Sunday, September 30, 2018

v0.9993

A couple more things from Vitasia's stream:

- Fix issue where sometimes random music would get overridden by original music
- Skip having to talk to moogles when landing in Upper Land

Link

v0.9992

Oops?

- Fix a crash in Ancient Cave mode caused by the title screen changes.

Link

Saturday, September 29, 2018

v0.9991

We inch ever closer to 1.0.
- Fix issue where enemies with long-range weapons in place of enemies without long-range weapons did not work correctly.  The weapon palettes are still wrong and I intend to keep them that way.
- Modify title screen to indicate type of randomized ROM:



Friday, September 28, 2018

v0.999

Fix a few bad samples on one song I had added for 0.998.

Link

Thursday, September 27, 2018

v0.998

- Don't allow Doom Sword to be a summoning type enemy, since it can despawn the orbs in the sunken purple mana palace place
- Additional music
- Improvements to channel cuts hack and combine it with the existing sound effects reduction hack.  With the default settings you should hopefully have fewer music cuts and minimal sound effects cuts.

Monday, September 24, 2018

v0.997

Hi
- Take Hydra and Jabberwocky off of Kilroy's map due to an issue seen on Farolicious's stream.
- Add a bunch of songs.
- Add an experimental option to limit sound effects to channels 7 and 8.  This still has some issues but should give you fewer music cuts.  Default off since it isn't working perfectly yet.

Link

Saturday, September 22, 2018

v0.996

Changes:
  - Change music randomization to save off the last song that it intended to play, so that it doesn't keep triggering new randomized songs every time you switch maps, and only changes as often as it does in the normal game.
  - Some tweaks to music and add a few new songs.

Link

Friday, September 21, 2018

v0.995

This is a thing I've wanted to add for a while.
  - Add music randomizer.  This will mix up similar SoM songs whenever they're loaded, and also bring in some music from other games.  More to be added when I get around to it.
  - Fix vanilla issue where triggering a boss's victory event while player 1 is out of bounds would softlock.
  - Move the boss on Axe Beak's map, since he can get stuck in the wall.

Known issues:
  - Summoner-type enemies replacing the sword enemy can cause the spell trigger orbs in the lost continent to despawn.  Re-enter the room and either run up fast or kill them before they summon to work around this for now.  Later I'll make it so these enemies can just never be summon types.

Link

Monday, September 17, 2018

v0.994

More fixes:
- Fix Tonpole map so Mech Rider and Gorgon Bull won't move off the left side into the water.
- Take Vampires out of the list for Kilroy map, since they have strange movement there related to being attached to layer 2.
- Swap layers on Great Viper map, since a number of bosses including Tonpole and Hexas were having collision issues there and running clear off the map.  Add Hexas back to this map since it is now universally fixed.

Link

Sunday, September 16, 2018

v0.993

A few fixes and such.
- Don't allow Hexas on Great Viper map since she was seen to just wander clear through one of the walls
- Add more options for some of the silly dialogue
- Add triple exp option and same options for gold drops
- Don't do boss explosion animation specifically on the triple tonpole map so that the music doesn't cut out
- Don't allow Shapeshifter enemy to spawn stuff way above his level

Link

Friday, September 14, 2018

v0.992

People were having trouble with the first wall boss, and I had some complaints that removing the more-randomized walls took out some of the fun, so we'll compromise.
- Wall Face can be any of the following: Wall Face, Doom's Wall, Snow Dragon, Red Dragon, Blue Dragon, or Dark Lich.  Doom's Wall can only be Doom's Wall or Wall Face.  Doom's Wall needs to be this way for now because he covers a door.
- Rando mode will rename the Mech Rider bosses "Mech Rider I" "Mech Rider II" and "Mech Rider III" to clarify which is which.

Link

Things that may be coming soon:
- Random music from other games
- Occasional random boss palettes/weaknesses/names
- Randomized and/or additional spells

Tuesday, September 11, 2018

v0.991

Yep, we're doing this with the numbers.

Some things from Yagamoth and NYRambler's streams:
- Fix issue where patching roms with headers would result in corrupted NPCs.
- Fix issue (hopefully) where some bosses were not hittable with melee attacks on some maps.
- Remove Elinee NPC before Spikey fight and adjust event flags accordingly, since despawning her accidentally could softlock.
- Fix weapon orb chests not going away after the correct amount of opens
- Remove fixed-coordinate bosses (Tropicallos, Spikeys, Beaks) from list of bosses that can be Tonpole, since Tonpole appears on two maps with different coordinates.
- Fixed issue where being "slow" and walking through the little doorways in Gaia's Navel would only walk you halfway through and softlock.

Known issues still:
- Defeating the first and second boss of the triple Tonpole fight does the victory animation and the rest of the following fight is fought in silence.  The fight works fine, there's just no boss theme.

Link

Sunday, September 9, 2018

v0.99

A couple more fixes and changes from Vitasia's stream:
- Add options for preserving early bosses and experience adjustments
- Don't allow snake bosses on Tropicallo map since apparently they don't work right
- When swapping wall bosses, also swap the stats of the smaller eyes

Link

Saturday, September 8, 2018

v0.98

Fix a couple things.
- Fix wrong flag check in spell trigger orbs that could still lead to softlocks.
- The vanilla game jumps to event 0x508 if you get a weapon orb that you already have the maximum amount of; this can softlock if you get extra orbs from bosses.  Add option to remove this jump and fix this softlock. 

Link

Friday, September 7, 2018

v0.97

Some fixes from Yagamoth's test stream of rando mode:
- Fix summon creature of National Scar to be something of reasonable level
- Fix visibility flag for chests that contain weapon orbs to prevent potential overleveling and softlocks
- Fix element swaps not working, which could lead to softlocks at trigger orbs
- Change the triple tonpole fight to be randomized and a sequence of fights instead of 3 at once.  It's still visibly glitchy for most bosses but should work alright.
- Only randomize walls between themselves so you can't just scoot through Doom's Wall's door without winning the fight.  I may change how this door works later so that walls can show up in other places again.
- Persist input filename from last time instead of using my path in c:\emu

Link

Monday, September 3, 2018

v0.96

New mode!

- Add vanilla rando mode.  This randomizes a few things (that you can toggle on and off) in the base game:
     - Bosses
     - Normal enemies
     - Weapon orbs
     - Elements
     - Weapons (similar to AC, but more comparable to originals, and Mana Sword is kept the same)
     - An option to shorten events and dialogue to make the vanilla game more tolerable to play through again and again
- Add option (default on) to allow vampire bosses to be hit with physical attacks while "cloaked"
- Refactored some hacks to not use event flag space as temporary data so they will work in vanilla/rando mode.

A bunch of people have been asking whether certain hacks will be applicable to the base game... note that rando mode now allows this to happen simply by de-selecting all the randomization options.

This has been tested a bunch but I could probably have been more thorough.  Feel free to post any bugs here or in the discord.

Link