupees.\nSilly!")
text['game_chest_not_played'] = CompressedTextMapper.convert("You want to play a game?\nTalk to me.")
text['game_chest_played'] = CompressedTextMapper.convert("You've opened the chests!\nTime to go.")
text['game_chest_village_of_outcasts_play'] = CompressedTextMapper.convert("Alright, brother!\nGo play!")
text['shop_first_time'] = CompressedTextMapper.convert("Welcome to my shop! Select stuff with A.\nDO IT NOW!")
text['shop_already_have'] = CompressedTextMapper.convert("So, like, you already have one of those.")
text['shop_buy_shield'] = CompressedTextMapper.convert("Thanks! Now you can block fire balls.")
text['shop_buy_red_potion'] = CompressedTextMapper.convert("Red goo, so good! It's like a fairy in a bottle, except you have to activate it yourself.")
text['shop_buy_arrows'] = CompressedTextMapper.convert("Arrows! Cause you were too lazy to look under some pots!")
text['shop_buy_bombs'] = CompressedTextMapper.convert("You bought bombs. What, couldn't find any under bushes?")
text['shop_buy_bee'] = CompressedTextMapper.convert("He's my best friend. Please take care of him, and never lose him.")
text['shop_buy_heart'] = CompressedTextMapper.convert("You really just bought this?")
text['shop_first_no_bottle_buy'] = CompressedTextMapper.convert("Why does no one own bottles? Go find one first!")
text['shop_buy_no_space'] = CompressedTextMapper.convert("You are carrying to much crap, go use some of it first!")
text['ganon_fall_in'] = CompressedTextMapper.convert("You drove\naway my other\nself, Agahnim,\ntwo times…\nBut, I won't\ngive you the\nTriforce.\nI'll defeat\nyou!")
# 170
text['ganon_phase_3'] = CompressedTextMapper.convert("Can you beat\nmy darkness\ntechnique?")
text['lost_woods_thief'] = CompressedTextMapper.convert("Have you seen Andy?\n\nHe was out looking for our prized Ether medallion.\nI wonder when he will be back?")
text['blinds_hut_dude'] = CompressedTextMapper.convert("I'm just some dude. This is Blind's hut.")
text['end_triforce'] = CompressedTextMapper.convert("{SPEED2}\n{MENU}\n{NOBORDER}\n G G")
text['toppi_fallen'] = CompressedTextMapper.convert("Ouch!\n\nYou Jerk!")
text['kakariko_tavern_fisherman'] = CompressedTextMapper.convert("Don't argue\nwith a frozen\nDeadrock.\nHe'll never\nchange his\nposition!")
text['thief_money'] = CompressedTextMapper.convert("It's a secret to everyone.")
text['thief_desert_rupee_cave'] = CompressedTextMapper.convert("So you, like, busted down my door, and are being a jerk by talking to me? Normally I would be angry and make you pay for it, but I bet you're just going to break all my pots and steal my 50 rupees.")
text['thief_ice_rupee_cave'] = CompressedTextMapper.convert("I'm a rupee pot farmer. One day I will take over the world with my skillz. Have you met my brother in the desert? He's way richer than I am.")
text['telepathic_tile_south_east_darkworld_cave'] = CompressedTextMapper.convert("~~ dev cave ~~\n no farming\n required")
text['cukeman'] = CompressedTextMapper.convert("Did you hear that Veetorp beat ajneb174 in a 1 on 1 race at AGDQ?")
text['cukeman_2'] = CompressedTextMapper.convert("You found Shabadoo, huh?\nNiiiiice.")
text['potion_shop_no_cash'] = CompressedTextMapper.convert("Yo! I'm not running a charity here.")
text['kakariko_powdered_chicken'] = CompressedTextMapper.convert("Smallhacker…\n\n\nWas hiding, you found me!\n\n\nOkay, you can leave now.")
text['game_chest_south_of_kakariko'] = CompressedTextMapper.convert("Pay 20 rupees, open 1 chest. Are you lucky?\nSo, Play game?\n ≥ play\n never!\n{CHOICE}")
text['game_chest_play_yes'] = CompressedTextMapper.convert("Good luck then")
# 180
text['game_chest_play_no'] = CompressedTextMapper.convert("Well fine, I didn't want your rupees.")
text['game_chest_lost_woods'] = CompressedTextMapper.convert("Pay 100 rupees open 1 chest. Are you lucky?\nSo, Play game?\n ≥ play\n never!\n{CHOICE}")
text['kakariko_flophouse_man_no_flippers'] = CompressedTextMapper.convert("I sure do have a lot of beds.\n\nZora is a cheapskate and will try to sell you his trash for 500 rupees…")
text['kakariko_flophouse_man'] = CompressedTextMapper.convert("I sure do have a lot of beds.\n\nDid you know if you played the flute in the center of town things could happen?")
text['menu_start_2'] = CompressedTextMapper.convert("{MENU}\n{SPEED0}\n≥@'s house\n Sanctuary\n{CHOICE3}", False)
text['menu_start_3'] = CompressedTextMapper.convert("{MENU}\n{SPEED0}\n≥@'s house\n Sanctuary\n Mountain Cave\n{CHOICE2}", False)
text['menu_pause'] = CompressedTextMapper.convert("{SPEED0}\n≥continue\n save and quit\n{CHOICE3}", False)
text['game_digging_choice'] = CompressedTextMapper.convert("Have 80 Rupees? Want to play digging game?\n ≥yes\n no\n{CHOICE}")
text['game_digging_start'] = CompressedTextMapper.convert("Okay, use the shovel with Y!")
text['game_digging_no_cash'] = CompressedTextMapper.convert("Shovel rental is 80 rupees.\nI have all day")
text['game_digging_end_time'] = CompressedTextMapper.convert("Time's up!\nTime for you to go.")
text['game_digging_come_back_later'] = CompressedTextMapper.convert("Come back later, I have to bury things.")
text['game_digging_no_follower'] = CompressedTextMapper.convert("Something is following you. I don't like.")
text['menu_start_4'] = CompressedTextMapper.convert("{MENU}\n{SPEED0}\n≥@'s house\n Mountain Cave\n{CHOICE3}", False)
# Start of new text data
text['ganon_fall_in_alt'] = CompressedTextMapper.convert("You think you\nare ready to\nface me?\n\nI will not die\n\nunless you\ncomplete your\ngoals. Dingus!")
text['ganon_phase_3_alt'] = CompressedTextMapper.convert("Got wax in\nyour ears?\nI cannot die!")
# 190
text['sign_east_death_mountain_bridge'] = CompressedTextMapper.convert("How did you get up here?")
text['fish_money'] = CompressedTextMapper.convert("It's a secret to everyone.")
text['end_pad_data'] = bytearray([0xfb])
text['terminator'] = bytearray([0xFF, 0xFF])

View File

@ -10,6 +10,12 @@ def int32_as_bytes(value):
value = value & 0xFFFFFFFF
return [value & 0xFF, (value >> 8) & 0xFF, (value >> 16) & 0xFF, (value >> 24) & 0xFF]
def pc_to_snes(value):
return ((value<<1) & 0x7F0000)|(value & 0x7FFF)|0x8000
def snes_to_pc(value):
return ((value & 0x7F0000)>>1)|(value & 0x7FFF)
def is_bundled():
return getattr(sys, 'frozen', False)

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