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SMZ3 Cas’ Randomizer v9.5.0

29 Aug 17:39
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This is a casual version of the original SMZ3 randomizer.

Changes in 9.5.0

  • Sprite Selection Window

    For selecting Samus, Link, and Ship sprites, there is now a window that will pop up to display the sprites to make selecting sprites easier. You can filter, favorite, and hide sprites when selecting, and you can even select the Random button to have it pick a sprite from the current sprites being displayed in the list. Currently it won't remember your filter options and if you want to select a Random sprite you'll need to open the sprite window each time, but stay tuned for more updates to this feature in the future to help make that process a bit smoother!

  • MSU Selecting Updates

    You can now favorite MSUs as well in the MSU list! Furthermore, there has been a change in a bit of the functionality. Selecting an MSU will no longer randomize the alt tracks in case you want to do some manual tweaks on what alt tracks you're using. A common use case of this is for the Super Metroid escape sequence where some MSU creators have versions with and without the alarm sounds. If you want to select a single MSU and do want the alt tracks shuffled in, then simply use the "Create Shuffled MSU" option and only select the one MSU.

    Furthermore, if there's an MSU you don't want the alt tracks shuffled in, even when using the MSU shuffling, you can now right click on the MSU in the MSU list to open the MSU details and select the new "Leave Tracks Alone" option.

  • Current Song Information

    If you're using an MSU and have auto tracking enabled, tracker can now know the current song being played. You can ask tracker "Hey tracker, what's the current song?" or "Hey tracker, what MSU pack is the current song from?" When tracker is open, you can click on "View -> Current Song" to open a window that will display all of the information as you go around. Or, if you'd prefer, if you go to the "Tools -> Options" and set the "Current song output path" to have the text information be written to a file which can be read by OBS.

    The information and format can be customized by changing the "Current song display style" in the Options. The vertical format will display all of the information, including the MSU pack name and creator whereas the horizontal format is more abbreviated. Note that this change will require restarting tracker.

    Note that the song information is only updated around once every 2 seconds due to technical limitations.

  • Miscellaneous Updates and Fixes

    • Hint tiles have been removed from plandos for now to avoid issues with generating plandos.
    • If you give yourself a starting flute, you will now have to manually activate it. This is because of an issue where before if you got the shovel you would not be able to use it.
    • The dungeon reward type is now automatically set when using auto tracking to assist with folks playing keysanity.
    • The latest VARIA Samus and Ship sprites have been pulled in and around 50 random Link sprites have been pulled in from ALttPR. 50 or so sprites will be added to the next releases until we're in sync with ALttPR.
Older release notes...

Changes in 9.4.0

  • MSU Randomizer Integration

    The MSU Randomizer code has been integrated into the Cas' Randomizer. You'll specify an MSU directory, then you can either select from MSUs in that directory, have it randomly pick an MSU for you, shuffle multiple MSUs together, or even continuously shuffle the MSUs together every 60 seconds! You can even use this to combine split SM and Z3 MSUs into a single SMZ3 MSU.

    Along with this functionality, you can ask Tracker what song is currently playing for an area. You can ask "Hey tracker, what is the current song for Hyrule Field?" for the full details of the song or "Hey tracker, what MSU pack is the current Hyrule Field theme from?" for just the MSU name and creator. For Tracker to be able to pull this information, MSU packs will need to have MSU Randomizer YAML files provided with them. If you aren't sure about how to write the YAML files, you can try downloading the MSU Scripter.

  • Miscellaneous Updates and Fixes

    • Broadened the area for Specky Clip detection.
    • Updated the top left of Bubble Mountain to not be accessible with just high jump boots with easy wall jump logic.
    • The project has been updated to .net 7. It should be automatically installed when you install this update.
    • Fixed an issue with rejoining multiworld games before being in the game not working properly.

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.

Changes in 9.3.1

  • MSU Hardware Fixes

    A couple of updates were pulled in from the mainline SMZ3 to address issues found when playing on hardware.

    • The Super Metroid and SMZ3 Credits MSU tracks now properly play on SD2SNES/FXPak
    • The SMZ3 Credits now properly fall back to the PCM track if a song does not exist
  • Multiplayer fixes

    • Updated tracker to no longer remark on deaths when killed by the game service
    • Prevented death linked players from tracking deaths to the server
    • Fixed broken server logging that would cause error popups on the client end

Changes in 9.3.2

  • Various tracker voice line updates.

Changes in 9.3.3

  • Fixed an issue where it would get stuck in a loop on first setup when the rom output path did not exist
  • Fixed an issue on first setup where it would not display the rom creation options after inputting the correct settings
  • Added tracker lines for the Specky Clip

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two ...
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SMZ3 Cas’ Randomizer v9.4.0

22 Aug 01:36
a236c5f
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This is a casual version of the original SMZ3 randomizer.

Changes in 9.4.0

  • MSU Randomizer Integration

    The MSU Randomizer code has been integrated into the Cas' Randomizer. You'll specify an MSU directory, then you can either select from MSUs in that directory, have it randomly pick an MSU for you, shuffle multiple MSUs together, or even continuously shuffle the MSUs together every 60 seconds! You can even use this to combine split SM and Z3 MSUs into a single SMZ3 MSU.

    Along with this functionality, you can ask Tracker what song is currently playing for an area. You can ask "Hey tracker, what is the current song for Hyrule Field?" for the full details of the song or "Hey tracker, what MSU pack is the current Hyrule Field theme from?" for just the MSU name and creator. For Tracker to be able to pull this information, MSU packs will need to have MSU Randomizer YAML files provided with them. If you aren't sure about how to write the YAML files, you can try downloading the MSU Scripter.

  • Miscellaneous Updates and Fixes

    • Broadened the area for Specky Clip detection.
    • Updated the top left of Bubble Mountain to not be accessible with just high jump boots with easy wall jump logic.
    • The project has been updated to .net 7. It should be automatically installed when you install this update.
    • Fixed an issue with rejoining multiworld games before being in the game not working properly.
Older release notes...

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.

Changes in 9.3.1

  • MSU Hardware Fixes

    A couple of updates were pulled in from the mainline SMZ3 to address issues found when playing on hardware.

    • The Super Metroid and SMZ3 Credits MSU tracks now properly play on SD2SNES/FXPak
    • The SMZ3 Credits now properly fall back to the PCM track if a song does not exist
  • Multiplayer fixes

    • Updated tracker to no longer remark on deaths when killed by the game service
    • Prevented death linked players from tracking deaths to the server
    • Fixed broken server logging that would cause error popups on the client end

Changes in 9.3.2

  • Various tracker voice line updates.

Changes in 9.3.3

  • Fixed an issue where it would get stuck in a loop on first setup when the rom output path did not exist
  • Fixed an issue on first setup where it would not display the rom creation options after inputting the correct settings
  • Added tracker lines for the Specky Clip

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of super...
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SMZ3 Cas’ Randomizer v9.3.3

12 Aug 13:15
14c5d1d
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.

Changes in 9.3.1

  • MSU Hardware Fixes

    A couple of updates were pulled in from the mainline SMZ3 to address issues found when playing on hardware.

    • The Super Metroid and SMZ3 Credits MSU tracks now properly play on SD2SNES/FXPak
    • The SMZ3 Credits now properly fall back to the PCM track if a song does not exist
  • Multiplayer fixes

    • Updated tracker to no longer remark on deaths when killed by the game service
    • Prevented death linked players from tracking deaths to the server
    • Fixed broken server logging that would cause error popups on the client end

Changes in 9.3.2

  • Various tracker voice line updates.

Changes in 9.3.3

  • Fixed an issue where it would get stuck in a loop on first setup when the rom output path did not exist
  • Fixed an issue on first setup where it would not display the rom creation options after inputting the correct settings
  • Added tracker lines for the Specky Clip
Older release notes...

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items o...
Read more

SMZ3 Cas’ Randomizer v9.3.2

22 Jul 04:00
b7d114b
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.

Changes in 9.3.1

  • MSU Hardware Fixes

    A couple of updates were pulled in from the mainline SMZ3 to address issues found when playing on hardware.

    • The Super Metroid and SMZ3 Credits MSU tracks now properly play on SD2SNES/FXPak
    • The SMZ3 Credits now properly fall back to the PCM track if a song does not exist
  • Multiplayer fixes

    • Updated tracker to no longer remark on deaths when killed by the game service
    • Prevented death linked players from tracking deaths to the server
    • Fixed broken server logging that would cause error popups on the client end

Changes in 9.3.2

  • Various tracker voice line updates.
Older release notes...

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.

...

Read more

SMZ3 Cas’ Randomizer v9.3.1

30 Jun 20:14
f20598e
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.

Changes in 9.3.1

  • MSU Hardware Fixes

    A couple of updates were pulled in from the mainline SMZ3 to address issues found when playing on hardware.

    • The Super Metroid and SMZ3 Credits MSU tracks now properly play on SD2SNES/FXPak
    • The SMZ3 Credits now properly fall back to the PCM track if a song does not exist
  • Multiplayer fixes

    • Updated tracker to no longer remark on deaths when killed by the game service
    • Prevented death linked players from tracking deaths to the server
    • Fixed broken server logging that would cause error popups on the client end
Older release notes...

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.
  • Goal Settings

    To make seeds faster, you can now chan...

Read more

SMZ3 Cas’ Randomizer v9.3.0

25 Jun 13:01
88137a7
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.
Older release notes...

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.
  • Goal Settings

    To make seeds faster, you can now change the goals for completing either of the two games as well as have the pyramid be open by default. Note that this means that going forward by default Ganon will now require 7 crystals, but this can always be changed to match vanilla behavior.

  • Sprite Updates

    • Link
      • Randi (Secret of Mana)
      • Red (Pokemon)
      • Shak-O-Lantern
    • Samus
      • Kaizo (Kaizo Hack)
      • Kid Goku
      • Master Hand
      • Ronald McDonald
      • Tetromino
      • Samus (Wireframe)
  • Miscellaneous Updates and Fixes

    • The Crocomire Escape location logic was updated to require the j...
Read more

SMZ3 Cas’ Randomizer v9.3.0 RC1

22 Jun 02:05
c3543e3
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Pre-release

This is a casual version of the original SMZ3 randomizer.

This is a release candidate. If you encounter any problems, please open an Issue or post a message on betus's discord.

Changes in 9.3.0

  • MSU Updates

    The MSU code has been updated to match the implementation of the current beta version of mainline SMZ3. This adds MSU resume functionality and fixes a few corner cases that previously existed. It also matches the behavior of the ALttPR MSU functionality moreso than the previous MSU implementation. Due to this however, the native MSU track order has been reversed with the Zelda tracks now being from 1-63 and the SM tracks as 101-140. The Randomizer should take care of swapping the tracks for you, however.

  • Miscellaneous Updates and Fixes

    • A previous issue that prevented multiworld games from saving for async games has now been resolved.
    • Fixed an issue with Power Bomb item notifications being messed up in Super Metroid.
    • Removed the requirement for the 4 Super Metroid bosses to be able to be defeated before GT is in logic if the number of crystals to get into GT is fewer than the crystals needed to defeat Ganon.
    • Changed the quarter magic option from the Cas' settings to the Logic settings so that they will be preserved if you give someone a config string. Note that if you previously had quarter magic disabled, you will need to disable it again.
    • Added additional hint tile possibilities.
    • Changes have been made in the codebase to help make further changes easier.
    • Updated tracker responses.
Older release notes...

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.
  • Goal Settings

    To make seeds faster, you can now change the goals for completing either of the two games as well as have the pyramid be open by default. Note that this means that going forward by default Ganon will now require 7 crystals, but this can always be changed to match vanilla behavior.

  • Sprite Updates

    • Link
      • Randi (Secret of Mana)
      • Red (Pokemon)
      • Shak-O-Lantern
    • Samus
      • Kaizo (Kaizo Hack)
      • Kid Goku
        -...
Read more

SMZ3 Cas’ Randomizer v9.2.1

05 Jun 00:30
4ed5812
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses

Changes in 9.2.1

  • Fixed an issue with picking up half and quarter magic in Super Metroid
Older release notes...

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.
  • Goal Settings

    To make seeds faster, you can now change the goals for completing either of the two games as well as have the pyramid be open by default. Note that this means that going forward by default Ganon will now require 7 crystals, but this can always be changed to match vanilla behavior.

  • Sprite Updates

    • Link
      • Randi (Secret of Mana)
      • Red (Pokemon)
      • Shak-O-Lantern
    • Samus
      • Kaizo (Kaizo Hack)
      • Kid Goku
      • Master Hand
      • Ronald McDonald
      • Tetromino
      • Samus (Wireframe)
  • Miscellaneous Updates and Fixes

    • The Crocomire Escape location logic was updated to require the jump difficulty config to be set to hard jumps for the location to be in logic if you don't have grapple or space jump.
    • Updated MSU support to be more consistent between BSNES and SNES9X. Previously there were issues with the credits music and when transitioning games. You may notice subtle changes with the sound cutting out when hitting Start+Select+L+R in Zelda or when transitioning between games.
    • Added a "Look at This" command for Misery Mire and Turtle Rock required medallions. Note that due to timing on how frequently tracker gets updates from the game, quickly peeking and immediately turning around may not be picked up.
    • Fixed an issue where looking at the map immediately after transitioning games and asking tracker to record the dungeon rewards wouldn't be picked up properly.
    • All other dungeon locations will now be cleared when all treasures have been looted and the boss has been defeated.
    • Fixed an issue where Tracker wasn't always checking if an item like the mushroom, magic powder or bottle could lead to another item when it came to asking for location hints.
    • Fixed an issue where using Start+Select+L+R in Zelda would cause you to lose your selected item when transitioning back to Zelda.
    • Updated the game to where you will automatically select the spazer or plasma when they are picked up in Zelda.
    • Fixed an issue where in some seeds ...
Read more

SMZ3 Cas’ Randomizer v9.2.0

02 Jun 01:00
cc402b5
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.2.0

  • Auto Save on Metroid Deaths

    Have struggles with playing Metroid? No worries! You can now have an option enabled to save your progress when you die, similar to Zelda. No longer do you need to worry about losing those progression items because you died to Ridley! When you die, you'll go back to the last save station or back to your ship if you haven't hit up a save station since transitioning from Zelda. This does not work with Start+Select+L+R.

    I'm sure this won't open the door to some time saves via tactical resets...

  • Multiworld Death Link

    Do you love causing your friends misery? Well good news for you, since now in multiworld games it can now be set to where if one player dies, all the other players die! With the auto save feature, this functionality isn't as frustrating as it would have been had you lost all of your progress.

  • Backend Rework

    In order to take baby steps to restructuring the way the game logic is setup to make logic changes easier, the Metroid locations have been reworked in the code. This shouldn't cause any real changes in behavior, but be sure to let us know if you notice anything odd come up. This will cause it so that old seed numbers may act different if applied in this new version.

  • Miscellaneous Updates and Fixes

    • The "refill my rupees" cheat now sets your rupee count to 2000
    • You can now actually force clear rooms, dungeons, and areas that are out of logic
    • Retrieving half/quarter magic in Super Metroid should now refill your magic in Zelda
    • Updated the multiworld logic to attempt to resend items that may have been missed due to dropped messages to the emulator
    • Changed the auto tracker timing for locations and bosses to be on a bit of a delay to allow other, more important checks to happen more frequently (such as checking the current game or checking for tricks)
    • Hint tiles will now properly make sure you can retrieve all required crystals in the case of the GT requiring fewer crystals than defeating Ganon
    • Various updates to tracker responses
Older release notes...

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.
  • Goal Settings

    To make seeds faster, you can now change the goals for completing either of the two games as well as have the pyramid be open by default. Note that this means that going forward by default Ganon will now require 7 crystals, but this can always be changed to match vanilla behavior.

  • Sprite Updates

    • Link
      • Randi (Secret of Mana)
      • Red (Pokemon)
      • Shak-O-Lantern
    • Samus
      • Kaizo (Kaizo Hack)
      • Kid Goku
      • Master Hand
      • Ronald McDonald
      • Tetromino
      • Samus (Wireframe)
  • Miscellaneous Updates and Fixes

    • The Crocomire Escape location logic was updated to require the jump difficulty config to be set to hard jumps for the location to be in logic if you don't have grapple or space jump.
    • Updated MSU support to be more consistent between BSNES and SNES9X. Previously there were issues with the credits music and when transitioning games. You may notice subtle changes with the sound cutting out when hitting Start+Select+L+R in Zelda or when transitioning between games.
    • Added a "Look at This" command for Misery Mire and Turtle Rock required medallions. Note that due to timing on how frequently tracker gets updates from the game, quickly peeking and immediately turning around may not be picked up.
    • Fixed an issue where looking at the map immediately after transitioning games and asking tracker to record the dungeon rewards wouldn't be picked up properly.
    • All other dungeon locations will now be cleared when all treasures have been looted and the boss has been defeated.
    • Fixed an issue where Tracker wasn't always checking if an item like the mushroom, magic powder or bottle could lead to another item when it came to asking for location hints.
    • Fixed an issue where using Start+Select+L+R in Zelda would cause you to lose your selected item when transitioning back to Zelda.
    • Updated the game to where you will automatically select the spazer or plasma when they are picked up in Zelda.
    • Fixed an issue where in some seeds hint tiles could refer to dungeons as required even if they weren't.
    • Updated randomization to min...
Read more

SMZ3 Cas’ Randomizer v9.1.0

01 Apr 15:11
29367e2
Compare
Choose a tag to compare

This is a casual version of the original SMZ3 randomizer.

Changes in 9.1.0

  • Moat Speed Booster Fly By Advanced Logic Option

    Up until now, the default logic has been that one of the ways to get to the Wrecked Ship was by using the speed booster to shine spark over the moat. This can be a bit tricky similar to the Parlor Speed Booster Break In. Because of this, by default this will no longer be in logic, and there is now a checkbox in the advanced logic section to make it in logic again.

  • Hint Tile Updates

    There have been a few corner cases which have made hint tiles incorrectly state that areas were mandatory when they were not.

    • Previously the first two intended power bombs and first super missile could be marked as mandatory even if there were others accessible. This has now been fixed.
    • Due to the complex nature of sword logic (the first two swords you find are progression, but the second two are not), a change has been made so that now if an area does not have any other mandatory items like the bow, and a sword is located there, the hint tile will say that the area has a sword so that you can discern if it is mandatory for the seed or not yourself.
    • Silver arrows are now deemed as mandatory when it comes to hint tiles.
  • Sprite Additions

    • Link
      • Dark Matter
      • Elfilin
      • Goemon
      • Metieon
      • Milly
      • Saria
      • Spamton G. Spamton
      • Susie
      • Tunic
    • Samus
      • KMaria Pollo
      • Mario (8-Bit version)
      • Mario (8-Bit version with modern colors)
      • Plissken
    • Ship
      • Dr. Wily's Ship
  • Multiworld Fixes

    • Fixed an issue where items would not show up in UI when there are no instances of it in the current player's world.
    • Fixed an issue where tracker would try to give the player items when they aren't fully booted into the game where it'll accept new items, causing you to lose out on those items.
    • Update to mark the player as beating both final bosses when one of the two was actually detected.
  • Miscellaneous Updates and Fixes

    • Chat usernames should use the proper casing now, which should hopefully fix Tracker's pronunciation for a lot of names.
    • Hyrule Castle should now be marked as completed and the Ball & Chain soldier as defeated when opening the chest in Zelda's cell.
    • Tweaked Tracker's wording with the "Way of the Hero" hint for an area to avoid confusion.
    • It is now possible to create custom commands to initiate go mode.
    • Removed the item hint that referred to gloves as magical and added some new ones to replace it.
    • Added a cheat to set up crystal flash testing. Just say "Hey tracker, setup crystal flash requirements" or "Hey tracker, ready a crystal flash" after enabling cheats.
    • Fixed a couple starting inventory setting options.
Older release notes...

Changes in 9.0.0

  • Metroid Control Updates

    Various optional patches have been created to update Metroid's controls to work more in line with the Gameboy Advance Metroid games and Metroid Dread.

    • Unified Aim Button & Quick Morph - Instead of having separate aim up and aim down buttons, it will now be a single aim button. You will default to aiming up, and pressing up/down on the d-pad will then change the direction in which you're aiming. With the newly freed button, it will now be a quick morph button. Note that it's not instantaneous as you still have to go through the standing -> crouch -> morph animations and you need to hold the button for a few frames rather than a quick tap.
    • Various item cancel button behavior options
      • Hold to keep super missiles/power bombs selected - While you have the item cancel button held, you will always have super missiles (or regular missiles if you are out of supers) or power bombs selected. If you are holding the button while morphing or unmorphing you will switch to supers or power bombs automatically.
      • Hold to keep missiles/super missiles/power bombs selected - This is the same as above, except for when you are not morphed, if you hit the item select button you can switch between missiles and super missiles. It should remember your last selected option for the next time you hold down the button.
      • Press to toggle supers/power bombs - This works similar to the item switch button, but is limited to just supers and power bombs to make it easier to select what you need.
    • Auto Run - This will basically reverse the run behavior so that you run by default and you can hold the run button to prevent yourself from running.
  • Saved Metroid Controls

    You can now enter your preferred Metroid button mappings when generating your seed rather than do it in game. These settings will be saved, meaning you can set them once and never have to set them again! The labels will also change based on your Metroid control settings.

  • Starting Inventory & Other Item Setting Tweaks

    • You can now specify what items you start with! You can give yourself progression items, swords, mail, beams, or even things like missiles, hearts, and bombs. Whatever items you select will be will not be spawned in the world.
    • Items that were previously missing from the early item options, such as silver arrows, can now be selected as early items or can be selected to be placed at specific locations.
    • You can now have quarter magic added to the item pool.
    • You can also have bottles be randomly filled when you pick them up as well as have the fairy bottle trades give you random filled bottles instead of just a green potion bottle.
  • Goal Settings

    To make seeds faster, you can now change the goals for completing either of the two games as well as have the pyramid be open by default. Note that this means that going forward by default Ganon will now require 7 crystals, but this can always be changed to match vanilla behavior.

  • Sprite Updates

    • Link
      • Randi (Secret of Mana)
      • Red (Pokemon)
      • Shak-O-Lantern
    • Samus
      • Kaizo (Kaizo Hack)
      • Kid Goku
      • Master Hand
      • Ronald McDonald
      • Tetromino
      • Samus (Wireframe)
  • Miscellaneous Updates and Fixes

    • The Crocomire Escape location logic was updated to require the jump difficulty config to be set to hard jumps for the location to be in logic if you don't have grapple or space jump.
    • Updated MSU support to be more consistent between BSNES and SNES9X. Previously there were issues with the credits music and when transitioning games. You may notice subtle changes with the sound cutting out when hitting Start+Select+L+R in Zelda or when transitioning between games.
    • Added a "Look at This" command for Misery Mire and Turtle Rock required medallions. Note that due to timing on how frequently tracker gets updates from the game, quickly peeking and immediately turning around may not be picked up.
    • Fixed an issue where looking at the map immediately after transitioning games and asking tracker to record the dungeon rewards wouldn't be picked up properly.
    • All other dungeon locations will now be cleared when all treasures have been looted and the boss has been defeated.
    • Fixed an issue where Tracker wasn't always checking if an item like the mushroom, magic powder or bottle could lead to another item when it came to asking for location hints.
    • Fixed an issue where using Start+Select+L+R in Zelda would cause you to lose your selected item when transitioning back to Zelda.
    • Updated the game to where you will automatically select the spazer or plasma when they are picked up in Zelda.
    • Fixed an issue where in some seeds hint tiles could refer to dungeons as required even if they weren't.
    • Updated randomization to minimize potential patterns with dungeon rewards and medallions.
    • Reordered the generate seed window.
    • Fixed an issue where the tracker window locations would be saved out of bounds.
    • Added rom validation to make sure you're using the correct Link to the Past and Super Metroid roms.
    • Fixed an issue where copying a setting string would have tracker say the incorrect sprite names.
    • Fixed an issue with marking remaining dungeons as crystal not working in keysanity mode.
    • Fixed an issue where asking where an item was would not give the correct hint if it's behind a boss that has not been defeated, like Kraid or Phantoon.
    • Implemented a workaround to make Twitch content polls more consistent by ignoring when Twitch says polls are "terminated."
    • Various tracker line updates by @TheRealFragger, @CPColin , and @MattEqualsCoder.

Changes in 8.0.0

  • Multiworld

    Starting in this version, you can now host and join multiworld games! Each player is able to have their own settings, meaning each player can pick their own logic settings, item preferences, sprites, MSU patches, and even if they are playing keysanity or not. This even supports both live multiworlds and async multiworlds. Note that in order to prevent issues with the server running out of memory, live multiworlds will be closed if no player receives an item within an hour and async multiworlds will be closed if no player receives an item within 30 days.

    NOTE: This requires auto tracker, so make sure auto tracking is working for you before trying out a multiworld game!

    You'll notice when you first start SMZ3 now, there will be two tabs: one for singleplayer, one for multiplayer. To host your own multiworld game, simply go to the Multiplayer tab and click on Create game to see the following window for setting up a new multiworld game:

    image

    If you don't see a url populated, click on the down arrow button and select smz3.celestialrealm.net. Fill out your options, th...

Read more