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pulled tracker support from leggetc13's version. made a few fixes to tracker while in there (deal with RG/ITEM/QUEST overlaps, don't create textures for jabbernuts) Would like to get kaleido in, but otherwise think this is ready to go in. Just needs testing. Maybe bringing over debug editor stuff would help there too |
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not sure how that broke in rebase, but ported over draw code from leggettc's branch |
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Noticed I had issues with generating seeds with silver rupee shuffle on, unsure if this conflicts with some other settings Settings List I Had: No Logic |
Pepper0ni
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Did a quick sweep of the logic to point out obvious issues.
| LOCATION(RC_BOTTOM_OF_THE_WELL_BASEMENT_GRASS_2, logic->CanCutShrubs()), | ||
| LOCATION(RC_BOTTOM_OF_THE_WELL_BASEMENT_GRASS_3, logic->CanCutShrubs()), | ||
| LOCATION(RC_BOTW_SILVER_1, true /*CanClimbHigh()*/), | ||
| LOCATION(RC_BOTW_SILVER_2, true /*CanClimb()*/), |
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Doorsanity will want to split this region up.
| @@ -72,8 +72,16 @@ void RegionTable_Init_GanonsCastle() { | |||
| }); | |||
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| areaTable[RR_GANONS_CASTLE_FOREST_TRIAL_BEAMOS_ROOM] = Region("Ganon's Castle Forest Trial Beamos Room", SCENE_INSIDE_GANONS_CASTLE, { | |||
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We probably want to Rename END into MIDDLE.
The event and first silver can only be reached from the front, and are true as you get it while doing the fan jump.
3 and 4 are simple from the middle, 5 is simple from the end.
2 needs to be in middle (is adult or hookshot), and front (true) due to child not being able to climb the target.
| LOCATION(RC_GANONS_CASTLE_SILVER_FIRE_2, logic->FireTimer() >= 24), | ||
| LOCATION(RC_GANONS_CASTLE_SILVER_FIRE_3, logic->FireTimer() >= 40 && logic->CanUse(RG_GOLDEN_GAUNTLETS)), | ||
| LOCATION(RC_GANONS_CASTLE_SILVER_FIRE_4, logic->FireTimer() >= 8), | ||
| LOCATION(RC_GANONS_CASTLE_SILVER_FIRE_5, logic->FireTimer() >= 32 && logic->CanUse(RG_GOLDEN_GAUNTLETS)), |
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looks like a refactor happened and now this needs changing
| }, { | ||
| //Locations | ||
| //TODO figure it out | ||
| LOCATION(RC_GANONS_CASTLE_MQ_SILVER_WATER_1, true), |
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The Middair ground jump needs adding, plus the power bracelet logic.
Child can get the middair silver doing a rolljump from the peg to grab the block.
| }, { | ||
| //Exits | ||
| ENTRANCE(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_BEAMOS_TORCH, logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_HOVER_BOOTS)), | ||
| //Modelling the silver rupees properly will require a way to check temp flags in different regions. |
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OK, I had a think, and we can probably skip the assumption by setting the event on Moving Platform and baking in all the other requirements from there, which sucks but at least avoids the need for temp flag storage nonsense.
| LOCATION(RC_SHADOW_MQ_SILVER_SPIKES_3, true), | ||
| LOCATION(RC_SHADOW_MQ_SILVER_SPIKES_4, (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT)), | ||
| LOCATION(RC_SHADOW_MQ_SILVER_SPIKES_6, logic->CanUse(RG_HOOKSHOT)), | ||
| LOCATION(RC_SHADOW_MQ_SILVER_SPIKES_9, true), |
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The platform with 1 doesn't seem to be reachable with hovers without a backwalk/backflip or rolling, and should probably be split off. Also probably wants a lens check as it's invisible.
9 needs a jumpslash or hovers to reach, even a rolljump isn't enough.
| areaTable[RR_SHADOW_TEMPLE_INVISIBLE_SPIKES_PLATFORM] = Region("Shadow Temple Invisible Spikes Platform", SCENE_SHADOW_TEMPLE, {}, { | ||
| //Locations | ||
| // can also get 2 & 4 with hovers backwalk backflip | ||
| LOCATION(RC_SHADOW_SILVER_SPIKES_1, logic->CanUse(RG_HOVER_BOOTS)), |
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Comment that it needs rolls or backwalk backflip, probably wants lens.
I would probably make the platform it's own region at this point.
| //to get enough distance to reach the rupee | ||
| EVENT_ACCESS(LOGIC_SPIRIT_BOUNDERS_SILVERS, logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslash() || logic->CanUse(RG_LONGSHOT)/* || CanBunnyHop()*/), | ||
| }, {}, { | ||
| EVENT_ACCESS(LOGIC_SPIRIT_SILVER_BOULDERS, logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslash() || logic->CanUse(RG_LONGSHOT)/* || CanBunnyHop()*/), |
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Child needs roll to get the jumpslash here, and it's still pretty precise and may be trickworthy. Also, there's a damage boost off the boulder to grab it.
| LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_3, logic->CanBreakPots()), | ||
| LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_4, logic->CanBreakPots()), | ||
| LOCATION(RC_SPIRIT_MQ_SILVER_LOBBY_1, true), | ||
| LOCATION(RC_SPIRIT_MQ_SILVER_LOBBY_2, true), |
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2 and 3 are under boulders, 1 and 4 are in RR_SPIRIT_TEMPLE_MQ_BEHIND_GEYSER, and 5 is in the geyser which realistically needs to be in RR_SPIRIT_TEMPLE_MQ_BEHIND_GEYSER as that's whrere the switch is.
| EVENT_ACCESS(LOGIC_SPIRIT_MQ_BIG_WALL_SILVERS, (logic->CanKillEnemy(RE_KEESE) || logic->CanUse(RG_SKULL_MASK)) && (logic->HasItem(RG_CLIMB) || logic->CanUse(RG_LONGSHOT))), | ||
| }, {}, { | ||
| }, { | ||
| LOCATION(RC_SPIRIT_MQ_SILVER_BIG_WALL_1, logic->Get(LOGIC_SPIRIT_MQ_SILVER_BIG_WALL) || logic->TakeDamage()), |
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This sections needs whole new logic because this statement was built on the fact you can't drop down and collect all 5 climbless from the top, while the climb up logic was built assuming you went all the way up and doesn't apply to lower rupees in vaccum.
The funny Keese logic here (instead of CanAvoid(RE_KEESE)) is because the wall as a whole is too high for stunning to hold them up long enough, for the lower rupees this isn't needed. Hookshot is also enough to reach some of them climbless.
Also, most of these can be placed both here (dropdown strategies) or at BASE.
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Figured out my specific issue - the silver rupees shuffle seem to fail when Master Quest Dungeons are turned on. Tried random, sometimes works, sometimes doesn't, No MQ gens fine, all MQ seems to always fail. This is true in No Logic as well, something weird. |
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Did more digging - it doesn't generate when Ganon's Castle is MQ version. Think there is something iffy with that in particular. All other dungeons work when MQ. |
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it's probably #6487 ,it should get merged into develop soon after the release |


implement Silver Rupee Shuffle so that I start caring about it when @Pepper0ni is always bringing it up in logic refactors
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