From 6a0aa190a9eeff32d5838449e513f28b03ffcbe2 Mon Sep 17 00:00:00 2001 From: aerinon Date: Mon, 8 Dec 2025 16:37:04 -0700 Subject: [PATCH] fix: issue with keys counts not updating correctly --- PastReleaseNotes.md | 21 ++++++++++++++++++++- RELEASENOTES.md | 18 ++---------------- Rom.py | 2 +- data/base2current.bps | Bin 118398 -> 118425 bytes 4 files changed, 23 insertions(+), 18 deletions(-) diff --git a/PastReleaseNotes.md b/PastReleaseNotes.md index dbdc2f12..adf09b6a 100644 --- a/PastReleaseNotes.md +++ b/PastReleaseNotes.md @@ -1,10 +1,29 @@ # Past Feature Notes -1.4.3: File Select/End Game screen: Mirror Scroll and Pseudoboots added (Thanks Hiimcody!) +1.5.0 +* Enemy Drop: Added "spies" and shadows for hidden enemies when enemy drop shuffled is enabled +* Pottery: Pots will uncolor when the item inside is collected next time the room is loaded + +1.4.3 +* File Select/End Game screen: Mirror Scroll and Pseudoboots added (Thanks Hiimcody!) # Patch Notes Changelog archive +* 1.5.0 + * Logic: Fixed vanilla key logic for GT basement + * Logic (Playthrough): Fixed an issue where enemy kill rules were not applied during playthrough calculation. (Thanks Catobat for the catch) + * Keysanity/Keydrop Menu for DR: + * Map key information is now controlled by the Dungeon Chest Counts setting. If set to always on, this information will be available right away in the menu and will be on the HUD even when the map is not obtained. + * The key counter on the HUD for the current dungeon now accounts for keys from enemies or pots that are from vanilla key locations. + * The first number on the HUD represents all keys collected either in that dungeon or elsewhere. + * The second number on the HUD is the total keys that can be collected either in that dungeon or elsewhere. + * The key counter on inside the Menu is unchanged. (At the bottom near A button items) + * The first number in the Menu is the current number of keys in your inventory + * The second number is how many keys left to find in chests (not those from pots/enemies unless those item pools are enabled) + * Customizer: free_lamp_cone option added. The logic will account for this, and place the lamp without regard to dark rooms. + * Customizer: force_enemy option added that makes all enemies the specified type if possible. There are known gfx glitches in the overworld. + * Optimization: Improved generation performance (Thanks Catobat!) * 1.4.11 * Rom fixes (all thanks to Codemann, I believe) * Pot bug when at sprite limit diff --git a/RELEASENOTES.md b/RELEASENOTES.md index b614f702..07edbb58 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -1,18 +1,4 @@ # Patch Notes -* 1.5.0 - * Logic: Fixed vanilla key logic for GT basement - * Logic (Playthrough): Fixed an issue where enemy kill rules were not applied during playthrough calculation. (Thanks Catobat for the catch) - * Enemy Drop: Added "spies" and shadows for hidden enemies when enemy drop shuffled is enabled - * Pottery: Pots will uncolor when the item inside is collected next time the room is loaded - * Keysanity/Keydrop Menu for DR: - * Map key information is now controlled by the Dungeon Chest Counts setting. If set to always on, this information will be available right away in the menu and will be on the HUD even when the map is not obtained. - * The key counter on the HUD for the current dungeon now accounts for keys from enemies or pots that are from vanilla key locations. - * The first number on the HUD represents all keys collected either in that dungeon or elsewhere. - * The second number on the HUD is the total keys that can be collected either in that dungeon or elsewhere. - * The key counter on inside the Menu is unchanged. (At the bottom near A button items) - * The first number in the Menu is the current number of keys in your inventory - * The second number is how many keys left to find in chests (not those from pots/enemies unless those item pools are enabled) - * Customizer: free_lamp_cone option added. The logic will account for this, and place the lamp without regard to dark rooms. - * Customizer: force_enemy option added that makes all enemies the specified type if possible. There are known gfx glitches in the overworld. - * Optimization: Improved generation performance (Thanks Catobat!) +* 1.5.1 + * Bugfix: Fixed an issue with keys not counting correctly diff --git a/Rom.py b/Rom.py index f71b43c4..6b8198b2 100644 --- a/Rom.py +++ b/Rom.py @@ -42,7 +42,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings JAP10HASH = '03a63945398191337e896e5771f77173' -RANDOMIZERBASEHASH = '98131bfbcb4f2f305befa7a0ae7dc44d' +RANDOMIZERBASEHASH = '71dcfe005725a2afcaf45698eaee971f' class JsonRom(object): diff --git a/data/base2current.bps b/data/base2current.bps index fb4e4e514484792328e6b83dc0ba822036337a57..53a2b5636037e8862dc71e10e4439cc65f0d20a3 100644 GIT binary patch delta 1685 zcmW+!4OCO-8P1zaeh8o-1O+WzFBm|fgdcxPF$HR=GC>8W7Al)tE5tgFPG=Fq4G_u& z(+JlrQ{wODP?O}Za_1M0`F97XzoQCiIY?Q%G!j6>dS#ml@Ss`6M=-;_AE6?^#D2Q$ zrUI<2J0S~Xf4b+G4=^hBPGT*98WpZ7h%B6Q%>Qr#-ISSaUsDCjM$Sdcsi;v`t>C6Q zTQARdFkTdTCL6pgnRG@9MF^*=;MeR2sf_>!*ymJsfKv2n+E{$deFshKdOC1`woou) z4~5NtYov_GlYVg0*FY#Bd8;$h-v&?2)Vi zfH?%&B($(p_AWx0<#=xRGU!8RHEPH}ZcQU_tm=i0`LM`VpRNP2vwu9Z6f5*M-pMLp zl>L?YvQl6wPbEMmd+zr?*&dFA@VFN5%j?in_%+Uy z_4F&naO3sh--5S;vqACf@>$>BC0(LPxE^bL>u}Nb4*fdY{wt_PEdbP_UuSADHMHWQ z4IO$FmW}IGw)NvECr4m{s4}%MswEwc&*>PLnk1d}K+JUSYVu+?9}v@TqZImo=*zE2 zVVD*u{uV_AM zeGzFw&qEy2h0->>bQfh8eSD{)+53bD$tdB;%h>zgSBMM<5CXzS>;62TcCHQ)Wg{pM zS|j_zeaC}#<}&&^R2d&<%$2(5jd@bH!Ux-x`g-~lUXea! zY~{b>ad~kc)5=d+PZalILFm5DPw;PfR-s!Dk1R`AFQqL$-p2cQ&RUO(9~Dcg&bV+s z>Uxw4&Fsjd;gw+pqqbV^RRyFI%HpK9u|R~w+hhMcnw;pObA0FVPR<$yX0fFB**04d zw=o*tPmpZhV(>(Biy3ew0n~W780z5^rz`=L0+!=~-LM`Kxz~5YmMA!d?XQ44_n^LX z%2zS$3MsvrvH*E4H5BQM4BI)}cQ>DN1)|%;_EbmPWHeRJ*{7r56<^Gh;p%G8#8ZQe z+_z+EcMCs5?Oti9S@>LxtMH|2P(^I(ABiAmEF%TvH+ZHR(we`qjGVCP4#(4m8*w&e zeLQWEk~;T?akidAqfU)2OdxY{wiX;INai+yeH-W5S{qOQ7^9c>$k)-f^M+O7zBX1) zGwvq?6E8Kz(&NV)V`(PSW$QUe(Oo&TWv$Mga_T0D=g-4r^3H1T7*w- zJ#Tc{{hK)P0gP*airLoxc!Y3@v~B=xokmnf;=j~DF6_ZiYv2%3{8j^Z=vDY2EWE0! z+d#+cYk8Jidj$R~mcOylV3>?Xd${D+;5q@9@k|}4Ap*zM!!}LP6iz5--idXJ{Jub* zugki(lzEbLRWbcg~!1 z=Ggk=PtMAR#e^hSp35Q`u}T`~IZxg|8wkDPLeKfEZZo+BF~nAdsP}x<->qZ<8zRyH z)JP$HRV=!XPDnph4F2E@ztcy4gAB4th-Uj`^8lpmkbE@(Zgf}qIox9}Mr#Ooh5dH^ zbtUw(o@6b^uTMI|K_-X2^;8YON>rG#eqQlCXZQ~bc9FeoTS^rq9O2xQf>e&UYlJk} zaq?2Qof$-tr*q*wR-M`)gCc}8G;oCdAmcbd6}wK;53m`1o9RzXyziulvbnyUl#PVp z{)i;}iF-8}n>C?3RKXlvmE^?Z4heyn$h;?K~#PBsb{md88%+_lA z03IU9Rl}PsnOjB(xBO*!)O_eejd~p{LmvHcc%Rj5Sh)gb*gdb;0nqHn4Ks1Vet`~F z30K&ct(Ou6rtxkA$YYQFV{=i|*^oLVG@(|Ppc@Y^$cOZisL>1&YW*>Eu#qy&*5K;= zcACToIg57gp>pu}C!sGww?g5N{BHbR-}5s~Pg#U8YxFI_8;jcMC61cQ=p~&1Pz$}p z(qcJ!5|`(+(;6Hbpf!#a0kkepV1lTzv@n{PCagyPepmqcNHJ9cDztej3F^>+sm#QM zKX?kYwrjl6KgwtG)3#CGKZcef=TtewqUot;VLmFDE`%!7IK8D=BI#hR^v779V5zvn zL@lr{{T~tyoYQ~jGUwO&+jR8k!H;E0sUdrPy%n-b2d) zLo+Ik=pYpxiDc$%xs7r+-neCG9{Qb#$VuVlZb1jY#jSq8IlLN2{;d zhS#gV!gG5dbM05Q;a42`eTkImTD)UNT_R#XHWtFyhiXBm%h??`Xjlf@EzK z*e~(kV?wz@kM~x?B3aalI4YpS$EzVNF@2%U8s$=st3>#31*goe{_#~@$qsy>8pzni zy|crFOJwu_80+++a=@W#SPpSGX)nA$6t%DCUfT;FNTSNBx=d8;)|L!zT`l}9R@AOE znZ{ITH&<{FJ|uv}b9JBt1zuJUYyVVq6DL$E>#%H&Zl5v6=?&?UN^ z$GL;CzN$fYu14Mzk&xFWoU@0FD=7&CNQj-O8Zm3cDawjWIWwe#%1%o_28Zq_I&QJ0LC7%J{m45ZXL*n~PO zoxru&#?+pV{Zt&+dO<)9{?0P5NpXde_hxN>7q=eQQ- zdEm@GhF;Jen|x)U8P9bCBRAB!=`_b8Y{u}Ga)rTdPUF*fhnCCffiFQS+2zKyoU|9# z!UApn<#XTjKk<`-e?FkV6?S-ao;d$IE6;z;BOdSPKC?qGJErv6-nT2kI#v$WKt4D4 R5lku+TXu0h{(lyV{tqH*%e?>q