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Adding Mod Support

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@MH13-000 MH13-000 released this 15 Apr 13:30

This version deploys a functionality in line with developments in modding on Super Mario Bros Wonder, namely support for Mods within the randomizer.

Its operation is similar to the implementation of one or more mods on Switch (LayeredFS)*, namely replacing the romfs files with their modded versions (the romfs folder is of course saved before any manipulation)

Once the romfs patching with mods files is completed, the randomization process is executed and patches the RSTB for integrate the mods patchs and the edited files (due to randomization)

This makes it possible to randomize the content of the mod at the same time as the game itself and add to the result the necessary patches to support any version of the game**

  • Mods are subject to interoperability limits (It is impossible to use two mods simultaneously that modify the same files (This cannot be fixed)
    (Some non-impacting files are ignored in this procedure to increase mod interoperability)
    ** This ONLY applies to versions between the first (1.0.0) and that of your ROMFS dump, by default each time a modded randomization is launched the backup folder is updated if the romfs has been updated
    I recommend that you make a romfs dump after each update of the game (to avoid any problems)

Simplify Randomization Error Fixing (Userland Fixing)

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@MH13-000 MH13-000 released this 17 Dec 10:43

This version adds a function in the modules, to be exact it is an improvement of secure profiles, instead of being based on fixed values ​​written in the source code, they are now linked to configurable JSON files

This allows you to experiment more while allowing you to correct the issues you encounter (independently of me)

Of course I am open to any hotfix of this style if it is justified

This version include hotfix for a lot of issues on the 1.1.7 version

Attention to developpers : The exemple module isn't updated for this new system (I want to test it thanks to user feedback before)
Of course, by drawing inspiration from the code of existing modules, it is possible to implement it

Adding Two More Randomisation Modules

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@MH13-000 MH13-000 released this 11 Dec 19:27

This update adds two new randomization modules :

random_enemy: As its name clearly indicates, it randomizes the enemies of the game (Each enemy can appear), actually the custom command show only enemy_identifier in the code, this will be fixed on a future release

random_areaparam: This module is more aesthetic, it randomizes the areaparam parameters of all levels, this contains textures, music and many other aesthetic elements relating to the game

Resolving cross-module conflicts + Improvements

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@MH13-000 MH13-000 released this 07 Dec 01:44

This version resolves a big limit in the project

Previously randomization modules who modifying the same files could not work at the same time (this was caused by a module conflict) the two modules concerned were random_badges and random_wonder

This limit is now gone, and all modules (including those that will be published in the future) can be executed simultaneously

The automated launch scripts have been improved, a new script called configure.bat has been added to simplify access to the configuration page

The random_wonder module has also been improved, the list of effects has been updated thanks to the new information available on the Super Mario Bros. Wonder modding wiki

Before launch don't forget to run install.bat for update python dependances

Hotflix : Anti Conflit Module

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@MH13-000 MH13-000 released this 25 Nov 10:06

This hotfix corrects an error in the script detecting inter-module conflicts, this error made the script ineffective

A Wonderful Upgrade

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@MH13-000 MH13-000 released this 24 Nov 21:23

This update add a new module named random_wonder

This module will create a wonderful chaos in your game because EVERY Wonder Flower has a new random player effect

to enable this, you need to rerun install.bat (for install a new pip package added with this version) and reconfigure your randomizer and enable this new module

  • by deleting the config.json file
  • by running the following command : python SMBW_Randomizer.py --configure

A complete version of random_badges and micro optimisations

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@MH13-000 MH13-000 released this 05 Nov 03:11

The original version of random_badges use a basic badge_list generator based on level_list, this list is incomplete and cannot be used for improve the program so with the help of Misfire and TechGnome from WonderLand Discord we have created a better list, every badges is in that list (except Auto Super Mushroom, we search his id in the code)

with this new list, new randomization profile has been created

action_only : use only action badges
bonus_only : use only bonus badges
expert_only : use only expert badges
custom : use a custom badge list : generated with a GUI

the start_with profile has been replaced by the all profile (please reconfigure your randomizer)

Fix errors on 1.1.3

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@MH13-000 MH13-000 released this 04 Nov 22:25

Fix errors on script

Modify Module Structure + Add Secured Profile for level_order

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@MH13-000 MH13-000 released this 04 Nov 13:39

This update slightly modifies the structure of the randomization modules

however, it adds secure profiles for the level_order module
It has been reported to me that levels unlocking a royal seed due to the game's softlocks, these profiles allow randomization to be ignored for the levels concerned.

to enable this, you need to reconfigure your randomizer to use the new profile (full_secured or lite_secured) you can do this in two ways

  • by deleting the config.json file
  • by running the following command : python SMBW_Randomizer.py --configure

Hotfix : Random Badges on badge based levels

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@MH13-000 MH13-000 released this 31 Oct 14:23

This hotfix prevent random badges on Badge Based Levels (Badge Challenge and Badge Medley)