-
Notifications
You must be signed in to change notification settings - Fork 632
Add vanilla logic option #2191
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add vanilla logic option #2191
Conversation
|
This might be something for the future as I can imagine it'd take more work, but I'd really like to see this setting visually disabling the settings it supercedes in our UI. |
I'd like that to happen in this PR I think, and if not, then some sort of large disclaimer near where it is selected that item shuffling won't work. |
Yeah, maybe something outside the tab/table and can display a similar blurb from 3ds
|
|
Entrance rando fix for vanilla has been PRed upstream gamestabled/OoT3D_Randomizer#608 |
|
In this PR, hints seem to be broken - read: unavailable - even in non-vanilla logic seeds (or at least no logic ones). |
|
The entrance to temple of time seems to always lead to temple of time, even with entrance shuffle set to "all". This will happen even though another entrance also leads to temple of time. |
8518b34 to
3201f2d
Compare
05bd4a3 to
ba13e6b
Compare
3201f2d to
f28f5cc
Compare
d4ad53a to
bd1e4ff
Compare
bd1e4ff to
9ddc91a
Compare
|
Outside of merge conflicts, what is the status of this PR? I know we were using it for the speedrun build for quite some time back then, was there still any outstanding issues with it or is it good to go? |
|
Wasn't the only purpose for this getting all the cutscene skips into a vanilla run? We might want to focus instead on getting the gCutsceneSkip PR in instead. |
|
yes and no, technically vanilla logic allows for vanilla item placement to be used with entrance randomizer (for people that would want that I guess). It's not something I'm particularly interested in supporting, but is at least one valid use case. But I agree that the cutscene PR should probably be what we support first. |
|
Does entrance rando need anything special to be "maintained" for this? If the PR is essentially ready to go, I could still see this being worth getting in, even if only as a stopgap until the cutscene skips are done and to allow entrance rando shenanigans. |
No, not that I recall. I think there was an entrance rando logic bug in the original testing, but I believe that is unrelated to vanilla logic, and is something we've seen before (temple of time access not guaranteed if I remember correctly). |
|
The one final piece here was disabling most of the rando UI or displaying a disclaimer that most options will have no effect when this option is on. I can get around to that at some point or someone else can |
I'd say at first a disclaimer mentioning "any settings regarding item placement will have no effect" or something along those lines would suffice. |
9ddc91a to
8bf2c11
Compare
8bf2c11 to
3f75faf
Compare
3aa1ccb to
472ef01
Compare
|
Alright, this is ready for another look. Did another pass on making sure all settings are cleared, and used the same mechanism for "gDisableSettings" to disable most of the rando menus when this option is on. Hoping I can get @Caladius or Zeru to play test a hundo on this at least once this week then we can merge. |
472ef01 to
349066f
Compare
349066f to
a5508d3
Compare
a5508d3 to
50d9632
Compare

Succeeds work done in #1468
Todo:
Build Artifacts