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maprandomizer's Issues

Map visited/seen information isn't saved properly

Settings

Generated ROM filename (if available): smmr-v1-1297986910-464593966782127806984477131014152.sfc

Describe the bug

After saving the game and dying/resetting and reloading from the save, parts of the in-game map you had already visited will be randomly lost. (I'd guess this is because the vanilla map routines weren't replaced by the fixed ones in the map patch.)

Feature Request: Disable Music

How about an option to disable music? I like to rock out to other tunes while I explore Zebes but still want to hear the sound effects.

Thank you for the greatest randomizer project of all time!

Post-Mother Brain/Escape seems to be able to require player to use ammo (Green Gate)

Settings

Generated ROM filename (if available):
smmr-v1-480400005-88365281716750872325926485397485.sfc

Describe the bug

After killing Mother Brain, the player typically does not have any ammo available because of the Rainbow Beam attack. In the seed shown, the first room after killing Mother Brain requires you to shoot open a Green Gate before you have the ability to farm any ammo from enemies. I'm at least 90% sure that there isn't some strat in "Caterpillar room" or Red Tower Elevator Room to get one of those caterpillars close enough to grab a super from them through the gate with grapple, even though I had canBePatient on. If I'm wrong though, I'd be happy to learn.

image

East Pants Room does not appear on spoiler map

Settings

https://maprando.com/logic/room/PantsRoom

Describe the bug

  1. Bottom-right part of room is missing-- needs blocks + node 6 for bottom right + logic to / from that node.

  2. One of the logic from the new node -> 2 is a very hard / expert ice clip. The Puyo has to be frozen on a specific frame. I've done this clip myself with gravity (spring ball isn't needed). Unsure if it can be done without gravity -- haven't tested it.

Freezing room transition

Settings

Generated ROM filename (if available):
smmr-v29-115872772-7865696311543382796

Describe the bug

While going from Big Pink to where would be the hopper e tank (in this case path to get Space Jump) softlocks me during the room transition. As a result it locks you out of Space Jump unless you somehow manage to do one of the clip throughs while doing the loop in reverse, but that's out of the difficulty range.
That might not even be the problem with the randomizer itself but with the quirks of the game, but just giving a heads up.

Amazing randomizer btw. It's way better than door randomizer.

Glitched metroid cutscene

Symptoms:
Transition into Big Boy Room from Kraid results in glitched metroid cutscene.

Steps to Reproduce:
Version 49
Seed: https://maprando.com/seed/U_zxQ3j3JbhF8kyG0m2mkw/
Load this save state using SNES9x: map-rando-U_zxQ3j3JbhF8kyG0m2mkw.zip

This save state should load the player immediately after having defeated Kraid (having entered from the left).
The door on the right leads to Big Boy Room
The issue is reproduced when crossing this door.

Expected Results
Metroid cutscene should not occur and player should be able to proceed through the Big Boy Room from left to right.

Actual Result
Instead of bypassing the metroid cutscene, the following incorrect behavior occur:

  • The player is unable to shoot the debris blocking the entry.
  • The Baby is observed entering the field, chasing the sidehopper in the background.
  • Eventually, the Baby begins its chase after the player. Being trapped by the debris, the player is inevitably caught and drained to 1 Energy as usual.
  • When this occurs, the field will appear to "overscroll" past the left exit. The player can't actually enter that area because they will reach the exit transition and return to Kraid's chamber.
  • These events will repeat each time the Big Boy Room is entered, thus preventing the player from proceeding this way.

the logic surrounding the glass tube does not seem to be functioning properly.

Settings

https://maprando.com/seed/iL8hWihjXLRKsxK-iWzXvw/

Describe the bug

The json list of what should be possible is not accounting for the glass tube properly. very early on, it states I should be able to get the space jump from the right sand pit, then go defeat draygon. but due to the glass tube existing, I cannot get over to draygon. It requires me to go through the left sand pit. The only clip I am aware of for the glass tube was from the top to the inside using morph ball which I don't have. And xray climbing could possibly be used to go from the door at the bottom into the pipe.

Going the path described in the solution json would require me to clip from beneath the pipe into the pipe with only gravity suit and missiles.

I deeply apologize if there is a clip there that I am unaware of. but as it stands with no way to get into that pipe, the logic is broken. This isnt super important for this seed as I can still go fight draygon, but it could be important in other seeds.

botwoon hallway logic

Hi, I encountered a seed where i didn't have gravity or high jump and was expected to mochtroid ice clip going from right to left in the botwoon hall. the problem is none of the moctroids are accessible without gravity or high jump. the one that seems most reachable is impossible to get to even with a good crouch jump.

Spoiler map improvements

  • Include flags: Flags such as bosses, Maridia tube, Acid chozo statue, etc. should show as icons on the map and in the steps panel, and be interactive in the same way.
  • Show items as faded: An item should show as faded if the item's tile is reachable but the item itself is not bireachable. The same would also apply to flags once support for those is added.
  • Improve initial state:
    • Initially Step 1 should be selected, rather than revealing the whole map.
    • The screen should be centered over the starting location.
  • Add step to show what you can reach after collecting all the obtainable items: It's potentially significantly different from "Whole Map" once we have reduced item pool options. Maybe a step like this should only be included only if using such an option.
  • Hovering over a step in the overview should show pop up more info to the right: This pop-up could show icons (with counts) for all the other items collectible on this step (not including ones already listed in the overview), along with instructions to double-click for details.
  • Refine route drawing: With the node tile data, more precise information about the geometric location of each node is now available, which could be used to draw route paths more accurately.
  • Add back help pop-up: It would be good if the help info could pop up the first time using the spoiler map. It could have a checkbox to make it not show up in the future.
  • Add proper support for zooming in/out
  • Improve support on mobile devices

unbeatable seed - metroid room 4 logic

Settings

Generated ROM filename (if available): smmr-v5-1909176377-464593966782127806984477131014152

Describe the bug

It expects me to get through metroid room 4 with nothing, on medium skill.
I have doubts about whether even an expert could do it.

Reduced item settings

Work which needs to be done to implement settings related to a reduced set of items being placed.

  • Logic to determine when objectives are complete and when Mother Brain is beatable.
  • New boolean toggle "Stop item placement early" (under Item Progression > Customize), to end placement of additional items once Mother Brain is beatable.
  • New collapsible group of settings to define ammo pool size (under Item Progression > Customize, similar to the "Starting Items").
    • quantities for missiles, supers, power bombs, e-tanks, and reserves
    • presets "Full" and "Reduced":
      • Full: normal vanilla quantities
      • Reduced: 120 missiles, 30 supers, 30 power bombs, 7 e-tanks, 2 reserves
  • New item progression preset ("Stingy"?), after "Challenge".
    • Same settings as "Challenge", except enable "Stop item placement early" and use "Reduced" ammo pool.
  • Adapt credits to show collected item count and total item count (e.g. "20/55")
  • Ensure that the escape gives all movement items when using "Stop item placement early", overriding the option "Hyper Beam gives all movement items" to be enabled even it is not selected. Otherwise we could not ensure the escape would be beatable.

in addition to "Full" and "Reduced" ammo quantities, we could consider a "Minimal" option that has even less, but there would be a difficulty in ensuring the escape is beatable with more limited tanks, e.g. in case it requires acid dive and/or multiple shinesparks. Currently we aren't modeling energy requirements in the escape; so either we would have to start doing that, or we would have to make it give you more tanks (along with the movement items) when Hyper Beam is obtained.

Potential Softlock in the Escape Sequence

Settings

Generated ROM filename (if available): smmr-v14-619243965-1166397081153765026062685721888008

So, not exactly a guarenteed softlock, but something to maybe look into. If you have the spore spawn fight right after mother brain, with you coming from the top, you get stuck if you havent killed him before. Admittedly could have been fine if I killed him first, but I was just looking for the bosses since I had everything I needed to beat the game, so didnt really explore this area very much when I saw no bosses here other then mother brain.
bsnes_lCJetBj01e
bsnes_LixY430UXR

Softlock if you enter MB room behind the glass

Settings

Generated ROM filename (if available): smmr-v1-1297986910-464593966782127806984477131014152.sfc

Describe the bug

If you happen to enter the Mother Brain room from the back (e.g. where you would normally leave to go to the escape) you are stuck in the room. While it's possible to shoot a few missiles from behind to break the first part of the glass, you can't break it fully or activate the MB fight. The way back is also blocked by a barrier, preventing you from going back.

(btw, this is amazing, it was a lot of fun even though I ended up giving up on the seed. can't wait to try a few more!)

Idea/Request: PC version

Is it known in the community that a PC version of SM exists (doesn't include the rom, obviously)? Here is the repo for those that don't: https://github.com/snesrev/sm

Forewarning: I don't have any programming knowledge. Would anyone working on the map rando be willing to fork it and integrate this project with it? I imagine that there must be some things that could be done in a PC native client that an emulator couldn't do. Or at the very least modify it to where generated roms would work with it?

Bugged Reservs

Settings

Seed URL (or ROM filename):
map-rando-lYPVZq3tWc77oVpX2NBHUw

Describe the bug

Reserve tanks are bugged. I got 3 reserve tanks on manual mode. When I tried to use one of them, the 3 got depleted.
I did some testing and got hit for a little bit of damage. I had almost full energy (96) and tried to fill up to 99. When I used the reserv tank I got to 99 but all 3 reserves got depleted.

(PS: English is not my first language, I hope I made myself clear)

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