feat: rom fixups, update docs
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# Patch Notes
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Changelog archive
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* 1.4.11
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* Rom fixes (all thanks to Codemann, I believe)
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* Pot bug when at sprite limit
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* Kodongo AI vanilla in vanilla rooms
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* Issue with music silencing across certain room transitions
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* Glitched: Some HMG logic fixed. Thanks Muffins! (Sorry it took me forever to get this PR in)
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* Glitched: Blind fight VRAM fix. Thanks Mufffins!
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* Text: Updated tourney winners. Thanks clearmouse!
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* Enemizer: Banned Swamola enemy everywhere as they may be causing crashes
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* Enemizer: Enemy bans from Q2 and Q3. Thank you for all the reports.
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* 1.4.10
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* Logic: Changed the rule surrounding the Bumper Cave Ledge Drop (the murderdactyl) to only require Pearl AND (Cape OR Byrna OR a Sword) in OHKO mode for now. This is a temporary solution until a better way to prevent needing to use a framerule to get past the bird is invented.
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* Helmacopter Fix.
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@@ -1,13 +1,15 @@
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# Patch Notes
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* 1.4.11
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* Rom fixes (all thanks to Codemann, I believe)
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* Pot bug when at sprite limit
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* Kodongo AI vanilla in vanilla rooms
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* Issue with music silencing across certain room transitions
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* Glitched: Some HMG logic fixed. Thanks Muffins! (Sorry it took me forever to get this PR in)
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* Glitched: Blind fight VRAM fix. Thanks Mufffins!
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* Text: Updated tourney winners. Thanks clearmouse!
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* Enemizer: Banned Swamola enemy everywhere as they may be causing crashes
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* Enemizer: Enemy bans from Q2 and Q3. Thank you for all the reports.
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* 1.5.0
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* Logic: Fixed vanilla key logic for GT basement
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* Enemy Drop: Added "spies" and shadows for hidden enemies when enemy drop shuffled is enabled
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* Keysanity/Keydrop Menu for DR:
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* Map is no longer required to see key counts for dungeons if not shuffled. This information is available right away in the menu.
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* The key counter on the HUD for the current dungeon now accounts for keys from enemies or pots that are from vanilla key locations.
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* The first number on the HUD represents all keys collected either in that dungeon or elsewhere.
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* The second number on the HUD is the total keys that can be collected either in that dungeon or elsewhere.
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* The key counter on inside the Menu is unchanged. (At the bottom near A button items)
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* The first number in the Menu is the current number of keys in your inventory
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* The second number is how many keys left to find in chests (not those from pots/enemies unless those item pools are enabled)
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* Customizer: free_lamp_cone option added. The logic will account for this, and place the lamp without regard to dark rooms.
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* Customizer: force_enemy option added that makes all enemies the specified type if possible. There are known gfx glitches in the overworld.
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2
Rom.py
2
Rom.py
@@ -42,7 +42,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = 'f327962e7f2872c80fd75b35c6f2c985'
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RANDOMIZERBASEHASH = '53a99b36f47fcb81c372d03e3559c590'
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class JsonRom(object):
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@@ -48,6 +48,8 @@ Some settings are intended to only be accessed using the customizer:
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* `aga_randomness` setting this to false, turns off blue balls and ganon warp randomness
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* `money_balance` this is a percent (0-100). For numbers less than 100, both price balancing and money balancing will only attempt to ensure the player has access to only a percentage of the required funds. When 0, this should effectively disable money balancing. Grinding for rupees may be necessary whenever this is less than 100.
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* `free_lamp_cone` setting this to true will make all dark rooms have a light cone without lamp. The lamp will be placed without regard to dark room logic.
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* `force_enemy` setting this to a specific enemy (like 'StalfosKnight' or 'Lynel', complete list in EnemyList.py) will attempt to make all enemies that type. Some enemies cannot be changed (like bosses). Known issues with gfx glitches occurring in the overworld, as they do not limit the enemy types as appropriate for the sprite sheet.
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###### Not Yet Implemented
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