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Cosmetics.py
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from version import __version__
import random
import Music as music
import Sounds as sfx
from collections import namedtuple
Color = namedtuple('Color', ' R G B')
tunic_colors = {
"Kokiri Green": Color(0x1E, 0x69, 0x1B),
"Goron Red": Color(0x64, 0x14, 0x00),
"Zora Blue": Color(0x00, 0x3C, 0x64),
"Black": Color(0x30, 0x30, 0x30),
"White": Color(0xF0, 0xF0, 0xFF),
"Azure Blue": Color(0x13, 0x9E, 0xD8),
"Vivid Cyan": Color(0x13, 0xE9, 0xD8),
"Light Red": Color(0xF8, 0x7C, 0x6D),
"Fuchsia": Color(0xFF, 0x00, 0xFF),
"Purple": Color(0x95, 0x30, 0x80),
"Majora Purple": Color(0x40, 0x00, 0x40),
"Twitch Purple": Color(0x64, 0x41, 0xA5),
"Purple Heart": Color(0x8A, 0x2B, 0xE2),
"Persian Rose": Color(0xFF, 0x14, 0x93),
"Dirty Yellow": Color(0xE0, 0xD8, 0x60),
"Blush Pink": Color(0xF8, 0x6C, 0xF8),
"Hot Pink": Color(0xFF, 0x69, 0xB4),
"Rose Pink": Color(0xFF, 0x90, 0xB3),
"Orange": Color(0xE0, 0x79, 0x40),
"Gray": Color(0xA0, 0xA0, 0xB0),
"Gold": Color(0xD8, 0xB0, 0x60),
"Silver": Color(0xD0, 0xF0, 0xFF),
"Beige": Color(0xC0, 0xA0, 0xA0),
"Teal": Color(0x30, 0xD0, 0xB0),
"Blood Red": Color(0x83, 0x03, 0x03),
"Blood Orange": Color(0xFE, 0x4B, 0x03),
"Royal Blue": Color(0x40, 0x00, 0x90),
"Sonic Blue": Color(0x50, 0x90, 0xE0),
"NES Green": Color(0x00, 0xD0, 0x00),
"Dark Green": Color(0x00, 0x25, 0x18),
"Lumen": Color(0x50, 0x8C, 0xF0),
}
NaviColors = { # Inner Core Color Outer Glow Color
"Gold": (Color(0xFE, 0xCC, 0x3C), Color(0xFE, 0xC0, 0x07)),
"White": (Color(0xFF, 0xFF, 0xFF), Color(0x00, 0x00, 0xFF)),
"Green": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
"Light Blue": (Color(0x96, 0x96, 0xFF), Color(0x96, 0x96, 0xFF)),
"Yellow": (Color(0xFF, 0xFF, 0x00), Color(0xC8, 0x9B, 0x00)),
"Red": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xC8, 0x00, 0x9B)),
"Black": (Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00)),
"Tatl": (Color(0xFF, 0xFF, 0xFF), Color(0xC8, 0x98, 0x00)),
"Tael": (Color(0x49, 0x14, 0x6C), Color(0xFF, 0x00, 0x00)),
"Fi": (Color(0x2C, 0x9E, 0xC4), Color(0x2C, 0x19, 0x83)),
"Ciela": (Color(0xE6, 0xDE, 0x83), Color(0xC6, 0xBE, 0x5B)),
"Epona": (Color(0xD1, 0x49, 0x02), Color(0x55, 0x1F, 0x08)),
"Ezlo": (Color(0x62, 0x9C, 0x5F), Color(0x3F, 0x5D, 0x37)),
"King of Red Lions": (Color(0xA8, 0x33, 0x17), Color(0xDE, 0xD7, 0xC5)),
"Linebeck": (Color(0x03, 0x26, 0x60), Color(0xEF, 0xFF, 0xFF)),
"Loftwing": (Color(0xD6, 0x2E, 0x31), Color(0xFD, 0xE6, 0xCC)),
"Midna": (Color(0x19, 0x24, 0x26), Color(0xD2, 0x83, 0x30)),
"Phantom Zelda": (Color(0x97, 0x7A, 0x6C), Color(0x6F, 0x46, 0x67)),
}
sword_colors = { # Initial Color Fade Color
"Rainbow": (Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00)),
"White": (Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF)),
"Red": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
"Green": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
"Blue": (Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF)),
"Cyan": (Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF)),
"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF)),
"Orange": (Color(0xFF, 0xA5, 0x00), Color(0xFF, 0xA5, 0x00)),
"Gold": (Color(0xFF, 0xD7, 0x00), Color(0xFF, 0xD7, 0x00)),
"Purple": (Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80)),
"Pink": (Color(0xFF, 0x69, 0xB4), Color(0xFF, 0x69, 0xB4)),
}
gauntlet_colors = {
"Silver": Color(0xFF, 0xFF, 0xFF),
"Gold": Color(0xFE, 0xCF, 0x0F),
"Black": Color(0x00, 0x00, 0x06),
"Green": Color(0x02, 0x59, 0x18),
"Blue": Color(0x06, 0x02, 0x5A),
"Bronze": Color(0x60, 0x06, 0x02),
"Red": Color(0xFF, 0x00, 0x00),
"Sky Blue": Color(0x02, 0x5D, 0xB0),
"Pink": Color(0xFA, 0x6A, 0x90),
"Magenta": Color(0xFF, 0x00, 0xFF),
"Orange": Color(0xDA, 0x38, 0x00),
"Lime": Color(0x5B, 0xA8, 0x06),
"Purple": Color(0x80, 0x00, 0x80),
}
heart_colors = {
"Red": Color(0xFF, 0x46, 0x32),
"Green": Color(0x46, 0xC8, 0x32),
"Blue": Color(0x32, 0x46, 0xFF),
"Yellow": Color(0xFF, 0xE0, 0x00),
}
magic_colors = {
"Green": Color(0x00, 0xC8, 0x00),
"Red": Color(0xC8, 0x00, 0x00),
"Blue": Color(0x00, 0x30, 0xFF),
"Purple": Color(0xB0, 0x00, 0xFF),
"Pink": Color(0xFF, 0x00, 0xC8),
"Yellow": Color(0xFF, 0xFF, 0x00),
"White": Color(0xFF, 0xFF, 0xFF),
}
meta_color_choices = ["Random Choice", "Completely Random", "Custom Color"]
def get_tunic_colors():
return list(tunic_colors.keys())
def get_tunic_color_options():
return meta_color_choices + get_tunic_colors()
def get_navi_colors():
return list(NaviColors.keys())
def get_navi_color_options(outer=False):
if outer:
return ["[Same as Inner]"] + meta_color_choices + get_navi_colors()
else:
return meta_color_choices + get_navi_colors()
def get_sword_colors():
return list(sword_colors.keys())
def get_sword_color_options():
return meta_color_choices + get_sword_colors()
def get_gauntlet_colors():
return list(gauntlet_colors.keys())
def get_gauntlet_color_options():
return meta_color_choices + get_gauntlet_colors()
def get_heart_colors():
return list(heart_colors.keys())
def get_heart_color_options():
return meta_color_choices + get_heart_colors()
def get_magic_colors():
return list(magic_colors.keys())
def get_magic_color_options():
return meta_color_choices + get_magic_colors()
def patch_targeting(rom, settings, log, symbols):
# Set default targeting option to Hold
if settings.default_targeting == 'hold':
rom.write_byte(0xB71E6D, 0x01)
else:
rom.write_byte(0xB71E6D, 0x00)
def patch_dpad(rom, settings, log, symbols):
# Display D-Pad HUD
if settings.display_dpad:
rom.write_byte(symbols['CFG_DISPLAY_DPAD'], 0x01)
else:
rom.write_byte(symbols['CFG_DISPLAY_DPAD'], 0x00)
log.display_dpad = settings.display_dpad
def patch_music(rom, settings, log, symbols):
# patch music
if settings.background_music != 'normal' or settings.fanfares != 'normal':
music.restore_music(rom)
log.bgm = music.randomize_music(rom, settings)
else:
music.restore_music(rom)
def patch_tunic_colors(rom, settings, log, symbols):
# patch tunic colors
tunics = [
('Kokiri Tunic', settings.kokiri_color, 0x00B6DA38),
('Goron Tunic', settings.goron_color, 0x00B6DA3B),
('Zora Tunic', settings.zora_color, 0x00B6DA3E),
]
tunic_color_list = get_tunic_colors()
for tunic, tunic_option, address in tunics:
# handle random
if tunic_option == 'Random Choice':
tunic_option = random.choice(tunic_color_list)
# handle completely random
if tunic_option == 'Completely Random':
color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
# grab the color from the list
elif tunic_option in tunic_colors:
color = list(tunic_colors[tunic_option])
# build color from hex code
else:
color = list(int(tunic_option[i:i+2], 16) for i in (0, 2 ,4))
tunic_option = 'Custom'
rom.write_bytes(address, color)
log.tunic_colors[tunic] = dict(option=tunic_option, color=''.join(['{:02X}'.format(c) for c in color]))
def patch_navi_colors(rom, settings, log, symbols):
# patch navi colors
navi = [
# colors for Navi
('Navi Idle', settings.navi_color_default_inner, settings.navi_color_default_outer,
[0x00B5E184]), # Default
('Navi Targeting Enemy', settings.navi_color_enemy_inner, settings.navi_color_enemy_outer,
[0x00B5E19C, 0x00B5E1BC]), # Enemy, Boss
('Navi Targeting NPC', settings.navi_color_npc_inner, settings.navi_color_npc_outer,
[0x00B5E194]), # NPC
('Navi Targeting Prop', settings.navi_color_prop_inner, settings.navi_color_prop_outer,
[0x00B5E174, 0x00B5E17C, 0x00B5E18C,
0x00B5E1A4, 0x00B5E1AC, 0x00B5E1B4,
0x00B5E1C4, 0x00B5E1CC, 0x00B5E1D4]), # Everything else
]
navi_color_list = get_navi_colors()
for navi_action, navi_option_inner, navi_option_outer, navi_addresses in navi:
# choose a random choice for the whole group
if navi_option_inner == 'Random Choice':
navi_option_inner = random.choice(navi_color_list)
if navi_option_outer == 'Random Choice':
navi_option_outer = random.choice(navi_color_list)
if navi_option_outer == '[Same as Inner]':
navi_option_outer = navi_option_inner
inner_color = None
outer_color = None
colors = []
for address in navi_addresses:
# completely random is random for every subgroup
if navi_option_inner == 'Completely Random':
inner_color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
if navi_option_outer == 'Completely Random':
outer_color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
# grab the color from the list
if navi_option_inner in NaviColors:
inner_color = list(NaviColors[navi_option_inner][0])
if navi_option_outer in NaviColors:
outer_color = list(NaviColors[navi_option_outer][1])
# build color from hex code
if inner_color is None:
inner_color = list(int(navi_option_inner[i:i+2], 16) for i in (0, 2, 4))
navi_option_inner = 'Custom'
if outer_color is None:
outer_color = list(int(navi_option_outer[i:i+2], 16) for i in (0, 2, 4))
navi_option_outer = 'Custom'
# Check color validity
if inner_color is None:
raise Exception(f'Invalid inner color {navi_option_inner} for {navi_action}')
if outer_color is None:
raise Exception(f'Invalid outer color {navi_option_outer} for {navi_action}')
# make color set a list for the log if they are completely random (different per address)
if navi_option_inner == 'Completely Random' or navi_option_outer == 'Completely Random':
colors.append((inner_color, outer_color))
else:
colors = [(inner_color, outer_color)]
# write color
color = inner_color + [0xFF] + outer_color + [0xFF]
rom.write_bytes(address, color)
log.navi_colors[navi_action] = [dict(
option1=navi_option_inner, color1=''.join(['{:02X}'.format(c) for c in inner_c]),
option2=navi_option_outer, color2=''.join(['{:02X}'.format(c) for c in outer_c]))
for (inner_c, outer_c) in colors]
def patch_sword_trails(rom, settings, log, symbols):
# patch sword trail colors
sword_trails = [
('Inner Initial Sword Trail', settings.sword_trail_color_inner,
[(0x00BEFF80, 0xB0, 0x40), (0x00BEFF88, 0x20, 0x00)], symbols['CFG_RAINBOW_SWORD_INNER_ENABLED']),
('Outer Initial Sword Trail', settings.sword_trail_color_outer,
[(0x00BEFF7C, 0xB0, 0xFF), (0x00BEFF84, 0x10, 0x00)], symbols['CFG_RAINBOW_SWORD_OUTER_ENABLED']),
]
sword_color_list = get_sword_colors()
for index, item in enumerate(sword_trails):
sword_trail_name, sword_trail_option, sword_trail_addresses, sword_trail_rainbow_symbol = item
# handle random
if sword_trail_option == 'Random Choice':
sword_trail_option = random.choice(sword_color_list)
custom_color = False
for index, (address, transparency, white_transparency) in enumerate(sword_trail_addresses):
# set rainbow option
if sword_trail_option == 'Rainbow':
rom.write_byte(sword_trail_rainbow_symbol, 0x01)
color = [0x00, 0x00, 0x00]
continue
else:
rom.write_byte(sword_trail_rainbow_symbol, 0x00)
# handle completely random
if sword_trail_option == 'Completely Random':
color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
if sword_trail_name not in log.sword_colors:
log.sword_colors[sword_trail_name] = list()
log.sword_colors[sword_trail_name].append(dict(option=sword_trail_option, color=''.join(['{:02X}'.format(c) for c in color[0:3]])))
elif sword_trail_option in sword_colors:
color = list(sword_colors[sword_trail_option][index])
# build color from hex code
else:
color = list(int(sword_trail_option[i:i+2], 16) for i in (0, 2, 4))
custom_color = True
if sword_trail_option == 'White':
color = color + [white_transparency]
else:
color = color + [transparency]
rom.write_bytes(address, color)
if custom_color:
sword_trail_option = 'Custom'
if sword_trail_name not in log.sword_colors:
log.sword_colors[sword_trail_name] = [dict(option=sword_trail_option, color=''.join(['{:02X}'.format(c) for c in color[0:3]]))]
log.sword_trail_duration = settings.sword_trail_duration
rom.write_byte(0x00BEFF8C, settings.sword_trail_duration)
def patch_gauntlet_colors(rom, settings, log, symbols):
# patch gauntlet colors
gauntlets = [
('Silver Gauntlets', settings.silver_gauntlets_color, 0x00B6DA44),
('Gold Gauntlets', settings.golden_gauntlets_color, 0x00B6DA47),
]
gauntlet_color_list = get_gauntlet_colors()
for gauntlet, gauntlet_option, address in gauntlets:
# handle random
if gauntlet_option == 'Random Choice':
gauntlet_option = random.choice(gauntlet_color_list)
# handle completely random
if gauntlet_option == 'Completely Random':
color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
# grab the color from the list
elif gauntlet_option in gauntlet_colors:
color = list(gauntlet_colors[gauntlet_option])
# build color from hex code
else:
color = list(int(gauntlet_option[i:i+2], 16) for i in (0, 2 ,4))
gauntlet_option = 'Custom'
rom.write_bytes(address, color)
log.gauntlet_colors[gauntlet] = dict(option=gauntlet_option, color=''.join(['{:02X}'.format(c) for c in color]))
def patch_heart_colors(rom, settings, log, symbols):
# patch tunic colors
hearts = [
('Heart Colors', settings.heart_color, symbols['CFG_HEART_COLOR'], 0xBB0994),
]
heart_color_list = get_heart_colors()
for heart, heart_option, symbol, file_select_address in hearts:
# handle random
if heart_option == 'Random Choice':
heart_option = random.choice(heart_color_list)
# handle completely random
if heart_option == 'Completely Random':
color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
# grab the color from the list
elif heart_option in heart_colors:
color = list(heart_colors[heart_option])
# build color from hex code
else:
color = list(int(heart_option[i:i+2], 16) for i in (0, 2, 4))
heart_option = 'Custom'
rom.write_int16s(symbol, color) # symbol for ingame HUD
rom.write_int16s(file_select_address, color) # file select normal hearts
if heart_option != 'Red':
rom.write_int16s(file_select_address + 6, color) # file select DD hearts
log.heart_colors[heart] = dict(option=heart_option, color=''.join(['{:02X}'.format(c) for c in color]))
def patch_magic_colors(rom, settings, log, symbols):
magic = [
('Magic Meter Color', settings.magic_color, symbols["CFG_MAGIC_COLOR"]),
]
magic_color_list = get_magic_colors()
for magic_color, magic_option, symbol in magic:
if magic_option == 'Random Choice':
magic_option = random.choice(magic_color_list)
if magic_option == 'Completely Random':
color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
elif magic_option in magic_colors:
color = list(magic_colors[magic_option])
else:
color = list(int(magic_option[i:i+2], 16) for i in (0, 2, 4))
magic_option = 'Custom'
rom.write_int16s(symbol, color)
log.magic_colors[magic_color] = dict(option=magic_option, color=''.join(['{:02X}'.format(c) for c in color]))
def patch_sfx(rom, settings, log, symbols):
# Configurable Sound Effects
sfx_config = [
(settings.sfx_navi_overworld, sfx.SoundHooks.NAVI_OVERWORLD),
(settings.sfx_navi_enemy, sfx.SoundHooks.NAVI_ENEMY),
(settings.sfx_low_hp, sfx.SoundHooks.HP_LOW),
(settings.sfx_menu_cursor, sfx.SoundHooks.MENU_CURSOR),
(settings.sfx_menu_select, sfx.SoundHooks.MENU_SELECT),
(settings.sfx_nightfall, sfx.SoundHooks.NIGHTFALL),
(settings.sfx_horse_neigh, sfx.SoundHooks.HORSE_NEIGH),
(settings.sfx_hover_boots, sfx.SoundHooks.BOOTS_HOVER),
]
sound_dict = sfx.get_patch_dict()
for selection, hook in sfx_config:
if selection == 'default':
for loc in hook.value.locations:
sound_id = rom.original.read_int16(loc)
rom.write_int16(loc, sound_id)
else:
if selection == 'random-choice':
selection = random.choice(sfx.get_hook_pool(hook)).value.keyword
elif selection == 'random-ear-safe':
selection = random.choice(sfx.get_hook_pool(hook, "TRUE")).value.keyword
elif selection == 'completely-random':
selection = random.choice(sfx.standard).value.keyword
sound_id = sound_dict[selection]
for loc in hook.value.locations:
rom.write_int16(loc, sound_id)
log.sfx[hook.value.name] = selection
def patch_instrument(rom, settings, log, symbols):
# Player Instrument
instruments = {
#'none': 0x00,
'ocarina': 0x01,
'malon': 0x02,
'whistle': 0x03,
'harp': 0x04,
'grind-organ': 0x05,
'flute': 0x06,
#'another_ocarina': 0x07,
}
if settings.sfx_ocarina != 'random-choice':
choice = settings.sfx_ocarina
else:
choice = random.choice(list(instruments.keys()))
rom.write_byte(0x00B53C7B, instruments[choice])
# For Skull Kids' minigame in Lost Woods
rom.write_byte(0x00B4BF6F, instruments[choice])
log.sfx['Ocarina'] = choice
legacy_cosmetic_data_headers = [
0x03481000,
0x03480810,
]
global_patch_sets = [
patch_targeting,
patch_music,
patch_tunic_colors,
patch_navi_colors,
patch_gauntlet_colors,
patch_sfx,
patch_instrument,
]
patch_sets = {
0x1F04FA62: {
"patches": [
patch_dpad,
patch_sword_trails,
],
"symbols": {
"CFG_DISPLAY_DPAD": 0x0004,
"CFG_RAINBOW_SWORD_INNER_ENABLED": 0x0005,
"CFG_RAINBOW_SWORD_OUTER_ENABLED": 0x0006,
},
},
0x1F05D3F9: {
"patches": [
patch_dpad,
patch_sword_trails,
],
"symbols": {
"CFG_DISPLAY_DPAD": 0x0004,
"CFG_RAINBOW_SWORD_INNER_ENABLED": 0x0005,
"CFG_RAINBOW_SWORD_OUTER_ENABLED": 0x0006,
},
},
0x1F0693FB: {
"patches": [
patch_dpad,
patch_sword_trails,
patch_heart_colors,
patch_magic_colors,
],
"symbols": {
"CFG_MAGIC_COLOR": 0x0004,
"CFG_HEART_COLOR": 0x000A,
"CFG_DISPLAY_DPAD": 0x0010,
"CFG_RAINBOW_SWORD_INNER_ENABLED": 0x0011,
"CFG_RAINBOW_SWORD_OUTER_ENABLED": 0x0012,
}
}
}
def patch_cosmetics(settings, rom):
log = CosmeticsLog(settings)
# re-seed for aesthetic effects. They shouldn't be affected by the generation seed
random.seed()
settings.resolve_random_settings(cosmetic=True)
# patch cosmetics that use vanilla oot data, and always compatible
for patch_func in global_patch_sets:
patch_func(rom, settings, log, {})
# try to detect the cosmetic patch data format
versioned_patch_set = None
cosmetic_context = rom.read_int32(rom.sym('RANDO_CONTEXT') + 4)
if cosmetic_context >= 0x80000000:
cosmetic_context = (cosmetic_context - 0x80400000) + 0x3480000 # convert from RAM to ROM address
cosmetic_version = rom.read_int32(cosmetic_context)
versioned_patch_set = patch_sets.get(cosmetic_version)
else:
# If cosmetic_context is not a valid pointer, then try to
# search over all possible legacy header locations.
for header in legacy_cosmetic_data_headers:
cosmetic_context = header
cosmetic_version = rom.read_int32(cosmetic_context)
if cosmetic_version in patch_sets:
versioned_patch_set = patch_sets[cosmetic_version]
break
# patch version specific patches
if versioned_patch_set:
# offset the cosmetic_context struct for absolute addressing
cosmetic_context_symbols = {
sym: address + cosmetic_context
for sym, address in versioned_patch_set['symbols'].items()
}
# warn if patching a legacy format
if cosmetic_version != rom.read_int32(rom.sym('COSMETIC_FORMAT_VERSION')):
log.error = "ROM uses old cosmetic patch format."
for patch_func in versioned_patch_set['patches']:
patch_func(rom, settings, log, cosmetic_context_symbols)
else:
# Unknown patch format
log.error = "Unable to patch some cosmetics. ROM uses unknown cosmetic patch format."
return log
class CosmeticsLog(object):
def __init__(self, settings):
self.settings = settings
self.tunic_colors = {}
self.navi_colors = {}
self.sword_colors = {}
self.gauntlet_colors = {}
self.heart_colors = {}
self.magic_colors = {}
self.sfx = {}
self.bgm = {}
self.error = None
def to_file(self, filename):
with open(filename, 'w') as outfile:
outfile.write(self.cosmetics_output())
def cosmetics_output(self):
output = ''
output += 'OoT Randomizer Version %s - Cosmetics Log\n' % (__version__)
if self.error:
output += 'Error: %s\n' % self.error
format_string = '\n{key:{width}} {value}'
padding = 40
output += format_string.format(key='Default Targeting Option:', value=self.settings.default_targeting, width=padding)
output += format_string.format(key='Background Music:', value=self.settings.background_music, width=padding)
output += format_string.format(key='Fanfares:', value=self.settings.fanfares, width=padding)
if self.settings.fanfares == 'random':
output += format_string.format(key='Ocarina Fanfares:', value=self.settings.ocarina_fanfares, width=padding)
if 'display_dpad' in self.__dict__:
output += format_string.format(key='Display D-Pad HUD:', value=self.display_dpad, width=padding)
output += '\n\nColors:\n'
for tunic, options in self.tunic_colors.items():
color_option_string = '{option} (#{color})'
output += format_string.format(key=tunic+':', value=color_option_string.format(option=options['option'], color=options['color']), width=padding)
for navi_action, list in self.navi_colors.items():
for i, options in enumerate(list):
color_option_string = '{option1}, {option2} (#{color1}, #{color2})'
output += format_string.format(key=(navi_action+':') if i == 0 else '', value=color_option_string.format(option1=options['option1'], color1=options['color1'], option2=options['option2'], color2=options['color2']), width=padding)
if 'sword_colors' in self.__dict__:
for sword_trail, list in self.sword_colors.items():
for i, options in enumerate(list):
if options['option'] == 'Rainbow':
color_option_string = '{option}'
else:
color_option_string = '{option} (#{color})'
output += format_string.format(key=(sword_trail+':') if i == 0 else '', value=color_option_string.format(option=options['option'], color=options['color']), width=padding)
if 'sword_trail_duration' in self.__dict__:
output += format_string.format(key='Sword Trail Duration:', value=self.sword_trail_duration, width=padding)
for gauntlet, options in self.gauntlet_colors.items():
color_option_string = '{option} (#{color})'
output += format_string.format(key=gauntlet+':', value=color_option_string.format(option=options['option'], color=options['color']), width=padding)
for heart, options in self.heart_colors.items():
color_option_string = '{option} (#{color})'
output += format_string.format(key=heart+':', value=color_option_string.format(option=options['option'], color=options['color']), width=padding)
for magic, options in self.magic_colors.items():
color_option_string = '{option} (#{color})'
output += format_string.format(key=magic+':', value=color_option_string.format(option=options['option'], color=options['color']), width=padding)
output += '\n\nSFX:\n'
for key, value in self.sfx.items():
output += format_string.format(key=key+':', value=value, width=padding)
if self.settings.background_music == 'random' or self.settings.fanfares == 'random':
#music_padding = 1 + len(max(self.bgm.keys(), key=len))
music_padding = 40
output += '\n\nBackground Music:\n'
for key, value in self.bgm.items():
output += format_string.format(key=key+':', value=value, width=music_padding)
return output