Upgrades doors to be written out by the rom. (No testing today)

Added some various modes to play around with.
Fixed prototype's generation code to run
This commit is contained in:
randall.rupper
2019-08-23 16:52:53 -06:00
parent 2ff60fe377
commit c87c767835
8 changed files with 324 additions and 188 deletions

View File

@@ -118,7 +118,7 @@ def start():
parser.add_argument('--algorithm', default='balanced', const='balanced', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'],
help='''\
Select item filling algorithm. (default: %(default)s
balanced: vt26 derivitive that aims to strike a balance between
balanced: vt26 derivative that aims to strike a balance between
the overworld heavy vt25 and the dungeon heavy vt26
algorithm.
vt26: Shuffle items and place them in a random location
@@ -162,6 +162,17 @@ def start():
The dungeon variants only mix up dungeons and keep the rest of
the overworld vanilla.
''')
parser.add_argument('--door_shuffle', default='vanilla', const='vanilla', nargs='?', choices=['vanilla', 'basic', 'crossed', 'experimental'],
help='''\
Select Door Shuffling Algorithm. (default: %(default)s)
Basic: Doors are mixed within a single dungeon.
(Not yet implemented)
Crossed: Doors are mixed between all dungeons.
(Not yet implemented)
Vanilla: All doors are connected the same way the were in the
base game.
Experimental: Experimental mixes live here. Use at your own risk.
''')
parser.add_argument('--crystals_ganon', default='7', const='7', nargs='?', choices=['random', '0', '1', '2', '3', '4', '5', '6', '7'],
help='''\
How many crystals are needed to defeat ganon. Any other