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