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Releases: minishmaker/randomizer

Version 1.0.0 RC 1

23 May 23:40
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Version 1.0.0 RC 1 Pre-release
Pre-release

This is a pre-release version

What's New!

Randomization Updates

The random number generator has been changed to support 64 bit seeds now, written out as a 16 character hex string. This is to ensure more integrity for our races.

UI Updates

New & Improved Pages

  • About page has now been created! It contains some useful links for the randomizer, links include
    • A link to the TMCR Discord
    • A link to the ZSR Discord
    • A link to the Github
    • A link to the releases
    • A link to download EmoTracker
    • A link to download Bizhawk
  • Seed output page now shows what the in-game hash for the seed is when you generate a seed! This means no more having to run the seed to see the hash.
    • A button was added to let you copy the hash to the clipboard

New UI Features

  • Verbose logger makes its return! With the issues plaguing the verbose logger finally fixed, it can now be enabled. Especially useful for people who want to mess with logic!
  • Automatic update checker! When the randomizer is started it will automatically check to see if an update is available. If Github is down for any reason it will have a slight delay before letting you know it failed to check.
    • A setting was added to let you choose whether or not to check for updates on start, this can be found under the "Other" tab
    • When the alert is displayed letting you know that an update is available, there will be text you can click that will take you to the page where you can download the latest update
      • We are exploring solutions to make it so you can click a button and it will update the app for you, however this is very much still an idea and likely will not be coming for some time
  • A button to check for updates has also been added to the "About" tab that when clicked will run the update check.
  • Hendrus Shuffler has graduated from the Experimental category! Now you too can generate plandos with ease!
  • Removed the ability to turn off the logger. When errors occur we need the logs as developers so we can fix bugs.
  • Removed the changelog page from the UI

Mystery Settings

Mystery settings have been added to the randomizer! There are some default mystery setting presets that come built in, and people can also make their own!
Mystery settings use YAML. You can use the "Save Mystery YAML Template" button found by clicking "Logic" on the menu bar to export a copy of the template that you can edit.

  • Mystery settings can be found at the bottom of the "Advanced" page
  • You can use both Mystery Settings as well as Mystery Cosmetics
  • Included Mystery Settings Presets are:
    • Expert
    • Friendly
    • Template
    • Unweighted (Everything has an equal chance of being on or off)
  • Included Mystery Cosmetics Presets are:
    • Random Follower
    • Template
    • Unweighted
  • Buttons have also been added next to the dropdown that you can click to generate settings from the preset and view them in the UI
  • To save a mystery preset, save it in the "Presets" folder in either "Mystery Settings" if it is a settings preset or "Mystery Cosmetics" if it is a cosmetics preset
    • Buttons to add and remove presets coming in the next version
  • You can click the button "Save Selected Options as YAML Preset" to save options as a preset and share them with others
    • You can load presets shared in this way by selecting "Use Global YAML" on the "Advanced" page

Changes for Mystery Settings

  • When mystery settings are being used you cannot copy the settings string to the clipboard and it will not be shown on the output page
    • This is also the case for mystery cosmetics
  • When any YAML setting is used there is some obfuscation done on the icons for the "settings" done in the hash meaning that if you use the same settings with different seeds you will get different results. This is to ensure mystery setting races don't run the risk of people memorizing what settings map to what icons.

Settings

Decouple Open World

The following settings will no longer be affected when toggling Open World on/off:

  • All Key settings, specifically locked doors
  • All Fusion settings
  • Wind Crests
  • Dungeon Warps

There is the potential for further customization of settings in the future, these changes have these ideas in mind without having to commit to completing them in the short term.

Features added by Catobat

  • Kinstone Packs and Key Chains
    • A multiplier is added that determines how many Pieces/Keys are added to the player inventory when one is collected.
  • Speed up Pedestal Cutscene (When collecting an item)
  • Dungeon Maps and Compasses have independent shuffle options.
  • Vanilla Elements option added to force elements onto their vanilla locations.
  • Wind Tribe now has an setting to be automatically set to opened from the start of the game.
    • Tingle brothers also received a similar setting, skipping having to talk to Tingle first.
  • New Cosmetic option: Heart Border Colour.
  • The game can no longer be started on inaccurate emulators.
  • Gentari has text that tells you the goal and requirements for the seed, useful for Mystery settings seeds.

DHC added to Dungeon entrance shuffle

It was a terribly kept secret in my earlier commits, and a few races were done on dev builds so the cat is out the bag. Here are some of the changes to the first attempt to the added option.

  • Fixed a bug Myth made in the Green Warp destination coordinates when leaving a dungeon located in Castle Gardens.
  • Pedestal needs to check for access requirements (Thanks Deoxis)
  • Fixed generation failure when DHC was set to 'Never' and entrances where shuffled, resulting in the chance of a dungeon being shuffled to DHC but never being considered reachable.

Misc Features

  • Progressive items have been seperated and have independent options.
    • Swords, Bows, Boomerangs, Shields, and Spin Scrolls
    • This also includes a general bugfix to Dojos
  • Certain unshuffled locations that held major items in vanilla (HPs, LLR Key, Kinstones) now hold NO item, it is completely empty when you don't shuffle it into the pool.
  • Various clarifications in the Tooltips and neatening the UI.
  • Homewarp will be always be enabled when the setting combination has the possibility of allowing a softlock.
  • Certain combinations of Shuffled Dungeons with specific settings resulted in low generation success rates, we adjusted what was possible to make these far more likely to successfully generate seeds.

Bug Fixes

Community sourced bugs

The Discord community has been invaluable, bringing us to the attention of many issues that would be difficult to find otherwise:

  • DWS Blue Warp not spawning (Unfortunately affected many people)
  • ToD Blue Warp logic (Thanks Deoxis)
  • CoF Blue Warp logic (Thanks Deoxis)
  • Trilby/Crenel logical access from swamp wind crest (Thanks Nesman)
  • Spoiler logs sphere section breaking when generating multiple spoiler logs (Thanks Tabbomat)
  • Fix the logic of the North Minish Woods HP to first check for access to Minish Woods first when considering if it is grabbable from a distance. (Thanks CapTem)

'Bulk Generation Testing' sourced bugs

A bulk generator has been implemented for use with the CLI which has allowed us to generate X number of seeds with random settings to find setting combinations that cause failures, here are the following bugs resolved through this method:

  • Dojos causing seed failures when red fusions removed.
  • Dungeon Warp setting causing certain vanilla key placements not be logically reachable.
  • Dungeons required lowered to a valid amount if not all dungeons reachable.
    • Dungeon requirement and shuffled elements now correctly redefine the non-element dungeon settings
  • Keys having a lot of issues:
    • Temple of Droplets Key Logic got overhauled to behave when dungeon warps are enabled and to obey regional key rules.
    • Vanilla placements are correctly checked instead of being assumed, and play nice when other dungeon items are placable.
  • Recursive dependency for Beat Vaati making some end loaded seeds fail.

Misc Bug fixes

  • Picking up free standing 10 or 30 bombs or arrows no longer gives a text box.
  • Spoiler log playthrough now lists all major items correctly
  • One of the graves in the graveyard was closed when it was automatically open in vanilla
  • Fixed the sword trick logic in DHC being inverted.
  • Melari now respects barren rules if Cave of Flames is Non-Element.
  • Minor fix to the 'Failure Rate' stat when batch generating test seeds, is now a 'Success Rate' and is now correctly a %
  • Comment out Fuzzyness Setting. Sorry but no one uses it and it was taking space in the UI from Heart Colour Borders, which is unlikely people will complain about having instead. Don't @ Myth
  • A 'bushwhacker' has been taken to the Logic file in the overgrown location paramater splurge, found just before the Location defines, its a bit better than before but still needs completely ripping out and moving somewhere else in the file (or into a different file 👀?)

CLI Improvements

  • BulkGenerateSeeds has more stats
    • Outputs the success rate instead of the failure rate
    • Lists the time taken to generate all the seeds and the average time per seed
  • Logs from BulkGenerateSeeds are now written to a file called "CLIBulkGenOutput.json" where you ran the CLI from
  • BulkGenerateSeeds will now also try and patch the seeds as well to test patches work
  • YAML is now supported by the CLI
  • 'UseRandomColor' can be used for color options

Setting Presets

Due to the large amount of settings available in the randomizer it can be hard to decide what to choose, so we made some presets for players to be able to experience all the main features of the randomizer!
Here are some short descriptions of what you can find in each preset.

Basic Presets

It...

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0.7.0-alpha-rev3-hotfix

27 Feb 16:34
91d68bf
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Pre-release

This is a pre-release version

What's New!

CLI Changes

  • Added random settings generation for testing purposes, seeds generated this way won't be saved.

Bug Fixes

  • Dungeon entrances are now considered properly for placing major items if Gold Fusions are closed and dungeon shuffle is on.

0.7.0-alpha-rev3

27 Feb 02:50
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0.7.0-alpha-rev3 Pre-release
Pre-release

This is a pre-release version

What's New!

Settings

The last remaining issues with the parser and shuffler have been resolved and any settings that went missing in the previous build now return! This also includes the return of location reachability (revision 2 only supported the option where any unrequired items could be locked).

It also means that we can focus more on adding entirely new options. There is no shortage of new and exciting options, please take a look and give them a try!

New Settings

  • Requirement Reward: Can enable a new item location, the item of which is given to the player once they meet the selected requirements (elements, sword, dungeons and figurines).
    • Disabled: This location doesn’t exist.
    • DHC Big Key: The DHC Big Key is instantly awarded to the player once they meet the selected requirements.
    • Random Item: An item from the random item pool is instantly awarded to the player once they meet the selected requirements.
  • Cucco Minigame: Determine how many out of the 10 rounds have a random item. The remaining rounds are skipped (by default, only one round is playable, so the first 9 are skipped). You can even disable it entirely (you can still play round 10 for the rupees, but not for an item).
  • Goron Merchant: Choose how many sets of Goron Merchant items are included in the random item pool. Each set consists of 3 items, and all 3 must be bought to advance to the next set. There are 5 sets in total. The remaining sets will be filled with junk items. Note that the Goron Merchant is only available if Blue Fusions aren’t removed.
  • Seeded Shared Fusions: This setting affects Red, Blue and Green Fusions if set to Vanilla or Combined. There is a Pool of 18 Shared Fusions in the Game: 16 Green, 1 Blue and 1 Red. These Fusions are randomly selected by an NPC who offers Shared Fusions when you enter the room they are in. If this setting is enabled then the seed generates a listed order these NPCs offer the Fusions in. This makes different people playing the same seed have the same Fusions available which is useful for races.
  • Hyrule Town Wind Crest: Previously this used to be always activated from the start. This is no longer the case (unless Homewarp is disabled), now it can be toggled.
  • Dungeon Warps: The 12 blue and red dungeon warps can now individually be opened from the start.
  • Location Reachability: This setting determines which items and locations are guaranteed to be reachable. There are now 3 options:
    • All Locations: All enabled locations (depending on other settings) are reachable.
    • All NonKeys: Like All Locations, except keys can lock themselves.
    • Only the Goal: Only the goal is guaranteed to be reachable. Some locations and items may be inaccessible. If the DHC setting is set to “Never Open”, then the goal is the pedestal requirements, otherwise the goal is Defeat Vaati.
  • Grab items from a distance: If enabled, items can be collected from a distance with either Gust Jar, Boomerang, or even a Sword Slash. There are 4 options:
    • Not Allowed: Items cannot be grabbed from a distance (except rupees and certain junk).
    • Allowed: Items can be grabbed from a distance, but this will never be required by logic.
    • Require: Items can be grabbed from a distance and logic can require grabbing them when they are obviously grabbable.
    • Require Hard: Items can be grabbed from a distance, and logic can require some very difficult Boomerang throws to be able to collect these items. Many of these involve throwing the Boomerang in an arc behind or to the side of the items before making Link run in the opposite direction to get the Boomerang to grab the item on the return journey to Link.
  • Bows: New option Yes + Bosses: Only if this is enabled, bows can be solely required to defeat Gleerok and Mazaal.
  • Goron Merchant JP/US prices: If enabled will use the prices found in the JP and US versions for the Goron Merchant items. The tooltip shows all the prices for all regions.
  • Low Health Beep: The number of frames between the low health beeps. One second is 60, vanilla value is 90, max 255.

Returning Settings

  • Figurine Hunt: Figurines are added to the item pool and are required to activate the Sanctuary. The amount of Figurines in the pool and the amount needed for the Sanctuary can be chosen.
  • Random Bottle Contents: Bottles will start out filled with various different contents, see if you can find the butter.

Now Optional instead of Always On

  • Instant Text
  • Boots on L (in a dropdown with “Minish Dash”)
  • Ocarina on Select (now also works if “Prevent Speedrun Glitches” is off)
  • Disable Random Kinstone Drops
  • Disable Random Shell Drops

Improvements to the Previous Build

UI Changes

  • Window scaling above 100% is improved, but there’s still room for improvement in the future. Let us know if you encounter any issues!
  • Custom logic files can be used again! Go to the “Advanced” tab, enable “Use Custom Logic File”, and select the file.
  • Custom patch files can be used again! Go to the “Advanced” tab, enable “Use Custom Patch Files”, and select the file.
  • The UI is slightly smaller now to support smaller screens.
  • Numberbox settings have up and down buttons in the UI, and their value can also be adjusted using arrow keys.

CLI Changes

  • First of all, the CLI is working again!
  • File output was broken if no output path was specified, this is now fixed.
  • There are no more “Press enter to continue…” or confirmation messages.
  • The “Exit” command works in more situations.
  • When listing the settings, the currently selected option is now shown at the end of each line.
  • To choose an option to change, you can also enter the name of the option instead of the listed number.
  • Flag options can also be disabled by entering “0”.
  • There’s a new “Strict” mode that makes it so the CLI exits when an error occurs.
  • Command files can now be provided.

Shuffler Changes

  • Dropdown settings can now have any of their options set as the default option. For example in the default logic, dungeon items now default to “Own Dungeon” like in previous builds.
  • Numberbox settings can have a min and a max value set.
  • The DungeonMinor item type returns to greatly improve seed generation rates. This type places these items in Dungeon locations just like DungeonMajor, but only after all DungeonMajor items are placed.
  • The shuffler will now always attempt to make all “Minor” items (usually including Bottles, Pieces of Heart and Butterflies) reachable (assuming Reachability isn’t set to “Always the Goal” in the default logic file). This can fail if there are not enough locations available, most notably if Gold Fusions are Removed or if a lot of Figurines are included.
  • Most items with subtypes now have names instead of numbers in the spoiler (Affects Keys, Maps, Compasses, Bottles and Traps. Figurines are still a WIP).
  • Seeds now generate much faster (around 10% as long) due to better caching.

Patch Changes

  • Shopkeepers mention Kinstone shapes and colors.
  • Ocarina Menu change: If you select a Wind Crest and then "No", instead of exiting the menu, you can select another one (like in non-EU versions).
  • With Shuffled Dungeon Entrances, elements are displayed on the map screen that actually contains that dungeon instead of the screen that contains that dungeon in vanilla.
  • The North Hyrule Field bridge softlock prevention is now removed when Homewarp is enabled.
  • When Hyrule Town is entered from Trilby Highlands, the soldier stops blocking that path even if you don’t have the items that normally move him. (This can matter with Open Wind Crests.)
  • When the Roc’s Cape is obtained in Hyrule Town, you no longer have to screen transition before you can get the item from the bell.

Logic Changes

  • Shop money logic is more flexible.
  • Small Keys can now lock themselves in DHC_2F_BlueWarp_BigChest (if “Reachability” is set to “All NonKeys”).

Bug Fixes since rev2.1

  • In Non-Progressive items: Red/Blue/Four Swords can now activate the 2nd Town Dojo items, and the last 3 items can be received in any order.
  • Dungeon Entrance Shuffle no longer causes Link to have weird facing angles when going through transitions.
  • Fixed digging spots sometimes having major items when digging spot shuffle is turned off.
  • Fixed Golden Enemy items sometimes not dropping (for example if it holds 5 bombs, but the player has no Bomb Bag), making it impossible to permanently kill the enemy.
  • Dampé can now always be encountered in this house, allowing to fuse with him even when he’s waiting for you to have the Graveyard Key stolen.
  • Shared Fusions can now properly be Removed.
  • If Green Fusions are Removed and Red Fusions Vanilla or Combined, Tingle’s remaining Fusion still requires the Magic Boomerang.
  • A few issues with Pedestal requirements have been fixed, which could occur if no sword or element requirements were set. It’s also possible to have no requirements now.
  • Golden Enemies and some Rupee spots used to be shuffled when not supposed to.
  • Goron Merchant is now tied to the correct Kinstone color (blue) and spawns under the right circumstances.
  • Fixed a logic bug with Upper Crenel.
  • In Combined Gold Fusions, the Veil Falls Gold Fusion now logically requires all 9 Golden Kinstones if the Veil Falls or Cloud Tops Wind Crest is activated.
  • Fixed some issues with Fortress of Winds with Open World or Barren.
  • Barren and Unrequired Dungeons work correctly now.
  • Fixes Shared Fusions logic not taking other Kinstones into account.
  • The Reduced Item Pool used to contain 3 Bows by accident.
  • The Shuffler didn’t verify the CRC of the selected ROM.
  • The stone block at the Castor Wilds statues is now also visually destroyed with Open Gold Fusions.
  • Item Name Display was buggy when Figurine Hunt was enabled.
  • The “Skip Fusion...
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0.7.0-alpha-rev2.1

11 Feb 03:46
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0.7.0-alpha-rev2.1 Pre-release
Pre-release

This is a pre-release version of the upcoming update to the Minish Cap Randomizer! This version is an improvement of the alpha-rev2 release posted in the discord to fix a few issues found since that build.

Huge thank you to everyone who has helped test previous testing builds! This wouldn't have been possible without all of you! Also big thank you to Dreamie, Catobat, Myth197, Henny022, Leonarth, Deoxis, and everyone else who has contributed to development on this build! Your work has been critical in getting this far!

What's New!

UI Overhaul

UI Organization and Improvements:

  • Added support for multiple tabs on the UI to make organizing settings much easier.
  • Added setting grouping to organize settings on individual tabs. The name of the group is put on the top corner of the box to show what the settings are for.
  • Added tooltips to settings - you can see the tooltips by hovering over the name of the setting.
  • Added an Advanced page for experimental settings or settings meant for use by developers. Generally most users shouldn't mess with these settings.

New Features!

  • The UI now stores some data when you close it to make generating seeds easier. The settings saved are:
    • ROM Path (You don't have to browse for the ROM every time now!)
    • Total randomization generation attempts in the event of a failure
    • Using the Sphere Based (Hendrus) Shuffler
    • Using a custom logic file
    • Using custom patches
    • Where to output logs to when you click Write and Flush Logger
  • Settings & Cosmetics Strings! (& presets too!)
    • Generate a sharable settings string based on the settings you are using! The same also works for cosmetics!
    • When a seed is done being randomized, the settings string and the cosmetics string are on the page where you download the seed. You can click the "Copy to Clipboard" button to copy the settings for easier sharing!
    • You can also now save presets! Have some settings you always play seeds on? Save it as a preset!
    • The following settings presets are included with the randomizer:
      • Beginner settings - newbie friendly settings meant for fast seeds or your first Minish Cap Randomizer. Skips Dark Hyrule Castle.
      • Intermediate settings - settings meant for slightly longer but also newbie friendly seeds. You are required to do Dark Hyrule Castle.
      • Advanced settings - there are two versions of these settings, one with dungeon entrance randomizer and one without it. These are the most common settings people run the randomizer with, with all checks opened and some tricks required in logic.
      • Max Random settings - Every single setting on! Generally makes very long and very hard seeds.
      • 2022 Weekly settings - The weekly race settings from 2022. Does not have dungeon entrance randomizer on.
      • All random cosmetics - Random music, random heart color, tunic color, and split bar color.
    • To load a settings or cosmetics string, paste it in the respective box and click the Load button directly underneath.
    • To load a preset, select the preset from the dropdown and click the load button.
    • To save a preset, select the settings you want and click the save button.
  • Added BPS Patcher and BPS Patch Generator!
    • Create a sharable patch in the randomizer itself! There are two ways to create the patch:
      • After randomizing the seed, click the Save BPS Patch button, and it will prompt you to save the patch.
      • On the General page in the UI, at the bottom of the page, click the Generate Patch Mode button. Load a randomized ROM by clicking Browse, and then click Generate BPS Patch to save the patch.
    • Apply a BPS Patch in the randomizer as well!
      • To apply the patch go to the General page in the UI, then at the bottom of the page click the Apply Patch Mode button, click Browse to find the patch file, and then click Patch ROM to save the patched ROM.
  • Added a logger to the randomizer to make it easier for reporting errors.

Sphere based shuffler!

Added a sphere based shuffler to the randomizer! This shuffler fills items in a logical way to guarantee the seed is beatable. This shuffler is currently experimental and may have some issues.

This shuffler is know to produce very linear seeds with very high sphere counts. It can be fun to play but it can also feel like a plandomizer. Generating seeds with this shuffler can take a very long time. If it takes more than 50,000 attempts to generate a seed it will stop trying and print out an error message.

New Settings

Independent Dungeon Items!

Small Keys, Big Keys, and Maps/Compasses are all independent from each other. Now you can choose to have Small keys randomized in their own dungeons, but have Big keys randomized anywhere!

Regional Dungeon Items!

You can now shuffle dungeon items to not only be in their own dungeon, but in the surrounding regions! For example, this means that you can find a Royal Crypt key in one of the chests in graveyard. The regions for each dungeon are:

  • Deepwood Shrine:
    • Both Belari Checks
    • The fusion chest by Belari
    • The flippers caves by Belari
    • Freestanding Heart Piece and Barrel Item in Minish Village
  • Cavern of Flames:
    • Digging Spots in Melari's Mines
    • Fusion Chest on path to Melari's Mines
    • Chest in the block puzzle in cave before Melari's Mines
  • Fortress of Winds:
    • All of Wind Ruins
  • Temple of Droplets:
    • None
  • Royal Crypt:
    • All checks in Graveyard
      • Dampe, Lost Woods Chest, and Royal Valley Great Fairy are not part of this region
  • Palace of Winds:
    • All checks on 3rd and 4th floor of Wind Tribe
    • Gregal 2
    • If Red Fusions are removed, then all the checks on the 1st and 2nd floors of wind tribe, as well as Gregal 1, are part of this region.
  • Dark Hyrule Castle:
    • Everything in Castle Garden except the Moat Chests

Additional Dungeon Item Settings!

We now have more settings for small keys, big keys, and dungeon maps/compasses! Along with what you are used to, we now added:

  • Removed (Keasy)/Start With - Unlocks all doors for the given key type in dungeons. For maps and compasses, you start with them with the option set to Start With
  • Vanilla - Any dungeon items set to this setting will be shuffled to their vanilla location.
  • Own Region - The selected dungeon items can be in their own dungeon or in their surrounding region. For the regions, see Regional Dungeon Items above.
  • Any Dungeon - The selected dungeon items can be in any of the 6 dungeons and Dark Hyrule Castle (once accessible).
  • Any Region - The selected dungeon items can be in any of the 6 dungeons, Dark Hyrule Castle, or their associated regions. For the regions, see Regional Dungeon Items above.

Non-Element Dungeons Barren/Unrequired!

You can now make non-element dungeons be either barren or unrequired!

  • For barren dungeons, no major items can be placed in the dungeon ever, even if vaati is beatable.
  • For unrequired dungeons, major items can be placed in the dungeon but only once vaati is beatable.
  • These settings also have regional versions! To see what checks are in each region, see "Regional Dungeon Items" above!

Required Dungeons for Dark Hyrule Castle!

You can now choose how many dungeons are required to enter Dark Hyrule Castle! This can be useful if you want to force all dungeons to be completed or require a certain number of dungeons be completed with elements shuffled into the item pool.

Better Miscellaneous Check Settings!

You can now choose to randomize each of the following groups of items! This also decouples the old "Obscure" items.

  • Heart Pieces and Containers - with this setting off, all heart pieces and containers in the game will be in their vanilla locations.
  • Rupees - randomizes all freestanding rupees in the game to be random items.
  • Special Pots - randomizes the 5 pots in the game with preset items. The pots are:
    • The pot in Lon Lon Ranch
    • The pot in the Town Inn on the second floor in the bottom right corner of the room
    • Two pots in the room before the boss key chest in Fortress of Winds
    • One of the pots on the Ice Maze in Temple of Droplets on the right side of the dungeon
  • Dig Spots - randomizes all digging spots with preset items. Items in digging caves are still randomized even if this setting is off.
  • Underwater Spots - randomizes all spots with preset items in dungeons and the overworld where you need to dive with the flippers to get the item.
  • Golden Enemies - randomizes the rewards from golden enemies found throughout the overworld. 8 of the golden enemies are spawned from green fusions, 1 of them is spawned from a red fusion.
  • Pedestal Items - randomizes the items on the pedestal from going there with 2, 3, and 4 elements. This only has an effect if Dark Hyrule Castle is set to Always Open.

Dojo Shuffle!

You can now choose whether you want scrolls to only be on Dojos or shuffled into the general item pool!

The following options are available:

  • Vanilla - all scrolls are in their vanilla locations.
  • Randomized Scroll - scrolls are randomized between dojos and are not shuffled into the greater item pool.
  • Any Item - scrolls are shuffled into the general item pool and dojos can have any item.

Dungeon Entrance Shuffle!

We added dungeon entrance shuffle to the randomizer! Currently Dark Hyrule Castle is not shuffled.

Some things to know about dungeon entrance shuffle:

  • Elements on the map are displayed over the location where that element is, not over the dungeon that has that element.
    • This is a change from the previous testing build. Previously, if Palace was on Temple of Droplets entrance and Palace had an element, the element would display over Cloud Tops on the map. Now it will instead display over Lake, showing you that the Temple of Dro...
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Alpha v0.6.2a

13 Jun 12:39
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Alpha v0.6.2a Pre-release
Pre-release

What's New

Fixes

  • DropletsWestLever now requires bombs.
  • The ocarina glitch fix will no longer run garbage code in certain scenarios.
  • Gleerok no longer locks up when slashing your sword while entering.
  • Glitchless: While on a lilypad Link needs to be close to the transition border to actually transition.
  • Logic that was supposed to set the cutscene skip setting was fixed.
  • Ice Madderpillar now requires a sword.
  • Gimmicks should no longer change randomization.
  • Shops should be able to hold major items as intended.

Alpha v0.6.1a

01 Sep 12:15
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Alpha v0.6.1a Pre-release
Pre-release

What's New

Changes

  • Dark Hyrule Castle Big Key in DHC is now randomized
  • In Temple of Droplets, The 1st Key on the 2nd Ice block is randomized, and instead placed the Big Key unshuffled on the
    first ice block in regular (Key sanity unaffected)
  • Plandos can set a custom hash
  • Sword Beam is now in logic for Cave of Flames access
  • Temple of Droplets no longer requires the tight cape jump
  • Down Thrust is now in logic for Caves of Flames (flipping the beetles)
  • Text boxes are faster
  • Now Simon's Simulations (actually!) always use fight 0 if the player hasn't opened the Heart Piece chest. Additionally,
    the game will cycle through the fights after that, so after the HP you'd go to fight 1, then 2 and so on, then back to 0
  • Parser is clearer and stricter in regards to errors in the logic file
  • Any hexadecimal value in the logic file requires an 0x in front of it, if its missing it will assume its a decimal value
  • A section at the top of the logic file explains how various things and commands work and are structured (if something is unclear please tell us and we will change it)
  • Some of the hex values in the logic have been turned into decimal values as they are more readable (for example 980 rupees rather than 3D4 rupees)
  • Saving a spoiler will make a window pop up once its done.

Fixes

  • Changed CastleWildsWaterLeft to CastleWaterLeft and CastleWildsWaterRight to CastleWaterRight in the spoiler log
  • Fix link running forever after exiting a mole cave while on fire
  • Link will now just spawn on the floor instead of warping all the way to the edge of the area if he hasn't touched the lilypad
    of a room in Temple of Droplets
  • Link will not drown forever if he touches the water as a minish in lake hylia
  • More fixes to Ocarina Glitch
  • Fix scroll shop name mismatch
  • Tabs no longer cause logic file lines to break
  • A typo
  • Number textbox cursor no longer jumps around when typing in a wrong value or too long of a number

Alpha v0.6.0a

05 Mar 20:33
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(you all didnt report any bugs so im going to blame you should something be broken now)

What's New

  • FIGURINE HUNT MODE!

Changes

  • Logic now supports adding 2 numbers together into a new define.
  • Can now insert an amount of an item in place of other items.
  • Can also insert items with an increasing subvalue.
  • Fuzzy items now exist (Items.itemname.*).
  • Figurines don't start unlocked.
  • Changed underwater rupeemania spots to only be randomized if obscure spots is also enabled

Fixes

  • Anju should no longer hold infinite items.
  • Shrink pause prevention now respects glitchless setting.
  • Custom text building routine fix.
  • Many renamed locations to be more consistent.
  • Removed kinstone/lamp requirement for the veil falls water cave.

Alpha v0.5.7a

18 Jan 15:32
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What's New

  • Italian credits translations, thanks Mikonai.

Fixes

  • Fix for pedestal acting like it already gave items.
  • The teleporter heart piece location in Deepwood Shrine now actually belongs to the dungeon, thanks Ibot02.
  • A Fortress of Winds mole mitts required spot now requires mole mitts, thanks Myth.
  • Dark Hyrule Castle's post throne room chest now requires 4 clones by logic.
  • Percy no longer requires boots
  • Fixed Anju giving her prize multiple times

Alpha v0.5.6a

18 Nov 22:24
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Fixes

  • Reverted QoL for tree kinstones due to interference with graveyard key.

Alpha v0.5.5a

17 Nov 21:52
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What's New

Spots

  • A rupeemania rupee in the mole cave by the farmers.
  • The lost woods secret chest and lonlon ranch cave secret chest are now out of obscure logic
  • The southern wood fusion dig items are now only in obscure logic.

Changes

  • Counting should work for locations too now.
  • Shield swap icon removed.
  • Wallet palette fixed in the credits page.
  • French credits translations, thanks @deoxis9001 and @legrandgrand
  • German credits translations, thanks @atxmartin and @ToadsWoot.
  • VBA has a crash warning related to the pedestal.
  • Random language option uses a new RNG.
  • Caching now happens, faster generation.
  • Better logic error feedback for mismatched parentheses.
  • Logic can now be exported.
  • Git version numbering for those that build the project (requires commandline git).
  • Changes to ROM and spoiler labelling to ensure consistency.
  • The project is now under the GNU GPL-3.0 license.
  • Some groundwork for other things.
    • Nice items.
    • Event utilities.

Fixes

  • A typo.
  • Percy no longer only gives shells.
  • Logic fixes
    • CoF key check fixed.
    • 4 key requirement for ToD levers.
    • ToD ice wiggler requires gust jar, thanks Myth and Wohki.
    • 0 element pedestal fix.
    • Minor/Major mixup cleanup.
    • Lake Hylia's dig cave requires flippers or cape now, thanks JusttHayden.
  • Project format cleaned up, thanks wolfman2000.
  • Spoiler filename changed.