Conversation
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@Malkierian would it be easier to get the fix here merged if @Pepe20129 split out the logic fixes from the shuffle? |
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All open shuffles are currently on hold until post 9.0.0, but it would be greatly appreciated to have all logic fixes pushed separately. |
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Moved logic fixes to #5115 |
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A blue warp in the ganon's tower entrance places the player back in ganons castle instead of checking where the start of the dungeon is. |
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I'm not sure how the blue warp handling works, there's 3 lists in |
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We don't even have a GT blue warp documented, I couldn't find it in the entrance table. |
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That's because ganon tower doesn't have a blue warp. |
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Then I must be misunderstanding the problem. |
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I think that the problem is that if a boss room gets randomizer into ganon tower, the blue warp in that boss room will lead to outside ganon's castle instead of outside of the place that got randomizer to lead to ganon's castle. |
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@Pepper0ni You wouldn't happen to have quick steps to reproduce or the save or spoiler that demonstrated this to use, would you? |
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Probably not and if I do it was is buried in a huge mess of things in my recycle bin. I think i saw some blue warp issue get fixed soon after the fact as well which may have been the real source. I can look to reproduce though, it shouldn't be hard assuming it wasn't actually fixed. |
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I mean, we do still have repeat blue warp usage taking people back to vanilla locations rather than the boss's shuffled parent region, so it's not like blue warps are fully functional yet otherwise. |
Issue still exists, it is probably because the boss exit hasn't been declared in entrances.cpp |
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#5628 has entrance data for reference |
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I think I have fixed the issues with the blue warps. |
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tried to roll a seed, seems like |
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
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I don't know what I should add in |
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I originally wrote this without understanding one critical thing: Is the transition from the lobby to the tower treated the same as a transition between a dungeon and a boss room elsewhere? That in itself might put a huge wrench in the whole process. Original message is below: I believe, since savewarping in the tower takes you to the lower tower entrance, I can see most of what // bossExits
{ EntranceNameByRegions(RR_GANONS_TOWER_GANONDORF_LAIR, RR_GANONS_TOWER_BEFORE_GANONDORF_LAIR),
GetEntrance(RR_GANONS_TOWER_ENTRYWAY, RR_GANONS_CASTLE_LOBBY) },The other two would be along these lines: // dungeonExits
{ EntranceNameByRegions(RR_GANONS_TOWER_ENTRYWAY, RR_GANONS_CASTLE_LOBBY),
GetEntrance(RR_GANONS_TOWER_GANONDORF_LAIR, RR_GANONS_CASTLE_LOBBY) },
// bossRoomExitPairs
{ GetEntrance(RR_GANONS_TOWER_GANONDORF_LAIR, RR_GANONS_TOWER_BEFORE_GANONDORF_LAIR),
GetEntrance(RR_GANONS_TOWER_GANONDORF_LAIR, RR_GANONS_TOWER_ENTRYWAY) },Of course, that would also be reliant on having the entrances properly paired in the entrance tracker stuff as well. |
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updated with fixes, this now works with boss shuffle (entering boss from tower will have blue warp go to outside ganon's tower entrance) |
This seems fine to me |
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talked with @Pepper0ni, their concerns are centered on dungeon chains / reverse entry. Problem manifests with ice cavern already, & will become particularly troublesome with doorsanity fix to this is to track last overworld->dungeon entrance used in savefile, & give players option to either spawn at their last overworld/dungeon boundary, or at their overworld spawn location. out of scope here, I'll hopefully be able to try address it directly in its own PR soon as part of the 9.3 doorsanity effort |
Also fixes an issue where logic would think that tower back to castle always lead to the vanilla version.
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