dc5319ae97
Don't fix fake worlds for glitched modes. Pre-open pyramid for crystals goal with entrance shuffles that don't move Ganon (vanilla, dungeon-only shuffles)
compiling
2020-10-31 14:37:34 +11:00
c6c4b58c93
Remove dead code. Fix imports.
compiling
2020-10-31 10:40:12 +11:00
e62d095d28
Connect hyrule_castle_exits to light world exits in standard dungeonsfull shuffle when there are no mandatory exits. Fix GT key logic to only allow placing a small key in the map room when the playthrough algorithm can reach it (due to limitations of the key logic).
compiling
2020-07-29 18:05:47 +10:00
6ff039e67a
Fix some more multiworld conflict issues
compiling
2020-10-31 10:20:00 +11:00
0cc3b888e9
Fix bunny glitch rules for Tower of Hera (requires a sword to hit the switch) and Mini Moldorm Cave (pits prevent clearing in superbunny state)
compiling
2020-07-12 20:05:18 +10:00
9dbe591fe9
Fix up no logic entrance rules - create all the OWG transitions, but don't apply any logic
compiling
2020-07-10 17:37:35 +10:00
665e7b1497
Reduce mandatory exits for OWG logic to only those that cannot be reached by glitches
compiling
2020-06-13 19:12:01 +10:00
184f9db922
Split mirror glitches into clips and offsets, with different rules (offsets need boots). Fix inverted mirror rules - DM Descent is a mirror offset, East DM access is a mirror wrap (not in logic). Add mirror clip to Desert East entrance (from east Mire Shed). Add inverted mirror offset to hyrule castle ledge (placing a portal on the houlihan exit).
compiling
2020-06-13 15:39:58 +10:00
ccb3056f53
Go back to the old copy_world routine, and fix it to work with dynamic connections.
compiling
2020-05-10 14:56:52 +10:00
3c27a64478
Go back to a custom copy_world implementation. copy.deepcopy doesn't handle big graphs very well (stackoverflow).
compiling
2020-05-09 10:00:41 +10:00
1bd3ccfdc5
Require flippers for returning to dark lake hylia from Ice Palace / Capacity Fairy.
compiling
2020-05-08 19:54:33 +10:00
10bf0870df
Make Pyramid Fairy offset mirror require access to Hyrule Castle Courtyard through the secret passage entrance (the normal route is not possible if you killed Agahnim).
compiling
2020-05-08 19:32:04 +10:00
86da66fd0b
Add OWG clip to dark world floating island.
compiling
2020-05-08 18:23:55 +10:00
3bbad7bd91
Fix some multiworld merge issues
compiling
2020-10-30 17:35:32 +11:00
2d6910024f
Combine bunny rules calculation for inverted and normal.
compiling
2020-05-07 20:00:29 +10:00
07fe3191e6
Add inverted bomb shop rules for race game left (insanity shuffle).
compiling
2020-05-07 19:04:34 +10:00
71e5fd7d26
Require moon pearl and flippers to exit the Waterfall of Wishing cave in inverted.
compiling
2020-05-07 18:58:57 +10:00
b1853e2ad9
Refactor OWG rules to keep them separate from no glitches. Add logic for superbunny access to Sahasrahla's closet (with boots) Add logic for superbunny through Two Brother's House (with boots) Fix superbunny logic for spiral cave and mini moldorm cave - requires a sword Add logic for waterwalking into Waterfall Cave Add clip to Ice Palace entrance (requires boots, pearl and flippers) Add extra clips to inverted owg logic - PoD and Dark Lake Hylia Ledge are now in logic with just boots Add clip to flute point 6 into inverted owg logic - some light world locations are now accessible with boots and mitts, but no pearl or mirror.
compiling
2020-10-30 17:04:36 +11:00
8c73947ad7
Bug fix for vanilla BK at Ball n Chain guard Bug fix for camera unlock Bug fix for bad pseudo layer at PoD Map Balcony Minor fix for non-retro key hud info
aerinon
2020-10-26 11:46:52 -06:00
138f047636
Create base2current.json from the bps patch for enemizer.
compiling
2020-10-26 18:38:55 +11:00
8f2b068313
Refine hints for crossed dungeon shuffle regardless of the hints setting, since they are also used for the Ganon silvers hint. Move Hera Basement to the list of inconvenient dungeon locations to exclude it from crossed shuffle.
compiling
2020-10-26 18:01:19 +11:00
c3c6cabea6
Find accessible entrances for key logic and later steps by exploring the entire world including other dungeons. Dungeon generation will still use the old method, since it needs to dynamically change as dungeons are added.
compiling
2020-10-24 09:57:27 +11:00
a1782e3edc
Bug fix for vanilla standard key rules
aerinon
2020-10-23 15:25:49 -06:00
c0f6c3fd52
Bug fix for intensity 3 + enemizer (just taking it out for now) Lobbies added to spoiler
aerinon
2020-10-23 15:07:55 -06:00
7aca24b10f
Standard + Crossed bug with Hyrule Castle Big Key logic for standard Some generation issues with ER Redesigned Map/Compass section of Keysanity menu
aerinon
2020-10-09 16:02:39 -06:00
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