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Spoiler log states:
"step": 3,
"flags": [
{
"flag": "f_ShaktoolDoneDigging",
"area": "Crateria"
}
But how can shaktool be done digging without me getting PB's first?
Generated ROM filename (if available): smmr-v1-1297986910-464593966782127806984477131014152.sfc
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.)
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!
Generated ROM filename (if available):
smmr-v1-480400005-88365281716750872325926485397485.sfc
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.
https://maprando.com/logic/room/PantsRoom
Bottom-right part of room is missing-- needs blocks + node 6 for bottom right + logic to / from that node.
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.
Generated ROM filename (if available):
smmr-v29-115872772-7865696311543382796
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.
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:
https://maprando.com/seed/iL8hWihjXLRKsxK-iWzXvw/
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.
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.
Generated ROM filename (if available): smmr-v5-1909176377-464593966782127806984477131014152
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.
Work which needs to be done to implement settings related to a reduced set of items being placed.
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.
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.
Seed URL (or ROM filename): https://maprando.com/seed/zQ34ibcSNyhyH1XdyISLPA/
version 103
In step 8 (collect bombs), the route includes the following steps:
But at this point, Croc isn't defeated yet, so I can't access Central Junction.
Generated ROM filename (if available): smmr-v1-1297986910-464593966782127806984477131014152.sfc
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!)
Extra ")" in the date. :^)
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?
Seed URL (or ROM filename):
map-rando-lYPVZq3tWc77oVpX2NBHUw
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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