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View Code? Open in Web Editor NEWMega Man 2 Randomizer
Mega Man 2 Randomizer
Some mm2 romhacks have this. Maybe we can find a patch and add a UI option to enable it.
They could face different directions or they could suck vs. blow.
i.e. the projectile sprite continues across the screen, but flies harmlessly through enemy sprites
This would be separate from the existing wily4 layout randomization. It would be for airman, mostly. Let people use the vanilla layout if they want.
Update CONTRIBUTING.md
with the expected git workflow (master is release ready, develop for work in progress, release branches, feature branches).
Replace all enemy sprites with megaman sprites (excluding projectiles) like the wily levels in mm1/mm3
I am one to love the dark theme. It's much easier on my eyes. However, I am not a monster and force people to use a dark theme. My suggestion would be that the user can switch between themes that would best suite them.
See this highlight for the seed ID and the bug in action. https://www.twitch.tv/videos/429944534
Subcase of #113
Imported from; duckfist/MM2Random#162
Right now you don't know until you open your menu in the next stage. There should be some clue, even if it's subtle that tells you which weapon you got. Maybe using the menu letter from vanilla somewhere on the weapon get screen.
Romhacks exist that add sliding to mm2. Perhaps we can find a patch and add a UI option to enable this.
Current settings are Easy and Normal; the US release had Normal and Difficult.
The current password system calculates which items mega man should have based on which bosses have been beaten. That doesn't match up with randomization. We should fix this. It will probably need a slightly different patch in each generated rom.
Not sure if this is actually possible, but maybe depending on the seed you get water physics in heat instead of bubble, or something like that.
We've got an abundance of magic constants. Some in decimal, some in hex, etc. It would be much nicer if we named these constants. For things that aren't low level constants in assembly (like addresses, bitfields, etc) we should prefer using decimal.
Not sure if this would fit on the screen or whatever, but right now there is some confusion for new players/viewers about what the stage/boss will be. Going to Heat Land and finding Bubble Man at the end makes more sense than going to Heat Man and finding Bubble Man.
A patch like this should already exist in the romhacking community. Your mission is to find that patch, and add a UI option for applying that patch. We could just do it always but I'm sure some people will prefer not to have it applied to get a more vanilla experience.
Currently, the seed (in base26) needs to be input directly (or it can be randomly generated). Instead, we should take whatever string the user provides, bash it to the same 32 bit value space we currently use and use that value.
We need a general mechanism to control which enemies can spawn where. One of the first concrete places we've identified this as useful is the crash climb. Certain enemies, and depending on them being buster killable, should not be allowed to spawn at the start of the climb.
I think this should be a general mechanism because there are other places we could use this. For example, we could restore the vanilla Airman layout and restrict the spawns there as well.
Our general philosophy on this is that randomized roms should always be completable when played BO, zipless, or both (without having to be Kammesennin).
Current: default is Password.
In Wood Man stage, when Friender (doggo midboss) is hit, the background tiles (the wavy pattern behind Mega Man, not the walls/floors) change to the vanilla color for exactly 1 frame.
Longer explanation copied from Discord: It looks like Friender is a mix of background tiles and sprites. When hit on vanilla, the sprites flash white for 1 frame, then the tiles flash white for 1 frame. But here's the interesting part: Friender's background tiles share a palette with the level background (the wavy pattern in empty space, not the floors/walls). So I'm guessing the game sets it and restores it somewhere, and one of those places still uses the vanilla color instead of the one set by palette randomization.
So fixing this should just be a matter of finding that alternate palette and patching in the right color.
An option to exit a stage might make it easier to avoid softlocks or difficult situations and provide an alternative to resetting when you get crash 3rd.
Being able to revisit stages might be nice if you find metal early and want to farm etanks.
Example seed: WCABIN (v0.5.0)
In this seed, Leaf Shield consumes 1 ammo, but it can't be used with 2 or less. This is a residual check from the vanilla game, where Leaf Shield takes 3 ammo.
Imported from duckfist's issues number 166
A patch for this may already exist in the romhacking community. Find it and add an option to the UI to optionally apply it.
Right now some of the random palette choices may not be good for people, say, color blindness.
Not sure if this is possible. Flash stage is the only stage with ice physics. What if that could be moved to a different stage depending on the randomization? Ice physics in crash for example.
Please add "Random" to the list of player sprite options, because random makes me happy.
Imported from duckfist's repo number 168
If it is not a thing make it so that the window position is saved.
Currently defaults to the more difficult setting.
This will give us more rom space for adding more songs and other fun tweaks.
Is this even possible?
Sometimes it would be nice to know what song is playing. I don't know how feasible it would be to display that on screen, but it would be nice.
Be able to make your own custom sprites within the given parameters and use them in the randomizer. It's no that I am not happy with being Bass, Protoman, or even Roll. Would be nice to go beyond the static 4 sprites.
I'm imagining that a first pass at this could be as simple as loading a json/xml/toml/etc file. We'd just manually hand these out and ask people to put them in the same directory as the randomizer and it would check for it. Maybe named tournament-20XX.config
and then in the menu of the randomizer there would be a drop down to select the tournament presets.
See issue number 163 in duckfist's repo or just play a bunch of seeds. You'll see it eventually.
Figure out which PRs that duckfist hasn't merge are good and that we want to keep. Apply them to our repo.
We could probably increase the height but not decrease it?
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