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Cosmetics.py
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Cosmetics.py
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from __future__ import annotations
import json
import logging
import os
import random
from collections.abc import Iterable, Callable
from itertools import chain
from typing import TYPE_CHECKING, Optional, Any
import Colors
import IconManip
import Music
import Sounds
from JSONDump import dump_obj, CollapseList, CollapseDict, AlignedDict
from Plandomizer import InvalidFileException
from Utils import data_path
from version import __version__
if TYPE_CHECKING:
from Rom import Rom
from Settings import Settings
def patch_targeting(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# 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: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# 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)
def patch_dpad_info(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# Display D-Pad HUD in pause menu for either dungeon info or equips
if settings.dpad_dungeon_menu:
rom.write_byte(symbols['CFG_DPAD_DUNGEON_INFO_ENABLE'], 0x01)
else:
rom.write_byte(symbols['CFG_DPAD_DUNGEON_INFO_ENABLE'], 0x00)
def patch_music(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch music
if settings.background_music != 'normal' or settings.fanfares != 'normal' or log.src_dict.get('bgm', {}):
Music.restore_music(rom)
Music.randomize_music(rom, settings, log)
else:
Music.restore_music(rom)
# Remove battle music
if settings.disable_battle_music:
rom.write_byte(0xBE447F, 0x00)
def patch_model_colors(rom: Rom, color: Optional[list[int]], model_addresses: tuple[list[int], list[int], list[int]]) -> None:
main_addresses, dark_addresses, light_addresses = model_addresses
if color is None:
for address in main_addresses + dark_addresses + light_addresses:
original = rom.original.read_bytes(address, 3)
rom.write_bytes(address, original)
return
for address in main_addresses:
rom.write_bytes(address, color)
darkened_color = list(map(lambda main_color: int(max((main_color - 0x32) * 0.6, 0)), color))
for address in dark_addresses:
rom.write_bytes(address, darkened_color)
lightened_color = list(map(lambda main_color: int(min((main_color / 0.6) + 0x32, 255)), color))
for address in light_addresses:
rom.write_bytes(address, lightened_color)
def patch_tunic_icon(rom: Rom, tunic: str, color: Optional[list[int]], rainbow: bool = False) -> None:
# patch tunic icon colors
icon_locations = {
'Kokiri Tunic': 0x007FE000,
'Goron Tunic': 0x007FF000,
'Zora Tunic': 0x00800000,
}
if color is not None:
tunic_icon = IconManip.generate_rainbow_tunic_icon() if rainbow else IconManip.generate_tunic_icon(color)
else:
tunic_icon = rom.original.read_bytes(icon_locations[tunic], 0x1000)
rom.write_bytes(icon_locations[tunic], tunic_icon)
def patch_tunic_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# Need to check for the existence of the CFG_TUNIC_COLORS symbol.
# This was added with rainbow tunic but custom tunic colors should still support older patch versions.
tunic_address = symbols.get('CFG_TUNIC_COLORS', 0x00B6DA38) # Use new tunic color ROM address. Fall back to vanilla tunic color ROM address.
tunics = [
('Kokiri Tunic', 'kokiri_color', tunic_address),
('Goron Tunic', 'goron_color', tunic_address+3),
('Zora Tunic', 'zora_color', tunic_address+6),
]
tunic_color_list = Colors.get_tunic_colors()
rainbow_error = None
for tunic, tunic_setting, address in tunics:
tunic_option = getattr(settings, tunic_setting)
# Handle Plando
if log.src_dict.get('equipment_colors', {}).get(tunic, {}).get('color', '') and log.src_dict['equipment_colors'][tunic][':option'] != 'Rainbow':
tunic_option = log.src_dict['equipment_colors'][tunic]['color']
# Handle random
if tunic_option == 'Random Choice':
tunic_option = random.choice(tunic_color_list)
# Handle Rainbow Tunic
if tunic_option == 'Rainbow':
# Check to make sure that rainbow tunic is supported by the current patch version
if 'CFG_RAINBOW_TUNIC_ENABLED' in symbols:
bit_shifts = {'Kokiri Tunic': 0, 'Goron Tunic': 1, 'Zora Tunic': 2}
# get symbol
rainbow_tunic_symbol = symbols['CFG_RAINBOW_TUNIC_ENABLED']
# read the current value
setting = rom.read_byte(rainbow_tunic_symbol)
# Write bits for each tunic
setting |= 1 << bit_shifts[tunic]
rom.write_byte(rainbow_tunic_symbol, setting)
else:
rainbow_error = "Rainbow Tunics are not supported by this patch version. Using 'Completely Random' as a substitute."
tunic_option = 'Completely Random'
# handle completely random
if tunic_option == 'Completely Random':
color = Colors.generate_random_color()
# grab the color from the list
elif tunic_option in Colors.tunic_colors:
color = list(Colors.tunic_colors[tunic_option])
elif tunic_option == 'Rainbow':
color = list(Colors.Color(0x00, 0x00, 0x00))
# build color from hex code
else:
color = Colors.hex_to_color(tunic_option)
tunic_option = 'Custom'
rom.write_bytes(address, color)
# patch the tunic icon
if [tunic, tunic_option] not in [['Kokiri Tunic', 'Kokiri Green'], ['Goron Tunic', 'Goron Red'], ['Zora Tunic', 'Zora Blue']]:
patch_tunic_icon(rom, tunic, color, tunic_option == 'Rainbow')
else:
patch_tunic_icon(rom, tunic, None)
log.equipment_colors[tunic] = CollapseDict({
':option': tunic_option,
'color': Colors.color_to_hex(color),
})
if rainbow_error:
log.errors.append(rainbow_error)
def patch_navi_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch navi colors
navi = [
# colors for Navi
('Navi Idle', 'navi_color_default',
[0x00B5E184], # Default (Player)
symbols.get('CFG_RAINBOW_NAVI_IDLE_INNER_ENABLED', None), symbols.get('CFG_RAINBOW_NAVI_IDLE_OUTER_ENABLED', None)),
('Navi Targeting Enemy', 'navi_color_enemy',
[0x00B5E19C, 0x00B5E1BC], # Enemy, Boss
symbols.get('CFG_RAINBOW_NAVI_ENEMY_INNER_ENABLED', None), symbols.get('CFG_RAINBOW_NAVI_ENEMY_OUTER_ENABLED', None)),
('Navi Targeting NPC', 'navi_color_npc',
[0x00B5E194], # NPC
symbols.get('CFG_RAINBOW_NAVI_NPC_INNER_ENABLED', None), symbols.get('CFG_RAINBOW_NAVI_NPC_OUTER_ENABLED', None)),
('Navi Targeting Prop', 'navi_color_prop',
[0x00B5E174, 0x00B5E17C, 0x00B5E18C, 0x00B5E1A4, 0x00B5E1AC,
0x00B5E1B4, 0x00B5E1C4, 0x00B5E1CC, 0x00B5E1D4], # Everything else
symbols.get('CFG_RAINBOW_NAVI_PROP_INNER_ENABLED', None), symbols.get('CFG_RAINBOW_NAVI_PROP_OUTER_ENABLED', None)),
]
navi_color_list = Colors.get_navi_colors()
rainbow_error = None
for navi_action, navi_setting, navi_addresses, rainbow_inner_symbol, rainbow_outer_symbol in navi:
navi_option_inner = getattr(settings, f'{navi_setting}_inner')
navi_option_outer = getattr(settings, f'{navi_setting}_outer')
plando_colors = log.src_dict.get('misc_colors', {}).get(navi_action, {}).get('colors', [])
# 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
colors = []
option_dict = {}
for address_index, address in enumerate(navi_addresses):
address_colors = {}
colors.append(address_colors)
for index, (navi_part, option, rainbow_symbol) in enumerate([
('inner', navi_option_inner, rainbow_inner_symbol),
('outer', navi_option_outer, rainbow_outer_symbol),
]):
color = None
# Plando
if len(plando_colors) > address_index and plando_colors[address_index].get(navi_part, ''):
color = Colors.hex_to_color(plando_colors[address_index][navi_part])
# set rainbow option
if rainbow_symbol is not None and option == 'Rainbow':
rom.write_byte(rainbow_symbol, 0x01)
color = [0x00, 0x00, 0x00]
elif rainbow_symbol is not None:
rom.write_byte(rainbow_symbol, 0x00)
elif option == 'Rainbow':
rainbow_error = "Rainbow Navi is not supported by this patch version. Using 'Completely Random' as a substitute."
option = 'Completely Random'
# completely random is random for every subgroup
if color is None and option == 'Completely Random':
color = Colors.generate_random_color()
# grab the color from the list
if color is None and option in Colors.NaviColors:
color = list(Colors.NaviColors[option][index])
# build color from hex code
if color is None:
color = Colors.hex_to_color(option)
option = 'Custom'
# Check color validity
if color is None:
raise Exception(f'Invalid {navi_part} color {option} for {navi_action}')
address_colors[navi_part] = color
option_dict[navi_part] = option
# write color
color = address_colors['inner'] + [0xFF] + address_colors['outer'] + [0xFF]
rom.write_bytes(address, color)
# Get the colors into the log.
log.misc_colors[navi_action] = CollapseDict({
':option_inner': option_dict['inner'],
':option_outer': option_dict['outer'],
'colors': [],
})
if option_dict['inner'] != "Rainbow" or option_dict['outer'] != "Rainbow" or rainbow_error:
for address_colors in colors:
address_colors_str = CollapseDict()
log.misc_colors[navi_action]['colors'].append(address_colors_str)
for part, color in address_colors.items():
if log.misc_colors[navi_action][f':option_{part}'] != "Rainbow" or rainbow_error:
address_colors_str[part] = Colors.color_to_hex(color)
else:
del log.misc_colors[navi_action]['colors']
if rainbow_error:
log.errors.append(rainbow_error)
def patch_sword_trails(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch sword trail duration
rom.write_byte(0x00BEFF8C, settings.sword_trail_duration)
# patch sword trail colors
sword_trails = [
('Sword Trail', 'sword_trail_color',
[(0x00BEFF7C, 0xB0, 0x40, 0xB0, 0xFF), (0x00BEFF84, 0x20, 0x00, 0x10, 0x00)],
symbols.get('CFG_RAINBOW_SWORD_INNER_ENABLED', None), symbols.get('CFG_RAINBOW_SWORD_OUTER_ENABLED', None)),
]
sword_trail_color_list = Colors.get_sword_trail_colors()
rainbow_error = None
for trail_name, trail_setting, trail_addresses, rainbow_inner_symbol, rainbow_outer_symbol in sword_trails:
option_inner = getattr(settings, f'{trail_setting}_inner')
option_outer = getattr(settings, f'{trail_setting}_outer')
plando_colors = log.src_dict.get('misc_colors', {}).get(trail_name, {}).get('colors', [])
# handle random choice
if option_inner == 'Random Choice':
option_inner = random.choice(sword_trail_color_list)
if option_outer == 'Random Choice':
option_outer = random.choice(sword_trail_color_list)
if option_outer == '[Same as Inner]':
option_outer = option_inner
colors = []
option_dict = {}
for address_index, (address, inner_transparency, inner_white_transparency, outer_transparency, outer_white_transparency) in enumerate(trail_addresses):
address_colors = {}
colors.append(address_colors)
transparency_dict = {}
for index, (trail_part, option, rainbow_symbol, white_transparency, transparency) in enumerate([
('inner', option_inner, rainbow_inner_symbol, inner_white_transparency, inner_transparency),
('outer', option_outer, rainbow_outer_symbol, outer_white_transparency, outer_transparency),
]):
color = None
# Plando
if len(plando_colors) > address_index and plando_colors[address_index].get(trail_part, ''):
color = Colors.hex_to_color(plando_colors[address_index][trail_part])
# set rainbow option
if rainbow_symbol is not None and option == 'Rainbow':
rom.write_byte(rainbow_symbol, 0x01)
color = [0x00, 0x00, 0x00]
elif rainbow_symbol is not None:
rom.write_byte(rainbow_symbol, 0x00)
elif option == 'Rainbow':
rainbow_error = "Rainbow Sword Trail is not supported by this patch version. Using 'Completely Random' as a substitute."
option = 'Completely Random'
# completely random is random for every subgroup
if color is None and option == 'Completely Random':
color = Colors.generate_random_color()
# grab the color from the list
if color is None and option in Colors.sword_trail_colors:
color = list(Colors.sword_trail_colors[option])
# build color from hex code
if color is None:
color = Colors.hex_to_color(option)
option = 'Custom'
# Check color validity
if color is None:
raise Exception(f'Invalid {trail_part} color {option} for {trail_name}')
# handle white transparency
if option == 'White':
transparency_dict[trail_part] = white_transparency
else:
transparency_dict[trail_part] = transparency
address_colors[trail_part] = color
option_dict[trail_part] = option
# write color
color = address_colors['outer'] + [transparency_dict['outer']] + address_colors['inner'] + [transparency_dict['inner']]
rom.write_bytes(address, color)
# Get the colors into the log.
log.misc_colors[trail_name] = CollapseDict({
':option_inner': option_dict['inner'],
':option_outer': option_dict['outer'],
'colors': [],
})
if option_dict['inner'] != "Rainbow" or option_dict['outer'] != "Rainbow" or rainbow_error:
for address_colors in colors:
address_colors_str = CollapseDict()
log.misc_colors[trail_name]['colors'].append(address_colors_str)
for part, color in address_colors.items():
if log.misc_colors[trail_name][f':option_{part}'] != "Rainbow" or rainbow_error:
address_colors_str[part] = Colors.color_to_hex(color)
else:
del log.misc_colors[trail_name]['colors']
if rainbow_error:
log.errors.append(rainbow_error)
def patch_bombchu_trails(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch bombchu trail colors
bombchu_trails = [
('Bombchu Trail', 'bombchu_trail_color', Colors.get_bombchu_trail_colors(), Colors.bombchu_trail_colors,
(symbols['CFG_BOMBCHU_TRAIL_INNER_COLOR'], symbols['CFG_BOMBCHU_TRAIL_OUTER_COLOR'],
symbols['CFG_RAINBOW_BOMBCHU_TRAIL_INNER_ENABLED'], symbols['CFG_RAINBOW_BOMBCHU_TRAIL_OUTER_ENABLED'])),
]
patch_trails(rom, settings, log, bombchu_trails)
def patch_boomerang_trails(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch boomerang trail colors
boomerang_trails = [
('Boomerang Trail', 'boomerang_trail_color', Colors.get_boomerang_trail_colors(), Colors.boomerang_trail_colors,
(symbols['CFG_BOOM_TRAIL_INNER_COLOR'], symbols['CFG_BOOM_TRAIL_OUTER_COLOR'],
symbols['CFG_RAINBOW_BOOM_TRAIL_INNER_ENABLED'], symbols['CFG_RAINBOW_BOOM_TRAIL_OUTER_ENABLED'])),
]
patch_trails(rom, settings, log, boomerang_trails)
def patch_trails(rom: Rom, settings: Settings, log: CosmeticsLog, trails) -> None:
for trail_name, trail_setting, trail_color_list, trail_color_dict, trail_symbols in trails:
color_inner_symbol, color_outer_symbol, rainbow_inner_symbol, rainbow_outer_symbol = trail_symbols
option_inner = getattr(settings, f'{trail_setting}_inner')
option_outer = getattr(settings, f'{trail_setting}_outer')
plando_colors = log.src_dict.get('misc_colors', {}).get(trail_name, {}).get('colors', [])
# handle random choice
if option_inner == 'Random Choice':
option_inner = random.choice(trail_color_list)
if option_outer == 'Random Choice':
option_outer = random.choice(trail_color_list)
if option_outer == '[Same as Inner]':
option_outer = option_inner
option_dict = {}
colors = {}
for index, (trail_part, option, rainbow_symbol, color_symbol) in enumerate([
('inner', option_inner, rainbow_inner_symbol, color_inner_symbol),
('outer', option_outer, rainbow_outer_symbol, color_outer_symbol),
]):
color = None
# Plando
if len(plando_colors) > 0 and plando_colors[0].get(trail_part, ''):
color = Colors.hex_to_color(plando_colors[0][trail_part])
# set rainbow option
if option == 'Rainbow':
rom.write_byte(rainbow_symbol, 0x01)
color = [0x00, 0x00, 0x00]
else:
rom.write_byte(rainbow_symbol, 0x00)
# handle completely random
if color is None and option == 'Completely Random':
# Specific handling for inner bombchu trails for contrast purposes.
if trail_name == 'Bombchu Trail' and trail_part == 'inner':
fixed_dark_color = [0, 0, 0]
color = [0, 0, 0]
# Avoid colors which have a low contrast so the bombchu ticking is still visible
while Colors.contrast_ratio(color, fixed_dark_color) <= 4:
color = Colors.generate_random_color()
else:
color = Colors.generate_random_color()
# grab the color from the list
if color is None and option in trail_color_dict:
color = list(trail_color_dict[option])
# build color from hex code
if color is None:
color = Colors.hex_to_color(option)
option = 'Custom'
option_dict[trail_part] = option
colors[trail_part] = color
# write color
rom.write_bytes(color_symbol, color)
# Get the colors into the log.
log.misc_colors[trail_name] = CollapseDict({
':option_inner': option_dict['inner'],
':option_outer': option_dict['outer'],
'colors': [],
})
if option_dict['inner'] != "Rainbow" or option_dict['outer'] != "Rainbow":
colors_str = CollapseDict()
log.misc_colors[trail_name]['colors'].append(colors_str)
for part, color in colors.items():
if log.misc_colors[trail_name][f':option_{part}'] != "Rainbow":
colors_str[part] = Colors.color_to_hex(color)
else:
del log.misc_colors[trail_name]['colors']
def patch_gauntlet_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch gauntlet colors
gauntlets = [
('Silver Gauntlets', 'silver_gauntlets_color', 0x00B6DA44,
([0x173B4CC], [0x173B4D4, 0x173B50C, 0x173B514], [])), # GI Model DList colors
('Gold Gauntlets', 'golden_gauntlets_color', 0x00B6DA47,
([0x173B4EC], [0x173B4F4, 0x173B52C, 0x173B534], [])), # GI Model DList colors
]
gauntlet_color_list = Colors.get_gauntlet_colors()
for gauntlet, gauntlet_setting, address, model_addresses in gauntlets:
gauntlet_option = getattr(settings, gauntlet_setting)
# Handle Plando
if log.src_dict.get('equipment_colors', {}).get(gauntlet, {}).get('color', ''):
gauntlet_option = log.src_dict['equipment_colors'][gauntlet]['color']
# handle random
if gauntlet_option == 'Random Choice':
gauntlet_option = random.choice(gauntlet_color_list)
# handle completely random
if gauntlet_option == 'Completely Random':
color = Colors.generate_random_color()
# grab the color from the list
elif gauntlet_option in Colors.gauntlet_colors:
color = list(Colors.gauntlet_colors[gauntlet_option])
# build color from hex code
else:
color = Colors.hex_to_color(gauntlet_option)
gauntlet_option = 'Custom'
rom.write_bytes(address, color)
if settings.correct_model_colors:
patch_model_colors(rom, color, model_addresses)
else:
patch_model_colors(rom, None, model_addresses)
log.equipment_colors[gauntlet] = CollapseDict({
':option': gauntlet_option,
'color': Colors.color_to_hex(color),
})
def patch_shield_frame_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch shield frame colors
shield_frames = [
('Mirror Shield Frame', 'mirror_shield_frame_color',
[0xFA7274, 0xFA776C, 0xFAA27C, 0xFAC564, 0xFAC984, 0xFAEDD4],
([0x1616FCC], [0x1616FD4], [])),
]
shield_frame_color_list = Colors.get_shield_frame_colors()
for shield_frame, shield_frame_setting, addresses, model_addresses in shield_frames:
shield_frame_option = getattr(settings, shield_frame_setting)
# Handle Plando
if log.src_dict.get('equipment_colors', {}).get(shield_frame, {}).get('color', ''):
shield_frame_option = log.src_dict['equipment_colors'][shield_frame]['color']
# handle random
if shield_frame_option == 'Random Choice':
shield_frame_option = random.choice(shield_frame_color_list)
# handle completely random
if shield_frame_option == 'Completely Random':
color = [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
# grab the color from the list
elif shield_frame_option in Colors.shield_frame_colors:
color = list(Colors.shield_frame_colors[shield_frame_option])
# build color from hex code
else:
color = Colors.hex_to_color(shield_frame_option)
shield_frame_option = 'Custom'
for address in addresses:
rom.write_bytes(address, color)
if settings.correct_model_colors and shield_frame_option != 'Red':
patch_model_colors(rom, color, model_addresses)
else:
patch_model_colors(rom, None, model_addresses)
log.equipment_colors[shield_frame] = CollapseDict({
':option': shield_frame_option,
'color': Colors.color_to_hex(color),
})
def patch_heart_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch heart colors
hearts = [
('Heart Color', 'heart_color', symbols['CFG_HEART_COLOR'], 0xBB0994,
([0x14DA474, 0x14DA594, 0x14B701C, 0x14B70DC, 0x160929C, 0x1609304, 0x160939C],
[0x14B70FC, 0x14DA494, 0x14DA5B4, 0x14B700C, 0x14B702C, 0x14B703C, 0x14B704C, 0x14B705C,
0x14B706C, 0x14B707C, 0x14B708C, 0x14B709C, 0x14B70AC, 0x14B70BC, 0x14B70CC, 0x16092A4],
[0x16092FC, 0x1609394])), # GI Model and Potion DList colors
]
heart_color_list = Colors.get_heart_colors()
for heart, heart_setting, symbol, file_select_address, model_addresses in hearts:
heart_option = getattr(settings, heart_setting)
# Handle Plando
if log.src_dict.get('ui_colors', {}).get(heart, {}).get('color', ''):
heart_option = log.src_dict['ui_colors'][heart]['color']
# handle random
if heart_option == 'Random Choice':
heart_option = random.choice(heart_color_list)
# handle completely random
if heart_option == 'Completely Random':
color = Colors.generate_random_color()
# grab the color from the list
elif heart_option in Colors.heart_colors:
color = list(Colors.heart_colors[heart_option])
# build color from hex code
else:
color = Colors.hex_to_color(heart_option)
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
else:
original_dd_color = rom.original.read_bytes(file_select_address + 6, 6)
rom.write_bytes(file_select_address + 6, original_dd_color)
if settings.correct_model_colors and heart_option != 'Red':
patch_model_colors(rom, color, model_addresses) # heart model colors
IconManip.patch_overworld_icon(rom, color, 0xF43D80) # Overworld Heart Icon
else:
patch_model_colors(rom, None, model_addresses)
IconManip.patch_overworld_icon(rom, None, 0xF43D80)
log.ui_colors[heart] = CollapseDict({
':option': heart_option,
'color': Colors.color_to_hex(color),
})
def patch_magic_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# patch magic colors
magic = [
('Magic Meter Color', 'magic_color', symbols["CFG_MAGIC_COLOR"],
([0x154C654, 0x154CFB4, 0x160927C, 0x160927C, 0x16092E4, 0x1609344],
[0x154C65C, 0x154CFBC, 0x1609284],
[0x16092DC, 0x160933C])), # GI Model and Potion DList colors
]
magic_color_list = Colors.get_magic_colors()
for magic_color, magic_setting, symbol, model_addresses in magic:
magic_option = getattr(settings, magic_setting)
# Handle Plando
if log.src_dict.get('ui_colors', {}).get(magic_color, {}).get('color', ''):
magic_option = log.src_dict['ui_colors'][magic_color]['color']
if magic_option == 'Random Choice':
magic_option = random.choice(magic_color_list)
if magic_option == 'Completely Random':
color = Colors.generate_random_color()
elif magic_option in Colors.magic_colors:
color = list(Colors.magic_colors[magic_option])
else:
color = Colors.hex_to_color(magic_option)
magic_option = 'Custom'
rom.write_int16s(symbol, color)
if magic_option != 'Green' and settings.correct_model_colors:
patch_model_colors(rom, color, model_addresses)
IconManip.patch_overworld_icon(rom, color, 0xF45650, data_path('icons/magicSmallExtras.raw')) # Overworld Small Pot
IconManip.patch_overworld_icon(rom, color, 0xF47650, data_path('icons/magicLargeExtras.raw')) # Overworld Big Pot
else:
patch_model_colors(rom, None, model_addresses)
IconManip.patch_overworld_icon(rom, None, 0xF45650)
IconManip.patch_overworld_icon(rom, None, 0xF47650)
log.ui_colors[magic_color] = CollapseDict({
':option': magic_option,
'color': Colors.color_to_hex(color),
})
def patch_button_colors(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
buttons = [
('A Button Color', 'a_button_color', Colors.a_button_colors,
[('A Button Color', symbols['CFG_A_BUTTON_COLOR'],
None),
('Text Cursor Color', symbols['CFG_TEXT_CURSOR_COLOR'],
[(0xB88E81, 0xB88E85, 0xB88E9)]), # Initial Inner Color
('Shop Cursor Color', symbols['CFG_SHOP_CURSOR_COLOR'],
None),
('Save/Death Cursor Color', None,
[(0xBBEBC2, 0xBBEBC3, 0xBBEBD6), (0xBBEDDA, 0xBBEDDB, 0xBBEDDE)]), # Save Cursor / Death Cursor
('Pause Menu A Cursor Color', None,
[(0xBC7849, 0xBC784B, 0xBC784D), (0xBC78A9, 0xBC78AB, 0xBC78AD), (0xBC78BB, 0xBC78BD, 0xBC78BF)]), # Inner / Pulse 1 / Pulse 2
('Pause Menu A Icon Color', None,
[(0x845754, 0x845755, 0x845756)]),
('A Note Color', symbols['CFG_A_NOTE_COLOR'], # For Textbox Song Display
[(0xBB299A, 0xBB299B, 0xBB299E), (0xBB2C8E, 0xBB2C8F, 0xBB2C92), (0xBB2F8A, 0xBB2F8B, 0xBB2F96)]), # Pause Menu Song Display
]),
('B Button Color', 'b_button_color', Colors.b_button_colors,
[('B Button Color', symbols['CFG_B_BUTTON_COLOR'],
None),
]),
('C Button Color', 'c_button_color', Colors.c_button_colors,
[('C Button Color', symbols['CFG_C_BUTTON_COLOR'],
None),
('Pause Menu C Cursor Color', None,
[(0xBC7843, 0xBC7845, 0xBC7847), (0xBC7891, 0xBC7893, 0xBC7895), (0xBC78A3, 0xBC78A5, 0xBC78A7)]), # Inner / Pulse 1 / Pulse 2
('Pause Menu C Icon Color', None,
[(0x8456FC, 0x8456FD, 0x8456FE)]),
('C Note Color', symbols['CFG_C_NOTE_COLOR'], # For Textbox Song Display
[(0xBB2996, 0xBB2997, 0xBB29A2), (0xBB2C8A, 0xBB2C8B, 0xBB2C96), (0xBB2F86, 0xBB2F87, 0xBB2F9A)]), # Pause Menu Song Display
]),
('Start Button Color', 'start_button_color', Colors.start_button_colors,
[('Start Button Color', None,
[(0xAE9EC6, 0xAE9EC7, 0xAE9EDA)]),
]),
]
for button, button_setting, button_colors, patches in buttons:
button_option = getattr(settings, button_setting)
color_set = None
colors = {}
log_dict = CollapseDict({':option': button_option, 'colors': {}})
log.ui_colors[button] = log_dict
# Setup Plando
plando_colors = log.src_dict.get('ui_colors', {}).get(button, {}).get('colors', {})
# handle random
if button_option == 'Random Choice':
button_option = random.choice(list(button_colors.keys()))
# handle completely random
if button_option == 'Completely Random':
fixed_font_color = [10, 10, 10]
color = [0, 0, 0]
# Avoid colors which have a low contrast with the font inside buttons (eg. the A letter)
while Colors.contrast_ratio(color, fixed_font_color) <= 3:
color = Colors.generate_random_color()
# grab the color from the list
elif button_option in button_colors:
color_set = [button_colors[button_option]] if isinstance(button_colors[button_option][0], int) else list(button_colors[button_option])
color = color_set[0]
# build color from hex code
else:
color = Colors.hex_to_color(button_option)
button_option = 'Custom'
log_dict[':option'] = button_option
# apply all button color patches
for i, (patch, symbol, byte_addresses) in enumerate(patches):
if plando_colors.get(patch, ''):
colors[patch] = Colors.hex_to_color(plando_colors[patch])
elif color_set is not None and len(color_set) > i and color_set[i]:
colors[patch] = color_set[i]
else:
colors[patch] = color
if symbol:
rom.write_int16s(symbol, colors[patch])
if byte_addresses:
for r_addr, g_addr, b_addr in byte_addresses:
rom.write_byte(r_addr, colors[patch][0])
rom.write_byte(g_addr, colors[patch][1])
rom.write_byte(b_addr, colors[patch][2])
log_dict['colors'][patch] = Colors.color_to_hex(colors[patch])
def patch_sfx(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# Configurable Sound Effects
sfx_config = [
('sfx_navi_overworld', Sounds.SoundHooks.NAVI_OVERWORLD),
('sfx_navi_enemy', Sounds.SoundHooks.NAVI_ENEMY),
('sfx_low_hp', Sounds.SoundHooks.HP_LOW),
('sfx_menu_cursor', Sounds.SoundHooks.MENU_CURSOR),
('sfx_menu_select', Sounds.SoundHooks.MENU_SELECT),
('sfx_nightfall', Sounds.SoundHooks.NIGHTFALL),
('sfx_horse_neigh', Sounds.SoundHooks.HORSE_NEIGH),
('sfx_hover_boots', Sounds.SoundHooks.BOOTS_HOVER),
('sfx_iron_boots', Sounds.SoundHooks.BOOTS_IRON),
('sfx_silver_rupee', Sounds.SoundHooks.SILVER_RUPEE),
('sfx_boomerang_throw', Sounds.SoundHooks.BOOMERANG_THROW),
('sfx_hookshot_chain', Sounds.SoundHooks.HOOKSHOT_CHAIN),
('sfx_arrow_shot', Sounds.SoundHooks.ARROW_SHOT),
('sfx_slingshot_shot', Sounds.SoundHooks.SLINGSHOT_SHOT),
('sfx_magic_arrow_shot', Sounds.SoundHooks.MAGIC_ARROW_SHOT),
('sfx_bombchu_move', Sounds.SoundHooks.BOMBCHU_MOVE),
('sfx_get_small_item', Sounds.SoundHooks.GET_SMALL_ITEM),
('sfx_explosion', Sounds.SoundHooks.EXPLOSION),
('sfx_daybreak', Sounds.SoundHooks.DAYBREAK),
('sfx_cucco', Sounds.SoundHooks.CUCCO),
]
sound_dict = Sounds.get_patch_dict()
sounds_keyword_label = {sound.value.keyword: sound.value.label for sound in Sounds.Sounds}
sounds_label_keyword = {sound.value.label: sound.value.keyword for sound in Sounds.Sounds}
for setting, hook in sfx_config:
selection = getattr(settings, setting)
# Handle Plando
if log.src_dict.get('sfx', {}).get(hook.value.name, ''):
selection_label = log.src_dict['sfx'][hook.value.name]
if selection_label == 'Default':
selection = 'default'
elif selection_label in sounds_label_keyword:
selection = sounds_label_keyword[selection_label]
sound_id = 0
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(Sounds.get_hook_pool(hook)).value.keyword
elif selection == 'random-ear-safe':
selection = random.choice(Sounds.get_hook_pool(hook, True)).value.keyword
elif selection == 'completely-random':
selection = random.choice(Sounds.standard).value.keyword
sound_id = sound_dict[selection]
if hook.value.sfx_flag and sound_id > 0x7FF:
sound_id -= 0x800
for loc in hook.value.locations:
rom.write_int16(loc, sound_id)
if selection == 'default':
log.sfx[hook.value.name] = 'Default'
else:
log.sfx[hook.value.name] = sounds_keyword_label[selection]
# Use the get small item sound for pots/crate/freestandings shuffle
if setting == 'sfx_get_small_item' and 'GET_ITEM_SEQ_ID' in symbols:
rom.write_int16(symbols['GET_ITEM_SEQ_ID'], sound_id)
def patch_instrument(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# Player Instrument
instruments = {
#'none': 0x00,
'ocarina': 0x01,
'malon': 0x02,
'whistle': 0x03,
'harp': 0x04,
'grind-organ': 0x05,
'flute': 0x06,
#'another_ocarina': 0x07,
}
ocarina_options = settings.setting_infos['sfx_ocarina'].choices
ocarina_options_inv = {v: k for k, v in ocarina_options.items()}
choice = settings.sfx_ocarina
if log.src_dict.get('sfx', {}).get('Ocarina', '') and log.src_dict['sfx']['Ocarina'] in ocarina_options_inv:
choice = ocarina_options_inv[log.src_dict['sfx']['Ocarina']]
if choice == 'random-choice':
choice = random.choice(list(instruments.keys()))
rom.write_byte(0x00B53C7B, instruments[choice])
rom.write_byte(0x00B4BF6F, instruments[choice]) # For Lost Woods Skull Kids' minigame in Lost Woods
log.sfx['Ocarina'] = ocarina_options[choice]
def read_default_voice_data(rom: Rom) -> dict[str, dict[str, int]]:
audiobank = 0xD390
audiotable = 0x79470
soundbank = audiobank + rom.read_int32(audiobank + 0x4)
n_sfx = 0x88 # bank 00 sfx ids starting from 00
# Read sound bank entries. This table (usually at 0x109F0) has information on each entry in the bank
# Each entry is 8 bytes, the first 4 are the offset in audiobank, second are almost always 0x3F200000
# In the audiobank entry, each sfx has 0x20 bytes of info. The first 4 bytes are the length of the
# raw sample and the following 4 bytes are the offset in the audiotable for the raw sample
soundbank_entries = {}
for i in range(n_sfx):
audiobank_offset = rom.read_int32(soundbank + i*0x8)
sfxid = f"00-00{i:02x}"
soundbank_entries[sfxid] = {
"length": rom.read_int32(audiobank + audiobank_offset),
"romoffset": audiotable + rom.read_int32(audiobank + audiobank_offset + 0x4)
}
return soundbank_entries
def patch_silent_voice(rom: Rom, sfxidlist: Iterable[int], soundbank_entries: dict[str, dict[str, int]], log: CosmeticsLog) -> None:
binsfxfilename = os.path.join(data_path('Voices'), 'SilentVoiceSFX.bin')
if not os.path.isfile(binsfxfilename):
log.errors.append(f"Could not find silent voice sfx at {binsfxfilename}. Skipping voice patching")
return
# Load the silent voice sfx file
with open(binsfxfilename, 'rb') as binsfxin:
binsfx = bytearray() + binsfxin.read(-1)
# Pad it to length and patch it into every id in sfxidlist
for decid in sfxidlist:
sfxid = f"00-00{decid:02x}"
injectme = binsfx.ljust(soundbank_entries[sfxid]["length"], b'\0')
# Write the binary sfx to the rom
rom.write_bytes(soundbank_entries[sfxid]["romoffset"], injectme)
def apply_voice_patch(rom: Rom, voice_path: str, soundbank_entries: dict[str, dict[str, int]]) -> None:
if not os.path.exists(voice_path):
return
# Loop over all the files in the directory and apply each binary sfx file to the rom
for binsfxfilename in os.listdir(voice_path):
if binsfxfilename.endswith(".bin"):
sfxid = binsfxfilename.split('.')[0].lower()
# Load the binary sound file and pad it to be the same length as the default file
with open(os.path.join(voice_path, binsfxfilename), 'rb') as binsfxin:
binsfx = bytearray() + binsfxin.read(-1)
binsfx = binsfx.ljust(soundbank_entries[sfxid]["length"], b'\0')
# Write the binary sfx to the rom
rom.write_bytes(soundbank_entries[sfxid]["romoffset"], binsfx)
def patch_voices(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# Reset the audiotable back to default to prepare patching voices and read data
rom.write_bytes(0x00079470, rom.original.read_bytes(0x00079470, 0x460AD0))
if settings.generating_patch_file:
if settings.sfx_link_child != 'Default' or settings.sfx_link_adult != 'Default':
log.errors.append("Link's Voice is not patched into outputted ZPF.")
return
soundbank_entries = read_default_voice_data(rom)
voice_ages = (
('Child', settings.sfx_link_child, Sounds.get_voice_sfx_choices(0, False), chain([0x14, 0x87], range(0x1C, 0x36+1), range(0x3E, 0x4C+1))),
('Adult', settings.sfx_link_adult, Sounds.get_voice_sfx_choices(1, False), chain([0x37, 0x38, 0x3C, 0x3D, 0x86], range(0x00, 0x13+1), range(0x15, 0x1B+1), range(0x4D, 0x58+1)))
)
for name, voice_setting, choices, silence_sfx_ids in voice_ages:
# Handle Plando
log_key = f'{name} Voice'
voice_setting = log.src_dict['sfx'][log_key] if log.src_dict.get('sfx', {}).get(log_key, '') else voice_setting
# Resolve Random option
if voice_setting == 'Random':
voice_setting = random.choice(choices)
# Special case patch the silent voice (this is separate because one .bin file is used for every sfx)
if voice_setting == 'Silent':
patch_silent_voice(rom, silence_sfx_ids, soundbank_entries, log)
elif voice_setting != 'Default':
age_path = os.path.join(data_path('Voices'), name)
voice_path = os.path.join(age_path, voice_setting) if os.path.isdir(os.path.join(age_path, voice_setting)) else None
# If we don't have a confirmed directory for this voice, do a case-insensitive directory search.
if voice_path is None:
voice_dirs = [f for f in os.listdir(age_path) if os.path.isdir(os.path.join(age_path, f))] if os.path.isdir(age_path) else []
for directory in voice_dirs:
if directory.casefold() == voice_setting.casefold():
voice_path = os.path.join(age_path, directory)
break
if voice_path is None:
log.errors.append(f"{name} Voice not patched: Cannot find voice data directory: {os.path.join(age_path, voice_setting)}")
break
apply_voice_patch(rom, voice_path, soundbank_entries)
# Write the setting to the log
log.sfx[log_key] = voice_setting
def patch_music_changes(rom: Rom, settings: Settings, log: CosmeticsLog, symbols: dict[str, int]) -> None:
# Music tempo changes
if settings.speedup_music_for_last_triforce_piece:
rom.write_byte(symbols['CFG_SPEEDUP_MUSIC_FOR_LAST_TRIFORCE_PIECE'], 0x01)
else:
rom.write_byte(symbols['CFG_SPEEDUP_MUSIC_FOR_LAST_TRIFORCE_PIECE'], 0x00)
log.speedup_music_for_last_triforce_piece = settings.speedup_music_for_last_triforce_piece
if settings.slowdown_music_when_lowhp:
rom.write_byte(symbols['CFG_SLOWDOWN_MUSIC_WHEN_LOWHP'], 0x01)
else:
rom.write_byte(symbols['CFG_SLOWDOWN_MUSIC_WHEN_LOWHP'], 0x00)
log.slowdown_music_when_lowhp = settings.slowdown_music_when_lowhp
legacy_cosmetic_data_headers: list[int] = [
0x03481000,
0x03480810,
]
patch_sets: dict[int, dict[str, Any]] = {}
global_patch_sets: list[Callable[[Rom, Settings, CosmeticsLog, dict[str, int]], None]] = [
patch_targeting,
patch_music,
patch_tunic_colors,
patch_navi_colors,
patch_sword_trails,
patch_gauntlet_colors,
patch_shield_frame_colors,
patch_voices,
patch_sfx,
patch_instrument,
]
# 3.14.1
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,
},
}
# 3.14.11
patch_sets[0x1F05D3F9] = {
"patches": patch_sets[0x1F04FA62]["patches"] + [],
"symbols": {**patch_sets[0x1F04FA62]["symbols"]},
}
# 4.5.7
patch_sets[0x1F0693FB] = {
"patches": patch_sets[0x1F05D3F9]["patches"] + [
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,