aerinon
746a739339
Main structure for various biased fills
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Lots of help around correctly reserving locations
2021-08-26 15:27:05 -06:00
aerinon
6f06dbcd04
Fix can_beat_game error
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Add start_region awareness to door finder combinations
Added dungeon table
2021-08-26 15:21:10 -06:00
aerinon
f259e8bdc8
Boss item restriction logic added
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Reserved location logic started
2021-08-20 14:32:54 -06:00
aerinon
4e91e627e1
Split dungeon refinement
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Prize relevance refinement
2021-08-19 16:21:42 -06:00
aerinon
25bc968b62
Key counts for vanilla fixed
2021-08-19 16:15:05 -06:00
aerinon
b53a005545
Fix for last ditch problems
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Special bk adjustments
Exception for self locking key doors in key lock checker
2021-08-16 15:28:20 -06:00
aerinon
fd24c016e2
Total keys fix for key logic
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(Basic reductions do not affect amount of keys placed while crossed do)
2021-08-12 15:59:01 -06:00
aerinon
6205dc2cb0
Merge in unstable changes
2021-08-12 13:50:34 -06:00
aerinon
9153dbd382
Fixed a problem that cropped up in retro+vanilla with big key placement
2021-08-12 13:44:47 -06:00
aerinon
feb9177871
Ignore certain rules when bk isn't available in contradiction checking
2021-08-04 13:46:30 -06:00
aerinon
e10c765bc2
Key logic
2021-08-03 12:16:29 -06:00
aerinon
50296915a7
Uncertain key rule change (keeping my eye on it)
2021-08-02 12:40:29 -06:00
aerinon
8a361e9672
Various refinements and fixes to key logic and generation
2021-08-02 12:39:48 -06:00
aerinon
65c583c082
Initial work on dungeon prize logic in key layouts
2021-07-27 16:00:05 -06:00
aerinon
8c2b6f3bd2
Can't have a key at blind unless you can crack the floor and deliver the maiden
2021-07-12 15:54:38 -07:00
aerinon
f15832f85e
Refinement - Missing blocked_connections added - appropriate checklists
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Optimization - Exp Cache - which is somewhat problematic with the playthrough logic
2021-07-01 16:00:47 -06:00
aerinon
b21564d5aa
Combinatoric approach revised (KLA1)
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Backported some fixes
2021-06-29 16:34:28 -06:00
compiling
a934670627
Turn off TR key validation for OWG.
2021-04-29 19:28:31 +10:00
aerinon
352592bd00
Key logic error with odd_counter and child doors
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Fix the Lone Pot doors (E/W) swapped
2021-02-13 21:09:57 -07:00
aerinon
8c2ceecd28
Note to self: evaluate this big key rule implication after the big key sphere refactor
2021-01-11 10:28:50 -07:00
aerinon
d64a4e63a2
A lot of generation improvements and bug squashing
2021-01-08 16:31:33 -07:00
aerinon
1b060f893b
Prevent HUD from showing key counter when in the overworld. (Aga 2 doesn't always clear the dungeon indicator)
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Fixed key logic regarding certain isolated "important" locations
Fixed a problem with keydropshuffle thinking certain progression items are keys
A couple of inverted rules fixed (from an outstanding ER pull request)
A more accurate count of which locations are blocked by the big key in Ganon's Tower
Updated base rom to 31.0.7 (includes potential hera basement cage fix)
2020-11-30 15:54:39 -07:00
aerinon
4dda394a90
Added option to keep original palettes in crossed dungeon mode
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If sanc if in a DW dungeon because of crossed+ ER, then you start in bunny form
Mirroring from sanc to the portal is now in logic
Another fix for animated tiles (fairy fountains)
GT Big Key stat changed on credits
Some standard logic fixes for lobbies (more outstanding)
2020-11-16 10:51:26 -07:00
aerinon
11154e1544
Crossed dungeon palette refinement
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Fixed some entrances that require reset otherwise
Fixed TR lobbies that need to be bombed
Fixed animated tiles in lobbies
Fixed wallmaster+lamp problem
Fixed some key rules that caused item requirements to be ignored
Fixed Old Man cave to be properly one-way in the graph
Fixed some odd key logic issues
2020-11-12 12:18:00 -07:00
aerinon
a1782e3edc
Bug fix for vanilla standard key rules
2020-10-23 15:25:49 -06:00
aerinon
d89801c72c
Key Hud redesign continued
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Keydropshuffle prototype
2020-10-23 12:59:18 -06:00
aerinon
7aca24b10f
Standard + Crossed bug with Hyrule Castle
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Big Key logic for standard
Some generation issues with ER
Redesigned Map/Compass section of Keysanity menu
2020-10-09 16:02:39 -06:00
aerinon
99f262cc72
Lobby logic improvements
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Cutoff entrance rug re-work
2020-09-21 16:38:15 -06:00
aerinon
2eb6c1ebc0
Crossed Dungeon generation work
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-Added a bunch of crystal switch logic
-Added a check for maiden backtracking
-OrderedFrozenSet to prevent randomization leaks with the same seed
-A few key improvements from an outstanding PR
2020-08-13 16:23:40 -06:00
aerinon
df52ca2730
Crossed Dungeon generation work
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-Rewrite of step 3b for accuracy - verified acceptable speed
--Can now detect an impossible balance situation and restart
-Eliminated false negatives in step 4 (still need to rework false positives)
-Minor key logic improvement
2020-08-04 15:24:24 -06:00
aerinon
337dbf311d
Some generation improvements (bk checked better, backtrack added re-attempts)
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No logic skips more key logic
Some prototyping new key rules
2020-05-12 15:03:39 -06:00
aerinon
9a65e45813
Refinement on BK restriction logic
2020-03-20 13:08:38 -06:00
aerinon
a18f5c4d51
Key logic rework for placement rules
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--exhaustive per key_counter
--contradictions between rules
Mire Lobby chest fix
2020-03-20 09:05:07 -06:00
aerinon
5e2a5f2e8e
Bugfix for a key lock
2020-03-03 12:39:52 -07:00
aerinon
72a94e1e4f
Vanilla fixes for 100% locations
2020-02-24 08:53:03 -07:00
aerinon
e416e46130
Placement rules implemented for checking key placement
2020-02-20 16:45:51 -07:00
compiling
8fc9132746
Ignore impossible key counters when checking key placement.
2020-02-19 22:20:14 +11:00
compiling
ed3e2da663
Log all missing chests, not just non-keys.
2020-02-19 22:20:14 +11:00
compiling
b321410e5a
Keylock checks:
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Big Chest only available after the big key is found
Bosses are always required locations
Don't check for 100% locations - failure rate is too high
2020-02-19 22:20:14 +11:00
compiling
8ad28542a4
Check for key locks after placing dungeon items.
2020-02-19 22:20:13 +11:00
aerinon
1f7c27009e
Whole ton of things:
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-Experimental Flag
--Mirror Scroll
--Mortal GT Minibosses
--Random door kinds
-Crossed Mode
--Standard logic
--Nothing Items
--GT Trash fill skip
--Too many keys in retro
--Hint work
--Spoiler clarification
--Aga 1 logic
-Misc
--Retro nothing item
--Bombable/Dashable matching
--ER+Inverted Logic fix
--Logic for GT Gauntlet/Wizzrobes
--Logic for PoD Sexy Statue switch
2020-02-11 14:40:58 -07:00
aerinon
8cac03f4a3
Minor bug fixes
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--E-W fixed on interior door in Aga Tower
--Crossed+Enemizer bug with GT minibosses
--Vanilla bug with pre-open stonewall flag
2020-02-07 08:45:21 -07:00
aerinon
9737cdf5f1
Key issues
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--PoD Vanilla Stairway
--Boss should not be allowed key
--Scale back on aggressive layouts
Merge of attic hint
Non-chest keys hints added for figuring out how to get rid of them
2020-02-05 15:23:13 -07:00
aerinon
c619e3018b
Key math fix
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Turn off vanilla validation if ER is on
2020-01-27 09:17:29 -07:00
compiling
a370b34aca
Turn off vanilla TR key logic checks when TR can be entered from back
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- will need to be based on which entrances are available and how the inaccessible entrances link
2020-01-26 15:29:14 +11:00
aerinon
59e9fb82f5
Several bug fixes for yesterday's debacle
2020-01-24 08:51:34 -07:00
aerinon
4c0c8ea21a
Key and crystal sweep fixes
2020-01-22 12:35:13 -07:00
aerinon
eff78a2389
More key logic fixes
2020-01-21 16:32:31 -07:00
compiling
4339c606be
Reverse the normal and bk_restricted door rules, if the bk_restricted rule requires more small keys (prevents placing a big key from softlocking the game later).
2020-01-21 23:41:01 +11:00
compiling
1586267a80
Ban big keys from locations that will block required freestanding keys
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TBD how to handle regular rules
2020-01-21 22:12:06 +11:00