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Releases: randovania/py-randomprime

v1.16.3

28 Jul 06:52
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Fixed

  • skipping the flaahgra cutscene now gives prefloaty
  • fixed an issue regarding flaahgra having incorrect health
  • elite control cutscene skip improvement

Changed

  • Some cutscene skips now wait for loading to finish before giving control back
  • Adjusted the position of load triggers in vent shaft so the player has to wait less

v1.16.2

24 Jul 17:04
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Added

  • New cutscene skip mode: SkippableCompetitive. All cutscenes are skippable, but some never even start in the first place

Fixed

  • Misc cutscene skip fixes
  • Misc qolGeneral fixes

v1.15.0

20 Jul 21:06
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Added

  • New "preferences" option: "qolGeneral" (default: true)

Improves the game in non-critical ways such as containing the Ruined Shrine battle music to just that room, fixing the nodules disappearing in Metroid Prime Lair, etc.

See qol.jsonc for a full list of changes

  • PAL support for skippable cutscenes

Fixed

  • Some bugs regarding skippable cutscenes

v1.14.1

18 Jul 02:37
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Added

  • Add new connections
{
    "levelData": {
        "Chozo Ruins": {
            "transports": {},
            "rooms": {
                "Main Plaza": {
                    "addConnections": [
                        {
                            "senderId": 131778,
                            "targetId": 131875,
                            "state": "DEAD",
                            "message": "OPEN"
                        },
                        {
                            "senderId": 131778,
                            "targetId": 131086,
                            "state": "DEAD",
                            "message": "OPEN"
                        }
                    ]
                },
            }
        }
    }
}
  • Remove existing connections
{
    "levelData": {
        "Chozo Ruins": {
            "transports": {},
            "rooms": {
                "Main Plaza": {
                    "removeConnections": [
                        {
                            "senderId": 131876,
                            "targetId": 131877,
                            "state": "DEAD",
                            "message": "ACTIVATE"
                        }
                    ]
                }
            }
        }
    }
}
  • Add timers
"Arboretum": {
    "timers": [
        {
            "id": 1234566,
            "time": 10.0,
            "startImmediately": true, // optional (default: false)
            "maxRandomAdd": 0.0, // optional (default: 0)
            "resetToZero": false // optional (default: false)
        }
    ],
    "addConnections": [
        {
            "senderId": 1234566,
            "targetId": 1245773, // hudmemo
            "state": "ZERO",
            "message": "SET_TO_ZERO"
        }
    ]
}
  • Add relays
"relays": [
    {"id": 12345, "active": false}, // active is optional
    // so on and so forth...
]
  • Add cutscene skip special functions
"cutsceneSkipFns": [
    1234
]
  • Add actor key frames
"actorKeyframes":[
    {
        "id": 89823475,
        "active": true, // optional
        "animationId": 12345,
        "looping": false,
        "lifetime": 100.0,
        "fadeOut": 4444,
        "totalPlayback": 200.0
    }
]
"Landing Site": {
    "spawnPoints":[
        {
            "id": 111222333,
            "active": true, // optional (default: true)
            "position": [-352.4802, 305.4878, -2.7347],
            "rotation": [0.0, 0.0, 0.0],
            "defaultSpawn": false, // optional (default: false)
            "morphed": false, // optional (default: false)
            "items": { // optional (default: empty inventory) (same format as gameConfig.startingItems)
                "combatVisor": true,
                "scanVisor": true,
                "thermalVisor": true,
                "xray": true,
                "powerBeam": true,
                "missiles": 999,
                "energyTanks": 99,
                "powerBombs": 99,
                "wave": true,
                "ice": true,
                "plasma": true,
                "charge": true,
                "morphBall": true,
                "bombs": true,
                "spiderBall": true,
                "boostBall": true,
                "variaSuit": true,
                "gravitySuit": false,
                "phazonSuit": true,
                "spaceJump": true,
                "grapple": true,
                "superMissile": true,
                "wavebuster": true,
                "iceSpreader": true,
                "flamethrower": true   
            }
        }
    ],
    "addConnections": [
        {
            "senderId": 202,
            "targetId": 111222333,
            "state": "SCAN_DONE",
            "message": "SET_TO_ZERO"
        }
    ]
}
"Landing Site": {
    "triggers":[
        {
            "id": 111222334, // optional (default: next available ID)
            "active": true, // optional (default: true)
            "position": [-314.720551, 334.401917, -19.160801],
            "scale": [10.598022, 15.146973, 16.869003],
            "force": [0.0, 0.0, 15.0], // optional (default: [0.0, 0.0, 0.0])
            "damageType": "hot", // optional (default: power)
            "damageAmount": 10.0, // optional (default: 0.0)
            "flags": 12289, // optional (default: detect player)
            "deactivateOnEnter": false, // optional (default: false)
            "deactivateOnExit": true // optional (default: false)
        }
    ],
    "spawnPoints":[
        {
            "id": 111222333,
            "active": true, // optional (default: true)
            "position": [-352.4802, 305.4878, -2.7347],
            "rotation": [0.0, 0.0, 0.0],
            "defaultSpawn": false, // optional (default: false)
            "morphed": false, // optional (default: false)
        }
    ],
    "addConnections": [
        {
            "senderId": 202,
            "targetId": 111222333,
            "state": "SCAN_DONE",
            "message": "SET_TO_ZERO"
        },
        {
            "senderId": 111222334,
            "targetId": 111222333,
            "state": "EXITED",
            "message": "SET_TO_ZERO"
        }
    ]
}
  • Automatically adjust certain rooms to be suitable for skipping cutscenes when cutscene skips are detected

  • Add support for patching the end cinematic pak

"End Cinema": {
    "transports":{},
    "rooms":{
        "End Cinema": {
            "liquids": [
                {"type":"LAVA", "position": [0.1157, -28.2758, -8.5484], "scale": [90.0, 90.0, 2.4]}
            ],
            "deleteIds":[1103]
        }
    }
}

Changed

  • More control of lockOnPoints patching
"lockOnPoints": [
    {
        "id1": 123, // optional
        "active1": true, // optional
        "id2": 124, // optional
        "active2": true, // optional
        // the other stuff....
    }
]

Fixed

  • Fix patching of Frigate Connection Elevator to Deck Beta and Connection Elevator to Deck Beta (2)
    • The one with (2) is for the escape sequence elevator
    • The one without is for the elevator tutorial room
  • Added missing connection message/state types
  • Resource Tracing

v1.13.0

30 May 00:27
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Added

  • Option to etch a UUID into an ISO
  • Option to make missile stations refill PBs

v1.12.2

30 Apr 18:30
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Fixed

  • Makes a change that will make it easier to narrow down the "door never opens" bug

v1.12.0

24 Feb 21:49
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Added

  • Added "Ice Trap" as an pickup type
  • Added "Ice Trap" as an pickup model type
  • Dependencies of CPlayer::Freeze() are persistently loaded to allow for remote freezing
  • Ridley shorelines, biotech research 2, and exterior docking hangar actors now scale with boss size

Fixed

  • Several soft-locks and janky cutscenes when shuffling the Essence elevator
  • Research Lab Aether wall not breaking when approached from behind (QoL Game Breaking)
  • Watery Hall lore scan being replaced with QoL Scan Point text
  • Fish, Bubbles, etc. persisting in rooms which have water removed
  • Escape sequence counting up instead of down ("gameConfig": {"escapeSequenceCountsUp": true} to get this functionality back)
  • Small Samus spawning in ship instead of on top

v1.11.0

31 Jan 22:46
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Added

  • CGC Tournament winners to Artifact Temple scan
  • Optional list of Instance IDs per-room to delete from the game:
{
    "Landing Site": {
        "deleteIds": [
            1234, // Instance ID in decimal
            4321
        ]
    }
}
  • Optional list of STRG files to replace by asset ID:
{
    "strg": {
        "123456": [ // Asset ID in decimal
            "Example Text"
            // optionally, you can add additional strings here to use more slots of the string table
        ]
    }
}
  • Optional override for a room's DistanceFog object
{
    "Landing Site": {
        "fog": {
            "mode": 1, // 1 = enabled, 0 = disabled
            "explicit": true, // has something to do with the frame the room loads
            "color": [
                0.8, // R
                0.8, // G
                0.9, // B
                0.0 // A (doesn't do anything?)
            ],
            "range": [
                0.01, // X
                30.01 // Y
            ],
            "colorDelta": 0,
            "rangeDelta": [
                100, // X
                100 // Y
            ]
        }
    }
}
  • Optionally override audio file played by specific triggers:
{
    "Landing Site": {
        "audioOverride": {
            // Key - Instance ID as Decimal
            // Value - Audio file(s) to play separated by vertical pipe
            "1234": "/audio/crash-ship-maeL.dsp|/audio/crash-ship-maeR.dsp"
        }
    }
}

Fixed

  • Chapel IS giving the player lightshow on 2nd pass
  • Patching vulnerability of large (circular) frigate doors
  • Fix items in every room incompatibility with shuffled essence elevator

Changed

  • Always apply EQ softlock patch regardless of cutscene skip mode
  • Allow // comments in input JSON

v1.10.4

07 Dec 18:01
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Fixed

  • Fixed blast shields doubling up with the vanilla one

v1.10.3

06 Dec 17:44
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Fixes

  • Spring ball abuse on steep terrain that resets jump state
  • Vanilla blast shields not going away when specified