aerinon
5cc4fdfa1f
Added PoD
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Added Logic for Desert,Hera,Aga,PoD
Revamped Logic for HC, Eastern
2019-10-03 09:24:27 -06:00
aerinon
fd11e8cde1
Merge branch 'Dev' into DoorDev
2019-10-01 14:35:30 -06:00
aerinon
1f9f9e5656
Merge pull request #11 from KevinCathcart/Dev
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Dev
2019-10-01 14:34:44 -06:00
aerinon
8719a4919d
Door pairing system initial pass complete
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Sucessfully de-coupling of Big Key doors with dumb small key doors behind
Added a bit to trap door fixer so that we can hit the 3rd door in the door list
Added door list position info
2019-10-01 11:26:10 -06:00
aerinon
f12659af9d
Fixes to Aga Tower staircases
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Lots of initial work on key doors and other door pairs
2019-09-27 22:00:45 -06:00
aerinon
3df4fe08b3
More fixes for problems with staircases (quads 01 & 02)
2019-09-23 23:55:05 -06:00
aerinon
8e50c6d8eb
Several fixes for problems with staircases in Hera/AgaTower
2019-09-21 22:15:51 -06:00
cassidoxa
f8628337bb
One more vanilla/dungeons ROM fix
2019-09-21 22:15:12 -04:00
cassidoxa
2859acef7d
Swordless rom writes and inverted fixes
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* Update Swordless rom writes
* Remove swordless as possible mode in ItemList.py
* Fix inverted HC Ledge access
Added collection state helper methods for determining lw/dw access
Restricted locations where Link's House can be in inverted
Dark Sanc and Link's House can no longer be at the back of Skull Woods
Fixed minor error in inverted bunny rules
* Update Link's House Shuffling in inverted insanity
* More isolated entrances not to put Link's House at
* Fix Link's House in dungeons shuffles
* More dungeons shuffle stuff I forgot
2019-09-21 21:59:16 -04:00
aerinon
5eb0e6e379
Aga Tower preliminary check in
2019-09-20 21:24:46 -06:00
aerinon
1aa2d904d3
Spirals Can "connect" to the same direction now. Screws with maps.
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Some initial work on key doors. Namely altering the reverse side of Big Key doors that were unreachable in vanilla.
2019-09-19 14:58:50 -06:00
aerinon
e66908816d
Kill Landing/Warp End "Doors"
2019-09-19 14:44:33 -06:00
aerinon
6534aaecc6
Tower of Hera Door
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Logical Doors
2019-09-19 14:40:16 -06:00
randall.rupper
2f659da39f
Update to latest baserom (has some MSU-1 stuff)
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Minor fix to Armory S door - can't seem to get it right
Minor fix to spirals that cross the horiz quadrant boundary while traversing
2019-09-18 13:01:35 -06:00
randall.rupper
292af3241c
Minor logging problem
2019-09-17 14:02:21 -06:00
randall.rupper
27ea522499
Experimental and Crossed mode updated with monte carlo division of sectors
2019-09-17 13:53:30 -06:00
aerinon
a38ef2820a
Incremental improvements to algorithm.
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Can get stuck in loop because it ran into a dead end only option early, not sure how to avoid that.
Also, some landings are considered outstanding doors, that shouldn't happen.
2019-09-16 22:10:25 -06:00
randall.rupper
49e782b050
Intermediate commit to switch from work to home
2019-09-16 21:12:55 -06:00
randall.rupper
6f5121c028
Updated desert to be more compatible with logic changes (no logic yet)
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Refactored doors to clean up builder flags.
2019-09-16 15:10:37 -06:00
randall.rupper
dc74df793c
Merge branch 'DoorDev' into DoorExtension
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# Conflicts:
# DoorShuffle.py
# Doors.py
# Regions.py
2019-09-16 14:02:32 -06:00
aerinon
ada06cb519
Merge pull request #9 from aerinon/DoorShuffleStandardModeDev
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Logic!
2019-09-16 13:06:19 -06:00
tolmar
64bdedf1e3
Loosen EP rules
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EP boss rules no longer need BK+bow, since those were actually requirements of the rooms leading up to the boss.
2019-09-15 23:41:08 -07:00
tolmar
dda7dbaad4
"Ugly door" support
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Ugly doors are doors that we don't want to see from the front:
- south-facing side of a BK door
- other side of one of those keyed staircases that don't actually have a matching key on the other side
This rejects layouts where one would appear.
2019-09-15 23:40:06 -07:00
tolmar
9fa26ef067
Handle multiple startpoints and some blocked doors
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Better blocked door handling:
- Start dungeon layout at the entrance
- Hold off on linking from blocked doors until the end of the dungeon, so they either point deeper in, or get added as a loop.
- Now that we care what the start is, properly handle the fact that dungeons have multiple starts.
2019-09-15 21:14:51 -07:00
tolmar
6ac00c2968
Eastern Palace Logic
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Works sometimes. Either needs a south-facing big key door hack, or a way to avoid placing big key doors in places where you can see their back.
2019-09-15 11:35:35 -07:00
tolmar
40f345df13
Simple key logic for Escape
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Adds ability to make a location for required keys (enemy drops and pots), so the filler knows about them.
Uses the most pessimistic possible rule to make sure you can't keylock yourself in Escape.
2019-09-15 02:28:04 -07:00
tolmar
3a872723b0
Use connect_one_way when doors are blocked
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Shuffler doesn't respect blocked doors yet so it may create an unbeatable layout, and the item placer will panic. But that's better than silently giving the player something impossible
2019-09-15 02:24:48 -07:00
tolmar
b1e20c9c94
Revert forced keys change
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I think I found a better way to do it
2019-09-15 00:27:51 -07:00
tolmar
cce2ef12fa
Add lamp rules to door entrances
2019-09-15 00:08:56 -07:00
tolmar
c8bd17042e
More door fixes
2019-09-15 00:08:30 -07:00
tolmar
b4028f429a
Merge branch 'DoorDev' into DoorShuffleStandardModeDev
2019-09-14 22:15:55 -07:00
tolmar
fcd810b4f3
Force pair keydoors
2019-09-14 22:09:21 -07:00
tolmar
8513dff636
Fix some incorrect door keyness
2019-09-14 22:08:32 -07:00
aerinon
4982ef0d9c
Starting thinking about a backtracking algorithm
2019-09-14 22:27:38 -06:00
cassidoxa
99a4ea17b0
Fix swordless vanilla shuffle TR keys issue
2019-09-14 10:02:38 -04:00
cassidoxa
ec865e67e6
Fix inverted retro take anys
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Removed 'Dark Sanctuary Hint' from take any pool if mode is inverted
2019-09-14 10:02:38 -04:00
randall.rupper
97c225ab2f
Desert Regions, Doors, and fixes associate with the new stuff
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Updated generation algorithm to use new Sector object
Moved Dungeon items back for now
Created region lists for ease of grouping
2019-09-13 16:38:23 -06:00
aerinon
e739bf94bb
Merge pull request #6 from aerinon/DoorShuffleStandardModeDev
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Clean up shuffle_dungeon
2019-09-11 13:13:15 -06:00
randall.rupper
ec5e8614bc
Started addressing trap doors to help indicate when they should be open
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Sped up the gfx fixer stuff by moving the dungeon load room to execute only once
Minor optimization to spiral
Moved normal doors to separate file
2019-09-11 12:17:20 -06:00
tolmar
b07c71a487
Merge branch 'DoorDev' into DoorShuffleStandardModeDev
2019-09-07 16:44:26 -07:00
tolmar
861195eb8b
Add internal key data
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Adds forced keys (enemy and pot drops) to regions, adds key doors within supertiles.
2019-09-07 16:39:39 -07:00
aerinon
ed6ad04fa0
Fix to spiral stairs outside of dungeons.
2019-09-06 20:32:59 -06:00
tolmar
a0b9b1fefe
Clean up shuffle_dungeon
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Use logger instead of print, loop shuffling until it works.
2019-09-06 18:14:48 -07:00
aerinon
46b7a3a12f
Merge remote-tracking branch 'origin/DoorDev' into DoorDev
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# Conflicts:
# asm/spiral.asm
2019-09-06 17:36:33 -06:00
randall.rupper
48f29b3aa5
Merge branch 'Dev' into DoorDev
2019-09-06 14:22:42 -06:00
randall.rupper
1ec963f162
Moved spiral warp point during dark transition (fixed $53 logic)
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More spiral layers fixed by adding a 'from layer' bit.
Several edge cases addressed (a couple stairs crossed quadrant boundaries during transition)
2019-09-06 14:21:19 -06:00
aerinon
fe8b3e4252
Merge pull request #5 from KevinCathcart/Dev
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Keeping up with Dev
2019-09-06 11:02:46 -06:00
randall.rupper
02b3ca5d52
Some spiral layers fixed
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Some spiral camera bounds fixed
2019-09-06 09:13:49 -06:00
aerinon
4c49f7a7c2
Another refactor of camera bounds logic
2019-09-05 22:17:35 -06:00
randall.rupper
eb3b1eaa44
Working on spiral problems
2019-09-05 21:09:26 -06:00