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Factorio_b
...
core_optim
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a549af8304 |
@@ -651,34 +651,34 @@ class CollectionState():
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def update_reachable_regions(self, player: int):
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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bc = self.blocked_connections[player]
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reachable_regions = self.reachable_regions[player]
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blocked_connections = self.blocked_connections[player]
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queue = deque(self.blocked_connections[player])
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start = self.multiworld.get_region('Menu', player)
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start = self.multiworld.get_region("Menu", player)
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# init on first call - this can't be done on construction since the regions don't exist yet
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if start not in rrp:
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rrp.add(start)
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bc.update(start.exits)
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if start not in reachable_regions:
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reachable_regions.add(start)
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blocked_connections.update(start.exits)
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queue.extend(start.exits)
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# run BFS on all connections, and keep track of those blocked by missing items
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while queue:
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connection = queue.popleft()
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new_region = connection.connected_region
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if new_region in rrp:
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bc.remove(connection)
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if new_region in reachable_regions:
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blocked_connections.remove(connection)
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elif connection.can_reach(self):
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assert new_region, f"tried to search through an Entrance \"{connection}\" with no Region"
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rrp.add(new_region)
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bc.remove(connection)
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bc.update(new_region.exits)
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reachable_regions.add(new_region)
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blocked_connections.remove(connection)
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blocked_connections.update(new_region.exits)
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queue.extend(new_region.exits)
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self.path[new_region] = (new_region.name, self.path.get(connection, None))
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# Retry connections if the new region can unblock them
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for new_entrance in self.multiworld.indirect_connections.get(new_region, set()):
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if new_entrance in bc and new_entrance not in queue:
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if new_entrance in blocked_connections and new_entrance not in queue:
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queue.append(new_entrance)
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def copy(self) -> CollectionState:
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10
Utils.py
10
Utils.py
@@ -789,13 +789,13 @@ class DeprecateDict(dict):
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self.should_error = error
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super().__init__()
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def __getitem__(self, item: Any) -> Any:
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if self.should_error:
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deprecate(self.log_message)
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elif __debug__:
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if __debug__:
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def __getitem__(self, item: Any) -> Any:
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if self.should_error:
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deprecate(self.log_message)
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import warnings
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warnings.warn(self.log_message)
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return super().__getitem__(item)
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return super().__getitem__(item)
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def _extend_freeze_support() -> None:
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@@ -1,6 +1,6 @@
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{% block footer %}
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<footer id="island-footer">
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<div id="copyright-notice">Copyright 2023 Archipelago</div>
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<div id="copyright-notice">Copyright 2024 Archipelago</div>
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<div id="links">
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<a href="/sitemap">Site Map</a>
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-
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@@ -1,4 +1,5 @@
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import datetime
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import collections
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from dataclasses import dataclass
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from typing import Any, Callable, Dict, List, Optional, Set, Tuple
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from uuid import UUID
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@@ -8,7 +9,7 @@ from werkzeug.exceptions import abort
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from MultiServer import Context, get_saving_second
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from NetUtils import ClientStatus, Hint, NetworkItem, NetworkSlot, SlotType
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from Utils import restricted_loads
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from Utils import restricted_loads, KeyedDefaultDict
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from . import app, cache
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from .models import GameDataPackage, Room
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@@ -62,12 +63,18 @@ class TrackerData:
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self.location_name_to_id: Dict[str, Dict[str, int]] = {}
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# Generate inverse lookup tables from data package, useful for trackers.
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self.item_id_to_name: Dict[str, Dict[int, str]] = {}
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self.location_id_to_name: Dict[str, Dict[int, str]] = {}
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self.item_id_to_name: Dict[str, Dict[int, str]] = KeyedDefaultDict(lambda game_name: {
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game_name: KeyedDefaultDict(lambda code: f"Unknown Game {game_name} - Item (ID: {code})")
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})
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self.location_id_to_name: Dict[str, Dict[int, str]] = KeyedDefaultDict(lambda game_name: {
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game_name: KeyedDefaultDict(lambda code: f"Unknown Game {game_name} - Location (ID: {code})")
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})
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for game, game_package in self._multidata["datapackage"].items():
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game_package = restricted_loads(GameDataPackage.get(checksum=game_package["checksum"]).data)
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self.item_id_to_name[game] = {id: name for name, id in game_package["item_name_to_id"].items()}
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self.location_id_to_name[game] = {id: name for name, id in game_package["location_name_to_id"].items()}
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self.item_id_to_name[game] = KeyedDefaultDict(lambda code: f"Unknown Item (ID: {code})", {
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id: name for name, id in game_package["item_name_to_id"].items()})
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self.location_id_to_name[game] = KeyedDefaultDict(lambda code: f"Unknown Location (ID: {code})", {
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id: name for name, id in game_package["location_name_to_id"].items()})
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# Normal lookup tables as well.
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self.item_name_to_id[game] = game_package["item_name_to_id"]
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@@ -115,10 +122,10 @@ class TrackerData:
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return self._multisave.get("received_items", {}).get((team, player, True), [])
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||||
@_cache_results
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def get_player_inventory_counts(self, team: int, player: int) -> Dict[int, int]:
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||||
def get_player_inventory_counts(self, team: int, player: int) -> collections.Counter:
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"""Retrieves a dictionary of all items received by their id and their received count."""
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items = self.get_player_received_items(team, player)
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inventory = {item: 0 for item in self.item_id_to_name[self.get_player_game(team, player)]}
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inventory = collections.Counter()
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for item in items:
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inventory[item.item] += 1
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||||
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||||
@@ -149,16 +156,15 @@ class TrackerData:
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||||
"""Retrieves a dictionary of number of completed worlds per team."""
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||||
return {
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||||
team: sum(
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self.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL
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for player in players if self.get_slot_info(team, player).type == SlotType.player
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) for team, players in self.get_team_players().items()
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self.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL for player in players
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) for team, players in self.get_all_players().items()
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}
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@_cache_results
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def get_team_hints(self) -> Dict[int, Set[Hint]]:
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"""Retrieves a dictionary of all hints per team."""
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hints = {}
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for team, players in self.get_team_players().items():
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for team, players in self.get_all_slots().items():
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hints[team] = set()
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for player in players:
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hints[team] |= self.get_player_hints(team, player)
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@@ -170,7 +176,7 @@ class TrackerData:
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"""Retrieves a dictionary of total player locations each team has."""
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return {
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team: sum(len(self.get_player_locations(team, player)) for player in players)
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for team, players in self.get_team_players().items()
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for team, players in self.get_all_players().items()
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||||
}
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||||
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||||
@_cache_results
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||||
@@ -178,16 +184,30 @@ class TrackerData:
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||||
"""Retrieves a dictionary of checked player locations each team has."""
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||||
return {
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team: sum(len(self.get_player_checked_locations(team, player)) for player in players)
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for team, players in self.get_team_players().items()
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for team, players in self.get_all_players().items()
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||||
}
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||||
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||||
# TODO: Change this method to properly build for each team once teams are properly implemented, as they don't
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||||
# currently exist in multidata to easily look up, so these are all assuming only 1 team: Team #0
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||||
@_cache_results
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||||
def get_team_players(self) -> Dict[int, List[int]]:
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||||
def get_all_slots(self) -> Dict[int, List[int]]:
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||||
"""Retrieves a dictionary of all players ids on each team."""
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||||
return {
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||||
0: [player for player, slot_info in self._multidata["slot_info"].items()]
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||||
0: [
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||||
player for player, slot_info in self._multidata["slot_info"].items()
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||||
]
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||||
}
|
||||
|
||||
# TODO: Change this method to properly build for each team once teams are properly implemented, as they don't
|
||||
# currently exist in multidata to easily look up, so these are all assuming only 1 team: Team #0
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||||
@_cache_results
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||||
def get_all_players(self) -> Dict[int, List[int]]:
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"""Retrieves a dictionary of all player slot-type players ids on each team."""
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||||
return {
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||||
0: [
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||||
player for player, slot_info in self._multidata["slot_info"].items()
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||||
if self.get_slot_info(0, player).type == SlotType.player
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||||
]
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||||
}
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||||
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||||
@_cache_results
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||||
@@ -203,7 +223,7 @@ class TrackerData:
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||||
"""Retrieves a dictionary of all locations and their associated item metadata per player."""
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||||
return {
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||||
(team, player): self.get_player_locations(team, player)
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||||
for team, players in self.get_team_players().items() for player in players
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||||
for team, players in self.get_all_players().items() for player in players
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||||
}
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||||
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||||
@_cache_results
|
||||
@@ -211,7 +231,7 @@ class TrackerData:
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||||
"""Retrieves a dictionary of games for each player."""
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return {
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(team, player): self.get_player_game(team, player)
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for team, players in self.get_team_players().items() for player in players
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for team, players in self.get_all_slots().items() for player in players
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||||
}
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||||
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||||
@_cache_results
|
||||
@@ -219,7 +239,7 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of all locations complete per player."""
|
||||
return {
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(team, player): len(self.get_player_checked_locations(team, player))
|
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for team, players in self.get_team_players().items() for player in players
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for team, players in self.get_all_players().items() for player in players
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||||
}
|
||||
|
||||
@_cache_results
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||||
@@ -227,14 +247,14 @@ class TrackerData:
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"""Retrieves a dictionary of all ClientStatus values per player."""
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return {
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(team, player): self.get_player_client_status(team, player)
|
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for team, players in self.get_team_players().items() for player in players
|
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for team, players in self.get_all_players().items() for player in players
|
||||
}
|
||||
|
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@_cache_results
|
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def get_room_long_player_names(self) -> Dict[TeamPlayer, str]:
|
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"""Retrieves a dictionary of names with aliases for each player."""
|
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long_player_names = {}
|
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for team, players in self.get_team_players().items():
|
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for team, players in self.get_all_slots().items():
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for player in players:
|
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alias = self.get_player_alias(team, player)
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if alias:
|
||||
@@ -370,7 +390,8 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
|
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enabled_trackers=enabled_trackers,
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current_tracker="Generic",
|
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room=tracker_data.room,
|
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room_players=tracker_data.get_team_players(),
|
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all_slots=tracker_data.get_all_slots(),
|
||||
room_players=tracker_data.get_all_players(),
|
||||
locations=tracker_data.get_room_locations(),
|
||||
locations_complete=tracker_data.get_room_locations_complete(),
|
||||
total_team_locations=tracker_data.get_team_locations_total_count(),
|
||||
@@ -389,7 +410,6 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
|
||||
|
||||
# TODO: This is a temporary solution until a proper Tracker API can be implemented for tracker templates and data to
|
||||
# live in their respective world folders.
|
||||
import collections
|
||||
|
||||
from worlds import network_data_package
|
||||
|
||||
@@ -400,7 +420,7 @@ if "Factorio" in network_data_package["games"]:
|
||||
(team, player): {
|
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tracker_data.item_id_to_name["Factorio"][item_id]: count
|
||||
for item_id, count in tracker_data.get_player_inventory_counts(team, player).items()
|
||||
} for team, players in tracker_data.get_team_players().items() for player in players
|
||||
} for team, players in tracker_data.get_all_slots().items() for player in players
|
||||
if tracker_data.get_player_game(team, player) == "Factorio"
|
||||
}
|
||||
|
||||
@@ -409,7 +429,8 @@ if "Factorio" in network_data_package["games"]:
|
||||
enabled_trackers=enabled_trackers,
|
||||
current_tracker="Factorio",
|
||||
room=tracker_data.room,
|
||||
room_players=tracker_data.get_team_players(),
|
||||
all_slots=tracker_data.get_all_slots(),
|
||||
room_players=tracker_data.get_all_players(),
|
||||
locations=tracker_data.get_room_locations(),
|
||||
locations_complete=tracker_data.get_room_locations_complete(),
|
||||
total_team_locations=tracker_data.get_team_locations_total_count(),
|
||||
@@ -547,7 +568,7 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
if area_name != "Total" else tracker_data._multidata["checks_in_area"][player]["Total"]
|
||||
for area_name in ordered_areas
|
||||
}
|
||||
for team, players in tracker_data.get_team_players().items()
|
||||
for team, players in tracker_data.get_all_slots().items()
|
||||
for player in players
|
||||
if tracker_data.get_slot_info(team, player).type != SlotType.group and
|
||||
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
|
||||
@@ -585,7 +606,7 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
|
||||
player_location_to_area = {
|
||||
(team, player): _get_location_table(tracker_data._multidata["checks_in_area"][player])
|
||||
for team, players in tracker_data.get_team_players().items()
|
||||
for team, players in tracker_data.get_all_slots().items()
|
||||
for player in players
|
||||
if tracker_data.get_slot_info(team, player).type != SlotType.group and
|
||||
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
|
||||
@@ -593,15 +614,15 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
|
||||
checks_done: Dict[TeamPlayer, Dict[str: int]] = {
|
||||
(team, player): {location_name: 0 for location_name in default_locations}
|
||||
for team, players in tracker_data.get_team_players().items()
|
||||
for team, players in tracker_data.get_all_slots().items()
|
||||
for player in players
|
||||
if tracker_data.get_slot_info(team, player).type != SlotType.group and
|
||||
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
|
||||
}
|
||||
|
||||
inventories: Dict[TeamPlayer, Dict[int, int]] = {}
|
||||
player_big_key_locations = {(player): set() for player in tracker_data.get_team_players()[0]}
|
||||
player_small_key_locations = {player: set() for player in tracker_data.get_team_players()[0]}
|
||||
player_big_key_locations = {(player): set() for player in tracker_data.get_all_slots()[0]}
|
||||
player_small_key_locations = {player: set() for player in tracker_data.get_all_slots()[0]}
|
||||
group_big_key_locations = set()
|
||||
group_key_locations = set()
|
||||
|
||||
@@ -639,7 +660,8 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
enabled_trackers=enabled_trackers,
|
||||
current_tracker="A Link to the Past",
|
||||
room=tracker_data.room,
|
||||
room_players=tracker_data.get_team_players(),
|
||||
all_slots=tracker_data.get_all_slots(),
|
||||
room_players=tracker_data.get_all_players(),
|
||||
locations=tracker_data.get_room_locations(),
|
||||
locations_complete=tracker_data.get_room_locations_complete(),
|
||||
total_team_locations=tracker_data.get_team_locations_total_count(),
|
||||
|
||||
@@ -11,11 +11,14 @@ from flask import request, flash, redirect, url_for, session, render_template
|
||||
from markupsafe import Markup
|
||||
from pony.orm import commit, flush, select, rollback
|
||||
from pony.orm.core import TransactionIntegrityError
|
||||
import schema
|
||||
|
||||
import MultiServer
|
||||
from NetUtils import SlotType
|
||||
from Utils import VersionException, __version__
|
||||
from worlds import GamesPackage
|
||||
from worlds.Files import AutoPatchRegister
|
||||
from worlds.AutoWorld import data_package_checksum
|
||||
from . import app
|
||||
from .models import Seed, Room, Slot, GameDataPackage
|
||||
|
||||
@@ -23,6 +26,15 @@ banned_extensions = (".sfc", ".z64", ".n64", ".nes", ".smc", ".sms", ".gb", ".gb
|
||||
allowed_options_extensions = (".yaml", ".json", ".yml", ".txt", ".zip")
|
||||
allowed_generation_extensions = (".archipelago", ".zip")
|
||||
|
||||
games_package_schema = schema.Schema({
|
||||
"item_name_groups": {str: [str]},
|
||||
"item_name_to_id": {str: int},
|
||||
"location_name_groups": {str: [str]},
|
||||
"location_name_to_id": {str: int},
|
||||
schema.Optional("checksum"): str,
|
||||
schema.Optional("version"): int,
|
||||
})
|
||||
|
||||
|
||||
def allowed_options(filename: str) -> bool:
|
||||
return filename.endswith(allowed_options_extensions)
|
||||
@@ -37,6 +49,8 @@ def banned_file(filename: str) -> bool:
|
||||
|
||||
|
||||
def process_multidata(compressed_multidata, files={}):
|
||||
game_data: GamesPackage
|
||||
|
||||
decompressed_multidata = MultiServer.Context.decompress(compressed_multidata)
|
||||
|
||||
slots: typing.Set[Slot] = set()
|
||||
@@ -45,11 +59,19 @@ def process_multidata(compressed_multidata, files={}):
|
||||
game_data_packages: typing.List[GameDataPackage] = []
|
||||
for game, game_data in decompressed_multidata["datapackage"].items():
|
||||
if game_data.get("checksum"):
|
||||
original_checksum = game_data.pop("checksum")
|
||||
game_data = games_package_schema.validate(game_data)
|
||||
game_data = {key: value for key, value in sorted(game_data.items())}
|
||||
game_data["checksum"] = data_package_checksum(game_data)
|
||||
game_data_package = GameDataPackage(checksum=game_data["checksum"],
|
||||
data=pickle.dumps(game_data))
|
||||
if original_checksum != game_data["checksum"]:
|
||||
raise Exception(f"Original checksum {original_checksum} != "
|
||||
f"calculated checksum {game_data['checksum']} "
|
||||
f"for game {game}.")
|
||||
decompressed_multidata["datapackage"][game] = {
|
||||
"version": game_data.get("version", 0),
|
||||
"checksum": game_data["checksum"]
|
||||
"checksum": game_data["checksum"],
|
||||
}
|
||||
try:
|
||||
commit() # commit game data package
|
||||
@@ -64,14 +86,15 @@ def process_multidata(compressed_multidata, files={}):
|
||||
if slot_info.type == SlotType.group:
|
||||
continue
|
||||
slots.add(Slot(data=files.get(slot, None),
|
||||
player_name=slot_info.name,
|
||||
player_id=slot,
|
||||
game=slot_info.game))
|
||||
player_name=slot_info.name,
|
||||
player_id=slot,
|
||||
game=slot_info.game))
|
||||
flush() # commit slots
|
||||
|
||||
compressed_multidata = compressed_multidata[0:1] + zlib.compress(pickle.dumps(decompressed_multidata), 9)
|
||||
return slots, compressed_multidata
|
||||
|
||||
|
||||
def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, sid=None):
|
||||
if not owner:
|
||||
owner = session["_id"]
|
||||
|
||||
505
ZillionClient.py
505
ZillionClient.py
@@ -1,505 +1,10 @@
|
||||
import asyncio
|
||||
import base64
|
||||
import platform
|
||||
from typing import Any, ClassVar, Coroutine, Dict, List, Optional, Protocol, Tuple, cast
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update()
|
||||
|
||||
# CommonClient import first to trigger ModuleUpdater
|
||||
from CommonClient import CommonContext, server_loop, gui_enabled, \
|
||||
ClientCommandProcessor, logger, get_base_parser
|
||||
from NetUtils import ClientStatus
|
||||
import Utils
|
||||
from Utils import async_start
|
||||
|
||||
import colorama
|
||||
|
||||
from zilliandomizer.zri.memory import Memory
|
||||
from zilliandomizer.zri import events
|
||||
from zilliandomizer.utils.loc_name_maps import id_to_loc
|
||||
from zilliandomizer.options import Chars
|
||||
from zilliandomizer.patch import RescueInfo
|
||||
|
||||
from worlds.zillion.id_maps import make_id_to_others
|
||||
from worlds.zillion.config import base_id, zillion_map
|
||||
|
||||
|
||||
class ZillionCommandProcessor(ClientCommandProcessor):
|
||||
ctx: "ZillionContext"
|
||||
|
||||
def _cmd_sms(self) -> None:
|
||||
""" Tell the client that Zillion is running in RetroArch. """
|
||||
logger.info("ready to look for game")
|
||||
self.ctx.look_for_retroarch.set()
|
||||
|
||||
def _cmd_map(self) -> None:
|
||||
""" Toggle view of the map tracker. """
|
||||
self.ctx.ui_toggle_map()
|
||||
|
||||
|
||||
class ToggleCallback(Protocol):
|
||||
def __call__(self) -> None: ...
|
||||
|
||||
|
||||
class SetRoomCallback(Protocol):
|
||||
def __call__(self, rooms: List[List[int]]) -> None: ...
|
||||
|
||||
|
||||
class ZillionContext(CommonContext):
|
||||
game = "Zillion"
|
||||
command_processor = ZillionCommandProcessor
|
||||
items_handling = 1 # receive items from other players
|
||||
|
||||
known_name: Optional[str]
|
||||
""" This is almost the same as `auth` except `auth` is reset to `None` when server disconnects, and this isn't. """
|
||||
|
||||
from_game: "asyncio.Queue[events.EventFromGame]"
|
||||
to_game: "asyncio.Queue[events.EventToGame]"
|
||||
ap_local_count: int
|
||||
""" local checks watched by server """
|
||||
next_item: int
|
||||
""" index in `items_received` """
|
||||
ap_id_to_name: Dict[int, str]
|
||||
ap_id_to_zz_id: Dict[int, int]
|
||||
start_char: Chars = "JJ"
|
||||
rescues: Dict[int, RescueInfo] = {}
|
||||
loc_mem_to_id: Dict[int, int] = {}
|
||||
got_room_info: asyncio.Event
|
||||
""" flag for connected to server """
|
||||
got_slot_data: asyncio.Event
|
||||
""" serves as a flag for whether I am logged in to the server """
|
||||
|
||||
look_for_retroarch: asyncio.Event
|
||||
"""
|
||||
There is a bug in Python in Windows
|
||||
https://github.com/python/cpython/issues/91227
|
||||
that makes it so if I look for RetroArch before it's ready,
|
||||
it breaks the asyncio udp transport system.
|
||||
|
||||
As a workaround, we don't look for RetroArch until this event is set.
|
||||
"""
|
||||
|
||||
ui_toggle_map: ToggleCallback
|
||||
ui_set_rooms: SetRoomCallback
|
||||
""" parameter is y 16 x 8 numbers to show in each room """
|
||||
|
||||
def __init__(self,
|
||||
server_address: str,
|
||||
password: str) -> None:
|
||||
super().__init__(server_address, password)
|
||||
self.known_name = None
|
||||
self.from_game = asyncio.Queue()
|
||||
self.to_game = asyncio.Queue()
|
||||
self.got_room_info = asyncio.Event()
|
||||
self.got_slot_data = asyncio.Event()
|
||||
self.ui_toggle_map = lambda: None
|
||||
self.ui_set_rooms = lambda rooms: None
|
||||
|
||||
self.look_for_retroarch = asyncio.Event()
|
||||
if platform.system() != "Windows":
|
||||
# asyncio udp bug is only on Windows
|
||||
self.look_for_retroarch.set()
|
||||
|
||||
self.reset_game_state()
|
||||
|
||||
def reset_game_state(self) -> None:
|
||||
for _ in range(self.from_game.qsize()):
|
||||
self.from_game.get_nowait()
|
||||
for _ in range(self.to_game.qsize()):
|
||||
self.to_game.get_nowait()
|
||||
self.got_slot_data.clear()
|
||||
|
||||
self.ap_local_count = 0
|
||||
self.next_item = 0
|
||||
self.ap_id_to_name = {}
|
||||
self.ap_id_to_zz_id = {}
|
||||
self.rescues = {}
|
||||
self.loc_mem_to_id = {}
|
||||
|
||||
self.locations_checked.clear()
|
||||
self.missing_locations.clear()
|
||||
self.checked_locations.clear()
|
||||
self.finished_game = False
|
||||
self.items_received.clear()
|
||||
|
||||
# override
|
||||
def on_deathlink(self, data: Dict[str, Any]) -> None:
|
||||
self.to_game.put_nowait(events.DeathEventToGame())
|
||||
return super().on_deathlink(data)
|
||||
|
||||
# override
|
||||
async def server_auth(self, password_requested: bool = False) -> None:
|
||||
if password_requested and not self.password:
|
||||
await super().server_auth(password_requested)
|
||||
if not self.auth:
|
||||
logger.info('waiting for connection to game...')
|
||||
return
|
||||
logger.info("logging in to server...")
|
||||
await self.send_connect()
|
||||
|
||||
# override
|
||||
def run_gui(self) -> None:
|
||||
from kvui import GameManager
|
||||
from kivy.core.text import Label as CoreLabel
|
||||
from kivy.graphics import Ellipse, Color, Rectangle
|
||||
from kivy.uix.layout import Layout
|
||||
from kivy.uix.widget import Widget
|
||||
|
||||
class ZillionManager(GameManager):
|
||||
logging_pairs = [
|
||||
("Client", "Archipelago")
|
||||
]
|
||||
base_title = "Archipelago Zillion Client"
|
||||
|
||||
class MapPanel(Widget):
|
||||
MAP_WIDTH: ClassVar[int] = 281
|
||||
|
||||
_number_textures: List[Any] = []
|
||||
rooms: List[List[int]] = []
|
||||
|
||||
def __init__(self, **kwargs: Any) -> None:
|
||||
super().__init__(**kwargs)
|
||||
|
||||
self.rooms = [[0 for _ in range(8)] for _ in range(16)]
|
||||
|
||||
self._make_numbers()
|
||||
self.update_map()
|
||||
|
||||
self.bind(pos=self.update_map)
|
||||
# self.bind(size=self.update_bg)
|
||||
|
||||
def _make_numbers(self) -> None:
|
||||
self._number_textures = []
|
||||
for n in range(10):
|
||||
label = CoreLabel(text=str(n), font_size=22, color=(0.1, 0.9, 0, 1))
|
||||
label.refresh()
|
||||
self._number_textures.append(label.texture)
|
||||
|
||||
def update_map(self, *args: Any) -> None:
|
||||
self.canvas.clear()
|
||||
|
||||
with self.canvas:
|
||||
Color(1, 1, 1, 1)
|
||||
Rectangle(source=zillion_map,
|
||||
pos=self.pos,
|
||||
size=(ZillionManager.MapPanel.MAP_WIDTH,
|
||||
int(ZillionManager.MapPanel.MAP_WIDTH * 1.456))) # aspect ratio of that image
|
||||
for y in range(16):
|
||||
for x in range(8):
|
||||
num = self.rooms[15 - y][x]
|
||||
if num > 0:
|
||||
Color(0, 0, 0, 0.4)
|
||||
pos = [self.pos[0] + 17 + x * 32, self.pos[1] + 14 + y * 24]
|
||||
Ellipse(size=[22, 22], pos=pos)
|
||||
Color(1, 1, 1, 1)
|
||||
pos = [self.pos[0] + 22 + x * 32, self.pos[1] + 12 + y * 24]
|
||||
num_texture = self._number_textures[num]
|
||||
Rectangle(texture=num_texture, size=num_texture.size, pos=pos)
|
||||
|
||||
def build(self) -> Layout:
|
||||
container = super().build()
|
||||
self.map_widget = ZillionManager.MapPanel(size_hint_x=None, width=0)
|
||||
self.main_area_container.add_widget(self.map_widget)
|
||||
return container
|
||||
|
||||
def toggle_map_width(self) -> None:
|
||||
if self.map_widget.width == 0:
|
||||
self.map_widget.width = ZillionManager.MapPanel.MAP_WIDTH
|
||||
else:
|
||||
self.map_widget.width = 0
|
||||
self.container.do_layout()
|
||||
|
||||
def set_rooms(self, rooms: List[List[int]]) -> None:
|
||||
self.map_widget.rooms = rooms
|
||||
self.map_widget.update_map()
|
||||
|
||||
self.ui = ZillionManager(self)
|
||||
self.ui_toggle_map = lambda: self.ui.toggle_map_width()
|
||||
self.ui_set_rooms = lambda rooms: self.ui.set_rooms(rooms)
|
||||
run_co: Coroutine[Any, Any, None] = self.ui.async_run()
|
||||
self.ui_task = asyncio.create_task(run_co, name="UI")
|
||||
|
||||
def on_package(self, cmd: str, args: Dict[str, Any]) -> None:
|
||||
self.room_item_numbers_to_ui()
|
||||
if cmd == "Connected":
|
||||
logger.info("logged in to Archipelago server")
|
||||
if "slot_data" not in args:
|
||||
logger.warn("`Connected` packet missing `slot_data`")
|
||||
return
|
||||
slot_data = args["slot_data"]
|
||||
|
||||
if "start_char" not in slot_data:
|
||||
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `start_char`")
|
||||
return
|
||||
self.start_char = slot_data['start_char']
|
||||
if self.start_char not in {"Apple", "Champ", "JJ"}:
|
||||
logger.warn("invalid Zillion `Connected` packet, "
|
||||
f"`slot_data` `start_char` has invalid value: {self.start_char}")
|
||||
|
||||
if "rescues" not in slot_data:
|
||||
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `rescues`")
|
||||
return
|
||||
rescues = slot_data["rescues"]
|
||||
self.rescues = {}
|
||||
for rescue_id, json_info in rescues.items():
|
||||
assert rescue_id in ("0", "1"), f"invalid rescue_id in Zillion slot_data: {rescue_id}"
|
||||
# TODO: just take start_char out of the RescueInfo so there's no opportunity for a mismatch?
|
||||
assert json_info["start_char"] == self.start_char, \
|
||||
f'mismatch in Zillion slot data: {json_info["start_char"]} {self.start_char}'
|
||||
ri = RescueInfo(json_info["start_char"],
|
||||
json_info["room_code"],
|
||||
json_info["mask"])
|
||||
self.rescues[0 if rescue_id == "0" else 1] = ri
|
||||
|
||||
if "loc_mem_to_id" not in slot_data:
|
||||
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `loc_mem_to_id`")
|
||||
return
|
||||
loc_mem_to_id = slot_data["loc_mem_to_id"]
|
||||
self.loc_mem_to_id = {}
|
||||
for mem_str, id_str in loc_mem_to_id.items():
|
||||
mem = int(mem_str)
|
||||
id_ = int(id_str)
|
||||
room_i = mem // 256
|
||||
assert 0 <= room_i < 74
|
||||
assert id_ in id_to_loc
|
||||
self.loc_mem_to_id[mem] = id_
|
||||
|
||||
if len(self.loc_mem_to_id) != 394:
|
||||
logger.warn("invalid Zillion `Connected` packet, "
|
||||
f"`slot_data` missing locations in `loc_mem_to_id` - len {len(self.loc_mem_to_id)}")
|
||||
|
||||
self.got_slot_data.set()
|
||||
|
||||
payload = {
|
||||
"cmd": "Get",
|
||||
"keys": [f"zillion-{self.auth}-doors"]
|
||||
}
|
||||
async_start(self.send_msgs([payload]))
|
||||
elif cmd == "Retrieved":
|
||||
if "keys" not in args:
|
||||
logger.warning(f"invalid Retrieved packet to ZillionClient: {args}")
|
||||
return
|
||||
keys = cast(Dict[str, Optional[str]], args["keys"])
|
||||
doors_b64 = keys.get(f"zillion-{self.auth}-doors", None)
|
||||
if doors_b64:
|
||||
logger.info("received door data from server")
|
||||
doors = base64.b64decode(doors_b64)
|
||||
self.to_game.put_nowait(events.DoorEventToGame(doors))
|
||||
elif cmd == "RoomInfo":
|
||||
self.seed_name = args["seed_name"]
|
||||
self.got_room_info.set()
|
||||
|
||||
def room_item_numbers_to_ui(self) -> None:
|
||||
rooms = [[0 for _ in range(8)] for _ in range(16)]
|
||||
for loc_id in self.missing_locations:
|
||||
loc_id_small = loc_id - base_id
|
||||
loc_name = id_to_loc[loc_id_small]
|
||||
y = ord(loc_name[0]) - 65
|
||||
x = ord(loc_name[2]) - 49
|
||||
if y == 9 and x == 5:
|
||||
# don't show main computer in numbers
|
||||
continue
|
||||
assert (0 <= y < 16) and (0 <= x < 8), f"invalid index from location name {loc_name}"
|
||||
rooms[y][x] += 1
|
||||
# TODO: also add locations with locals lost from loading save state or reset
|
||||
self.ui_set_rooms(rooms)
|
||||
|
||||
def process_from_game_queue(self) -> None:
|
||||
if self.from_game.qsize():
|
||||
event_from_game = self.from_game.get_nowait()
|
||||
if isinstance(event_from_game, events.AcquireLocationEventFromGame):
|
||||
server_id = event_from_game.id + base_id
|
||||
loc_name = id_to_loc[event_from_game.id]
|
||||
self.locations_checked.add(server_id)
|
||||
if server_id in self.missing_locations:
|
||||
self.ap_local_count += 1
|
||||
n_locations = len(self.missing_locations) + len(self.checked_locations) - 1 # -1 to ignore win
|
||||
logger.info(f'New Check: {loc_name} ({self.ap_local_count}/{n_locations})')
|
||||
async_start(self.send_msgs([
|
||||
{"cmd": 'LocationChecks', "locations": [server_id]}
|
||||
]))
|
||||
else:
|
||||
# This will happen a lot in Zillion,
|
||||
# because all the key words are local and unwatched by the server.
|
||||
logger.debug(f"DEBUG: {loc_name} not in missing")
|
||||
elif isinstance(event_from_game, events.DeathEventFromGame):
|
||||
async_start(self.send_death())
|
||||
elif isinstance(event_from_game, events.WinEventFromGame):
|
||||
if not self.finished_game:
|
||||
async_start(self.send_msgs([
|
||||
{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}
|
||||
]))
|
||||
self.finished_game = True
|
||||
elif isinstance(event_from_game, events.DoorEventFromGame):
|
||||
if self.auth:
|
||||
doors_b64 = base64.b64encode(event_from_game.doors).decode()
|
||||
payload = {
|
||||
"cmd": "Set",
|
||||
"key": f"zillion-{self.auth}-doors",
|
||||
"operations": [{"operation": "replace", "value": doors_b64}]
|
||||
}
|
||||
async_start(self.send_msgs([payload]))
|
||||
else:
|
||||
logger.warning(f"WARNING: unhandled event from game {event_from_game}")
|
||||
|
||||
def process_items_received(self) -> None:
|
||||
if len(self.items_received) > self.next_item:
|
||||
zz_item_ids = [self.ap_id_to_zz_id[item.item] for item in self.items_received]
|
||||
for index in range(self.next_item, len(self.items_received)):
|
||||
ap_id = self.items_received[index].item
|
||||
from_name = self.player_names[self.items_received[index].player]
|
||||
# TODO: colors in this text, like sni client?
|
||||
logger.info(f'received {self.ap_id_to_name[ap_id]} from {from_name}')
|
||||
self.to_game.put_nowait(
|
||||
events.ItemEventToGame(zz_item_ids)
|
||||
)
|
||||
self.next_item = len(self.items_received)
|
||||
|
||||
|
||||
def name_seed_from_ram(data: bytes) -> Tuple[str, str]:
|
||||
""" returns player name, and end of seed string """
|
||||
if len(data) == 0:
|
||||
# no connection to game
|
||||
return "", "xxx"
|
||||
null_index = data.find(b'\x00')
|
||||
if null_index == -1:
|
||||
logger.warning(f"invalid game id in rom {repr(data)}")
|
||||
null_index = len(data)
|
||||
name = data[:null_index].decode()
|
||||
null_index_2 = data.find(b'\x00', null_index + 1)
|
||||
if null_index_2 == -1:
|
||||
null_index_2 = len(data)
|
||||
seed_name = data[null_index + 1:null_index_2].decode()
|
||||
|
||||
return name, seed_name
|
||||
|
||||
|
||||
async def zillion_sync_task(ctx: ZillionContext) -> None:
|
||||
logger.info("started zillion sync task")
|
||||
|
||||
# to work around the Python bug where we can't check for RetroArch
|
||||
if not ctx.look_for_retroarch.is_set():
|
||||
logger.info("Start Zillion in RetroArch, then use the /sms command to connect to it.")
|
||||
await asyncio.wait((
|
||||
asyncio.create_task(ctx.look_for_retroarch.wait()),
|
||||
asyncio.create_task(ctx.exit_event.wait())
|
||||
), return_when=asyncio.FIRST_COMPLETED)
|
||||
|
||||
last_log = ""
|
||||
|
||||
def log_no_spam(msg: str) -> None:
|
||||
nonlocal last_log
|
||||
if msg != last_log:
|
||||
last_log = msg
|
||||
logger.info(msg)
|
||||
|
||||
# to only show this message once per client run
|
||||
help_message_shown = False
|
||||
|
||||
with Memory(ctx.from_game, ctx.to_game) as memory:
|
||||
while not ctx.exit_event.is_set():
|
||||
ram = await memory.read()
|
||||
game_id = memory.get_rom_to_ram_data(ram)
|
||||
name, seed_end = name_seed_from_ram(game_id)
|
||||
if len(name):
|
||||
if name == ctx.known_name:
|
||||
ctx.auth = name
|
||||
# this is the name we know
|
||||
if ctx.server and ctx.server.socket: # type: ignore
|
||||
if ctx.got_room_info.is_set():
|
||||
if ctx.seed_name and ctx.seed_name.endswith(seed_end):
|
||||
# correct seed
|
||||
if memory.have_generation_info():
|
||||
log_no_spam("everything connected")
|
||||
await memory.process_ram(ram)
|
||||
ctx.process_from_game_queue()
|
||||
ctx.process_items_received()
|
||||
else: # no generation info
|
||||
if ctx.got_slot_data.is_set():
|
||||
memory.set_generation_info(ctx.rescues, ctx.loc_mem_to_id)
|
||||
ctx.ap_id_to_name, ctx.ap_id_to_zz_id, _ap_id_to_zz_item = \
|
||||
make_id_to_others(ctx.start_char)
|
||||
ctx.next_item = 0
|
||||
ctx.ap_local_count = len(ctx.checked_locations)
|
||||
else: # no slot data yet
|
||||
async_start(ctx.send_connect())
|
||||
log_no_spam("logging in to server...")
|
||||
await asyncio.wait((
|
||||
asyncio.create_task(ctx.got_slot_data.wait()),
|
||||
asyncio.create_task(ctx.exit_event.wait()),
|
||||
asyncio.create_task(asyncio.sleep(6))
|
||||
), return_when=asyncio.FIRST_COMPLETED) # to not spam connect packets
|
||||
else: # not correct seed name
|
||||
log_no_spam("incorrect seed - did you mix up roms?")
|
||||
else: # no room info
|
||||
# If we get here, it looks like `RoomInfo` packet got lost
|
||||
log_no_spam("waiting for room info from server...")
|
||||
else: # server not connected
|
||||
log_no_spam("waiting for server connection...")
|
||||
else: # new game
|
||||
log_no_spam("connected to new game")
|
||||
await ctx.disconnect()
|
||||
ctx.reset_server_state()
|
||||
ctx.seed_name = None
|
||||
ctx.got_room_info.clear()
|
||||
ctx.reset_game_state()
|
||||
memory.reset_game_state()
|
||||
|
||||
ctx.auth = name
|
||||
ctx.known_name = name
|
||||
async_start(ctx.connect())
|
||||
await asyncio.wait((
|
||||
asyncio.create_task(ctx.got_room_info.wait()),
|
||||
asyncio.create_task(ctx.exit_event.wait()),
|
||||
asyncio.create_task(asyncio.sleep(6))
|
||||
), return_when=asyncio.FIRST_COMPLETED)
|
||||
else: # no name found in game
|
||||
if not help_message_shown:
|
||||
logger.info('In RetroArch, make sure "Settings > Network > Network Commands" is on.')
|
||||
help_message_shown = True
|
||||
log_no_spam("looking for connection to game...")
|
||||
await asyncio.sleep(0.3)
|
||||
|
||||
await asyncio.sleep(0.09375)
|
||||
logger.info("zillion sync task ending")
|
||||
|
||||
|
||||
async def main() -> None:
|
||||
parser = get_base_parser()
|
||||
parser.add_argument('diff_file', default="", type=str, nargs="?",
|
||||
help='Path to a .apzl Archipelago Binary Patch file')
|
||||
# SNI parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
|
||||
args = parser.parse_args()
|
||||
print(args)
|
||||
|
||||
if args.diff_file:
|
||||
import Patch
|
||||
logger.info("patch file was supplied - creating sms rom...")
|
||||
meta, rom_file = Patch.create_rom_file(args.diff_file)
|
||||
if "server" in meta:
|
||||
args.connect = meta["server"]
|
||||
logger.info(f"wrote rom file to {rom_file}")
|
||||
|
||||
ctx = ZillionContext(args.connect, args.password)
|
||||
if ctx.server_task is None:
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
|
||||
|
||||
if gui_enabled:
|
||||
ctx.run_gui()
|
||||
ctx.run_cli()
|
||||
|
||||
sync_task = asyncio.create_task(zillion_sync_task(ctx))
|
||||
|
||||
await ctx.exit_event.wait()
|
||||
|
||||
ctx.server_address = None
|
||||
logger.debug("waiting for sync task to end")
|
||||
await sync_task
|
||||
logger.debug("sync task ended")
|
||||
await ctx.shutdown()
|
||||
import Utils # noqa: E402
|
||||
|
||||
from worlds.zillion.client import launch # noqa: E402
|
||||
|
||||
if __name__ == "__main__":
|
||||
Utils.init_logging("ZillionClient", exception_logger="Client")
|
||||
|
||||
colorama.init()
|
||||
asyncio.run(main())
|
||||
colorama.deinit()
|
||||
launch()
|
||||
|
||||
@@ -456,6 +456,7 @@ function send_receive ()
|
||||
failed_guard_response = response
|
||||
end
|
||||
else
|
||||
if type(response) ~= "string" then response = "Unknown error" end
|
||||
res[i] = {type = "ERROR", err = response}
|
||||
end
|
||||
end
|
||||
|
||||
@@ -380,12 +380,13 @@ Additional arguments sent in this package will also be added to the [Retrieved](
|
||||
|
||||
Some special keys exist with specific return data, all of them have the prefix `_read_`, so `hints_{team}_{slot}` is `_read_hints_{team}_{slot}`.
|
||||
|
||||
| Name | Type | Notes |
|
||||
|------------------------------|-------------------------------|---------------------------------------------------|
|
||||
| hints_{team}_{slot} | list\[[Hint](#Hint)\] | All Hints belonging to the requested Player. |
|
||||
| slot_data_{slot} | dict\[str, any\] | slot_data belonging to the requested slot. |
|
||||
| item_name_groups_{game_name} | dict\[str, list\[str\]\] | item_name_groups belonging to the requested game. |
|
||||
| client_status_{team}_{slot} | [ClientStatus](#ClientStatus) | The current game status of the requested player. |
|
||||
| Name | Type | Notes |
|
||||
|----------------------------------|-------------------------------|-------------------------------------------------------|
|
||||
| hints_{team}_{slot} | list\[[Hint](#Hint)\] | All Hints belonging to the requested Player. |
|
||||
| slot_data_{slot} | dict\[str, any\] | slot_data belonging to the requested slot. |
|
||||
| item_name_groups_{game_name} | dict\[str, list\[str\]\] | item_name_groups belonging to the requested game. |
|
||||
| location_name_groups_{game_name} | dict\[str, list\[str\]\] | location_name_groups belonging to the requested game. |
|
||||
| client_status_{team}_{slot} | [ClientStatus](#ClientStatus) | The current game status of the requested player. |
|
||||
|
||||
### Set
|
||||
Used to write data to the server's data storage, that data can then be shared across worlds or just saved for later. Values for keys in the data storage can be retrieved with a [Get](#Get) package, or monitored with a [SetNotify](#SetNotify) package.
|
||||
|
||||
@@ -10,8 +10,7 @@ As we are using BizHawk, this guide is only applicable to Windows and Linux syst
|
||||
- Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
|
||||
- Detailed installation instructions for BizHawk can be found at the above link.
|
||||
- Windows users must run the prereq installer first, which can also be found at the above link.
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(select `Adventure Client` during installation).
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- An Adventure NTSC ROM file. The Archipelago community cannot provide these.
|
||||
|
||||
## Configuring BizHawk
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for
|
||||
`SNI Client - A Link to the Past Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- [SNI](https://github.com/alttpo/sni/releases). This is automatically included with your Archipelago installation above.
|
||||
- SNI is not compatible with (Q)Usb2Snes.
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
@@ -18,11 +17,12 @@ but it is not supported.**
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install SNIClient from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your Japanese Link to the Past ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Japanese Link to the Past ROM file. This only needs to be done once.
|
||||
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
- ChecksFinder from
|
||||
the [Github releases Page for the game](https://github.com/jonloveslegos/ChecksFinder/releases) (latest version)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `ChecksFinder Client` during installation.)
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Donkey Kong Country 3 Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
@@ -23,9 +23,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is your Donkey Kong Country 3 ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Donkey Kong Country 3 ROM file. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -177,7 +177,7 @@ def generate_mod(world: "Factorio", output_directory: str):
|
||||
else:
|
||||
basepath = os.path.join(os.path.dirname(__file__), "data", "mod")
|
||||
for dirpath, dirnames, filenames in os.walk(basepath):
|
||||
base_arc_path = versioned_mod_name+"/"+os.path.relpath(dirpath, basepath)
|
||||
base_arc_path = (versioned_mod_name+"/"+os.path.relpath(dirpath, basepath)).rstrip("/.\\")
|
||||
for filename in filenames:
|
||||
mod.writing_tasks.append(lambda arcpath=base_arc_path+"/"+filename,
|
||||
file_path=os.path.join(dirpath, filename):
|
||||
|
||||
@@ -210,7 +210,7 @@ class RecipeIngredientsOffset(Range):
|
||||
class FactorioStartItems(OptionDict):
|
||||
"""Mapping of Factorio internal item-name to amount granted on start."""
|
||||
display_name = "Starting Items"
|
||||
default = {"burner-mining-drill": 19, "stone-furnace": 19}
|
||||
default = {"burner-mining-drill": 4, "stone-furnace": 4, "raw-fish": 50}
|
||||
|
||||
|
||||
class FactorioFreeSampleBlacklist(OptionSet):
|
||||
|
||||
@@ -246,7 +246,8 @@ class Factorio(World):
|
||||
location.access_rule = lambda state, ingredient=ingredient, custom_recipe=custom_recipe: \
|
||||
(ingredient not in technology_table or state.has(ingredient, player)) and \
|
||||
all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients
|
||||
for technology in required_technologies[sub_ingredient])
|
||||
for technology in required_technologies[sub_ingredient]) and \
|
||||
all(state.has(technology.name, player) for technology in required_technologies[custom_recipe.crafting_machine])
|
||||
else:
|
||||
location.access_rule = lambda state, ingredient=ingredient: \
|
||||
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
|
||||
|
||||
@@ -74,6 +74,7 @@ class FF1World(World):
|
||||
items = get_options(self.multiworld, 'items', self.player)
|
||||
goal_rule = generate_rule([[name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard"]],
|
||||
self.player)
|
||||
terminated_event.access_rule = goal_rule
|
||||
if "Shard" in items.keys():
|
||||
def goal_rule_and_shards(state):
|
||||
return goal_rule(state) and state.has("Shard", self.player, 32)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI such as:
|
||||
@@ -19,8 +19,8 @@ The Archipelago community cannot supply you with this.
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import collections
|
||||
import logging
|
||||
import typing
|
||||
|
||||
from BaseClasses import LocationProgressType, MultiWorld, Location, Region, Entrance
|
||||
@@ -81,15 +82,18 @@ def locality_rules(world: MultiWorld):
|
||||
i.name not in sending_blockers[i.player] and old_rule(i)
|
||||
|
||||
|
||||
def exclusion_rules(world: MultiWorld, player: int, exclude_locations: typing.Set[str]) -> None:
|
||||
def exclusion_rules(multiworld: MultiWorld, player: int, exclude_locations: typing.Set[str]) -> None:
|
||||
for loc_name in exclude_locations:
|
||||
try:
|
||||
location = world.get_location(loc_name, player)
|
||||
location = multiworld.get_location(loc_name, player)
|
||||
except KeyError as e: # failed to find the given location. Check if it's a legitimate location
|
||||
if loc_name not in world.worlds[player].location_name_to_id:
|
||||
if loc_name not in multiworld.worlds[player].location_name_to_id:
|
||||
raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
|
||||
else:
|
||||
location.progress_type = LocationProgressType.EXCLUDED
|
||||
if not location.event:
|
||||
location.progress_type = LocationProgressType.EXCLUDED
|
||||
else:
|
||||
logging.warning(f"Unable to exclude location {loc_name} in player {player}'s world.")
|
||||
|
||||
|
||||
def set_rule(spot: typing.Union["BaseClasses.Location", "BaseClasses.Entrance"], rule: CollectionRule):
|
||||
|
||||
@@ -17,19 +17,22 @@ The most recent public release of Archipelago can be found on the GitHub Release
|
||||
Run the exe file, and after accepting the license agreement you will be asked which components you would like to
|
||||
install.
|
||||
|
||||
The generator allows you to generate multiworld games on your computer. The ROM setups are required if anyone in the
|
||||
game that you generate wants to play any of those games as they are needed to generate the relevant patch files. If you
|
||||
do not own the game, uncheck the relevant box. If you gain the game later, the installer can be run again to install and
|
||||
set up new components.
|
||||
Archipelago installations are automatically bundled with some programs. These include a launcher, a generator, a
|
||||
server and some clients.
|
||||
|
||||
The server will allow you to host the multiworld on your machine. Hosting on your machine requires forwarding the port
|
||||
- The launcher lets you quickly access Archipelago's different components and programs. It is found under the name
|
||||
`ArchipelagoLauncher` and can be found in the main directory of your Archipelago installation.
|
||||
|
||||
- The generator allows you to generate multiworld games on your computer. Please refer to the 'Generating a game'
|
||||
section of this guide for more information about it.
|
||||
|
||||
- The server will allow you to host the multiworld on your machine. Hosting on your machine requires forwarding the port
|
||||
you are hosting on. The default port for Archipelago is `38281`. If you are unsure how to do this there are plenty of
|
||||
other guides on the internet that will be more suited to your hardware.
|
||||
|
||||
The `Clients` are what are used to connect your game to the multiworld. If the game you plan to play is available
|
||||
here, go ahead and install its client as well. If the game you choose to play is supported by Archipelago but not listed
|
||||
in the installation, check the setup guide for that game. Installing a client for a ROM based game requires you to have
|
||||
a legally obtained ROM for that game as well.
|
||||
- The clients are what are used to connect your game to the multiworld. Some games use a client that is automatically
|
||||
installed with an Archipelago installation. You can access those clients via the launcher or by navigating
|
||||
to your Archipelago installation.
|
||||
|
||||
## Generating a game
|
||||
|
||||
@@ -72,14 +75,18 @@ If you have downloaded the settings, or have created a settings file manually, t
|
||||
|
||||
#### On your local installation
|
||||
|
||||
To generate a game on your local machine, make sure to install the Archipelago software, and ensure to select the
|
||||
`Generator` component, as well as the `ROM setup` for any games you will want to play. Navigate to your Archipelago
|
||||
To generate a game on your local machine, make sure to install the Archipelago software. Navigate to your Archipelago
|
||||
installation (usually C:\ProgramData\Archipelago), and place the settings file you have either created or downloaded
|
||||
from the website in the `Players` folder.
|
||||
|
||||
Run `ArchipelagoGenerate.exe`, and it will inform you whether the generation was successful or not. If successful, there
|
||||
will be an output zip in the `output` folder (usually named something like `AP_XXXXX.zip`). This will contain all
|
||||
relevant information to the session, including the spoiler log, if one was generated.
|
||||
Run `ArchipelagoGenerate.exe`, or click on `Generate` in the launcher, and it will inform you whether the generation
|
||||
was successful or not. If successful, there will be an output zip in the `output` folder
|
||||
(usually named something like `AP_XXXXX.zip`). This will contain all relevant information to the session, including the
|
||||
spoiler log, if one was generated.
|
||||
|
||||
Please note that some games require you to own their ROM files to generate with them as they are needed to generate the
|
||||
relevant patch files. When you generate with a ROM game for the first time, you will be asked to locate its base ROM file.
|
||||
This step only needs to be done once.
|
||||
|
||||
### Generating a multiplayer game
|
||||
|
||||
@@ -97,12 +104,9 @@ player name.
|
||||
|
||||
#### On the website
|
||||
|
||||
Gather all player YAML files into a single place, and compress them into a zip file. This can be done by pressing
|
||||
ctrl/cmd + clicking on each file until all are selected, right-clicking one of the files, and clicking
|
||||
`compress to ZIP file` or `send to > compressed folder`.
|
||||
|
||||
Navigate to the [Generate Page](/generate), select the host settings you would like, click on `Upload File`, and
|
||||
select the newly created zip from the opened window.
|
||||
Gather all player YAML files into a single place, then navigate to the [Generate Page](/generate). Select the host settings
|
||||
you would like, click on `Upload File(s)`, and select all player YAML files. The site also accepts `zip` archives containing YAML
|
||||
files.
|
||||
|
||||
After some time, you will be redirected to a seed info page that will display the generated seed, the time it was
|
||||
created, the number of players, the spoiler (if one was created) and all rooms created from this seed.
|
||||
@@ -114,8 +118,11 @@ It is possible to generate the multiworld locally, using a local Archipelago ins
|
||||
Archipelago installation folder (usually C:\ProgramData\Archipelago) and placing each YAML file in the `Players` folder.
|
||||
If the folder does not exist then it must be created manually. The files here should not be compressed.
|
||||
|
||||
After filling the `Players` folder, the `ArchipelagoGenerate.exe` program should be run in order to generate a
|
||||
multiworld. The output of this process is placed in the `output` folder (usually named something like `AP_XXXXX.zip`).
|
||||
After filling the `Players` folder, run`ArchipelagoGenerate.exe` or click `Generate` in the launcher. The output of
|
||||
the generation is placed in the `output` folder (usually named something like `AP_XXXXX.zip`).
|
||||
|
||||
Please note that if any player in the game you want to generate plays a game that needs a ROM file to generate, you will
|
||||
need the corresponding ROM files.
|
||||
|
||||
##### Changing local host settings for generation
|
||||
|
||||
@@ -123,10 +130,12 @@ Sometimes there are various settings that you may want to change before rolling
|
||||
auto-release, plando support, or setting a password.
|
||||
|
||||
All of these settings, plus other options, may be changed by modifying the `host.yaml` file in the Archipelago
|
||||
installation folder. The settings chosen here are baked into the `.archipelago` file that gets output with the other
|
||||
files after generation, so if you are rolling locally, ensure this file is edited to your liking **before** rolling the
|
||||
seed. This file is overwritten when running the Archipelago Installation software. If you have changed settings in this
|
||||
file, and would like to retain them, you may rename the file to `options.yaml`.
|
||||
installation folder. You can quickly access this file by clicking on `Open host.yaml` in the launcher. The settings
|
||||
chosen here are baked into the `.archipelago` file that gets output with the other files after generation, so if you
|
||||
are rolling locally, ensure this file is edited to your liking **before** rolling the seed. This file is overwritten
|
||||
when running the Archipelago Installation software. If you have changed settings in this file, and would like to retain
|
||||
them, you may rename the file to `options.yaml`.
|
||||
|
||||
|
||||
## Hosting an Archipelago Server
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@ import typing
|
||||
from .ExtractedData import logic_options, starts, pool_options
|
||||
from .Rules import cost_terms
|
||||
|
||||
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange
|
||||
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange, DeathLink
|
||||
from .Charms import vanilla_costs, names as charm_names
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
@@ -402,22 +402,34 @@ class WhitePalace(Choice):
|
||||
default = 0
|
||||
|
||||
|
||||
class DeathLink(Choice):
|
||||
class ExtraPlatforms(DefaultOnToggle):
|
||||
"""Places additional platforms to make traveling throughout Hallownest more convenient."""
|
||||
|
||||
|
||||
class DeathLinkShade(Choice):
|
||||
"""Sets whether to create a shade when you are killed by a DeathLink and how to handle your existing shade, if any.
|
||||
|
||||
vanilla: DeathLink deaths function like any other death and overrides your existing shade (including geo), if any.
|
||||
shadeless: DeathLink deaths do not spawn shades. Your existing shade (including geo), if any, is untouched.
|
||||
shade: DeathLink deaths spawn a shade if you do not have an existing shade. Otherwise, it acts like shadeless.
|
||||
|
||||
* This option has no effect if DeathLink is disabled.
|
||||
** Self-death shade behavior is not changed; if a self-death normally creates a shade in vanilla, it will override
|
||||
your existing shade, if any.
|
||||
"""
|
||||
When you die, everyone dies. Of course the reverse is true too.
|
||||
When enabled, choose how incoming deathlinks are handled:
|
||||
vanilla: DeathLink kills you and is just like any other death. RIP your previous shade and geo.
|
||||
shadeless: DeathLink kills you, but no shade spawns and no geo is lost. Your previous shade, if any, is untouched.
|
||||
shade: DeathLink functions like a normal death if you do not already have a shade, shadeless otherwise.
|
||||
"""
|
||||
option_off = 0
|
||||
alias_no = 0
|
||||
alias_true = 1
|
||||
alias_on = 1
|
||||
alias_yes = 1
|
||||
option_vanilla = 0
|
||||
option_shadeless = 1
|
||||
option_vanilla = 2
|
||||
option_shade = 3
|
||||
option_shade = 2
|
||||
default = 2
|
||||
|
||||
|
||||
class DeathLinkBreaksFragileCharms(Toggle):
|
||||
"""Sets if fragile charms break when you are killed by a DeathLink.
|
||||
|
||||
* This option has no effect if DeathLink is disabled.
|
||||
** Self-death fragile charm behavior is not changed; if a self-death normally breaks fragile charms in vanilla, it
|
||||
will continue to do so.
|
||||
"""
|
||||
|
||||
|
||||
class StartingGeo(Range):
|
||||
@@ -476,7 +488,8 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
|
||||
**{
|
||||
option.__name__: option
|
||||
for option in (
|
||||
StartLocation, Goal, WhitePalace, StartingGeo, DeathLink,
|
||||
StartLocation, Goal, WhitePalace, ExtraPlatforms, StartingGeo,
|
||||
DeathLink, DeathLinkShade, DeathLinkBreaksFragileCharms,
|
||||
MinimumGeoPrice, MaximumGeoPrice,
|
||||
MinimumGrubPrice, MaximumGrubPrice,
|
||||
MinimumEssencePrice, MaximumEssencePrice,
|
||||
@@ -488,7 +501,7 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
|
||||
LegEaterShopSlots, GrubfatherRewardSlots,
|
||||
SeerRewardSlots, ExtraShopSlots,
|
||||
SplitCrystalHeart, SplitMothwingCloak, SplitMantisClaw,
|
||||
CostSanity, CostSanityHybridChance,
|
||||
CostSanity, CostSanityHybridChance
|
||||
)
|
||||
},
|
||||
**cost_sanity_weights
|
||||
|
||||
@@ -444,6 +444,8 @@ def set_rules(hylics2world):
|
||||
lambda state: paddle(state, player))
|
||||
add_rule(world.get_location("Arcade 1: Alcove Medallion", player),
|
||||
lambda state: paddle(state, player))
|
||||
add_rule(world.get_location("Arcade 1: Lava Medallion", player),
|
||||
lambda state: paddle(state, player))
|
||||
add_rule(world.get_location("Foglast: Under Lair Medallion", player),
|
||||
lambda state: bridge_key(state, player))
|
||||
add_rule(world.get_location("Foglast: Mid-Air Medallion", player),
|
||||
|
||||
@@ -80,11 +80,6 @@ class KH2Context(CommonContext):
|
||||
},
|
||||
},
|
||||
}
|
||||
self.front_of_inventory = {
|
||||
"Sora": 0x2546,
|
||||
"Donald": 0x2658,
|
||||
"Goofy": 0x276C,
|
||||
}
|
||||
self.kh2seedname = None
|
||||
self.kh2slotdata = None
|
||||
self.itemamount = {}
|
||||
@@ -169,6 +164,14 @@ class KH2Context(CommonContext):
|
||||
self.ability_code_list = None
|
||||
self.master_growth = {"High Jump", "Quick Run", "Dodge Roll", "Aerial Dodge", "Glide"}
|
||||
|
||||
self.base_hp = 20
|
||||
self.base_mp = 100
|
||||
self.base_drive = 5
|
||||
self.base_accessory_slots = 1
|
||||
self.base_armor_slots = 1
|
||||
self.base_item_slots = 3
|
||||
self.front_ability_slots = [0x2546, 0x2658, 0x276C, 0x2548, 0x254A, 0x254C, 0x265A, 0x265C, 0x265E, 0x276E, 0x2770, 0x2772]
|
||||
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
if password_requested and not self.password:
|
||||
await super(KH2Context, self).server_auth(password_requested)
|
||||
@@ -219,6 +222,12 @@ class KH2Context(CommonContext):
|
||||
def kh2_read_byte(self, address):
|
||||
return int.from_bytes(self.kh2.read_bytes(self.kh2.base_address + address, 1), "big")
|
||||
|
||||
def kh2_read_int(self, address):
|
||||
return self.kh2.read_int(self.kh2.base_address + address)
|
||||
|
||||
def kh2_write_int(self, address, value):
|
||||
self.kh2.write_int(self.kh2.base_address + address, value)
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
if cmd in {"RoomInfo"}:
|
||||
self.kh2seedname = args['seed_name']
|
||||
@@ -476,7 +485,7 @@ class KH2Context(CommonContext):
|
||||
|
||||
async def give_item(self, item, location):
|
||||
try:
|
||||
# todo: ripout all the itemtype stuff and just have one dictionary. the only thing that needs to be tracked from the server/local is abilites
|
||||
# todo: ripout all the itemtype stuff and just have one dictionary. the only thing that needs to be tracked from the server/local is abilites
|
||||
itemname = self.lookup_id_to_item[item]
|
||||
itemdata = self.item_name_to_data[itemname]
|
||||
# itemcode = self.kh2_item_name_to_id[itemname]
|
||||
@@ -507,6 +516,8 @@ class KH2Context(CommonContext):
|
||||
ability_slot = self.kh2_seed_save_cache["GoofyInvo"][1]
|
||||
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname].append(ability_slot)
|
||||
self.kh2_seed_save_cache["GoofyInvo"][1] -= 2
|
||||
if ability_slot in self.front_ability_slots:
|
||||
self.front_ability_slots.remove(ability_slot)
|
||||
|
||||
elif len(self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname]) < \
|
||||
self.AbilityQuantityDict[itemname]:
|
||||
@@ -518,11 +529,14 @@ class KH2Context(CommonContext):
|
||||
ability_slot = self.kh2_seed_save_cache["DonaldInvo"][0]
|
||||
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname].append(ability_slot)
|
||||
self.kh2_seed_save_cache["DonaldInvo"][0] -= 2
|
||||
elif itemname in self.goofy_ability_set:
|
||||
else:
|
||||
ability_slot = self.kh2_seed_save_cache["GoofyInvo"][0]
|
||||
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname].append(ability_slot)
|
||||
self.kh2_seed_save_cache["GoofyInvo"][0] -= 2
|
||||
|
||||
if ability_slot in self.front_ability_slots:
|
||||
self.front_ability_slots.remove(ability_slot)
|
||||
|
||||
elif itemdata.memaddr in {0x36C4, 0x36C5, 0x36C6, 0x36C0, 0x36CA}:
|
||||
# if memaddr is in a bitmask location in memory
|
||||
if itemname not in self.kh2_seed_save_cache["AmountInvo"]["Bitmask"]:
|
||||
@@ -615,7 +629,7 @@ class KH2Context(CommonContext):
|
||||
master_sell = master_equipment | master_staff | master_shield
|
||||
|
||||
await asyncio.create_task(self.IsInShop(master_sell))
|
||||
|
||||
# print(self.kh2_seed_save_cache["AmountInvo"]["Ability"])
|
||||
for item_name in master_amount:
|
||||
item_data = self.item_name_to_data[item_name]
|
||||
amount_of_items = 0
|
||||
@@ -673,10 +687,10 @@ class KH2Context(CommonContext):
|
||||
self.kh2_write_short(self.Save + slot, item_data.memaddr)
|
||||
# removes the duped ability if client gave faster than the game.
|
||||
|
||||
for charInvo in {"Sora", "Donald", "Goofy"}:
|
||||
if self.kh2_read_short(self.Save + self.front_of_inventory[charInvo]) != 0:
|
||||
print(f"removed {self.Save + self.front_of_inventory[charInvo]} from {charInvo}")
|
||||
self.kh2_write_short(self.Save + self.front_of_inventory[charInvo], 0)
|
||||
for ability in self.front_ability_slots:
|
||||
if self.kh2_read_short(self.Save + ability) != 0:
|
||||
print(f"removed {self.Save + ability} from {ability}")
|
||||
self.kh2_write_short(self.Save + ability, 0)
|
||||
|
||||
# remove the dummy level 1 growths if they are in these invo slots.
|
||||
for inventorySlot in {0x25CE, 0x25D0, 0x25D2, 0x25D4, 0x25D6, 0x25D8}:
|
||||
@@ -740,15 +754,60 @@ class KH2Context(CommonContext):
|
||||
self.kh2_write_byte(self.Save + item_data.memaddr, amount_of_items)
|
||||
|
||||
for item_name in master_stat:
|
||||
item_data = self.item_name_to_data[item_name]
|
||||
amount_of_items = 0
|
||||
amount_of_items += self.kh2_seed_save_cache["AmountInvo"]["StatIncrease"][item_name]
|
||||
if self.kh2_read_byte(self.Slot1 + 0x1B2) >= 5:
|
||||
if item_name == ItemName.MaxHPUp:
|
||||
if self.kh2_read_byte(self.Save + 0x2498) < 3: # Non-Critical
|
||||
Bonus = 5
|
||||
else: # Critical
|
||||
Bonus = 2
|
||||
if self.kh2_read_int(self.Slot1 + 0x004) != self.base_hp + (Bonus * amount_of_items):
|
||||
self.kh2_write_int(self.Slot1 + 0x004, self.base_hp + (Bonus * amount_of_items))
|
||||
|
||||
elif item_name == ItemName.MaxMPUp:
|
||||
if self.kh2_read_byte(self.Save + 0x2498) < 3: # Non-Critical
|
||||
Bonus = 10
|
||||
else: # Critical
|
||||
Bonus = 5
|
||||
if self.kh2_read_int(self.Slot1 + 0x184) != self.base_mp + (Bonus * amount_of_items):
|
||||
self.kh2_write_int(self.Slot1 + 0x184, self.base_mp + (Bonus * amount_of_items))
|
||||
|
||||
elif item_name == ItemName.DriveGaugeUp:
|
||||
current_max_drive = self.kh2_read_byte(self.Slot1 + 0x1B2)
|
||||
# change when max drive is changed from 6 to 4
|
||||
if current_max_drive < 9 and current_max_drive != self.base_drive + amount_of_items:
|
||||
self.kh2_write_byte(self.Slot1 + 0x1B2, self.base_drive + amount_of_items)
|
||||
|
||||
elif item_name == ItemName.AccessorySlotUp:
|
||||
current_accessory = self.kh2_read_byte(self.Save + 0x2501)
|
||||
if current_accessory != self.base_accessory_slots + amount_of_items:
|
||||
if 4 > current_accessory < self.base_accessory_slots + amount_of_items:
|
||||
self.kh2_write_byte(self.Save + 0x2501, current_accessory + 1)
|
||||
elif self.base_accessory_slots + amount_of_items < 4:
|
||||
self.kh2_write_byte(self.Save + 0x2501, self.base_accessory_slots + amount_of_items)
|
||||
|
||||
elif item_name == ItemName.ArmorSlotUp:
|
||||
current_armor_slots = self.kh2_read_byte(self.Save + 0x2500)
|
||||
if current_armor_slots != self.base_armor_slots + amount_of_items:
|
||||
if 4 > current_armor_slots < self.base_armor_slots + amount_of_items:
|
||||
self.kh2_write_byte(self.Save + 0x2500, current_armor_slots + 1)
|
||||
elif self.base_armor_slots + amount_of_items < 4:
|
||||
self.kh2_write_byte(self.Save + 0x2500, self.base_armor_slots + amount_of_items)
|
||||
|
||||
elif item_name == ItemName.ItemSlotUp:
|
||||
current_item_slots = self.kh2_read_byte(self.Save + 0x2502)
|
||||
if current_item_slots != self.base_item_slots + amount_of_items:
|
||||
if 8 > current_item_slots < self.base_item_slots + amount_of_items:
|
||||
self.kh2_write_byte(self.Save + 0x2502, current_item_slots + 1)
|
||||
elif self.base_item_slots + amount_of_items < 8:
|
||||
self.kh2_write_byte(self.Save + 0x2502, self.base_item_slots + amount_of_items)
|
||||
|
||||
# if self.kh2_read_byte(self.Save + item_data.memaddr) != amount_of_items \
|
||||
# and self.kh2_read_byte(self.Slot1 + 0x1B2) >= 5 and \
|
||||
# self.kh2_read_byte(self.Save + 0x23DF) & 0x1 << 3 > 0 and self.kh2_read_byte(0x741320) in {10, 8}:
|
||||
# self.kh2_write_byte(self.Save + item_data.memaddr, amount_of_items)
|
||||
|
||||
# if slot1 has 5 drive gauge and goa lost illusion is checked and they are not in a cutscene
|
||||
if self.kh2_read_byte(self.Save + item_data.memaddr) != amount_of_items \
|
||||
and self.kh2_read_byte(self.Slot1 + 0x1B2) >= 5 and \
|
||||
self.kh2_read_byte(self.Save + 0x23DF) & 0x1 << 3 > 0 and self.kh2_read_byte(0x741320) in {10, 8}:
|
||||
self.kh2_write_byte(self.Save + item_data.memaddr, amount_of_items)
|
||||
if "PoptrackerVersionCheck" in self.kh2slotdata:
|
||||
if self.kh2slotdata["PoptrackerVersionCheck"] > 4.2 and self.kh2_read_byte(self.Save + 0x3607) != 1: # telling the goa they are on version 4.3
|
||||
self.kh2_write_byte(self.Save + 0x3607, 1)
|
||||
|
||||
@@ -268,7 +268,6 @@ class KH2WorldRules(KH2Rules):
|
||||
add_item_rule(location, lambda item: item.player == self.player and item.name in DonaldAbility_Table.keys())
|
||||
|
||||
def set_kh2_goal(self):
|
||||
|
||||
final_xemnas_location = self.multiworld.get_location(LocationName.FinalXemnas, self.player)
|
||||
if self.multiworld.Goal[self.player] == "three_proofs":
|
||||
final_xemnas_location.access_rule = lambda state: self.kh2_has_all(three_proofs, state)
|
||||
@@ -291,8 +290,8 @@ class KH2WorldRules(KH2Rules):
|
||||
else:
|
||||
self.multiworld.completion_condition[self.player] = lambda state: state.has(ItemName.Bounty, self.player, self.multiworld.BountyRequired[self.player].value)
|
||||
else:
|
||||
final_xemnas_location.access_rule = lambda state: state.has(ItemName.Bounty, self.player, self.multiworld.BountyRequired[self.player].value) and\
|
||||
state.has(ItemName.LuckyEmblem, self.player, self.multiworld.LuckyEmblemsRequired[self.player].value)
|
||||
final_xemnas_location.access_rule = lambda state: state.has(ItemName.Bounty, self.player, self.multiworld.BountyRequired[self.player].value) and \
|
||||
state.has(ItemName.LuckyEmblem, self.player, self.multiworld.LuckyEmblemsRequired[self.player].value)
|
||||
if self.multiworld.FinalXemnas[self.player]:
|
||||
self.multiworld.completion_condition[self.player] = lambda state: state.has(ItemName.Victory, self.player, 1)
|
||||
else:
|
||||
|
||||
@@ -16,6 +16,7 @@ The [player settings page for this game](../player-settings) contains all the op
|
||||
- Popups
|
||||
- Get Bonuses
|
||||
- Form Levels
|
||||
- Summon Levels
|
||||
- Sora's Levels
|
||||
- Keyblade Stats
|
||||
- Keyblade Abilities
|
||||
@@ -23,7 +24,7 @@ The [player settings page for this game](../player-settings) contains all the op
|
||||
<h2 style="text-transform:none";>What Kingdom Hearts 2 items can appear in other players' worlds?</h2>
|
||||
|
||||
|
||||
Every item in the game except for party members' abilities.
|
||||
Every item in the game except for abilities on weapons.
|
||||
|
||||
<h2 style="text-transform:none";>What is The Garden of Assemblage "GoA"?</h2>
|
||||
|
||||
@@ -73,6 +74,8 @@ The list of possible locations that can contain a bounty:
|
||||
|
||||
- Each of the 13 Data Fights
|
||||
- Max level (7) for each Drive Form
|
||||
- Max level (7) of Summons
|
||||
- Last song of Atlantica
|
||||
- Sephiroth
|
||||
- Lingering Will
|
||||
- Starry Hill
|
||||
@@ -87,6 +90,7 @@ With the help of Shananas, Num, and ZakTheRobot we have many QoL features such a
|
||||
|
||||
- Faster Wardrobe.
|
||||
- Faster Water Jafar Chase.
|
||||
- Faster Bulky Vendors
|
||||
- Carpet Skip.
|
||||
- Start with Lion Dash.
|
||||
- Faster Urns.
|
||||
|
||||
@@ -7,14 +7,14 @@
|
||||
<h2 style="text-transform:none";>Required Software:</h2>
|
||||
`Kingdom Hearts II Final Mix` from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts)
|
||||
- Follow this Guide to set up these requirements [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/)<br>
|
||||
1. `3.0.0 OpenKH Mod Manager with Panacea`<br>
|
||||
2. `Install mod from KH2FM-Mods-Num/GoA-ROM-Edition`<br>
|
||||
3. `Setup Lua Backend From the 3.0.0 KH2Randomizer.exe per the setup guide linked above`<br>
|
||||
1. `3.2.0 OpenKH Mod Manager with Panacea`<br>
|
||||
2. `Lua Backend from the OpenKH Mod Manager`
|
||||
3. `Install the mod KH2FM-Mods-Num/GoA-ROM-Edition using OpenKH Mod Manager`<br>
|
||||
|
||||
- Needed for Archipelago
|
||||
1. [`ArchipelagoKH2Client.exe`](https://github.com/ArchipelagoMW/Archipelago/releases)<br>
|
||||
2. `Install mod from JaredWeakStrike/APCompanion`<br>
|
||||
3. `Install mod from KH2FM-Mods-equations19/auto-save`<br>
|
||||
2. `Install the mod from JaredWeakStrike/APCompanion using OpenKH Mod Manager`<br>
|
||||
3. `Install the mod from KH2FM-Mods-equations19/auto-save using OpenKH Mod Manager`<br>
|
||||
4. `AP Randomizer Seed`
|
||||
<h3 style="text-transform:none";>Required: Archipelago Companion Mod</h3>
|
||||
|
||||
@@ -68,8 +68,8 @@ Enter `The room's port number` into the top box <b> where the x's are</b> and pr
|
||||
- Run the game in windows/borderless windowed mode. Fullscreen is stable but the game can crash if you alt-tab out.
|
||||
- Make sure to save in a different save slot when playing in an async or disconnecting from the server to play a different seed
|
||||
|
||||
<h2 style="text-transform:none";>Requirement/logic sheet</h2>
|
||||
Have any questions on what's in logic? This spreadsheet has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1Embae0t7pIrbzvX-NRywk7bTHHEvuFzzQBUUpSUL7Ak/edit?usp=sharing)
|
||||
<h2 style="text-transform:none";>Logic Sheet</h2>
|
||||
Have any questions on what's in logic? This spreadsheet made by Bulcon has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1nNi8ohEs1fv-sDQQRaP45o6NoRcMlLJsGckBonweDMY/edit?usp=sharing)
|
||||
<h2 style="text-transform:none";>F.A.Q.</h2>
|
||||
|
||||
- Why is my HP/MP continuously increasing without stopping?
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `Links Awakening DX`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- Software capable of loading and playing GBC ROM files
|
||||
- [RetroArch](https://retroarch.com?page=platforms) 1.10.3 or newer.
|
||||
- [BizHawk](https://tasvideos.org/BizHawk) 2.8 or newer.
|
||||
@@ -10,11 +10,12 @@
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install LinksAwakeningClient from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your Links Awakening DX ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Links Awakening DX ROM file. This only needs to be done once..
|
||||
|
||||
2. You should assign your emulator as your default program for launching ROM
|
||||
3. You should assign your emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
|
||||
@@ -11,7 +11,6 @@ from .options import LingoOptions
|
||||
from .player_logic import LingoPlayerLogic
|
||||
from .regions import create_regions
|
||||
from .static_logic import Room, RoomEntrance
|
||||
from .testing import LingoTestOptions
|
||||
|
||||
|
||||
class LingoWebWorld(WebWorld):
|
||||
|
||||
@@ -6,7 +6,6 @@ from .options import LocationChecks, ShuffleDoors, VictoryCondition
|
||||
from .static_logic import DOORS_BY_ROOM, Door, PAINTINGS, PAINTINGS_BY_ROOM, PAINTING_ENTRANCES, PAINTING_EXITS, \
|
||||
PANELS_BY_ROOM, PROGRESSION_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS, RoomAndDoor, \
|
||||
RoomAndPanel
|
||||
from .testing import LingoTestOptions
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import LingoWorld
|
||||
@@ -224,7 +223,7 @@ class LingoPlayerLogic:
|
||||
"kind of logic error.")
|
||||
|
||||
if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \
|
||||
and not early_color_hallways and LingoTestOptions.disable_forced_good_item is False:
|
||||
and not early_color_hallways is False:
|
||||
# If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK,
|
||||
# but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right
|
||||
# now. We only allow the entrance to the Pilgrim Room if color shuffle is off, because otherwise there are
|
||||
|
||||
@@ -8,6 +8,8 @@ class TestRequiredRoomLogic(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_pilgrim_first(self) -> None:
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("The Seeker", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Pilgrim Antechamber", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Pilgrim Room", "Region", self.player))
|
||||
@@ -28,6 +30,8 @@ class TestRequiredRoomLogic(LingoTestBase):
|
||||
self.assertTrue(self.can_reach_location("The Seeker - Achievement"))
|
||||
|
||||
def test_hidden_first(self) -> None:
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("The Seeker", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Pilgrim Room", "Region", self.player))
|
||||
self.assertFalse(self.can_reach_location("The Seeker - Achievement"))
|
||||
@@ -55,6 +59,8 @@ class TestRequiredDoorLogic(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_through_rhyme(self) -> None:
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
|
||||
|
||||
self.collect_by_name("Starting Room - Rhyme Room Entrance")
|
||||
@@ -64,6 +70,8 @@ class TestRequiredDoorLogic(LingoTestBase):
|
||||
self.assertTrue(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
|
||||
|
||||
def test_through_hidden(self) -> None:
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
|
||||
|
||||
self.collect_by_name("Starting Room - Rhyme Room Entrance")
|
||||
@@ -83,6 +91,8 @@ class TestSimpleDoors(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_requirement(self):
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("Outside The Wanderer", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
|
||||
|
||||
|
||||
@@ -8,6 +8,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_from_welcome_back(self) -> None:
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
|
||||
@@ -83,6 +85,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
|
||||
self.assertTrue(self.multiworld.state.can_reach("Orange Tower Seventh Floor", "Region", self.player))
|
||||
|
||||
def test_from_hub_room(self) -> None:
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
|
||||
|
||||
@@ -7,6 +7,8 @@ class TestComplexProgressiveHallwayRoom(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_item(self):
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("Outside The Agreeable", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (2)", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (3)", "Region", self.player))
|
||||
@@ -58,6 +60,8 @@ class TestSimpleHallwayRoom(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_item(self):
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("Outside The Agreeable", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (2)", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (3)", "Region", self.player))
|
||||
@@ -86,6 +90,8 @@ class TestProgressiveArtGallery(LingoTestBase):
|
||||
}
|
||||
|
||||
def test_item(self):
|
||||
self.remove_forced_good_item()
|
||||
|
||||
self.assertFalse(self.multiworld.state.can_reach("Art Gallery", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Art Gallery (Second Floor)", "Region", self.player))
|
||||
self.assertFalse(self.multiworld.state.can_reach("Art Gallery (Third Floor)", "Region", self.player))
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
from typing import ClassVar
|
||||
|
||||
from test.bases import WorldTestBase
|
||||
from .. import LingoTestOptions
|
||||
|
||||
|
||||
class LingoTestBase(WorldTestBase):
|
||||
@@ -9,5 +8,10 @@ class LingoTestBase(WorldTestBase):
|
||||
player: ClassVar[int] = 1
|
||||
|
||||
def world_setup(self, *args, **kwargs):
|
||||
LingoTestOptions.disable_forced_good_item = True
|
||||
super().world_setup(*args, **kwargs)
|
||||
|
||||
def remove_forced_good_item(self):
|
||||
location = self.multiworld.get_location("Second Room - Good Luck", self.player)
|
||||
self.remove(location.item)
|
||||
self.multiworld.itempool.append(location.item)
|
||||
self.multiworld.state.events.add(location)
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
class LingoTestOptions:
|
||||
disable_forced_good_item: bool = False
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Lufia II Ancient Cave Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI
|
||||
([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
|
||||
@@ -14,11 +14,12 @@ modded SNES minis are currently not supported by SNI**
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install SNIClient from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your American Lufia II - Rise of the Sinistrals ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your American Lufia II - Rise of the Sinistrals ROM file. This only needs to be done once.
|
||||
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
- Minecraft Java Edition from
|
||||
the [Minecraft Java Edition Store Page](https://www.minecraft.net/en-us/store/minecraft-java-edition)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `Minecraft Client` during installation.)
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
|
||||
@@ -10,8 +10,7 @@ As we are using Bizhawk, this guide is only applicable to Windows and Linux syst
|
||||
- Version 2.7.0 and later are supported.
|
||||
- Detailed installation instructions for Bizhawk can be found at the above link.
|
||||
- Windows users must run the prereq installer first, which can also be found at the above link.
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(select `MegaMan Battle Network 3 Client` during installation).
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- A US MegaMan Battle Network 3 Blue Rom. If you have the [MegaMan Battle Network Legacy Collection Vol. 1](https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/)
|
||||
on Steam, you can obtain a copy of this ROM from the game's files, see instructions below.
|
||||
|
||||
|
||||
@@ -35,6 +35,10 @@ class NoitaWorld(World):
|
||||
|
||||
web = NoitaWeb()
|
||||
|
||||
def generate_early(self):
|
||||
if not self.multiworld.get_player_name(self.player).isascii():
|
||||
raise Exception("Noita yaml's slot name has invalid character(s).")
|
||||
|
||||
# Returned items will be sent over to the client
|
||||
def fill_slot_data(self):
|
||||
return {name: getattr(self.multiworld, name)[self.player].value for name in self.option_definitions}
|
||||
|
||||
@@ -40,6 +40,8 @@ or try restarting your game.
|
||||
### What is a YAML and why do I need one?
|
||||
You can see the [basic multiworld setup guide](/tutorial/Archipelago/setup/en) here on the Archipelago website to learn
|
||||
about why Archipelago uses YAML files and what they're for.
|
||||
Please note that Noita only allows you to type certain characters for your slot name.
|
||||
These characters are: `` !#$%&'()+,-.0123456789;=@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmnopqrstuvwxyz{}~<>|\/``
|
||||
|
||||
### Where do I get a YAML?
|
||||
You can use the [game settings page for Noita](/games/Noita/player-settings) here on the Archipelago website to
|
||||
@@ -54,4 +56,4 @@ Place the unzipped pack in the `packs` folder. Then, open Poptracker and open th
|
||||
Click on the "AP" symbol at the top, then enter the desired address, slot name, and password.
|
||||
|
||||
That's all you need for it. It will provide you with a quick reference to see which checks you've done and
|
||||
which checks you still have left.
|
||||
which checks you still have left.
|
||||
|
||||
@@ -10,8 +10,7 @@ As we are using BizHawk, this guide is only applicable to Windows and Linux syst
|
||||
- Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
|
||||
- Detailed installation instructions for BizHawk can be found at the above link.
|
||||
- Windows users must run the prereq installer first, which can also be found at the above link.
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(select `Ocarina of Time Client` during installation).
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- An Ocarina of Time v1.0 ROM.
|
||||
|
||||
## Configuring BizHawk
|
||||
|
||||
@@ -1,422 +1,70 @@
|
||||
# Guide d'installation Archipelago pour Ocarina of Time
|
||||
# Guide de configuration pour Ocarina of Time Archipelago
|
||||
|
||||
## Important
|
||||
|
||||
Comme nous utilisons BizHawk, ce guide ne s'applique qu'aux systèmes Windows et Linux.
|
||||
Comme nous utilisons BizHawk, ce guide s'applique uniquement aux systèmes Windows et Linux.
|
||||
|
||||
## Logiciel requis
|
||||
|
||||
- BizHawk : [BizHawk sort de TASVideos] (https://tasvideos.org/BizHawk/ReleaseHistory)
|
||||
- Les versions 2.3.1 et ultérieures sont prises en charge. La version 2.7 est recommandée pour la stabilité.
|
||||
- BizHawk : [Sorties BizHawk de TASVideos](https://tasvideos.org/BizHawk/ReleaseHistory)
|
||||
- Les versions 2.3.1 et ultérieures sont prises en charge. La version 2.7 est recommandée pour des raisons de stabilité.
|
||||
- Des instructions d'installation détaillées pour BizHawk peuvent être trouvées sur le lien ci-dessus.
|
||||
- Les utilisateurs Windows doivent d'abord exécuter le programme d'installation prereq, qui peut également être trouvé sur le lien ci-dessus.
|
||||
- Les utilisateurs Windows doivent d'abord exécuter le programme d'installation des prérequis, qui peut également être trouvé sur le lien ci-dessus.
|
||||
- Le client Archipelago intégré, qui peut être installé [ici](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(sélectionnez `Ocarina of Time Client` lors de l'installation).
|
||||
(sélectionnez « Ocarina of Time Client » lors de l'installation).
|
||||
- Une ROM Ocarina of Time v1.0.
|
||||
|
||||
## Configuration de BizHawk
|
||||
|
||||
Une fois BizHawk installé, ouvrez BizHawk et modifiez les paramètres suivants :
|
||||
Une fois BizHawk installé, ouvrez EmuHawk et modifiez les paramètres suivants :
|
||||
|
||||
- Allez dans Config > Personnaliser. Basculez vers l'onglet Avancé, puis basculez le Lua Core de "NLua+KopiLua" vers
|
||||
"Interface Lua+Lua". Redémarrez ensuite BizHawk. Ceci est nécessaire pour que le script Lua fonctionne correctement.
|
||||
**REMARQUE : Même si "Lua+LuaInterface" est déjà sélectionné, basculez entre les deux options et resélectionnez-le. Nouvelles installations**
|
||||
** des versions plus récentes de BizHawk ont tendance à afficher "Lua+LuaInterface" comme option sélectionnée par défaut mais se chargent toujours **
|
||||
**"NLua+KopiLua" jusqu'à ce que cette étape soit terminée.**
|
||||
- Sous Config > Personnaliser > Avancé, assurez-vous que la case pour AutoSaveRAM est cochée et cliquez sur le bouton 5s.
|
||||
Cela réduit la possibilité de perdre des données de sauvegarde en cas de plantage de l'émulateur.
|
||||
- Sous Config > Personnaliser, cochez les cases "Exécuter en arrière-plan" et "Accepter la saisie en arrière-plan". Cela vous permettra de
|
||||
continuer à jouer en arrière-plan, même si une autre fenêtre est sélectionnée.
|
||||
- Sous Config> Raccourcis clavier, de nombreux raccourcis clavier sont répertoriés, dont beaucoup sont liés aux touches communes du clavier. Vous voudrez probablement
|
||||
désactiver la plupart d'entre eux, ce que vous pouvez faire rapidement en utilisant `Esc`.
|
||||
- Si vous jouez avec une manette, lorsque vous liez les commandes, désactivez "P1 A Up", "P1 A Down", "P1 A Left" et "P1 A Right"
|
||||
car ceux-ci interfèrent avec la visée s'ils sont liés. Définissez l'entrée directionnelle à l'aide de l'onglet Analogique à la place.
|
||||
- Sous N64, activez "Utiliser l'emplacement d'extension". Ceci est nécessaire pour que les sauvegardes fonctionnent.
|
||||
- (≤ 2,8) Allez dans Config > Personnaliser. Passez à l'onglet Avancé, puis faites passer le Lua Core de "NLua+KopiLua" à
|
||||
"Lua+LuaInterface". Puis redémarrez EmuHawk. Ceci est nécessaire pour que le script Lua fonctionne correctement.
|
||||
**REMARQUE : Même si « Lua+LuaInterface » est déjà sélectionné, basculez entre les deux options et resélectionnez-la. Nouvelles installations**
|
||||
**des versions plus récentes d'EmuHawk ont tendance à afficher "Lua+LuaInterface" comme option sélectionnée par défaut mais ce pendant refait l'épate juste au dessus par précautions**
|
||||
- Sous Config > Personnaliser > Avancé, assurez-vous que la case AutoSaveRAM est cochée et cliquez sur le bouton 5s.
|
||||
Cela réduit la possibilité de perdre des données de sauvegarde en cas de crash de l'émulateur.
|
||||
- Sous Config > Personnaliser, cochez les cases « Exécuter en arrière-plan » et « Accepter la saisie en arrière-plan ». Cela vous permettra continuez à jouer en arrière-plan, même si une autre fenêtre est sélectionnée.
|
||||
- Sous Config > Hotkeys, de nombreux raccourcis clavier sont répertoriés, dont beaucoup sont liés aux touches communes du clavier. Vous voudrez probablement pour désactiver la plupart d'entre eux, ce que vous pouvez faire rapidement en utilisant « Esc ».
|
||||
- Si vous jouez avec une manette, lorsque vous associez des commandes, désactivez "P1 A Up", "P1 A Down", "P1 A Left" et "P1 A Right".
|
||||
car ceux-ci interfèrent avec la visée s’ils sont liés. Définissez plutôt l'entrée directionnelle à l'aide de l'onglet Analogique.
|
||||
- Sous N64, activez "Utiliser le connecteur d'extension". Ceci est nécessaire pour que les états de sauvegarde fonctionnent.
|
||||
(Le menu N64 n'apparaît qu'après le chargement d'une ROM.)
|
||||
|
||||
Il est fortement recommandé d'associer les extensions de rom N64 (\*.n64, \*.z64) au BizHawk que nous venons d'installer.
|
||||
Pour ce faire, nous devons simplement rechercher n'importe quelle rom N64 que nous possédons, faire un clic droit et sélectionner "Ouvrir avec ...", dépliez
|
||||
la liste qui apparaît et sélectionnez l'option du bas "Rechercher une autre application", puis naviguez jusqu'au dossier BizHawk
|
||||
et sélectionnez EmuHawk.exe.
|
||||
Il est fortement recommandé d'associer les extensions de rom N64 (\*.n64, \*.z64) à l'EmuHawk que nous venons d'installer.
|
||||
Pour ce faire, vous devez simplement rechercher n'importe quelle rom N64 que vous possédez, faire un clic droit et sélectionner "Ouvrir avec...", déplier la liste qui apparaît et sélectionnez l'option du bas "Rechercher une autre application", puis accédez au dossier BizHawk et sélectionnez EmuHawk.exe.
|
||||
|
||||
Un guide de configuration BizHawk alternatif ainsi que divers conseils de dépannage peuvent être trouvés
|
||||
Un guide de configuration BizHawk alternatif ainsi que divers conseils de dépannage sont disponibles
|
||||
[ici](https://wiki.ootrandomizer.com/index.php?title=Bizhawk).
|
||||
|
||||
## Configuration de votre fichier YAML
|
||||
## Créer un fichier de configuration (.yaml)
|
||||
|
||||
### Qu'est-ce qu'un fichier YAML et pourquoi en ai-je besoin ?
|
||||
### Qu'est-ce qu'un fichier de configuration et pourquoi en ai-je besoin ?
|
||||
|
||||
Votre fichier YAML contient un ensemble d'options de configuration qui fournissent au générateur des informations sur la façon dont il doit
|
||||
générer votre jeu. Chaque joueur d'un multimonde fournira son propre fichier YAML. Cette configuration permet à chaque joueur de profiter
|
||||
d'une expérience personnalisée à leur goût, et différents joueurs dans le même multimonde peuvent tous avoir des options différentes.
|
||||
Consultez le guide sur la configuration d'un YAML de base lors de la configuration de l'archipel.
|
||||
guide : [Guide de configuration de base de Multiworld](/tutorial/Archipelago/setup/en)
|
||||
|
||||
### Où puis-je obtenir un fichier YAML ?
|
||||
### Où puis-je obtenir un fichier de configuration (.yaml) ?
|
||||
|
||||
Un yaml OoT de base ressemblera à ceci. Il y a beaucoup d'options cosmétiques qui ont été supprimées pour le plaisir de ce
|
||||
tutoriel, si vous voulez voir une liste complète, téléchargez Archipelago depuis
|
||||
la [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases) et recherchez l'exemple de fichier dans
|
||||
le dossier "Lecteurs".
|
||||
La page Paramètres du lecteur sur le site Web vous permet de configurer vos paramètres personnels et d'exporter un fichier de configuration depuis eux. Page des paramètres du joueur : [Page des paramètres du joueur d'Ocarina of Time](/games/Ocarina%20of%20Time/player-settings)
|
||||
|
||||
``` yaml
|
||||
description: Modèle par défaut d'Ocarina of Time # Utilisé pour décrire votre yaml. Utile si vous avez plusieurs fichiers
|
||||
# Votre nom dans le jeu. Les espaces seront remplacés par des underscores et il y a une limite de 16 caractères
|
||||
name: VotreNom
|
||||
game:
|
||||
Ocarina of Time: 1
|
||||
requires:
|
||||
version: 0.1.7 # Version d'Archipelago requise pour que ce yaml fonctionne comme prévu.
|
||||
# Options partagées prises en charge par tous les jeux :
|
||||
accessibility:
|
||||
items: 0 # Garantit que vous pourrez acquérir tous les articles, mais vous ne pourrez peut-être pas accéder à tous les emplacements
|
||||
locations: 50 # Garantit que vous pourrez accéder à tous les emplacements, et donc à tous les articles
|
||||
none: 0 # Garantit seulement que le jeu est battable. Vous ne pourrez peut-être pas accéder à tous les emplacements ou acquérir tous les objets
|
||||
progression_balancing: # Un système pour réduire le BK, comme dans les périodes où vous ne pouvez rien faire, en déplaçant vos éléments dans une sphère d'accès antérieure
|
||||
0: 0 # Choisissez un nombre inférieur si cela ne vous dérange pas d'avoir un multimonde plus long, ou si vous pouvez glitch / faire du hors logique.
|
||||
25: 0
|
||||
50: 50 # Faites en sorte que vous ayez probablement des choses à faire.
|
||||
99: 0 # Obtenez les éléments importants tôt et restez en tête de la progression.
|
||||
Ocarina of Time:
|
||||
logic_rules: # définit la logique utilisée pour le générateur.
|
||||
glitchless: 50
|
||||
glitched: 0
|
||||
no_logic: 0
|
||||
logic_no_night_tokens_without_suns_song: # Les skulltulas nocturnes nécessiteront logiquement le Chant du soleil.
|
||||
false: 50
|
||||
true: 0
|
||||
open_forest: # Définissez l'état de la forêt de Kokiri et du chemin vers l'arbre Mojo.
|
||||
open: 50
|
||||
closed_deku: 0
|
||||
closed: 0
|
||||
open_kakariko: # Définit l'état de la porte du village de Kakariko.
|
||||
open: 50
|
||||
zelda: 0
|
||||
closed: 0
|
||||
open_door_of_time: # Ouvre la Porte du Temps par défaut, sans le Chant du Temps.
|
||||
false: 0
|
||||
true: 50
|
||||
zora_fountain: # Définit l'état du roi Zora, bloquant le chemin vers la fontaine de Zora.
|
||||
open: 0
|
||||
adult: 0
|
||||
closed: 50
|
||||
gerudo_fortress: # Définit les conditions d'accès à la forteresse Gerudo.
|
||||
normal: 0
|
||||
fast: 50
|
||||
open: 0
|
||||
bridge: # Définit les exigences pour le pont arc-en-ciel.
|
||||
open: 0
|
||||
vanilla: 0
|
||||
stones: 0
|
||||
medallions: 50
|
||||
dungeons: 0
|
||||
tokens: 0
|
||||
trials: # Définit le nombre d'épreuves requises dans le Château de Ganon.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 50 # valeur minimale
|
||||
6: 0 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-higt: 0
|
||||
starting_age: # Choisissez l'âge auquel Link commencera.
|
||||
child: 50
|
||||
adult: 0
|
||||
triforce_hunt: # Rassemblez des morceaux de la Triforce dispersés dans le monde entier pour terminer le jeu.
|
||||
false: 50
|
||||
true: 0
|
||||
triforce_goal: # Nombre de pièces Triforce nécessaires pour terminer le jeu. Nombre total placé déterminé par le paramètre Item Pool.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
1: 0 # valeur minimale
|
||||
50: 0 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-higt: 0
|
||||
20: 50
|
||||
bombchus_in_logic: # Les Bombchus sont correctement pris en compte dans la logique. Le premier pack trouvé aura 20 chus ; Kokiri Shop et Bazaar vendent des recharges ; bombchus ouvre Bombchu Bowling.
|
||||
false: 50
|
||||
true: 0
|
||||
bridge_stones: # Définissez le nombre de pierres spirituelles requises pour le pont arc-en-ciel.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
3: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
bridge_medallions: # Définissez le nombre de médaillons requis pour le pont arc-en-ciel.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
6: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
bridge_rewards: # Définissez le nombre de récompenses de donjon requises pour le pont arc-en-ciel.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
9: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
bridge_tokens: # Définissez le nombre de jetons Gold Skulltula requis pour le pont arc-en-ciel.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
100: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
shuffle_mapcompass: # Contrôle où mélanger les cartes et boussoles des donjons.
|
||||
remove: 0
|
||||
startwith: 50
|
||||
vanilla: 0
|
||||
dungeon: 0
|
||||
overworld: 0
|
||||
any_dungeon: 0
|
||||
keysanity: 0
|
||||
shuffle_smallkeys: # Contrôle où mélanger les petites clés de donjon.
|
||||
remove: 0
|
||||
vanilla: 0
|
||||
dungeon: 50
|
||||
overworld: 0
|
||||
any_dungeon: 0
|
||||
keysanity: 0
|
||||
shuffle_hideoutkeys: # Contrôle où mélanger les petites clés de la Forteresse Gerudo.
|
||||
vanilla: 50
|
||||
overworld: 0
|
||||
any_dungeon: 0
|
||||
keysanity: 0
|
||||
shuffle_bosskeys: # Contrôle où mélanger les clés du boss, à l'exception de la clé du boss du château de Ganon.
|
||||
remove: 0
|
||||
vanilla: 0
|
||||
dungeon: 50
|
||||
overworld: 0
|
||||
any_dungeon: 0
|
||||
keysanity: 0
|
||||
shuffle_ganon_bosskey: # Contrôle où mélanger la clé du patron du château de Ganon.
|
||||
remove: 50
|
||||
vanilla: 0
|
||||
dungeon: 0
|
||||
overworld: 0
|
||||
any_dungeon: 0
|
||||
keysanity: 0
|
||||
on_lacs: 0
|
||||
enhance_map_compass: # La carte indique si un donjon est vanille ou MQ. La boussole indique quelle est la récompense du donjon.
|
||||
false: 50
|
||||
true: 0
|
||||
lacs_condition: # Définissez les exigences pour la cinématique de la Flèche lumineuse dans le Temple du temps.
|
||||
vanilla: 50
|
||||
stones: 0
|
||||
medallions: 0
|
||||
dungeons: 0
|
||||
tokens: 0
|
||||
lacs_stones: # Définissez le nombre de pierres spirituelles requises pour le LACS.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
3: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
lacs_medallions: # Définissez le nombre de médaillons requis pour LACS.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
6: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
lacs_rewards: # Définissez le nombre de récompenses de donjon requises pour LACS.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
9: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
lacs_tokens: # Définissez le nombre de jetons Gold Skulltula requis pour le LACS.
|
||||
# vous pouvez ajouter des valeurs supplémentaires entre minimum et maximum
|
||||
0: 0 # valeur minimale
|
||||
100: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
shuffle_song_items: # Définit où les chansons peuvent apparaître.
|
||||
song: 50
|
||||
dungeon: 0
|
||||
any: 0
|
||||
shopsanity: # Randomise le contenu de la boutique. Réglez sur "off" pour ne pas mélanger les magasins ; "0" mélange les magasins mais ne n'autorise pas les articles multimonde dans les magasins.
|
||||
0: 0
|
||||
1: 0
|
||||
2: 0
|
||||
3: 0
|
||||
4: 0
|
||||
random_value: 0
|
||||
off: 50
|
||||
tokensanity : # les récompenses en jetons des Skulltulas dorées sont mélangées dans la réserve.
|
||||
off: 50
|
||||
dungeons: 0
|
||||
overworld: 0
|
||||
all: 0
|
||||
shuffle_scrubs: # Mélangez les articles vendus par Business Scrubs et fixez les prix.
|
||||
off: 50
|
||||
low: 0
|
||||
regular: 0
|
||||
random_prices: 0
|
||||
shuffle_cows: # les vaches donnent des objets lorsque la chanson d'Epona est jouée.
|
||||
false: 50
|
||||
true: 0
|
||||
shuffle_kokiri_sword: # Mélangez l'épée Kokiri dans la réserve d'objets.
|
||||
false: 50
|
||||
true: 0
|
||||
shuffle_ocarinas: # Mélangez l'Ocarina des fées et l'Ocarina du temps dans la réserve d'objets.
|
||||
false: 50
|
||||
true: 0
|
||||
shuffle_weird_egg: # Mélangez l'œuf bizarre de Malon au château d'Hyrule.
|
||||
false: 50
|
||||
true: 0
|
||||
shuffle_gerudo_card: # Mélangez la carte de membre Gerudo dans la réserve d'objets.
|
||||
false: 50
|
||||
true: 0
|
||||
shuffle_beans: # Ajoute un paquet de 10 haricots au pool d'objets et change le vendeur de haricots pour qu'il vende un objet pour 60 roupies.
|
||||
false: 50
|
||||
true: 0
|
||||
shuffle_medigoron_carpet_salesman: # Mélangez les objets vendus par Medigoron et le vendeur de tapis Haunted Wasteland.
|
||||
false: 50
|
||||
true: 0
|
||||
skip_child_zelda: # le jeu commence avec la lettre de Zelda, l'objet de la berceuse de Zelda et les événements pertinents déjà terminés.
|
||||
false: 50
|
||||
true: 0
|
||||
no_escape_sequence: # Ignore la séquence d'effondrement de la tour entre les combats de Ganondorf et de Ganon.
|
||||
false: 50
|
||||
true: 0
|
||||
no_guard_stealth: # Le vide sanitaire du château d'Hyrule passe directement à Zelda.
|
||||
false: 50
|
||||
true: 0
|
||||
no_epona_race: # Epona peut toujours être invoquée avec Epona's Song.
|
||||
false: 50
|
||||
true: 0
|
||||
skip_some_minigame_phases: # Dampe Race et Horseback Archery donnent les deux récompenses si la deuxième condition est remplie lors de la première tentative.
|
||||
false: 50
|
||||
true: 0
|
||||
complete_mask_quest: # Tous les masques sont immédiatement disponibles à l'emprunt dans la boutique Happy Mask.
|
||||
false: 50
|
||||
true: 0
|
||||
useful_cutscenes: # Réactive la cinématique Poe dans le Temple de la forêt, Darunia dans le Temple du feu et l'introduction de Twinrova. Surtout utile pour les pépins.
|
||||
false: 50
|
||||
true: 0
|
||||
fast_chests: # Toutes les animations des coffres sont rapides. Si désactivé, les éléments principaux ont une animation lente.
|
||||
false: 50
|
||||
true: 0
|
||||
free_scarecrow: # Sortir l'ocarina près d'un point d'épouvantail fait apparaître Pierre sans avoir besoin de la chanson.
|
||||
false: 50
|
||||
true: 0
|
||||
fast_bunny_hood: # Bunny Hood vous permet de vous déplacer 1,5 fois plus vite comme dans Majora's Mask.
|
||||
false: 50
|
||||
true: 0
|
||||
chicken_count: # Contrôle le nombre de Cuccos pour qu'Anju donne un objet en tant qu'enfant.
|
||||
\# vous pouvez ajouter des valeurs supplémentaires entre le minimum et le maximum
|
||||
0: 0 # valeur minimale
|
||||
7: 50 # valeur maximale
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
hints: # les pierres à potins peuvent donner des indices sur l'emplacement des objets.
|
||||
none: 0
|
||||
mask: 0
|
||||
agony: 0
|
||||
always: 50
|
||||
hint_dist: # Choisissez la distribution d'astuces à utiliser. Affecte la fréquence des indices forts, quels éléments sont toujours indiqués, etc.
|
||||
balanced: 50
|
||||
ddr: 0
|
||||
league: 0
|
||||
mw2: 0
|
||||
scrubs: 0
|
||||
strong: 0
|
||||
tournament: 0
|
||||
useless: 0
|
||||
very_strong: 0
|
||||
text_shuffle: # Randomise le texte dans le jeu pour un effet comique.
|
||||
none: 50
|
||||
except_hints: 0
|
||||
complete: 0
|
||||
damage_multiplier: # contrôle la quantité de dégâts subis par Link.
|
||||
half: 0
|
||||
normal: 50
|
||||
double: 0
|
||||
quadruple: 0
|
||||
ohko: 0
|
||||
no_collectible_hearts: # les cœurs ne tomberont pas des ennemis ou des objets.
|
||||
false: 50
|
||||
true: 0
|
||||
starting_tod: # Changer l'heure de début de la journée.
|
||||
default: 50
|
||||
sunrise: 0
|
||||
morning: 0
|
||||
noon: 0
|
||||
afternoon: 0
|
||||
sunset: 0
|
||||
evening: 0
|
||||
midnight: 0
|
||||
witching_hour: 0
|
||||
start_with_consumables: # Démarrez le jeu avec des Deku Sticks et des Deku Nuts pleins.
|
||||
false: 50
|
||||
true: 0
|
||||
start_with_rupees: # Commencez avec un portefeuille plein. Les mises à niveau de portefeuille rempliront également votre portefeuille.
|
||||
false: 50
|
||||
true: 0
|
||||
item_pool_value: # modifie le nombre d'objets disponibles dans le jeu.
|
||||
plentiful: 0
|
||||
balanced: 50
|
||||
scarce: 0
|
||||
minimal: 0
|
||||
junk_ice_traps: # Ajoute des pièges à glace au pool d'objets.
|
||||
off: 0
|
||||
normal: 50
|
||||
on: 0
|
||||
mayhem: 0
|
||||
onslaught: 0
|
||||
ice_trap_appearance: # modifie l'apparence des pièges à glace en tant qu'éléments autonomes.
|
||||
major_only: 50
|
||||
junk_only: 0
|
||||
anything: 0
|
||||
logic_earliest_adult_trade: # premier élément pouvant apparaître dans la séquence d'échange pour adultes.
|
||||
pocket_egg: 0
|
||||
pocket_cucco: 0
|
||||
cojiro: 0
|
||||
odd_mushroom: 0
|
||||
poachers_saw: 0
|
||||
broken_sword: 0
|
||||
prescription: 50
|
||||
eyeball_frog: 0
|
||||
eyedrops: 0
|
||||
claim_check: 0
|
||||
logic_latest_adult_trade: # Dernier élément pouvant apparaître dans la séquence d'échange pour adultes.
|
||||
pocket_egg: 0
|
||||
pocket_cucco: 0
|
||||
cojiro: 0
|
||||
odd_mushroom: 0
|
||||
poachers_saw: 0
|
||||
broken_sword: 0
|
||||
prescription: 0
|
||||
eyeball_frog: 0
|
||||
eyedrops: 0
|
||||
claim_check: 50
|
||||
### Vérification de votre fichier de configuration
|
||||
|
||||
```
|
||||
Si vous souhaitez valider votre fichier de configuration pour vous assurer qu'il fonctionne, vous pouvez le faire sur la page YAML Validator.
|
||||
YAML page du validateur : [page de validation YAML](/mysterycheck)
|
||||
|
||||
## Rejoindre une partie MultiWorld
|
||||
## Rejoindre un jeu multimonde
|
||||
|
||||
### Obtenez votre fichier de correctif OOT
|
||||
### Obtenez votre fichier OOT modifié
|
||||
|
||||
Lorsque vous rejoignez un jeu multimonde, il vous sera demandé de fournir votre fichier YAML à l'hébergeur. Une fois que c'est Fini,
|
||||
l'hébergeur vous fournira soit un lien pour télécharger votre fichier de données, soit un fichier zip contenant les données de chacun
|
||||
des dossiers. Votre fichier de données doit avoir une extension `.apz5`.
|
||||
Lorsque vous rejoignez un jeu multimonde, il vous sera demandé de fournir votre fichier YAML à celui qui l'héberge. Une fois cela fait, l'hébergeur vous fournira soit un lien pour télécharger votre fichier de données, soit un fichier zip contenant les données de chacun des dossiers. Votre fichier de données doit avoir une extension « .apz5 ».
|
||||
|
||||
Double-cliquez sur votre fichier `.apz5` pour démarrer votre client et démarrer le processus de patch ROM. Une fois le processus terminé
|
||||
(cela peut prendre un certain temps), le client et l'émulateur seront lancés automatiquement (si vous avez associé l'extension
|
||||
à l'émulateur comme recommandé).
|
||||
Double-cliquez sur votre fichier « .apz5 » pour démarrer votre client et démarrer le processus de correctif ROM. Une fois le processus terminé (cela peut prendre un certain temps), le client et l'émulateur seront automatiquement démarrés (si vous avez associé l'extension à l'émulateur comme recommandé).
|
||||
|
||||
### Connectez-vous au multiserveur
|
||||
|
||||
Une fois le client et l'émulateur démarrés, vous devez les connecter. Dans l'émulateur, cliquez sur "Outils"
|
||||
menu et sélectionnez "Console Lua". Cliquez sur le bouton du dossier ou appuyez sur Ctrl+O pour ouvrir un script Lua.
|
||||
Une fois le client et l'émulateur démarrés, vous devez les connecter. Accédez à votre dossier d'installation Archipelago, puis vers `data/lua`, et faites glisser et déposez le script `connector_oot.lua` sur la fenêtre principale d'EmuHawk. (Vous pourrez plutôt ouvrir depuis la console Lua manuellement, cliquez sur `Script` 〉 `Open Script` et accédez à `connector_oot.lua` avec le sélecteur de fichiers.)
|
||||
|
||||
Accédez à votre dossier d'installation Archipelago et ouvrez `data/lua/connector_oot.lua`.
|
||||
Pour connecter le client au multiserveur, mettez simplement `<adresse>:<port>` dans le champ de texte en haut et appuyez sur Entrée (si le serveur utilise un mot de passe, tapez dans le champ de texte inférieur `/connect <adresse>:<port> [mot de passe]`)
|
||||
|
||||
Pour connecter le client au multiserveur, mettez simplement `<adresse>:<port>` dans le champ de texte en haut et appuyez sur Entrée (si le
|
||||
le serveur utilise un mot de passe, saisissez dans le champ de texte inférieur `/connect <adresse>:<port> [mot de passe]`)
|
||||
|
||||
Vous êtes maintenant prêt à commencer votre aventure à Hyrule.
|
||||
Vous êtes maintenant prêt à commencer votre aventure dans Hyrule.
|
||||
@@ -1,15 +1,15 @@
|
||||
# Pokémon Emerald
|
||||
|
||||
## Where is the settings page?
|
||||
## Where is the options page?
|
||||
|
||||
You can read through all the settings and generate a YAML [here](../player-settings).
|
||||
You can read through all the options and generate a YAML [here](../player-options).
|
||||
|
||||
## What does randomization do to this game?
|
||||
|
||||
This randomizer handles both item randomization and pokémon randomization. Badges, HMs, gifts from NPCs, and items on
|
||||
the ground can all be randomized. There are also many options for randomizing wild pokémon, starters, opponent pokémon,
|
||||
abilities, types, etc… You can even change a percentage of single battles into double battles. Check the
|
||||
[settings page](../player-settings) for a more comprehensive list of what can be changed.
|
||||
[options page](../player-options) for a more comprehensive list of what can be changed.
|
||||
|
||||
## What items and locations get randomized?
|
||||
|
||||
@@ -28,7 +28,7 @@ randomizer. Here are some of the more important ones:
|
||||
- You can have both bikes simultaneously
|
||||
- You can run or bike (almost) anywhere
|
||||
- The Wally catching tutorial is skipped
|
||||
- All text is instant, and with a setting it can be automatically progressed by holding A
|
||||
- All text is instant and, with an option, can be automatically progressed by holding A
|
||||
- When a Repel runs out, you will be prompted to use another
|
||||
- Many more minor improvements…
|
||||
|
||||
@@ -44,7 +44,7 @@ your inventory.
|
||||
## When the player receives an item, what happens?
|
||||
|
||||
You will only receive items while in the overworld and not during battles. Depending on your `Receive Item Messages`
|
||||
setting, the received item will either be silently added to your bag or you will be shown a text box with the item's
|
||||
option, the received item will either be silently added to your bag or you will be shown a text box with the item's
|
||||
name and the item will be added to your bag while a fanfare plays.
|
||||
|
||||
## Can I play offline?
|
||||
|
||||
@@ -26,8 +26,8 @@ clear it.
|
||||
|
||||
## Generating and Patching a Game
|
||||
|
||||
1. Create your settings file (YAML). You can make one on the
|
||||
[Pokémon Emerald settings page](../../../games/Pokemon%20Emerald/player-settings).
|
||||
1. Create your options file (YAML). You can make one on the
|
||||
[Pokémon Emerald options page](../../../games/Pokemon%20Emerald/player-options).
|
||||
2. Follow the general Archipelago instructions for [generating a game](../../Archipelago/setup/en#generating-a-game).
|
||||
This will generate an output file for you. Your patch file will have the `.apemerald` file extension.
|
||||
3. Open `ArchipelagoLauncher.exe`
|
||||
|
||||
@@ -281,18 +281,20 @@ class PokemonRedBlueWorld(World):
|
||||
self.multiworld.itempool.remove(badge)
|
||||
progitempool.remove(badge)
|
||||
for _ in range(5):
|
||||
badgelocs = [self.multiworld.get_location(loc, self.player) for loc in [
|
||||
"Pewter Gym - Brock Prize", "Cerulean Gym - Misty Prize",
|
||||
"Vermilion Gym - Lt. Surge Prize", "Celadon Gym - Erika Prize",
|
||||
"Fuchsia Gym - Koga Prize", "Saffron Gym - Sabrina Prize",
|
||||
"Cinnabar Gym - Blaine Prize", "Viridian Gym - Giovanni Prize"]]
|
||||
badgelocs = [
|
||||
self.multiworld.get_location(loc, self.player) for loc in [
|
||||
"Pewter Gym - Brock Prize", "Cerulean Gym - Misty Prize",
|
||||
"Vermilion Gym - Lt. Surge Prize", "Celadon Gym - Erika Prize",
|
||||
"Fuchsia Gym - Koga Prize", "Saffron Gym - Sabrina Prize",
|
||||
"Cinnabar Gym - Blaine Prize", "Viridian Gym - Giovanni Prize"
|
||||
] if self.multiworld.get_location(loc, self.player).item is None]
|
||||
state = self.multiworld.get_all_state(False)
|
||||
self.multiworld.random.shuffle(badges)
|
||||
self.multiworld.random.shuffle(badgelocs)
|
||||
badgelocs_copy = badgelocs.copy()
|
||||
# allow_partial so that unplaced badges aren't lost, for debugging purposes
|
||||
fill_restrictive(self.multiworld, state, badgelocs_copy, badges, True, True, allow_partial=True)
|
||||
if badges:
|
||||
if len(badges) > 8 - len(badgelocs):
|
||||
for location in badgelocs:
|
||||
if location.item:
|
||||
badges.append(location.item)
|
||||
@@ -302,6 +304,7 @@ class PokemonRedBlueWorld(World):
|
||||
for location in badgelocs:
|
||||
if location.item:
|
||||
fill_locations.remove(location)
|
||||
progitempool += badges
|
||||
break
|
||||
else:
|
||||
raise FillError(f"Failed to place badges for player {self.player}")
|
||||
@@ -414,7 +417,7 @@ class PokemonRedBlueWorld(World):
|
||||
> 7) or (self.multiworld.door_shuffle[self.player] not in ("off", "simple")))):
|
||||
intervene_move = "Cut"
|
||||
elif ((not logic.can_learn_hm(test_state, "Flash", self.player)) and self.multiworld.dark_rock_tunnel_logic[self.player]
|
||||
and (((self.multiworld.accessibility[self.player] != "minimal" and
|
||||
and (((self.multiworld.accessibility[self.player] != "minimal" or
|
||||
(self.multiworld.trainersanity[self.player] or self.multiworld.extra_key_items[self.player])) or
|
||||
self.multiworld.door_shuffle[self.player]))):
|
||||
intervene_move = "Flash"
|
||||
|
||||
@@ -157,7 +157,7 @@ def get_rules_lookup(player: int):
|
||||
"Puzzle Solved Underground Elevator": lambda state: ((state.can_reach("Underground Lake", "Region", player) or state.can_reach("Office", "Region", player)
|
||||
and state.has("Key for Office Elevator", player))),
|
||||
"Puzzle Solved Bedroom Elevator": lambda state: (state.can_reach("Office", "Region", player) and state.has_all({"Key for Bedroom Elevator","Crawling"}, player)),
|
||||
"Puzzle Solved Three Floor Elevator": lambda state: ((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player)
|
||||
"Puzzle Solved Three Floor Elevator": lambda state: (((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player))
|
||||
and state.has("Key for Three Floor Elevator", player)))
|
||||
},
|
||||
"lightning": {
|
||||
|
||||
@@ -61,7 +61,7 @@ class SMSNIClient(SNIClient):
|
||||
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
|
||||
|
||||
rom_name = await snes_read(ctx, SM_ROMNAME_START, ROMNAME_SIZE)
|
||||
if rom_name is None or rom_name == bytes([0] * ROMNAME_SIZE) or rom_name[:2] != b"SM" or rom_name[:3] == b"SMW":
|
||||
if rom_name is None or rom_name == bytes([0] * ROMNAME_SIZE) or rom_name[:2] != b"SM" or rom_name[2] not in b"1234567890":
|
||||
return False
|
||||
|
||||
ctx.game = self.game
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Super Metroid Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
@@ -18,9 +18,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is your Super Metroid ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Super Metroid ROM file. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -21,7 +21,7 @@ def fix_reg(entrance_map: dict, entrance: SM64Levels, invalid_regions: set,
|
||||
def set_rules(world, player: int, area_connections: dict):
|
||||
randomized_level_to_paintings = sm64_level_to_paintings.copy()
|
||||
randomized_level_to_secrets = sm64_level_to_secrets.copy()
|
||||
if world.AreaRandomizer[player].value == 1: # Some randomization is happening, randomize Courses
|
||||
if world.AreaRandomizer[player].value >= 1: # Some randomization is happening, randomize Courses
|
||||
randomized_level_to_paintings = shuffle_dict_keys(world,sm64_level_to_paintings)
|
||||
if world.AreaRandomizer[player].value == 2: # Randomize Secrets as well
|
||||
randomized_level_to_secrets = shuffle_dict_keys(world,sm64_level_to_secrets)
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Super Mario World Patch Setup`
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI such as:
|
||||
@@ -23,9 +22,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is your Super Mario World ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Super Mario World ROM file. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -69,7 +69,7 @@ class SMZ3SNIClient(SNIClient):
|
||||
ctx.finished_game = True
|
||||
return
|
||||
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x680, 4)
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD3C, 4)
|
||||
if data is None:
|
||||
return
|
||||
|
||||
@@ -77,14 +77,14 @@ class SMZ3SNIClient(SNIClient):
|
||||
recv_item = data[2] | (data[3] << 8)
|
||||
|
||||
while (recv_index < recv_item):
|
||||
item_address = recv_index * 8
|
||||
message = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x700 + item_address, 8)
|
||||
is_z3_item = ((message[5] & 0x80) != 0)
|
||||
masked_part = (message[5] & 0x7F) if is_z3_item else message[5]
|
||||
item_index = ((message[4] | (masked_part << 8)) >> 3) + (256 if is_z3_item else 0)
|
||||
item_address = recv_index * 2
|
||||
message = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xDA0 + item_address, 2)
|
||||
is_z3_item = ((message[1] & 0x80) != 0)
|
||||
masked_part = (message[1] & 0x7F) if is_z3_item else message[1]
|
||||
item_index = ((message[0] | (masked_part << 8)) >> 3) + (256 if is_z3_item else 0)
|
||||
|
||||
recv_index += 1
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x680, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD3C, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
|
||||
|
||||
from .TotalSMZ3.Location import locations_start_id
|
||||
from . import convertLocSMZ3IDToAPID
|
||||
@@ -95,7 +95,7 @@ class SMZ3SNIClient(SNIClient):
|
||||
snes_logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
|
||||
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [location_id]}])
|
||||
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x600, 4)
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD36, 4)
|
||||
if data is None:
|
||||
return
|
||||
|
||||
@@ -106,10 +106,10 @@ class SMZ3SNIClient(SNIClient):
|
||||
item = ctx.items_received[item_out_ptr]
|
||||
item_id = item.item - items_start_id
|
||||
|
||||
player_id = item.player if item.player <= SMZ3_ROM_PLAYER_LIMIT else 0
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + item_out_ptr * 4, bytes([player_id & 0xFF, (player_id >> 8) & 0xFF, item_id & 0xFF, (item_id >> 8) & 0xFF]))
|
||||
player_id = item.player if item.player < SMZ3_ROM_PLAYER_LIMIT else 0
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + item_out_ptr * 2, bytes([player_id, item_id]))
|
||||
item_out_ptr += 1
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x602, bytes([item_out_ptr & 0xFF, (item_out_ptr >> 8) & 0xFF]))
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD38, bytes([item_out_ptr & 0xFF, (item_out_ptr >> 8) & 0xFF]))
|
||||
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
|
||||
color(ctx.item_names[item.item], 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
|
||||
ctx.location_names[item.location], item_out_ptr, len(ctx.items_received)))
|
||||
|
||||
@@ -80,7 +80,8 @@ class SMZ3World(World):
|
||||
locationNamesGT: Set[str] = {loc.Name for loc in GanonsTower(None, None).Locations}
|
||||
|
||||
# first added for 0.2.6
|
||||
required_client_version = (0, 2, 6)
|
||||
# optimized message queues for 0.4.4
|
||||
required_client_version = (0, 4, 4)
|
||||
|
||||
def __init__(self, world: MultiWorld, player: int):
|
||||
self.rom_name_available_event = threading.Event()
|
||||
|
||||
Binary file not shown.
@@ -4,8 +4,7 @@
|
||||
|
||||
- One of the client programs:
|
||||
- [SNIClient](https://github.com/ArchipelagoMW/Archipelago/releases), included with the main
|
||||
Archipelago install. Make sure to check the box for `SNI Client - Super Metroid Patch Setup` and
|
||||
`SNI Client - A Link to the Past Patch Setup`
|
||||
Archipelago install.
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI such as:
|
||||
- snes9x-rr from: [snes9x rr](https://github.com/gocha/snes9x-rr/releases),
|
||||
@@ -20,9 +19,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM files. This is your Super Metroid and Zelda3 ROM files.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Super Metroid and Zelda3 ROM files. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -93,7 +93,11 @@ def get_pool_core(world):
|
||||
|
||||
# Starting Weapon
|
||||
start_weapon_locations = starting_weapon_locations.copy()
|
||||
starting_weapon = random.choice(starting_weapons)
|
||||
final_starting_weapons = [weapon for weapon in starting_weapons
|
||||
if weapon not in world.multiworld.non_local_items[world.player]]
|
||||
if not final_starting_weapons:
|
||||
final_starting_weapons = starting_weapons
|
||||
starting_weapon = random.choice(final_starting_weapons)
|
||||
if world.multiworld.StartingPosition[world.player] == StartingPosition.option_safe:
|
||||
placed_items[start_weapon_locations[0]] = starting_weapon
|
||||
elif world.multiworld.StartingPosition[world.player] in \
|
||||
|
||||
@@ -200,15 +200,17 @@ class TLoZWorld(World):
|
||||
for i in range(0, 0x7F):
|
||||
item = rom_data[first_quest_dungeon_items_early + i]
|
||||
if item & 0b00100000:
|
||||
rom_data[first_quest_dungeon_items_early + i] = item & 0b11011111
|
||||
rom_data[first_quest_dungeon_items_early + i] = item | 0b01000000
|
||||
item = item & 0b11011111
|
||||
item = item | 0b01000000
|
||||
rom_data[first_quest_dungeon_items_early + i] = item
|
||||
if item & 0b00011111 == 0b00000011: # Change all Item 03s to Item 3F, the proper "nothing"
|
||||
rom_data[first_quest_dungeon_items_early + i] = item | 0b00111111
|
||||
|
||||
item = rom_data[first_quest_dungeon_items_late + i]
|
||||
if item & 0b00100000:
|
||||
rom_data[first_quest_dungeon_items_late + i] = item & 0b11011111
|
||||
rom_data[first_quest_dungeon_items_late + i] = item | 0b01000000
|
||||
item = item & 0b11011111
|
||||
item = item | 0b01000000
|
||||
rom_data[first_quest_dungeon_items_late + i] = item
|
||||
if item & 0b00011111 == 0b00000011:
|
||||
rom_data[first_quest_dungeon_items_late + i] = item | 0b00111111
|
||||
return rom_data
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
|
||||
- Undertale from the [Steam page](https://store.steampowered.com/app/391540)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `Undertale Client` during installation.)
|
||||
|
||||
### First time setup
|
||||
|
||||
|
||||
@@ -143,7 +143,7 @@ class WitnessWorld(World):
|
||||
# Pick an early item to place on the tutorial gate.
|
||||
early_items = [item for item in self.items.get_early_items() if item in self.items.get_mandatory_items()]
|
||||
if early_items:
|
||||
random_early_item = self.multiworld.random.choice(early_items)
|
||||
random_early_item = self.random.choice(early_items)
|
||||
if self.options.puzzle_randomization == 1:
|
||||
# In Expert, only tag the item as early, rather than forcing it onto the gate.
|
||||
self.multiworld.local_early_items[self.player][random_early_item] = 1
|
||||
|
||||
501
worlds/zillion/client.py
Normal file
501
worlds/zillion/client.py
Normal file
@@ -0,0 +1,501 @@
|
||||
import asyncio
|
||||
import base64
|
||||
import platform
|
||||
from typing import Any, ClassVar, Coroutine, Dict, List, Optional, Protocol, Tuple, cast
|
||||
|
||||
from CommonClient import CommonContext, server_loop, gui_enabled, \
|
||||
ClientCommandProcessor, logger, get_base_parser
|
||||
from NetUtils import ClientStatus
|
||||
from Utils import async_start
|
||||
|
||||
import colorama
|
||||
|
||||
from zilliandomizer.zri.memory import Memory
|
||||
from zilliandomizer.zri import events
|
||||
from zilliandomizer.utils.loc_name_maps import id_to_loc
|
||||
from zilliandomizer.options import Chars
|
||||
from zilliandomizer.patch import RescueInfo
|
||||
|
||||
from .id_maps import make_id_to_others
|
||||
from .config import base_id, zillion_map
|
||||
|
||||
|
||||
class ZillionCommandProcessor(ClientCommandProcessor):
|
||||
ctx: "ZillionContext"
|
||||
|
||||
def _cmd_sms(self) -> None:
|
||||
""" Tell the client that Zillion is running in RetroArch. """
|
||||
logger.info("ready to look for game")
|
||||
self.ctx.look_for_retroarch.set()
|
||||
|
||||
def _cmd_map(self) -> None:
|
||||
""" Toggle view of the map tracker. """
|
||||
self.ctx.ui_toggle_map()
|
||||
|
||||
|
||||
class ToggleCallback(Protocol):
|
||||
def __call__(self) -> None: ...
|
||||
|
||||
|
||||
class SetRoomCallback(Protocol):
|
||||
def __call__(self, rooms: List[List[int]]) -> None: ...
|
||||
|
||||
|
||||
class ZillionContext(CommonContext):
|
||||
game = "Zillion"
|
||||
command_processor = ZillionCommandProcessor
|
||||
items_handling = 1 # receive items from other players
|
||||
|
||||
known_name: Optional[str]
|
||||
""" This is almost the same as `auth` except `auth` is reset to `None` when server disconnects, and this isn't. """
|
||||
|
||||
from_game: "asyncio.Queue[events.EventFromGame]"
|
||||
to_game: "asyncio.Queue[events.EventToGame]"
|
||||
ap_local_count: int
|
||||
""" local checks watched by server """
|
||||
next_item: int
|
||||
""" index in `items_received` """
|
||||
ap_id_to_name: Dict[int, str]
|
||||
ap_id_to_zz_id: Dict[int, int]
|
||||
start_char: Chars = "JJ"
|
||||
rescues: Dict[int, RescueInfo] = {}
|
||||
loc_mem_to_id: Dict[int, int] = {}
|
||||
got_room_info: asyncio.Event
|
||||
""" flag for connected to server """
|
||||
got_slot_data: asyncio.Event
|
||||
""" serves as a flag for whether I am logged in to the server """
|
||||
|
||||
look_for_retroarch: asyncio.Event
|
||||
"""
|
||||
There is a bug in Python in Windows
|
||||
https://github.com/python/cpython/issues/91227
|
||||
that makes it so if I look for RetroArch before it's ready,
|
||||
it breaks the asyncio udp transport system.
|
||||
|
||||
As a workaround, we don't look for RetroArch until this event is set.
|
||||
"""
|
||||
|
||||
ui_toggle_map: ToggleCallback
|
||||
ui_set_rooms: SetRoomCallback
|
||||
""" parameter is y 16 x 8 numbers to show in each room """
|
||||
|
||||
def __init__(self,
|
||||
server_address: str,
|
||||
password: str) -> None:
|
||||
super().__init__(server_address, password)
|
||||
self.known_name = None
|
||||
self.from_game = asyncio.Queue()
|
||||
self.to_game = asyncio.Queue()
|
||||
self.got_room_info = asyncio.Event()
|
||||
self.got_slot_data = asyncio.Event()
|
||||
self.ui_toggle_map = lambda: None
|
||||
self.ui_set_rooms = lambda rooms: None
|
||||
|
||||
self.look_for_retroarch = asyncio.Event()
|
||||
if platform.system() != "Windows":
|
||||
# asyncio udp bug is only on Windows
|
||||
self.look_for_retroarch.set()
|
||||
|
||||
self.reset_game_state()
|
||||
|
||||
def reset_game_state(self) -> None:
|
||||
for _ in range(self.from_game.qsize()):
|
||||
self.from_game.get_nowait()
|
||||
for _ in range(self.to_game.qsize()):
|
||||
self.to_game.get_nowait()
|
||||
self.got_slot_data.clear()
|
||||
|
||||
self.ap_local_count = 0
|
||||
self.next_item = 0
|
||||
self.ap_id_to_name = {}
|
||||
self.ap_id_to_zz_id = {}
|
||||
self.rescues = {}
|
||||
self.loc_mem_to_id = {}
|
||||
|
||||
self.locations_checked.clear()
|
||||
self.missing_locations.clear()
|
||||
self.checked_locations.clear()
|
||||
self.finished_game = False
|
||||
self.items_received.clear()
|
||||
|
||||
# override
|
||||
def on_deathlink(self, data: Dict[str, Any]) -> None:
|
||||
self.to_game.put_nowait(events.DeathEventToGame())
|
||||
return super().on_deathlink(data)
|
||||
|
||||
# override
|
||||
async def server_auth(self, password_requested: bool = False) -> None:
|
||||
if password_requested and not self.password:
|
||||
await super().server_auth(password_requested)
|
||||
if not self.auth:
|
||||
logger.info('waiting for connection to game...')
|
||||
return
|
||||
logger.info("logging in to server...")
|
||||
await self.send_connect()
|
||||
|
||||
# override
|
||||
def run_gui(self) -> None:
|
||||
from kvui import GameManager
|
||||
from kivy.core.text import Label as CoreLabel
|
||||
from kivy.graphics import Ellipse, Color, Rectangle
|
||||
from kivy.uix.layout import Layout
|
||||
from kivy.uix.widget import Widget
|
||||
|
||||
class ZillionManager(GameManager):
|
||||
logging_pairs = [
|
||||
("Client", "Archipelago")
|
||||
]
|
||||
base_title = "Archipelago Zillion Client"
|
||||
|
||||
class MapPanel(Widget):
|
||||
MAP_WIDTH: ClassVar[int] = 281
|
||||
|
||||
_number_textures: List[Any] = []
|
||||
rooms: List[List[int]] = []
|
||||
|
||||
def __init__(self, **kwargs: Any) -> None:
|
||||
super().__init__(**kwargs)
|
||||
|
||||
self.rooms = [[0 for _ in range(8)] for _ in range(16)]
|
||||
|
||||
self._make_numbers()
|
||||
self.update_map()
|
||||
|
||||
self.bind(pos=self.update_map)
|
||||
# self.bind(size=self.update_bg)
|
||||
|
||||
def _make_numbers(self) -> None:
|
||||
self._number_textures = []
|
||||
for n in range(10):
|
||||
label = CoreLabel(text=str(n), font_size=22, color=(0.1, 0.9, 0, 1))
|
||||
label.refresh()
|
||||
self._number_textures.append(label.texture)
|
||||
|
||||
def update_map(self, *args: Any) -> None:
|
||||
self.canvas.clear()
|
||||
|
||||
with self.canvas:
|
||||
Color(1, 1, 1, 1)
|
||||
Rectangle(source=zillion_map,
|
||||
pos=self.pos,
|
||||
size=(ZillionManager.MapPanel.MAP_WIDTH,
|
||||
int(ZillionManager.MapPanel.MAP_WIDTH * 1.456))) # aspect ratio of that image
|
||||
for y in range(16):
|
||||
for x in range(8):
|
||||
num = self.rooms[15 - y][x]
|
||||
if num > 0:
|
||||
Color(0, 0, 0, 0.4)
|
||||
pos = [self.pos[0] + 17 + x * 32, self.pos[1] + 14 + y * 24]
|
||||
Ellipse(size=[22, 22], pos=pos)
|
||||
Color(1, 1, 1, 1)
|
||||
pos = [self.pos[0] + 22 + x * 32, self.pos[1] + 12 + y * 24]
|
||||
num_texture = self._number_textures[num]
|
||||
Rectangle(texture=num_texture, size=num_texture.size, pos=pos)
|
||||
|
||||
def build(self) -> Layout:
|
||||
container = super().build()
|
||||
self.map_widget = ZillionManager.MapPanel(size_hint_x=None, width=0)
|
||||
self.main_area_container.add_widget(self.map_widget)
|
||||
return container
|
||||
|
||||
def toggle_map_width(self) -> None:
|
||||
if self.map_widget.width == 0:
|
||||
self.map_widget.width = ZillionManager.MapPanel.MAP_WIDTH
|
||||
else:
|
||||
self.map_widget.width = 0
|
||||
self.container.do_layout()
|
||||
|
||||
def set_rooms(self, rooms: List[List[int]]) -> None:
|
||||
self.map_widget.rooms = rooms
|
||||
self.map_widget.update_map()
|
||||
|
||||
self.ui = ZillionManager(self)
|
||||
self.ui_toggle_map = lambda: self.ui.toggle_map_width()
|
||||
self.ui_set_rooms = lambda rooms: self.ui.set_rooms(rooms)
|
||||
run_co: Coroutine[Any, Any, None] = self.ui.async_run()
|
||||
self.ui_task = asyncio.create_task(run_co, name="UI")
|
||||
|
||||
def on_package(self, cmd: str, args: Dict[str, Any]) -> None:
|
||||
self.room_item_numbers_to_ui()
|
||||
if cmd == "Connected":
|
||||
logger.info("logged in to Archipelago server")
|
||||
if "slot_data" not in args:
|
||||
logger.warn("`Connected` packet missing `slot_data`")
|
||||
return
|
||||
slot_data = args["slot_data"]
|
||||
|
||||
if "start_char" not in slot_data:
|
||||
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `start_char`")
|
||||
return
|
||||
self.start_char = slot_data['start_char']
|
||||
if self.start_char not in {"Apple", "Champ", "JJ"}:
|
||||
logger.warn("invalid Zillion `Connected` packet, "
|
||||
f"`slot_data` `start_char` has invalid value: {self.start_char}")
|
||||
|
||||
if "rescues" not in slot_data:
|
||||
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `rescues`")
|
||||
return
|
||||
rescues = slot_data["rescues"]
|
||||
self.rescues = {}
|
||||
for rescue_id, json_info in rescues.items():
|
||||
assert rescue_id in ("0", "1"), f"invalid rescue_id in Zillion slot_data: {rescue_id}"
|
||||
# TODO: just take start_char out of the RescueInfo so there's no opportunity for a mismatch?
|
||||
assert json_info["start_char"] == self.start_char, \
|
||||
f'mismatch in Zillion slot data: {json_info["start_char"]} {self.start_char}'
|
||||
ri = RescueInfo(json_info["start_char"],
|
||||
json_info["room_code"],
|
||||
json_info["mask"])
|
||||
self.rescues[0 if rescue_id == "0" else 1] = ri
|
||||
|
||||
if "loc_mem_to_id" not in slot_data:
|
||||
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `loc_mem_to_id`")
|
||||
return
|
||||
loc_mem_to_id = slot_data["loc_mem_to_id"]
|
||||
self.loc_mem_to_id = {}
|
||||
for mem_str, id_str in loc_mem_to_id.items():
|
||||
mem = int(mem_str)
|
||||
id_ = int(id_str)
|
||||
room_i = mem // 256
|
||||
assert 0 <= room_i < 74
|
||||
assert id_ in id_to_loc
|
||||
self.loc_mem_to_id[mem] = id_
|
||||
|
||||
if len(self.loc_mem_to_id) != 394:
|
||||
logger.warn("invalid Zillion `Connected` packet, "
|
||||
f"`slot_data` missing locations in `loc_mem_to_id` - len {len(self.loc_mem_to_id)}")
|
||||
|
||||
self.got_slot_data.set()
|
||||
|
||||
payload = {
|
||||
"cmd": "Get",
|
||||
"keys": [f"zillion-{self.auth}-doors"]
|
||||
}
|
||||
async_start(self.send_msgs([payload]))
|
||||
elif cmd == "Retrieved":
|
||||
if "keys" not in args:
|
||||
logger.warning(f"invalid Retrieved packet to ZillionClient: {args}")
|
||||
return
|
||||
keys = cast(Dict[str, Optional[str]], args["keys"])
|
||||
doors_b64 = keys.get(f"zillion-{self.auth}-doors", None)
|
||||
if doors_b64:
|
||||
logger.info("received door data from server")
|
||||
doors = base64.b64decode(doors_b64)
|
||||
self.to_game.put_nowait(events.DoorEventToGame(doors))
|
||||
elif cmd == "RoomInfo":
|
||||
self.seed_name = args["seed_name"]
|
||||
self.got_room_info.set()
|
||||
|
||||
def room_item_numbers_to_ui(self) -> None:
|
||||
rooms = [[0 for _ in range(8)] for _ in range(16)]
|
||||
for loc_id in self.missing_locations:
|
||||
loc_id_small = loc_id - base_id
|
||||
loc_name = id_to_loc[loc_id_small]
|
||||
y = ord(loc_name[0]) - 65
|
||||
x = ord(loc_name[2]) - 49
|
||||
if y == 9 and x == 5:
|
||||
# don't show main computer in numbers
|
||||
continue
|
||||
assert (0 <= y < 16) and (0 <= x < 8), f"invalid index from location name {loc_name}"
|
||||
rooms[y][x] += 1
|
||||
# TODO: also add locations with locals lost from loading save state or reset
|
||||
self.ui_set_rooms(rooms)
|
||||
|
||||
def process_from_game_queue(self) -> None:
|
||||
if self.from_game.qsize():
|
||||
event_from_game = self.from_game.get_nowait()
|
||||
if isinstance(event_from_game, events.AcquireLocationEventFromGame):
|
||||
server_id = event_from_game.id + base_id
|
||||
loc_name = id_to_loc[event_from_game.id]
|
||||
self.locations_checked.add(server_id)
|
||||
if server_id in self.missing_locations:
|
||||
self.ap_local_count += 1
|
||||
n_locations = len(self.missing_locations) + len(self.checked_locations) - 1 # -1 to ignore win
|
||||
logger.info(f'New Check: {loc_name} ({self.ap_local_count}/{n_locations})')
|
||||
async_start(self.send_msgs([
|
||||
{"cmd": 'LocationChecks', "locations": [server_id]}
|
||||
]))
|
||||
else:
|
||||
# This will happen a lot in Zillion,
|
||||
# because all the key words are local and unwatched by the server.
|
||||
logger.debug(f"DEBUG: {loc_name} not in missing")
|
||||
elif isinstance(event_from_game, events.DeathEventFromGame):
|
||||
async_start(self.send_death())
|
||||
elif isinstance(event_from_game, events.WinEventFromGame):
|
||||
if not self.finished_game:
|
||||
async_start(self.send_msgs([
|
||||
{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}
|
||||
]))
|
||||
self.finished_game = True
|
||||
elif isinstance(event_from_game, events.DoorEventFromGame):
|
||||
if self.auth:
|
||||
doors_b64 = base64.b64encode(event_from_game.doors).decode()
|
||||
payload = {
|
||||
"cmd": "Set",
|
||||
"key": f"zillion-{self.auth}-doors",
|
||||
"operations": [{"operation": "replace", "value": doors_b64}]
|
||||
}
|
||||
async_start(self.send_msgs([payload]))
|
||||
else:
|
||||
logger.warning(f"WARNING: unhandled event from game {event_from_game}")
|
||||
|
||||
def process_items_received(self) -> None:
|
||||
if len(self.items_received) > self.next_item:
|
||||
zz_item_ids = [self.ap_id_to_zz_id[item.item] for item in self.items_received]
|
||||
for index in range(self.next_item, len(self.items_received)):
|
||||
ap_id = self.items_received[index].item
|
||||
from_name = self.player_names[self.items_received[index].player]
|
||||
# TODO: colors in this text, like sni client?
|
||||
logger.info(f'received {self.ap_id_to_name[ap_id]} from {from_name}')
|
||||
self.to_game.put_nowait(
|
||||
events.ItemEventToGame(zz_item_ids)
|
||||
)
|
||||
self.next_item = len(self.items_received)
|
||||
|
||||
|
||||
def name_seed_from_ram(data: bytes) -> Tuple[str, str]:
|
||||
""" returns player name, and end of seed string """
|
||||
if len(data) == 0:
|
||||
# no connection to game
|
||||
return "", "xxx"
|
||||
null_index = data.find(b'\x00')
|
||||
if null_index == -1:
|
||||
logger.warning(f"invalid game id in rom {repr(data)}")
|
||||
null_index = len(data)
|
||||
name = data[:null_index].decode()
|
||||
null_index_2 = data.find(b'\x00', null_index + 1)
|
||||
if null_index_2 == -1:
|
||||
null_index_2 = len(data)
|
||||
seed_name = data[null_index + 1:null_index_2].decode()
|
||||
|
||||
return name, seed_name
|
||||
|
||||
|
||||
async def zillion_sync_task(ctx: ZillionContext) -> None:
|
||||
logger.info("started zillion sync task")
|
||||
|
||||
# to work around the Python bug where we can't check for RetroArch
|
||||
if not ctx.look_for_retroarch.is_set():
|
||||
logger.info("Start Zillion in RetroArch, then use the /sms command to connect to it.")
|
||||
await asyncio.wait((
|
||||
asyncio.create_task(ctx.look_for_retroarch.wait()),
|
||||
asyncio.create_task(ctx.exit_event.wait())
|
||||
), return_when=asyncio.FIRST_COMPLETED)
|
||||
|
||||
last_log = ""
|
||||
|
||||
def log_no_spam(msg: str) -> None:
|
||||
nonlocal last_log
|
||||
if msg != last_log:
|
||||
last_log = msg
|
||||
logger.info(msg)
|
||||
|
||||
# to only show this message once per client run
|
||||
help_message_shown = False
|
||||
|
||||
with Memory(ctx.from_game, ctx.to_game) as memory:
|
||||
while not ctx.exit_event.is_set():
|
||||
ram = await memory.read()
|
||||
game_id = memory.get_rom_to_ram_data(ram)
|
||||
name, seed_end = name_seed_from_ram(game_id)
|
||||
if len(name):
|
||||
if name == ctx.known_name:
|
||||
ctx.auth = name
|
||||
# this is the name we know
|
||||
if ctx.server and ctx.server.socket: # type: ignore
|
||||
if ctx.got_room_info.is_set():
|
||||
if ctx.seed_name and ctx.seed_name.endswith(seed_end):
|
||||
# correct seed
|
||||
if memory.have_generation_info():
|
||||
log_no_spam("everything connected")
|
||||
await memory.process_ram(ram)
|
||||
ctx.process_from_game_queue()
|
||||
ctx.process_items_received()
|
||||
else: # no generation info
|
||||
if ctx.got_slot_data.is_set():
|
||||
memory.set_generation_info(ctx.rescues, ctx.loc_mem_to_id)
|
||||
ctx.ap_id_to_name, ctx.ap_id_to_zz_id, _ap_id_to_zz_item = \
|
||||
make_id_to_others(ctx.start_char)
|
||||
ctx.next_item = 0
|
||||
ctx.ap_local_count = len(ctx.checked_locations)
|
||||
else: # no slot data yet
|
||||
async_start(ctx.send_connect())
|
||||
log_no_spam("logging in to server...")
|
||||
await asyncio.wait((
|
||||
asyncio.create_task(ctx.got_slot_data.wait()),
|
||||
asyncio.create_task(ctx.exit_event.wait()),
|
||||
asyncio.create_task(asyncio.sleep(6))
|
||||
), return_when=asyncio.FIRST_COMPLETED) # to not spam connect packets
|
||||
else: # not correct seed name
|
||||
log_no_spam("incorrect seed - did you mix up roms?")
|
||||
else: # no room info
|
||||
# If we get here, it looks like `RoomInfo` packet got lost
|
||||
log_no_spam("waiting for room info from server...")
|
||||
else: # server not connected
|
||||
log_no_spam("waiting for server connection...")
|
||||
else: # new game
|
||||
log_no_spam("connected to new game")
|
||||
await ctx.disconnect()
|
||||
ctx.reset_server_state()
|
||||
ctx.seed_name = None
|
||||
ctx.got_room_info.clear()
|
||||
ctx.reset_game_state()
|
||||
memory.reset_game_state()
|
||||
|
||||
ctx.auth = name
|
||||
ctx.known_name = name
|
||||
async_start(ctx.connect())
|
||||
await asyncio.wait((
|
||||
asyncio.create_task(ctx.got_room_info.wait()),
|
||||
asyncio.create_task(ctx.exit_event.wait()),
|
||||
asyncio.create_task(asyncio.sleep(6))
|
||||
), return_when=asyncio.FIRST_COMPLETED)
|
||||
else: # no name found in game
|
||||
if not help_message_shown:
|
||||
logger.info('In RetroArch, make sure "Settings > Network > Network Commands" is on.')
|
||||
help_message_shown = True
|
||||
log_no_spam("looking for connection to game...")
|
||||
await asyncio.sleep(0.3)
|
||||
|
||||
await asyncio.sleep(0.09375)
|
||||
logger.info("zillion sync task ending")
|
||||
|
||||
|
||||
async def main() -> None:
|
||||
parser = get_base_parser()
|
||||
parser.add_argument('diff_file', default="", type=str, nargs="?",
|
||||
help='Path to a .apzl Archipelago Binary Patch file')
|
||||
# SNI parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
|
||||
args = parser.parse_args()
|
||||
print(args)
|
||||
|
||||
if args.diff_file:
|
||||
import Patch
|
||||
logger.info("patch file was supplied - creating sms rom...")
|
||||
meta, rom_file = Patch.create_rom_file(args.diff_file)
|
||||
if "server" in meta:
|
||||
args.connect = meta["server"]
|
||||
logger.info(f"wrote rom file to {rom_file}")
|
||||
|
||||
ctx = ZillionContext(args.connect, args.password)
|
||||
if ctx.server_task is None:
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
|
||||
|
||||
if gui_enabled:
|
||||
ctx.run_gui()
|
||||
ctx.run_cli()
|
||||
|
||||
sync_task = asyncio.create_task(zillion_sync_task(ctx))
|
||||
|
||||
await ctx.exit_event.wait()
|
||||
|
||||
ctx.server_address = None
|
||||
logger.debug("waiting for sync task to end")
|
||||
await sync_task
|
||||
logger.debug("sync task ended")
|
||||
await ctx.shutdown()
|
||||
|
||||
|
||||
def launch() -> None:
|
||||
colorama.init()
|
||||
asyncio.run(main())
|
||||
colorama.deinit()
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `Zillion Client - Zillion Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
- RetroArch 1.10.3 or newer from: [RetroArch Website](https://retroarch.com?page=platforms).
|
||||
|
||||
@@ -30,9 +30,10 @@ Put your Zillion ROM file in the Archipelago directory in your home directory.
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, install the Zillion Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the Zillion Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is the Zillion ROM file mentioned above in Required Software.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is the Zillion ROM file mentioned above in Required Software. This only needs to be done once.
|
||||
|
||||
---
|
||||
# Play
|
||||
|
||||
Reference in New Issue
Block a user