fix: key counts when door shuffle is off
This commit is contained in:
2
Main.py
2
Main.py
@@ -38,7 +38,7 @@ from source.enemizer.DamageTables import DamageTable
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from source.enemizer.Enemizer import randomize_enemies
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from source.enemizer.Enemizer import randomize_enemies
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from source.rom.DataTables import init_data_tables
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from source.rom.DataTables import init_data_tables
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version_number = '1.5.4'
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version_number = '1.5.5'
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version_branch = '-u'
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version_branch = '-u'
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__version__ = f'{version_number}{version_branch}'
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__version__ = f'{version_number}{version_branch}'
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@@ -10,6 +10,9 @@
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# Patch Notes
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# Patch Notes
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Changelog archive
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Changelog archive
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* 1.5.4
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* Documentation: New AI-assisted documentation [Site](https://aerinon.github.io/ALttPDoorRandomizer)
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* Generation Error: Fixed Issue with Shop Code and Take Any Caves (thanks Codemann for assistance)
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* 1.5.3
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* 1.5.3
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* Logic: Key logic fix for part of a dungeon located at Skull 3 (or other similar restricted entrancs). Appropriate key logic was not being applied, causing progression issues. This mostly affect crosskey style seeds.
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* Logic: Key logic fix for part of a dungeon located at Skull 3 (or other similar restricted entrancs). Appropriate key logic was not being applied, causing progression issues. This mostly affect crosskey style seeds.
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* Standard: Rupee balancing algorithm can no longer switch out the weapon on uncle for money.
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* Standard: Rupee balancing algorithm can no longer switch out the weapon on uncle for money.
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@@ -1,6 +1,6 @@
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# Patch Notes
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# Patch Notes
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* 1.5.4
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* 1.5.5
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* Documentation: New AI-assisted documentation [Site (I really hope this works)](https//aerinon.github.io/ALttPDoorRandomizer)
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* HUD: Key counters are correct even when door shuffle is off
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* Generation Error: Fixed Issue with Shop Code and Take Any Caves (thanks Codemann for assistance)
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6
Rom.py
6
Rom.py
@@ -646,6 +646,12 @@ def patch_rom(world, rom, player, team, is_mystery=False):
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for room in world.rooms:
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for room in world.rooms:
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if room.player == player and room.palette is not None:
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if room.player == player and room.palette is not None:
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rom.write_byte(0x13f200+room.index, room.palette)
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rom.write_byte(0x13f200+room.index, room.palette)
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else:
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if world.keyshuffle[player] != 'universal':
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for name, layout in world.key_layout[player].items():
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offset = compass_data[name][4]//2
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rom.write_byte(0x13f020+offset, layout.max_chests + layout.max_drops) # not currently used
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rom.write_byte(0x187010+offset, layout.max_chests)
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if world.doorShuffle[player] == 'basic':
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if world.doorShuffle[player] == 'basic':
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rom.write_byte(0x138002, 1)
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rom.write_byte(0x138002, 1)
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for door in world.doors:
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for door in world.doors:
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10
index.md
10
index.md
@@ -68,11 +68,11 @@ Join the discussion and get help:
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## Learn More
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## Learn More
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- [Features Guide](/features) - Comprehensive feature documentation
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- [Features Guide](/features.html) - Comprehensive feature documentation
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- [Installation & Usage](/installation) - Setup and running the randomizer
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- [Installation & Usage](/installation.html) - Setup and running the randomizer
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- [Known Issues](/known-issues) - Current bugs and limitations
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- [Known Issues](/known-issues.html) - Current bugs and limitations
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- [Roadmap](/roadmap) - Future development plans
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- [Roadmap](/roadmap.html) - Future development plans
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- [Blog](/blog) - Latest updates and release notes
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- [Blog](/blog.html) - Latest updates and release notes
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## Credits
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## Credits
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