Comments (6)
To allow opening of doors WITHOUT a magic key:
DCAD-E = F0, 09
DCB8-9 = EA, EA
A:11 X:1E Y:00 S:FD P:nvUBdIZC $DC99:A5 BF LDA $00BF = #$01 <--- Load key count
A:01 X:1E Y:00 S:FD P:nvUBdIzC $DC9B:D0 0B BNE $DCA8 <--- Go to success if not equal to 0
// Replacing false branch with BEQ DCA8, so if equal to 0, go to the same place as if you were successful
A:01 X:1E Y:00 S:FD P:nvUBdIzC $DCA8:C6 BF DEC $00BF = #$01 <---- Replace with NOPs so the magic key count does not reduce. Required if you never had a key in the first place.
from dwrandomizer.
Enlarging the map will be more difficult... we'll have to rewrite this:
A:52 X:20 Y:52 S:F8 P:nvUBdIzc $AC5E:B9 53 A6 LDA $A653,Y @ $A6A5 = #$3B
A:3B X:20 Y:52 S:F8 P:nvUBdIzc $AC61:85 40 STA $0040 = #$56
A:3B X:20 Y:52 S:F8 P:nvUBdIzc $AC63:B9 54 A6 LDA $A654,Y @ $A6A6 = #$A0
A:A0 X:20 Y:52 S:F8 P:NvUBdIzc $AC66:85 41 STA $0041 = #$9A
It's the pointer to each row of the map; it's hard coded and uses two bytes, so you're limited to 128x128 this way. Additionally, it's not in bank 3, so we'll have to bank switch to a new bank 4 or 5... if we can even do that... implement the mapping code there starting at $8000 (or something like that), fill in the pointer data starting at $8800 +/-, then we can use a big 12,000+ bytes for the map if we started at $9000.
from dwrandomizer.
However, making the ROM bigger is easy! Add 0x10000 bytes starting at 0xc010, then change 0x0004 with 0x08, making 8 pages of 16KB each instead of 4. This forces page 7 to be the "leader", not page 3. I think we actually have a shot!
from dwrandomizer.
Coming out of chat: Emptyeye Mode (guaranteed one stat increase of zero) and TRUE Emptyeye mode (guaranteed two stat increases of zero)
Also, we should look into "shortcuts", meaning, for starters, we have a "standard" button which sets the checkboxes to the settings we usually race at.
from dwrandomizer.
2 options I'd love to have in the randomizer that are inline with this Random% ticket.
- Randomize return and wing's location.
- Mix Monster's sprite or stats. That way, you'd have to beat every single monster at least once to figure out which one are worth beating. There would be no pre-made ideas on monsters anymore. (Like Goldman never worth it if you don't need experience). A blue slime could be a blue dragon hiding.
I'd use these two options in regular races to be honest. 😄
While in the random% idea ticket, one more idea that could be thrown if you really want to be evil (or truly random)l:
-Mix the NPC each other in a town (or even all of the game). So the NPC inn of Kol could be the NPC merchant or even one of the random NPC you never talk to. Or even worse: The locked soldier in Brecconary could be the key seller of Rimuldar, thus probably requiring to open a chest with a magic key.
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Some stuff like that might end up in the planned "Chaos mode". I haven't fully nailed down what features that mode will have yet.
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Related Issues (20)
- Have text boxes appear when overing an option HOT 2
- Find a way to reduce the flashing animations. HOT 1
- Tournament changes HOT 2
- Tri-state flags HOT 1
- Make short Charlock a little less short.
- Stair Shuffle
- Summary tab does not update when flags are pasted in HOT 1
- Rework the speed hacks code
- Consider a return menu to choose a town
- Accessibility: bump indicator HOT 3
- Way to create multiple random seeds at a time
- Death counter persists even when starting a new save file HOT 1
- Major bug - Random Stairs can make Grave of Garinham incompletable (potential softlock) HOT 3
- Cantlin guard
- Invisible hero princess sprites
- Rotated dungeons issue
- Chaos monster rankings HOT 1
- Invisible NPC flag and sprite choice interaction
- Almost vanilla
- cli: sprite selection only works when specifying output directory
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