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smrpg_web_randomizer's Issues

Seventh Star Piece is Missing

Emulator: Snes9x 1.60 x64

Were you using Crowd Control: Nah

Flags (paste flag string if available):
Ksb R7kc Cspjl -nfc Yb -palette Tc4 M1 Sc4 Edfsac! Bmcs Qsba! X2 Nbmq D6s -showequips

Seed number or hash (seed number or hash string from filename or download page): SMRPG_US_8.2.9_open_529291eb400c06795c36b77d4943db40_4217706834

Description of problem:
Can't access Smithy's Factory with R7 flag on despite beating every available boss and having gotten the star piece at Star Hill.

Enemy spell names have special character in front

This used to be a blank space character (similar to 0x20 but not actually an ASCII space), but we're filling in the unused characters with icons for the item descriptions and Psychopath text. I patched the spell names to put an ASCII space in front in the randomizer seed itself, but the proper solution is to bake this change into the cutscene skip patch so we don't need to include it in each seed. The names otherwise do not change.

Geno Boost damages party members

Spell attack power is randomized, but if Geno Boost attack power is changed then it actually does damage instead of boosting. Funny, but unintended.

Remove Fireworks from item shop shuffle

Buying these from a shop actually doesn't do anything! They need to be purchased from the fireworks guy in Moleville in order to actually have any effect.

Change Title ID of packed WAD

Right now, the title name and ID of the packed WAD are kept the same as the vanilla game for simplicity. It would be really useful to figure out how to alter these so the seed number or hash can be set in the title tag and the ID can be hashed among unused title ID values so multiple seeds can be installed alongside the vanilla game without conflicting.

The sticking point is this requires changing the encryption key of the WAD I believe, since it's based on the title ID. Need to dig further into the Wii library to figure this out, also look at ShowMiiWads since it can do this too. Source code is available.

Other possible resource: Krimtonz (krimtonz#7502) did this for the OoT randomizer.

Frog Coin Shop Item Entry

I have no idea if it's possible, but it would be nice if there was a repeatable shop entry for a Frog Coin so that you could turn extra Coins into Frog Coins quickly if you happened to have an excess.

I don't know if there's an exploit this might open up, but considering Frog Coins are farmable already, I can't imagine it would be too much of an issue. There is the Land's End fortune that makes this potentially quite easy to cheese, but surely that could be randomized / "fixed" with an option as well.

This idea comes about because I was having a hard time in a run and the last thing I saw that might help me out was an item in tadpole pond for an expensive 60 Frog Coins.

As far as I know the koopa jumping minigame used to farm Frog Coins isn't there (or I just don't know how to activate it) so it would have been nice to be able to turn my 2105 or so coins at the time into a bunch of Frog Coins to at least get me closer to that item.

Key item(s) locked behind failed Booster Tower Curtain Game

Console or Emulator: Emulator - Beetle Supafaust v1.29.0

Were you using Crowd Control: No

Flags (paste flag string if available): Ksb R7 Cspjl -nfc -palette Tc4mk M2 Sc4 Edfsa Bm Qsba X3 Nm -fakeout D2s W -showequips

Seed number or hash (seed number or hash string from filename or download page): 1160058858
OR
Permalink (permalink URL from download page if you have it): https://randomizer.smrpgspeedruns.com/h/5eb4694e482009951c6857323e64e8b5

Description of problem: I got to a point where I had checked absolutely every location I knew to check to find Castle Key 1, and could not figure out where it could be. I checked the spoiler log, and this seed has [BoosterTowerCurtainGame: "CastleKey1"], which I have gotten into the habit of failing on purpose for the sake of time, thinking this was surely marked missable - but it does not appear to be. Also blocked behind this is the Big Boo Flag: I can't get through Castle Key 1's door to do Castle Key 2's fights, to get to the Fertilizer location.

Water Glitching Out

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Console or Emulator: zsnesw151

If emulator state which emulator and version. If console, state which flash cart firmware.

Flags (paste flag string if available): Ks Rk Cjl Tc4 M2 Sb4 Ef B Qa P1 Nbmq D4s

Description of problem: Water flickers blindingly and/or is covered by a flat texture in Midas River, Rose Way, and Tadpole Pond.

Belome 1

Console or Emulator: Emulator

If emulator state which emulator and version. If console, state which flash cart firmware.
SNES 9x v1.56

Flags (paste flag string if available): Ks R7k Cspjl Edfsa B S Qsba P1 Gm
Filename: SMRPG_US_8.0beta11_open_40d80ca69feed97625aebebebe8496fd_3564929670
Save filenames: Muckle JOhnny Leuko Dodo

Description of problem:
Belome 1 will try to eat characters causing a softlock.

Two different cases happen that I could reproduce: 1. Belome 1 does the Belome 1 script and eats the character in the third slot, then will eat another character and try to produce a clone like Belome 2. Game immediately softlocks (was able to soft reset). 2. He does not do the Belome 1 script and immediately does the Belome 2 script, attempting to eat a character and produce a clone. Regardless of what character is eaten, the third party member disappears and upon release, a glitched character portrait appears in slot 3 and no member exists in the party. If the turn order comes to #3, the game soft locks as there's no actable member. Since this is in the Jinx 2 fight location, I was able to run. Soft-reset also available. (see attached screenshot)

belome 1 bug

Incorporate flags into the file select screen

We're only displaying the seed number right now, which doesn't include if the flags are different. We should incorporate the flags somehow, or possibly replace it with a graphical hash similar to other randomizers such as ALTTP and Z1.

Connection not secure

randomizer.smrpgspeedruns.com does not support HTTPS.

This causes the following issues:

  • Browser warnings. (For example, in Chrome, "Not Secure" appears in the URL bar.)
  • Vulnerable to man-in-the-middle attacks to deface the website with ads or inject malware.
  • Cannot use HTTP/2 for better performance.

Note: Some CAs can automatically offer and renew TLS certificates for free nowadays, so budget should not be an issue.

Shuffle which characters join party when

This is possible by changing the event string instructions, however these locations change with the cutscene removal patch applied! Need to force cutscene patch always once we have a new version without the softlock issue.

Additional problem: Character stats will be unbalanced if acquired out of order. Need to change this around as well...

For reference, vanilla party join event locations are here:

  • Mallow: 1E2171 - 36 84
  • Geno: 1FC50A - 36 83
  • Bowser: 1EDF8C - 36 82
  • Toadstool: 1E8B7A - 36 81

Event code 36 adds a character to the party. Second byte is as follows:

  • bit 7 - increase total party members by 1
  • lower bits - character byte

Don't allow Group Hug on characters other than Peach

There appears to be no technical reason why Group Hug can't be on another character, and with the join order shuffling it doesn't matter which character has it now. We should ensure it's not a late spell learned however.

New feature: Boss shuffle

Basic idea is shuffle which bosses you actually fight in each encounter, similar to the FF4 Free Enterprise randomizer.

  • Swap boss encounter formations to have a different boss in each spot.
  • Stats shuffled based on spot in the game similar to FF4FE.
  • This would also be part of the "open mode" idea.

Possible issues:

  • Smithy probably has to be the final boss due to battle events. Also appropriate for story progression, but it would be cool if we could have a randomized final boss a la FF4FE...
  • Event scripts attached to the battle probably need to be shuffled as well. Need to investigate this more...
  • Enemy stats can be shuffled, but magic attacks will still have spell power associated with them. We can change these as well, but that will affect other enemies using those same attacks.
    • Might be able to account for this by lowering the boss's magic attack further depending on the base power of spells they use?

Toadofsky Minigame Options

Being one of the remaining unrandomized things, it's quite uninteresting. If it can't be randomized I'd rather the option to skip it, but if it could be I'd prefer to hear the terrible songs it might produce.

Enabled: Randomize the notes that need to be played in the Toadofsky minigame and update the dialogue of the tadpole near Melody Bay to reflect the new songs (Do Re Mi etc.)

Disabled: Acquire the key items from the tadpole near Melody Bay or Toadofsky when the requirements for him being there are met.

Default: As it is now.

Web Interface: Palette Swap doesn't show up on Linear Mode

Palette Swap only shows up in Open World mode. It disappears when selecting Linear. Other options do disappear, but I figured that is likely because those randomization options do not work well in Linear as compared to Open. Palette however is cosmetic, thus shouldn't be of any affect on which mode selected.

Randomize minecart mode 7 layout

The ROM map info I found has the data locations for the minecart minigame. Need to do some analysis on the tilemap data and see if it's feasible to randomize the layout of the mode 7 screens in the minecart minigame...

Land's End Fortune / Golden Chest Tweak Options

I think it would be useful for certain runs to be able to remove infinite sources of Coins.

For example in a challenge run where you've set it up to only get rewards from quests and bosses, it would ruin that challenge if you could just farm Land's End to get infinite coins and buy all the bombs you wanted given enough time.

If there are more infinite sources of coins outside of battle, those could be additional options as well.

Bug Report: Game Locks Up On Equip Screen

Console or Emulator: ZSNES, latest version for Windows

Flags (paste flag string if available): "K Cj Tb3 Nq Gsmke"; exact seed is "3445590563" if it matters

Description of problem: Played through the seed as normal, getting up to the Bowyer fight and clearing it. Once I got Geno onto my party however, any time I would fuss around in my Equip screen, the game would lock up when going to equip an item.

The background image scrolled as normal and the music still played, but the game wouldn't accept button commands and any selection effects (the finger icon, the item name being "lifted") stopped working. I had to re-fight Bowyer and did a save state after obtaining Geno to make sure this wasn't a one-time fluke, and it still locks up in the Equip screen.

Originally I thought the issue would only extend to equipping Geno, but trying to equip a Fuzzy Shirt to Mario I found the exact same problem. Weirdly enough it doesn't trigger exactly each time I try to equip something either, though of note it almost always freezes when I move over to the Ghost Medal I had recently obtained in my save?

On the off chance my footage might help, I was streaming the game on Twitch. The video can be found at https://www.twitch.tv/videos/495262830. The bug begins at about 1:26:41, and carries on for 1:26:53 when I realize the game has frozen. After I beat Bowyer again, I fiddled a bit on stream with the bug in the hopes to create footage for this report, remembering that you folks had that feature. This experimentation carries onward from 1:31:48 to about the rest of the video. Forgive my poor voice volume and quality, this is my first Twitch stream and I can't say my vocal training is the best right now. -_-

Game freeze

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Console or Emulator:
zsnesw151-402

If emulator state which emulator and version. If console, state which flash cart firmware.

Flags (paste flag string if available):

Description of problem: Game freezes everytime I try and equip items.

Support Items Only in Shops / Rewards

Add options for only having support items (healing, boosts, attacking items) in shops as well as limiting rewards to support items.

Additional granularity could be gained with the toggling of offensive / defensive / restorative support items.

The idea is that these options would be combined with equipment options to create a run where you obtain equipment from doing certain things (beating bosses, quest rewards) and support items for doing others (selling equipment, buying in shops.)

Game freezes when entering room with giant squid after beating it

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Console or Emulator: snes9x version 1.56.2

If emulator state which emulator and version. If console, state which flash cart firmware.

Flags (paste flag string if available): Ks R7 Cspjl -nfc Tc3y $ M1 Sb4 Edfsa! Bs Qsa X2 Nbmq D2s W

Description of problem: I beat the boss that is usually the giant squid/blooper (this time it was Booster) in the Sunken Ship and went back to the save room where you have to jump on a barrel to hit one of two switches and saved my game. I went back into the room where you fight the giant squid and then the game, while still playing music, froze.

Beta crashes on SD2SNES on SuperNT

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Console or Emulator:

If emulator state which emulator and version. If console, state which flash cart firmware.

SD2SNES (1.8.0-sa1-v06) on SuperNT

Flags (paste flag string if available):
Mode: Open
Version: 8.2beta5
Flags: Ks R7kc Cspjl -nfc Yb Zwgt Tc4 Sc4 Edfsac! Bmcs Qsba! X3 Nbmq -fakeout D6s
Seed: 3242283158
https://randomizer-beta.smrpgspeedruns.com/h/2ac6c547d2ba8b29aaab4fb8e14fbe74

Description of problem:
The game softlocks in some battles, with enemies disappearing (not defeated, just disappearing) and music continuing to play but without any input or menus available, which requires a hard reset. Currently, I only have Bowser in my party, and he is in the center battle slot by default. I've specifically had this happen in Kero Sewers at the main boss, in the Marrymore boss fight, and in a regular fight in Booster Tower against a Chomp + Jester

Soft lock with Apprentice enemy outside of Booster Pass battle

Seed: http://randomizer.smrpgspeedruns.com/h/tAlwGL6d17

Clip of the glitch: https://clips.twitch.tv/FragilePiercingPepperOSsloth

The battle event text is actually from the Booster boss fight when all the sniffits have died. I suspect this is related to this enemy having a special event attached for its battle in the hidden area of Booster Pass.

Recommended solution: Disable the battle events for this enemy, or just disallow this specific enemy from being shuffled in enemy formations.

Game Freezes when attempting to select the Super Suit

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Console or Emulator: ZSnes 1.51 for Windows

Were you using Crowd Control: not that I'm aware of

Flags (paste flag string if available): Ksb R7c Cspjl -nfc Yt Tc4k M1 Sc4 Edf Bc Qsba X3 P1 D1 -showequips

Seed number or hash (seed number or hash string from filename or download page): open_7ee2bf996d711145580df65ad6907d77_179012013

Description of problem: Whenever I try selecting the Super Suit (obtained fairly easy in this seed) in the Equip screen, it crashes the game. Selling it in the shop seems to be unaffected.

Chaotic Music Option

If it is possible I think it would be great to have the option to shuffle all music in the game.

Granularity of this option might include randomize boss music (as it is now), keeping it categorically similar (towns get shuffled, battles get shuffled, menu / special music get shuffled, etc), and completely random where any song can replace any other song.

Sementes

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Console or Emulator:

If emulator state which emulator and version. If console, state which flash cart firmware.

Were you using Crowd Control:

NOTE: Crowd Control is NOT officially supported for the randomizer currently. Please ONLY report issues if they are happening WITHOUT Crowd Control! See https://forum.warp.world/t/super-mario-rpg-legend-of-the-seven-stars-snes/14219 for details.

Flags (paste flag string if available):

Seed number or hash (seed number or hash string from filename or download page):
OR
Permalink (permalink URL from download page if you have it):

Description of problem:
Tá dando erro na criação de sementes

smrpg rando bug Johnny Freeze

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Console or Emulator:
Emulator
If emulator state which emulator and version. If console, state which flash cart firmware.
snes9x 1.60
Were you using Crowd Control:
no
NOTE: Crowd Control is NOT officially supported for the randomizer currently. Please ONLY report issues if they are happening WITHOUT Crowd Control! See https://forum.warp.world/t/super-mario-rpg-legend-of-the-seven-stars-snes/14219 for details.

Flags (paste flag string if available):
Ks R Csjl -nfc -palette Tc4y $ M2 Sb4 Ed Bm Qa X3 P1 Nbmq D2s W -showequips
Seed number or hash (seed number or hash string from filename or download page):
SMRPG_US_8.2.9_open_7198a286fff420d17458dbcde2aacf63_305021658
Permalink (permalink URL from download page if you have it):

Description of problem:
Johnny boss at Bundt slot freezes when he goes to 1v1 mario. I tried with Mario in all 3 slots

Mushroom Way Randomized Chest Refills when Re-entering

Emulator: Snes9x Snes9x v1.59.2 for Windows.

Flags (paste flag string if available): Ks R7k Cspjl -palette Tc4k M2 Sb4 Edfsa! Bmc Qsba! X3 -noexp P1 Nbm Gsmke -fakeout D1s

Description of problem: The chest in Mushroom Way which usually contains a healing mushroom can be randomized and resets back to full when you re-enter the area. I don't know if this behaviour is normal for the base game, but you can get as many of whatever appears in there in the randomizer as you want.

Softlocks when a boss uses Blizzard or Flame Wall.

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Console or Emulator: BizHawk 2.3.1 (+ Crowd Control)

If emulator state which emulator and version. If console, state which flash cart firmware.

Flags (paste flag string if available): Ksb Rk Cspjl -nfc -palette Tc4nmsr Sc4 Edfsa B Qsba X2 P1 Nbm -fakeout D2s W

Seed number or hash (seed number or hash string from filename or download page):
OR
Permalink (permalink URL from download page if you have it): https://randomizer.smrpgspeedruns.com/h/f3d7d09efd76e73c9b572503a71efd7a

Description of problem: On Booster Tower, Mack has access to Flame Wall when all Shy Guys are destroyed. This locks the game whenever the game decides to use it, because the game launches the animation, but never finishes it, which locks the game into the Flame Wall animation. This is also a problem with the Samurai on Seaside Town's mountain, which has access to Blizzard : but instead, the animation never launches, which locks the game into place. The bosses were strong enough to resist multiple attacks, so it was impossible to go through them without getting at least one of those spells.

Although Crowd Control was used to play the seed, no effects were used in those battles to change attacks or to force certain things to happen in battle.

Duplicate Enemies Occupying Same Space

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Console or Emulator:
Console

If emulator state which emulator and version. If console, state which flash cart firmware.
Console, but no flash cart. I'm using a custom SA-1 development cartridge with the ROM burned to a M27C322 EPROM.

Flags (paste flag string if available):
Default Casual I believe

Seed number or hash (seed number or hash string from filename or download page):
OR
Permalink (permalink URL from download page if you have it):

SMRPG_US_8.2.7_open_2aa50555a5acc17c3340813c2af06d1b_1431774551.sfc

Description of problem:
In at least 2 locations now, notably Kero Sewers and Rose Way, I've encountered enemies that seem to multiply themselves mid battle and occupy the same space. 2 of the same enemy will occupy the same space and when one is defeated, the other is able to be attacked and defeated as normal.

I've seen this with hobgoblins in Kero Sewers and arachnes on Rose Way.

I would expect them to be 2 separate enemies position wise. This behavior seems glitchy to me.

Open Equipment Option

Any character can equip any piece of equipment.

This would be useful for runs where the amount of equipment you get may be limited to ensure that you can still outfit your entire party.

Booster in enemy shuffle pool

Reported by AaronDobbe. They reportedly saw Booster in the Bowser's Keep revisit in a normal battle. They ran instead of fighting, but defeating him may cause issues.

Linear Quick Issue with Characters and Stars

Console or Emulator:
I am playing on Snes9X v1.53

Description of problem:
I am playing a linear game with the quick preset, with the addition of flags "Cp" and "Ef." I just defeated Bowyer in the Forest, and I received Mallow into my party at his normal level instead of matched to the area. I had received Bowser into my party first, with him at his normal level, as well. Also, upon defeating Mack and Bowyer, I also didn't receive stars in my inventory, with no option on the "X" menu to view stars, either
Capture
Capture2

Hurly Gloves without Mario in the party + Come Back = softlock?

https://www.twitch.tv/videos/306476357

This was a softlock plus it actually erased the save file, which is really surprising...

Peach had Hurly Gloves, but Mario was not in the party. This caused the character in position 1 (Mallow) to become glitched out. When Peach used Come Back, it softlocked and erased the save file.

NOTE: This was being played on a SNES Classic, so that may have something to do with the save file being erased. We don't know how the SRAM is handled in that, and nobody else has played a randomizer seed on it.

Equipment Reward Option

Add the option for bosses to reward equipment.

This could be combined with other options to create a mode where you only improve in general by defeating bosses (exp from bosses only, empty/support only shops) for a boss rush style generation.

Display seed/hash on J version file select as well

Right now, only the US/EU file select displays the seed. I believe this is simply due to not knowing the address for that particular text in the J ROM.

  • Menu text pointers are located at address 3EEF00, two bytes for each pointer value. The values are little-endian and the value is added to base address 3EF000 for the menu text.
  • The file select name text pointer is located at 3EEF54. This looks to be the same for both versions, and it has the following values:
    • US: pointer value 4001, points to 3EF140 which has "Your name?" ASCII text.
    • J: pointer value 0901, points to 3EF109 which has some J characters.
  • In both cases, the next pointer is 11 bytes forward which means this text is 10 bytes long in both versions.

Solution: Write the seed value to address 3EF109 for the J version in the same manner as the US version. Need to test this...

path to bowser's keep not open

Using open mode, i received the 6th star in Culex's spot (hammer bros for my rng) but the path to Bowser's keep did not open. I tried talking to Mallow's parents to open the bus and the cut scene played, but when i go to board, nothing happened. The 6th star was literally the last boss i had left standing previous to the keep

Rework XP scaling?

Community raises concerns about some levels being really close together and eventually hitting a large gap for the next level.

Need to run some samples on the current logic to see how it curves. It does curve the first half of the levels lower, but maybe a better idea is to set a guaranteed amount to his say level 20.

Other possible option: Take distances between levels instead and randomize those?

Custom game with "Character Spell Lists" option disabled starts characters without their first spell

Console or Emulator: emulator- snes9x v1.53

If emulator state which emulator and version. If console, state which flash cart firmware.

Flags (paste flag string if available):

Description of problem: When creating a custom randomization game without the characters' spells randomized, Mario begins without the Jump spell; in the one game I've gone as far as the second character, Mallow didn't have the Thunderbolt spell, either. Both characters gain their second spell at the appropriate level, but still missing the first.

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