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alttpr-python/resources/app/cli/lang/en.json
2026-01-16 18:35:59 -06:00

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{
"cli": {
"yes": "Yes",
"no": "No",
"app.title": "ALttP Overworld Randomizer Version %s : --seed %s --code %s",
"version": "Version",
"seed": "Seed",
"player": "Player",
"shuffling.overworld": "Shuffling overworld",
"shuffling.world": "Shuffling entrances",
"shuffling.prep": "Dungeon and Item prep",
"shuffling.dungeons": "Shuffling dungeons",
"shuffling.pots": "Shuffling pots",
"basic.traversal": "--Basic Traversal",
"generating.dungeon": "Generating dungeons",
"shuffling.keydoors": "Shuffling Key doors",
"lowering.keys.candidates": "Lowering key door count because not enough candidates",
"lowering.keys.layouts": "Lowering key door count because no valid layouts",
"keydoor.shuffle.time": "Key door shuffle time",
"keydoor.shuffle.time.crossed": "Cross Dungeon: Key door shuffle time",
"generating.itempool": "Generating Item Pool",
"calc.access.rules": "Calculating Access Rules",
"placing.dungeon.prizes": "Placing Dungeon Prizes",
"placing.dungeon.items": "Placing Dungeon Items",
"keylock.detected": "Keylock detected",
"fill.world": "Fill the world",
"balance.doors": "-Balancing Doors",
"re-balancing": "-Re-balancing",
"balancing": "--Balancing",
"splitting.up": "Splitting Up",
"balance.multiworld": "Balancing multiworld progression",
"cannot.beat.game": "Cannot beat game! Something went terribly wrong here!",
"cannot.reach.items": "The following items could not be reached: %s",
"cannot.reach.item": "%s (Player %d) at %s (Player %d)",
"check.item.location": "Checking if %s (Player %d) is required to beat the game.",
"check.item.location.true": "Yes, item is required.",
"check.item.location.false": "No, item is not required.",
"cannot.reach.progression": "Not all progression items reachable. Something went terribly wrong here.",
"cannot.reach.required": "Not all required items reachable. Something went terribly wrong here.",
"patching.rom": "Patching ROM",
"patching.spoiler": "Creating Spoiler",
"create.meta": "Creating Meta Info",
"calc.playthrough": "Calculating Playthrough",
"made.rom": "Patched ROM: %s",
"made.playthrough": "Printed Playthrough: %s",
"made.spoiler": "Printed Spoiler: %s",
"used.enemizer": "Enemized: %s",
"done": "Done. Enjoy.",
"total.time": "Total Time: %s",
"finished.run": "Finished run",
"generation.failed": "Generation failed",
"generation.fail.rate": "Generation fail rate",
"generation.success.rate": "Generation success rate",
"enemizer.not.found": "Enemizer not found at",
"enemizer.nothing.applied": "No Enemizer options will be applied until this is resolved.",
"building.collection.spheres": "Building up collection spheres",
"building.calculating.spheres": "Calculated sphere %i, containing %i of %i progress items.",
"building.final.spheres": "Calculated final sphere %i, containing %i of %i progress items.",
"old.python.version": "Door Rando may have issues with python versions earlier than 3.7. Detected version: %s",
"hybridglitches.door.shuffle": "Hybrid Major Glitches is not currently compatible with Door Shuffle."
},
"help": {
"lang": [ "App Language, if available, defaults to English" ],
"spoiler": [
"Spoiler File Options. (default: %(default)s)",
"None: No Spoiler",
"Meta: Meta information only about game. Intended for mystery settings",
"Settings: Only settings information",
"Semi: ",
"Full: Full spoiler generated",
"Debug: Includes debug information"
],
"bps": [ "Output BPS patches instead of ROMs"],
"logic": [
"Select Enforcement of Item Requirements. (default: %(default)s)",
"No Glitches: No Glitch knowledge required.",
"Minor Glitches: May require Fake Flippers, Bunny Revival",
" and Dark Room Navigation.",
"Overworld Glitches: May require overworld clips and teleports.",
"Hybrid Major Glitches: May require underworld clips.",
"No Logic: Distribute items without regard for",
" item requirements."
],
"mode": [
"Select game mode. (default: %(default)s)",
"Open: World starts with Zelda rescued.",
"Standard: Fixes Hyrule Castle Secret Entrance and Front Door",
" but may lead to weird rain state issues if you exit",
" through the Hyrule Castle side exits before rescuing",
" Zelda in a full shuffle.",
"Inverted: Starting locations are Dark Sanctuary in West Dark",
" World or at Link's House, which is shuffled freely.",
" Requires the moon pearl to be Link in the Light World",
" instead of a bunny.",
"Retro: Keys are universal, shooting arrows costs rupees,",
" and a few other little things make this more like Zelda-1."
],
"swords": [
"Select sword placement. (default: %(default)s)",
"Random: All swords placed randomly.",
"Assured: Start game with a sword already.",
"Swordless: No swords. Curtains in Skull Woods and Agahnim\\'s",
" Tower are removed, Agahnim\\'s Tower barrier can be",
" destroyed with hammer. Misery Mire and Turtle Rock",
" can be opened without a sword. Hammer damages Ganon.",
" Ether and Bombos Tablet can be activated with Hammer",
" (and Book). Bombos pads have been added in Ice",
" Palace, to allow for an alternative to firerod.",
"Vanilla: Swords are in vanilla locations."
],
"goal": [
"Select completion goal. (default: %(default)s)",
"Ganon: Collect all crystals, beat Agahnim 2 then",
" defeat Ganon.",
"Crystals: Collect all crystals then defeat Ganon.",
"Pedestal: Places the Triforce at the Master Sword Pedestal.",
"All Dungeons: Collect all crystals, pendants, beat both",
" Agahnim fights and then defeat Ganon.",
"Triforce Hunt: Places 30 Triforce Pieces in the world, collect",
" 20 of them to beat the game.",
"Trinity: Can beat the game by defeating Ganon, pulling",
" Pedestal, or delivering Triforce Pieces.",
"Ganon Hunt: Places 30 Triforce Pieces in the world, collect",
" 20 of them then defeat Ganon.",
"Completionist: Find everything then defeat Ganon.",
"Sanctuary: Places the Trifroce in the Sanctuary."
],
"difficulty": [
"Select game difficulty. Affects available itempool. (default: %(default)s)",
"Normal: Normal difficulty.",
"Hard: A harder setting with less equipment and reduced health.",
"Expert: A harder yet setting with minimum equipment and health."
],
"item_functionality": [
"Select limits on item functionality to increase difficulty. (default: %(default)s)",
"Normal: Normal functionality.",
"Hard: Reduced functionality.",
"Expert: Greatly reduced functionality."
],
"flute_mode": [
"Determines if you need to wake up the bird or not on flute pickup (default: %(default)s)",
"Normal: Normal functionality.",
"Active: Flute is activated on pickup."
],
"bow_mode": [
"Determines how the bow acts in the pool (default: %(default)s)",
"Progressive: Two progressive bows placed. First picked up is the bow. Second is silvers.",
"Silvers Separate: Bow and silvers are completely separate items.",
"Retro: Z1 Bow where arrows cost money and the Single Arrow must be bought or found to shoot",
"Retro + Silvers: Bow and silvers are completely separate items."
],
"timer": [
"Select game timer setting. Affects available itempool. (default: %(default)s)",
"None: No timer.",
"Display: Displays a timer but does not affect",
" the itempool.",
"Timed: Starts with clock at zero. Green Clocks",
" subtract 4 minutes (Total: 20), Blue Clocks",
" subtract 2 minutes (Total: 10), Red Clocks add",
" 2 minutes (Total: 10). Winner is player with",
" lowest time at the end.",
"Timed OHKO: Starts clock at 10 minutes. Green Clocks add",
" 5 minutes (Total: 25). As long as clock is at 0,",
" Link will die in one hit.",
"OHKO: Like Timed OHKO, but no clock items are present",
" and the clock is permenantly at zero.",
"Timed Countdown:Starts with clock at 40 minutes. Same clocks as",
" Timed mode. If time runs out, you lose (but can",
" still keep playing)."
],
"progressive": [
"Select progressive equipment setting. Affects available itempool. (default: %(default)s)",
"On: Swords, Shields, Armor, and Gloves will",
" all be progressive equipment. Each subsequent",
" item of the same type the player finds will",
" upgrade that piece of equipment by one stage.",
"Off: Swords, Shields, Armor, and Gloves will not",
" be progressive equipment. Higher level items may",
" be found at any time. Downgrades are not possible.",
"Random: Swords, Shields, Armor, and Gloves will, per",
" category, be randomly progressive or not.",
" Link will die in one hit."
],
"algorithm": [
"Select item filling algorithm. (default: %(default)s)",
"balanced: vt26 derivative that aims to strike a balance between",
" the overworld heavy vt25 and the dungeon heavy vt26",
" algorithm.",
"restricted placements: these consider all major items to be special and attempts",
"to place items from fixed to semi-random locations. For purposes of these shuffles, all",
"Y items, A items, swords (unless vanilla swords), mails, shields, heart containers and",
"1/2 magic are considered to be part of a major items pool. Big Keys are added to the pool",
"if shuffled. Same for small keys, compasses, maps, keydrops (if small keys are also shuffled),",
"1 of each capacity upgrade for shopsanity, the quiver item for retro+shopsanity, and",
"triforce pieces for Triforce Hunt. Future modes will add to these as appropriate.",
"vanilla_fill As above, but attempts to place items in their vanilla",
" location first. Major items that cannot be placed that way",
" will attempt to be placed in other failed locations first.",
" Also attempts to place all items in vanilla locations",
"major_only As above, but uses the major items' location preferentially",
" major item location are defined as the group of location where",
" the items are found in the vanilla game.",
"dungeon_only As above, but major items are preferentially placed",
" in dungeons locations first",
"district As above, but groups of locations are chosen randomly",
" from a pool of fixed locations designed to be interesting",
" and give major clues about the location of other",
" advancement items. These fixed groups will be documented."
],
"shuffle": [
"Select Entrance Shuffling Algorithm. (default: %(default)s)",
"Simple: Shuffle Dungeon Entrances/Exits between each other",
" and keep all 4-entrance dungeons confined to one",
" location. All caves outside of death mountain are",
" shuffled in pairs and matched by original type.",
"Restricted: Use Dungeons shuffling from Simple but freely",
" connect remaining entrances.",
"Full: Mix cave and dungeon entrances freely while limiting",
" multi-entrance caves to one world.",
"Lite: Beginner-friendly. Dungeons/connectors, dropdowns, and",
" item locations are shuffled in separate pools. Non-item",
" locations remain vanilla. Connectors are same-world.",
"Lean: Same as Lite, except connectors can travel cross worlds.",
"District: Entrances are shuffled within their overworld districts.",
"Crossed: Mix cave and dungeon entrances freely while allowing",
" caves to cross between worlds.",
"Swapped: Same as Crossed, but entrances switch places in pairs.",
"Insanity: Decouple entrances and exits from each other and",
" shuffle them freely. Caves that used to be single",
" entrance will still exit to the same location from",
" which they are entered.",
"Vanilla: All entrances are in the same locations they were",
" in the base game.",
"The dungeon variants only mix up dungeons and keep the rest of",
"the entrances vanilla."
],
"ow_shuffle": [
"This shuffles the layout of the overworld.",
"Vanilla: All overworld transitions are connected the same",
" way they were in the base game.",
"Parallel: Overworld transitions are shuffled, but both worlds",
" will have the same pattern/shape.",
"Full: Overworld transitions are shuffled, but both worlds",
" will have an independent map shape."
],
"ow_terrain": [
"With OW Layout Shuffle, this allows land and water edges to be connected." ],
"ow_crossed": [
"This allows cross-world connections to occur on the overworld.",
"None: No transitions are cross-world connections.",
"Grouped: This ensures a two-plane separation so that you cannot",
" walk around and access the other plane version by walking.",
"Polar: Only used when Tile Flip is enabled. This retains original",
" connections even when overworld tiles are flipped.",
"Unrestricted: Every transition has a 50/50 chance to become a",
" crossworld connection."
],
"ow_keepsimilar": [
"This keeps similar edge transitions together. ie. the two west edges on",
"Sanctuary will be paired with another similar pair." ],
"ow_mixed": [
"Overworld tiles are randomly chosen to become part of the opposite world."
],
"ow_whirlpool": [
"Whirlpools will be shuffled and paired together."
],
"shuffle_followers": [
"Followers like Purple Chest and Old Man are shuffled."
],
"bonk_drops": [
"Bonk drops from trees, rocks, and statues are shuffled with the item pool."
],
"ow_fluteshuffle": [
"This randomizes the flute spot destinations.",
"Vanilla: All flute spots remain unchanged.",
"Balanced: New flute spots will be generated but prevents flute",
" spots from being on any adjacent screen.",
"Random: New flute spots will be generated with minimal bias."
],
"door_shuffle": [
"Select Door Shuffling Algorithm. (default: %(default)s)",
"Basic: Doors are mixed within a single dungeon.",
"Paired Dungeon are paired (with one trio) and only mixed in those groups",
"Partitioned Doors are mixed in 3 partitions: L1-3+HC+AT, D1-4, D5-8",
"Crossed: Doors are mixed between all dungeons.",
"Vanilla: All doors are connected the same way they were in the",
" base game."
],
"intensity" : [
"Door Shuffle Intensity Level (default: %(default)s)",
"1: Shuffles normal doors and spiral staircases",
"2: And shuffles open edges and both types of straight staircases",
"3: And shuffles dungeon lobbies",
"random: Picks one of those at random"
],
"door_type_mode" : [
"Door Types to Shuffle (default: %(default)s)",
"original: Shuffles key doors, bombable, and dashable doors",
"big: Adds big key doors",
"all: Adds traps doors (and any future supported door types)",
"chaos: Increases the number of door types in all dungeon pools"
],
"trap_door_mode" : [
"Trap Door Removal (default: %(default)s)",
"vanilla: No trap door removal",
"optional: Trap doors removed if blocking",
"boss: Also remove boss traps",
"oneway: Remove all annoying trap doors"
],
"key_logic_algorithm": [
"Key Logic Algorithm (default: %(default)s)",
"dangerous: Key usage must follow logic for safety",
"partial: Partial protection when using certain minor glitches",
"strict: Ensure small keys are available"
],
"decoupledoors" : [ "Door entrances and exits are decoupled" ],
"door_self_loops" : [ "Spiral stairs are allowed to self-loop" ],
"experimental": [ "Enable experimental features. (default: %(default)s)" ],
"dungeon_counters": [ "Enable dungeon chest counters. (default: %(default)s)" ],
"crystals_ganon": [
"How many crystals are needed to defeat ganon. Any other",
"requirements for ganon for the selected goal still apply.",
"This setting does not apply when the all dungeons goal is",
"selected. (default: %(default)s)",
"Random: Picks a random value between 0 and 7 (inclusive).",
"0-7: Number of crystals needed"
],
"crystals_gt": [
"How many crystals are needed to open GT. For inverted mode",
"this applies to the castle tower door instead. (default: %(default)s)",
"Random: Picks a random value between 0 and 7 (inclusive).",
"0-7: Number of crystals needed"
],
"ganon_item": [
"What item Ganon is vulnerable to while stunned in his final phase.",
"Silver: Silver arrows (as in the vanilla game).",
"Random: Picks a random damaging item (but not a medallion if swordless).",
"<item>: The specified item will damage stunned ganon.",
"None: Stunned Ganon cannot be damaged. You must use the normal silverless methods."
],
"openpyramid": [ "Pre-opens the pyramid hole, this removes the Agahnim 2 requirement for it. (default: %(default)s)" ],
"rom": [
"Path to an ALttP JP (1.0) rom to use as a base." ,
"(default: %(default)s)"
],
"loglevel": [ "Select level of logging for output. (default: %(default)s)" ],
"seed": [ "Define seed number to generate." ],
"count": [
"Use to batch generate multiple seeds with same settings.",
"If --seed is provided, it will be used for the first seed, then",
"used to derive the next seed (i.e. generating %(default)s seed(s) with",
"--seed given will produce the same %(default)s (different) rom(s) each",
"time)."
],
"tries": [
"Use to attempt multiple times to succeed at generating a seed.",
"If --seed is provided, it will be used for the first seed, then",
"used to derive the next seed, until one succeeds."
],
"fastmenu": [
"Select the rate at which the menu opens and closes. (default: %(default)s)"
],
"quickswap": [ "Enable quick item swapping with L and R. (default: %(default)s)" ],
"disablemusic": [ "Disables game music including MSU-1. (default: %(default)s)" ],
"mapshuffle": [ "Maps are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"compassshuffle": [ "Compasses are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"keyshuffle": [ "Small Keys are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"bigkeyshuffle": [ "Big Keys are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"prizeshuffle": [ "Prizes are no longer restricted to the bosses, but can be anywhere. (default: %(default)s)" ],
"shopsanity": ["Shop contents are shuffle in the main item pool and other items can take their place. (default: %(default)s)"],
"dropshuffle": [ "Controls how enemies drop items (default: %(default)s)",
"None: Enemies drops prize packs or keys as normal",
"Keys: Enemies that drop keys can drop other items and the keys are shuffled into the pool",
"Underworld: All killable enemies in the underworld can drop items"
],
"pottery": [ "Controls how items under pots are shuffled and if other items can take their place:",
"None: No pots are changed",
"Keys: Key pots are included in the location pool and other items can take their place",
"Cave: Only pots in houses and caves are included in the location pool",
"CaveKeys: Both pots in houses and caves and keys pots are included in the location pool",
"Reduced: Same as KeyCaves + 25%% of Pots in dungeons (dynamic mode)",
"Clustered: Same as KeyCaves + 50%% of Pots in dungeons, chosen by logical group (dynamic mode)",
"NonEmpty: All pots that are not originally empty are included in the location pool",
"Dungeon: Only pots in dungeons are included in the location pool",
"Lottery: All pots are part of the location pool"
],
"colorizepots": ["All pots chosen to be in location pool by the pottery setting are different.",
"Forced on in dynamic modes. Forced off in lottery"],
"shufflepots": [ "Pots and switches are shuffled on the supertile (legacy potshuffle) (default: %(default)s)"],
"mixed_travel": [
"How to handle potential traversal between dungeon in Crossed door shuffle",
"Prevent: Rails are placed to prevent bombs jump and hovering from changing dungeon except with glitched logic settings",
"Allow: Take the rails off, \"I know what I'm doing\"",
"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)"
]
}
}