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6.0.32

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6.0.32 (#99)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

* Added support for "vanilla" seed randomizer rom

* Added zpsr support classes

* fixed swamp requirements

* Finished zspr support

* Maybe fixed new ER exit handling?

* version bump from auto build script

* Added Zarby's alternate boss graphics to build process

* Hard coded shop gfx block 4
Fixed version

* Fix shops/take all/take any?

* Fixed player sprite support

.

* Fixed pot arrows in retro mode

* * Fixed retro arrows
* Updated sprites and added more boss/shield graphics

* updated setup

* * Disable mimic changes if enemy randomization is not on
* Fixed bug in boss logic

* auto version update by build

* * Probably fixed kholdstare shell not spawning properly
* Fixed bari in Ice Palace hookshot trap room

* Fixed killable thief code that was broken by mimic code toggle
Set terropin "logic fix" to only be enabled with enemy randomization

* Semi fixed busted damage

* Fixed garbage assembly that wasn't reloading sprite id for damage calcs and letting you kill crystal switches, etc.

6.0.31

Toggle 6.0.31's commit message

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6.0.31 (#97)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

* Added support for "vanilla" seed randomizer rom

* Added zpsr support classes

* fixed swamp requirements

* Finished zspr support

* Maybe fixed new ER exit handling?

* version bump from auto build script

* Added Zarby's alternate boss graphics to build process

* Hard coded shop gfx block 4
Fixed version

* Fix shops/take all/take any?

* Fixed player sprite support

.

* Fixed pot arrows in retro mode

* * Fixed retro arrows
* Updated sprites and added more boss/shield graphics

* updated setup

* * Disable mimic changes if enemy randomization is not on
* Fixed bug in boss logic

* auto version update by build

* * Probably fixed kholdstare shell not spawning properly
* Fixed bari in Ice Palace hookshot trap room

* Fixed killable thief code that was broken by mimic code toggle
Set terropin "logic fix" to only be enabled with enemy randomization

6.0.30

Toggle 6.0.30's commit message

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This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
6.0.30 (#95)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

* Added support for "vanilla" seed randomizer rom

* Added zpsr support classes

* fixed swamp requirements

* Finished zspr support

* Maybe fixed new ER exit handling?

* version bump from auto build script

* Added Zarby's alternate boss graphics to build process

* Hard coded shop gfx block 4
Fixed version

* Fix shops/take all/take any?

* Fixed player sprite support

.

* Fixed pot arrows in retro mode

* * Fixed retro arrows
* Updated sprites and added more boss/shield graphics

* updated setup

* * Disable mimic changes if enemy randomization is not on
* Fixed bug in boss logic

* auto version update by build

6.0.29

Toggle 6.0.29's commit message

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This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
Enemizer 6.0.29 (#89)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

* Added support for "vanilla" seed randomizer rom

* Added zpsr support classes

* fixed swamp requirements

* Finished zspr support

* Maybe fixed new ER exit handling?

* version bump from auto build script

* Added Zarby's alternate boss graphics to build process

* Hard coded shop gfx block 4
Fixed version

* Fix shops/take all/take any?

* Fixed player sprite support

.

* Fixed pot arrows in retro mode

* * Fixed retro arrows
* Updated sprites and added more boss/shield graphics

* updated setup

6.0.28

Toggle 6.0.28's commit message

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This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
6.0.28 (#84)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

* Added support for "vanilla" seed randomizer rom

* Added zpsr support classes

* fixed swamp requirements

* Finished zspr support

* Maybe fixed new ER exit handling?

* version bump from auto build script

* Added Zarby's alternate boss graphics to build process

6.0.27

Toggle 6.0.27's commit message

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This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
6.0.27 (#83)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

* Added support for "vanilla" seed randomizer rom

* Added zpsr support classes

* fixed swamp requirements

* Finished zspr support

* Maybe fixed new ER exit handling?

6.0.26

Toggle 6.0.26's commit message

Verified

This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
6.0.26 (#80)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

* Added new options for web generation

* Fixed race rom check to not crash if using a non-randomizer rom as input

* Added Agahnim Ball Reflection option

* auto version update

6.0.25

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6.0.25 (#79)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

* Added music mute option for MSU1

* Version bump

6.0.24

Toggle 6.0.24's commit message

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This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
6.0.24 (#78)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom

* Moved stuff around so we have a basepatch for web that can be applied client side (cached) and reduce what is being sent around

* Took Lanmola back out of Hera/GT3 because they spawn in the wrong spot.

* bumped version

* Added timing message to CLI

* Changed solution to vs 2017
Changed library to target .net standard 2.0
Added .net core CLI

* updated MSU1 to qwertymodo's latest code

* Check rom text for race roms (the flags were not set on a seed for some reason, so going to check both for now)

* Removed old CLI app
Added new boss gfx to CLI.Core
Added brightness flag to debug options written to rom

6.0.23

Toggle 6.0.23's commit message

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This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
6.0.23 (#75)

* Added check for invalid shield/sword gfx options (older version configs could have it "wrong" because of deleted options)

* Added code to attempt to "reset" enemizer roms back to pre-enemizer state and rerun enemizer with the embedded settings. Needs more work because the generated files are not 100% the same as the input.

* Load less OW areas (special areas) and don't try to randomize "fake" areas

* Changed custom sword/shield graphics dropdown to load from files in respective folders
Modified config to not export the selected sword/shield graphics
Modified config to use string filename for sword/shield graphics
Fixed bugs with room/ow graphics block selection

* Updated glove palette code
Added code to move overworld sprite data to a different bank

* Changed overworld sprite code to allow moving them later
Fixed boss requirements
Removed excessive fish from overworld
Updated glove palette code per fatmanspanda request

* Removed boulder hack (back to vanilla for now)

* Fixed boss randomizer to properly check requirements for room trying to place into (not the default room for the boss)
Fixed graph to reset edge Unlocked value before each run of FindPath

* Create README.md

* WIP (adding options to GUI for batch generation)
WIP (fixing glitched boss rando)
Modified mimic room to remove barrier
Excluded some extra enemies from mimic room

* Fixed blocks in mimic room barrier removal
Fixed bug where shuffle damage groups would still run if the option was selected, but randomize enemy damage was unselected
Added bulk seed generation

* Fixed release mode

* BeeMizer
Fixed infinite loop with glitched and some new ER modes

* Added new debug options
Fixed graphics glitches for tile rooms, rock horder by DM entrance
Removed wallmasters from OW and non-dungeon rooms

* Version

* Added OHKO mode

* Changed OHKO to use rando OHKO mode. This will allow timed-OHKO to be converted to OHKO for the few options on rando site that don't allow for a straight OHKO.

* Tile trap randomization WIP

* more tiles WIP

* "Randomize" tile trap replacement tile

* fixed mimic arrow vulnerability
added setting to make thieves killable
modified UI for max enemy hp

* Changed enemy hp randomization to "Type"
Fixed "typo"

* why are these in here?

* updated version

* Updated version check URL to point to the new repo

* Beamos (and other sprites) shouldn't be in skull woods gibdo torch puzzle room

* Added patch generation in prep for web

* Initial web setup

* Added angular material and fixed package versions

* More layout

* Layout cleanup

* WIP (why won't this deserialize the way I think it should)

* WebApi initial code done (needs a few adjustments)

* Added base patch
Added file selection and initial patched rom output

* Changed directions for web. Will be providing a CLI application for vt to call

* switched from console to debug

* Set keese to not have keys

* Hopefully fixed problem with reused caves screwing up graph

* Added error logging to gui
Fixed debug mode bug in chaos boss randomizer
Added 10 second abort timer to basic/normal boss randomizer
Added some notes/updated packages

* Added 10 second limit for boss randomizer (basic/normal)
Added randomizer on hit flag/option

* options documentation

* More options documentation

* put keese key removal code in (was commented out for testing something else and forgot to uncomment it last release...)

* fixed vitreous key softlock
fixed bugs in graph

* Fixed error message display when trying to use a race rom or non-randomizer rom