Updated Home (markdown)

Malkierian 2023-09-13 21:10:54 -07:00
commit 9e20441b5e

10
Home.md

@ -41,7 +41,7 @@ Also, we should be able to make it so that the hints and such can be created on
Rewrite logic to work based on a "room by room" basis with clear indications as to what is needed to beat the room. E.g. rooms which need certain enemies defeated to progress will have Can\_Defeat(ENEMY\_STALFOS, numEnemies).
### General Rework:
## General Rework:
- Currently certain sections of dungeons, particularly in Master Quest, will have logic which assumes you already have certain items or are adult/child at that point in the dungeon and will not include logical conditions for these items anymore (already currently an issue in fire temple with trick logic)
- Logical item conditions will often not use the CanUse() in cases where it should, or does but is not clear that IsAdult or IsChild is a necessary condition but is implied through the item conditions use
@ -50,20 +50,20 @@ Rewrite logic to work based on a "room by room" basis with clear indications as
- Ice traps -\> traps
- Support latest DJ formats for sequences (i think they allow custom samples now?)
### Playthrough Rework
## Playthrough Rework
- Refactor rando code to align with n64 code patterns/structures (not features)
- One example is playthrough calculation/multiworld considerations so that things like Archipelago or multi-world are easier/free thanks to n64 kicking things off
- Built-in multi-playthrough logic support (multi world)
### Enemy Defeating Rework:
## Enemy Defeating Rework:
- This is not necessary for glitch logic
- Currently the code is very inconsistent as to the clear conditions for rooms based on what enemies are in them, and often this makes it very difficult to understand the logic as well as know what to write for certain sections
- The aim here is to standardise the conditions for beating a room and make clear when certain oddities arise e.g. fire temple bk loop has a chest requiring adult but is not made clear by the code as only adult is expected to beat the flare dancer in other sections of the code.
- My personal hope for this is to potentially help a future for seeded enemy rando logic
### **Eventual Glitch Logic:**
## **Eventual Glitch Logic:**
- Currently have notes up to fire temple but holding off until the general rework is implemented
- V1 glitch logic aims to include all major glitches excluding wrong warping/void warping/text transfer glitch/item manipulation/srm etc.
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- Messages expanded to support 4 languages (japanese)
- Auto line break based on length
# UI/Menu Interaction
## UI/Menu Interaction
- Move/refactor settings collision logic/setting group randomization to one place (think of indicating in the UI that a setting can't be toggled, but also the logic doing that for us. Currently 3ds does some safeguards for example)
- Randomizer settings UI is data driven (title, description, and combobox options come from tables, not hardcoded)