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Author Topic: Solstice Randomizer (NES)  (Read 5179 times)

pbandpickle

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Re: Solstice Randomizer (NES)
« Reply #20 on: July 06, 2020, 05:27:54 pm »
Well, the magic boot randomizer being broken makes complete sense as I am incapable of fixing anything without breaking something :P I’ll review this later today.

I will review my detonator code again and will implement the room change that you have suggested.

EDIT:
-The magic boot randomizer appears to be working as intended. Please note that there are currently only 10 spots where the magic boots will spawn and 3 of them are in A3. So currently, there is a 30% chance the boots will be there. This will not be as prevalent once magic boot randomization is expanded.

-Detonator randomization is now disabled for the time being.
« Last Edit: July 06, 2020, 09:45:58 pm by pbandpickle »

pbandpickle

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Re: Solstice Randomizer (NES)
« Reply #21 on: July 19, 2020, 09:06:04 pm »
Slight update. I fixed up the graphics a bit in rm 0x30. It's still a bit jacked but much better than before. I probably won't be touching it any further as solstice graphics are kind of complicated.

If playing on Random Start, room 0xFC has received a complete redesign to prevent a softlock while also making the room not boring. If you do not use random start, this room stays vanilla.

Here is the current roadmap:
   1. Fix detonator randomization
   2. Fix color correction
   3. Expand magic boots randomization
   4. Any other goofy things I can think of.

I haven't had as much time to work on it as I would like but I'll still be updating periodically.

Also, one randomization quirk i need to fix:
   Both rooms 60 and 5E are valid locations for Cave of the Doomed Souls key. This means if you happen to drop down the wrong shaft, it's a softlock. I may adjust this so that it can not spawn there but I dunno.

Another note, I am very curious what bytes 0x01A371 -> 0x01A3FE are used for. These bytes are strangely sandwiched between data for room 0x45 and 0x46 but is definitely NOT room data. I'll like to look into that some day....

pbandpickle

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Re: Solstice Randomizer (NES)
« Reply #22 on: July 26, 2020, 10:34:21 pm »
Not much to add except detonator randomization has been fixed. All this time I assumed there was something wrong with my randomization code when it was actually a side-effect of the game's programming.

Detonators are still only randomized with detonators but they should work correctly now. The only sideeffect is that you can hit the same detonator multiple times (doesn't do anything extra). It will never show a trigger detonator. Also, detonator randomization is forced on at the moment. I'll fix it during my vacation next week.