aerinon
d365ae5c36
Fixing a couple minor bugs
2019-11-09 19:10:13 -07:00
aerinon
e7ddae0dfa
Fix a TT open edge (getting caught by door code)
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Try to fix Skull exit again
Fix Hera stair key
Some vanilla fixes
2019-11-08 16:51:51 -07:00
aerinon
5718018982
Added Turtle Rock.
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Fixed clock -> process_time for Python 3.8
Fixed interior blocked doors
Vanilla logical connections for Ice Cross (Push block)
Dungeon entrance enhancement for TR, Skull, HC (Standard)
Kill on invalid dungeons during key door shuffle
Key logic improvements (Smallkey restrictions, Logic Min/Logic Max for key doors, Big Chest doesn't count for small keys if BK not found yet)
Key door candidate now accounts for "overworld" dungeon traversal
Path checking added some Crystal Logic (Blind's Cell to Boss mostly)
Kill on dungeon gen if taking too long
2019-11-07 12:16:13 -07:00
aerinon
f8abf1fe81
Implemented mire
2019-11-05 11:39:13 -07:00
aerinon
bad5fff022
Skull 3 entrance fix - could be refined
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Thieves Town region addition - couldn't reach certain doors from elsewhere.
Ice Palace trap doors and fixed a couple broken staircases
2019-11-04 13:04:26 -07:00
aerinon
0c6ea6a14d
Fixed some typos with new interior doors
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Used direction abbreviations for the ones missed
2019-11-01 16:28:08 -06:00
aerinon
19e9738c42
Merge branch 'MinorCleanup' into DoorDev
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# Conflicts:
# DoorShuffle.py
# Doors.py
2019-11-01 16:18:37 -06:00
aerinon
e08bf3776a
Ice Palace added
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Dynamic logical doors added for ice cross w/ push block
Improved crystal switch pathing
Minor update to PoD
2019-11-01 16:13:23 -06:00
aerinon
90c3368f9d
Revamped dungeon generation
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Revamped key logic generation
Prevent key floods in playthrough/can_beat_game checks
2019-10-31 11:09:58 -06:00
aerinon
050ae66bf6
Thieves Town
2019-10-25 13:50:37 -06:00
aerinon
b27dd2f64f
Finishing up interior doors for Eastern
2019-10-24 22:45:03 -06:00
aerinon
be03fc214d
Adding some more interior doors to HC and Eastern
2019-10-22 23:00:07 -06:00
aerinon
beb15951a0
Skull Woods added
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Fixed polarity for stairs
Some swamp fixes
Prep work for dungeons that can require traversal through overworld - like skull woods
Special case for pinball room so it can be in Skull 2 or Skull 1
2019-10-17 16:35:13 -06:00
aerinon
7db3c82e70
More swamp fixes
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Removed Left Drain to Right (switch resets)
2019-10-16 06:57:57 -06:00
aerinon
6e4ab638aa
Desert Cannonball/Compass fix
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Potential PoD stair fix
--Going a down stair in Q1 to a 00 x coord is problematic
PoD stair coordinates
Attempted Swamp layer fix
More swamp fixes
--Note: Left switch resets
2019-10-15 22:38:25 -06:00
aerinon
ce626bd093
Unification of exploration logic
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Crystal stuff for PoD/Hera
Minor fixes to key logic
2019-10-15 13:01:32 -06:00
aerinon
a0fdb25b43
Spirals for Swamp
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Swamp Logic
Door definition cleanup
Stabs at Swamp events and Crystal Switches
2019-10-11 16:53:46 -06:00
aerinon
d7b5a513bf
More swamp door rom data
2019-10-10 21:52:58 -06:00
aerinon
87ff92ba7c
Swamp regions and doors
2019-10-09 16:46:26 -06:00
aerinon
dc6791da08
Door Types in Spoiler
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Some fixes for rooms with ToggleFlag "doors"
2019-10-09 14:26:18 -06:00
aerinon
db155950f2
Not allowing Lower Layer keydoors for now. vanilla Lttp engine does not handle them
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Killed the restrictive Eastern key rules - in prep for real key logic
2019-10-07 14:32:34 -06:00
aerinon
19a78f2a0c
Fixed a few spiral bugs
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Fixed a problem with door pairing system
2019-10-05 23:15:06 -06:00
aerinon
92ad60bedf
Key Door Shuffle algorithm added
2019-10-03 16:27:44 -06:00
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
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
8e50c6d8eb
Several fixes for problems with staircases in Hera/AgaTower
2019-09-21 22:15:51 -06:00
aerinon
5eb0e6e379
Aga Tower preliminary check in
2019-09-20 21:24:46 -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
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
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
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
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
8513dff636
Fix some incorrect door keyness
2019-09-14 22:08:32 -07:00
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
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
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
randall.rupper
02b3ca5d52
Some spiral layers fixed
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Some spiral camera bounds fixed
2019-09-06 09:13:49 -06:00
randall.rupper
eb3b1eaa44
Working on spiral problems
2019-09-05 21:09:26 -06:00
randall.rupper
ac01262a31
Refactored normal doors to use a lookup table. Now the door table is <4k
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Fixed graphics between HC/Sewers and cross dungeons.
Added base work for spiral staircases in HC/Eastern. (More data needed for other dungeons.)
Added new region to deal with push blocks in Sewers Secret Room
Refactored asm to be in multiple files.
2019-09-04 16:34:59 -06:00
tolmar
5a891c68d1
Fill in standard mode shuffle
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A bit ugly for now, but it basically works. Still needs logic.
2019-08-26 21:37:31 -07:00
randall.rupper
7f6c593df0
Bug with sanc/pull switch doors fixed.
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Bug with doors with offset 2 going to doors with offset 2 was fixed in asm.
Refactor asm code to use Y as 2nd index, which cleaned up code.
Also learned the phb:phk:plb ... plb trick (cleaner than what I was doing)
2019-08-26 15:03:42 -06:00
aerinon
8db381a59c
Fixed several layer issue and a couple wrong room indices. Added a notes file in case I want to remember things.
2019-08-23 21:23:42 -06:00