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Constants.py
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265 lines (235 loc) · 7.28 KB
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from Parsers.Level import Level
from pathlib import Path
import os
import json
import sys
application_path = None
if getattr(sys, 'frozen', False):
application_path = os.path.abspath(os.path.join(sys.executable, os.pardir))
else:
application_path = os.path.dirname(os.path.abspath(__file__))
LVL_MAIN=Level(0x108A10, 0x108A40, None, "Main Entry")
LVL_GAME_OVER=Level(0x269EA0, 0x26A3A0, None, "Game Over")
LVL_MAIN_MENU=Level(0x2A6120, 0x2A65B0, 0x26, "Main Menu")
LVL_MAIN_SCR=Level(0x2ABCA0, 0x2AC6B0, None, "Main Scripts")
LVL_CASTLE_GROUNDS=Level(0x4545E0, 0x454E00, 0x10, "Castle Grounds") # 0
LVL_CASTLE_INSIDE=Level(0x3CF0D0, 0x3D0DC0, 0x06, "Castle Inside") # 0
LVL_CASTLE_COURTYARD=Level(0x4AF670, 0x4AF930, 0x1A, "Castle Courtyard") # 0
LVL_BOB=Level(0x405A60, 0x405FB0, 0x09, "Bob-omb Battlefield") # 1
LVL_WF=Level(0x49DA50, 0x49E710, 0x18, "Whomp's Fortress") # 2
LVL_JRB=Level(0x423B20, 0x4246D0, 0x0C, "Jolly Roger Bay") # 3
LVL_CCM=Level(0x395C90, 0x396340, 0x05, "Cool, Cool Mountain") # 4
LVL_BBH=Level(0x3828C0, 0x383950, 0x04, "Big Boo's Haunt") # 5
LVL_HMC=Level(0x3E6A00, 0x3E76B0, 0x07, "Hazy Maze Cave") # 6
LVL_LLL=Level(0x48C9B0, 0x48D930, 0x16, "Lethal Lava Land") # 7
LVL_SSL=Level(0x3FB990, 0x3FC2B0, 0x08, "Shifting Sand Land") # 8
LVL_DDD=Level(0x495A60, 0x496090, 0x17, "Dire, Dire Docks") # 9
LVL_SL=Level(0x40E840, 0x40ED70, 0x0A, "Snowman's Land") # 10
LVL_WDW=Level(0x419F90, 0x41A760, 0x0B, "Wet-Dry World") # 11
LVL_TTM=Level(0x4EB1F0, 0x4EC000, 0x24, "Tall, Tall Mountain") # 12
LVL_THI=Level(0x42C6E0, 0x42CF20, 0x0D, "Tiny-Huge Island") # 13
LVL_TTC=Level(0x437400, 0x437870, 0x0E, "Tick Tock Clock") # 14
LVL_RR=Level(0x44A140, 0x44ABC0, 0x0F, "Rainbow Ride") # 15
LVL_VANISH_CAP=Level(0x461220, 0x4614D0, 0x12, "Vanish Cap") # 22
LVL_METAL_CAP=Level(0x4BE9E0, 0x4BEC30, 0x1C, "Metal Cap") # 20
LVL_WING_CAP=Level(0x4C2700, 0x4C2920, 0x1D, "Wing Cap") # 21
LVL_BOWSER_1=Level(0x45BF60, 0x45C600, 0x11, "Bowser in the Dark World") # Bowser 1 "BIDW", # 16
LVL_BOWSER_1_BATTLE=Level(0x4C41C0, 0x4C4320, 0x1E, "Bowser in the Dark World Battle"),
LVL_BOWSER_2=Level(0x46A840, 0x46B090, 0x13, "Bowser in the Fire Sea") # Bowser 2 "BIFS", # 17
LVL_BOWSER_2_BATTLE=Level(0x4CE9F0, 0x4CEC00, 0x21, "Bowser in the Fire Sea Battle"),
LVL_BOWSER_3= Level(0x477D00, 0x4784A0, 0x15, "Bowser in the Sky") # Bowser 3 "BITS", # 18
LVL_BOWSER_3_BATTLE=Level(0x4D14F0, 0x4D1910, 0x22, "Bowser in the Sky Battle"),
LVL_SECRET_AQUARIUM=Level(0x46C1A0, 0x46C3A0, 0x14, "Secret Aquarium") # 24
LVL_SECRET_PEACH_SLIDE=Level(0x4B7F10, 0x4B80D0, 0x1B, "Secret Slide") # 19
LVL_SECRET_RAINBOW=Level(0x4CD930, 0x4CDBD0, 0x1F, "Rainbow Bonus") # 23
""" All courses, mostly in order """
ALL_LEVELS = [
# Special
LVL_MAIN,
LVL_GAME_OVER,
LVL_MAIN_MENU,
LVL_MAIN_SCR,
# Castle
LVL_CASTLE_GROUNDS,
LVL_CASTLE_INSIDE,
LVL_CASTLE_COURTYARD,
# Main Levels
LVL_BOB,
LVL_WF,
LVL_JRB,
LVL_CCM,
LVL_BBH,
LVL_HMC,
LVL_LLL,
LVL_SSL,
LVL_DDD,
LVL_SL,
LVL_WDW,
LVL_TTM,
LVL_THI,
LVL_TTC,
LVL_RR,
# Cap Levels
LVL_VANISH_CAP,
LVL_METAL_CAP,
LVL_WING_CAP,
# Bowser Levels
LVL_BOWSER_1,
LVL_BOWSER_2,
LVL_BOWSER_3,
# Secrets
LVL_SECRET_AQUARIUM,
LVL_SECRET_PEACH_SLIDE,
LVL_SECRET_RAINBOW,
]
LEVEL_SHORT_CODES = {
LVL_BOB: 'BOB',
LVL_WF: 'WF',
LVL_JRB: 'JRB',
LVL_CCM: 'CCM',
LVL_BBH: 'BBH',
LVL_HMC: 'HMC',
LVL_LLL: 'LLL',
LVL_SSL: 'SSL',
LVL_DDD: 'DDD',
LVL_SL: 'SL',
LVL_WDW: 'WDW',
LVL_TTM: 'TTM',
LVL_THI: 'THI',
LVL_TTC: 'TTC',
LVL_RR: 'RR',
LVL_BOWSER_1: 'BIDW',
LVL_BOWSER_2: 'BIFS',
LVL_BOWSER_3: 'BITS',
LVL_SECRET_AQUARIUM: 'AQUARIUM',
LVL_SECRET_PEACH_SLIDE: 'SLIDE',
LVL_SECRET_RAINBOW: 'OTR',
LVL_VANISH_CAP: 'VC',
LVL_METAL_CAP: 'MC',
LVL_WING_CAP: 'WC'
}
""" Castle Levels, inside, outside and courtyard """
CASTLE_LEVELS=[LVL_CASTLE_GROUNDS, LVL_CASTLE_INSIDE, LVL_CASTLE_COURTYARD]
""" Mission Levels from BOB to TTC + RR """
MISSION_LEVELS=[LVL_BOB, LVL_WF, LVL_JRB, LVL_CCM, LVL_BBH, LVL_HMC, LVL_LLL, LVL_SSL, LVL_DDD, LVL_SL, LVL_WDW, LVL_TTM, LVL_THI, LVL_TTC, LVL_RR]
""" Levels to obtain certain caps """
CAP_LEVELS=[LVL_WING_CAP, LVL_METAL_CAP, LVL_VANISH_CAP]
""" Bowser levels (before fight) """
BOWSER_STAGES=[LVL_BOWSER_1, LVL_BOWSER_2, LVL_BOWSER_3]
""" Special Levels that are not "really" playable """
SPECIAL_LEVELS=[LVL_MAIN, LVL_MAIN_MENU, LVL_GAME_OVER, LVL_MAIN_SCR]
""" Mapping LEVEL-ID -> LEVEL """
LEVEL_ID_MAPPING={level.level_id: level for level in ALL_LEVELS}
""" This is to ensure playability with key-doors """
GROUND_FLOOR_LEVELS = [
LVL_BBH, LVL_BOB, LVL_CCM, LVL_WF, LVL_JRB, LVL_SECRET_AQUARIUM, LVL_SECRET_PEACH_SLIDE, LVL_WING_CAP, LVL_BOWSER_1
]
BASEMENT_LEVELS = [
LVL_SSL, LVL_DDD, LVL_BOWSER_2, LVL_HMC, LVL_LLL, LVL_VANISH_CAP
]
FIRST_FLOOR_LEVELS = [
LVL_SL, LVL_THI, LVL_WDW, LVL_TTM
]
SECOND_FLOOR_LEVELS = [
LVL_TTC, LVL_SECRET_RAINBOW, LVL_RR, LVL_BOWSER_3
]
LEVEL_ORDER = [
*GROUND_FLOOR_LEVELS,
*BASEMENT_LEVELS,
*FIRST_FLOOR_LEVELS,
*SECOND_FLOOR_LEVELS
]
GEO_SCRIPT_FUNCS = {
0x00: "BRANCH_AND_STORE",
0x01: "TERMINATE_GEO_LAYOUT",
0x02: "BRANCH_GEO_LAYOUT",
0x03: "RETURN_FROM_BRANCH",
0x04: "OPEN_NODE",
0x05: "CLOSE_NODE",
0x06: "STORE_CURRENT_NODE_POINTER_TO_TABLE", # unused
0x07: "SET_OR_AND_NODE_FLAGS", # unused
0x08: "SET_SCREEN_RENDER_AREA",
0x09: "SET_BACKGROUND_FRUSTUM_MATRIX",
0x0A: "SET_CAMERA_FRUSTUM",
0x0B: "START_GEO_LAYOUT",
0x0C: "TOGGLE_Z_BUFFER",
0x0D: "SET_RENDER_RANGE",
0x0E: "SWITCH",
0x0F: "UNKNOWN_0x0F",
0x10: "TRANSLATE_AND_ROTATE",
0x11: "TRANSLATE_NODE_AND_LOAD_DL_OR_START_GEO_LAYOUT",
0x12: "ROTATE_NODE_AND_LOAD_DL_OR_START_GEO_LAYOUT",
0x13: "LOAD_DL_WITH_OFFSET",
0x14: "BILLBOARD_MODEL_AND_TRANSLATE_AND_LOAD_DL_OR_START_GEO_LAYOUT",
0x15: "LOAD_DL",
0x16: "START_GEO_LAYOUT_WITH_SHADOW",
0x17: "SETUP_OBJ_RENDER",
0x18: "LOAD_POLYGON_ASM",
0x19: "SET_BACKGROUND_IMAGE",
0x1A: "NO_OP", # unused
0x1D: "SCALE_MODEL",
0x1E: "NO_OP", # unused
0x1F: "NO_OP", # unused
0x20: "START_GEO_LAYOUT_WITH_RENDER_AREA"
}
PAINTING_IDS = {
LVL_BOB: 0x00,
LVL_CCM: 0x01,
LVL_WF: 0x02,
LVL_JRB: 0x03,
LVL_LLL: 0x04,
LVL_SSL: 0x05,
LVL_HMC: 0x06,
LVL_DDD: 0x07,
LVL_WDW: 0x08,
LVL_THI: 0x0D, # Huge Version
LVL_TTM: 0x0A,
LVL_TTC: 0x0B,
LVL_SL: 0x0C
}
SONG_NAMES = [
"No Music",
"End Level",
"SMB music title",
"Bob-omb's Battlefield",
"Inside Castle walls",
"Dire Dire Docks",
"Lethal Laval land",
"Bowser battle",
"Snow",
"Slide",
"Crash",
"Piranha plant lullaby",
"Hazy Maze",
"Star select",
"Wing cap",
"Metal cap",
"Bowser Message",
"Bowser course",
"Star catch",
"Ghost Merry-go-round",
"Start and End Race with Koopa the Quick",
"Star appears",
"Boss fight",
"Take a Key",
"Looping stairs",
"Crashes",
"Credits song",
"Crashes",
"Toad",
"Peach message",
"Intro Castle sequence",
"End fanfare",
"End music",
"Menu",
"Lakitu",
]
WARP_ID_WIN=0xf0
WARP_ID_LOSE=0xf1
WARP_ID_RECOVER=0xf3
SPECIAL_WARP_IDS = [WARP_ID_WIN, WARP_ID_LOSE, WARP_ID_RECOVER]
BEHAVIOUR_NAMES = {}
application_path
with open(os.path.join(application_path, "Data", "behaviorNames.json"), "r") as behavior_file:
BEHAVIOUR_NAMES = json.loads(behavior_file.read())
BEHAVIOUR_NAMES = dict({ hex(int(key, 16)): name for (key, name) in BEHAVIOUR_NAMES.items()})