def __init__(self, clean_iso_path): self.arcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean ISO does not exist: %s" % clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data)
def __init__(self, seed, clean_iso_path, randomized_output_folder, options, permalink=None, cmd_line_args=OrderedDict()): self.randomized_output_folder = randomized_output_folder self.options = options self.seed = seed self.permalink = permalink self.dry_run = ("-dry" in cmd_line_args) self.disassemble = ("-disassemble" in cmd_line_args) self.export_disc_to_folder = ("-exportfolder" in cmd_line_args) self.no_logs = ("-nologs" in cmd_line_args) self.bulk_test = ("-bulk" in cmd_line_args) if self.bulk_test: self.dry_run = True self.no_logs = True self.print_used_flags = ("-printflags" in cmd_line_args) self.integer_seed = self.convert_string_to_integer_md5(self.seed) self.rng = self.get_new_rng() self.arcs_by_path = {} self.jpcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.raw_files_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not self.dry_run: if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean WW ISO does not exist: %s" % clean_iso_path) self.verify_supported_version(clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data) try: self.chart_list = self.get_arc("files/res/Msg/fmapres.arc").get_file("cmapdat.bin") except (InvalidOffsetError, AssertionError): # An invalid offset error when reading fmapres.arc seems to happen when the user has a corrupted clean ISO. # Alternatively, fmapres.arc's magic bytes not being RARC can also happen here, also caused by a corrupted clean ISO. # The reason for this is unknown, but when this happens check the ISO's MD5 and if it's wrong say so in an error message. self.verify_correct_clean_iso_md5(clean_iso_path) # But if the ISO's MD5 is correct just raise the normal offset error. raise self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file("zel_00.bmg") if self.disassemble: self.disassemble_all_code() if self.print_used_flags: stage_searcher.print_all_used_item_pickup_flags(self) stage_searcher.print_all_used_chest_open_flags(self) stage_searcher.print_all_event_flags_used_by_stb_cutscenes(self) self.custom_model_name = "Link" self.using_custom_sail_texture = False
class Randomizer: def __init__(self, seed, clean_iso_path, randomized_output_folder, options, permalink=None, cmd_line_args=OrderedDict()): self.randomized_output_folder = randomized_output_folder self.options = options self.seed = seed self.permalink = permalink self.dry_run = ("-dry" in cmd_line_args) self.disassemble = ("-disassemble" in cmd_line_args) self.export_disc_to_folder = ("-exportfolder" in cmd_line_args) self.no_logs = ("-nologs" in cmd_line_args) self.bulk_test = ("-bulk" in cmd_line_args) if self.bulk_test: self.dry_run = True self.no_logs = True self.print_used_flags = ("-printflags" in cmd_line_args) self.integer_seed = self.convert_string_to_integer_md5(self.seed) self.rng = self.get_new_rng() self.arcs_by_path = {} self.jpcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.raw_files_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not self.dry_run: if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean WW ISO does not exist: %s" % clean_iso_path) self.verify_supported_version(clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data) try: self.chart_list = self.get_arc("files/res/Msg/fmapres.arc").get_file("cmapdat.bin") except (InvalidOffsetError, AssertionError): # An invalid offset error when reading fmapres.arc seems to happen when the user has a corrupted clean ISO. # Alternatively, fmapres.arc's magic bytes not being RARC can also happen here, also caused by a corrupted clean ISO. # The reason for this is unknown, but when this happens check the ISO's MD5 and if it's wrong say so in an error message. self.verify_correct_clean_iso_md5(clean_iso_path) # But if the ISO's MD5 is correct just raise the normal offset error. raise self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file("zel_00.bmg") if self.disassemble: self.disassemble_all_code() if self.print_used_flags: stage_searcher.print_all_used_item_pickup_flags(self) stage_searcher.print_all_used_chest_open_flags(self) stage_searcher.print_all_event_flags_used_by_stb_cutscenes(self) self.custom_model_name = "Link" self.using_custom_sail_texture = False def randomize(self): options_completed = 0 yield("Modifying game code...", options_completed) customizer.decide_on_link_model(self) if not self.dry_run: self.apply_necessary_tweaks() if self.options.get("instant_text_boxes"): tweaks.make_all_text_instant(self) if self.options.get("reveal_full_sea_chart"): patcher.apply_patch(self, "reveal_sea_chart") if self.options.get("invert_camera_x_axis"): patcher.apply_patch(self, "invert_camera_x_axis") if self.options.get("swift_sail"): tweaks.make_sail_behave_like_swift_sail(self) if self.options.get("increase_player_movement_speeds"): tweaks.increase_player_movement_speeds(self) if self.options.get("increase_grapple_animation_speed"): tweaks.increase_grapple_animation_speed(self) if self.options.get("increase_block_moving_animation"): tweaks.increase_block_moving_animation(self) if self.options.get("increase_misc_animations"): tweaks.increase_misc_animations(self) if self.options.get("tingle_chests_without_tuner"): patcher.apply_patch(self, "tingle_chests_without_tuner") if self.options.get("KORL_control"): patcher.apply_patch(self, "KORL_control") if self.options.get("song_no_replay"): patcher.apply_patch(self, "song_no_replay") if self.options.get("swing_turn"): patcher.apply_patch(self, "swing_turn") if self.options.get("remove_title_and_ending_videos"): tweaks.remove_title_and_ending_videos(self) patcher.apply_patch(self, "skipintro") patcher.apply_patch(self, "misc_rando_features") patcher.apply_patch(self, "fix_vanilla_bugs") if self.options.get("randomize_enemy_palettes"): yield("Choosing random enemy colors...", options_completed) palettes.randomize_enemy_palettes(self) if self.options.get("ballad"): patcher.apply_patch(self, "ballad") if self.options.get("titlelogo"): tweaks.modify_title_screen_logo(self) if self.options.get("memorylogo"): tweaks.update_game_name_icon_and_banners(self) if self.options.get("brisk_sail"): tweaks.make_sail_behave_like_brisk_sail(self) if self.options.get("brisk_sail2"): tweaks.make_sail_behave_like_brisk_sail2(self) if self.options.get("swift_sail2"): tweaks.make_sail_behave_like_swift_sail2(self) options_completed += 1 yield("Patching...", options_completed) options_completed += 2 options_completed += 7 yield("Saving patched ISO...", options_completed) if not self.dry_run: self.save_randomized_iso() options_completed += 9 yield("Done", -1) def apply_necessary_tweaks(self): patcher.apply_patch(self, "custom_funcs") patcher.apply_patch(self, "necessary_fixes") #tweaks.skip_wakeup_intro_and_start_at_dock(self) #tweaks.add_inter_dungeon_warp_pots(self) # tweaks.make_all_text_instant(self) # tweaks.b_skips(self) # tweaks.modify_title_screen_logo(self) # tweaks.make_sail_behave_like_swift_sail(self) # tweaks.update_game_name_icon_and_banners(self) # tweaks.increase_player_movement_speeds(self) # tweaks.increase_grapple_animation_speed(self) # tweaks.increase_block_moving_animation(self) # tweaks.increase_misc_animations(self) tweaks.make_tingle_statue_reward_rupee_rainbow_colored(self) customizer.replace_link_model(self) tweaks.change_starting_clothes(self) tweaks.check_hide_ship_sail(self) customizer.change_player_clothes_color(self) def verify_supported_version(self, clean_iso_path): with open(clean_iso_path, "rb") as f: game_id = try_read_str(f, 0, 6) if game_id != "GZLE01": if game_id and game_id.startswith("GZL"): raise InvalidCleanISOError("Invalid version of Wind Waker. Only the USA version is supported by this randomizer.") else: raise InvalidCleanISOError("Invalid game given as the clean ISO. You must specify a Wind Waker ISO (USA version).") def verify_correct_clean_iso_md5(self, clean_iso_path): md5 = hashlib.md5() with open(clean_iso_path, "rb") as f: while True: chunk = f.read(1024*1024) if not chunk: break md5.update(chunk) integer_md5 = int(md5.hexdigest(), 16) if integer_md5 != CLEAN_WIND_WAKER_ISO_MD5: raise InvalidCleanISOError("Invalid clean Wind Waker ISO. Your ISO may be corrupted.\n\nCorrect ISO MD5 hash: %x\nYour ISO's MD5 hash: %x" % (CLEAN_WIND_WAKER_ISO_MD5, integer_md5)) def read_text_file_lists(self): # Get item names. self.item_names = {} self.item_name_to_id = {} with open(os.path.join(DATA_PATH, "item_names.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) - (.+)$", f.read(), re.IGNORECASE | re.MULTILINE) for item_id, item_name in matches: if item_name: item_id = int(item_id, 16) self.item_names[item_id] = item_name if item_name in self.item_name_to_id: raise Exception("Duplicate item name: " + item_name) self.item_name_to_id[item_name] = item_id # Get stage and island names for debug purposes. self.stage_names = {} with open(os.path.join(DATA_PATH, "stage_names.txt"), "r") as f: while True: stage_folder = f.readline() if not stage_folder: break stage_name = f.readline() self.stage_names[stage_folder.strip()] = stage_name.strip() self.island_names = {} self.island_number_to_name = {} self.island_name_to_number = {} with open(os.path.join(DATA_PATH, "island_names.txt"), "r") as f: while True: room_arc_name = f.readline() if not room_arc_name: break island_name = f.readline().strip() self.island_names[room_arc_name.strip()] = island_name island_number = int(re.search(r"Room(\d+)", room_arc_name).group(1)) self.island_number_to_name[island_number] = island_name self.island_name_to_number[island_name] = island_number self.item_ids_without_a_field_model = [] with open(os.path.join(DATA_PATH, "items_without_field_models.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) ", f.read(), re.IGNORECASE | re.MULTILINE) for item_id in matches: if item_name: item_id = int(item_id, 16) self.item_ids_without_a_field_model.append(item_id) self.arc_name_pointers = {} with open(os.path.join(DATA_PATH, "item_resource_arc_name_pointers.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) ([0-9a-f]{8}) ", f.read(), re.IGNORECASE | re.MULTILINE) for item_id, arc_name_pointer in matches: item_id = int(item_id, 16) arc_name_pointer = int(arc_name_pointer, 16) self.arc_name_pointers[item_id] = arc_name_pointer self.icon_name_pointer = {} with open(os.path.join(DATA_PATH, "item_resource_icon_name_pointers.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) ([0-9a-f]{8}) ", f.read(), re.IGNORECASE | re.MULTILINE) for item_id, icon_name_pointer in matches: item_id = int(item_id, 16) icon_name_pointer = int(icon_name_pointer, 16) self.icon_name_pointer[item_id] = icon_name_pointer with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f: self.custom_symbols = yaml.safe_load(f) self.main_custom_symbols = self.custom_symbols["sys/main.dol"] with open(os.path.join(ASM_PATH, "free_space_start_offsets.txt"), "r") as f: self.free_space_start_offsets = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "progress_item_hints.txt"), "r") as f: self.progress_item_hints = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "island_name_hints.txt"), "r") as f: self.island_name_hints = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "enemy_types.txt"), "r") as f: self.enemy_types = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "palette_randomizable_files.txt"), "r") as f: self.palette_randomizable_files = yaml.safe_load(f) def get_arc(self, arc_path): arc_path = arc_path.replace("\\", "/") if arc_path in self.arcs_by_path: return self.arcs_by_path[arc_path] else: data = self.gcm.read_file_data(arc_path) arc = RARC() arc.read(data) self.arcs_by_path[arc_path] = arc return arc def get_jpc(self, jpc_path): jpc_path = jpc_path.replace("\\", "/") if jpc_path in self.jpcs_by_path: return self.jpcs_by_path[jpc_path] else: data = self.gcm.read_file_data(jpc_path) jpc = JPC(data) self.jpcs_by_path[jpc_path] = jpc return jpc def get_rel(self, rel_path): rel_path = rel_path.replace("\\", "/") if rel_path in self.rels_by_path: return self.rels_by_path[rel_path] else: if not rel_path.startswith("files/rels/"): raise Exception("Invalid REL path: %s" % rel_path) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: rel_file_entry.decompress_data_if_necessary() data = rel_file_entry.data else: data = self.gcm.read_file_data(rel_path) rel = REL() rel.read(data) self.rels_by_path[rel_path] = rel return rel def get_symbol_map(self, map_path): map_path = map_path.replace("\\", "/") if map_path in self.symbol_maps_by_path: return self.symbol_maps_by_path[map_path] else: data = self.gcm.read_file_data(map_path) map_text = read_all_bytes(data).decode("ascii") if map_path == "files/maps/framework.map": addr_to_name_map = disassemble.get_main_symbols(map_text) else: rel_name = os.path.splitext(os.path.basename(map_path))[0] rel = self.get_rel("files/rels/%s.rel" % rel_name) addr_to_name_map = disassemble.get_rel_symbols(rel, map_text) symbol_map = {} for address, name in addr_to_name_map.items(): symbol_map[name] = address self.symbol_maps_by_path[map_path] = symbol_map return symbol_map def get_raw_file(self, file_path): file_path = file_path.replace("\\", "/") if file_path in self.raw_files_by_path: return self.raw_files_by_path[file_path] else: if file_path.startswith("files/rels/"): raise Exception("Cannot read a REL as a raw file.") elif file_path == "sys/main.dol": raise Exception("Cannot read the DOL as a raw file.") data = self.gcm.read_file_data(file_path) if try_read_str(data, 0, 4) == "Yaz0": data = Yaz0.decompress(data) self.raw_files_by_path[file_path] = data return data def replace_arc(self, arc_path, new_data): if arc_path not in self.gcm.files_by_path: raise Exception("Cannot replace RARC that doesn't exist: " + arc_path) arc = RARC() arc.read(new_data) self.arcs_by_path[arc_path] = arc def replace_raw_file(self, file_path, new_data): if file_path not in self.gcm.files_by_path: raise Exception("Cannot replace file that doesn't exist: " + file_path) self.raw_files_by_path[file_path] = new_data def add_new_raw_file(self, file_path, new_data): if file_path.lower() in self.gcm.files_by_path_lowercase: raise Exception("Cannot add a new file that has the same path and name as an existing one: " + file_path) self.gcm.add_new_file(file_path, new_data) self.raw_files_by_path[file_path] = new_data def add_new_rel(self, rel_path, new_rel, section_index_of_actor_profile, offset_of_actor_profile): if not rel_path.startswith("files/rels/"): raise Exception("Cannot add a new REL to a folder besides files/rels/: " + rel_path) if rel_path.lower() in self.gcm.files_by_path_lowercase: raise Exception("Cannot add a new REL that has the same name as an existing one: " + rel_path) # Read the actor ID out of the actor profile. section_data_actor_profile = new_rel.sections[section_index_of_actor_profile].data new_actor_id = read_u16(section_data_actor_profile, offset_of_actor_profile+8) if new_actor_id in self.used_actor_ids: raise Exception("Cannot add a new REL with an actor ID that is already used:\nActor ID: %03X\nNew REL path: %s" % (new_actor_id, rel_path)) # We need to add the new REL to the profile list. profile_list = self.get_rel("files/rels/f_pc_profile_lst.rel") rel_relocation = RELRelocation() rel_relocation.relocation_type = RELRelocationType.R_PPC_ADDR32 rel_relocation.curr_section_num = 4 # List section rel_relocation.relocation_offset = new_actor_id*4 # Offset in the list # Write a null placeholder for the pointer to the profile that will be relocated. list_data = profile_list.sections[rel_relocation.curr_section_num].data write_u32(list_data, new_actor_id*4, 0) # For some reason, there's an extra four 0x00 bytes after the last entry in the list, so we put that there just to be safe. write_u32(list_data, new_actor_id*4+4, 0) rel_relocation.section_num_to_relocate_against = section_index_of_actor_profile rel_relocation.symbol_address = offset_of_actor_profile if new_rel.id in profile_list.relocation_entries_for_module: raise Exception("Cannot add a new REL with a unique ID that is already present in the profile list:\nREL ID: %03X\nNew REL path: %s" % (new_rel.id, rel_path)) profile_list.relocation_entries_for_module[new_rel.id] = [rel_relocation] # Then add the REL to the game's filesystem. self.gcm.add_new_file(rel_path) self.rels_by_path[rel_path] = new_rel # Don't allow this actor ID to be used again by any more custom RELs we add. self.used_actor_ids.append(new_actor_id) def save_randomized_iso(self): self.bmg.save_changes() for file_path, data in self.raw_files_by_path.items(): self.gcm.changed_files[file_path] = data self.dol.save_changes() self.gcm.changed_files["sys/main.dol"] = self.dol.data for rel_path, rel in self.rels_by_path.items(): rel.save_changes(preserve_section_data_offsets=True) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: # The REL already wrote to the same BytesIO object as the file entry uses, so no need to do anything more here. assert rel_file_entry.data == rel.data else: self.gcm.changed_files[rel_path] = rel.data for arc_path, arc in self.arcs_by_path.items(): for file_name, instantiated_file in arc.instantiated_object_files.items(): if file_name == "event_list.dat": instantiated_file.save_changes() arc.save_changes() self.gcm.changed_files[arc_path] = arc.data for jpc_path, jpc in self.jpcs_by_path.items(): jpc.save_changes() self.gcm.changed_files[jpc_path] = jpc.data if self.export_disc_to_folder: output_folder_path = os.path.join(self.randomized_output_folder, "%s" % self.seed) self.gcm.export_disc_to_folder_with_changed_files(output_folder_path) else: output_file_path = os.path.join(self.randomized_output_folder, "%s.iso" % self.seed) self.gcm.export_disc_to_iso_with_changed_files(output_file_path) def convert_string_to_integer_md5(self, string): return int(hashlib.md5(string.encode('utf-8')).hexdigest(), 16) def get_new_rng(self): rng = Random() rng.seed(self.integer_seed) if self.options.get("do_not_generate_spoiler_log"): for i in range(1, 100): rng.getrandbits(i) return rng def write_error_log(self, error_message): if self.no_logs: return error_log_str = self.get_log_header() error_log_str += error_message error_log_output_path = os.path.join(self.randomized_output_folder, "WW Random %s - Error Log.txt" % self.seed) with open(error_log_output_path, "w") as f: f.write(error_log_str) def disassemble_all_code(self): disassemble.disassemble_all_code(self)
class GameCubeFilesystem: def __init__(self, clean_iso_path): self.arcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean ISO does not exist: %s" % clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data) def read_text_file_lists(self): with open(os.path.join(ASM_PATCHES_PATH, "custom_symbols.txt"), "r") as f: self.custom_symbols = yaml.safe_load(f) self.main_custom_symbols = self.custom_symbols["sys/main.dol"] with open(os.path.join(ASM_API_PATH, "free_space_start_offsets.txt"), "r") as f: self.free_space_start_offsets = yaml.safe_load(f) def save_modified_iso_files(self, output_folder_path): self.dol.save_changes() self.gcm.changed_files["sys/main.dol"] = self.dol.data for rel_path, rel in self.rels_by_path.items(): rel.save_changes(preserve_section_data_offsets=True) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: # The REL already wrote to the same BytesIO object as the file entry uses, so no need to do anything more here. assert rel_file_entry.data == rel.data else: self.gcm.changed_files[rel_path] = rel.data for arc_path, arc in self.arcs_by_path.items(): assert arc_path == "files/RELS.arc" arc.save_changes() self.gcm.changed_files[arc_path] = arc.data generator = self.gcm.export_disc_to_folder_with_changed_files( output_folder_path, only_changed_files=True) while True: # Need to use a while loop to go through the generator instead of a for loop, as a for loop would silently exit if a StopIteration error ever happened for any reason. next_progress_text, files_done = next(generator) if files_done == -1: break print() print("Successfully wrote %d changed files" % len(self.gcm.changed_files)) def get_arc(self, arc_path): arc_path = arc_path.replace("\\", "/") if arc_path in self.arcs_by_path: return self.arcs_by_path[arc_path] else: data = self.gcm.read_file_data(arc_path) arc = RARC() arc.read(data) self.arcs_by_path[arc_path] = arc return arc def get_rel(self, rel_path): rel_path = rel_path.replace("\\", "/") if rel_path in self.rels_by_path: return self.rels_by_path[rel_path] else: if not rel_path.startswith("files/rels/"): raise Exception("Invalid REL path: %s" % rel_path) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: rel_file_entry.decompress_data_if_necessary() data = rel_file_entry.data else: data = self.gcm.read_file_data(rel_path) rel = REL() rel.read(data) self.rels_by_path[rel_path] = rel return rel def get_symbol_map(self, map_path): map_path = map_path.replace("\\", "/") if map_path in self.symbol_maps_by_path: return self.symbol_maps_by_path[map_path] else: data = self.gcm.read_file_data(map_path) map_text = read_all_bytes(data).decode("ascii") if map_path == "files/maps/framework.map": addr_to_name_map = disassemble.get_main_symbols(map_text) else: rel_name = os.path.splitext(os.path.basename(map_path))[0] rel = self.get_rel("files/rels/%s.rel" % rel_name) addr_to_name_map = disassemble.get_rel_symbols(rel, map_text) symbol_map = {} for address, name in addr_to_name_map.items(): symbol_map[name] = address self.symbol_maps_by_path[map_path] = symbol_map return symbol_map def replace_arc(self, arc_path, new_data): if arc_path not in self.gcm.files_by_path: raise Exception("Cannot replace RARC that doesn't exist: " + arc_path) arc = RARC() arc.read(new_data) self.arcs_by_path[arc_path] = arc def add_new_rel(self, rel_path, new_rel, section_index_of_actor_profile, offset_of_actor_profile): if not rel_path.startswith("files/rels/"): raise Exception( "Cannot add a new REL to a folder besides files/rels/: " + rel_path) if rel_path.lower() in self.gcm.files_by_path_lowercase: raise Exception( "Cannot add a new REL that has the same name as an existing one: " + rel_path) # Read the actor ID out of the actor profile. section_data_actor_profile = new_rel.sections[ section_index_of_actor_profile].data new_actor_id = read_u16(section_data_actor_profile, offset_of_actor_profile + 8) if new_actor_id in self.used_actor_ids: raise Exception( "Cannot add a new REL with an actor ID that is already used:\nActor ID: %03X\nNew REL path: %s" % (new_actor_id, rel_path)) # We need to add the new REL to the profile list. profile_list = self.get_rel("files/rels/f_pc_profile_lst.rel") rel_relocation = RELRelocation() rel_relocation.relocation_type = RELRelocationType.R_PPC_ADDR32 rel_relocation.curr_section_num = 4 # List section rel_relocation.relocation_offset = new_actor_id * 4 # Offset in the list # Write a null placeholder for the pointer to the profile that will be relocated. list_data = profile_list.sections[rel_relocation.curr_section_num].data write_u32(list_data, new_actor_id * 4, 0) # For some reason, there's an extra four 0x00 bytes after the last entry in the list, so we put that there just to be safe. write_u32(list_data, new_actor_id * 4 + 4, 0) rel_relocation.section_num_to_relocate_against = section_index_of_actor_profile rel_relocation.symbol_address = offset_of_actor_profile if new_rel.id in profile_list.relocation_entries_for_module: raise Exception( "Cannot add a new REL with a unique ID that is already present in the profile list:\nREL ID: %03X\nNew REL path: %s" % (new_rel.id, rel_path)) profile_list.relocation_entries_for_module[new_rel.id] = [ rel_relocation ] # Then add the REL to the game's filesystem. self.gcm.add_new_file(rel_path) self.rels_by_path[rel_path] = new_rel # Don't allow this actor ID to be used again by any more custom RELs we add. self.used_actor_ids.append(new_actor_id)
def __init__(self, seed, clean_iso_path, randomized_output_folder, options, permalink=None, cmd_line_args=OrderedDict()): self.randomized_output_folder = randomized_output_folder self.options = options self.seed = seed self.permalink = permalink self.dry_run = ("-dry" in cmd_line_args) self.disassemble = ("-disassemble" in cmd_line_args) self.export_disc_to_folder = ("-exportfolder" in cmd_line_args) self.no_logs = ("-nologs" in cmd_line_args) self.bulk_test = ("-bulk" in cmd_line_args) if self.bulk_test: self.dry_run = True self.no_logs = True self.print_used_flags = ("-printflags" in cmd_line_args) if ("-noitemrando" in cmd_line_args) and IS_RUNNING_FROM_SOURCE: self.randomize_items = False else: self.randomize_items = True self.map_select = ("-mapselect" in cmd_line_args) self.heap_display = ("-heap" in cmd_line_args) self.test_room_args = None if "-test" in cmd_line_args: args = cmd_line_args["-test"] if args is not None: stage, room, spawn = args.split(",") self.test_room_args = {"stage": stage, "room": int(room), "spawn": int(spawn)} seed_string = self.seed if self.options.get("do_not_generate_spoiler_log"): seed_string += SEED_KEY self.integer_seed = self.convert_string_to_integer_md5(seed_string) self.rng = self.get_new_rng() self.arcs_by_path = {} self.jpcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.raw_files_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not self.dry_run: if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean WW ISO does not exist: %s" % clean_iso_path) self.verify_supported_version(clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data) try: self.chart_list = self.get_arc("files/res/Msg/fmapres.arc").get_file("cmapdat.bin") except (InvalidOffsetError, AssertionError): # An invalid offset error when reading fmapres.arc seems to happen when the user has a corrupted clean ISO. # Alternatively, fmapres.arc's magic bytes not being RARC can also happen here, also caused by a corrupted clean ISO. # The reason for this is unknown, but when this happens check the ISO's MD5 and if it's wrong say so in an error message. self.verify_correct_clean_iso_md5(clean_iso_path) # But if the ISO's MD5 is correct just raise the normal offset error. raise self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file("zel_00.bmg") if self.disassemble: self.disassemble_all_code() if self.print_used_flags: stage_searcher.print_all_used_item_pickup_flags(self) stage_searcher.print_all_used_chest_open_flags(self) stage_searcher.print_all_event_flags_used_by_stb_cutscenes(self) # Starting items. This list is read by the Logic when initializing your currently owned items list. self.starting_items = [ "Wind Waker", "Wind's Requiem", "Ballad of Gales", "Song of Passing", "Boat's Sail", ] self.starting_items += self.options.get("starting_gear", []) if self.options.get("sword_mode") == "Start with Hero's Sword": self.starting_items.append("Progressive Sword") # Add starting Triforce Shards. num_starting_triforce_shards = int(self.options.get("num_starting_triforce_shards", 0)) for i in range(num_starting_triforce_shards): self.starting_items.append("Triforce Shard %d" % (i+1)) starting_pohs = self.options.get("starting_pohs") for i in range(starting_pohs): self.starting_items.append("Piece of Heart") starting_hcs = self.options.get("starting_hcs") for i in range(starting_hcs): self.starting_items.append("Heart Container") # Default entrances connections to be used if the entrance randomizer is not on. self.entrance_connections = OrderedDict([ ("Dungeon Entrance On Dragon Roost Island", "Dragon Roost Cavern"), ("Dungeon Entrance In Forest Haven Sector", "Forbidden Woods"), ("Dungeon Entrance In Tower of the Gods Sector", "Tower of the Gods"), ("Dungeon Entrance On Headstone Island", "Earth Temple"), ("Dungeon Entrance On Gale Isle", "Wind Temple"), ("Secret Cave Entrance on Outset Island", "Savage Labyrinth"), ("Secret Cave Entrance on Dragon Roost Island", "Dragon Roost Island Secret Cave"), ("Secret Cave Entrance on Fire Mountain", "Fire Mountain Secret Cave"), ("Secret Cave Entrance on Ice Ring Isle", "Ice Ring Isle Secret Cave"), ("Secret Cave Entrance on Private Oasis", "Cabana Labyrinth"), ("Secret Cave Entrance on Needle Rock Isle", "Needle Rock Isle Secret Cave"), ("Secret Cave Entrance on Angular Isles", "Angular Isles Secret Cave"), ("Secret Cave Entrance on Boating Course", "Boating Course Secret Cave"), ("Secret Cave Entrance on Stone Watcher Island", "Stone Watcher Island Secret Cave"), ("Secret Cave Entrance on Overlook Island", "Overlook Island Secret Cave"), ("Secret Cave Entrance on Bird's Peak Rock", "Bird's Peak Rock Secret Cave"), ("Secret Cave Entrance on Pawprint Isle", "Pawprint Isle Chuchu Cave"), ("Secret Cave Entrance on Pawprint Isle Side Isle", "Pawprint Isle Wizzrobe Cave"), ("Secret Cave Entrance on Diamond Steppe Island", "Diamond Steppe Island Warp Maze Cave"), ("Secret Cave Entrance on Bomb Island", "Bomb Island Secret Cave"), ("Secret Cave Entrance on Rock Spire Isle", "Rock Spire Isle Secret Cave"), ("Secret Cave Entrance on Shark Island", "Shark Island Secret Cave"), ("Secret Cave Entrance on Cliff Plateau Isles", "Cliff Plateau Isles Secret Cave"), ("Secret Cave Entrance on Horseshoe Island", "Horseshoe Island Secret Cave"), ("Secret Cave Entrance on Star Island", "Star Island Secret Cave"), ]) self.dungeon_and_cave_island_locations = OrderedDict([ ("Dragon Roost Cavern", "Dragon Roost Island"), ("Forbidden Woods", "Forest Haven"), ("Tower of the Gods", "Tower of the Gods"), ("Earth Temple", "Headstone Island"), ("Wind Temple", "Gale Isle"), ("Secret Cave Entrance on Outset Island", "Outset Island"), ("Secret Cave Entrance on Dragon Roost Island", "Dragon Roost Island"), ("Secret Cave Entrance on Fire Mountain", "Fire Mountain"), ("Secret Cave Entrance on Ice Ring Isle", "Ice Ring Isle"), ("Secret Cave Entrance on Private Oasis", "Private Oasis"), ("Secret Cave Entrance on Needle Rock Isle", "Needle Rock Isle"), ("Secret Cave Entrance on Angular Isles", "Angular Isles"), ("Secret Cave Entrance on Boating Course", "Boating Course"), ("Secret Cave Entrance on Stone Watcher Island", "Stone Watcher Island"), ("Secret Cave Entrance on Overlook Island", "Overlook Island"), ("Secret Cave Entrance on Bird's Peak Rock", "Bird's Peak Rock"), ("Secret Cave Entrance on Pawprint Isle", "Pawprint Isle"), ("Secret Cave Entrance on Pawprint Isle Side Isle", "Pawprint Isle"), ("Secret Cave Entrance on Diamond Steppe Island", "Diamond Steppe Island"), ("Secret Cave Entrance on Bomb Island", "Bomb Island"), ("Secret Cave Entrance on Rock Spire Isle", "Rock Spire Isle"), ("Secret Cave Entrance on Shark Island", "Shark Island"), ("Secret Cave Entrance on Cliff Plateau Isles", "Cliff Plateau Isles"), ("Secret Cave Entrance on Horseshoe Island", "Horseshoe Island"), ("Secret Cave Entrance on Star Island", "Star Island"), ]) # Default starting island (Outset) if the starting island randomizer is not on. self.starting_island_index = 44 # Default charts for each island. self.island_number_to_chart_name = OrderedDict([ (1, "Treasure Chart 25"), (2, "Treasure Chart 7"), (3, "Treasure Chart 24"), (4, "Triforce Chart 2"), (5, "Treasure Chart 11"), (6, "Triforce Chart 7"), (7, "Treasure Chart 13"), (8, "Treasure Chart 41"), (9, "Treasure Chart 29"), (10, "Treasure Chart 22"), (11, "Treasure Chart 18"), (12, "Treasure Chart 30"), (13, "Treasure Chart 39"), (14, "Treasure Chart 19"), (15, "Treasure Chart 8"), (16, "Treasure Chart 2"), (17, "Treasure Chart 10"), (18, "Treasure Chart 26"), (19, "Treasure Chart 3"), (20, "Treasure Chart 37"), (21, "Treasure Chart 27"), (22, "Treasure Chart 38"), (23, "Triforce Chart 1"), (24, "Treasure Chart 21"), (25, "Treasure Chart 6"), (26, "Treasure Chart 14"), (27, "Treasure Chart 34"), (28, "Treasure Chart 5"), (29, "Treasure Chart 28"), (30, "Treasure Chart 35"), (31, "Triforce Chart 3"), (32, "Triforce Chart 6"), (33, "Treasure Chart 1"), (34, "Treasure Chart 20"), (35, "Treasure Chart 36"), (36, "Treasure Chart 23"), (37, "Treasure Chart 12"), (38, "Treasure Chart 16"), (39, "Treasure Chart 4"), (40, "Treasure Chart 17"), (41, "Treasure Chart 31"), (42, "Triforce Chart 5"), (43, "Treasure Chart 9"), (44, "Triforce Chart 4"), (45, "Treasure Chart 40"), (46, "Triforce Chart 8"), (47, "Treasure Chart 15"), (48, "Treasure Chart 32"), (49, "Treasure Chart 33"), ]) # This list will hold the randomly selected dungeon boss locations that are required in race mode. # If race mode is not on, this list will remain empty. self.race_mode_required_locations = [] # This list will hold the dungeon names of the race mode required locations. # If race mode is not on, this list will remain empty. self.race_mode_required_dungeons = [] # This list will hold all item location names that should not have any items in them in race mode. # If race mode is not on, this list will remain empty. self.race_mode_banned_locations = [] self.custom_model_name = "Link" self.using_custom_sail_texture = False self.logic = Logic(self) num_progress_locations = self.logic.get_num_progression_locations() max_race_mode_banned_locations = self.logic.get_max_race_mode_banned_locations() num_progress_items = self.logic.get_num_progression_items() if num_progress_locations - max_race_mode_banned_locations < num_progress_items: error_message = "Not enough progress locations to place all progress items.\n\n" error_message += "Total progress items: %d\n" % num_progress_items error_message += "Progress locations with current options: %d\n" % num_progress_locations if max_race_mode_banned_locations > 0: error_message += "Maximum Race Mode banned locations: %d\n" % max_race_mode_banned_locations error_message += "\nYou need to check more of the progress location options in order to give the randomizer enough space to place all the items." raise TooFewProgressionLocationsError(error_message) # We need to determine if the user's selected options result in a dungeons-only-start. # Dungeons-only-start meaning that the only locations accessible at the start of the run are dungeon locations. # e.g. If the user selects Dungeons, Expensive Purchases, and Sunken Treasures, the dungeon locations are the only ones the player can check first. # We need to distinguish this situation because it can cause issues for the randomizer's item placement logic (specifically when placing keys in DRC). self.logic.temporarily_make_dungeon_entrance_macros_impossible() accessible_undone_locations = self.logic.get_accessible_remaining_locations(for_progression=True) if len(accessible_undone_locations) == 0: self.dungeons_only_start = True else: self.dungeons_only_start = False self.logic.update_entrance_connection_macros() # Reset the dungeon entrance macros. # Also determine if these options result in a dungeons-and-caves-only-start. # Dungeons-and-caves-only-start means the only locations accessible at the start of the run are dungeon or secret cave locations. # This situation can also cause issues for the item placement logic (specifically when placing the first item of the run). self.logic.temporarily_make_entrance_macros_impossible() accessible_undone_locations = self.logic.get_accessible_remaining_locations(for_progression=True) if len(accessible_undone_locations) == 0: self.dungeons_and_caves_only_start = True else: self.dungeons_and_caves_only_start = False self.logic.update_entrance_connection_macros() # Reset the entrance macros.
class Randomizer: def __init__(self, seed, clean_iso_path, randomized_output_folder, options, permalink=None, cmd_line_args=OrderedDict()): self.randomized_output_folder = randomized_output_folder self.options = options self.seed = seed self.permalink = permalink self.dry_run = ("-dry" in cmd_line_args) self.disassemble = ("-disassemble" in cmd_line_args) self.export_disc_to_folder = ("-exportfolder" in cmd_line_args) self.no_logs = ("-nologs" in cmd_line_args) self.bulk_test = ("-bulk" in cmd_line_args) if self.bulk_test: self.dry_run = True self.no_logs = True self.print_used_flags = ("-printflags" in cmd_line_args) if ("-noitemrando" in cmd_line_args) and IS_RUNNING_FROM_SOURCE: self.randomize_items = False else: self.randomize_items = True self.map_select = ("-mapselect" in cmd_line_args) self.heap_display = ("-heap" in cmd_line_args) self.test_room_args = None if "-test" in cmd_line_args: args = cmd_line_args["-test"] if args is not None: stage, room, spawn = args.split(",") self.test_room_args = {"stage": stage, "room": int(room), "spawn": int(spawn)} seed_string = self.seed if self.options.get("do_not_generate_spoiler_log"): seed_string += SEED_KEY self.integer_seed = self.convert_string_to_integer_md5(seed_string) self.rng = self.get_new_rng() self.arcs_by_path = {} self.jpcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.raw_files_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not self.dry_run: if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean WW ISO does not exist: %s" % clean_iso_path) self.verify_supported_version(clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data) try: self.chart_list = self.get_arc("files/res/Msg/fmapres.arc").get_file("cmapdat.bin") except (InvalidOffsetError, AssertionError): # An invalid offset error when reading fmapres.arc seems to happen when the user has a corrupted clean ISO. # Alternatively, fmapres.arc's magic bytes not being RARC can also happen here, also caused by a corrupted clean ISO. # The reason for this is unknown, but when this happens check the ISO's MD5 and if it's wrong say so in an error message. self.verify_correct_clean_iso_md5(clean_iso_path) # But if the ISO's MD5 is correct just raise the normal offset error. raise self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file("zel_00.bmg") if self.disassemble: self.disassemble_all_code() if self.print_used_flags: stage_searcher.print_all_used_item_pickup_flags(self) stage_searcher.print_all_used_chest_open_flags(self) stage_searcher.print_all_event_flags_used_by_stb_cutscenes(self) # Starting items. This list is read by the Logic when initializing your currently owned items list. self.starting_items = [ "Wind Waker", "Wind's Requiem", "Ballad of Gales", "Song of Passing", "Boat's Sail", ] self.starting_items += self.options.get("starting_gear", []) if self.options.get("sword_mode") == "Start with Hero's Sword": self.starting_items.append("Progressive Sword") # Add starting Triforce Shards. num_starting_triforce_shards = int(self.options.get("num_starting_triforce_shards", 0)) for i in range(num_starting_triforce_shards): self.starting_items.append("Triforce Shard %d" % (i+1)) starting_pohs = self.options.get("starting_pohs") for i in range(starting_pohs): self.starting_items.append("Piece of Heart") starting_hcs = self.options.get("starting_hcs") for i in range(starting_hcs): self.starting_items.append("Heart Container") # Default entrances connections to be used if the entrance randomizer is not on. self.entrance_connections = OrderedDict([ ("Dungeon Entrance On Dragon Roost Island", "Dragon Roost Cavern"), ("Dungeon Entrance In Forest Haven Sector", "Forbidden Woods"), ("Dungeon Entrance In Tower of the Gods Sector", "Tower of the Gods"), ("Dungeon Entrance On Headstone Island", "Earth Temple"), ("Dungeon Entrance On Gale Isle", "Wind Temple"), ("Secret Cave Entrance on Outset Island", "Savage Labyrinth"), ("Secret Cave Entrance on Dragon Roost Island", "Dragon Roost Island Secret Cave"), ("Secret Cave Entrance on Fire Mountain", "Fire Mountain Secret Cave"), ("Secret Cave Entrance on Ice Ring Isle", "Ice Ring Isle Secret Cave"), ("Secret Cave Entrance on Private Oasis", "Cabana Labyrinth"), ("Secret Cave Entrance on Needle Rock Isle", "Needle Rock Isle Secret Cave"), ("Secret Cave Entrance on Angular Isles", "Angular Isles Secret Cave"), ("Secret Cave Entrance on Boating Course", "Boating Course Secret Cave"), ("Secret Cave Entrance on Stone Watcher Island", "Stone Watcher Island Secret Cave"), ("Secret Cave Entrance on Overlook Island", "Overlook Island Secret Cave"), ("Secret Cave Entrance on Bird's Peak Rock", "Bird's Peak Rock Secret Cave"), ("Secret Cave Entrance on Pawprint Isle", "Pawprint Isle Chuchu Cave"), ("Secret Cave Entrance on Pawprint Isle Side Isle", "Pawprint Isle Wizzrobe Cave"), ("Secret Cave Entrance on Diamond Steppe Island", "Diamond Steppe Island Warp Maze Cave"), ("Secret Cave Entrance on Bomb Island", "Bomb Island Secret Cave"), ("Secret Cave Entrance on Rock Spire Isle", "Rock Spire Isle Secret Cave"), ("Secret Cave Entrance on Shark Island", "Shark Island Secret Cave"), ("Secret Cave Entrance on Cliff Plateau Isles", "Cliff Plateau Isles Secret Cave"), ("Secret Cave Entrance on Horseshoe Island", "Horseshoe Island Secret Cave"), ("Secret Cave Entrance on Star Island", "Star Island Secret Cave"), ]) self.dungeon_and_cave_island_locations = OrderedDict([ ("Dragon Roost Cavern", "Dragon Roost Island"), ("Forbidden Woods", "Forest Haven"), ("Tower of the Gods", "Tower of the Gods"), ("Earth Temple", "Headstone Island"), ("Wind Temple", "Gale Isle"), ("Secret Cave Entrance on Outset Island", "Outset Island"), ("Secret Cave Entrance on Dragon Roost Island", "Dragon Roost Island"), ("Secret Cave Entrance on Fire Mountain", "Fire Mountain"), ("Secret Cave Entrance on Ice Ring Isle", "Ice Ring Isle"), ("Secret Cave Entrance on Private Oasis", "Private Oasis"), ("Secret Cave Entrance on Needle Rock Isle", "Needle Rock Isle"), ("Secret Cave Entrance on Angular Isles", "Angular Isles"), ("Secret Cave Entrance on Boating Course", "Boating Course"), ("Secret Cave Entrance on Stone Watcher Island", "Stone Watcher Island"), ("Secret Cave Entrance on Overlook Island", "Overlook Island"), ("Secret Cave Entrance on Bird's Peak Rock", "Bird's Peak Rock"), ("Secret Cave Entrance on Pawprint Isle", "Pawprint Isle"), ("Secret Cave Entrance on Pawprint Isle Side Isle", "Pawprint Isle"), ("Secret Cave Entrance on Diamond Steppe Island", "Diamond Steppe Island"), ("Secret Cave Entrance on Bomb Island", "Bomb Island"), ("Secret Cave Entrance on Rock Spire Isle", "Rock Spire Isle"), ("Secret Cave Entrance on Shark Island", "Shark Island"), ("Secret Cave Entrance on Cliff Plateau Isles", "Cliff Plateau Isles"), ("Secret Cave Entrance on Horseshoe Island", "Horseshoe Island"), ("Secret Cave Entrance on Star Island", "Star Island"), ]) # Default starting island (Outset) if the starting island randomizer is not on. self.starting_island_index = 44 # Default charts for each island. self.island_number_to_chart_name = OrderedDict([ (1, "Treasure Chart 25"), (2, "Treasure Chart 7"), (3, "Treasure Chart 24"), (4, "Triforce Chart 2"), (5, "Treasure Chart 11"), (6, "Triforce Chart 7"), (7, "Treasure Chart 13"), (8, "Treasure Chart 41"), (9, "Treasure Chart 29"), (10, "Treasure Chart 22"), (11, "Treasure Chart 18"), (12, "Treasure Chart 30"), (13, "Treasure Chart 39"), (14, "Treasure Chart 19"), (15, "Treasure Chart 8"), (16, "Treasure Chart 2"), (17, "Treasure Chart 10"), (18, "Treasure Chart 26"), (19, "Treasure Chart 3"), (20, "Treasure Chart 37"), (21, "Treasure Chart 27"), (22, "Treasure Chart 38"), (23, "Triforce Chart 1"), (24, "Treasure Chart 21"), (25, "Treasure Chart 6"), (26, "Treasure Chart 14"), (27, "Treasure Chart 34"), (28, "Treasure Chart 5"), (29, "Treasure Chart 28"), (30, "Treasure Chart 35"), (31, "Triforce Chart 3"), (32, "Triforce Chart 6"), (33, "Treasure Chart 1"), (34, "Treasure Chart 20"), (35, "Treasure Chart 36"), (36, "Treasure Chart 23"), (37, "Treasure Chart 12"), (38, "Treasure Chart 16"), (39, "Treasure Chart 4"), (40, "Treasure Chart 17"), (41, "Treasure Chart 31"), (42, "Triforce Chart 5"), (43, "Treasure Chart 9"), (44, "Triforce Chart 4"), (45, "Treasure Chart 40"), (46, "Triforce Chart 8"), (47, "Treasure Chart 15"), (48, "Treasure Chart 32"), (49, "Treasure Chart 33"), ]) # This list will hold the randomly selected dungeon boss locations that are required in race mode. # If race mode is not on, this list will remain empty. self.race_mode_required_locations = [] # This list will hold the dungeon names of the race mode required locations. # If race mode is not on, this list will remain empty. self.race_mode_required_dungeons = [] # This list will hold all item location names that should not have any items in them in race mode. # If race mode is not on, this list will remain empty. self.race_mode_banned_locations = [] self.custom_model_name = "Link" self.using_custom_sail_texture = False self.logic = Logic(self) num_progress_locations = self.logic.get_num_progression_locations() max_race_mode_banned_locations = self.logic.get_max_race_mode_banned_locations() num_progress_items = self.logic.get_num_progression_items() if num_progress_locations - max_race_mode_banned_locations < num_progress_items: error_message = "Not enough progress locations to place all progress items.\n\n" error_message += "Total progress items: %d\n" % num_progress_items error_message += "Progress locations with current options: %d\n" % num_progress_locations if max_race_mode_banned_locations > 0: error_message += "Maximum Race Mode banned locations: %d\n" % max_race_mode_banned_locations error_message += "\nYou need to check more of the progress location options in order to give the randomizer enough space to place all the items." raise TooFewProgressionLocationsError(error_message) # We need to determine if the user's selected options result in a dungeons-only-start. # Dungeons-only-start meaning that the only locations accessible at the start of the run are dungeon locations. # e.g. If the user selects Dungeons, Expensive Purchases, and Sunken Treasures, the dungeon locations are the only ones the player can check first. # We need to distinguish this situation because it can cause issues for the randomizer's item placement logic (specifically when placing keys in DRC). self.logic.temporarily_make_dungeon_entrance_macros_impossible() accessible_undone_locations = self.logic.get_accessible_remaining_locations(for_progression=True) if len(accessible_undone_locations) == 0: self.dungeons_only_start = True else: self.dungeons_only_start = False self.logic.update_entrance_connection_macros() # Reset the dungeon entrance macros. # Also determine if these options result in a dungeons-and-caves-only-start. # Dungeons-and-caves-only-start means the only locations accessible at the start of the run are dungeon or secret cave locations. # This situation can also cause issues for the item placement logic (specifically when placing the first item of the run). self.logic.temporarily_make_entrance_macros_impossible() accessible_undone_locations = self.logic.get_accessible_remaining_locations(for_progression=True) if len(accessible_undone_locations) == 0: self.dungeons_and_caves_only_start = True else: self.dungeons_and_caves_only_start = False self.logic.update_entrance_connection_macros() # Reset the entrance macros. def randomize(self): options_completed = 0 yield("Modifying game code...", options_completed) customizer.decide_on_link_model(self) if not self.dry_run: self.apply_necessary_tweaks() if self.options.get("swift_sail"): tweaks.make_sail_behave_like_swift_sail(self) if self.options.get("instant_text_boxes"): tweaks.make_all_text_instant(self) if self.options.get("reveal_full_sea_chart"): patcher.apply_patch(self, "reveal_sea_chart") if self.options.get("add_shortcut_warps_between_dungeons"): tweaks.add_inter_dungeon_warp_pots(self) if self.options.get("invert_camera_x_axis"): patcher.apply_patch(self, "invert_camera_x_axis") tweaks.update_skip_rematch_bosses_game_variable(self) tweaks.update_sword_mode_game_variable(self) if self.options.get("sword_mode") == "Swordless": patcher.apply_patch(self, "swordless") tweaks.update_text_for_swordless(self) if self.options.get("randomize_entrances") not in ["Disabled", None, "Dungeons"]: tweaks.disable_ice_ring_isle_and_fire_mountain_effects_indoors(self) tweaks.update_starting_gear(self) if self.options.get("disable_tingle_chests_with_tingle_bombs"): patcher.apply_patch(self, "disable_tingle_bombs_on_tingle_chests") if self.options.get("remove_title_and_ending_videos"): tweaks.remove_title_and_ending_videos(self) if self.options.get("remove_music"): patcher.apply_patch(self, "remove_music") if self.map_select: patcher.apply_patch(self, "map_select") if IS_RUNNING_FROM_SOURCE or "BETA" in VERSION_WITHOUT_COMMIT: tweaks.enable_developer_mode(self) if self.heap_display: tweaks.enable_heap_display(self) if self.test_room_args is not None: tweaks.test_room(self) options_completed += 1 yield("Randomizing...", options_completed) if self.options.get("randomize_charts"): self.reset_rng() charts.randomize_charts(self) if self.options.get("randomize_starting_island"): self.reset_rng() starting_island.randomize_starting_island(self) if self.options.get("randomize_entrances") not in ["Disabled", None]: self.reset_rng() entrances.randomize_entrances(self) if self.options.get("randomize_music"): self.reset_rng() music.randomize_music(self) options_completed += 1 # Enemies must be randomized before items in order for the enemy logic to properly take into account what items you do and don't start with. if self.options.get("randomize_enemies"): yield("Randomizing enemy locations...", options_completed) self.reset_rng() enemies.randomize_enemies(self) if self.options.get("randomize_enemy_palettes"): yield("Randomizing enemy colors...", options_completed) self.reset_rng() palettes.randomize_enemy_palettes(self) options_completed += 10 yield("Randomizing items...", options_completed) if self.randomize_items: self.reset_rng() items.randomize_items(self) options_completed += 2 yield("Saving items...", options_completed) if self.randomize_items and not self.dry_run: items.write_changed_items(self) tweaks.randomize_and_update_hints(self) if not self.dry_run: self.apply_necessary_post_randomization_tweaks() options_completed += 7 yield("Saving randomized ISO...", options_completed) if not self.dry_run: generator = self.save_randomized_iso() while True: # Need to use a while loop to go through the generator instead of a for loop, as a for loop would silently exit if a StopIteration error ever happened for any reason. next_progress_text, files_done = next(generator) if files_done == -1: break percentage_done = files_done/len(self.gcm.files_by_path) yield("Saving randomized ISO...", options_completed+int(percentage_done*9)) options_completed += 9 yield("Writing logs...", options_completed) if self.randomize_items: if not self.options.get("do_not_generate_spoiler_log"): self.write_spoiler_log() self.write_non_spoiler_log() yield("Done", -1) def apply_necessary_tweaks(self): patcher.apply_patch(self, "custom_funcs") patcher.apply_patch(self, "make_game_nonlinear") patcher.apply_patch(self, "remove_cutscenes") patcher.apply_patch(self, "flexible_item_locations") patcher.apply_patch(self, "fix_vanilla_bugs") patcher.apply_patch(self, "misc_rando_features") tweaks.add_custom_actor_rels(self) tweaks.skip_wakeup_intro_and_start_at_dock(self) tweaks.start_ship_at_outset(self) tweaks.fix_deku_leaf_model(self) tweaks.allow_all_items_to_be_field_items(self) tweaks.remove_shop_item_forced_uniqueness_bit(self) tweaks.remove_forsaken_fortress_2_cutscenes(self) tweaks.make_items_progressive(self) tweaks.add_ganons_tower_warp_to_ff2(self) tweaks.add_chest_in_place_medli_grappling_hook_gift(self) tweaks.add_chest_in_place_queen_fairy_cutscene(self) #tweaks.add_cube_to_earth_temple_first_room(self) tweaks.add_more_magic_jars(self) tweaks.modify_title_screen_logo(self) tweaks.update_game_name_icon_and_banners(self) tweaks.allow_dungeon_items_to_appear_anywhere(self) #tweaks.remove_ballad_of_gales_warp_in_cutscene(self) tweaks.fix_shop_item_y_offsets(self) tweaks.shorten_zephos_event(self) tweaks.update_korl_dialogue(self) tweaks.set_num_starting_triforce_shards(self) tweaks.set_starting_health(self) tweaks.add_pirate_ship_to_windfall(self) tweaks.remove_makar_kidnapping_event(self) tweaks.increase_player_movement_speeds(self) tweaks.add_chart_number_to_item_get_messages(self) tweaks.increase_grapple_animation_speed(self) tweaks.increase_block_moving_animation(self) tweaks.increase_misc_animations(self) tweaks.shorten_auction_intro_event(self) tweaks.disable_invisible_walls(self) tweaks.add_hint_signs(self) tweaks.prevent_door_boulder_softlocks(self) tweaks.update_tingle_statue_item_get_funcs(self) patcher.apply_patch(self, "tingle_chests_without_tuner") tweaks.make_tingle_statue_reward_rupee_rainbow_colored(self) tweaks.show_seed_hash_on_name_entry_screen(self) tweaks.fix_ghost_ship_chest_crash(self) tweaks.implement_key_bag(self) tweaks.add_chest_in_place_of_jabun_cutscene(self) tweaks.add_chest_in_place_of_master_sword(self) tweaks.update_beedle_spoil_selling_text(self) tweaks.fix_totg_warp_out_spawn_pos(self) tweaks.remove_phantom_ganon_requirement_from_eye_reefs(self) tweaks.fix_forsaken_fortress_door_softlock(self) tweaks.add_new_bog_warp(self) tweaks.make_rat_holes_visible_from_behind(self) tweaks.add_failsafe_id_0_spawns(self) tweaks.remove_minor_panning_cutscenes(self) tweaks.fix_message_closing_sound_on_quest_status_screen(self) tweaks.fix_stone_head_bugs(self) customizer.replace_link_model(self) tweaks.change_starting_clothes(self) tweaks.check_hide_ship_sail(self) customizer.change_player_custom_colors(self) def apply_necessary_post_randomization_tweaks(self): if self.randomize_items: tweaks.update_shop_item_descriptions(self) tweaks.update_auction_item_names(self) tweaks.update_battlesquid_item_names(self) tweaks.update_item_names_in_letter_advertising_rock_spire_shop(self) tweaks.update_savage_labyrinth_hint_tablet(self) tweaks.show_quest_markers_on_sea_chart_for_dungeons(self, dungeon_names=self.race_mode_required_dungeons) tweaks.prevent_fire_mountain_lava_softlock(self) def verify_supported_version(self, clean_iso_path): with open(clean_iso_path, "rb") as f: game_id = try_read_str(f, 0, 6) if game_id != "GZLE01": if game_id and game_id.startswith("GZL"): raise InvalidCleanISOError("Invalid version of Wind Waker. Only the USA version is supported by this randomizer.") else: raise InvalidCleanISOError("Invalid game given as the clean ISO. You must specify a Wind Waker ISO (USA version).") def verify_correct_clean_iso_md5(self, clean_iso_path): md5 = hashlib.md5() with open(clean_iso_path, "rb") as f: while True: chunk = f.read(1024*1024) if not chunk: break md5.update(chunk) integer_md5 = int(md5.hexdigest(), 16) if integer_md5 != CLEAN_WIND_WAKER_ISO_MD5: raise InvalidCleanISOError("Invalid clean Wind Waker ISO. Your ISO may be corrupted.\n\nCorrect ISO MD5 hash: %x\nYour ISO's MD5 hash: %x" % (CLEAN_WIND_WAKER_ISO_MD5, integer_md5)) def read_text_file_lists(self): # Get item names. self.item_names = {} self.item_name_to_id = {} with open(os.path.join(DATA_PATH, "item_names.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) - (.+)$", f.read(), re.IGNORECASE | re.MULTILINE) for item_id, item_name in matches: if item_name: item_id = int(item_id, 16) self.item_names[item_id] = item_name if item_name in self.item_name_to_id: raise Exception("Duplicate item name: " + item_name) self.item_name_to_id[item_name] = item_id # Get stage and island names for debug purposes. self.stage_names = {} with open(os.path.join(DATA_PATH, "stage_names.txt"), "r") as f: while True: stage_folder = f.readline() if not stage_folder: break stage_name = f.readline() self.stage_names[stage_folder.strip()] = stage_name.strip() self.island_names = {} self.island_number_to_name = {} self.island_name_to_number = {} with open(os.path.join(DATA_PATH, "island_names.txt"), "r") as f: while True: room_arc_name = f.readline() if not room_arc_name: break island_name = f.readline().strip() self.island_names[room_arc_name.strip()] = island_name island_number = int(re.search(r"Room(\d+)", room_arc_name).group(1)) self.island_number_to_name[island_number] = island_name self.island_name_to_number[island_name] = island_number self.item_ids_without_a_field_model = [] with open(os.path.join(DATA_PATH, "items_without_field_models.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) ", f.read(), re.IGNORECASE | re.MULTILINE) for item_id in matches: if item_name: item_id = int(item_id, 16) self.item_ids_without_a_field_model.append(item_id) self.arc_name_pointers = {} with open(os.path.join(DATA_PATH, "item_resource_arc_name_pointers.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) ([0-9a-f]{8}) ", f.read(), re.IGNORECASE | re.MULTILINE) for item_id, arc_name_pointer in matches: item_id = int(item_id, 16) arc_name_pointer = int(arc_name_pointer, 16) self.arc_name_pointers[item_id] = arc_name_pointer self.icon_name_pointer = {} with open(os.path.join(DATA_PATH, "item_resource_icon_name_pointers.txt"), "r") as f: matches = re.findall(r"^([0-9a-f]{2}) ([0-9a-f]{8}) ", f.read(), re.IGNORECASE | re.MULTILINE) for item_id, icon_name_pointer in matches: item_id = int(item_id, 16) icon_name_pointer = int(icon_name_pointer, 16) self.icon_name_pointer[item_id] = icon_name_pointer with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f: self.custom_symbols = yaml.safe_load(f) self.main_custom_symbols = self.custom_symbols["sys/main.dol"] with open(os.path.join(ASM_PATH, "free_space_start_offsets.txt"), "r") as f: self.free_space_start_offsets = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "progress_item_hints.txt"), "r") as f: self.progress_item_hints = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "island_name_hints.txt"), "r") as f: self.island_name_hints = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "enemy_types.txt"), "r") as f: self.enemy_types = yaml.safe_load(f) with open(os.path.join(DATA_PATH, "palette_randomizable_files.txt"), "r") as f: self.palette_randomizable_files = yaml.safe_load(f) def register_renamed_item(self, item_id, item_name): self.item_name_to_id[item_name] = item_id self.item_names[item_id] = item_name def get_arc(self, arc_path): arc_path = arc_path.replace("\\", "/") if arc_path in self.arcs_by_path: return self.arcs_by_path[arc_path] else: data = self.gcm.read_file_data(arc_path) arc = RARC() arc.read(data) self.arcs_by_path[arc_path] = arc return arc def get_jpc(self, jpc_path): jpc_path = jpc_path.replace("\\", "/") if jpc_path in self.jpcs_by_path: return self.jpcs_by_path[jpc_path] else: data = self.gcm.read_file_data(jpc_path) jpc = JPC(data) self.jpcs_by_path[jpc_path] = jpc return jpc def get_rel(self, rel_path): rel_path = rel_path.replace("\\", "/") if rel_path in self.rels_by_path: return self.rels_by_path[rel_path] else: if not rel_path.startswith("files/rels/"): raise Exception("Invalid REL path: %s" % rel_path) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: rel_file_entry.decompress_data_if_necessary() data = rel_file_entry.data else: data = self.gcm.read_file_data(rel_path) rel = REL() rel.read(data) self.rels_by_path[rel_path] = rel return rel def get_symbol_map(self, map_path): map_path = map_path.replace("\\", "/") if map_path in self.symbol_maps_by_path: return self.symbol_maps_by_path[map_path] else: data = self.gcm.read_file_data(map_path) map_text = read_all_bytes(data).decode("ascii") if map_path == "files/maps/framework.map": addr_to_name_map = disassemble.get_main_symbols(map_text) else: rel_name = os.path.splitext(os.path.basename(map_path))[0] rel = self.get_rel("files/rels/%s.rel" % rel_name) addr_to_name_map = disassemble.get_rel_symbols(rel, map_text) symbol_map = {} for address, name in addr_to_name_map.items(): symbol_map[name] = address self.symbol_maps_by_path[map_path] = symbol_map return symbol_map def get_raw_file(self, file_path): file_path = file_path.replace("\\", "/") if file_path in self.raw_files_by_path: return self.raw_files_by_path[file_path] else: if file_path.startswith("files/rels/"): raise Exception("Cannot read a REL as a raw file.") elif file_path == "sys/main.dol": raise Exception("Cannot read the DOL as a raw file.") data = self.gcm.read_file_data(file_path) if try_read_str(data, 0, 4) == "Yaz0": data = Yaz0.decompress(data) self.raw_files_by_path[file_path] = data return data def replace_arc(self, arc_path, new_data): if arc_path not in self.gcm.files_by_path: raise Exception("Cannot replace RARC that doesn't exist: " + arc_path) arc = RARC() arc.read(new_data) self.arcs_by_path[arc_path] = arc def replace_raw_file(self, file_path, new_data): if file_path not in self.gcm.files_by_path: raise Exception("Cannot replace file that doesn't exist: " + file_path) self.raw_files_by_path[file_path] = new_data def add_new_raw_file(self, file_path, new_data): if file_path.lower() in self.gcm.files_by_path_lowercase: raise Exception("Cannot add a new file that has the same path and name as an existing one: " + file_path) self.gcm.add_new_file(file_path, new_data) self.raw_files_by_path[file_path] = new_data def add_new_rel(self, rel_path, new_rel, section_index_of_actor_profile, offset_of_actor_profile): if not rel_path.startswith("files/rels/"): raise Exception("Cannot add a new REL to a folder besides files/rels/: " + rel_path) if rel_path.lower() in self.gcm.files_by_path_lowercase: raise Exception("Cannot add a new REL that has the same name as an existing one: " + rel_path) # Read the actor ID out of the actor profile. section_data_actor_profile = new_rel.sections[section_index_of_actor_profile].data new_actor_id = read_u16(section_data_actor_profile, offset_of_actor_profile+8) if new_actor_id in self.used_actor_ids: raise Exception("Cannot add a new REL with an actor ID that is already used:\nActor ID: %03X\nNew REL path: %s" % (new_actor_id, rel_path)) # We need to add the new REL to the profile list. profile_list = self.get_rel("files/rels/f_pc_profile_lst.rel") rel_relocation = RELRelocation() rel_relocation.relocation_type = RELRelocationType.R_PPC_ADDR32 rel_relocation.curr_section_num = 4 # List section rel_relocation.relocation_offset = new_actor_id*4 # Offset in the list # Write a null placeholder for the pointer to the profile that will be relocated. list_data = profile_list.sections[rel_relocation.curr_section_num].data write_u32(list_data, new_actor_id*4, 0) # For some reason, there's an extra four 0x00 bytes after the last entry in the list, so we put that there just to be safe. write_u32(list_data, new_actor_id*4+4, 0) rel_relocation.section_num_to_relocate_against = section_index_of_actor_profile rel_relocation.symbol_address = offset_of_actor_profile if new_rel.id in profile_list.relocation_entries_for_module: raise Exception("Cannot add a new REL with a unique ID that is already present in the profile list:\nREL ID: %03X\nNew REL path: %s" % (new_rel.id, rel_path)) profile_list.relocation_entries_for_module[new_rel.id] = [rel_relocation] # Then add the REL to the game's filesystem. self.gcm.add_new_file(rel_path) self.rels_by_path[rel_path] = new_rel # Don't allow this actor ID to be used again by any more custom RELs we add. self.used_actor_ids.append(new_actor_id) def save_randomized_iso(self): self.bmg.save_changes() for file_path, data in self.raw_files_by_path.items(): self.gcm.changed_files[file_path] = data self.dol.save_changes() self.gcm.changed_files["sys/main.dol"] = self.dol.data for rel_path, rel in self.rels_by_path.items(): rel.save_changes(preserve_section_data_offsets=True) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: # The REL already wrote to the same BytesIO object as the file entry uses, so no need to do anything more here. assert rel_file_entry.data == rel.data else: self.gcm.changed_files[rel_path] = rel.data for arc_path, arc in self.arcs_by_path.items(): for file_name, instantiated_file in arc.instantiated_object_files.items(): if file_name == "event_list.dat": instantiated_file.save_changes() arc.save_changes() self.gcm.changed_files[arc_path] = arc.data for jpc_path, jpc in self.jpcs_by_path.items(): jpc.save_changes() self.gcm.changed_files[jpc_path] = jpc.data if self.export_disc_to_folder: output_folder_path = os.path.join(self.randomized_output_folder, "WW Random %s" % self.seed) generator = self.gcm.export_disc_to_folder_with_changed_files(output_folder_path) else: output_file_path = os.path.join(self.randomized_output_folder, "WW Random %s.iso" % self.seed) generator = self.gcm.export_disc_to_iso_with_changed_files(output_file_path) while True: # Need to use a while loop to go through the generator instead of a for loop, as a for loop would silently exit if a StopIteration error ever happened for any reason. next_progress_text, files_done = next(generator) if files_done == -1: break yield(next_progress_text, files_done) yield("Done", -1) def convert_string_to_integer_md5(self, string): return int(hashlib.md5(string.encode('utf-8')).hexdigest(), 16) def get_new_rng(self): rng = Random() rng.seed(self.integer_seed) if self.options.get("do_not_generate_spoiler_log"): for i in range(1, 100): rng.getrandbits(i) return rng def reset_rng(self): self.rng = self.get_new_rng() def calculate_playthrough_progression_spheres(self): progression_spheres = [] logic = Logic(self) previously_accessible_locations = [] game_beatable = False while logic.unplaced_progress_items: progress_items_in_this_sphere = OrderedDict() accessible_locations = logic.get_accessible_remaining_locations() locations_in_this_sphere = [ loc for loc in accessible_locations if loc not in previously_accessible_locations ] if not locations_in_this_sphere: raise Exception("Failed to calculate progression spheres") if not self.options.get("keylunacy"): # If the player gained access to any small keys, we need to give them the keys without counting that as a new sphere. newly_accessible_predetermined_item_locations = [ loc for loc in locations_in_this_sphere if loc in self.logic.prerandomization_item_locations ] newly_accessible_small_key_locations = [ loc for loc in newly_accessible_predetermined_item_locations if self.logic.prerandomization_item_locations[loc].endswith(" Small Key") ] if newly_accessible_small_key_locations: for small_key_location_name in newly_accessible_small_key_locations: item_name = self.logic.prerandomization_item_locations[small_key_location_name] assert item_name.endswith(" Small Key") logic.add_owned_item(item_name) previously_accessible_locations += newly_accessible_small_key_locations continue # Redo this loop iteration with the small key locations no longer being considered 'remaining'. for location_name in locations_in_this_sphere: item_name = self.logic.done_item_locations[location_name] if item_name in logic.all_progress_items: progress_items_in_this_sphere[location_name] = item_name if not game_beatable: game_beatable = logic.check_requirement_met("Can Reach and Defeat Ganondorf") if game_beatable: progress_items_in_this_sphere["Ganon's Tower - Rooftop"] = "Defeat Ganondorf" progression_spheres.append(progress_items_in_this_sphere) for location_name, item_name in progress_items_in_this_sphere.items(): if item_name == "Defeat Ganondorf": continue logic.add_owned_item(item_name) for group_name, item_names in logic.progress_item_groups.items(): entire_group_is_owned = all(item_name in logic.currently_owned_items for item_name in item_names) if entire_group_is_owned and group_name in logic.unplaced_progress_items: logic.unplaced_progress_items.remove(group_name) previously_accessible_locations = accessible_locations if not game_beatable: # If the game wasn't already beatable on a previous progression sphere but it is now we add one final one just for this. game_beatable = logic.check_requirement_met("Can Reach and Defeat Ganondorf") if game_beatable: final_progression_sphere = OrderedDict([ ("Ganon's Tower - Rooftop", "Defeat Ganondorf"), ]) progression_spheres.append(final_progression_sphere) return progression_spheres def get_log_header(self): header = "" header += "Wind Waker Randomizer Version %s\n" % VERSION if self.permalink: header += "Permalink: %s\n" % self.permalink header += "Seed: %s\n" % self.seed header += "Options selected:\n " non_disabled_options = [ name for name in self.options if self.options[name] not in [False, [], {}, OrderedDict()] and name != "randomized_gear" # Just takes up space ] option_strings = [] for option_name in non_disabled_options: if isinstance(self.options[option_name], bool): option_strings.append(option_name) else: if option_name == "custom_colors": # Only show non-default colors. default_colors = customizer.get_default_colors(self) value = OrderedDict() for custom_color_name, custom_color_value in self.options[option_name].items(): if custom_color_value != default_colors[custom_color_name]: value[custom_color_name] = custom_color_value if value == OrderedDict(): # No colors changed from default, don't show it at all. continue else: value = self.options[option_name] option_strings.append("%s: %s" % (option_name, value)) header += ", ".join(option_strings) header += "\n\n\n" return header def get_zones_and_max_location_name_len(self, locations): zones = OrderedDict() max_location_name_length = 0 for location_name in locations: zone_name, specific_location_name = self.logic.split_location_name_by_zone(location_name) if zone_name not in zones: zones[zone_name] = [] zones[zone_name].append((location_name, specific_location_name)) if len(specific_location_name) > max_location_name_length: max_location_name_length = len(specific_location_name) return (zones, max_location_name_length) def write_non_spoiler_log(self): if self.no_logs: return log_str = self.get_log_header() progress_locations, nonprogress_locations = self.logic.get_progress_and_non_progress_locations() zones, max_location_name_length = self.get_zones_and_max_location_name_len(self.logic.done_item_locations) format_string = " %s\n" # Write progress item locations. log_str += "### Locations that may or may not have progress items in them on this run:\n" for zone_name, locations_in_zone in zones.items(): if not any(loc for (loc, _) in locations_in_zone if loc in progress_locations): # No progress locations for this zone. continue log_str += zone_name + ":\n" for (location_name, specific_location_name) in locations_in_zone: if location_name in progress_locations: item_name = self.logic.done_item_locations[location_name] log_str += format_string % specific_location_name log_str += "\n\n" # Write nonprogress item locations. log_str += "### Locations that cannot have progress items in them on this run:\n" for zone_name, locations_in_zone in zones.items(): if not any(loc for (loc, _) in locations_in_zone if loc in nonprogress_locations): # No nonprogress locations for this zone. continue log_str += zone_name + ":\n" for (location_name, specific_location_name) in locations_in_zone: if location_name in nonprogress_locations: item_name = self.logic.done_item_locations[location_name] log_str += format_string % specific_location_name nonspoiler_log_output_path = os.path.join(self.randomized_output_folder, "WW Random %s - Non-Spoiler Log.txt" % self.seed) with open(nonspoiler_log_output_path, "w") as f: f.write(log_str) def write_spoiler_log(self): if self.no_logs: # We still calculate progression spheres even if we're not going to write them anywhere to catch more errors in testing. self.calculate_playthrough_progression_spheres() return spoiler_log = self.get_log_header() # Write progression spheres. spoiler_log += "Playthrough:\n" progression_spheres = self.calculate_playthrough_progression_spheres() all_progression_sphere_locations = [loc for locs in progression_spheres for loc in locs] zones, max_location_name_length = self.get_zones_and_max_location_name_len(all_progression_sphere_locations) format_string = " %-" + str(max_location_name_length+1) + "s %s\n" for i, progression_sphere in enumerate(progression_spheres): spoiler_log += "%d:\n" % (i+1) for zone_name, locations_in_zone in zones.items(): if not any(loc for (loc, _) in locations_in_zone if loc in progression_sphere): # No locations in this zone are used in this sphere. continue spoiler_log += " %s:\n" % zone_name for (location_name, specific_location_name) in locations_in_zone: if location_name in progression_sphere: if location_name == "Ganon's Tower - Rooftop": item_name = "Defeat Ganondorf" else: item_name = self.logic.done_item_locations[location_name] spoiler_log += format_string % (specific_location_name + ":", item_name) spoiler_log += "\n\n\n" # Write item locations. spoiler_log += "All item locations:\n" zones, max_location_name_length = self.get_zones_and_max_location_name_len(self.logic.done_item_locations) format_string = " %-" + str(max_location_name_length+1) + "s %s\n" for zone_name, locations_in_zone in zones.items(): spoiler_log += zone_name + ":\n" for (location_name, specific_location_name) in locations_in_zone: item_name = self.logic.done_item_locations[location_name] spoiler_log += format_string % (specific_location_name + ":", item_name) spoiler_log += "\n\n\n" # Write starting island. spoiler_log += "Starting island: " spoiler_log += self.island_number_to_name[self.starting_island_index] spoiler_log += "\n" spoiler_log += "\n\n\n" # Write dungeon/secret cave entrances. spoiler_log += "Entrances:\n" for entrance_name, dungeon_or_cave_name in self.entrance_connections.items(): spoiler_log += " %-48s %s\n" % (entrance_name+":", dungeon_or_cave_name) spoiler_log += "\n\n\n" # Write treasure charts. spoiler_log += "Charts:\n" chart_name_to_island_number = {} for island_number in range(1, 49+1): chart_name = self.logic.macros["Chart for Island %d" % island_number][0] chart_name_to_island_number[chart_name] = island_number for chart_number in range(1, 49+1): if chart_number <= 8: chart_name = "Triforce Chart %d" % chart_number else: chart_name = "Treasure Chart %d" % (chart_number-8) island_number = chart_name_to_island_number[chart_name] island_name = self.island_number_to_name[island_number] spoiler_log += " %-18s %s\n" % (chart_name+":", island_name) spoiler_log_output_path = os.path.join(self.randomized_output_folder, "WW Random %s - Spoiler Log.txt" % self.seed) with open(spoiler_log_output_path, "w") as f: f.write(spoiler_log) def write_error_log(self, error_message): if self.no_logs: return error_log_str = "" try: error_log_str += self.get_log_header() except Exception as e: print("Error getting log header for error log: " + str(e)) error_log_str += error_message error_log_output_path = os.path.join(self.randomized_output_folder, "WW Random %s - Error Log.txt" % self.seed) with open(error_log_output_path, "w") as f: f.write(error_log_str) def disassemble_all_code(self): disassemble.disassemble_all_code(self)
class GameCubeFilesystem: def __init__(self, clean_iso_path): self.arcs_by_path = {} self.rels_by_path = {} self.symbol_maps_by_path = {} self.used_actor_ids = list(range(0x1F6)) self.read_text_file_lists() if not os.path.isfile(clean_iso_path): raise InvalidCleanISOError("Clean ISO does not exist: %s" % clean_iso_path) self.gcm = GCM(clean_iso_path) self.gcm.read_entire_disc() dol_data = self.gcm.read_file_data("sys/main.dol") self.dol = DOL() self.dol.read(dol_data) def read_text_file_lists(self): with open(os.path.join(ASM_PATCHES_PATH, "custom_symbols.txt"), "r") as f: self.custom_symbols = yaml.safe_load(f) self.main_custom_symbols = self.custom_symbols["sys/main.dol"] with open(os.path.join(ASM_API_PATH, "free_space_start_offsets.txt"), "r") as f: self.free_space_start_offsets = yaml.safe_load(f) def save_modified_iso_files(self, output_folder_path): self.dol.save_changes() self.gcm.changed_files["sys/main.dol"] = self.dol.data for rel_path, rel in self.rels_by_path.items(): rel.save_changes(preserve_section_data_offsets=True) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: # The REL already wrote to the same BytesIO object as the file entry uses, so no need to do anything more here. assert rel_file_entry.data == rel.data else: self.gcm.changed_files[rel_path] = rel.data for arc_path, arc in self.arcs_by_path.items(): assert arc_path == "files/RELS.arc" arc.save_changes() self.gcm.changed_files[arc_path] = arc.data generator = self.gcm.export_disc_to_folder_with_changed_files(output_folder_path, only_changed_files=True) while True: # Need to use a while loop to go through the generator instead of a for loop, as a for loop would silently exit if a StopIteration error ever happened for any reason. next_progress_text, files_done = next(generator) if files_done == -1: break print() print("Successfully wrote %d changed files" % len(self.gcm.changed_files)) def get_arc(self, arc_path): arc_path = arc_path.replace("\\", "/") if arc_path in self.arcs_by_path: return self.arcs_by_path[arc_path] else: data = self.gcm.read_file_data(arc_path) arc = RARC() arc.read(data) self.arcs_by_path[arc_path] = arc return arc def get_rel(self, rel_path): rel_path = rel_path.replace("\\", "/") if rel_path in self.rels_by_path: return self.rels_by_path[rel_path] else: if not rel_path.startswith("files/rels/"): raise Exception("Invalid REL path: %s" % rel_path) rel_name = os.path.basename(rel_path) rels_arc = self.get_arc("files/RELS.arc") rel_file_entry = rels_arc.get_file_entry(rel_name) if rel_file_entry: rel_file_entry.decompress_data_if_necessary() data = rel_file_entry.data else: data = self.gcm.read_file_data(rel_path) rel = REL() rel.read(data) self.rels_by_path[rel_path] = rel return rel def get_symbol_map(self, map_path): map_path = map_path.replace("\\", "/") if map_path in self.symbol_maps_by_path: return self.symbol_maps_by_path[map_path] else: data = self.gcm.read_file_data(map_path) map_text = read_all_bytes(data).decode("ascii") if map_path == "files/maps/framework.map": addr_to_name_map = self.get_main_symbols(map_text) else: rel_name = os.path.splitext(os.path.basename(map_path))[0] rel = self.get_rel("files/rels/%s.rel" % rel_name) addr_to_name_map = self.get_rel_symbols(rel, map_text) symbol_map = {} for address, name in addr_to_name_map.items(): symbol_map[name] = address self.symbol_maps_by_path[map_path] = symbol_map return symbol_map def get_main_symbols(self, framework_map_contents): main_symbols = {} matches = re.findall(r"^ [0-9a-f]{8} [0-9a-f]{6} ([0-9a-f]{8})(?: +\d+)? (.+?)(?: \(entry of [^)]+\))? \t", framework_map_contents, re.IGNORECASE | re.MULTILINE) for match in matches: address, name = match address = int(address, 16) main_symbols[address] = name return main_symbols def get_rel_symbols(self, rel, rel_map_data): rel_map_lines = rel_map_data.splitlines() found_memory_map = False next_section_index = 0 section_name_to_section_index = {} for line in rel_map_lines: if line.strip() == "Memory map:": found_memory_map = True if found_memory_map: section_match = re.search(r"^ +\.(text|ctors|dtors|rodata|data|bss) [0-9a-f]{8} ([0-9a-f]{8}) [0-9a-f]{8}$", line) if section_match: section_name = section_match.group(1) section_size = int(section_match.group(2), 16) if section_size > 0: section_name_to_section_index[section_name] = next_section_index next_section_index += 1 if not found_memory_map: raise Exception("Failed to find memory map") rel_symbol_names = {} all_valid_sections = [] for section in rel.sections: if section.length != 0: all_valid_sections.append(section) current_section_name = None current_section_index = None current_section = None for line in rel_map_lines: section_header_match = re.search(r"^\.(text|ctors|dtors|rodata|data|bss) section layout$", line) if section_header_match: current_section_name = section_header_match.group(1) if current_section_name in section_name_to_section_index: current_section_index = section_name_to_section_index[current_section_name] current_section = all_valid_sections[current_section_index] else: current_section_index = None current_section = None symbol_entry_match = re.search(r"^ [0-9a-f]{8} [0-9a-f]{6} ([0-9a-f]{8})(?: +\d+)? (.+?)(?: \(entry of [^)]+\))? \t", line, re.IGNORECASE) if current_section is not None and symbol_entry_match: current_section_offset = current_section.offset if current_section_offset == 0: raise Exception("Found symbol in section with offset 0") symbol_offset = symbol_entry_match.group(1) symbol_offset = int(symbol_offset, 16) symbol_offset += current_section_offset symbol_name = symbol_entry_match.group(2) rel_symbol_names[symbol_offset] = symbol_name return rel_symbol_names def replace_arc(self, arc_path, new_data): if arc_path not in self.gcm.files_by_path: raise Exception("Cannot replace RARC that doesn't exist: " + arc_path) arc = RARC() arc.read(new_data) self.arcs_by_path[arc_path] = arc def add_new_rel(self, rel_path, new_rel, section_index_of_actor_profile, offset_of_actor_profile): if not rel_path.startswith("files/rels/"): raise Exception("Cannot add a new REL to a folder besides files/rels/: " + rel_path) if rel_path.lower() in self.gcm.files_by_path_lowercase: raise Exception("Cannot add a new REL that has the same name as an existing one: " + rel_path) # Read the actor ID out of the actor profile. section_data_actor_profile = new_rel.sections[section_index_of_actor_profile].data new_actor_id = read_u16(section_data_actor_profile, offset_of_actor_profile+8) if new_actor_id in self.used_actor_ids: raise Exception("Cannot add a new REL with an actor ID that is already used:\nActor ID: %03X\nNew REL path: %s" % (new_actor_id, rel_path)) # We need to add the new REL to the profile list. profile_list = self.get_rel("files/rels/f_pc_profile_lst.rel") rel_relocation = RELRelocation() rel_relocation.relocation_type = RELRelocationType.R_PPC_ADDR32 rel_relocation.curr_section_num = 4 # List section rel_relocation.relocation_offset = new_actor_id*4 # Offset in the list # Write a null placeholder for the pointer to the profile that will be relocated. list_data = profile_list.sections[rel_relocation.curr_section_num].data write_u32(list_data, new_actor_id*4, 0) # For some reason, there's an extra four 0x00 bytes after the last entry in the list, so we put that there just to be safe. write_u32(list_data, new_actor_id*4+4, 0) rel_relocation.section_num_to_relocate_against = section_index_of_actor_profile rel_relocation.symbol_address = offset_of_actor_profile if new_rel.id in profile_list.relocation_entries_for_module: raise Exception("Cannot add a new REL with a unique ID that is already present in the profile list:\nREL ID: %03X\nNew REL path: %s" % (new_rel.id, rel_path)) profile_list.relocation_entries_for_module[new_rel.id] = [rel_relocation] # Then add the REL to the game's filesystem. self.gcm.add_new_file(rel_path) self.rels_by_path[rel_path] = new_rel # Don't allow this actor ID to be used again by any more custom RELs we add. self.used_actor_ids.append(new_actor_id)