18f115faef
Add two more rooms that need rug cuts.
CaitSith2
2020-09-15 12:47:27 -07:00
907b13b59a
Minor key door fix
aerinon
2020-09-09 16:15:39 -06:00
309dc40f08
Minor ASM reorg Fix for bonking across the TR chest gap
aerinon
2020-09-09 16:03:43 -06:00
1339bd4bc5
Add Hookshot edge for Hera Big Chest
Catobat
2020-08-08 17:09:14 +02:00
973bf02b1d
Palette refinement Sanctuary starting dungeon and mirror target Sanctuary limited to LW in open mode (non-crossed/insanity ER)
aerinon
2020-09-09 15:49:00 -06:00
7c9e02b182
Pot shuffle
compiling
2020-08-09 14:19:20 +10:00
804309565b
Bulk of Lobby randomization work
aerinon
2020-08-28 12:42:20 -06:00
ce835aaee6
Pot Shuffle in-progress
compiling
2020-07-24 21:06:37 +10:00
18447cfe3e
Torch+ChestKey counter bug fixed Total Keys on keysanity menu fixed Changed X and grayish circular symbol for new O character Fixed a key logic error Fixed unplaced items bug to remove red rupees
aerinon
2020-08-18 15:21:35 -06:00
49e799f658
Fixed two minor bugs
aerinon
2020-08-17 11:23:12 -06:00
53a5d6a98f
Incorporating CrossGenWork2 branch again
aerinon
2020-08-14 16:27:37 -06:00
459e3cdc26
Merge branch 'DoorDevUnstable' of github.com:aerinon/ALttPDoorRandomizer into DoorDevUnstable
aerinon
2020-08-14 16:24:26 -06:00
b37dc454ad
Crossed Dungeon generation work -Added more path checking to dungeon gen -Found and squashed a pair of infinite loops
aerinon
2020-08-14 16:12:41 -06:00
2eb6c1ebc0
Crossed Dungeon generation work -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
aerinon
2020-08-13 16:23:40 -06:00
df52ca2730
Crossed Dungeon generation work -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
aerinon
2020-08-04 15:24:24 -06:00
cba2ecb80e
Report extraneous or insufficient items as warning.
Fabian Dill
2020-08-02 01:14:57 +02:00
24177fa8b8
Crossed Dungeon generation work --Introduced reachable_switches --Calculate total completion in equation resolution --Prioritized one-way connections over neutral/neutral_profitable sectored but not over dead-ends --Simplified finding good complex branching candidates - just re-used equations routine --Valid multi choice for global polarity when fixing parity --Added total dungeon charge as critieria when fixing parity --Pinball used for navigation in skull 2, marked appropriately (particularly with Ice Cross in Skull 2) --Equation resolution detects used benefits with unreached_doors benefits --Greedy equation finder not longer used destination/entrance sectors of the wrong split dungeon --Required connections don't overestimate benefits --Introduced the concept of crystal switches and doors blocked by blue barriers to equations
aerinon
2020-07-22 17:11:20 -06:00
b4fd8f6bdc
Bug fix for attic blind Bug fix for simple dungeon shuffles making HC your DW access with door shuffle on Bug fix for accessibility: none Moved bk/key info to keysanity screen Added chest total to keysanity screen
aerinon
2020-07-13 17:11:36 -06:00
4ad31d641b
Add CSPRNG option: --securerandom
Kevin Cathcart
2020-06-26 20:12:30 -04:00
cd062d2165
dungeonsfull logic fix - prevent the desert prize from being required to reach desert main (unless keysanity allows access to the keys).
compiling
2020-04-29 18:11:58 +10:00
cb66fba888
Split invalid connections into normal and inverted
compiling
2020-05-25 19:33:07 +10:00
9b4c86846f
Enhance mandatory exit logic to ensure they do not block themselves, and also handle boundary conditions that often occur in inverted dungeonsfull
compiling
2020-05-24 23:52:14 +10:00
b558c054e9
Inverted dungeonsfull fix - Force reusing an existing cave if there are not enough entrances to use a new one.
compiling
2020-05-24 18:50:03 +10:00
0b943b01e8
Merge branch 'compiling-DoorPerf' into DoorDevUnstable
aerinon
2020-05-29 16:20:04 -06:00
3b4e19b5de
Fixes for compatibility with compiling perf Couple fixes for standard+ER
aerinon
2020-05-29 16:19:32 -06:00
2b441134fe
Fixed a problem with edges when those are turned off (experimental not on) Fixed a problem with standard requiring you to go through the tapestry backwards to save Zelda Added debugging features to help figure out some bugs
aerinon
2020-05-26 14:34:24 -06:00
2d8d4ebf4a
Added the stz $047a for pod eg glitch Standard generation improvements (Bomb escape rework) Vanilla+ER generation improvements
aerinon
2020-05-22 13:45:00 -06:00
ae7ce076af
Open edges math fix (indices corrected in tables) Spoiler lists bosses Enemizer settings fix Swamp flooded ladder's fix (Crossed mostly) Spoiler encoding issue fixed
aerinon
2020-05-20 10:51:56 -06:00
8b1bb810c1
Link requires flippers to exit the water from Diver Down state in Swamp.
compiling
2020-05-17 22:42:46 +10:00
ac8cd92ab6
Remove logging line for missing module - seems to not work properly and CI should handle it.
compiling
2020-05-13 20:16:49 +10:00
337dbf311d
Some generation improvements (bk checked better, backtrack added re-attempts) No logic skips more key logic Some prototyping new key rules
aerinon
2020-05-12 15:03:39 -06:00
c817e9ce91
Fix issue with crossed generation (Save and Quit entrance is not handled)
compiling
2020-05-12 21:38:37 +10:00
c7103e6919
Add fast-enum requirement to ci
compiling
2020-05-12 21:19:01 +10:00
0700af4dbd
Logic updates to Spike Cave, Bosses Fix Bomb rules to exclude Spectacle Rock Cave for inverted Require a weapon for Castle Tower kill rooms
compiling
2020-05-12 20:38:58 +10:00
1217236621
Replace world exploration with a faster algorithm - use BFS and keep track of all entrances that are currently blocked by progression items. New algorithm also obsoletes sweep_for_crystal_access Set up door and entrance caches in advance Replace CrystalBarrier with FastEnum for bitfield arithmetic
compiling
2020-05-10 19:27:13 +10:00
cf70210ed1
Fix pre_validate rejecting Desert Palace when no chests are in the back.
compiling
2020-05-09 20:28:20 +10:00
cc7145c6b8
remove collections_extended dependency and replace with much faster stdlib Counter
Fabian Dill
2020-03-07 23:35:55 +01:00
300db22725
Some ER generation improvements Attempt at Attic Hint Tile Stonewall detection improved by not excluding drops
aerinon
2020-05-05 13:24:51 -06:00
aeb3b3d4b1
Forgot straight stairs in vanilla
aerinon
2020-05-02 15:15:21 -06:00
0705ccaeda
Edge rom changes and minor mystery defensive coding
aerinon
2020-05-02 15:09:23 -06:00
67a0afc6fa
More moon pearl / superbunny fixes Use the Catfish region properly, so Catfish Descent works.
compiling
2020-04-26 22:52:04 +10:00
65b8e128b0
Allow superbunny into the Blind's Hideout entrance.
compiling
2020-04-26 21:34:10 +10:00
f964175d64
Allow clipping into the GT entrance
compiling
2020-04-26 19:16:58 +10:00
21eea4277b
Always require pearl for Swamp (Superbunny cannot do anything)
compiling
2020-04-26 18:35:11 +10:00
2decfd1f0b
Separate superbunny cave into 2 regions. For OWG, allow superbunny in superbunny cave with no mirror when entering from the bottom Fix boots clip logic to desert teleporter ledge and TR teleporter Fix mirror wrap logic for pyramid fairy For insanity shuffle, exiting Superbunny Cave bottom is now in logic.
compiling
2020-04-26 17:51:23 +10:00
db811f198c
Fix another bunny rule bug.
compiling
2020-04-25 19:41:53 +10:00
c8a30bb749
Dark Desert Teleporter requires the mitts
compiling
2020-04-25 17:35:48 +10:00
e8fef8fc7b
Fix moon pearl checks to avoid requiring moon pearl for mirror accessible locations.
compiling
2020-04-25 16:46:32 +10:00
1f504d0a79
Inverted - make the blacksmith, purple chest, bottle merchant and master sword pedestal accessible without the moon pearl.
compiling
2020-04-25 15:52:43 +10:00
3b979f4a57
Fix Waterfall entrance being inaccessible with the flippers. Fix Spectacle Rock and Bombos Tablet requiring moon pearl
compiling
2020-04-23 23:24:22 +10:00
45016ed5ce
Merge Unstable into EdgeWork
aerinon
2020-04-24 14:02:47 -06:00
946c7bbcef
Merge in DoorDev changes Revert ci changes
aerinon
2020-04-21 16:06:49 -06:00
53ddd1963c
Split dungeon combinations - runs through combinations if few enough Odd builders - new algorithm for testing entire set then making a decision Force groupings updated to be smarter about it - needs to apply elsewhere
aerinon
2020-04-21 16:03:07 -06:00
247137e43a
Remove mirror clips from Inverted / No Glitches
compiling
2020-04-15 21:35:27 +10:00
8525f07e87
Set TR key rules last, so that entrance requirements are known.
compiling
2020-04-15 20:24:18 +10:00
8aab7715be
Red and Blue Pendant are switched
zig-for
2020-04-15 00:13:41 -07:00
aed4251f13
Merge branch 'DoorDevUnstable' into CrossGenWork
aerinon
2020-04-13 14:54:59 -06:00
d02cc2bb15
Fix compassshuffle/mapshuffle menu flags
aerinon
2020-04-13 14:49:04 -06:00
e1cd520ea9
Merge unstable into CrossGen
aerinon
2020-04-10 15:17:31 -06:00
09bd392fd0
Bugfix to map info Bugfix to dungeon reminder on death
aerinon
2020-04-10 11:19:05 -06:00
acd430378d
Minor fix to vanilla doors
aerinon
2020-04-09 17:32:06 -06:00
ff3577358d
Version bump Release notes updated
aerinon
2020-04-09 17:14:42 -06:00
8e7ed89723
Formatting Json spoiler tied to jsonout arg Fixed Default Link sprite button again Removed odd return from local_path (need to test this with bundle)
aerinon
2020-04-09 17:02:40 -06:00
b86ffc3378
Merge branch 'miketrethewey-dev' into DoorDevUnstable
aerinon
2020-04-09 15:55:42 -06:00
7f935d6ff9
Fix fire speed for ice palace rooms
aerinon
2020-04-08 17:04:33 -06:00
4fe97f9b7f
Adjusted map info to be experimental Moved mirror scroll to be standard in non-vanilla door shuffles Fixed potential duplicate map issues
aerinon
2020-04-08 15:56:03 -06:00