The GUI was dysfunctional after the latest round of updates as it failed to address several new v31 features. The GUI should work again with this update and should allow proper interaction with all relevant options. Some aesthetic rework was necessary to account for the new large number of dropdowns.
This updates the custom item pool feature to support progressive bows and the 10 bomb item. Yes, the latter had existed for a long time and was just never put in properly. The default item pool with the custom item pool feature now matches v31's item distribution instead of whatever the last version with bomb/arrow capacity upgrades' default was. I'm unsure if anyone will actually use this feature even still, but it's now up to date!
The GUI was dysfunctional after the latest round of updates as it failed to address several new v31 features. The GUI should work again with this update and should allow proper interaction with all relevant options. Some aesthetic rework was necessary to account for the new large number of dropdowns.
This reformats the Rules.py file to no longer have quite so many totally redundant rules between inverted and non-inverted. In the process, it fixes an insanity only issue wherein the magic bat in inverted was set to always require Pearl (only in insanity can this not be true). Additionally, the inverted super bomb rules are completely reworked to be a lot more accurate (including preventing Desert Palace (East) from having the bomb shop at all in inverted insanity) and an obscure case involving non-inverted insanity super bomb return has a logic fix.
This update makes the hint system work much better with simpler shuffles, fixes a bug by which two of the paradox cave entrances had reversed instructions in hints, and prevents the useless hint of there being a skull woods small key in the skull woods pinball room. Progressive Bow is added to the important item list for hints. Further tweaks to some hint language may still be incoming, but this should address the structure of the hint system pretty completely.
The few new features are properly documented in the README now. The included text file is a hint reference designed to help players understand the helpful hint system implemented in the ER.
Link's face is supposed to be on the sign north of his house. It was missing in error; this fixes that. I believe this is the last thing needed for release.
A longstanding issue is that Fairy Ascension Cave has been treated as a simple two way connector, but in reality bunny cannot "logically" go through the cave in reverse as it requires lifting some pots with super bunny. This super bunny state is effectively unavoidable and can really only be lost if you have Boots and foolishly bonk before lifting a pot, but for logical consistency fixing this is the right thing to do. The logic should now correctly see that the cave is a two way connection with no particular item requirements in general but that the reverse direction isn't bunny transversable.
Forever in ER, erroneously, the Map Chest in Ganon's Tower erroneously required Hookshot instead of correctly accepting Hookshot or Boots like the item randomizer. The root cause involved how regional connections were strung together with the assumption Map Chest would have the same requirements as the four DMs Room chests. This fixes that and allows that chest to be accessed by logic with Boots.
This update should fully fix the key logic for Turtle Rock. This involved fixing several longstanding bugs in the program we didn't realize we had until trying to really fix this issue. Notable inclusions are that now seeds generated with a count will be identical to similarly numbered seeds generated individually and that now the always allows actually work (key for key apparently actually never happened in ER before and we didn't notice!). This also required refactoring the item pool generation before rule setting and individually moving pendant/crystal placement out of item pool generation (it's not a separate step between rule setting and normal item fill). A few exotic seed generation fails are still possible involving multi-entrance dungeons being really, really inaccessible in non-keysanity, but they're now appropriately super rare instead of being as common as they were before.
This is just for review and isn't tested beyond seeing that it runs. In theory, this should fix the TR based seed generation failures and make TR Small Key requirements as precise as possible.
This fixes a typo in which a helpful hint referring to Thieves' Town would erroneously refer to it as Thieves' Tower. Additionally, the heart color selection now supports random which will randomly choose between the other four presented options. This random feature is also supported by the adjuster.
This causes items to use clear, specific names instead of the pedestal style ambiguous names. This also randomizes the order of the two items listed in the hints for Mire left and Swamp left. Part 2 is going to be a substantial number of changes/improvements to location names.
This fixes two issues:
-The same seed number was producing (subtly) different seeds. This was caused by misplaced random calls in the changes to the entrance shuffle; these calls to the rng were happening before the random seed was decided. Re-arranging that function should solve this. Thanks to hycutype for both noticing this and providing a solution.
-Retro mode was broken with the addition of hints. This was caused by the retro exclusive regions not having defined hints (for reasons I truly question myself over, they are defined in ItemList.py...) and then further by an obscure function in copy_world that builds the playthrough and deals with the sword cave not being updated for the new three parameter regions (region objects used to only require two parameters). This has been fixed.
This should now work fairly completely. I've added the IR's junk hint text, updated the base ROM to v30, added a checkbox to the GUI/option to the command line to control the hint system, and fixed a bug in the previous upload that listed Skull Woods final erroneously in two arrays. I also now shuffle the Silver Arrow locations before hinting at the first one (so if multiple Silver Arrows are in a seed, all of them are equally likely to be the one Ganon hints at) and now call out "Castle Tower" in hints as a unique location and not as "Hyrule Castle" (what was I thinking on that?).
The junk hints still need filled in. For now, they're just clones of the Tavern Man hints. Also I haven't really tested this at all beyond verifying it runs and the ROM it makes boots. That needs to be addressed of course.
Implement correct Retro Mode item pools.
Set up most of the key logic to handle retro mode (still needs shop access)
Set ROM flags appropriately.
TODO: Support Retro Mode with custom item pools, deal with shops in general, deal with Bow paired with arrow requirements, correct Expert item pool for silvers, test older fill algorithms with retro mode, deal with the new Sahas/Bomb Shop reveal map info ROM flags.
This just adds a GUI/command line option to set the variable into world for retro mode and puts the universal key item into the list of defined items. None of the functionality is yet present.
A new dropdown option is added to allow the player to choose heart color between four options: red, blue, green, and yellow. The adjuster supports this feature as well.
GT now pre-fills with junk if it's in the vanilla location regardless of the state of the shuffleganon flag.
The smith is now allowed to be in multi-entrance cave locations in the appropriate shuffles. A duplicate Old Man Cave (West) from bomb shop multis was also removed.
The previous fix for exit offset locations in insanity style modes didn't work because it checked for world.mode instead of world.shuffle. This corrects that.
This should enable Sanctuary and the back of escape to enter Ganon's slot in the crossed shuffle only. I also removed a small bit of code that no longer did anything (the code that serviced Agahnim's Tower always being in LW back when that was necessary) and cleaned up a lot of the comments in this file to more accurately reflect the modern environment.
This implements the new restricted shuffle that does not respect the difference between single and multi-entrance caves. Restricted_legacy is present for the old restricted behavior. Full_cross_worlds is renamed to Crossed, and all listing of shuffles is given a consistent order that pushes all the _legacy variants to the back.
This is necessary to account for exiting here without otherwise having access to the area behind the rocks. Will mostly come up in insanity but has some extreme niches where it could matter in full.
This is a quick and dirty (will be replaced later) fix for having to screen transition after turning in the Mushroom, not applied in shuffles that don't move the potion shop. Also a minor fix is in place so the list of entrances that don't invoke the Skull Final etc. exit offset is expanded to include the bottom of Superbunny Cave and TR Big Chest.
The Dark World Hammer Pegs area and the Dark World shop in VoO are both regionalized to handle the possibility of connectors leading to them. Also an oversight in regionalizing Desert Palace that had broken the vanilla shuffle is corrected.
This just adds proper explanation for the new full, full_cross_worlds, full_legacy, and custom settings. Since other new shuffles are not finalized yet, I have excluded them from additional documentation for now.
Desert Palace's main section is now broken into outer and inner regions separated by the pots, and the inner region is flagged as bunny impassable which should prevent the use of the central portion of Desert Main as a bunny by the logic while still permitting the outer two doors to be used as a connection.
Super Bomb logic was supposed to just be a small tweak to take care of the TODO on adding those three insanity only bomb shop locations to the logic, but then I realized that the rules for most of Death Mountain could be liberalized somewhat since that Flute to take the bomb away is also a direct access method and took care of all that. Hopefully Super Bomb logic won't need further tweaks for a good long while.
Dam softlock fix, fake world fix, TT basement keylock, adjustments for disable music, shuffle Ganon on by default, custom missing certain progression items will fail less often.
This is the starting point for the new custom item pool feature that will let users specify the item pool. It is functional, perhaps due for some minor tweaking and definitely needs more testing. The command line side is bad, just two parameters that hopefully don't do anything under any circumstance if the user tries to use them (don't really intend to support a command line version of this feature); maybe there's a better way to let the command line ER work in general without having any opportunity to activate this feature. The GUI should probably show the user the sum of the current item pool out of 153 so the user knows how to size the item pool more easily, but that's a todo.
Makes can_extend_magic take an argument for how much magic is needed in total. Fixes rule issues with Trinexx, spike cave, and swordless Agahnim's Tower.
Fastmenu is now a variable menu speed setting instead of an on/off toggle. This update reflects that and gives the player a lot of options for the particular setting (normal, instant, double, triple, quadruple, half). A smaller change in this update is removing quickswap and fastmenu from the output file name of the randomizer (reflective of how the adjuster allows them to be shifted freely anyway) and shortening the verbiage for when progressive settings are changed (quality of life change there).
Bee catchability was writing 0x08 instead of 0xF0 which causes crashing when bees spawn.
We wrote to the wrong value for Byrna's base cost which ended up corrupting the value of Cape cost.
Both are fixed.
This increases the starting time for timed-countdown and timed-ohko modes. It's +15 minutes for keysanity, +20 minutes for most varieties of entrance shuffle, and only +10 minutes for dungeonssimple and dungeonsfull. The bonus time is cut in half for hard difficulty or above with timed-ohko. Before this, it was extremely unrealistic to be able to complete these modes without a time over.
This is a simple tweak adding a mirror connection between the main Light World and the Hyrule Castle Courtyard. This will very rarely come into play; it only matters in circumstances where the uncle tunnel does not instantly connect to the courtyard (some madness/insanity situations and when Ganon's tunnel is there in full and below), when the player does not have access to the upper levels of Hyrule Castle or to the pyramid, but the player does have the Mirror. This correctly acknowledges that entering the castle main gate is fully and permanently softlock proof in this situation.
These are the basic adjuster files setting up for a new feature in the next release. Already randomized ROMs can be adjusted after the fact and have quickswap, fast menu, disable music, heartbeep rate, or a custom sprite applied or removed at the user's discretion with the checksum being properly updated. For now, the validity check for a randomized ROM is simply that it is exactly 2 MiB long and has a file name that ends in .sfc (while .smc is a valid SNES ROM file extension, no existing randomizer programs use it for output). This feature will need more updating with the new v28 features before it's ready for primetime; KevinCathcart's sprite selector will be an important part of this feature, and I believe variable speed fastmenu will be supported by the v28 base ROM so I'd want to make that selectable as well. For now, this should work as building blocks.