Merged in Volatile work

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aerinon
2022-07-07 14:20:41 -06:00
parent 04fc0b442d
commit f06e7c7fd3
10 changed files with 136 additions and 166 deletions

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@@ -25,7 +25,7 @@ Note for multiworld: due to the design of the pottery lottery, only 256 items fo
### Colorize Pots
If the pottery mode is dynamic, this option is forced to be on (clustered and reduced). It is allowed to be on in all other pottery modes. Exception "none" where no pots would be colored, and "lottery" where all pots would be. This option colors the pots differently that have been chosen to be part of the location pool. If not specified, you are expected to remember the pottery setting you chose.
If the pottery mode is dynamic, this option is forced to be on (clustered and reduced). It is allowed to be on in all other pottery modes. Exceptions include "none" where no pots would be colored, and "lottery" where all pots would be. This option colors the pots differently that have been chosen to be part of the location pool. If not specified, you are expected to remember the pottery setting you chose. Note that Mystery will colorize all pots if lottery is chosen randomly.
CLI `--colorizepots`
@@ -39,15 +39,40 @@ CLI `--dropshuffle`
"Drop and Pot Keys" or `--keydropshuffle` is still availabe for use. This simply sets the pottery to keys and turns dropshuffle on as well to have the same behavior as the old setting.
The old "Pot Shuffle" option is still available under "Pot Shuffle (Legacy)" or `--shufflepots` and works the same by shuffling all pots on a supertile. It works with the lottery option as well to move the switches while having every pot in the pool.
The old "Pot Shuffle" option is still available under "Pot Shuffle (Legacy)" or `--shufflepots` and works the same by shuffling all pots on a supertile. It works with the lottery option as well to move the switches to any valid pot on the supertile regardless of the pots chosen in the pottery mode. This may increase the number of pot locations slightly depending on the mode.
#### Tracking Notes
The sram locations for pots and sprite drops are not yet final, please reach out for assistance or investigate the rom changes.
The sram locations for pots and sprite drops are now final, please reach out for assistance or investigate the rom changes if needed.
## New Options
### Collection Rate
You can set the collection rate counter on using the "Display Collection Rate" on the Game Options tab are using the CLI option `--collection_rate`. Mystery seeds will not display the total.
### Goal: Trinity
Triforces are placed behind Ganon, on the pedestal, and on Murahdahla with 8/10 triforce pieces required. Recommend to run with 4-5 Crystal requirement for Ganon. Automatically pre-opens the pyramid.
### Boss Shuffle: Unique
At least one boss each of the prize bosses will be present guarding the prizes. GT bosses can be anything.
### MSU Resume
Turns on msu resume support. Found on "Game Options" tab, the "Adjust/Patch" tab, or use the `--msu_resume` CLI option.
### BPS Patch
Creates a bps patch for the seed. Found on the "Generation Setup" tab called "Create BPS Patches" or `--bps`. Can turn off generating a rom using the existing "Create Patched ROM" option or `--suppress_rom`. There is an option on the Adjust/Patch tab to select a bps file to apply to the Base Rom selected on the Generation Setup tab using the Patch Rom button. Selected adjustments will be applied during patching.
## New Font
Font updated to support lowercase English. Lowercase vs. uppercase typos may exist. Note, you can use lowercase English letters on the file name.
## Restricted Item Placement Algorithm
The "Item Sorting" option or ```--algorithm``` has been updated with new placement algorithms. Older algorithms have been removed.
When referenced below, Major Items include all Y items, all A items, all equipment (swords, shields, & armor) and Heart Containers. Dungeon items are considered major if shuffled outside of dungeons. Bomb and arrows upgrades are Major if shopsanity is turned on. The arrow quiver and universal small keys are Major if retro is turned on. Triforce Pieces are Major if that is the goal, and the Bomb Bag is Major if that is enabled.
@@ -74,12 +99,12 @@ The fill attempts to place all major items in dungeons. It will overflow to the
### District Restriction
The world is divided up into different regions or districts. Each dungeon is it's own district. The overworld consists of the following districts:
The world is divided up into different regions or districts. Each dungeon is its own district. The overworld consists of the following districts:
Light world:
* Kakariko (The main screen, blacksmith screen, and library/maze race screens)
* Northwest Hyrule (The lost woods and fortune teller all the way to the rive west of the potion shop)
* Northwest Hyrule (The lost woods and fortune teller screens all the way to the river west of the potion shop)
* Central Hyrule (Hyrule castle, Link's House, the marsh, and the haunted grove)
* Desert (From the thief to the main desert screen)
* Lake Hylia (Around the lake)
@@ -108,10 +133,9 @@ In multiworld, the districts chosen apply to all players.
## New Hints
Based on the district algorithm above (whether it is enabled or not,) new hints can appear about that district or dungeon. For each district and dungeon, it is evaluated whether it contains vital items and how many. If it has not any vital item, items then it moves onto useful items. Useful items are generally safeties or convenience items: shields, mails, half magic, bottles, medallions that aren't required, etc. If it contains none of those and is an overworld district, then it check for a couple more things. First, if dungeons are shuffled, it looks to see if any are in the district, if so, one of those dungeons is picked for the hint. Then, if connectors are shuffled, it checks to see if you can get to unique region through a connector in that district. If none of the above apply, the district or dungeon is considered completely foolish. At least two "foolish" districts are chosen and the rest are random.
Based on the district algorithm above (whether it is enabled or not,) new hints can appear about that district or dungeon. For each district and dungeon, it is evaluated whether it contains vital items and how many. If it has not any vital item, items then it moves onto useful items. Useful items are generally safeties or convenience items: shields, mails, half magic, bottles, medallions that aren't required, etc. If it contains none of those and is an overworld district, then it checks for a couple more things. First, if dungeons are shuffled, it looks to see if any are in the district, if so, one of those dungeons is picked for the hint. Then, if connectors are shuffled, it checks to see if you can get to unique region through a connector in that district. If none of the above apply, the district or dungeon is considered completely foolish.
### Overworld Map shows dungeon location
## Overworld Map shows Dungeon Entrances
Option to move indicators on overworld map to reference dungeon location. The non-default options include indicators for Hyrule Castle, Agahnim's Tower, and Ganon's Tower.
@@ -147,7 +171,9 @@ As before, the boss may have any item including any dungeon item that could occu
##### mapcompass
The map and compass are logically required to defeat a boss. This prevents both of those from appearing on the dungeon boss. Note that this does affect item placement logic and the placement algorithm as maps and compasses are considered as required items to beat a boss.
~~The map and compass are logically required to defeat a boss. This prevents both of those from appearing on the dungeon boss. Note that this does affect item placement logic and the placement algorithm as maps and compasses are considered as required items to beat a boss.~~
Currently bugged, not recommended for use.
##### dungeon
@@ -155,145 +181,70 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
## Notes and Bug Fixes
#### Volatile
* 1.0.2.9
* Hotfix for enemizer and the new substitution
* 1.0.2.8
* Pot substitutions added for red rupees, 10 bomb packs, 3 bomb packs, and 10 arrows have been added. They use objects that can result from a tree pull or other drop. The 3 bomb pack becomes a 4 bomb pack and the 10 bomb pack becomes an 8 pack. These substitutions are repeatable like all other normal pot contents.
* 1.0.2.7
* Revised: Fix for Waterfall of Wishing logic in open. You must have flippers to exit the Waterfall (flippers also required in glitched modes as well)
* 1.0.2.6
* Fix for Zelda (or any follower) going to the maiden cell supertile and the boss is not Blind. The follower will not despawn unless the boss is Blind, then the maiden will spawn as normal.
* Added a check for package requirements before running code. GUI and console both for better error messages. Thanks to mtrethewey for the idea.
* Refactored spoiler to generate in stages for better error collection. A meta file will be generated additionally for mystery seeds. Some random settings moved later in the spoiler to have the meta section at the top not spoil certain things. (GT/Ganon requirements.) Thanks to codemann and OWR for most of this work.
* Fix for Waterfall of Wishing logic in open. You must have flippers to exit the Waterfall (or moon pearl in glitched modes that allow minor glitches in logic)
* 1.0.2.5
* Some textual changes for hints (capitalization standardization)
* Item will be highlighted in red if experimental is on
* Bug with 0 GT crystals not opening GT
* Settings code fix
* Fix for pottery not counting items in certain caves that share a supertile with shops
* 1.0.2.4
* Updated tourney winners (included Doors Async League winners)
* Fixed a couple issues with dungeon counters and the DungeonCompletion field for autotracking
* 1.0.2.3
* Fix MultiClient for new shop data location in SRAM
* Some minor text updates
* 1.0.2.2
* Change to all key pots and enemy key drops: always use the same address
* Don't colorize key pots in mystery if the item is "forced"
* 1.0.2.1
* Fix for paired doors
* Fix for forbidding certain dashable doors (it actually does something this time)
* 1.0.2.0
* Updated baserom to bleeding edge
* Pottery and enemy SRAM re-located to final destination
* Bulk of work on new font
* Updated TFH to support up to 850 pieces
* Fix for major item algorithm and pottery
* Updated map display on keysanity menu to work better with overworld_amp option
* Minor bug in crossed doors
* Minor bug in MultiClient which would count switches
* 1.0.1.13
* New pottery modes
* Trinity goal added
* Potential fix for pottery hera key
* Fix for arrows sneaking into item pool with rupee bow
* Fixed msu resume bug on patcher
* Bonk Recoil OHKO fix (again)
* 1.0.1.12
* Fix for Multiworld forfeits, shops and pot items now included
* Reworked GT Trash Fill. Base rate is 0-75% of locations fill with 7 crystals entrance requirements. Triforce hunt is 75%-100% of locations. The 75% number will decrease based on the crystal entrance requirement. Dungeon_only algorithm caps it based on how many items need to be placed in dungeons. Cross dungeon shuffle will now work with the trash fill.
* MultiServer fix for ssl certs and python
* Inverted bug
* Fix for hammerdashing pots, if sprite limit is reached, items won't spawn, but error beep won't play either because of other SFX
* Arrghus splash no longer used for pottery sprites (used apple instead)
* Killing enemies via freeze + hammer properly results in the droppable item instead of the freeze prize
* Forbid certain doors from being dashable when you either can't dash them open (but bombs would work) or you'd fall into a pit from the bonk recoil in OHKO
* Logic refinements
* Skull X Room requires Boots or access to Skull Back Drop
* GT Falling Torches requires Boots to get over the falling tile gap (this is a stop-gap measure until more sophisticated crystal switch traversal is possible)
* Fixed a couple rain state issues
* 1.0.1.11
* Separated Collection Rate counter from experimental
* Added MSU Resume option
* Ensured pots in TR Dark Ride need lamp
* Fix for GT Crystal Conveyor not requiring Somaria/Bombs to get through
* Fixes for Links House being at certain entrances (did not generate)
* 1.0.1.10
* More location count fixes
* Add major_only algorithm to code
* Include 1.0.0.2 fixes
* 1.0.1.9
* Every pot you pick up that wasn't part of the location pool does not count toward the location count
* Fix for items spawning where a thrown pot was
* Fix for vanilla_fill, it now prioritizes heart container placements
* Fix for dungeon counter showing up in AT/HC in crossed dungeon mode
* Fix for TR Dark Ride (again) and some ohko rules refinement
* 1.0.1.8
* Every pot you pick up now counts toward the location count
* A pot will de-spawn before the item under it does, error beep only plays if it still can't spawn
* Updated item counter & credits to support 4 digits
* Updated compass counter to support 3 digits (up to 255)
* Updated retro take-anys to not replace pot locations when pottery options are used
* Updated mystery_example.yml
* Fixed usestartinventory with mystery
* Fixed a bug with the old pot shuffle (crashed when used)
* 1.0.1.7
* Expanded Mystery logic options (e.g. owglitches)
* Allowed Mystery.py to create BPS patches
* Allow creation of BPS and SFC files (no longer mutually exclusive)
* Pedestal goal + vanilla swords places a random sword in the pool
* Rebalanced trash ditching algo for seeds with lots of triforce pieces
* Added a few more places Links House shouldn't go when shuffled
* Fixed a bug with shopsanity + district algorithm where pre-placed potions messed up the placeholder count
* Fixed usestartinventory flag (can be use on a per player basis)
* Fix for map indicators on keysanity menu not showing up
* Potential sprite selector fix for systems with SSL issues
* 1.0.1.6
* A couple new options for lighter pottery modes (Cave Pots and Dungeon Pots)
* New option for Boss Shuffle: Unique (Prize bosses will be one of each, but GT bosses can be anything)
* Support for BPS patch creation and applying patches during adjustment
* Fix for SFX shuffle
* Fix for Standard ER where locations in rain state could be in logic
* Fix for Ice Refill room pots, require being able to hit a switch for bombbag mode
* 1.0.1.5
* Fix for Hera Basement Cage item inheriting last pot checked
* Update indicators on keysanity menu for overworld map option
* 1.0.1.4
* Reverted SRAM change (the underlying refactor isn't done yet)
* 1.0.1.3
* Fixed inverted generation issues with pottery option
* Moved SRAM according to SRAM standard
* Removed equitable algorithm
* Upped TFH goal limit to 254
* Cuccos should no longer cause trap door rooms to not open
* Added double click fix for install.py
* Fix for pottery item palettes near bonkable torches
* Fix for multiworld progression balancing would place Nothing or Arrow items
* 1.0.1.2
* Fixed logic for pots in TR Hub and TR Dark Ride
* Fix for districting + shopsanity
* Hint typo correction
* 1.0.1.1
* Fixed logic for pots in the Ice Hammer Block room (Glove + Hammer required)
* Fixed logic for 2 pots in the Ice Antechamber (Glove required)
* Fixed retro not saving keys when grabbed from under pots in caves
* Fixed GUI not applying Drop shuffle when "Pot and Drops" are marked
* Fixed dungeon counts when one of Pottery or Drops are disabled
#### Unstable
* 1.0.1.0
* Large features
* New pottery modes - see notes above
* Pot substitutions added for red rupees, 10 bomb packs, 3 bomb packs, and 10 arrows have been added. They use objects that can result from a tree pull or other drop. The 3 bomb pack becomes a 4 bomb pack and the 10 bomb pack becomes an 8 pack. These substitutions are repeatable like all other normal pot contents.
* Updated TFH to support up to 850 pieces
* New font support
* Trinity goal added
* Separated Collection Rate counter from experimental
* Added MSU Resume option
* Support for BPS patch creation and applying patches during adjustment
* New option for Boss Shuffle: Unique (Prize bosses will be one of each, but GT bosses can be anything)
* Logic Notes
* Skull X Room requires Boots or access to Skull Back Drop
* GT Falling Torches requires Boots to get over the falling tile gap (this is a stop-gap measure until more sophisticated crystal switch traversal is possible)
* Waterfall of Wishing logic in open. You must have flippers to exit the Waterfall (flippers also required in glitched modes as well)
* Fix for GT Crystal Conveyor not requiring Somaria/Bombs to get through
* Pedestal goal + vanilla swords places a random sword in the pool
* Added a few more places Links House shouldn't go when shuffled
* Small features
* Added a check for python package requirements before running code. GUI and console both for better error messages. Thanks to mtrethewey for the idea.
* Refactored spoiler to generate in stages for better error collection. A meta file will be generated additionally for mystery seeds. Some random settings moved later in the spoiler to have the meta section at the top not spoil certain things. (GT/Ganon requirements.) Thanks to codemann and OWR for most of this work.
* Updated tourney winners (included Doors Async League winners)
* Some textual changes for hints (capitalization standardization)
* Item will be highlighted in red if experimental is on. This will likely be removed.
* Reworked GT Trash Fill. Base rate is 0-75% of locations fill with 7 crystals entrance requirements. Triforce hunt is 75%-100% of locations. The 75% number will decrease based on the crystal entrance requirement. Dungeon_only algorithm caps it based on how many items need to be placed in dungeons. Cross dungeon shuffle will now work with the trash fill.
* Expanded Mystery logic options (e.g. owglitches)
* Updated indicators on keysanity menu for overworld map option
* Bug fixes:
* Fix for Zelda (or any follower) going to the maiden cell supertile and the boss is not Blind. The follower will not despawn unless the boss is Blind, then the maiden will spawn as normal.
* Bug with 0 GT crystals not opening GT
* Fixed a couple issues with dungeon counters and the DungeonCompletion field for autotracking
* Settings code fix
* Fix for forbidding certain dashable doors (it actually does something this time)
* Fix for major item algorithm and pottery
* Updated map display on keysanity menu to work better with overworld_map option
* Minor bug in crossed doors
* Fix for Multiworld forfeits, shops and pot items now included
* MultiServer fix for ssl certs and python
* forbid certain doors from being dashable when you either can't dash them open (but bombs would work) or you'd fall into a pit from the bonk recoil in OHKO
* Fixed a couple rain state issues
* Add major_only algorithm to settings code
* Fixes for Links House being at certain entrances (did not generate)
* Fix for vanilla_fill, it now prioritizes heart container placements
* Fix for dungeon counter showing up in AT/HC in crossed dungeon mode
* Fixed usestartinventory with mystery
* Added double click fix for install.py
* Fix for SFX shuffle
* Fix for districting + shopsanity
* Fix for multiworld progression balancing would place Nothing or Arrow items
* Fixed a bug with shopsanity + district algorithm where pre-placed potions messed up the placeholder count
* Fixed usestartinventory flag (can be use on a per player basis)
* Sprite selector fix for systems with SSL issues
* Fix for Standard ER where locations in rain state could be in logic
* 1.0.0.3
* overworld_map=map mode fixed. Location of dungeons with maps are not shown until map is retrieved. (Dungeon that do not have map like Castle Tower are simply never shown)
* Aga2 completion on overworld_map now tied to boss defeat flag instead of pyramid hole being opened (fast ganon fix)
* Minor issue in dungeon_only algorithm fixed (minorly affected major_only keyshuffle and vanilla fallbacks)
* overworld_map=map mode fixed. Location of dungeons with maps are not shown until map is retrieved. (Dungeon that do not have map like Castle Tower are simply never shown)
* Aga2 completion on overworld_map now tied to boss defeat flag instead of pyramid hole being opened (fast ganon fix)
* Minor issue in dungeon_only algorithm fixed (minorly affected major_only keyshuffle and vanilla fallbacks)
* 1.0.0.2
* Include 1.0.1 fixes
* District hint rework
* Include 1.0.1 fixes
* District hint rework
* 1.0.0.1
* Add Light Hype Fairy to bombbag mode as needing bombs
* Add Light Hype Fairy to bombbag mode as needing bombs
### From stable DoorDev