You will need to supply your own vanilla ROM and the means to run it, because this just modifies your copy of the original game. Check out the Readme below for more details.
Read Philosophy below for various design choices.
- Open-world Evermore to allow / require more complex routing
- Keep as much in / stay as close to vanilla as possible
- Patch the ROM so that randomization only replaces numbers where possible
- Randomize as much as possible
- Produce a Wasm blob that runs in your browser
- Your ROM will not leave your PC
- The patcher contains no ROM
Check out the in-browser version here or download the ZIP below and run the EXE (on Windows) or compile the Source (on Linux). Please note that AVs may give false positives and the releases are not signed. When in doubt run the in-browser version.
v038: Really remove unreachable pipe maze gourd from gourdomizer - numbering changed Fix additional "alchemy missable" checks Mark Pyramid as accessible if Aegis is defeated Change final goal for logic from energy core to boss rush to include Energize Fix Volcano Viper requirements for Rock Skip Allow input and show exp% and money% in DOS UI Add option to fix wings glitch Optionally shorten Horace Camp dialogs
HOWTO: 0. ROM has to be NTSC/US and can be a 3MB .SFC file with or without 512B header 1. Visit the in-browser version, unpack the exe or compile main.c 2. Drag and drop your rom into the in-browser field or onto the .exe 3a In-browser version should present you checkboxes in your browser and offer the patched ROM as "download" or show messages in an alert box. 3b Exe should ask you for settings and spit out success or error in a "dos" window, create a file starting with "Evermizer" in source ROM's directory and print out the complete filename. 4. Checksum is wrong, but neither sd2snes nor (most) emulators seem to care 5. You can skip the intro by pressing start (even without a prior save) 6. You have to loot gourds/chests or kill Thraxx to get a weapon that can cut grass to get access to the Windwalker. 7. If you have questions or need help, continue reading below, check the guide at https://github.com/black-sliver/evermizer/blob/master/guide.md or join the discord. CHANGES SO FAR: This is in an early but working state. Crude user interface to select seed and settings Default output filename includes settings and seed number Option to save a spoiler log Command line interface: Allow batch processing Allow to specify complete output filename with -o Allow to specify output directory with -d Run the program without any file/arguments to see possible arguments Run the program in UI mode to see possible settings Alchemzer: randomize where you get which alchemy and Make sure Atlas is obtainable and usable in Easy/+Chaos and Normal/+Chaos Make sure Levitate and Revealer is obtainable and usable when required Easy will give you one formula with buyable ingredients pre-thraxx Newly learned alchemy is now preselected/highlighted for alchemy selection (Texts still unchanged) Ingredienizer: Randomize ingredient requirements Scales with difficulty Goes crazy with chaos Boss dropamizer: randomize what each boss drops and Horace will not steal your DEs Thraxx will always drop a weapon for now Bridges in pyramid won't collapse Horace spawn should be fixed (tied to DEs in inventory or DEs lost) Horace dialog should correcly indicate how many DEs you have Tinker taking away your diamond eyes sets flag to not lock-out Aegis If gourdomizer is on as well, you can go back through Big Bug after Thraxx Gourdomizer: shuffle gourd/pot/chest drops, no gourds are missable Sniffamizer: non-chaos shuffles, chaos randomizes dog-sniff ingredients Callbeadmizer: non-chaos swaps call bead rings, chaos shuffles spells Doggomizer: swap (non-chaos) or randomize (chaos) dogs Act1-3 only because toaster evasion sound hardlocks for some music tracks Pupdunk: Act0 doggo everywhere! Musicmizer: randomize music, in testing stage Fix sequence: Desolarify: Act1 first rock skip is disabled (Levitation required) Desaturnate: require the use of teleporter before final boss hatch is open Disable double gauge: don't take away rocket parts until you have them all Fix cheats: Remove infinite call bead glitch Glitchless beatable: Never require glitches to beat the game, even if glitches are not disabled All accessible: Make sure all checks/areas/bosses can be reached Fix infinite ammo: Fixes the bug that Particle Bomb and Cryo-Blast do not drain Fix atlas glitch: Fixes stat underflow when dying with active stat boosts Fix wings glitch: Fixes wings granting invincibility if they "did not work" Money%: 1 to 2500, Enemies give that % of money Exp%: 1 to 2500, Enemies, weapons and formulas give that % experience points Shorter dialogs: Cut some dialogs and cutscenes. This is work in progress. Short boss rush: Start boss rush at Metal Magmar. Cut enemy HP in half. Tudo Mode: Replaces all offensive spells, weakens weapons, reduces enemies' Magic Def. Open world: Unlock windwalker in every fire pit (slashing weapon required) Grant access to inner volcano Grant access to east swamp Fix palace cutscenes Lock Barrier (Horace inside palace) + gates behind Aegis (instead of WW) Make both Act3 towns filled with people Moved ticket lady bazooka shells behind dog race (in both towns) Fixed lance not appearing. He now appears in ivory as well as ebon keep Still not 100%, look into this again, weird camera glitch in Act3 houses Locked east draw bridge behind Mungola Disabled exit from Naris to chessboard if Mungola is alive Fixed reverse Timberdrake Disabled exit from castle to Verminator if Verminator is not dead Fixed prison sound crash Killing Verminator is optional, prison door unlocks when prison is cleared Keep dog after Magmar (room change required to make him visible) Play Tinker WW cutscene once, regardless of progress Landing skip converted to a regular landing Act2 dog statue and dialogues moved behind aegis Vigor fight won't start if you did not jump down the cliff at blimp Act1 Fire Eyes cutscenes play in order (dog naming skip as in vanilla) Act1 top-of-volcano guy fixed Act3 Mungola HP / fight fixed Act1 move Coleoptera behind talking to FE after killing Thraxx Aquagoth is accessible once. Oglin cave gourd can't be randomized Madrinus will (still) spawn after Aegis is defeated Move call bead glitch behind rocket Don't despawn North Market rock when Aegis is dead Replaced FE Village Windwalker checks with Magmar-dead checks Progress Act3 NPCs based on Castle crumbled instead of WW (ongoing effort) Vanilla bugs fixed: Fix softlock when entering west prison with dead dog Fix softlock when opening mosquito cell last (exit will be bottom left cell) Fix softlock when you have more than 3 rocket parts Fix texts disappearing when you fall down in Ruins NW room Removed option to save at Madronius' Brother Fix softlock when leaving tiny's lair Saving with Atlas, Defend or Speed does not ruin your stats Fix missables: Directly reward Queen's Key to inventory Make Revealer and Escape still obtainable when Horace is gone All rooms with gourds/chests/pots can be re-entered with gourdomizer on Some quality of life improvements are always enabled, most notably: Preselect the correct spell in alchemy selection screen Bazooka charge/energize and stat display fix Multiple level-ups from one enemy Uses tinymt64 for platform-independend RNG. See tinymt64.h for lincense Allow for ROM to grow to 4MB if required Allow skipping of intro with no prior save file STILL TO BE FIXED: (with feature set outlined above) Show info to the player if market timer is over but vigor won't spawn yet Act3 can have camera location bugs in houses until blindly talked to Lance Put rocket behind mungola / change tinker progression? Remove some cutscenes? Desaturnate 2.0: make sure *NO* hatches can be skipped Remove unnecessary parts of first WW/open world patch LINUX AND MAC BUILD INSTRUCTIONS: run make WINDOWS BUILD INSTRUCTIONS: Run make for mingw, or create a VS project with main.c as (only) source file. The github source tree requires you to have python3 in PATH to build gen.h. The zip distribution includes a pre-built gen.h. EMSCRIPTEN BUILD INSTRUCTIONS: Make sure emscripten/emcc is configured and in PATH. run make wasm You may need to set some env variables, like EM_CONFIG=~/.emscripten CREDITS: Written by black_sliver Some patches by assassin17 - http://assassin17.brinkster.net Thanks to all people pushing or commenting on the project, providing ideas or artwork, testing it, pointing out bugs and looking into SNES/SoE stuff ayame li, colin, cyb3r, darkmoon2321, dot, esmo88, flarezenyu, fronk, greenambler, metasigma, mirapoix, masterknightdh, neagix, nyrambler, queenanne, scarrfish, skarsnikus, solarcell007, turbo, ventuz, zheal Thanks to vr-interactive for providing the website's new background image Thanks to sferath for providing the mascot - https://deviantart.com/sferath Special thanks to elwismw for existing. #hereforelwis LICENSE: The source tree and generated binaries are distributed under the terms of GPL v3. See LICENSE file. The patches found in patches/ directory are in public domain unless noted otherwise. See patches/LICENSE file. For the patches found in ips/, see the corresponding .txt files.
Auto-tracker only. Connects to (Q)Usb2Snes. Download includes Bingo. Download the windows ZIP and run the EXE on Windows, download the linux ZIP and run the binary on recent Linux distros or download the source TAR.XZ and compile it yourself.
v016: - 10 new bingo squares
WINDOWS INSTALLATION: - Just unpack the EXE - Install (Q)Usb2Snes for auto-tracking LINUX INSTALLATION: - Provided binary is 64bit, needs liblzma and libsdl2 (apt install ...) - Run from terminal or create a launcher/desktop shortcut - Install (Q)Usb2Snes for auto-tracking - Tested on Arch Linux and Ubuntu 20.04 - Build from source if you get errors TRACKER HOWTO: - Run the EXE / binary - It will try to connect to (Q)Usb2Snes on ws://localhost:8080 - It only supports auto-tracking for now - Window background will change with connection status: Grey: starting up Red: no connection to (Q)Usb2Snes service Orange: connection to service established, but no console/emu found Yellow: connected to console/emu, but no/wrong game/version loaded Black: Evertracker running - For emulators, QUsb2SNES + a bridge is required see https://skarsnik.github.io/QUsb2snes/#usage or read https://evermizer.com/rls/evertracker/snes9x-tracker.txt BINGO HOWTO: - Run the EXE / binary - Select a seed in bingo by pressing S or clicking on the center logo - Prefix seed number by X to get 7x7 sheet, XX to get 9x9, by H to get center - Mark squares with middle mouse button or ctrl/shift + left or right button - Check/uncheck squares with left/right mouse button BINGO RULES: see bingo-rules.txt TODO: - Manual tracking for tracker? - Auto-tracking for bingo? - Add more/non-required checks? - Add timer? - Add "map tracker"? - A proper Makefile - Open for ideas, post to discord if you have any NOTES: - this program uses images from Fandom, see src/assets/copyright.txt or below - this program uses SDL2, see src/SDL2/README-SDL.txt or below LINUX BUILD INSTRUCTIONS: install liblzma-dev and libsdl2-dev then see first half of or run src/build.sh WINDOWS BUILD INSTRUCTIONS: The included websocketpp is patched to allow std::thread with mingw, but requires a very recent version of mingw, msvc should just work for it The included asio is the latest one that works with websocketpp With mingw you can use the same command line as above but get rid of -flto=4 and add -mwindows With msvc you have to create your own project file and cross fingers The included libzma.a and libSDL2.a are cross-compiled with 32bit mingw. If you have a different tool chain, you may want to build them yourself, use vendor-supplied versions for your toolchain or link them dynamically CMAKE INSTRUCTIONS: I don't use cmake, but if you write a cmake file, you can add SDL2 to it liblzma (part of xz, see https://tukaani.org/xz/) is still required ...