def allocate_espers(ancient_cave, espers, characters, fout): char_ids = list(range(12)) + [13] # everyone but Gogo characters = [c for c in characters if c.id in char_ids] chars_for_esper = [] max_rank = max(espers, key=lambda e: e.rank).rank for e in espers: num_users = 1 if e.id not in [15, 16] and random.randint(1,25) >= 25 - max_rank + e.rank: num_users += 1 while num_users < 15 and random.choice([True] + [False] * (e.rank + 2)): num_users += 1 users = random.sample(characters, num_users) chars_for_esper.append([c.id for c in users]) if not ancient_cave: chars_for_esper[12] = chars_for_esper[11] # make Odin and Raiden equippable by the same person/people char_mask_for_esper = [ reduce( lambda x, y: x | y, [1 << char_id for char_id in chars_for_esper[e.id]] ) for e in espers ] for e in espers: e.chars = ", ".join([c.newname for c in characters if c.id in chars_for_esper[e.id]]) # do substitution esper_allocator_sub = Substitution() esper_allocator_sub.set_location(0x31B61) esper_allocator_sub.bytestring = [0x20,0x00,0xF8] esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x35524) esper_allocator_sub.bytestring = [0x20,0x07,0xF8] esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x358E1) esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x359B1) esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x35593) esper_allocator_sub.bytestring = [0xA9,0x2C] esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x355B2) esper_allocator_sub.bytestring = [0x20,0x2E,0xF8] esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x358E8) esper_allocator_sub.bytestring = [0xC9,0x20,0xF0,0x16] esper_allocator_sub.write(fout) esper_allocator_sub.set_location(0x3F800) esper_allocator_sub.bytestring = [0xAA, 0xB5, 0x69, 0x8D, 0xF8, 0x1C, 0x60, 0xDA, 0x08, 0x85, 0xE0, 0x0A, 0xAA, 0xE2, 0x10, 0xDA, 0xAD, 0xF8, 0x1C, 0x0A, 0xAA, 0xC2, 0x20, 0xBF, 0x67, 0x9C, 0xC3, 0xFA, 0x3F, 0x58, 0xF8, 0xC3, 0xF0, 0x05, 0x28, 0xFA, 0x4C, 0x76, 0x55, 0x28, 0xFA, 0xA9, 0x28, 0x4C, 0x95, 0x55, 0xBD, 0x02, 0x16, 0xC9, 0x80, 0xB0, 0x0F, 0xFA, 0xA6, 0x00, 0xBF, 0x4B, 0xF8, 0xC3, 0xF0, 0x07, 0x8D, 0x80, 0x21, 0xE8, 0x80, 0xF4, 0x60, 0x9C, 0x80, 0x21, 0x4C, 0xD9, 0x7F, 0x82, 0x9A, 0xA7, 0xC3, 0xAD, 0xFF, 0x9E, 0xAA, 0xAE, 0xA2, 0xA9, 0xBE, 0x00] + [i for sublist in map(int2bytes, char_mask_for_esper) for i in sublist] esper_allocator_sub.write(fout)
def set_spells(self, valid_spells, spellsets=None, spellclass=None): spellsets = spellsets or get_spellsets(spells=valid_spells) spellclass = spellclass or random.choice(spellsets.keys()) self.name = spellclass desc, spellset = spellsets[spellclass] self.spells_description = desc if spellclass.lower() in ["chaos"]: self.wild = True self.spells = [] return else: self.wild = False spellset = sorted([s for s in spellset if s in valid_spells], key=lambda s: s.spellid) if len(spellset) < 3: raise ValueError("Spellset %s not big enough." % spellclass) for setlength in [8, 16, 32]: if len(spellset) <= setlength: spells = sorted(spellset) while len(spells) < setlength: spells.append(random.choice(spellset)) break else: assert setlength == 32 spells = random.sample(sorted(spellset), min(setlength, len(spellset))) while len(spells) < setlength: spells.append(random.choice(spellset)) assert len(set(spells)) > 16 self.spells = sorted(spells) return self.spells
def get_new_fsets(areaname, number=10, supplement=True): if areaname in newfsets: return newfsets[areaname] newfsets[areaname] = [] formations = get_new_formations(areaname, supplement=supplement) fsets = get_fsets() unused = [fs for fs in fsets if fs.unused and len(fs.formations) == 4] tempforms = [] for _ in range(number): if len(tempforms) < 4: tempforms = list(formations) setforms = random.sample(tempforms, 4) fset = unused.pop() fset.formids = [f.formid for f in setforms] tempforms = [f for f in tempforms if f not in setforms] newfsets[areaname].append(fset) return get_new_fsets(areaname)
def get_new_fsets(areaname, number=10, supplement=True): if areaname in newfsets: return newfsets[areaname] newfsets[areaname] = [] formations = get_new_formations(areaname, supplement=supplement) fsets = get_fsets() unused = [fs for fs in fsets if fs.unused and len(fs.formations) == 4] tempforms = [] for _ in xrange(number): if len(tempforms) < 4: tempforms = list(formations) setforms = random.sample(tempforms, 4) fset = unused.pop() fset.formids = [f.formid for f in setforms] tempforms = [f for f in tempforms if f not in setforms] newfsets[areaname].append(fset) return get_new_fsets(areaname)
def make_challenge_event(loc, ptr): bg = ch_bgs.pop() formids = random.sample(challenges[loc.restrank], 2) formations = [get_formation(formid) for formid in formids] for formid in formids: challenges[loc.restrank].remove(formid) setcands = [f for f in get_fsets() if f.setid >= 0x100 and f.unused] fset = setcands.pop() fset.formids = formids fset.write_data(fout) timer = max( [e.stats['hp'] for f in formations for e in f.present_enemies]) reverse = False if timer >= 32768: reverse = True timer = 65535 - timer timer = max(timer, 3600) half = None while half is None or random.randint(1, 5) == 5: half = timer // 2 timer = half + random.randint(0, half) + random.randint(0, half) if reverse: timer = 65535 - timer timer = int(round(timer / 1800.0)) timer = max(2, min(timer, 36)) timer = timer * 1800 timer = [timer & 0xFF, timer >> 8] addr1 = ptr + 10 - 0xa0000 addr2 = ptr + (len(enemy_template) - 1) - 0xa0000 addr1 = [addr1 & 0xFF, (addr1 >> 8) & 0xFF, addr1 >> 16] addr2 = [addr2 & 0xFF, (addr2 >> 8) & 0xFF, addr2 >> 16] bytestring = list(enemy_template) bytestring[4:7] = addr1 bytestring[7:10] = addr2 bytestring[11:13] = timer bytestring[17] = fset.setid & 0xFF bytestring[18] = bg assert None not in bytestring sub = Substitution() sub.set_location(ptr) sub.bytestring = bytes(bytestring) sub.write(fout) return ptr + len(enemy_template)
def manage_ancient(options_, fout, sourcefile, form_music_overrides={}): change_battle_commands = [41, 42, 43] if not options_.shuffle_commands: alrs = AutoLearnRageSub(require_gau=True) alrs.set_location(0x23b73) alrs.write(fout) enable_morph_sub = Substitution() enable_morph_sub.bytestring = bytes([0xEA] * 2) enable_morph_sub.set_location(0x25410) enable_morph_sub.write(fout) enable_mpoint_sub = Substitution() enable_mpoint_sub.bytestring = bytes([0xEA] * 2) enable_mpoint_sub.set_location(0x25E38) enable_mpoint_sub.write(fout) change_battle_commands += list(range(18, 28)) moogle_commands = [ 0x03, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0a, 0x0b, 0x0d, 0x0e, 0x0f, 0x10, 0x12, 0x13, 0x16, 0x18, 0x1a, 0x1b, 0x1d ] for i in change_battle_commands: commands = random.sample(moogle_commands, 2) c = get_character(i) c.battle_commands = [0x00, commands[0], commands[1], 0x01] c.write_battle_commands(fout) for i in [32, 33]: c = get_character(i) c.battle_commands = [0x00, 0x1D, 0xFF, 0x01] c.write_battle_commands(fout) characters = get_characters() gau = [c for c in characters if c.id == 11][0] if not options_.replace_commands and gau.battle_commands[1] in [ 0x11, None ]: gau.battle_commands[1] = 0xFF gau.write_battle_commands(fout) to_dummy = [get_item(0xF6), get_item(0xF7)] dummy_names = ["Pebble", "Tissue"] for dummy_name, item in zip(dummy_names, to_dummy): name = bytes([0xFF]) + name_to_bytes(dummy_name, 12) item.dataname = name item.price = 4 item.itemtype = 6 item.write_stats(fout) blank_sub = Substitution() blank_sub.set_location(0x2D76C1) blank_sub.bytestring = bytearray([0xFF] * (0x2D76F5 - blank_sub.location)) blank_sub.bytestring[blank_sub.size // 2] = 0 blank_sub.write(fout) goddess_save_sub = Substitution() goddess_save_sub.bytestring = bytes([0xFD, 0xFD]) goddess_save_sub.set_location(0xC170A) goddess_save_sub.write(fout) goddess_save_sub.set_location(0xC1743) goddess_save_sub.write(fout) goddess_save_sub.set_location(0xC1866) goddess_save_sub.write(fout) # decrease exp needed for level up if options_.is_code_active('racecave'): maxlevel = 49 divisor = 12.0 elif options_.is_code_active('speedcave'): maxlevel = 49 divisor = 8.0 else: maxlevel = 49 divisor = 2.0 for level in range(maxlevel): ratio = (float(level) / maxlevel)**2 ratio = min(ratio, 1.0) xptr = 0x2d8220 + (level * 2) fout.seek(xptr) exp = read_multi(fout, length=2) newexp = (exp / divisor) remaining = exp - newexp newexp = int(round(newexp + (ratio * remaining))) newexp = max(newexp, 1) fout.seek(xptr) write_multi(fout, newexp, length=2) startsub = Substitution() startsub.bytestring = bytearray([ 0xD7, 0xF3, # remove Daryl 0xD5, 0xF0, # remove Terra from party 0xD5, 0xE0, # remove Terra from party 0xDC, 0x7E, # fix ending? $1F4F bit 6 0xB8, 0x43, # show magic points after battle 0x3F, 0x0E, 0x00, 0x3F, 0x0F, 0x00, ]) if options_.is_code_active('racecave'): num_starting = 9 + random.randint(0, 2) + random.randint(0, 1) elif options_.is_code_active('speedcave'): num_starting = 4 + random.randint(0, 3) + random.randint(0, 2) else: num_starting = 4 + random.randint(0, 1) + random.randint(0, 1) starting = random.sample(list(range(14)), num_starting) for c in starting: startsub.bytestring += bytearray([0xD4, 0xF0 | c]) startsub.bytestring += bytearray([0xD4, 0xE0 | c]) for c in characters: i = c.id cptr = 0x2d7ca0 + 0x15 + (i * 22) fout.flush() fout.seek(cptr) level = ord(fout.read(1)) level &= 0xF3 if i >= 14 or options_.is_code_active( "speedcave") and i not in starting: level |= 0b1000 fout.seek(cptr) fout.write(bytes([level])) fout.seek(0xa5e74) fout.write(b'\x00') # remove Terra's magitek tempcands = [ 14, 15, random.choice(list(range(18, 28))), random.choice([32, 33]) ] if options_.is_code_active('speedcave'): tempcands.append(random.choice([16, 17])) tempcands.append(random.choice([41, 42, 43])) charcands = list(range(14)) + random.sample(tempcands, 2) chargraphics = { 14: 0x11, 15: 0x10, 16: 0x14, 17: 0x14, 32: 0xE, 33: 0xE, 41: 0x15, 42: 0x15, 43: 0x15 } for c in range(14): chargraphics[c] = c for c in range(18, 28): chargraphics[c] = 0xA for n, i in enumerate(charcands): c = [x for x in characters if x.id == i][0] if i in chargraphics: g = chargraphics[i] else: g = i startsub.bytestring.extend( [0x7F, n, i, 0x37, n, g, 0x43, n, c.palette, 0x40, n, i]) c.slotid = n runaway = random.choice([ c for c in characters if hasattr(c, "slotid") and c.id == c.slotid ]).slotid if runaway in starting: byte, bit = runaway // 8, runaway % 8 mem_addr = ((0x1b + byte) << 3) | bit startsub.bytestring += bytearray([0xD7, mem_addr]) shadow_leaving_sub = Substitution() shadow_leaving_sub.set_location(0x248A6) shadow_leaving_sub.bytestring = bytearray([ 0x1C, 0xDE + (runaway // 8), 0x1E, # TRB $1ede 0x20, 0xE3, 0x47, 0xAD, 0xFB + (runaway // 8), 0x1E, # LDA $1efb 0x09, 1 << (runaway % 8), # ORA #$08 0x8D, 0xFB + (runaway // 8), 0x1E, # STA $1efb 0xAD, 0xDE + (runaway // 8), 0x1E, # LDA $1ede 0x29, 0xFF ^ (1 << (runaway % 8)), # AND #$F7 0x8D, 0xDE + (runaway // 8), 0x1E, # STA $1ede ]) while len(shadow_leaving_sub.bytestring) < 23: shadow_leaving_sub.bytestring.append(0xEA) shadow_leaving_sub.bytestring += bytearray([0xA9, 0xFE, 0x20, 0x92, 0x07]) shadow_leaving_sub.write(fout) shadow_leaving_sub.set_location(0x24861) shadow_leaving_sub.bytestring = bytearray([ 0xAE, runaway, 0x30, 0x30, 0x26, 0x20, 0x5A, 0x4B, 0xC9, random.choice([0x20, 0x10, 0x8, 0x4, 0x2, 0x1]), 0xB0, 0x1F, 0xAD, 0x1F, 0x20, 0xD0, 0x1A, 0xAD, 0x76, 0x3A, 0xC9, 0x02, 0x90, 0x13, 0xBD, 0xE4, 0x3E, 0x89, 0xC2, 0xD0, 0x0C, 0xA9, 1 << (runaway % 8), 0x2C, 0xBD + (runaway // 8), 0x3E, 0xD0, 0x05, 0x2C, 0xDE + (runaway // 8), 0x1E, ]) shadow_leaving_sub.write(fout) shadow_leaving_sub.set_location(0x10A851) shadow_leaving_sub.bytestring = bytearray([ 0x0E, 0x03, runaway, 0x6A, 0xA8, 0x0F, 0x11, 0x01, 0xFB, 0x0E, 0x03, runaway, 0x7E, 0xA8, 0x0F, 0x01, 0xFC, 0x0E, 0x03, runaway, 0x92, 0xA8, 0x0F, 0x10, 0xFF, ]) shadow_leaving_sub.write(fout) shadow_leaving_sub.bytestring = bytearray([runaway]) shadow_leaving_sub.set_location(0x10FC2F) shadow_leaving_sub.write(fout) shadow_leaving_sub.set_location(0x10FC5D) shadow_leaving_sub.write(fout) esperevents = [ "Ramuh", "Ifrit", "Shiva", "Siren", "Terrato", "Shoat", "Maduin", "Bismark", "Stray", "Palidor", "Tritoch", "Odin", "Raiden", "Bahamut", "Alexandr", "Crusader", "Ragnarok", "Kirin", "ZoneSeek", "Carbunkl", "Phantom", "Sraphim", "Golem", "Unicorn", "Fenrir", "Starlet", "Phoenix" ] esperevents = dict([(n, i) for (i, n) in enumerate(esperevents)]) espers = list(get_espers(sourcefile)) num_espers = 3 for i in range(num_espers): if options_.is_code_active("speedcave"): esperrank = 999 else: esperrank = 0 while random.randint(1, 3) == 3: esperrank += 1 candidates = [e for e in espers if e.rank <= esperrank] esper = random.choice(candidates) espers.remove(esper) event_value = esperevents[esper.name] + 0x36 startsub.bytestring += bytearray([0x86, event_value]) for i in range(27): # espers byte, bit = i // 8, i % 8 mem_addr = ((0x17 + byte) << 3) | bit startsub.bytestring += bytearray([0xD6, mem_addr]) for i in range(16): # characters if i in starting: continue byte, bit = i // 8, i % 8 mem_addr = ((0x1b + byte) << 3) | bit startsub.bytestring += bytearray([0xD6, mem_addr]) startsub.bytestring += bytearray([ 0xB2, 0x09, 0x21, 0x02, # start on airship ]) startsub.bytestring.append(0xFE) startsub.set_location(0xADD1E) startsub.write(fout) startsub0 = Substitution() startsub0.bytestring = bytearray([0xB2, 0x1E, 0xDD, 0x00, 0xFE]) startsub0.set_location(0xC9A4F) startsub0.write(fout) set_airship_sub = Substitution() set_airship_sub.bytestring = bytearray([0xB2, 0xD6, 0x02, 0x00, 0xFE]) set_airship_sub.set_location(0xAF53A) # need first branch for button press set_airship_sub.write(fout) tower_msg_sub = Substitution() tower_msg_sub.bytestring = bytearray([0xD6, 0xE6, 0xD6, 0xE7]) # reset temp chars while len(tower_msg_sub.bytestring) < 12: tower_msg_sub.bytestring.append(0xFD) tower_msg_sub.set_location(0xA03A7) tower_msg_sub.write(fout) from locationrandomizer import NPCBlock, EventBlock falcon = get_location(0xb) save_point = NPCBlock(pointer=None, locid=falcon.locid) attributes = { "graphics": 0x6f, "palette": 6, "x": 20, "y": 8, "show_on_vehicle": False, "speed": 0, "event_addr": 0x5eb3, "facing": 3, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 2, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 1, "vehicle": 0 } for key, value in attributes.items(): setattr(save_point, key, value) save_point.set_id(len(falcon.npcs)) falcon.npcs.append(save_point) save_event = EventBlock(pointer=None, locid=falcon.locid) attributes = {"event_addr": 0x29aeb, "x": 20, "y": 8} for key, value in attributes.items(): setattr(save_event, key, value) falcon.events.append(save_event) partyswitch = NPCBlock(pointer=None, locid=falcon.locid) attributes = { "graphics": 0x17, "palette": 0, "x": 16, "y": 6, "show_on_vehicle": False, "speed": 0, "event_addr": 0x047d, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0, "npcid": 2 } for key, value in attributes.items(): setattr(partyswitch, key, value) falcon.npcs.append(partyswitch) pilot = random.choice([s for s in starting if s < 12]) pilot_sub = Substitution() pilot_sub.bytestring = bytearray([0x3D, pilot, 0x45, 0x3F, pilot, 0x01]) for i in range(14): if i == pilot: continue pilot_sub.bytestring += bytearray([0x3F, i, 0x00]) pilot_sub.set_location(0xC2110) pilot_sub.write(fout) if options_.is_code_active("racecave"): randomize_tower(filename=sourcefile, ancient=True, nummaps=50) elif options_.is_code_active("speedcave"): randomize_tower(filename=sourcefile, ancient=True, nummaps=85) else: randomize_tower(filename=sourcefile, ancient=True, nummaps=300) manage_map_names(fout) unused_enemies = [u for u in get_monsters() if u.id in REPLACE_ENEMIES] def safe_boss_validator(formation): if formation.is_fanatics: return False if set(formation.present_enemies) & set(unused_enemies): return False if formation.formid in NOREPLACE_FORMATIONS: return False if not (any([m.boss_death for m in formation.present_enemies]) or formation.get_music() in [1, 2, 5]): return False if formation.get_music() == 0: return False if formation.formid in [0x1b0, 0x1b3, 0x1d9, 0x1db, 0x1d7]: return False if formation.formid in [ 0x1a4, 0x1d4, 0x1d5, 0x1d6, 0x1e4, 0x1e2, 0x1ff, 0x1bd, 0x1be ]: return False if (options_.is_code_active("racecave") and formation.formid in [0x162, 0x1c8, 0x1d3]): return False return True def challenge_battle_validator(formation): if len(formation.present_enemies) == 0: return False if set(formation.present_enemies) & set(unused_enemies): return False if formation.formid in NOREPLACE_FORMATIONS: return False if formation.battle_event: return False if formation.formid in [ 0x1a4, 0x1ff, 0x1bd, 0x1d7, 0x200, 0x201, 0x23f ]: return False if formation.get_music() == 0: if any([ f for f in formations if f.formid != formation.formid and set(f.enemy_ids) == set(formation.enemy_ids) and f.get_music() != 0 ]): return False best_drop = formation.get_best_drop() if best_drop and (best_drop.price <= 2 or best_drop.price >= 30000 or options_.is_code_active("madworld")): return True return False formations = sorted(get_formations(), key=lambda f: f.rank()) enemy_formations = [ f for f in formations if f.is_fanatics or ( f.present_enemies and not f.has_event and not f.has_boss) ] enemy_formations = [ f for f in enemy_formations if f.formid not in REPLACE_FORMATIONS + NOREPLACE_FORMATIONS ] boss_formations = [f for f in formations if safe_boss_validator(f)] used_formations = [] challenges = sorted( [f for f in formations if challenge_battle_validator(f)], key=lambda f: f.get_best_drop().rank())[-48:] challenges = sorted(random.sample(challenges, 24), key=lambda f: f.rank()) challenges = [f.formid for f in challenges] challenges = { 1: challenges[:6], 2: challenges[6:12], 3: challenges[12:18], 4: challenges[18:24] } ch_bgs = list(range(0x31)) + [0x36, 0x37] waters = [0xD, 0x1F, 0x23] snows = [0x12] ch_bgs = random.sample(ch_bgs, 10) + [random.choice(waters), snows[0]] random.shuffle(ch_bgs) for l in get_locations(): if not hasattr(l, "ancient_rank"): l.entrance_set.entrances = [] l.entrance_set.longentrances = [] l.chests = [] l.attacks = 0 l.write_data(fout) pointer = 0xB4E35 if options_.is_code_active('racecave'): candidates = [c for c in starting if c != runaway] leaders = random.sample(candidates, 3) subptr = pointer - 0xa0000 leader_sub = Substitution() # makes switching impossible and makes row change instant # could freeze the game d+pad and A on same frame tho leader_sub.set_location(0x324b7) leader_sub.bytestring = bytes([0xEA, 0xEA, 0xEA]) leader_sub.write(fout) leader_sub.set_location(0x32473) leader_sub.bytestring = bytes([0xEA, 0xEA]) leader_sub.write(fout) leader_sub.set_location(0xa02da) leader_sub.bytestring = bytes( [0xB2, subptr & 0xFF, (subptr >> 8) & 0xFF, subptr >> 16]) leader_sub.write(fout) leader_sub.set_location(pointer) leader_sub.bytestring = bytearray([]) locked = 0 for i, c in enumerate(leaders): leader_sub.bytestring += bytearray([0x3F, c, i + 1]) locked |= (1 << c) for c in range(16): if c in leaders: continue leader_sub.bytestring += bytearray([0x3F, c, 0x00]) leader_sub.bytestring += bytearray([0x3E, c]) leader_sub.bytestring += bytearray( [0x47, 0xE1, 0xB2, 0x0B, 0xC9, 0x00, 0x45]) for i, c in enumerate(leaders): leader_sub.bytestring += bytearray([0x3F, c, 0]) leader_sub.bytestring += bytearray([0x3F, c, i + 1]) leader_sub.bytestring += bytearray( [0x99, 0x03, locked & 0xFF, locked >> 8]) for i in [14, 15]: byte, bit = i // 8, i % 8 mem_addr = ((0x1b + byte) << 3) | bit leader_sub.bytestring += bytearray([0xD6, mem_addr]) leader_sub.bytestring += bytearray([0x96, 0xFE]) leader_sub.write(fout) pswitch_ptr = pointer - 0xa0000 pointer += len(leader_sub.bytestring) espersubs = {} for esper, event_value in esperevents.items(): byte, bit = event_value // 8, event_value % 8 mem_addr = ((0x17 + byte) << 3) | bit espersub = Substitution() espersub.set_location(pointer) espersub.bytestring = [ 0xF4, 0x8D, 0x86, event_value + 0x36, 0xD7, mem_addr, 0x3E, None, 0xFE ] espersubs[esper] = espersub pointer += espersub.size inn_template = [ 0x4B, None, None, 0x4B, 0x11, 0x81, 0xB6, None, None, None, None, None, None, 0xFE ] inn_template2 = [ 0x85, None, None, 0xC0, 0xBE, 0x81, 0xFF, 0x69, 0x01, 0x31, 0x84, 0xC3, 0x8F, 0x84, 0xFF, 0xF4, 0x2C, 0x73, 0x30, 0x0E, 0x01, 0x02, 0x06, 0x16, 0x31, 0x86, 0xC3, 0x9C, 0x80, 0x8D, 0xCE, 0xFF, 0xB2, 0x67, 0xCF, 0x00, 0xF0, 0xB8, 0xFA, 0x31, 0x85, 0xD5, 0x36, 0x05, 0xCE, 0xFF, 0xB2, 0x96, 0xCF, 0x00, 0xFE ] prices = { 1: (500, 0xA6E), 2: (2000, 0xA71), 3: (8000, 0xA5F), 4: (30000, 0xA64) } if options_.is_code_active("racecave"): partyswitch_template = [ 0x4B, None, None, 0x4B, 0x86, 0x83, 0xB6, None, None, None, None, None, None, 0xFE ] partyswitch_template2 = [ 0x85, None, None, 0xC0, 0xBE, 0x81, 0xFF, 0x69, 0x01, 0xB2, pswitch_ptr & 0xFF, (pswitch_ptr >> 8) & 0xFF, pswitch_ptr >> 16, 0xFE ] save_template = [ 0x4B, None, None, 0x4B, 0x24, 0x85, 0xB6, None, None, None, None, None, None, 0xFE ] save_template2 = [ 0x85, None, None, 0xC0, 0xBE, 0x81, 0xFF, 0x69, 0x01, 0xB2, 0xEB, 0x9A, 0x02, 0xFE ] enemy_template = [ 0x4B, 0x0B, 0x07, 0xB6, None, None, None, None, None, None, 0xA0, None, None, 0xB3, 0x5E, 0x70, 0x4D, None, None, 0xA1, 0x00, 0x96, 0x5C, 0xFE ] def make_challenge_event(loc, ptr): bg = ch_bgs.pop() formids = random.sample(challenges[loc.restrank], 2) formations = [get_formation(formid) for formid in formids] for formid in formids: challenges[loc.restrank].remove(formid) setcands = [f for f in get_fsets() if f.setid >= 0x100 and f.unused] fset = setcands.pop() fset.formids = formids fset.write_data(fout) timer = max( [e.stats['hp'] for f in formations for e in f.present_enemies]) reverse = False if timer >= 32768: reverse = True timer = 65535 - timer timer = max(timer, 3600) half = None while half is None or random.randint(1, 5) == 5: half = timer // 2 timer = half + random.randint(0, half) + random.randint(0, half) if reverse: timer = 65535 - timer timer = int(round(timer / 1800.0)) timer = max(2, min(timer, 36)) timer = timer * 1800 timer = [timer & 0xFF, timer >> 8] addr1 = ptr + 10 - 0xa0000 addr2 = ptr + (len(enemy_template) - 1) - 0xa0000 addr1 = [addr1 & 0xFF, (addr1 >> 8) & 0xFF, addr1 >> 16] addr2 = [addr2 & 0xFF, (addr2 >> 8) & 0xFF, addr2 >> 16] bytestring = list(enemy_template) bytestring[4:7] = addr1 bytestring[7:10] = addr2 bytestring[11:13] = timer bytestring[17] = fset.setid & 0xFF bytestring[18] = bg assert None not in bytestring sub = Substitution() sub.set_location(ptr) sub.bytestring = bytes(bytestring) sub.write(fout) return ptr + len(enemy_template) shops = get_shops(sourcefile) shopranks = {} itemshops = [s for s in shops if s.shoptype_pretty in ["items", "misc"]] othershops = [s for s in shops if s not in itemshops] othershops = othershops[random.randint(0, len(othershops) // 2):] itemshops = sorted(random.sample(itemshops, 5), key=lambda p: p.rank()) othershops = sorted(random.sample(othershops, 7), key=lambda p: p.rank()) for i in range(1, 5): if i > 1: shopranks[i] = othershops[:2] + itemshops[:1] othershops = othershops[2:] itemshops = itemshops[1:] else: shopranks[i] = othershops[:1] + itemshops[:2] othershops = othershops[1:] itemshops = itemshops[2:] assert len(shopranks[i]) == 3 random.shuffle(shopranks[i]) shopranks[random.randint(1, 4)][random.randint(0, 2)] = None levelmusic = {} dungeonmusics = [23, 24, 33, 35, 55, 71, 40, 41, 75, 77, 78] random.shuffle(dungeonmusics) for i in range(5): levelmusic[i] = dungeonmusics.pop() locations = [l for l in get_locations() if hasattr(l, "ancient_rank")] locations = sorted(locations, key=lambda l: l.ancient_rank) restlocs = [l for l in locations if hasattr(l, "restrank")] ban_musics = [0, 36, 56, 57, 58, 73, 74, 75] + list(levelmusic.values()) restmusics = [m for m in range(1, 85) if m not in ban_musics] random.shuffle(restmusics) optional_chars = [c for c in characters if hasattr(c, "slotid")] optional_chars = [ c for c in optional_chars if c.slotid == runaway or (c.id not in starting and c.id in charcands) ] if options_.is_code_active("speedcave"): while len(optional_chars) < 24: if random.choice([True, True, False]): supplement = [ c for c in optional_chars if c.id >= 14 or c.slotid == runaway ] else: supplement = list(optional_chars) supplement = sorted(set(supplement), key=lambda c: c.id) optional_chars.append(random.choice(supplement)) random.shuffle(optional_chars) ptr = pointer - 0xA0000 c0, b0, a0 = ptr & 0xFF, (ptr >> 8) & 0xFF, ptr >> 16 ptr = (pointer + 10) - 0xA0000 c1, b1, a1 = ptr & 0xFF, (ptr >> 8) & 0xFF, ptr >> 16 ptr = (pointer + 20) - 0xA0000 c2, b2, a2 = ptr & 0xFF, (ptr >> 8) & 0xFF, ptr >> 16 num_in_party_sub = Substitution() num_in_party_sub.set_location(0xAC654) num_in_party_sub.bytestring = [0xB2, c0, b0, a0] num_in_party_sub.write(fout) num_in_party_sub.set_location(pointer) num_in_party_sub.bytestring = bytes([ 0xC0, 0xAE, 0x01, c1, b1, a1, 0xB2, 0x80, 0xC6, 0x00, 0xC0, 0xAF, 0x01, c2, b2, a2, 0xB2, 0x80, 0xC6, 0x00, 0xD3, 0xA3, 0xD3, 0xA2, 0xFE ]) num_in_party_sub.write(fout) pointer += len(num_in_party_sub.bytestring) ally_addrs = {} for chosen in set(optional_chars): byte, bit = chosen.slotid // 8, chosen.slotid % 8 mem_addr = ((0x1b + byte) << 3) | bit allysub = Substitution() for party_id in range(1, 4): for npc_id in range(4, 6): allysub.set_location(pointer) allysub.bytestring = [ 0xB2, 0xC1, 0xC5, 0x00, # set caseword 0xC0, 0xA3, 0x81, None, None, None ] allysub.bytestring += [ 0xD4, 0xF0 | chosen.slotid, 0xD4, 0xE0 | chosen.slotid, 0xD7, mem_addr ] if chosen.id >= 14 or options_.is_code_active("speedcave"): allysub.bytestring += [ 0x77, chosen.slotid, 0x8b, chosen.slotid, 0x7F, 0x8c, chosen.slotid, 0x7F, 0x88, chosen.slotid, 0x00, 0x00 ] allysub.bytestring += [ 0x3E, 0x10 | npc_id, 0x3D, chosen.slotid, 0x3F, chosen.slotid, party_id, 0x47, 0x45, 0xF4, 0xD0, 0xFE ] pointer = pointer + len(allysub.bytestring) uptr = (pointer - 1) - 0xa0000 a, b, c = (uptr >> 16, (uptr >> 8) & 0xFF, uptr & 0xFF) allysub.bytestring[7:10] = [c, b, a] allysub.write(fout) event_addr = (allysub.location - 0xa0000) & 0x3FFFF ally_addrs[chosen.id, party_id, npc_id] = event_addr npc_palettes = get_npc_palettes() for g in npc_palettes: npc_palettes[g] = [v for v in npc_palettes[g] if 0 <= v <= 5] for g in range(14, 63): if g not in npc_palettes or not npc_palettes[g]: npc_palettes[g] = list(range(6)) def make_paysub(template, template2, loc, ptr): sub = Substitution() sub.set_location(ptr) price, message = prices[loc.restrank] message |= 0x8000 sub.bytestring = list(template) ptr += len(template) price = [price & 0xFF, price >> 8] message = [message & 0xFF, message >> 8] p = (ptr - 0xA0000) & 0x3FFFF p2 = p - 1 ptrbytes = [p & 0xFF, (p >> 8) & 0xFF, p >> 16] ptrbytes2 = [p2 & 0xFF, (p2 >> 8) & 0xFF, p2 >> 16] mapid = [loc.locid & 0xFF, loc.locid >> 8] mapid[1] |= 0x23 sub.bytestring[1:3] = message sub.bytestring[7:10] = ptrbytes sub.bytestring[10:13] = ptrbytes2 assert None not in sub.bytestring assert len(sub.bytestring) == 14 sub.bytestring += template2 ptr += len(template2) sub.bytestring[15:17] = price assert None not in sub.bytestring sub.bytestring = bytes(sub.bytestring) sub.write(fout) return sub random.shuffle(restlocs) for l in restlocs: assert l.ancient_rank == 0 l.music = restmusics.pop() l.make_warpable() innsub = make_paysub(inn_template, inn_template2, l, pointer) pointer += innsub.size savesub = make_paysub(save_template, save_template2, l, pointer) pointer += savesub.size if options_.is_code_active('racecave'): pswitch_sub = make_paysub(partyswitch_template, partyswitch_template2, l, pointer) pointer += pswitch_sub.size event_addr = (innsub.location - 0xa0000) & 0x3FFFF innkeeper = NPCBlock(pointer=None, locid=l.locid) graphics = random.randint(14, 62) palette = random.choice(npc_palettes[graphics]) attributes = { "graphics": graphics, "palette": palette, "x": 52, "y": 16, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(innkeeper, key, value) l.npcs.append(innkeeper) unequipper = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": 0x1e, "palette": 3, "x": 49, "y": 16, "show_on_vehicle": False, "speed": 0, "event_addr": 0x23510, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(unequipper, key, value) l.npcs.append(unequipper) event_addr = (savesub.location - 0xa0000) & 0x3FFFF pay_to_save = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": 0x6f, "palette": 6, "x": 47, "y": 4, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 3, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 2, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(pay_to_save, key, value) l.npcs.append(pay_to_save) if l.restrank == 4: final_loc = get_location(412) if len(final_loc.npcs) < 2: final_save = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": 0x6f, "palette": 6, "x": 82, "y": 43, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 3, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 2, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0, "npcid": 1 } for key, value in attributes.items(): setattr(final_save, key, value) final_loc.npcs.append(final_save) shop = shopranks[l.restrank].pop() if shop is not None: shopsub = Substitution() shopsub.set_location(pointer) shopsub.bytestring = bytes([0x9B, shop.shopid, 0xFE]) shopsub.write(fout) pointer += len(shopsub.bytestring) event_addr = (shopsub.location - 0xa0000) & 0x3FFFF else: event_addr = 0x178cb colsub = Substitution() colsub.set_location(0xb78ea) colsub.bytestring = bytes([0x59, 0x04, 0x5C, 0xFE]) colsub.write(fout) shopkeeper = NPCBlock(pointer=None, locid=l.locid) graphics = random.randint(14, 62) palette = random.choice(npc_palettes[graphics]) attributes = { "graphics": graphics, "palette": palette, "x": 39, "y": 11, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 1, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(shopkeeper, key, value) l.npcs.append(shopkeeper) if optional_chars: chosen = optional_chars.pop() assert chosen.palette is not None if chosen.id >= 14 and False: byte, bit = 0, 0 else: byte, bit = (chosen.slotid // 8) + 0x1b, chosen.slotid % 8 event_addr = ally_addrs[chosen.id, l.party_id, len(l.npcs)] ally = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": chargraphics[chosen.id], "palette": chosen.palette, "x": 54, "y": 18, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": byte, "membit": bit, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(ally, key, value) l.npcs.append(ally) if (len(optional_chars) == 12 or (len(optional_chars) > 0 and options_.is_code_active('speedcave'))): temp = optional_chars.pop() if chosen.id != temp.id: chosen = temp if chosen.id >= 14 and False: byte, bit = 0, 0 else: byte, bit = (chosen.slotid // 8) + 0x1b, chosen.slotid % 8 event_addr = ally_addrs[chosen.id, l.party_id, len(l.npcs)] attributes = { "graphics": chargraphics[chosen.id], "palette": chosen.palette, "x": 53, "y": 18, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": byte, "membit": bit, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } ally = NPCBlock(pointer=None, locid=l.locid) for key, value in attributes.items(): setattr(ally, key, value) l.npcs.append(ally) if l.restrank == 1: num_espers = 3 elif l.restrank in [2, 3]: num_espers = 2 elif l.restrank == 4: num_espers = 1 for i in range(num_espers): if len(espers) == 0: break if options_.is_code_active('speedcave'): candidates = espers else: esperrank = l.restrank if random.randint(1, 7) == 7: esperrank += 1 candidates = [] while not candidates: candidates = [e for e in espers if e.rank == esperrank] if not candidates or random.randint(1, 3) == 3: candidates = [e for e in espers if e.rank <= esperrank] if not candidates: esperrank += 1 esper = random.choice(candidates) espers.remove(esper) espersub = espersubs[esper.name] index = espersub.bytestring.index(None) espersub.bytestring[index] = 0x10 | len(l.npcs) espersub.write(fout) event_addr = (espersub.location - 0xa0000) & 0x3FFFF event_value = esperevents[esper.name] byte, bit = event_value // 8, event_value % 8 magicite = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": 0x5B, "palette": 2, "x": 44 + i, "y": 16, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 0, "no_turn_when_speaking": True, "layer_priority": 2, "special_anim": 2, "memaddr": byte + 0x17, "membit": bit, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(magicite, key, value) l.npcs.append(magicite) event_addr = pointer - 0xa0000 pointer = make_challenge_event(l, pointer) enemy = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": 0x3e, "palette": 2, "x": 42, "y": 6, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(enemy, key, value) l.npcs.append(enemy) if options_.is_code_active('racecave'): event_addr = (pswitch_sub.location - 0xa0000) & 0x3FFFF partyswitch = NPCBlock(pointer=None, locid=l.locid) attributes = { "graphics": 0x17, "palette": 0, "x": 55, "y": 16, "show_on_vehicle": False, "speed": 0, "event_addr": event_addr, "facing": 2, "no_turn_when_speaking": False, "layer_priority": 0, "special_anim": 0, "memaddr": 0, "membit": 0, "bg2_scroll": 0, "move_type": 0, "sprite_priority": 0, "vehicle": 0 } for key, value in attributes.items(): setattr(partyswitch, key, value) l.npcs.append(partyswitch) assert len(optional_chars) == 0 if pointer >= 0xb6965: raise Exception("Cave events out of bounds. %x" % pointer) # lower encounter rate dungeon_rates = [ 0x38, 0, 0x20, 0, 0xb0, 0, 0x00, 1, 0x1c, 0, 0x10, 0, 0x58, 0, 0x80, 0 ] + ([0] * 16) assert len(dungeon_rates) == 32 encrate_sub = Substitution() encrate_sub.set_location(0xC2BF) encrate_sub.bytestring = bytes(dungeon_rates) encrate_sub.write(fout) maxrank = max(locations, key=lambda l: l.ancient_rank).ancient_rank for l in locations: if l not in restlocs and (l.npcs or l.events): for n in l.npcs: if n == final_save: continue if n.graphics == 0x6F: n.memaddr, n.membit, n.event_addr = 0x73, 1, 0x5EB3 success = False for e in l.events: if e.x % 128 == n.x % 128 and e.y % 128 == n.y % 128: if success: raise Exception("Duplicate events found.") e.event_addr = 0x5EB3 success = True if not success: raise Exception("No corresponding event found.") for e in l.entrances: e.dest |= 0x800 rank = l.ancient_rank l.name_id = min(rank, 0xFF) if not hasattr(l, "restrank"): if hasattr(l, "secret_treasure") and l.secret_treasure: pass elif l.locid == 334 or not hasattr(l, "routerank"): l.music = 58 elif l.routerank in levelmusic: l.music = levelmusic[l.routerank] else: raise Exception l.setid = rank if rank == 0: l.attacks = 0 elif rank > 0xFF: l.setid = random.randint(0xF0, 0xFF) else: def enrank(r): mr = min(maxrank, 0xFF) r = max(0, min(r, mr)) if options_.is_code_active('racecave'): half = r // 2 quarter = half // 2 r = (half + random.randint(0, quarter) + random.randint(0, quarter)) if r <= 0: return 0 elif r >= mr: return 1.0 ratio = float(r) / mr return ratio low = enrank(rank - 3) high = enrank(rank + 2) high = int(round(high * len(enemy_formations))) low = int(round(low * len(enemy_formations))) while high - low < 4: high = min(high + 1, len(enemy_formations)) low = max(low - 1, 0) candidates = enemy_formations[low:high] chosen_enemies = random.sample(candidates, 4) chosen_enemies = sorted(chosen_enemies, key=lambda f: f.rank()) if options_.is_code_active('racecave'): bossify = False elif rank >= maxrank * 0.9: bossify = True else: if options_.is_code_active('speedcave'): thresh = 0.5 else: thresh = 0.1 bossify = rank >= random.randint(int(maxrank * thresh), int(maxrank * 0.9)) bossify = bossify and random.randint(1, 3) == 3 if bossify: formrank = chosen_enemies[0].rank() candidates = [ c for c in boss_formations if c.rank() >= formrank ] if candidates: if rank < maxrank * 0.75: candidates = candidates[:random.randint(2, 4)] chosen_boss = random.choice(candidates) chosen_enemies[3] = chosen_boss if options_.is_code_active('speedcave'): thresh, bossthresh = 2, 1 else: # allow up to three of the same formation thresh, bossthresh = 3, 2 for c in chosen_enemies: used_formations.append(c) if used_formations.count(c) >= bossthresh: if c in boss_formations: boss_formations.remove(c) if used_formations.count(c) >= thresh: if c in enemy_formations: enemy_formations.remove(c) fset = get_fset(rank) fset.formids = [f.formid for f in chosen_enemies] for formation in fset.formations: if formation.get_music() == 0: formation.set_music(6) formation.set_continuous_music() formation.write_data(fout) fset.write_data(fout) if not (hasattr(l, "secret_treasure") and l.secret_treasure): if options_.is_code_active('speedcave') or rank == 0: low = random.randint(0, 400) high = random.randint(low, low * 5) high = random.randint(low, high) else: low = rank * 2 high = low * 1.5 while random.choice([True, False, False]): high = high * 1.5 if rank < maxrank * 0.4: monster = False else: monster = None if 0 < rank < maxrank * 0.75: enemy_limit = sorted([f.rank() for f in fset.formations])[-2] enemy_limit *= 1.5 else: enemy_limit = None l.unlock_chests(int(low), int(high), monster=monster, guarantee_miab_treasure=True, enemy_limit=enemy_limit, uncapped_monsters=options_.is_code_active('bsiab')) l.write_data(fout) final_cut = Substitution() final_cut.set_location(0xA057D) final_cut.bytestring = bytearray([ 0x3F, 0x0E, 0x00, 0x3F, 0x0F, 0x00, ]) if not options_.is_code_active("racecave"): final_cut.bytestring += bytearray( [0x9D, 0x4D, 0x65, 0x33, 0xB2, 0xA9, 0x5E, 0x00]) else: for i in range(16): final_cut.bytestring += bytearray([0x3F, i, 0x00]) locked = 0 protected = random.sample(starting, 4) assignments = {0: [], 1: [], 2: [], 3: []} for i, c in enumerate(protected): if 1 <= i <= 3 and random.choice([True, False]): assignments[i].append(c) chars = list(range(16)) random.shuffle(chars) for c in chars: if c in protected: continue if c >= 14 and random.choice([True, False]): continue if random.choice([True, True, False]): i = random.randint(0, 3) if len(assignments[i]) >= 3: continue elif len(assignments[i]) == 2 and random.choice([True, False]): continue assignments[i].append(c) for key in assignments: for c in assignments[key]: locked |= (1 << c) if key > 0: final_cut.bytestring += bytearray([0x3F, c, key]) final_cut.bytestring += bytearray( [0x99, 0x03, locked & 0xFF, locked >> 8]) from chestrandomizer import get_2pack event_bosses = { 1: [0xC18A4, 0xC184B], 2: [0xC16DD, 0xC171D, 0xC1756], 3: [None, None, None] } fout.seek(0xA0F6F) fout.write(bytes([0x36])) candidates = sorted(boss_formations, key=lambda b: b.rank()) candidates = [c for c in candidates if c.inescapable] candidates = candidates[random.randint(0, len(candidates) - 16):] chosens = random.sample(candidates, 8) chosens = sorted(chosens, key=lambda b: b.rank()) for rank in sorted(event_bosses): num = len(event_bosses[rank]) rankchosens, chosens = chosens[:num], chosens[num:] assert len(rankchosens) == num random.shuffle(rankchosens) if rank == 3: bgs = random.sample([ 0x07, 0x0D, 0x17, 0x18, 0x19, 0x1C, 0x1F, 0x21, 0x22, 0x23, 0x29, 0x2C, 0x30, 0x36, 0x37 ], 3) for i, (address, chosen) in enumerate(zip(event_bosses[rank], rankchosens)): if rank == 3: chosen.set_music(5) elif rank == 2: chosen.set_music(2) else: chosen.set_music(4) form_music_overrides[chosen.formid] = chosen.get_music() chosen.set_appearing([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13]) fset = get_2pack(chosen) if address is not None: fout.seek(address) fout.write(bytes([fset.setid & 0xFF])) else: bg = bgs.pop() final_cut.bytestring += bytearray([ 0x46, i + 1, 0x4D, fset.setid & 0xFF, bg, 0xB2, 0xA9, 0x5E, 0x00 ]) assert len(chosens) == 0 final_cut.bytestring += bytearray([0xB2, 0x64, 0x13, 0x00]) final_cut.write(fout)
def manage_opera(fout, affect_music): fout.seek(0) data = fout.read() SAMPLE_MAX_SIZE = 3746 global opera_log #Determine opera cast class OperaSinger: def __init__(self, name, title, sprite, gender, file, sampletype, sample, octave, volume, init): self.name = name self.title = title self.sprite = sprite self.gender = gender self.file = file self.sampletype = sampletype self.sample = sample self.octave = octave self.volume = volume self.init = init self.sid = ("ext" if sampletype == "brr" else sampletype) + ":" + sample if self.sampletype not in ["brr", "ext"]: try: self.sample = int(self.sample, 16) except ValueError: print( f"WARNING: in opera config: {name}: invalid sample id for {sampletype}: {sample}" ) self.sample = 1 def get_sample_text(self, prg): if self.sampletype in ["brr", "ext"]: return f"\n#BRR 0x{prg:02X}; {self.sample}\n" elif self.sampletype == "legacy": return f"\n#BRR 0x{prg:02X}; {get_legacy_import(self.sample, subpath='music')}\n" else: return f"\n#WAVE 0x{prg:02X} 0x{self.sample:02X}\n" #voice range notes # Overture (Draco) ranges from B(o-1) to B(o) # Aria (Maria) ranges from D(o) to D(o+1) # Duel 1 (Draco) ranges from B(o-1) to E(o) # Duel 2 (Maria) ranges from A(o) to F(o+1) # Duel 3 (Ralse) ranges from E(o) to C(o+1) # Duel 4 (Draco) ranges from B(o-1) to F(o) # Duel 5 (Ralse) ranges from E(o) to B(o) singer_options = [] opera_config = configparser.ConfigParser(interpolation=None) opera_config.optionxform = lambda option: option try: with open(os.path.join('custom', 'opera.txt'), "r") as f: opera_config.read_file(f) except OSError: print("WARNING: failed to load opera config") return if 'Singers' not in opera_config or 'Factions' not in opera_config: print("WARNING: opera config is invalid, or failed to load") return for k, v in opera_config.items('Singers'): line = [k] + v.split('|') singer_options.append([l.strip() for l in line]) singer_options = [OperaSinger(*s) for s in singer_options] #categorize by voice sample (unless not changing music) if affect_music: voices = {} for s in singer_options: if s.sid in voices: voices[s.sid].append(s) else: voices[s.sid] = [s] #find a set of voices that doesn't overflow SPC RAM while True: vchoices = random.sample(list(voices.values()), 3) test_mml = read_opera_mml('duel') for i, c in enumerate(vchoices): test_mml += c[0].get_sample_text(i + 0x2A) memusage = get_spc_memory_usage(test_mml, subpath="music") if memusage <= SAMPLE_MAX_SIZE: break #select characters charpool = [] char = {} #by voice, for singers for v in vchoices: charpool.append(random.choice(v)) random.shuffle(charpool) for c in ["Maria", "Draco", "Ralse"]: char[c] = charpool.pop() opera_log += str(str(c) + ": ").ljust(17) + string.capwords( str(char[c].name)) + "\n" #by sprite/name, for impresario charpool = [c for c in singer_options if c not in char.values()] char["Impresario"] = random.choice(charpool) opera_log += str("Impresario: ").ljust(17) + string.capwords( str(char["Impresario"].name)) + "\n" else: print( "\nalasdraco -- note: opera voices will not be changed unless a" + " random music code (johnnydmad/johnnyachaotic) is also used." + " Sprites and text will still be affected.") cchoices = random.sample(singer_options, 4) char = {} for c in ["Maria", "Draco", "Ralse", "Impresario"]: char[c] = cchoices.pop() opera_log += str(str(c) + ": ").ljust(17) + string.capwords( str(char[c].name)) + "\n" #reassign sprites in npc data locations = get_locations() #first, free up space for a unique Ralse #choose which other NPCs get merged: # 0. id for new scholar, 1. offset for new scholar, 2. id for merged sprite, 3. offset for merged sprite, 4. spritesheet filename, 5. extra pose type merge_options = [ (32, 0x172C00, 33, 0x1731C0, "dancer.bin", "flirt"), #fancy gau -> dancer (32, 0x172C00, 35, 0x173D40, "gau-fancy.bin", "sideeye"), #clyde -> fancy gau (60, 0x17C4C0, 35, 0x173D40, "daryl.bin", "sideeye"), #clyde -> daryl (42, 0x176580, 35, 0x173D40, "katarin.bin", "sideeye"), #clyde -> katarin (60, 0x17C4C0, 42, 0x176580, "daryl.bin", "sideeye"), #katarin -> daryl (60, 0x17C4C0, 42, 0x176580, "katarin.bin", "sideeye"), #daryl -> katarin (60, 0x17C4C0, 41, 0x175FC0, "daryl.bin", "sleeping"), #rachel -> daryl (60, 0x17C4C0, 41, 0x175FC0, "rachel.bin", "sleeping"), #daryl -> rachel (60, 0x17C4C0, 30, 0x172080, "returner.bin", "prone"), #daryl -> returner (53, 0x17A1C0, 59, 0x17BFC0, "figaroguard.bin", None), #conductor -> figaro guard (45, 0x1776C0, 48, 0x178800, "maduin.bin", "prone"), #yura -> maduin ] merge = random.choice(merge_options) #merge sacrifice into new slot replace_npc(locations, (merge[0], None), merge[2]) #move scholar into sacrifice slot for i in [0, 1, 3, 4, 5]: replace_npc(locations, (27, i), (merge[0], i)) #randomize palettes of shuffled characters for i in [0x1A, 0x1B, 0x1C, 0x2B]: palette = random.randint(0, 5) for l in locations: for npc in l.npcs: if npc.graphics == i: #npc.palette = palette pass #debug info # for l in locations: # for npc in l.npcs: # if npc.graphics in [118,138]: # print() # print(f"graphics {npc.graphics} found at ${npc.pointer:X}, in location 0x{l.locid:X}") # print(f"palette {npc.palette}, facing byte {npc.facing:X}") # print(f"facing {npc.facing & 3:X}, change {npc.facing>>2 & 1:X}") # print(f"bglayer {npc.facing>>3 & 3:X}, unknown1 {npc.facing>>5 & 1:X}") # print(f"mirror {npc.facing>>6 & 2:X}, unknown2 {npc.facing>>7 & 1:X}") #randomize item thrown off balcony balcony = get_location(0xEC) for npc in balcony.npcs: if npc.graphics == 88: item = random.choice([ #(84, 0x24, "chest"), #treasure box (palette broken) (87, 0x44, "statue"), (88, 0x54, "flowers"), #bouquet (89, 0x54, "letter"), #letter (91, 0x54, "magicite"), #magicite (92, 0x44, "book"), #book ##DO NOT THROW THE BABY (96, 0x44, "crown"), #slave crown (97, 0x54, "weight"), #4ton weight (100, 0x54, "bandana"), #locke's bandana ##(124, 0x02, "helmet") #a shiny thing (didn't work) ]) npc.graphics = item[0] npc.palette = random.choice(range(6)) npc.facing = item[1] set_dialogue_var("OperaItem", item[2]) opera_log += str("Opera Flowers: ").ljust(17) + string.capwords( item[2]) + "\n" #print(f"opera item is {npc.graphics}, palette {npc.palette} ({item[2]})") #print(f"at address {npc.pointer:X}") #4 ton weight for npc in get_location(0xEB).npcs: if npc.graphics == 97: item = random.choice([ (89, 0x00, "letter"), # letter (92, 0x44, "book"), # book (108, 0x00, "rat"), # rat (87, 0x44, "mini statue"), # mini statue (93, 0x54, "baby" ), # ultros is allowed to try to throw the baby (STOP HIM) (97, 0x54, "4 ton weight"), # 4ton weight (112, 0x43, "fire"), # fire ###(118, 0x10), #rock (didn't work) ###(138, 0x12) #leo's sword (didn't work) ]) npc.graphics = item[0] npc.palette = random.choice(range(6)) npc.facing = item[1] opera_log += str("Opera Rafters: ").ljust(17) + string.capwords( item[2]) + "\n" #print(f"ultros item is {npc.graphics}, palette {npc.palette}") #print(f"at address {npc.pointer:X}") #set up some spritesheet locations pose = { 'singing': [0x66, 0x67, 0x68, 0x69, 0x64, 0x65, 0x60, 0x61, 0x62, 0x63], 'ready': list(range(0x3E, 0x44)), 'prone': list(range(0x51, 0x57)), 'angry': list(range(0x76, 0x7C)), 'flirt': [0xA3, 0xA4, 0x9C, 0x99, 0x9A, 0x9B], 'sideeye': [0x92, 0x93, 0x94, 0x95, 0x08, 0x09], 'sleeping': [0x86, 0x87, 0x88, 0x89, 0x08, 0x09] } opath = os.path.join("custom", "opera") #load scholar graphics try: with open(os.path.join(opath, "ralse.bin"), "rb") as f: sprite = f.read() except IOError: print(f"failed to open custom/opera/ralse.bin") sprite = None if sprite: new_sprite = create_sprite(sprite) data = byte_insert(data, merge[1], new_sprite) #load new graphics into merged slot try: with open(os.path.join(opath, f"{merge[4]}"), "rb") as f: sprite = f.read() except IOError: try: with open(os.path.join("custom", "sprites", f"{merge[4]}"), "rb") as f: sprite = f.read() except: print( f"failed to open custom/opera/{merge[4]} or custom/sprites/{merge[4]}" ) sprite = None if sprite: #print(f"merge {merge}, pose {pose}") new_sprite = create_sprite( sprite, pose[merge[5]] if merge[5] is not None else []) data = byte_insert(data, merge[3], new_sprite) #load new graphics into opera characters char_offsets = { "Maria": (0x1705C0, pose['ready'] + pose['singing']), "Draco": (0x1713C0, pose['prone'] + pose['singing']), "Ralse": (0x170CC0, pose['prone'] + pose['singing']), "Impresario": (0x176B40, pose['angry']) } for cname, c in char.items(): #print(f"{cname} -> {c.name}") try: with open(os.path.join(opath, f"{c.sprite}.bin"), "rb") as f: sprite = f.read() except IOError: try: with open(os.path.join("custom", "sprites", f"{c.sprite}.bin"), "rb") as f: sprite = f.read() except: print( f"failed to open custom/opera/{c.sprite}.bin or custom/sprites/{c.sprite}.bin" ) continue offset, extra_tiles = char_offsets[cname] #tiles = list(range(0x28)) + extra_tiles #new_sprite = bytearray() #for t in tiles: # loc = t*32 # new_sprite.extend(sprite[loc:loc+32]) #data = byte_insert(data, offset, new_sprite) new_sprite = create_sprite(sprite, extra_tiles) data = byte_insert(data, offset, new_sprite) ### adjust script load_patch_file("opera") factions = [] for f, _ in opera_config.items('Factions'): factions.append([s.strip() for s in f.split('|')]) factions = random.choice(factions) if random.choice([False, True]): factions = (factions[1], factions[0]) opera_log += str("Opera Factions: ").ljust(17) + string.capwords( factions[0]) + " VS " + string.capwords(factions[1]) + "\n" set_dialogue_var("OperaEast", factions[0]) set_dialogue_var("OperaWest", factions[1]) set_dialogue_var("maria", char['Maria'].name) set_dialogue_var("draco", char['Draco'].name) set_dialogue_var("ralse", char['Ralse'].name) set_dialogue_var("impresario", char['Impresario'].name) set_dialogue_var("mariatitle", char['Maria'].title) set_dialogue_var("dracotitle", char['Draco'].title) set_dialogue_var("ralsetitle", char['Ralse'].title) set_dialogue_var("impresariotitle", char['Impresario'].title) char['Maria'].gender = set_pronoun('Maria', char['Maria'].gender) char['Draco'].gender = set_pronoun('Draco', char['Draco'].gender) char['Ralse'].gender = set_pronoun('Ralse', char['Ralse'].gender) char['Impresario'].gender = set_pronoun('Impresario', char['Impresario'].gender) #due to the variance in power relations connoted by "make X my queen" and "make X my king", this line will be altered in all variations so that it means roughly the same thing no matter the Maria replacement's gender if char['Maria'].gender == "female": set_dialogue_var("MariaTheGirl", "the girl") set_dialogue_var("MariaQueenBad", "mine") set_dialogue_var("MariaQueen", "queen") set_dialogue_var("MariaWife", "wife") elif char['Maria'].gender == "male": set_dialogue_var("MariaTheGirl", "the guy") set_dialogue_var("MariaQueenBad", "mine") set_dialogue_var("MariaQueen", "king") set_dialogue_var("MariaWife", "husband") elif char['Maria'].gender == "object": set_dialogue_var("MariaTheGirl", char['Maria'].title + " " + char['Maria'].name) set_dialogue_var("MariaQueenBad", "mine") set_dialogue_var("MariaQueen", "prize") set_dialogue_var("MariaWife", "collection") else: set_dialogue_var("MariaTheGirl", "the girl") set_dialogue_var("MariaQueenBad", "mine") set_dialogue_var("MariaQueen", "consort") set_dialogue_var("MariaWife", "partner") if char['Impresario'].gender == "male": set_dialogue_var("ImpresarioMan", "man") # from "music man" elif char['Impresario'].gender == "female": set_dialogue_var("ImpresarioMan", "madam") elif char['Impresario'].gender == "object": set_dialogue_var("ImpresarioMan", "machine") else: set_dialogue_var("ImpresarioMan", "maker") ### adjust music opera = {} maria_sample = char['Maria'].get_sample_text(0x2A) draco_sample = char['Draco'].get_sample_text(0x2B) ralse_sample = char['Ralse'].get_sample_text(0x2C) try: overture = read_opera_mml('overture') overture += draco_sample overture += f"\n#def draco= |B o{char['Draco'].octave[0]} v{char['Draco'].volume} {char['Draco'].init}\n" seg = read_opera_mml(f"{char['Draco'].file}_overture") overture += seg aria = read_opera_mml('aria') aria += maria_sample aria += f"\n#def maria= |A o{char['Maria'].octave[1]} v{char['Maria'].volume} {char['Maria'].init}\n" seg = read_opera_mml(f"{char['Maria'].file}_aria") aria += seg duel = read_opera_mml('duel') duel += maria_sample duel += f"\n#def maria= |A o{char['Maria'].octave[3]} v{char['Maria'].volume} {char['Maria'].init}\n" duel += draco_sample duel += f"\n#def draco= |B o{char['Draco'].octave[2]} v{char['Draco'].volume} {char['Draco'].init}\n" duel += f"\n#def draco2= |B o{char['Draco'].octave[5]} v{char['Draco'].volume} {char['Draco'].init}\n" duel += ralse_sample duel += f"\n#def ralse= |C o{char['Ralse'].octave[4]} v{char['Ralse'].volume} {char['Ralse'].init}\n" duel += f"\n#def ralse2= |C o{char['Ralse'].octave[6]} v{char['Ralse'].volume} {char['Ralse'].init}\n" duelists = ["Draco", "Maria", "Ralse", "Draco", "Ralse"] for i in range(5): seg = read_opera_mml(f"{char[duelists[i]].file}_duel{i+1}") duel += seg #print(overture) #print("########") #print(duel) #print("########") #print(aria) opera['opera_draco'] = overture opera['wed_duel'] = duel opera['aria'] = aria except IOError: print("opera music generation failed, reverting to default") affect_music = False fout.seek(0) fout.write(data) return opera if affect_music else None
def get_spellsets(spells=None): """Create various thematic groups of spells.""" global wildspells spellsets = {} spellset_bans = [] spells = [s for s in spells if s.spellid not in spellset_bans] # Each spellset is a tuple of (description, spell list) spellsets['Chaos'] = ('skill (including broken and glitchy skills)', []) if wildspells is None: wildspells = random.sample(spells,8) spellsets['Wild'] = ('random set of spells', wildspells) spellsets['Magic'] = ('magic spell', range(0, 0x36)) spellsets['Black'] = ('black magic spell', range(0, 0x18)) spellsets['White'] = ('white magic spell', range(0x2D, 0x36)) spellsets['Gray'] = ('gray magic spell', range(0x18, 0x2D)) spellsets['Esper'] = ('Esper summon', range(0x36, 0x51)) spellsets['Sword'] = ('SwdTech skill', range(0x55, 0x5D)) spellsets['Blitz'] = ('Blitz', range(0x5D, 0x65)) spellsets['Geo'] = ('geomancer-type Dance move', range(0x65, 0x75)) spellsets['Beast'] = ('beast-summoning Dance move', range(0x75, 0x7D)) spellsets['Lore'] = ('Lore', range(0x8B, 0xA3)) spellsets['Rare'] = ('rare effect (Slots, Super Ball, non-Lore monster skill)', range(0x7D, 0x83) + range(0xA3, 0xEE)) elementals = [s for s in spells if bin(s.elements).count('1') == 1] spellsets['Fire'] = ('fire-elemental skill', [s for s in elementals if s.elements & 1]) spellsets['Ice'] = ('ice-elemental skill', [s for s in elementals if s.elements & 2]) spellsets['Bolt'] = ('lightning-elemental skill', [s for s in elementals if s.elements & 4]) spellsets['Bio'] = ('poison-elemental skill', [s for s in elementals if s.elements & 8]) spellsets['Wind'] = ('wind-elemental skill', [s for s in elementals if s.elements & 0x10]) spellsets['Pearl'] = ('holy-elemental skill', [s for s in elementals if s.elements & 0x20]) spellsets['Earth'] = ('earth-elemental skill', [s for s in elementals if s.elements & 0x40]) spellsets['Water'] = ('water-elemental skill', [s for s in elementals if s.elements & 0x80]) spellsets['Elem'] = ('elemental skill (excluding black magic spells)', [s for s in spells if s.elements and s.spellid not in range(0, 0x18)]) # Skills that deal non-elemental magic damage - Meteor, Ultima, Crusader... # This includes most desperation attacks as well. # TODO: also includes Drain, Rasp, Osmose, Empowerer - a bug? spellsets['Nuke'] = ('non-elemental magic damage skill', [s for s in spells if s.power and not any( [s.elements, s.percentage, s.physical, s.healing])]) spellsets['Heal'] = ('HP- and/or MP-restoring skill', [s for s in spells if s.healing]) spellsets['Phys'] = ('physical skill', [s for s in spells if s.physical]) spellsets['Curse'] = ( 'enemy harmful-status skill', [s for s in spells if all( [s.target_enemy_default, not s.miss_if_death_prot, not s.power])]) # Explicitly exclude Clear (0xA4) as that's actually a debuff spellsets['Bless'] = ( 'ally beneficial-status skill', [s for s in spells if not any( [s.target_enemy_default, s.power, s.spellid == 0xA4])]) spellsets['Drain'] = ('HP- and/or MP-draining skill', [s for s in spells if s.draining]) # Just Rasp, Osmose, and Empowerer - not very exciting spellsets['Mana'] = ('MP-affecting skill', [s for s in spells if s.concernsmp]) # Death Skills. # All status-inflicting spells that are blocked by death protection. # Plus some specific death spells that ignore death protection: spellsets['Death'] = ( 'instant-death skill', ([s for s in spells if s.miss_if_death_prot and not s.percentage and s.has_status] + # these ignore death protection - Ragnarok, Mind Blast, Dread, Soul Out [get_spell(s) for s in [0x46, 0xC4, 0xE2, 0xE5]])) # Demi, Quartr, W Wind, Cave In, Shimsham, Launcher, etc. spellsets['Heavy'] = ('percentage-damage skill', [s for s in spells if s.miss_if_death_prot and s.percentage]) # Quake, W Wind, Crusader, Merton, ForceField spellsets['All'] = ('skill targeting allies and enemies alike', [s for s in spells if s.target_everyone and not s.target_one_side_only]) # Includes Haste2, Big Guard, Pearl Wind, and a bunch of defensive Espers spellsets['Party'] = ('full-party buff', [s for s in spells if s.target_group_default and not s.target_enemy_default]) spellsets['Tek'] = ('Magitek or other tech-themed skill', ([0x18, 0x6E, 0x70, 0x7D, 0x7E] + range(0x86, 0x8B) + [0xA7, 0xB1] + range(0xB4, 0xBA) + [0x91, 0x9A] + [0xBF, 0xCD, 0xD1, 0xD4, 0xD7, 0xDD, 0xE3])) spellsets['Time'] = ('time mage skill (a la FF5)', [0x10, 0x11, 0x12, 0x13, 0x19, 0x1B, 0x1F, 0x20, 0x22, 0x26, 0x27, 0x28, 0x2A, 0x2B, 0x34, 0x89, 0x9B, 0xA0, 0xC9, 0xDF]) for key, desc_and_spellset in spellsets.items(): if not desc_and_spellset: continue desc, spellset = desc_and_spellset if not spellset: continue # Convert lists of spell IDs into lists of spells if type(spellset[0]) is int: spellset = [s for s in spells if s.spellid in spellset] # Sort the spell set by spell ID spellset = sorted(set(spellset), key=lambda s: s.spellid) spellsets[key] = (desc, spellset) return spellsets
def manage_character_appearance(fout, preserve_graphics=False): characters = get_characters() wild = options_.is_code_active('partyparty') sabin_mode = options_.is_code_active('suplexwrecks') tina_mode = options_.is_code_active('bravenudeworld') soldier_mode = options_.is_code_active('quikdraw') moogle_mode = options_.is_code_active('kupokupo') ghost_mode = options_.is_code_active('halloween') christmas_mode = options_.is_code_active('christmas') sprite_swap_mode = options_.is_code_active('makeover') and not ( sabin_mode or tina_mode or soldier_mode or moogle_mode or ghost_mode) new_palette_mode = not options_.is_code_active('sometimeszombies') if new_palette_mode: # import recolors for incompatible base sprites recolors = [("cyan", 0x152D40, 0x16A0), ("mog", 0x15E240, 0x16A0), ("umaro", 0x162620, 0x16A0), ("dancer", 0x1731C0, 0x5C0), ("lady", 0x1748C0, 0x5C0)] for rc in recolors: filename = os.path.join("data", "sprites", "RC" + rc[0] + ".bin") try: with open_mei_fallback(filename, "rb") as f: sprite = f.read() except OSError: continue if len(sprite) >= rc[2]: sprite = sprite[:rc[2]] fout.seek(rc[1]) fout.write(sprite) if (wild or tina_mode or sabin_mode or christmas_mode): if christmas_mode: char_ids = list(range(0, 0x15)) # don't replace kefka else: char_ids = list(range(0, 0x16)) else: char_ids = list(range(0, 0x0E)) male = None female = None if tina_mode: change_to = dict(list(zip(char_ids, [0x12] * 100))) elif sabin_mode: change_to = dict(list(zip(char_ids, [0x05] * 100))) elif soldier_mode: change_to = dict(list(zip(char_ids, [0x0e] * 100))) elif ghost_mode: change_to = dict(list(zip(char_ids, [0x14] * 100))) elif moogle_mode: # all characters are moogles except Mog, Imp, and Esper Terra if wild: # make mog human mog = random.choice( list(range(0, 0x0A)) + list(range(0x0B, 0x0F)) + [0x10, 0x11, 0x13, 0x15]) #esper terra and imp neither human nor moogle esper_terra, imp = random.sample([0x0F, 0x12, 0x14], 2) else: mog = random.choice(list(range(0, 0x0A)) + list(range(0x0B, 0x0E))) esper_terra = 0x12 imp = 0x0F change_to = dict(list(zip(char_ids, [0x0A] * 100))) change_to[0x0A] = mog change_to[0x12] = esper_terra change_to[0x0F] = imp else: female = [0, 0x06, 0x08] female += [ c for c in [0x03, 0x0A, 0x0C, 0x0D, 0x0E, 0x0F, 0x14] if random.choice([True, False]) ] female = [c for c in char_ids if c in female] male = [c for c in char_ids if c not in female] if preserve_graphics: change_to = dict(list(zip(char_ids, char_ids))) elif wild: change_to = list(char_ids) random.shuffle(change_to) change_to = dict(list(zip(char_ids, change_to))) else: random.shuffle(female) random.shuffle(male) change_to = dict( list(zip(sorted(male), male)) + list(zip(sorted(female), female))) manage_character_names(fout, change_to, male) swap_to = get_sprite_swaps(char_ids, male, female, change_to) for c in characters: if c.id < 14: if sprite_swap_mode and c.id in swap_to: c.new_appearance = swap_to[c.id].name elif not preserve_graphics: c.new_appearance = NAME_ID_DICT[change_to[c.id]] else: c.new_appearance = c.original_appearance sprite_ids = list(range(0x16)) ssizes = ([0x16A0] * 0x10) + ([0x1560] * 6) spointers = dict([(c, sum(ssizes[:c]) + 0x150000) for c in sprite_ids]) ssizes = dict(list(zip(sprite_ids, ssizes))) char_portraits = {} char_portrait_palettes = {} sprites = {} riding_sprites = {} try: f = open(RIDING_SPRITE_TABLE, "r") except IOError: pass else: for line in f.readlines(): char_id, filename = line.strip().split(',', 1) try: g = open_mei_fallback( os.path.join("custom", "sprites", filename), "rb") except IOError: continue riding_sprites[int(char_id)] = g.read(0x140) g.close() f.close() for c in sprite_ids: fout.seek(0x36F1B + (2 * c)) portrait = read_multi(fout, length=2) char_portraits[c] = portrait fout.seek(0x36F00 + c) portrait_palette = fout.read(1) char_portrait_palettes[c] = portrait_palette fout.seek(spointers[c]) sprite = fout.read(ssizes[c]) if c in riding_sprites: sprite = sprite[:0x1560] + riding_sprites[c] sprites[c] = sprite if tina_mode: char_portraits[0x12] = char_portraits[0] char_portrait_palettes[0x12] = char_portrait_palettes[0] portrait_data = [] portrait_palette_data = [] fout.seek(0x2D1D00) for _ in range(19): portrait_data.append(fout.read(0x320)) fout.seek(0x2D5860) for _ in range(19): portrait_palette_data.append(fout.read(0x20)) free_portrait_ids, merchant = get_free_portrait_ids( swap_to, change_to, char_ids, char_portraits) for c in char_ids: new = change_to[c] portrait = char_portraits[new] portrait_palette = char_portrait_palettes[new] if c == 0x13 and sprite_swap_mode and not merchant: new_soldier = change_to[0xE] portrait = char_portraits[new_soldier] portrait_palette = char_portrait_palettes[new_soldier] elif (char_portraits[c] == 0 and c != 0): portrait = char_portraits[0xE] portrait_palette = char_portrait_palettes[0xE] elif sprite_swap_mode and c in swap_to: use_fallback = True fallback_portrait_id = swap_to[c].fallback_portrait_id if fallback_portrait_id < 0 or fallback_portrait_id > 18: fallback_portrait_id = 0xE portrait = fallback_portrait_id * 0x320 portrait_palette = bytes([fallback_portrait_id]) new_portrait_data = portrait_data[fallback_portrait_id] new_portrait_palette_data = portrait_palette_data[ fallback_portrait_id] if swap_to[c].has_custom_portrait(): use_fallback = False try: g = open_mei_fallback( os.path.join("custom", "sprites", swap_to[c].portrait_filename), "rb") h = open_mei_fallback( os.path.join("custom", "sprites", swap_to[c].portrait_palette_filename), "rb") except IOError: use_fallback = True print("failed to load portrait %s for %s, using fallback" % (swap_to[c].portrait_filename, swap_to[c].name)) else: new_portrait_data = g.read(0x320) new_portrait_palette_data = h.read(0x20) h.close() g.close() if not use_fallback or fallback_portrait_id in free_portrait_ids: portrait_id = free_portrait_ids[0] portrait = portrait_id * 0x320 portrait_palette = bytes([portrait_id]) free_portrait_ids.remove(free_portrait_ids[0]) fout.seek(0x2D1D00 + portrait) fout.write(new_portrait_data) fout.seek(0x2D5860 + portrait_id * 0x20) fout.write(new_portrait_palette_data) elif portrait == 0 and wild and change_to[c] != 0: portrait = char_portraits[0xE] portrait_palette = char_portrait_palettes[0xE] fout.seek(0x36F1B + (2 * c)) write_multi(fout, portrait, length=2) fout.seek(0x36F00 + c) fout.write(portrait_palette) if wild: fout.seek(spointers[c]) fout.write(sprites[0xE][:ssizes[c]]) fout.seek(spointers[c]) if sprite_swap_mode and c in swap_to: try: g = open_mei_fallback( os.path.join("custom", "sprites", swap_to[c].file), "rb") except IOError: newsprite = sprites[change_to[c]] for ch in characters: if ch.id == c: ch.new_appearance = NAME_ID_DICT[change_to[c]] else: newsprite = g.read(min(ssizes[c], swap_to[c].size)) # if it doesn't have riding sprites, it probably doesn't have a death sprite either if swap_to[c].size < 0x16A0: newsprite = newsprite[:0xAE0] + sprites[0xE][ 0xAE0:0xBA0] + newsprite[0xBA0:] g.close() else: newsprite = sprites[change_to[c]] newsprite = newsprite[:ssizes[c]] fout.write(newsprite) # celes in chains fout.seek(0x159500) chains = fout.read(192) fout.seek(0x17D660) fout.write(chains) manage_palettes(fout, change_to, char_ids)
def get_sprite_swaps(char_ids, male, female, vswaps): sprite_swap_mode = options_.is_code_active('makeover') wild = options_.is_code_active('partyparty') clone_mode = options_.is_code_active('cloneparty') replace_all = options_.is_code_active( 'novanilla') or options_.is_code_active('frenchvanilla') external_vanillas = False if options_.is_code_active('novanilla') else ( options_.is_code_active('frenchvanilla') or clone_mode) if not sprite_swap_mode: return [] class SpriteReplacement: def __init__(self, file, name, gender, riding=None, fallback_portrait_id=0xE, portrait_filename=None, uniqueids=None, groups=None): self.file = file.strip() self.name = name.strip() self.gender = gender.strip().lower() self.size = 0x16A0 if riding is not None and riding.lower( ) == "true" else 0x1560 self.uniqueids = [s.strip() for s in uniqueids.split('|') ] if uniqueids else [] self.groups = [s.strip() for s in groups.split('|')] if groups else [] if self.gender == "female": self.groups.append("girls") if self.gender == "male": self.groups.append("boys") self.weight = 1.0 if fallback_portrait_id == '': fallback_portrait_id = 0xE self.fallback_portrait_id = int(fallback_portrait_id) self.portrait_filename = portrait_filename if self.portrait_filename is not None: self.portrait_filename = self.portrait_filename.strip() if self.portrait_filename: self.portrait_palette_filename = portrait_filename.strip() if self.portrait_palette_filename and self.portrait_palette_filename: if self.portrait_palette_filename[-4:] == ".bin": self.portrait_palette_filename = self.portrait_palette_filename[: -4] self.portrait_palette_filename = self.portrait_palette_filename + ".pal" else: self.portrait_filename = None def has_custom_portrait(self): return self.portrait_filename is not None and self.portrait_palette_filename is not None def is_on(self, checklist): for g in self.uniqueids: if g in checklist: return True return False f = open_mei_fallback(SPRITE_REPLACEMENT_TABLE) known_replacements = [ SpriteReplacement(*line.strip().split(',')) for line in f.readlines() ] f.close() #uniqueids for sprites pulled from rom vuids = { 0: "terra", 1: "locke", 2: "cyan", 3: "shadow", 4: "edgar", 5: "sabin", 6: "celes", 7: "strago", 8: "relm", 9: "setzer", 10: "moogle", 11: "gau", 12: "gogo6", 13: "umaro", 16: "leo", 17: "banon", 18: "terra", 21: "kefka" } #determine which character ids are makeover'd blacklist = set() if replace_all: num_to_replace = len(char_ids) is_replaced = [True] * num_to_replace else: replace_min = 8 if not wild else 16 replace_max = 12 if not wild else 20 num_to_replace = min(len(known_replacements), random.randint(replace_min, replace_max)) is_replaced = [True] * num_to_replace + [False] * (len(char_ids) - num_to_replace) random.shuffle(is_replaced) for i, t in enumerate(is_replaced): if i in vuids and not t: blacklist.update([s.strip() for s in vuids[i].split('|')]) if external_vanillas: #include vanilla characters, but using the same system/chances as all others og_replacements = [ SpriteReplacement("ogterra.bin", "Terra", "female", "true", 0, None, "terra"), SpriteReplacement("oglocke.bin", "Locke", "male", "true", 1, None, "locke"), SpriteReplacement("ogcyan.bin", "Cyan", "male", "true", 2, None, "cyan"), SpriteReplacement("ogshadow.bin", "Shadow", "male", "true", 3, None, "shadow"), SpriteReplacement("ogedgar.bin", "Edgar", "male", "true", 4, None, "edgar"), SpriteReplacement("ogsabin.bin", "Sabin", "male", "true", 5, None, "sabin"), SpriteReplacement("ogceles.bin", "Celes", "female", "true", 6, None, "celes"), SpriteReplacement("ogstrago.bin", "Strago", "male", "true", 7, None, "strago"), SpriteReplacement("ogrelm.bin", "Relm", "female", "true", 8, None, "relm", "kids"), SpriteReplacement("ogsetzer.bin", "Setzer", "male", "true", 9, None, "setzer"), SpriteReplacement("ogmog.bin", "Mog", "neutral", "true", 10, None, "moogle"), SpriteReplacement("oggau.bin", "Gau", "male", "true", 11, None, "gau", "kids"), SpriteReplacement("oggogo.bin", "Gogo", "neutral", "true", 12, None, "gogo6"), SpriteReplacement("ogumaro.bin", "Umaro", "neutral", "true", 13, None, "umaro") ] if wild: og_replacements.extend([ SpriteReplacement("ogtrooper.bin", "Trooper", "neutral", "true", 14), SpriteReplacement("ogimp.bin", "Imp", "neutral", "true", 15), SpriteReplacement("ogleo.bin", "Leo", "male", "true", 16, None, "leo"), SpriteReplacement("ogbanon.bin", "Banon", "male", "true", 17, None, "banon"), SpriteReplacement("ogesperterra.bin", "Esper Terra", "female", "true", 0, "esperterra-p.bin", "terra"), SpriteReplacement("ogmerchant.bin", "Merchant", "male", "true", 1), SpriteReplacement("ogghost.bin", "Ghost", "neutral", "true", 18), SpriteReplacement("ogkefka.bin", "Kefka", "male", "true", 17, "kefka-p.bin", "kefka") ]) if clone_mode: used_vanilla = [ NAME_ID_DICT[vswaps[n]] for i, n in enumerate(char_ids) if not is_replaced[i] ] og_replacements = [ r for r in og_replacements if r.name not in used_vanilla ] known_replacements.extend(og_replacements) #weight selection based on no*/hate*/like*/love* codes whitelist = [ c.name[4:] for c in options_.active_codes if c.name.startswith("love") ] replace_candidates = [] for r in known_replacements: whitelisted = False for g in r.groups: if not r.weight: break if g in whitelist: whitelisted = True if options_.is_code_active("no" + g): r.weight = 0 elif options_.is_code_active("hate" + g): r.weight /= 3 elif options_.is_code_active("like" + g): r.weight *= 2 if whitelist and not whitelisted: r.weight = 0 if r.weight: replace_candidates.append(r) #select sprite replacements if not wild: female_candidates = [ c for c in replace_candidates if c.gender == "female" ] male_candidates = [c for c in replace_candidates if c.gender == "male"] neutral_candidates = [ c for c in replace_candidates if c.gender != "male" and c.gender != "female" ] swap_to = {} for char_id in random.sample(char_ids, len(char_ids)): if not is_replaced[char_id]: continue if wild: candidates = replace_candidates else: if char_id in female: candidates = female_candidates elif char_id in male: candidates = male_candidates else: candidates = neutral_candidates if random.randint(0, len(neutral_candidates) + 2 * len(candidates)) <= len(neutral_candidates): candidates = neutral_candidates if clone_mode: reverse_blacklist = [c for c in candidates if c.is_on(blacklist)] if reverse_blacklist: weights = [c.weight for c in reverse_blacklist] swap_to[char_id] = random.choices(reverse_blacklist, weights)[0] blacklist.update(swap_to[char_id].uniqueids) candidates.remove(swap_to[char_id]) continue final_candidates = [c for c in candidates if not c.is_on(blacklist)] if final_candidates: weights = [c.weight for c in final_candidates] swap_to[char_id] = random.choices(final_candidates, weights)[0] blacklist.update(swap_to[char_id].uniqueids) candidates.remove(swap_to[char_id]) else: print( f"custom sprite pool for {char_id} empty, using a vanilla sprite" ) return swap_to
def manage_character_names(fout, change_to, male): characters = get_characters() wild = options_.is_code_active('partyparty') sabin_mode = options_.is_code_active('suplexwrecks') tina_mode = options_.is_code_active('bravenudeworld') soldier_mode = options_.is_code_active('quikdraw') moogle_mode = options_.is_code_active('kupokupo') ghost_mode = options_.is_code_active('halloween') names = [] if tina_mode: names = ["Tina"] * 30 + ["MADUIN"] + ["Tina"] * 3 elif sabin_mode: names = [ "Teabin", "Loabin", "Cyabin", "Shabin", "Edabin", "Sabin", "Ceabin", "Stabin", "Reabin", "Seabin", "Moabin", "Gaubin", "Goabin", "Umabin", "Baabin", "Leabin", "??abin", "??abin", "Kuabin", "Kuabin", "Kuabin", "Kuabin", "Kuabin", "Kuabin", "Kuabin", "Kuabin", "Kuabin", "Kaabin", "Moabin", "??abin", "MADUIN", "??abin", "Viabin", "Weabin" ] elif moogle_mode: names = [ "Kumop", "Kupo", "Kupek", "Kupop", "Kumama", "Kuku", "Kutan", "Kupan", "Kushu", "Kurin", "Mog", "Kuru", "Kamog", "Kumaro", "Banon", "Leo", "?????", "?????", "Cyan", "Shadow", "Edgar", "Sabin", "Celes", "Strago", "Relm", "Setzer", "Gau", "Gogo" ] gba_moogle_names = [ "Moglin", "Mogret", "Moggie", "Molulu", "Moghan", "Moguel", "Mogsy", "Mogwin", "Mog", "Mugmug", "Cosmog" ] random_name_ids = [] # Terra, Locke, and Umaro get a specific name, or a random moogle name from another ff game for moogle_id in [0, 1, 13]: if random.choice([True, True, False]): random_name_ids.append(moogle_id) # Other party members get either the name of their counterpart from snes or gba, or moogle name from another ff game for moogle_id in itertools.chain(range(2, 10), range(11, 13)): chance = random.randint(1, 4) if chance == 2: names[moogle_id] = gba_moogle_names[moogle_id - 2] elif chance != 1: random_name_ids.append(moogle_id) f = open_mei_fallback(MOOGLE_NAMES_TABLE) mooglenames = sorted( set(sanitize_names([line.strip() for line in f.readlines()]))) f.close() random_moogle_names = random.sample(mooglenames, len(random_name_ids)) for index, moogle_id in enumerate(random_name_ids): names[moogle_id] = random_moogle_names[index] # Human Mog gets a human name, maybe if random.choice([True, True, False]): f = open_mei_fallback(MALE_NAMES_TABLE) malenames = sorted( set(sanitize_names([line.strip() for line in f.readlines()]))) f.close() names[10] = random.choice(malenames) else: f = open_mei_fallback(MALE_NAMES_TABLE) malenames = sorted( set(sanitize_names([line.strip() for line in f.readlines()]))) f.close() f = open_mei_fallback(FEMALE_NAMES_TABLE) femalenames = sorted( set(sanitize_names([line.strip() for line in f.readlines()]))) f.close() for c in range(14): choose_male = False if wild or soldier_mode or ghost_mode: choose_male = random.choice([True, False]) elif change_to[c] in male: choose_male = True if choose_male: name = random.choice(malenames) else: name = random.choice(femalenames) if name in malenames: malenames.remove(name) if name in femalenames: femalenames.remove(name) names.append(name) umaro_name = names[13] for umaro_id in [0x10f, 0x110]: change_enemy_name(fout, umaro_id, umaro_name) if not options_.is_code_active('capslockoff'): names = [name.upper() for name in names] for c in characters: if c.id < 14: c.newname = names[c.id] c.original_appearance = NAME_ID_DICT[c.id] for c, name in enumerate(names): name = name_to_bytes(name, 6) assert len(name) == 6 fout.seek(0x478C0 + (6 * c)) fout.write(name)
def select_magicite(candidates, esper_ids_to_replace): results = {} replacements = random.sample(candidates, len(esper_ids_to_replace)) for esper_id, replacement in zip(esper_ids_to_replace, replacements): results[esper_id] = replacement return results