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Releases: PixelShake92/Super-Meat-Boy-AP

V2 but the client has gone through so many other versions.

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@PixelShake92 PixelShake92 released this 09 Aug 08:23
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This is the next big cornerstone release. Hopefully the bugs that people have noticed are all fixed up. Biggest offenders I noticed were misaligned W4 warp zones and W5 warps not sending their locations. Things to keep in mind are dark world Dr Fetus keys no longer exist. The game tracks dark world completions in order to unlock the dark world fight. There was no address or way to manipulate this so in order to complete that goal you will need to beat dark world 1-6. I never checked W7 counting towards it so something for others to play around with. I still have not tracked the Xmas levels because I think there is enough content as is and the way they work is very annoying.

The big one I know people wanted and that caused me so many headaches.

DEATHLINK AMNESTY AND DEATHLINK ARE NOW OPTIONS!

The game has no way of tracking when Meatboy dies other than some environmental stuff. So after hours in ghidra I managed to find a glimmer and it lead to a hookable death routine. Retro stages are weird so death links will not receive on those.

With that said this is pretty much as feature complete as I can think of making it. Maybe in the future I hunt for what makes characters unplayable in W6 and W7 and break those open, but it will not be for a very long time. OH! and glitch levels wll never be a thing because they break and rely on bits set by boss fights. Cannot have both in essence.

Once again thanks to zuils for handling the apworld side of things. Enjoy the new release and post your bugs on the issues or the Archipelago Super Meat Boy thread.

Alpha 1

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@PixelShake92 PixelShake92 released this 18 Mar 11:57
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Super Meat Boy Archipelago Alpha 1

What's New

Client is completely reworked to work with Zuils AP world. Cheers to Zuils for converting their manual into a functional APworld. You created so much more work but the end result should hopefully pay off.

Bug Fixes

Par Times — All of Them

Turns out 97% of par times were wrong. Nearly every A+ detection was either too strict (blocking legitimate A+ grades) or too lenient (gifting fake ones). I went back to scouring the games code and replaced all 250 par times with the real values. If your A+ checks weren't sending before, they should now.

Warp Zones Actually Work Now

Warp zone completion data was being read from incorrect addresses. I dove deeper and found more consistent save flags.

Boss Fights No Longer Psychic

Two fixes here:

  • Quitting a boss fight no longer counts as beating it. Previously, just leaving the boss level would trigger a victory. Now the client checks the actual boss defeat flag in memory.
  • Beating a boss actually registers. The client was reading the wrong byte

No More Check Flood on Connect

Connecting to a server would sometimes fire off dozens of false location checks at once — bandages you never collected, milestones you never reached. This happened because the client was scanning memory after writing its own data into it, then detecting its own writes as player progress.

Warp Zones Don't Impersonate Light Levels

Completing a warp zone sub-level used to send a false completion check for the light world level with the same number (e.g., beating The Guy sub-level 1 would also send "5-1 The Witness").

Things I know are not quite right

The bandage counter can be a bit weird. Luckily the clients internal counter tracks for the bandage milestones better than the game does due to me modifying how characters unlock etc.

I have not completed the data on Xmas levels. Avoid that setting for now.

Quirks

Chapter 7 requires unlocking both the chapter key and bandage girl as a character.
I never got the time to fully test a dark world Dr Fetus goal so be wary of that option.

"I don't want to be the guy who has to test all of this again." — The Guy, probably