New baserom (31.0.5)
Updated release notes
This commit is contained in:
2
Main.py
2
Main.py
@@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes
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from ItemList import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names
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from Utils import output_path, parse_player_names
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__version__ = '0.1.0.8-u'
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__version__ = '0.1.0.9-u'
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class EnemizerError(RuntimeError):
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class EnemizerError(RuntimeError):
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pass
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pass
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@@ -5,17 +5,18 @@
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* Spoiler lists bosses (multiworld compatible)
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* Spoiler lists bosses (multiworld compatible)
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* Bombs escape not valid for Crossed Dungeon
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* Bombs escape not valid for Crossed Dungeon
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* Graph algorithm speed improvement for placements and playthrough
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* Graph algorithm speed improvement for placements and playthrough
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* TT Attic Hint tile should have a crystal switch accessible now
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* Updated to v.31.0.5
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### Experimental features
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### Experimental features
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* Open "Edge" transitions can now be linked with normal doors
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* Open "Edge" transitions can now be linked with normal doors
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* "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges
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* "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges
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#### Couple of temporary debug features added:
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* Couple of temporary debug features added:
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* Total item count displays where TFH's goal usually does
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* Total item count displays where TFH's goal usually does
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* A red square appears in the upper right corner of the hud if the castle gate is closed
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* A red square appears in the upper right corner of the hud if the castle gate is closed
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# Bug Fixes
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# Bug Fixes
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@@ -27,8 +28,4 @@
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* Swamp flooded ladders in the basement now requires Flippers
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* Swamp flooded ladders in the basement now requires Flippers
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* PoD EG Glitch gets killed on transitions (Only when DR is on)
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* PoD EG Glitch gets killed on transitions (Only when DR is on)
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* Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda
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* Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda
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* Fixed SRAM corruption issues (we believe)
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##### In Progress
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* TT Attic Hint tile should have a crystal switch accessible now
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* Different key logic rules in development
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4
Rom.py
4
Rom.py
@@ -22,7 +22,7 @@ from EntranceShuffle import door_addresses, exit_ids
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JAP10HASH = '03a63945398191337e896e5771f77173'
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = 'b2badac693edd0880357f5a75a3e60d7'
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RANDOMIZERBASEHASH = 'ebd479fdf1152d9a093c56ce57e13571'
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class JsonRom(object):
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class JsonRom(object):
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@@ -2137,7 +2137,7 @@ def patch_shuffled_dark_sanc(world, rom, player):
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# 24B116 and 20BAD8
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# 24B116 and 20BAD8
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compass_r_addr = 0x123116 # a9 90 24 8f 9a c7 7e
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compass_r_addr = 0x123116 # a9 90 24 8f 9a c7 7e
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compass_w_addr = 0x103af6 # e2 20 ad 0c 04 c9 00 d0
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compass_w_addr = 0x103b2c # e2 20 ad 0c 04 c9 00 d0
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def compass_code_good(rom):
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def compass_code_good(rom):
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