500 lines
28 KiB
JSON
500 lines
28 KiB
JSON
{
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"cli": {
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"yes": "Yes",
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"no": "No",
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"app.title": "ALttP Overworld Randomizer Version %s : --seed %s --code %s",
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"version": "Version",
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"seed": "Seed",
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"player": "Player",
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"shuffling.overworld": "Shuffling overworld",
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"shuffling.world": "Shuffling entrances",
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"shuffling.prep": "Dungeon and Item prep",
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"shuffling.dungeons": "Shuffling dungeons",
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"shuffling.pots": "Shuffling pots",
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"basic.traversal": "--Basic Traversal",
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"generating.dungeon": "Generating dungeons",
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"shuffling.keydoors": "Shuffling Key doors",
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"lowering.keys.candidates": "Lowering key door count because not enough candidates",
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"lowering.keys.layouts": "Lowering key door count because no valid layouts",
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"keydoor.shuffle.time": "Key door shuffle time",
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"keydoor.shuffle.time.crossed": "Cross Dungeon: Key door shuffle time",
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"generating.itempool": "Generating Item Pool",
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"calc.access.rules": "Calculating Access Rules",
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"placing.dungeon.prizes": "Placing Dungeon Prizes",
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"placing.dungeon.items": "Placing Dungeon Items",
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"keylock.detected": "Keylock detected",
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"fill.world": "Fill the world",
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"balance.doors": "-Balancing Doors",
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"re-balancing": "-Re-balancing",
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"balancing": "--Balancing",
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"splitting.up": "Splitting Up",
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"balance.multiworld": "Balancing multiworld progression",
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"cannot.beat.game": "Cannot beat game! Something went terribly wrong here!",
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"cannot.reach.items": "The following items could not be reached: %s",
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"cannot.reach.item": "%s (Player %d) at %s (Player %d)",
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"check.item.location": "Checking if %s (Player %d) is required to beat the game.",
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"check.item.location.true": "Yes, item is required.",
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"check.item.location.false": "No, item is not required.",
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"cannot.reach.progression": "Not all progression items reachable. Something went terribly wrong here.",
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"cannot.reach.required": "Not all required items reachable. Something went terribly wrong here.",
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"patching.rom": "Patching ROM",
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"patching.spoiler": "Creating Spoiler",
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"create.meta": "Creating Meta Info",
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"calc.playthrough": "Calculating Playthrough",
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"made.rom": "Patched ROM: %s",
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"made.playthrough": "Printed Playthrough: %s",
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"made.spoiler": "Printed Spoiler: %s",
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"used.enemizer": "Enemized: %s",
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"done": "Done. Enjoy.",
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"total.time": "Total Time: %s",
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"finished.run": "Finished run",
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"generation.failed": "Generation failed",
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"generation.fail.rate": "Generation fail rate",
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"generation.success.rate": "Generation success rate",
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"enemizer.not.found": "Enemizer not found at",
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"enemizer.nothing.applied": "No Enemizer options will be applied until this is resolved.",
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"building.collection.spheres": "Building up collection spheres",
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"building.calculating.spheres": "Calculated sphere %i, containing %i of %i progress items.",
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"building.final.spheres": "Calculated final sphere %i, containing %i of %i progress items.",
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"old.python.version": "Door Rando may have issues with python versions earlier than 3.7. Detected version: %s",
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"hybridglitches.door.shuffle": "Hybrid Major Glitches is not currently compatible with Door Shuffle."
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},
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"help": {
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"lang": [ "App Language, if available, defaults to English" ],
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"spoiler": [
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"Spoiler File Options. (default: %(default)s)",
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"None: No Spoiler",
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"Meta: Meta information only about game. Intended for mystery settings",
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"Settings: Only settings information",
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"Semi: ",
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"Full: Full spoiler generated",
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"Debug: Includes debug information"
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],
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"bps": [ "Output BPS patches instead of ROMs"],
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"logic": [
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"Select Enforcement of Item Requirements. (default: %(default)s)",
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"No Glitches: No Glitch knowledge required.",
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"Minor Glitches: May require Fake Flippers, Bunny Revival",
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" and Dark Room Navigation.",
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"Overworld Glitches: May require overworld clips and teleports.",
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"Hybrid Major Glitches: May require underworld clips.",
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"No Logic: Distribute items without regard for",
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" item requirements."
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],
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"mode": [
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"Select game mode. (default: %(default)s)",
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"Open: World starts with Zelda rescued.",
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"Standard: Fixes Hyrule Castle Secret Entrance and Front Door",
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" but may lead to weird rain state issues if you exit",
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" through the Hyrule Castle side exits before rescuing",
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" Zelda in a full shuffle.",
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"Inverted: Starting locations are Dark Sanctuary in West Dark",
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" World or at Link's House, which is shuffled freely.",
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" Requires the moon pearl to be Link in the Light World",
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" instead of a bunny.",
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"Retro: Keys are universal, shooting arrows costs rupees,",
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" and a few other little things make this more like Zelda-1."
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],
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"swords": [
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"Select sword placement. (default: %(default)s)",
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"Random: All swords placed randomly.",
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"Assured: Start game with a sword already.",
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"Swordless: No swords. Curtains in Skull Woods and Agahnim\\'s",
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" Tower are removed, Agahnim\\'s Tower barrier can be",
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" destroyed with hammer. Misery Mire and Turtle Rock",
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" can be opened without a sword. Hammer damages Ganon.",
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" Ether and Bombos Tablet can be activated with Hammer",
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" (and Book). Bombos pads have been added in Ice",
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" Palace, to allow for an alternative to firerod.",
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"Vanilla: Swords are in vanilla locations."
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],
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"goal": [
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"Select completion goal. (default: %(default)s)",
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"Ganon: Collect all crystals, beat Agahnim 2 then",
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" defeat Ganon.",
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"Crystals: Collect all crystals then defeat Ganon.",
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"Pedestal: Places the Triforce at the Master Sword Pedestal.",
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"All Dungeons: Collect all crystals, pendants, beat both",
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" Agahnim fights and then defeat Ganon.",
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"Triforce Hunt: Places 30 Triforce Pieces in the world, collect",
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" 20 of them to beat the game.",
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"Trinity: Can beat the game by defeating Ganon, pulling",
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" Pedestal, or delivering Triforce Pieces.",
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"Ganon Hunt: Places 30 Triforce Pieces in the world, collect",
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" 20 of them then defeat Ganon.",
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"Completionist: Find everything then defeat Ganon.",
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"Sanctuary: Places the Trifroce in the Sanctuary."
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],
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"difficulty": [
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"Select game difficulty. Affects available itempool. (default: %(default)s)",
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"Normal: Normal difficulty.",
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"Hard: A harder setting with less equipment and reduced health.",
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"Expert: A harder yet setting with minimum equipment and health."
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],
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"item_functionality": [
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"Select limits on item functionality to increase difficulty. (default: %(default)s)",
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"Normal: Normal functionality.",
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"Hard: Reduced functionality.",
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"Expert: Greatly reduced functionality."
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],
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"flute_mode": [
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"Determines if you need to wake up the bird or not on flute pickup (default: %(default)s)",
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"Normal: Normal functionality.",
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"Active: Flute is activated on pickup."
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],
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"bow_mode": [
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"Determines how the bow acts in the pool (default: %(default)s)",
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"Progressive: Two progressive bows placed. First picked up is the bow. Second is silvers.",
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"Silvers Separate: Bow and silvers are completely separate items.",
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"Retro: Z1 Bow where arrows cost money and the Single Arrow must be bought or found to shoot",
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"Retro + Silvers: Bow and silvers are completely separate items."
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],
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"timer": [
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"Select game timer setting. Affects available itempool. (default: %(default)s)",
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"None: No timer.",
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"Display: Displays a timer but does not affect",
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" the itempool.",
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"Timed: Starts with clock at zero. Green Clocks",
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" subtract 4 minutes (Total: 20), Blue Clocks",
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" subtract 2 minutes (Total: 10), Red Clocks add",
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" 2 minutes (Total: 10). Winner is player with",
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" lowest time at the end.",
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"Timed OHKO: Starts clock at 10 minutes. Green Clocks add",
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" 5 minutes (Total: 25). As long as clock is at 0,",
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" Link will die in one hit.",
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"OHKO: Like Timed OHKO, but no clock items are present",
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" and the clock is permenantly at zero.",
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"Timed Countdown:Starts with clock at 40 minutes. Same clocks as",
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" Timed mode. If time runs out, you lose (but can",
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" still keep playing)."
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],
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"progressive": [
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"Select progressive equipment setting. Affects available itempool. (default: %(default)s)",
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"On: Swords, Shields, Armor, and Gloves will",
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" all be progressive equipment. Each subsequent",
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" item of the same type the player finds will",
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" upgrade that piece of equipment by one stage.",
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"Off: Swords, Shields, Armor, and Gloves will not",
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" be progressive equipment. Higher level items may",
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" be found at any time. Downgrades are not possible.",
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"Random: Swords, Shields, Armor, and Gloves will, per",
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" category, be randomly progressive or not.",
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" Link will die in one hit."
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],
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"algorithm": [
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"Select item filling algorithm. (default: %(default)s)",
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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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"restricted placements: these consider all major items to be special and attempts",
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"to place items from fixed to semi-random locations. For purposes of these shuffles, all",
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"Y items, A items, swords (unless vanilla swords), mails, shields, heart containers and",
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"1/2 magic are considered to be part of a major items pool. Big Keys are added to the pool",
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"if shuffled. Same for small keys, compasses, maps, keydrops (if small keys are also shuffled),",
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"1 of each capacity upgrade for shopsanity, the quiver item for retro+shopsanity, and",
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"triforce pieces for Triforce Hunt. Future modes will add to these as appropriate.",
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"vanilla_fill As above, but attempts to place items in their vanilla",
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" location first. Major items that cannot be placed that way",
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" will attempt to be placed in other failed locations first.",
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" Also attempts to place all items in vanilla locations",
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"major_only As above, but uses the major items' location preferentially",
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" major item location are defined as the group of location where",
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" the items are found in the vanilla game.",
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"dungeon_only As above, but major items are preferentially placed",
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" in dungeons locations first",
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"district As above, but groups of locations are chosen randomly",
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" from a pool of fixed locations designed to be interesting",
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" and give major clues about the location of other",
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" advancement items. These fixed groups will be documented."
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],
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"shuffle": [
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"Select Entrance Shuffling Algorithm. (default: %(default)s)",
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"Simple: Shuffle Dungeon Entrances/Exits between each other",
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" and keep all 4-entrance dungeons confined to one",
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" location. All caves outside of death mountain are",
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" shuffled in pairs and matched by original type.",
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"Restricted: Use Dungeons shuffling from Simple but freely",
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" connect remaining entrances.",
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"Full: Mix cave and dungeon entrances freely while limiting",
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" multi-entrance caves to one world.",
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"Lite: Beginner-friendly. Dungeons/connectors, dropdowns, and",
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" item locations are shuffled in separate pools. Non-item",
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" locations remain vanilla. Connectors are same-world.",
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"Lean: Same as Lite, except connectors can travel cross worlds.",
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"District: Entrances are shuffled within their overworld districts.",
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"Crossed: Mix cave and dungeon entrances freely while allowing",
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" caves to cross between worlds.",
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"Swapped: Same as Crossed, but entrances switch places in pairs.",
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"Insanity: Decouple entrances and exits from each other and",
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" shuffle them freely. Caves that used to be single",
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" entrance will still exit to the same location from",
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" which they are entered.",
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"Vanilla: All entrances are in the same locations they were",
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" in the base game.",
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"The dungeon variants only mix up dungeons and keep the rest of",
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"the entrances vanilla."
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],
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"ow_shuffle": [
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"This shuffles the layout of the overworld.",
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"Vanilla: All overworld transitions are connected the same",
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" way they were in the base game.",
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"Parallel: Overworld transitions are shuffled, but both worlds",
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" will have the same pattern/shape.",
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"Full: Overworld transitions are shuffled, but both worlds",
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" will have an independent map shape."
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],
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"ow_terrain": [
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"With OW Layout Shuffle, this allows land and water edges to be connected." ],
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"ow_crossed": [
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"This allows cross-world connections to occur on the overworld.",
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"None: No transitions are cross-world connections.",
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"Grouped: This ensures a two-plane separation so that you cannot",
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" walk around and access the other plane version by walking.",
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"Polar: Only used when Tile Flip is enabled. This retains original",
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" connections even when overworld tiles are flipped.",
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"Unrestricted: Every transition has a 50/50 chance to become a",
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" crossworld connection."
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],
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"ow_keepsimilar": [
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"This keeps similar edge transitions together. ie. the two west edges on",
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"Sanctuary will be paired with another similar pair." ],
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"ow_mixed": [
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"Overworld tiles are randomly chosen to become part of the opposite world."
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],
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"ow_whirlpool": [
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"Whirlpools will be shuffled and paired together."
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],
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"shuffle_followers": [
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"Followers like Purple Chest and Old Man are shuffled."
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],
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"bonk_drops": [
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"Bonk drops from trees, rocks, and statues are shuffled with the item pool."
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],
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"ow_fluteshuffle": [
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"This randomizes the flute spot destinations.",
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"Vanilla: All flute spots remain unchanged.",
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"Balanced: New flute spots will be generated but prevents flute",
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" spots from being on any adjacent screen.",
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"Random: New flute spots will be generated with minimal bias."
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],
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"door_shuffle": [
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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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"Paired Dungeon are paired (with one trio) and only mixed in those groups",
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"Partitioned Doors are mixed in 3 partitions: L1-3+HC+AT, D1-4, D5-8",
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"Crossed: Doors are mixed between all dungeons.",
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"Vanilla: All doors are connected the same way they were in the",
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" base game."
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],
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"intensity" : [
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"Door Shuffle Intensity Level (default: %(default)s)",
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"1: Shuffles normal doors and spiral staircases",
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"2: And shuffles open edges and both types of straight staircases",
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"3: And shuffles dungeon lobbies",
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"random: Picks one of those at random"
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],
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"door_type_mode" : [
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"Door Types to Shuffle (default: %(default)s)",
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"original: Shuffles key doors, bombable, and dashable doors",
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"big: Adds big key doors",
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"all: Adds traps doors (and any future supported door types)",
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"chaos: Increases the number of door types in all dungeon pools"
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],
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"trap_door_mode" : [
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"Trap Door Removal (default: %(default)s)",
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"vanilla: No trap door removal",
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"optional: Trap doors removed if blocking",
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"boss: Also remove boss traps",
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"oneway: Remove all annoying trap doors"
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],
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"key_logic_algorithm": [
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"Key Logic Algorithm (default: %(default)s)",
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"dangerous: Key usage must follow logic for safety",
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"partial: Partial protection when using certain minor glitches",
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"strict: Ensure small keys are available"
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],
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"decoupledoors" : [ "Door entrances and exits are decoupled" ],
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"door_self_loops" : [ "Spiral stairs are allowed to self-loop" ],
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"experimental": [ "Enable experimental features. (default: %(default)s)" ],
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"dungeon_counters": [ "Enable dungeon chest counters. (default: %(default)s)" ],
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"crystals_ganon": [
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"How many crystals are needed to defeat ganon. Any other",
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"requirements for ganon for the selected goal still apply.",
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"This setting does not apply when the all dungeons goal is",
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"selected. (default: %(default)s)",
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"Random: Picks a random value between 0 and 7 (inclusive).",
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"0-7: Number of crystals needed"
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],
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"crystals_gt": [
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"How many crystals are needed to open GT. For inverted mode",
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"this applies to the castle tower door instead. (default: %(default)s)",
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"Random: Picks a random value between 0 and 7 (inclusive).",
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"0-7: Number of crystals needed"
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],
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"ganon_item": [
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"What item Ganon is vulnerable to while stunned in his final phase.",
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"Silver: Silver arrows (as in the vanilla game).",
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"Random: Picks a random damaging item (but not a medallion if swordless).",
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"<item>: The specified item will damage stunned ganon.",
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"None: Stunned Ganon cannot be damaged. You must use the normal silverless methods."
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],
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"openpyramid": [ "Pre-opens the pyramid hole, this removes the Agahnim 2 requirement for it. (default: %(default)s)" ],
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"rom": [
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"Path to an ALttP JP (1.0) rom to use as a base." ,
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"(default: %(default)s)"
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],
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"loglevel": [ "Select level of logging for output. (default: %(default)s)" ],
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"seed": [ "Define seed number to generate." ],
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"count": [
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"Use to batch generate multiple seeds with same settings.",
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"If --seed is provided, it will be used for the first seed, then",
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"used to derive the next seed (i.e. generating %(default)s seed(s) with",
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"--seed given will produce the same %(default)s (different) rom(s) each",
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"time)."
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],
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"tries": [
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"Use to attempt multiple times to succeed at generating a seed.",
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"If --seed is provided, it will be used for the first seed, then",
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"used to derive the next seed, until one succeeds."
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],
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"fastmenu": [
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"Select the rate at which the menu opens and closes. (default: %(default)s)"
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],
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"quickswap": [ "Enable quick item swapping with L and R. (default: %(default)s)" ],
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"disablemusic": [ "Disables game music including MSU-1. (default: %(default)s)" ],
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"mapshuffle": [ "Maps are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
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"compassshuffle": [ "Compasses are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
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"keyshuffle": [ "Small Keys are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
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"bigkeyshuffle": [ "Big Keys are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
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"prizeshuffle": [ "Prizes are no longer restricted to the bosses, but can be anywhere. (default: %(default)s)" ],
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"shopsanity": ["Shop contents are shuffle in the main item pool and other items can take their place. (default: %(default)s)"],
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"dropshuffle": [ "Controls how enemies drop items (default: %(default)s)",
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"None: Enemies drops prize packs or keys as normal",
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"Keys: Enemies that drop keys can drop other items and the keys are shuffled into the pool",
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"Underworld: All killable enemies in the underworld can drop items"
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],
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"pottery": [ "Controls how items under pots are shuffled and if other items can take their place:",
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"None: No pots are changed",
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"Keys: Key pots are included in the location pool and other items can take their place",
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"Cave: Only pots in houses and caves are included in the location pool",
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"CaveKeys: Both pots in houses and caves and keys pots are included in the location pool",
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"Reduced: Same as KeyCaves + 25%% of Pots in dungeons (dynamic mode)",
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"Clustered: Same as KeyCaves + 50%% of Pots in dungeons, chosen by logical group (dynamic mode)",
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"NonEmpty: All pots that are not originally empty are included in the location pool",
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"Dungeon: Only pots in dungeons are included in the location pool",
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"Lottery: All pots are part of the location pool"
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],
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"colorizepots": ["All pots chosen to be in location pool by the pottery setting are different.",
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"Forced on in dynamic modes. Forced off in lottery"],
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"shufflepots": [ "Pots and switches are shuffled on the supertile (legacy potshuffle) (default: %(default)s)"],
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"mixed_travel": [
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"How to handle potential traversal between dungeon in Crossed door shuffle",
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"Prevent: Rails are placed to prevent bombs jump and hovering from changing dungeon except with glitched logic settings",
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"Allow: Take the rails off, \"I know what I'm doing\"",
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"Force: Force these troublesome connections to be in the same dungeon (but not in logic). No rails will appear"
|
|
],
|
|
"standardize_palettes": [
|
|
"In cross dungeon shuffle, we can keep the rooms original palette or attempt to standardize them",
|
|
"Standardize: Attempts to make the palette the same between dungeons",
|
|
"Original: Dungeons rooms retain original palettes"
|
|
],
|
|
"retro": [
|
|
"Keys are universal, shooting arrows costs rupees,",
|
|
"and a few other little things make this more like Zelda-1. (default: %(default)s)"
|
|
],
|
|
"take_any": [
|
|
"Take Any caves from Zelda 1 (default: %(default)s)",
|
|
"None: No take any caves",
|
|
"Random: Take any caves can replace a random set of un-interesting caves. See documentation for full list",
|
|
"Fixed: Take any caves will replace certain location. See documentation for full list"
|
|
],
|
|
"collection_rate": [ "Display collection rate (default: %(default)s)" ],
|
|
"pseudoboots": [ " Start with pseudo boots that allow dashing but no item checks (default: %(default)s)"],
|
|
"mirrorscroll": [ " Players starts with mirror scroll that allows mirror in dungeons but not overworld (default: %(default)s"],
|
|
"dark_rooms": [ "Controls how dark rooms are treated in the game and logic (default: require_lamp):",
|
|
"RequireLamp: Lamp is always required for dark rooms to be in logic",
|
|
"AlwaysLightCone: Player gets a light cone even without the lamp, and dark rooms are always in logic",
|
|
"NoDarkRooms: Dark rooms are changed to no longer be dark, and are always in logic",
|
|
"AlwaysInLogic: Dark rooms are always considered to be in logic, even if the player cannot see"
|
|
],
|
|
"crystal_book": [ " Book can be used indoors to flip the state of colored pegs (default: %(default)s)"],
|
|
"bombbag": ["Start with 0 bomb capacity. Two capacity upgrades (+10) are added to the pool (default: %(default)s)" ],
|
|
"any_enemy_logic": [
|
|
"How to handle potential traversal between dungeon in Crossed door shuffle",
|
|
"None: Enemies that required unusual weaponry are not allowed to logical protect doors, chests, or key drops.",
|
|
"Allow_Drops: Drops are okay for those enemies, and a correct weapon is logically required",
|
|
"Allow_All: All enemies allowed anywhere. (Logic will be adapted to the placement)"
|
|
],
|
|
"startinventory": [ "Specifies a list of items that will be in your starting inventory (separated by commas). (default: %(default)s)" ],
|
|
"usestartinventory": [ "Toggle usage of Starting Inventory." ],
|
|
"customizer": ["Path to a customizer file."],
|
|
"custom": [ "Not supported." ],
|
|
"customitemarray": [ "Not supported." ],
|
|
"accessibility": [
|
|
"Select Item/Location Accessibility. (default: %(default)s)",
|
|
"Items: You can reach all unique inventory items. No guarantees about",
|
|
" reaching all locations or all keys.",
|
|
"Locations: You will be able to reach every location in the game.",
|
|
"None: You will be able to reach enough locations to beat the game."
|
|
],
|
|
"restrict_boss_items": [
|
|
"Select which dungeon are not allowed on bosses (default: %(default)s)",
|
|
"None: All items allowed",
|
|
"Mapcompass: Map and Compass are required before you defeat the boss.",
|
|
"Dungeon: Same as above and keys too cannot be on the boss. Small key shuffle",
|
|
" and big key shuffle override this behavior"
|
|
],
|
|
"hints": [ "Make telepathic tiles and storytellers give helpful hints. (default: %(default)s)" ],
|
|
"no_shuffleganon": [
|
|
"Don't include the Ganon's Tower and Pyramid Hole in the",
|
|
"entrance shuffle pool. (default: %(default)s)"
|
|
],
|
|
"shufflelinks": [
|
|
"Include Link's House in the entrance shuffle pool. (default: %(default)s)"
|
|
],
|
|
"shuffletavern": [
|
|
"Include the back of the tavern in the entrance shuffle pool. (default: %(default)s)"
|
|
],
|
|
"skullwoods": [
|
|
"Select how to shuffle skull woods (default: %(default)s)",
|
|
"Original: Skull Woods is shuffled amongst itself",
|
|
"Restricted: Drops are vanilla. Entrances stay in skull woods",
|
|
"Loose: Drops are vanilla. Entrances go in the main pool",
|
|
"Followlinked: If drops are linked, then pinball/left side will be vanilla",
|
|
" with other drops paired with an entrance. Otherwise, all go into the main pool"
|
|
],
|
|
"linked_drops": [
|
|
"Select how drops are treated in entrance shuffle. (default: %(default)s)",
|
|
"Unset: The shuffle mode determines the setting.",
|
|
"Linked: Dropdowns will be linked with entrance caves",
|
|
"Independent: Dropdowns will not be linked"
|
|
],
|
|
"overworld_map": [
|
|
"Control if and how the overworld map indicators show the locations of dungeons (default: %(default)s)"
|
|
],
|
|
"heartbeep": [
|
|
"Select the rate at which the heart beep sound is played at",
|
|
"low health. (default: %(default)s)"
|
|
],
|
|
"heartcolor": [ "Select the color of Link\\'s heart meter. (default: %(default)s)" ],
|
|
"sprite": [
|
|
"Path to a sprite sheet to use for Link. Needs to be in",
|
|
"binary format and have a length of 0x7000 (28672) bytes,",
|
|
"or 0x7078 (28792) bytes including palette data.",
|
|
"Alternatively, can be a ALttP Rom patched with a Link",
|
|
"sprite that will be extracted."
|
|
],
|
|
"reduce_flashing": [ "Reduce some in-game flashing (default: %(default)s)" ],
|
|
"shuffle_sfx": [ "Shuffle sounds effects (default: %(default)s)" ],
|
|
"shuffle_sfxinstruments": [ "Shuffle sound instruments (default: %(default)s)" ],
|
|
"shuffle_songinstruments": [ "Shuffle song instruments (default: %(default)s)" ],
|
|
"msu_resume": [ "Enable MSU Resume (default: %(default)s)" ],
|
|
"create_rom": [ "Create an output rom file. (default: %(default)s)" ],
|
|
"gui": [ "Launch the GUI. (default: %(default)s)" ],
|
|
"jsonout": [
|
|
"Output .json patch to stdout instead of a patched rom. Used",
|
|
"for VT site integration, do not use otherwise. (default: %(default)s)"
|
|
]
|
|
}
|
|
}
|