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License: MIT License
This project forked from amazingampharos/alttpentrancerandomizer
License: MIT License
I was playing an inverted multiworld with some friends earlier today, but we ended up getting stuck and consulting the spoiler log. Player 4 was intended to get light world access in sphere 4, despite not having the items required for it. I've included the spoiler log.
ER_noglitches_normal-inverted-dungeons_vanilla-balanced-keysanity-prog_random_731640868_Spoiler.txt
When connecting mandatory exits, the top of spectacle rock is sometimes put at DM Return Cave (West) or Desert Ledge West, making Bumper Cave (Top) or Desert Palace (North) unreachable
I ran another 2-player Inverted MW today. Definitely was a great improvement since the last commit. I have only a few small issues to report. The logic seemed to work out much better than the last one. @cassidoxa, tagging in hopes you'll be notified.
Mirror Bonk Inverted Related Issues: A) If you visit the Bombos Tablet and mirror back into Mire area from just slightly down and right from that tablet, it'll let you mirror into the side of a mountain, with the inability to mirror back since it's inside the mountain side. I suggest having this small mountain leveled so this cannot happen. See Vod P2 @ 1:29:20
B) If you walk up by the courtyard of Hyrule Castle, with your character's left foot in the center of the 2nd heart (from the top, in the main walkway towards HC entrance) and mirror from that point, you'll end up in the middle of the pyramid and doesn't bonk you back. See Vod P2 @ 2:46:30
Slight XY character positional issue when leaving Ganon after falling during the fight. When you go back on the OW, the character seems like it should be shifted 8 pixels to the left. It appears as he's exiting, he's exiting partially thru the bush. See Vod P1 @ 3:30:20
When you get a Game Over to Ganon, and you haven't beat Aga1 (and I also assume if you beat Aga1 but also don't have mirror), it doesn't start you back above Ganon's hole, it instead gives you the standard 3 places to start (as if you saved and quit, and loaded up a previous save). See Vod P1 @ 3:31:30
Vod Player 1: https://www.twitch.tv/videos/468153843
Vod Player 2: https://www.twitch.tv/videos/468158166
Overall, this was very fun even though it required the use of glitches to complete under no-gliches logic, which was a bit unexpected, but we managed to complete it anyways, we did go into it understanding this is very much alpha code. So, I noticed a couple things, instead of opening several issues, I figured to open the one just to release my findings, and to do with it as you will.
Logic Issues: I did a 2-person MW Inverted Keysanity Vanilla Entrances. My LW access was locked by my own Mitts in a hammerless/flipperless PoD or my 2nd AT key which was also in the same area, to which I later found my own flippers, hammer, and both AT keys later in my own world, locked behind things my partner couldn't find without the checks I did out of logic via a Qirn bomb jump. I could swear I checked the box to generate a Spoiler Log, but I'm not sure where it is, but I do not have a log, but if it would be helpful to see my sfc files and/or multidata file, I'd be happy to supply them.
Seed Generation Issues: I tried running the code from the inverted-multiworld branch, as it seemed like that contained newer changes, but I got an error: "Multiworld rom writes have not been implemented" (when I selected inverted). So I generated a seed thru the code branch inverted-multiworld-bonta which at first gave me an error: "No such dungeon Ganons Tower for player 1". I got this error every time as i tried to generate seeds (and I got some ROMs to output, but the error kept showing). I didn't use any of the ROMS, I figured they were bad. I later found out that this error only shows when you try to create a spoiler log; when spoiler log is deselected, no error message.
Seed Adjustment Issue: When trying to apply adjustments to the ROM after generation. I get an error: "apply_rom_settings() missing 1 required positional argument: 'names'" I did supply player names on the initial generation, but left the adjustment blank. But I also tried to re-enter names in the adjustment, but it still gave this error. Using the master branch GUI, I was able to adjust the ROM appropriately.
Bomb-Wall Entrances: Soft-lock possibility exists when entering entrances that can be bombed from the inside, ie TR Laser Bridge entrance. Upon entering, the character will be stuck inside the wall to where you have to lay a bomb to continue. If you don't have any bombs or have extreme low health, it could result in a soft-lock situation.
Overall, I'm very happy this mode is coming along and making it's way into MW, we both had fun running it. I'd be happy to run further tests on future versions and provide you any information that would prove useful to determining what went wrong on the logic.
Occasionally in inverted dungeonsfull shuffle, and much less often in full+, the filler will occasionally not be able to place all TR small keys when certain configurations of big key and other small key placements occur. Investigate and solve this if possible.
I really appreciate your hard work in making this available. You may have already fixed this, but I rolled a seed where both the North Fairy Cave and the new Inverted Pyramid Exit led to the Ganon Fall exit. Leave the Ganon area resulted in leaving the North Fairy Cave. According to the spoiler Uncle was supposed to be in the Inverted Pyramid Exit. (which I didn't even remember existed until I remember you could beat Aga1 to get up onto Hyrule Castle ledge and saw it below while I was up there)
My settings were Crossed entrances with Keysanity so Uncle was at Pyramid Hole and had Flippers. Bow was in Swamp, so I couldn't complete GT to get to that hole via Aga2. As far I could tell, it was a hard lock without knowing how to glitch through GT or glitch into swamp. I can make the spoiler log and patched rom available if needed to debug the problem further.
I cloned the repo and created the seed on June 14th and I see there are several commits since then, so maybe you already fixed it.
Thanks for your work!
Currently the Old Man Cave Exit (East) will only be placed on East Dark Death Mountain. In cross-world shuffle, this cave should be able to exit on the East LW Death Mountain doors as well
Every time my friend or I gen an inverted MW rom, we get "No such region Agahnims Tower for player 1." Not particularly sure why this is happening.
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