Repository navigation
Releases: SanchoBob8/Archipelago-MM7
Release list
v0.4.0
Mega Man 7 Archipelago v0.4.0
This release significantly expands both seed variety and endgame customization.
Highlights
Pickupsanity
Added an optional Pickupsanity mode that turns 72 fixed stage pickups into Archipelago locations.
Supported pickup types include:
- Health Energy
- Weapon Energy
- Bolts
- 1-Ups
- E-Tanks
- W-Tanks
- S-Tanks
Pickupsanity locations respect stage access, movement and weapon requirements, Boss Weakness Logic, and available methods of safely leaving a stage.
Closes #21
Boss Rush / Final Wily Stage layouts
Added configurable layouts for the original final Wily stage:
- Vanilla — Boss Rush, Wily Machine, and Wily Capsule remain one continuous stage.
- Split — Boss Rush becomes its own selectable stage with a dedicated Boss Rush Access Code and eight additional Robot Master rematch checks. The Final Wily Stage becomes a separate selectable stage.
- Skip — Boss Rush is skipped and the Final Wily Stage starts immediately before Wily Machine.
Split Boss Rush progress is preserved when leaving the stage.
Closes #19
Defeat Proto Man requirement
Added Defeat Proto Man as a new Final Wily Stage requirement.
This requires completing the actual Proto Man encounter associated with the Proto Shield location. Simply receiving the randomized Proto Shield item does not satisfy the requirement.
Close #10
Paid Exit Unit indicator
Improved the Paid Exit Unit feature by displaying the Exit Unit in the inventory when paid use is available, including the configured bolt cost.
Closes #18
Additional changes
- Expanded Wily-stage logic and configuration.
- Added logic and regression tests for the new progression options.
- Updated game documentation to cover Pickupsanity and the new Boss Rush / Final Stage behavior.
v0.3.0
Mega Man 7 Archipelago v0.3.0
This release expands stage progression and multiworld functionality with Robot Master Access Codes, checkpoint selection, and DeathLink support.
Highlights
Robot Master Access Codes
- Added an optional Access Code for each of the eight Robot Master stages.
- When enabled, a stage cannot be entered until its corresponding Access Code has been received.
- One random Robot Master Access Code is granted at the start to ensure an immediately accessible stage.
- Locked Robot Master portraits are hidden on the stage-select screen.
- Receiving an Access Code while on the stage-select screen immediately reveals the corresponding portrait.
- Access Codes integrate with Boss Weakness Logic so the starting stage remains completable.
Closes #12.
Checkpoint Selection
-
Added optional checkpoint selection for Robot Master stages.
-
Use L/R on the stage-select screen to choose between:
- Stage entrance
- Midpoint
- Pre-boss checkpoint
-
The selected checkpoint is displayed directly on the Robot Master portrait.
-
By default, checkpoint selection is available only for cleared stages.
-
Added an option to allow checkpoint selection in uncleared stages.
-
When Robot Master Access Codes are enabled, checkpoint selection is unavailable for locked stages.
-
Wily stages are unaffected.
Closes #16.
DeathLink
- Added DeathLink support.
- Local deaths can now be sent to other DeathLink-enabled players.
- Received DeathLinks kill Mega Man once the game is in a safe active gameplay state.
- Added safeguards against deaths being triggered during transitions and other invalid states.
- Prevented received DeathLinks from being echoed back as additional DeathLinks.
Closes #9.
v0.2.0
This release expands progression options, adds configurable stage skipping, and improves Wily-stage logic.
New options
- Boss Weakness Logic
- Wily 4 Requirement Type
- Wily Stages Required for Wily 4
- Robot Masters Required for Wily 4
- Weapons Required for Wily 4
- Paid Exit Unit in Logic
- Skip Intro Stage
- Skip Robot Museum
- Robot Masters Required for Robot Museum
Progression changes
- Wily 1, Wily 2, and Wily 3 are unlocked independently through Wily Access Codes.
- Wily 1, Wily 2, and Wily 3 can be completed in any order.
- Wily 4 can be unlocked based on cleared Wily stages, defeated Robot Masters, or received weapons.
- Boss weakness logic now covers Robot Masters, Mash, Wily bosses, and Wily Capsule.
- Robot Museum access can require between one and eight defeated Robot Masters.
- Robot Museum can optionally be skipped while still awarding the Mash check.
- The Intro Stage can optionally be skipped while still awarding its corresponding check.
Fixes
- Removed the duplicate item-receive message from the SNES Client.
- Hyper Bolt and Exit Unit are now correctly classified as progression items.
- Added item-pool, receive-ID, option, ROM-config, Robot Museum, and Wily weakness tests.
v0.1.0
Mega Man 7 Archipelago v0.1.0
This release adds new player options for starting resources and Exit Unit behavior.
New options
- Starting lives
- Starting bolts
- Starting E-Tanks
- Starting W-Tanks
- Starting S-Tanks
- Paid Exit Unit
- Paid Exit Unit Cost
- Exit Unit in Uncleared Stages
Changes
- Starting resources are now configurable through the YAML options.
- Exit Unit can optionally be used before receiving the Exit Unit item by spending bolts.
- Exit Unit can optionally be used in uncleared stages.
Testing
- Verified starting resources in-game.
- Verified paid Exit Unit behavior.
- Verified Exit Unit use in uncleared stages.
- Ran the test suite.
v0.0.1
Mega Man 7 Archipelago v0.0.1
Initial MVP release. It should be fully functional and playable in a standard Archipelago setup, but is still very low on options and adaptability.
Features
- Robot Master reward randomization
- Rush item checks
- Rush plate checks (finding all 4 will grant the Super Adaptor, which is not randomized)
- Proto Man hints/shield checks
- Auto's Bolt/Energy Balancer/Exit Unit/Hyper Rocket Buster checks
- Freeing Beat check
- Giant Bolts and Health Capsule checks
- Wily access code progression
- Wily boss reward checks
- SNI client support
Requirements
- Archipelago 0.6.7 or newer
- Mega Man 7 (USA) clean ROM
- SNI-compatible SNES setup, such as BizHawk + Connector.lua
Installation
- Download
mm7.apworldfrom this release. - Open Archipelago Launcher.
- Select
Install APWorld. - Choose
mm7.apworld. - Generate a seed with a Mega Man 7 YAML.
- Open the generated
.apmm7patch through the Launcher. - Connect with the SNES/SNI client.