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Yet Another Metroid2 Shuffler (YAMS)

A patcher for providing a different randomization experience to AM2R different to what the game has built-in. It was primarily designed for Randovania, but it's also usable as a standalone patcher.
Usage:
./YAMS-CLI [path-to-original-data-file] [path-to-output-data-file] [path-to-json-file]

The API/Schema for the input json file will soon be documented. In the meantime, one can look at this source file.

Compilation

This project uses git submodules. So before compiling, please ensure you have cloned them (either by doing git clone --recursive https://github.com/randovania/YAMS, or if you have already cloned the repo, git submodule update --init).
After that, you can use the standard dotnet compilation step: dotnet build YAMS-CLI.

License

All code is licensed under the GNU Public License version 3. See the LICENSE-CODE file for full details.
Art assets are licensed under CC-BY-SA 4.0. For the full list of authors and more details, please read the Attribution.md file located in YAMS-LIB/sprites/.

yams's People

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yams's Issues

Update schema.json and README

The README currently says

The API/Schema for the input json file will soon be documented.

Cross-referencing the schema.json and SeedObject it seems like the schema partially documents it but is missing some fields (at first glance, starting_items and pickups are missing documentation and pipes is not a field). This should be updated to be consistent, and the README should direct users to schema.json.

It looks like you could auto-generate a schema.json based on the SeedObject, based on this StackOverflow post. I'd also look into adding CI to ensure schema matches and see if there's a way to add property attributes for schema fields like description.

Add HudMemo for labs blocks

For new players, display a Hudmemo to explain that these blocks disappear only when all DNA is connected.

Don't compare word hash in hash check

but if the word hash changes and the actual hash doesn't, compatibility hasn't broken
which could happen from as benign a change as adding new hash words

The word hash however should still be shown to the end user if they have a hash mismatch.

Move Doors when shuffled over Research Site Hatches

This door is partially obscured by foreground tiles making it easy to misidentify in door lock rando. Removing the vertical rock tiles would make the texture more easily readable. I could see this especially being an issue for EMP doors.

image

AM2R: Flashlight not working in Breeding Grounds Fly Stadium Access

I went into Breeding Grounds Fly Stadium Access with Flashlight 4 and the room was still dark
In Fly Stadium Access with Flashlight 4
image
In Fly Stadium with Flashlight 4
image
I am unsure if the bug is for all flashlight levels. The preset I use has one Flashlight item that gives Flashlight 4

Add videos to logic DB

Placing doors on transitions issues

  • Place them on a different depth to be more in the background
  • try to detect cases with single tile length rooms
  • make special exception for lower door in water turbine station

Fix longer metroid fanfare songs

If the music for the metroid fanfares is too long (which can be achieved by custom music, or via music shuffle), then the music gets weirded out a bit and multiple songs play at the same time

AM2R: implement colored log entries for hints

Planned by @Jesright73 to implement

Very much recommended to use https://yal.cc/r/gml/ for testing
Somewhat of a spec sheet:
text:
- default color is white
- text can change its color via `{COLOR}` where COLOR is one of the following text, with the GM color in brackets: white (c_white), yellow (c_yellow), red (c_red), pink (c_fuchsia), green (c_green), blue (c_blue), light_blue (c_aqua), dim_blue (c_navy). Every other text will get interpreted as white. A `{COLOR}` will not get printed, but will cause that all text *after* it gets the color changed. Encountering `{COLOR` without a closing bracket, should cause a crash. Encountering `COLOR}` without an opening bracket should get interpreted as normal text that should get printed.

Examples:
- `Foo blabla bl` -> all text is white
- `asdfasdf{red}ww` -> `asdfasdfww` gets printed, with asdfasdf being in white, and ww in red.
- `asdf{green` -> game will crash
- `{hey yall}scott here` -> `scott here` gets printed in white


somewhat of implementation, may be very shaky but is hopefully good enough ground work
- set text color to white
- while (not_end_of_text)
  - if spaces exist in text, grab everything until space. if no space exists, grab until End_of_String
  - if grabbed_text contains '{' , only grab until the start of '{'
  - if grabbed_text contains '#', only grab until start of '#'
  - if the very first character is '{' (may need to rewrite this a bit, due to above condition)
    - change color
  - else
    - get width of the grabbed text (string_width)
    - have enough space? -> draw
    - not enough space, but can this fit onto a line on its own? -> newline and draw text
    - not enough space and cant fit onto newline? -> ???
the end result code should cause log text to be backwards compatible to how it is currently being drawn (mostly in regards to when text gets split onto a new line. my previous attempts were not lmao) 

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