Commit graph

121 commits

Author SHA1 Message Date
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 salt 605f103eb0
Merge pull request #61 from periwinkle3125/qol-suggestions
Two QoL tweaks
2019-09-12 01:01:08 -06:00
periwinkle becb3bd404 Shake the screen when Chaba yells at you
Also use the original delays for dramatic effect
2019-09-12 02:57:11 -04:00
duncathan salt 688593e069
Merge pull request #59 from periwinkle3125/fix-momorin-requirement
Implement Momorin's Booster requirement
2019-09-12 00:48:48 -06:00
periwinkle 8c8515c35f Use Momorin's vanilla text for her no-Booster dialogue 2019-09-12 02:45:02 -04:00
duncathan salt f9792a24fd
Merge pull request #60 from periwinkle3125/core-area-fixes
Core area fixes
2019-09-12 00:23:53 -06:00
duncathan salt eeda8f46c7
Merge pull request #62 from periwinkle3125/fix-missile-count
Fix final missile count
2019-09-12 00:21:49 -06:00
periwinkle 93553970d3 Momorin is supposed to require having a Booster to get her item 2019-09-12 01:13:53 -04:00
periwinkle db7989183e The delay after Chaba's "HEY!!!" really doesn't need to be that long 2019-09-12 01:07:17 -04:00
periwinkle a9500ee4e9 Add speedrunner muscle memory-friendly delays
When pressing down to pick up Curly (in the Waterway and in Hell),
the natural instinct is to immediately press jump and shoot (in
some order) in order to mash through the message box that normally
pops up in vanilla. Since those message boxex were removed for rando,
this results in the player jumping after picking up Curly (which, if
speedrunning Hell, would lose precious time on the clock).
Putting in a small delay is intended to eat the jump input,
allowing the player to continue onwards as normal.

I also put in a tiny delay at the start of Hell after the message
box, because I found myself often doing an unintentional extra boost
at the start. This doesn't completely solve the issue for me, but
it's slightly better than nothing, so I'll leave this in for now and
come back to it later if I ever find a better solution.
2019-09-12 01:06:42 -04:00
periwinkle 10eb637dd0 Correct total missile count
Ensure that after collecting all missile chests, in any order,
the player will have 54 missiles in the end.
Previously, this number could be 49 (if the +24 chest was collected
first) or 59 (if the Super Missile chest was collected first).

Also fixes the bug where collecting the Super Missile Launcher
as the first missile chest causes the hidden missile drops in
e.g. Egg Corridor and Waterway to never spawn.
2019-09-12 01:00:31 -04:00
periwinkle a73ee82369 Proper fix for the Core area water level
The area floods if and only if the Core has been defeated,
AND the player has Curly's Air Tank.

Additionally, the music in Dark Place is set to Geothermal
if the Core has been defeated.
2019-09-12 00:57:11 -04:00
periwinkle 534d622706 Fix being able to access Core without saving Curly 2019-09-12 00:53:12 -04:00
periwinkle a999ed555a Fix double fade-in when entering Dark Place with the air tank 2019-09-12 00:50:53 -04:00
periwinkle c8d5d60659 Fix Monster X despawning exploit 2019-09-12 00:29:11 -04:00
periwinkle dc75afa10a Fix extra Quote appearing when entering Lab I before defeating Toroko+ 2019-09-12 00:04:44 -04:00
periwinkle a335bbcd52 Fix inventory puppy counter 2019-09-12 00:01:26 -04:00
periwinkle f08e8cd1bc (Mostly) fix being able to move in situations where you normally can't 2019-09-11 23:59:05 -04:00
periwinkle 2d875febd0 Fix Mr. Little being infinitely collectible 2019-09-11 23:57:49 -04:00
duncathan salt a0b28cc111
Merge pull request #55 from Velosareon/speed-up-mandatory-text
Speed up mandatory text
2019-09-08 12:32:31 -06:00
yiğit iyişirin 5676ea11b6 PR comments: Readding accidentally removed <FAC, Kings death dialogue, and removing unnecessary <TUR 2019-09-08 00:36:52 -07:00
yiğit iyişirin be584d49d8 Revert "Gave Ballos a joke dialogue, could do something similar to ALttP randomizer where the final boss says different random things for fun/silliness"
This reverts commit 5766d58128.
2019-09-08 00:32:37 -07:00
yiğit iyişirin d7c00b1e5f readding in all Huzzahs 2019-09-08 00:27:51 -07:00
yiğit iyişirin bec915c66e Revert "Malco sped up"
This reverts commit 770ae1375e.
2019-09-08 00:04:43 -07:00
yiğit iyişirin b36756abea Experimenting with auto-playing cutscenes. This can be left out, but the idea is that once the falling island graphic displays after defeating Ballos, the run is complete and time is called, so the rest of the game should auto-play till the credits end (where hopefully we can have the game display the time of run) 2019-09-07 20:42:15 -07:00
yiğit iyişirin 5766d58128 Gave Ballos a joke dialogue, could do something similar to ALttP randomizer where the final boss says different random things for fun/silliness 2019-09-07 20:40:55 -07:00
yiğit iyişirin 681f062116 Misery, the Doctor, and Undead Core sped up 2019-09-07 20:39:21 -07:00
yiğit iyişirin 1cbc1b32be Ma pignon boss and Booster sped up 2019-09-07 20:38:11 -07:00
yiğit iyişirin 770ae1375e Malco sped up 2019-09-07 20:37:36 -07:00
yiğit iyişirin 287939142a Core and Waterway sped up 2019-09-07 20:37:16 -07:00
yiğit iyişirin 4570c9e8f0 Labyrinth sped up 2019-09-07 20:36:11 -07:00
yiğit iyişirin f7dbe2b855 Plantation areas sped up 2019-09-07 20:34:38 -07:00