Spicy Mycena Waffles

This is my fork of Super Mario World's Archipelago Randomizer which aims to provide a different experience.

Latest release: v1.3.10

Index

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1.3.10

  • Luigi Physics
    • Option to enable the feature is now visible
    • Allows you to play with SMA2's Luigi Physics (floaty, somewhat slow)
    • DOES NOT ALTER LOGIC IN ANY FORM. And never will. Feel free to get out of logic.
    • Fixed getting stuck in castle cutscenes
  • Removed castle destruction cutscenes
  • Fixed the rare case where two exits can lead to the same entrance
  • Special World Clear item is now considered "deprioritized"
  • Too lazy to update the credits version number

1.3.9

  • Fixed Star World 5 level tile not being excluded from swapped exits when it should always be excluded
  • Fixed failed generations with transitions are off and teleports shuffle are on
  • Fixed rare cases where teleport/transition shuffle will map two entrances to the same exit
  • Enemy Shuffle updates
    • Larry's Castle second room no longer allows Pokeys, Green Boucing Koopas, Mega Moles or Dino Torches

1.3.8

  • Fixed swap_donut_gh_exits

1.3.7

  • Banned center Star tile in Star World to have its potential destination on the same map
  • Updated logic
    • Ludwig Castle now properly requires Run for the last room location
    • Fixed DP2 secret exit
    • DP1 no longer assumes Enemy Shuffle seeds
    • Fixed Yellow Yoshi availability only considering P-Switch
    • Mondo now properly requires Swim on its exit rules
    • VS3 midway point now requires Swim to match the rest of the level

1.3.6

  • Fixed a crash related to DamageLink and Yoshi
  • Fixed Yoshi ignoring extra hearts when receiving DamageLink signals
  • Fixed DamageLink handling causing incoming DeathLink and TrapLink signals crash the client
  • DeathLink signals are now ignored if you're not controlling the player

1.3.5

  • Implemented DamageLink (named SharedDamage for tagging purposes)
    • Whenever players take a hit they send a Damage signal to others
    • Can be toggled in the Manager
    • Currently Waffles handles it like this:
      • Other Waffles players get hurt when the cumulative damage gets to 80
      • Sends a 80 damage signal when the player loses a powerup, loses a heart or dies
      • Sends a 20 damage signal when the player loses Yoshi
  • Removed RingLink handling from the code (didn't work on Waffles)
  • Made Universal Tracker aware of the Decoupled options

1.3.4

  • Potentially fixed "Out of Logic" level clears in Universal Tracker
    • Please use "default" setting for deferred entrances in Universal Tracker!
  • Fixed fireballs not bouncing on the ground
  • Fixed FoI4 secret exit access rule

1.3.3

  • Fixed a broken rule
  • Updated Manager window with the correct name

1.3.2

  • Implemented DeathLink
    • Stars can nullify one death signal at a time
    • Hearts can also nullify one death signal if desired
  • DeathLink, EnergyLink and TrapLink can now be toggled in the Manager at any time
  • Potentially fixes Yoshi House's goal forcing a ton of eggs being panic swap targeted
  • Fixes alternate logic being all messed up in Universal Tracker
  • Fixes some unusual cases where exits will be reported as reachable out of logic in UT
  • Fixes boos hurting Mario while ducking or when having an active star and riding Yoshi
  • Fixes locations other than exits having wrong classifications on levels with swapped exits
  • Run no longer displays an A in the in-game tracker
  • Goal location is now an event
  • Removed swap_level_exits option, it stopped mattering a long time ago
  • Alternate Logic no longer has every setting on by default
  • Enemy Shuffle updates:
    • FoI4 now guarantees a bouncing koopa after the midway point
    • VoB2 no longer has Dino Rhinos on the first room
    • VoB2 no longer has bouncing american footballs in the third room
    • DS1 now has fishes after exiting the secondary room
  • Several logic updates I forgot to document

1.3.1

  • Fixed Blue Yoshi requirements being met by only being able to find a red/green Yoshi

1.3.0

  • Implemented Rule Builder™️ (bumps AP requirement to 0.6.7)
  • Added a new option that allows people to run very specific alternate logic
  • Added PopTracker pack support to Universal Tracker
  • Universal Tracker now properly tracks levels completed out of logic, showing them with Glitched Logic™️
  • UT's deferred entrances behavior changed:
    • "off" will not track anything as expected
    • "default" will only track levels completed out of logic
    • "on" will hide future levels, avoiding spoiling level shuffle and will also track levels completed out of logic
  • Prog+Useful fillers should no longer show up as Filler on Blocks
  • Client is now forced to wait for server connection before attempting to send any data to the server
  • Switch Palaces are no longer collect-able
  • Logic updates:
    • CI1 now considers Yoshi to pass the Muncher obstacle
    • CSA no longer requires run to be completed
    • Outrageous now has proper logic its locations other than the goal
    • Outrageous is no longer considered a valid level to get a Yoshi
    • VD4 now has proper logic for coin block #8
    • Funky now has proper logic for getting a Yoshi
    • Funky now has proper logic for getting the flying question block
    • FoI4 requires Yoshi or Run to reach the secret exit room
    • CI5 added carry | feather requirement to the 1up mushroom block
    • DP2 secret exit no longer considers a lone Yoshi to be enough to reach it
    • SW5 vine block requires flying to reach it
    • BB1 is now considered in logic without Red Switch Palace if Enemy Shuffle is off
    • FoI2 is now considered in logic without Stars if Enemy Shuffle is off
  • Enemy shuffle adjustments:
    • VoB2: Removed Spike Tops and Rip Van Fish from the last room

1.2.8

  • Prohibited Butter Bridge 2 to appear early when logic isn't set to hard
  • Generator now provides a fully vanilla map if it can't solve your current map transition and teleport settings after 10 attempts (10 swaps per attempt)
  • Logic for locations that required Yoshi has been updated so they can require any Yoshi color
  • Logic for obtaining a Red Yoshi in SW1 has been updated to require Spin Jump (not that this particular Yoshi color is very relevant in sessions)
  • Logic for Forest of Illusion 3 now expects the same rules for blocks, normal exit and room visits
  • Enemy Shuffle: Limited enemy variety in Sunken Ghost Ship
  • Enemy Shuffle: Banned Volcano Lotuses and most of the Chuck family at the end of Valley of Bowser 2
  • Level Shuffle off users are now bonked when trying to change their starting world (it's forced to Yoshi's Island)
  • Unbonk minimal accesibility users (Thanks Mysteryem)
  • Fixed missing indirect conditions (Thanks Eijebong)

1.2.7

  • Added a Midway Point tracker (item & location) at the top of the map
  • Added a Prize Block coin counter to levels with one of those
  • Made Wall Run Anywhere and Fast Swimming rely on L or R to function
    • This can be toggled on the adjuster. It's off by default and can be saved to persist across sessions.
  • Added an option to make Yoshi's Tongue be unlocked with two items
    • Progressive Yoshi becomes Yoshi when this option is disabled. Enabled by default.
  • Added an option to make Wall Run Anywhere be unlocked with two items
    • Progressive Run becomes Run when this option is disabled. Enabled by default.
  • Added an option to make Fast Swimming be unlocked with two items
    • Progressive Swim becomes Swim when this option is disabled. Enabled by default.
  • Fixed Top Secret Area not being considered as a level with a Green Yoshi
  • Fixed an issue with Wall Run Anywhere not working properly at the edges of VD1
  • Fixed Midway Points having glitchy graphics
  • Enemy Shuffle adjustments
    • Bowser Statues no longer appear in SW1

1.2.6

  • Stole Ported Core SMW feature that saves visited levels in memory for tracking purposes
  • VD2 with carryless exit should no longer cause the generation to fail
  • Makes fuzzer happier
    • Fixed failed generations with level shuffle set to off and enabling swapped/carryless exits

1.2.5

  • Adds Start Inventory from Pool
  • Actually bump the ROM version number this time

1.2.4

  • Early double exit levels will have a higher chance to roll a carryless exit
  • Early double exit levels will have a lower chance to roll a swapped level exit
  • VD2 carryless secret exit and dragon coins now expects carry to move around P-Switches
  • Adjusted FoI3 logic to be consistent in every single check
    • Also adds a Glitched™ logic case where it expects zero items to reach the normal exit
  • Forced carry requirement for most of Outrageous' checks
  • Fixed graphics packs not being properly applied if the legacy setting wasn't available

1.2.3

  • VD1 now has proper logic

1.2.2

  • Universal Tracker now works as expected

1.2.1

  • Fixed a logic bug where Yoshi was always considered available on starting locations other than Yoshi's Island
  • Fixed a logic bug that didn't consider cape flying for Star World 5 - Normal Exit
  • Fixed clients crashing when stepping into Front Door or Back Door
  • Added support for Map Palettes when creating Graphics Packs from MM102's Aseprite script
  • Fixed FoI3 carryless rule not considering a way to get into the Orb
  • Changed an options default value
  • Made test happier

1.2.0

  • BUMPED MINIMUM AP VERSION TO 0.6.5. WE'RE USING SnesReader!!!!
  • Starting location shuffle
    • No longer restricted to Yoshi's Island as a starting area
  • Players can now warp to the starting location (the tile, not the actual level) from anywhere by pressing L+R while standing on a level tile in the map
  • Carryless Secret Exits
    • Keyholes are replaced with Goal Orbs at random
  • Adjusted level map tiles depending on which level the location has
    • Also listens to the level exit shuffle setting and will inform the player via a different level tile on the map
  • Added a basic Manager/Adjuster which can edit a few things on an already generated seed
    • Enable, disable or change the Enemy Shuffle seed
    • Set local and global Graphics Packs
      • Local pack will override the global one
      • Global packs will always be loaded, similar to LTTP's adjuster
    • Export a template Graphics Pack from a Waffles ROM
    • Create a new Graphics Pack from a folder
    • More to come at a later date
  • Initial Deferred Entrances™ support for Universal Tracker
    • It basically doesn't spoil the entire location list at once and tells players which levels they've not visited at all
    • Toggleable from Universal Tracker's settings in host.yaml
  • New Glitched™ logic for some locations has been implemented for Universal Tracker
  • Beaten castles no longer require L+R to enter, players can enter them with B or A
  • Removed RNG element from American Footballs
  • Consistent names for Star World locations
  • Some Enemy Shuffle and logic adjustments
  • Boss Rooms no longer make the player fall of the platform if the P-Switch is active
  • Forest of Illusion 2 is no longer permanently marked as Glitched™ on Universal Tracker
  • Some blocks aren't automatically sent upon loading a level
  • Stars no longer keep playing the song if they haven't been unlocked
  • Blocks are now detected properly as locations for FxPak users
  • Character GFX packs now properly show the actual name with palettes in the HUD

1.1.2

  • Music engine no longer crashes on some emulators when the Directional Coins stop their music without a P-Switch active
    • As a side effect, the P-Switch effect will be carried over pipes and doors
  • Hearts and Repellents no longer have a disabled sign on top of them
  • Some logic adjustments

1.1.1

  • Disabled save prompts (for real)
  • Universal Tracker now properly tracks Glitched™ logic for swapped level exits (for real)
  • Some logic adjustments
  • Small Enemy Shuffle backend adjustments

1.1.0

  • Visiting rooms can grant a check
  • Added an item (Trap Repellent) which blocks incoming traps in a level
  • It's now possible to select which abilities or items will be added to the item pool or will be in the player's inventory at generation
  • Midway Points are now colored according to the item's classification they have
  • Altered Universal Tracker's behavior for Glitched™ logic, it always assumes Hard logic instead of the very next logic level
  • Several Enemy Shuffle adjustments to placements feel more fair
  • Universal Tracker now properly tracks Glitched™ logic for swapped level exits
  • Fixed Goals not being properly colored when level exits are swapped
  • Fixed fireballs in boss arenas (and possibly other places)
  • Fixed Star Blocks not being properly colored when they're valid locations and haven't been collected
  • Some logic adjustments

1.0.0

  • Initial release