예제 #1
0
 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)
예제 #2
0
    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.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 not self.options.get("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.raw_files_by_path = {}

        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()

            try:
                self.chart_list = self.get_arc(
                    "files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
            except InvalidOffsetError:
                # An invalid offset error when reading fmapres.arc seems to happen when the user has 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",
            "Hero's Shield",
            "Boat's Sail",
        ]
        self.starting_items += self.options.get("starting_gear", [])

        if self.options.get("sword_mode") == "Start with 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))

        # 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.logic = Logic(self)

        num_progress_locations = self.logic.get_num_progression_locations()
        num_progress_items = self.logic.get_num_progression_items()
        if num_progress_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\n" % num_progress_locations
            error_message += "You 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.
예제 #3
0
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.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 not self.options.get("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.raw_files_by_path = {}

        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()

            try:
                self.chart_list = self.get_arc(
                    "files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
            except InvalidOffsetError:
                # An invalid offset error when reading fmapres.arc seems to happen when the user has 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",
            "Hero's Shield",
            "Boat's Sail",
        ]
        self.starting_items += self.options.get("starting_gear", [])

        if self.options.get("sword_mode") == "Start with 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))

        # 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.logic = Logic(self)

        num_progress_locations = self.logic.get_num_progression_locations()
        num_progress_items = self.logic.get_num_progression_items()
        if num_progress_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\n" % num_progress_locations
            error_message += "You 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)

        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"):
                tweaks.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"):
                tweaks.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":
                tweaks.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"):
                tweaks.apply_patch(self,
                                   "disable_tingle_bombs_on_tingle_chests")

            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"):
            charts.randomize_charts(self)

        if self.options.get("randomize_starting_island"):
            starting_island.randomize_starting_island(self)

        if self.options.get("randomize_entrances") not in ["Disabled", None]:
            entrances.randomize_entrances(self)

        if self.options.get("randomize_bgm"):
            bgm.randomize_bgm(self)

        items.randomize_items(self)

        options_completed += 2
        yield ("Saving items...", options_completed)

        if not self.dry_run:
            items.write_changed_items(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:
            self.save_randomized_iso()

        options_completed += 9
        yield ("Writing logs...", options_completed)

        if self.options.get("generate_spoiler_log"):
            self.write_spoiler_log()
        self.write_non_spoiler_log()

        yield ("Done", -1)

    def apply_necessary_tweaks(self):
        tweaks.apply_patch(self, "custom_funcs")
        tweaks.apply_patch(self, "necessary_fixes")
        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.remove_title_and_ending_videos(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.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)
        tweaks.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)

        customizer.replace_link_model(self)
        tweaks.change_starting_clothes(self)
        customizer.change_player_clothes_color(self)

    def apply_necessary_post_randomization_tweaks(self):
        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.update_randomly_chosen_hints(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

        self.custom_symbols = {}
        with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f:
            matches = re.findall(r"^([0-9a-f]{8}) (\S+)", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for symbol_address, symbol_name in matches:
            self.custom_symbols[symbol_name] = int(symbol_address, 16)

        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)

    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(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_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/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
            else:
                rel_file_entry = None

            if rel_file_entry:
                rel_file_entry.decompress_data_if_necessary()
                data = rel_file_entry.data
            else:
                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(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.raw_files_by_path[file_path] = new_data

    def save_randomized_iso(self):
        self.bmg.save_changes()

        changed_files = {}
        for file_path, data in self.raw_files_by_path.items():
            if file_path.startswith("files/rels/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
                if rel_file_entry:
                    # Modify the RELS.arc entry for this rel.
                    rel_file_entry.data = data
                    continue

            changed_files[file_path] = 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()
            changed_files[arc_path] = arc.data
        for jpc_path, jpc in self.jpcs_by_path.items():
            jpc.save_changes()
            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)
            self.gcm.export_disc_to_folder_with_changed_files(
                output_folder_path, changed_files)
        else:
            output_file_path = os.path.join(self.randomized_output_folder,
                                            "WW Random %s.iso" % self.seed)
            self.gcm.export_disc_to_iso_with_changed_files(
                output_file_path, changed_files)

    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 not self.options.get("generate_spoiler_log"):
            for i in range(1, 100):
                rng.getrandbits(i)
        return 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 = 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):
        from asm.disassemble import disassemble_all_code
        disassemble_all_code(self)
예제 #4
0
 def __init__(self, seed, clean_iso_path, randomized_output_folder, options, permalink=None, cmd_line_args=[]):
   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.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.raw_files_by_path = {}
   
   if not self.dry_run:
     self.verify_supported_version(clean_iso_path)
     
     self.gcm = GCM(clean_iso_path)
     self.gcm.read_entire_disc()
     
     self.chart_list = self.get_arc("files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
     self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file("zel_00.bmg")
     
     if self.disassemble:
       self.disassemble_all_code()
   
   self.read_text_file_lists()
   
   # 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",
     "Hero's Shield",
     "Boat's Sail",
   ]
   if self.options.get("sword_mode") == "Start with 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))
   
   # Default dungeon entrances to be used if dungeon entrance randomizer is not on.
   self.dungeon_entrances = 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"),
   ])
   self.dungeon_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"),
   ])
   
   # 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"),
   ])
   
   self.custom_model_name = "Link"
   
   self.logic = Logic(self)
   
   num_progress_locations = self.logic.get_num_progression_locations()
   num_progress_items = self.logic.get_num_progression_items()
   if num_progress_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\n" % num_progress_locations
     error_message += "You 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.
   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_dungeon_entrance_macros() # Reset the dungeon entrance macros.
예제 #5
0
    def __init__(self,
                 seed,
                 clean_iso_path,
                 randomized_output_folder,
                 options,
                 permalink=None,
                 dry_run=False):
        self.randomized_output_folder = randomized_output_folder
        self.options = options
        self.seed = seed
        self.permalink = permalink
        self.dry_run = dry_run

        self.integer_seed = int(
            hashlib.md5(self.seed.encode('utf-8')).hexdigest(), 16)
        self.rng = Random()
        self.rng.seed(self.integer_seed)

        self.arcs_by_path = {}
        self.jpcs_by_path = {}
        self.raw_files_by_path = {}

        if not self.dry_run:
            self.verify_supported_version(clean_iso_path)

            self.gcm = GCM(clean_iso_path)
            self.gcm.read_entire_disc()

            self.chart_list = self.get_arc(
                "files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
            self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file(
                "zel_00.bmg")

        self.read_text_file_lists()

        # 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",
            "Progressive Sword",
            "Hero's Shield",
            "Boat's Sail",
        ]
        # 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))

        # Default dungeon entrances to be used if dungeon entrance randomizer is not on.
        self.dungeon_entrances = 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"),
        ])
        self.dungeon_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"),
        ])

        # 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"),
        ])

        self.logic = Logic(self)

        num_progress_locations = self.logic.get_num_progression_locations()
        num_progress_items = self.logic.get_num_progression_items()
        if num_progress_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\n" % num_progress_locations
            error_message += "You 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)
예제 #6
0
class Randomizer:
    def __init__(self,
                 seed,
                 clean_iso_path,
                 randomized_output_folder,
                 options,
                 permalink=None,
                 dry_run=False):
        self.randomized_output_folder = randomized_output_folder
        self.options = options
        self.seed = seed
        self.permalink = permalink
        self.dry_run = dry_run

        self.integer_seed = int(
            hashlib.md5(self.seed.encode('utf-8')).hexdigest(), 16)
        self.rng = Random()
        self.rng.seed(self.integer_seed)

        self.arcs_by_path = {}
        self.jpcs_by_path = {}
        self.raw_files_by_path = {}

        if not self.dry_run:
            self.verify_supported_version(clean_iso_path)

            self.gcm = GCM(clean_iso_path)
            self.gcm.read_entire_disc()

            self.chart_list = self.get_arc(
                "files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
            self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file(
                "zel_00.bmg")

        self.read_text_file_lists()

        # 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",
            "Progressive Sword",
            "Hero's Shield",
            "Boat's Sail",
        ]
        # 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))

        # Default dungeon entrances to be used if dungeon entrance randomizer is not on.
        self.dungeon_entrances = 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"),
        ])
        self.dungeon_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"),
        ])

        # 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"),
        ])

        self.logic = Logic(self)

        num_progress_locations = self.logic.get_num_progression_locations()
        num_progress_items = self.logic.get_num_progression_items()
        if num_progress_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\n" % num_progress_locations
            error_message += "You 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)

    def randomize(self):
        options_completed = 0
        yield ("Modifying game code...", options_completed)

        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"):
                tweaks.apply_patch(self, "reveal_sea_chart")
            if self.options.get("add_shortcut_warps_between_dungeons"):
                tweaks.add_inter_dungeon_warp_pots(self)

        options_completed += 1
        yield ("Randomizing...", options_completed)

        if self.options.get("randomize_charts"):
            charts.randomize_charts(self)

        if self.options.get("randomize_starting_island"):
            starting_island.randomize_starting_island(self)

        if self.options.get("randomize_dungeon_entrances"):
            dungeon_entrances.randomize_dungeon_entrances(self)

        items.randomize_items(self)

        options_completed += 2
        yield ("Saving items...", options_completed)

        if not self.dry_run:
            items.write_changed_items(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:
            self.save_randomized_iso()

        options_completed += 9
        yield ("Writing logs...", options_completed)

        self.write_spoiler_log()
        self.write_non_spoiler_log()

        yield ("Done", -1)

    def apply_necessary_tweaks(self):
        tweaks.apply_patch(self, "custom_funcs")
        tweaks.apply_patch(self, "necessary_fixes")
        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_to_dungeons(self)
        tweaks.remove_title_and_ending_videos(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.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.change_starting_clothes(self)
        customizer.replace_link_model(self)
        customizer.change_player_clothes_color(self)

    def apply_necessary_post_randomization_tweaks(self):
        tweaks.update_shop_item_descriptions(self)
        tweaks.update_auction_item_names(self)
        tweaks.update_sinking_ships_item_names(self)
        tweaks.update_item_names_in_letter_advertising_rock_spire_shop(self)
        tweaks.update_savage_labyrinth_hint_tablet(self)
        tweaks.update_fishmen_hints(self)

    def verify_supported_version(self, clean_iso_path):
        if not os.path.isfile(clean_iso_path):
            raise Exception("Clean WW ISO does not exist: %s" % 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 Exception(
                    "Invalid version of Wind Waker. Only the USA version is supported by this randomizer."
                )
            else:
                raise Exception(
                    "Invalid game given as the clean ISO. You must specify a Wind Waker ISO (USA version)."
                )

    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 = {}
        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.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

        self.custom_symbols = {}
        with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f:
            matches = re.findall(r"^([0-9a-f]{8}) (\S+)", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for symbol_address, symbol_name in matches:
            self.custom_symbols[symbol_name] = int(symbol_address, 16)

        with open(os.path.join(DATA_PATH, "progress_item_hints.txt"),
                  "r") as f:
            self.progress_item_hints = yaml.load(f)

        with open(os.path.join(DATA_PATH, "island_name_hints.txt"), "r") as f:
            self.island_name_hints = yaml.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(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_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/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
            else:
                rel_file_entry = None

            if rel_file_entry:
                rel_file_entry.decompress_data_if_necessary()
                data = rel_file_entry.data
            else:
                data = self.gcm.read_file_data(file_path)

            if try_read_str(data, 0, 4) == "Yaz0":
                data = Yaz0Decompressor.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(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 save_randomized_iso(self):
        self.bmg.save_changes()

        changed_files = {}
        for file_path, data in self.raw_files_by_path.items():
            if file_path.startswith("files/rels/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
                if rel_file_entry:
                    # Modify the RELS.arc entry for this rel.
                    rel_file_entry.data = data
                    continue

            changed_files[file_path] = data
        for arc_path, arc in self.arcs_by_path.items():
            arc.save_changes()
            changed_files[arc_path] = arc.data
        for jpc_path, jpc in self.jpcs_by_path.items():
            jpc.save_changes()
            changed_files[jpc_path] = jpc.data

        output_file_path = os.path.join(self.randomized_output_folder,
                                        "WW Random %s.iso" % self.seed)
        self.gcm.export_iso_with_changed_files(output_file_path, changed_files)

    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_dungeon_item_locations = [
                    loc for loc in locations_in_this_sphere if loc in
                    self.logic.prerandomization_dungeon_item_locations
                ]
                newly_accessible_small_key_locations = [
                    loc for loc in newly_accessible_dungeon_item_locations
                    if self.logic.prerandomization_dungeon_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_dungeon_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] != False
        ]
        option_strings = []
        for option_name in non_disabled_options:
            if isinstance(self.options[option_name], bool):
                option_strings.append(option_name)
            else:
                option_strings.append("%s: %s" %
                                      (option_name, self.options[option_name]))
        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):
        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):
        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 entrances.
        spoiler_log += "Dungeon entrances:\n"
        for entrance_name, dungeon_name in self.dungeon_entrances.items():
            spoiler_log += "  %-45s %s\n" % (entrance_name + ":", dungeon_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):
        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):
        from asm.disassemble import disassemble_all_code
        disassemble_all_code(self)
예제 #7
0
  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
예제 #8
0
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)
							  
예제 #9
0
class Randomizer:
    def __init__(self,
                 seed,
                 clean_iso_path,
                 randomized_output_folder,
                 options,
                 permalink=None,
                 cmd_line_args=[]):
        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.raw_files_by_path = {}

        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()

            try:
                self.chart_list = self.get_arc(
                    "files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
            except InvalidOffsetError:
                # An invalid offset error when reading fmapres.arc seems to happen when the user has 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"

    def randomize(self):
        options_completed = 0
        yield ("Modifying game code...", options_completed)

        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"):
                tweaks.apply_patch(self, "reveal_sea_chart")
            if self.options.get("invert_camera_x_axis"):
                tweaks.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"):
                tweaks.apply_patch(self, "tingle_chests_without_tuner")
            if self.options.get("KORL_control"):
                tweaks.apply_patch(self, "KORL_control")
            if self.options.get("song_no_replay"):
                tweaks.apply_patch(self, "song_no_replay")
            if self.options.get("swing_turn"):
                tweaks.apply_patch(self, "swing_turn")
            if self.options.get("remove_title_and_ending_videos"):
                tweaks.remove_title_and_ending_videos(self)
                tweaks.apply_patch(self, "skipintro")
            if self.options.get("ballad"):
                tweaks.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):
        tweaks.apply_patch(self, "custom_funcs")
        tweaks.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)
        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

        self.custom_symbols = {}
        with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f:
            matches = re.findall(r"^([0-9a-f]{8}) (\S+)", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for symbol_address, symbol_name in matches:
            self.custom_symbols[symbol_name] = int(symbol_address, 16)

        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)

    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(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_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/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
            else:
                rel_file_entry = None

            if rel_file_entry:
                rel_file_entry.decompress_data_if_necessary()
                data = rel_file_entry.data
            else:
                data = self.gcm.read_file_data(file_path)

            if try_read_str(data, 0, 4) == "Yaz0":
                data = Yaz0Decompressor.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(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.raw_files_by_path[file_path] = new_data

    def save_randomized_iso(self):
        self.bmg.save_changes()

        changed_files = {}
        for file_path, data in self.raw_files_by_path.items():
            if file_path.startswith("files/rels/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
                if rel_file_entry:
                    # Modify the RELS.arc entry for this rel.
                    rel_file_entry.data = data
                    continue

            changed_files[file_path] = 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()
            changed_files[arc_path] = arc.data
        for jpc_path, jpc in self.jpcs_by_path.items():
            jpc.save_changes()
            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, changed_files)
        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, changed_files)

    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 not self.options.get("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):
        from asm.disassemble import disassemble_all_code
        disassemble_all_code(self)
예제 #10
0
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)
예제 #11
0
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)