Commit graph

155 commits

Author SHA1 Message Date
duncathan 1e569ebe95 gives momo proper text for bad ending and adjust's last cave door text 2020-03-05 19:53:29 -06:00
duncathan c5ee18c2a6 completes credit item counter 2020-03-05 08:24:48 -06:00
duncathan ede8e618c1 item counter now increments when any item is collected 2020-03-05 05:47:17 -06:00
duncathan 25ecbca6d2 credits display the value in the incrementer (as num of items collected) 2020-03-05 05:41:24 -06:00
duncathan ca1f1bc51e adds an incrementer to head.tsc to count number of items collected 2020-03-05 02:11:16 -06:00
duncathan 8a6a8ac0ed adds randomizer credits 2020-03-04 23:25:42 -06:00
duncathan b275ec14ad path from reservoir to dark place opens when you beat ironhead 2020-03-04 23:25:42 -06:00
duncathan 655c71a058 fixes credit music timing 2020-03-04 23:25:42 -06:00
duncathan salt 51b633ec13
Merge pull request #82 from periwinkle3125/restore-omega-dialogue
Restore Misery dialogue before Omega fight
2020-03-04 19:17:58 -06:00
duncathan 19c6880f9a fixes crash on credits 2020-03-04 19:11:05 -06:00
periwinkle 18d95f204f Add back Curly reaction at start of Sand Zone 2020-03-04 19:34:31 -05:00
periwinkle b4927ea36e Restore Misery dialogue before Omega fight 2020-03-04 19:05:26 -05:00
duncathan 7ed589966e door to last cave warns you if you don't have all requirements 2020-03-03 23:48:39 -06:00
duncathan 9ebbbfaa15 momorin now tells you if you're ready for the throne room 2020-03-03 22:40:16 -06:00
duncathan 9378373661 fixes a couple tsc errors 2020-03-03 22:16:47 -06:00
duncathan efea98845d adds randomized hints!!!! 2020-03-03 08:20:04 -06:00
duncathan 46eb8dc016 adds music randomization 2020-03-02 23:02:23 -06:00
duncathan a09179fc56 implements org loading hack 2020-03-02 19:57:07 -06:00
duncathan 730d7b92fd adds orgs in prep for an org loading hack 2020-03-02 18:19:07 -06:00
duncathan 174f3c5f4b permits refighting the sisters in all bosses if they were skipped 2020-03-01 22:29:10 -06:00
duncathan 69c8a0e2b8 adds signs in labyrinth shop showing what you need for each chest 2020-03-01 21:05:50 -06:00
duncathan 49a1689010 makes labyrinth B always climbable in Camp mode 2020-03-01 19:43:25 -06:00
duncathan a27745465f makes last cave accessible via rocket skip if rocket skip is enabled 2020-03-01 04:38:13 -06:00
duncathan 1e4d875f1c fixes duplicate curlys in waterway 2020-03-01 04:22:41 -06:00
duncathan b4e08a2d07 implements UI and settings for sequence breaks 2020-03-01 03:32:16 -06:00
duncathan 6d1c805c56 more map fixes, backtracks, etc 2020-02-29 20:23:53 -06:00
duncathan 175b4790d5 gives hp, locks arthur's front door 2020-02-29 04:29:03 -06:00
duncathan ed6234a1c0 possible to backtrack from mimiga village to labyrinth through waterway 2020-02-28 17:31:24 -06:00
duncathan 45dcc77a17 mimiga mask and boosters are no longer incompatible 2020-02-28 01:13:18 -06:00
duncathan salt a40be80975
Merge pull request #70 from duncathan/objectives
adds new objectives: bad ending, normal ending, and all bosses
2020-02-27 23:55:02 -06:00
duncathan 6ceb103b15 adds bad ending 2020-02-27 23:19:21 -06:00
duncathan 8e997d0e45 makes ironhead give you something different during all bosses 2020-02-27 21:03:18 -06:00
periwinkle 0f4186bde8 Make the 2nd Super Missile item strictly a backup Super Missile upgrade
Now it's just a standard missile expansion, but turns into a Super Missile
upgrade only when the main Super Missile item was already collected as a
regular Missile Launcher.
2020-02-27 20:12:15 -05:00
duncathan d3cb2402ce Merge remote-tracking branch 'github/master' into objectives 2020-02-27 19:01:29 -06:00
duncathan ca655e2e55 actually adds ALL bosses.... 2020-02-27 18:14:55 -06:00
periwinkle 823a9116c4 ACTUALLY fix double Quote when loading into Lab I before defeating Toroko+
Also another text speedup that fell through the cracks
2020-02-27 19:03:57 -05:00
duncathan 9e6ab35470 adds beast fang, to keep a log of bosses 2020-02-27 18:03:38 -06:00
duncathan edee93e065 fixes best ending requirements 2020-02-27 17:03:24 -06:00
duncathan ba3fc3d86f updates hell door to only open on best ending or all bosses 2020-02-26 22:55:01 -06:00
duncathan bf10950a1e Merge remote-tracking branch 'github/master' into objectives 2020-02-26 13:29:57 -06:00
duncathan salt b12b81a856
fixes puppy stuff (#71)
* adds support for puppysanity to randomizer

* makes puppy hat only spawn in sand zone

* fixes crash when collecting more than one puppy
2020-02-26 13:20:34 -06:00
duncathan 1317d93870 applied flags to each boss 2020-02-26 02:04:46 -06:00
duncathan c7f8d3a66a generation works! 2020-02-26 01:46:14 -06:00
duncathan 09e4883acf initial setup for objectives 2020-02-26 01:22:50 -06:00
periwinkle afd6e3405b
Add back some of the original dialogue (#68)
* Add dialogue to Balrog 1 fight

* Give a short dialogue to Jack

* Add dialogue to Igor

* Add dialogue to Sue (Egg No. 00)

* Add dialogue in Power Room

* Add dialogue to bomb cutscene

* Add initial Curly encounter dialogue

* Add pre-Curly fight dialogue
Also shorten the leftmost Mimiga's dialogue in case a player
accidentally talks to them

* Add pre-Omega boss dialogue

* Add Jenka2 dialogue

* Add a small amount of pre-Toroko+ cutscene dialogue

* Add dialogue to Labyrinth entry cutscene

* Add pre-Balrog (Labyrinth) fight dialogue

* Add dialogue to Core cutscenes

* Tweak Waterway Cabin cutscenes

* Add a line of dialogue before the Ma Pignon fight
I would very much appreciate a cue before a boss spawns right
in front of my face, thank you very much :3

* Remove the line about Sunstones
Nobody even knows what they are, anyways (Keepo)

* Add a little more dialogue to Kazuma (Egg No. 00)

* Restore Itoh's signature line

* Add dialogue to boss rush cutscenes

* Add some ending scene dialogue
Also, there's not really any need for the ending cutscenes to be
<SAT'ed (and the best ending one isn't anyways), so I removed it
from the normal ending cutscene as well.

* Add <TURs in Prefab House

* Tweak Balfrog cutscene dialogue
The narrative I'm going for here is "Misery shows up and tries to
start a conversation/confrontation, but then Balrog drops in
suddenly, so Misery abruptly ends the conversation, turns Balrog
into a frog, and then silently leaves".
Dunno if this quite achives that, but it's the best I could do
using only snippets of the vanilla dialogue.

* Adjust wait time after "It won't STOOOOOOOOP!!"

* Give Curly something to say upon entering Dark Place
Because having her stay silent doesn't quite feel right

* Re-<SAT best ending Seal Chamber cutscene
I'm still not satisfied with how the best ending sequence as a whole
is handled, but I don't know how to make it better.

* Move Puu Black boss triggers lower (for speedrunning purposes)
In the vanilla speedruns, the strat for Puu Black is to shoot
four Fireballs while jumping to the chest from the door,
so that the boss falls right into them when it spawns.
In rando, there's a bit of a delay between opening the chest
and the boss spawn, so this strat isn't quite as effective.
Moving the triggers down makes the boss spawn timing a little
closer to vanilla, so that the speedrun strat actually works.

* Shorten dialogue and add <TURs in a few (mostly non-mandatory) places
This doesn't cover all of them, but it does cover all of the remaining
unchecked boxes in cave-story-randomizer/cave-story-randomizer#49.

* Work around <TUR text-scrolling bug in Jenka's dialogue

* Add more humor
by taking (and/or omitting) fragments of the vanilla dialogue in
amusing ways

* Fix some bugs that I accidentally created (oops)
Also fix Dr. Gero's dialogue (he was saying "Go look for some
medicine" even after giving him the Cure-All), and remove the
sparkly thing at the bottom of Plantation (Kanpachi was supposed
to have fished it out).

* Speed up dialogue in a couple more places

* Shorten Ballos's dialogue

* Add the same <WAI0025 delay after item gets to the missile expansions

* More delay tweaks

* A couple more text speedups
I should really stop doing this before it gets too out of hand :P

* Alex Jebailey had nothing to do with this
But heavens, that felt good :3
2020-02-26 00:25:40 -06:00
duncathan f798197223 makes puppy hat only spawn in sand zone 2020-02-25 23:25:36 -06:00
periwinkle 4b5b26824d Make Super Missiles strictly an upgrade to the regular Missile Launcher
Turns out that having only 5 Super Missiles as your only weapon is a pain.
Also, it causes problems in cases when there's a required progression item in
the upper Sand Zone Polish spot and no other accessible block-breaker weapon
that you can use to get to it.
(It's still technically possible to reach that item location in such a
scenario, but it requires grinding the missiles up to Level 3, as well as
some luck and a couple of precise jumps. In other words, it sucks.)

The alternative is starting with 10 Super Missiles instead of 5 if you get
the Super Missile chest first, but that would give you an extra 5 missiles,
letting you have 59 at the end instead of 54, which feels wrong.
2020-02-25 23:16:50 -06:00
duncathan 6b097d25ba increase version number 2019-09-15 17:49:56 -06:00
duncathan 71b340acd9 increase version number 2019-09-12 01:15:51 -06:00
duncathan salt 605f103eb0
Merge pull request #61 from periwinkle3125/qol-suggestions
Two QoL tweaks
2019-09-12 01:01:08 -06:00