mirror of
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Merge branch 'main' into docs_consolidation
# Conflicts: # WebHostLib/static/assets/tutorial/archipelago/plando_en.md # WebHostLib/static/assets/tutorial/zelda3/multiworld_en.md
This commit is contained in:
@@ -1,109 +1,76 @@
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# Archipelago Plando Guide
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This guide details the use of the plando modules available with Archipelago. This guide is intended for a more advanced
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user who has more in-depth knowledge of the randomizer they're playing as well as experience editing YAML files. This
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guide should take about 10 minutes to read.
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## What is Plando?
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The purposes of randomizers is to randomize the items in a game to give a new experience. Plando takes this concept and
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changes it up by allowing you to plan out certain aspects of the game by placing certain items in certain locations,
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certain bosses in certain rooms, edit text for certain NPCs/signs, or even force certain region connections. Each of
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these options are going to be detailed separately as `item plando`, `boss plando`, `text plando`,
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and `connection plando`. Every game in archipelago supports item plando but the other plando options are only supported
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by certain games. Currently, Minecraft and LTTP both support connection plando, but only LTTP supports text and boss
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plando.
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The purposes of randomizers is to randomize the items in a game to give a new experience.
|
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Plando takes this concept and changes it up by allowing you to plan out certain aspects of the game by placing certain
|
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items in certain locations, certain bosses in certain rooms, edit text for certain NPCs/signs, or even force certain region
|
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connections. Each of these options are going to be detailed separately as `item plando`, `boss plando`, `text plando`,
|
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and `connection plando`. Every game in archipelago supports item plando but the other plando options are only supported
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by certain games. Currently, Minecraft and LTTP both support connection plando, but only LTTP supports text and boss plando.
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### Enabling Plando
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On the website plando will already be enabled. If you will be generating the game locally plando features must be
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enabled manually (opt-in). To opt-in go to the archipelago installation directory (
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default: `C:\ProgramData\Archipelago`), open the host.yaml with a text editor and find the `plando_options` key. The
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available plando modules can be enabled by adding them after this such
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as `plando_options: bosses, items, texts, connections`.
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On the website plando will already be enabled. If you will be generating the game locally plando features must be enabled (opt-in).
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* To opt-in go to the archipelago installation (default: `C:\ProgramData\Archipelago`), open the host.yaml with a text
|
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editor and find the `plando_options` key. The available plando modules can be enabled by adding them after this such as
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`plando_options: bosses, items, texts, connections`.
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## Item Plando
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Item plando allows a player to place an item in a specific location or specific locations, place multiple items into a
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list of specific locations both in their own game or in another player's game. **Note that there's a very good chance
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that cross-game plando could very well be broken i.e. placing on of your items in someone else's world playing a
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different game.**
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* The options for item plando are `from_pool`, `world`, `percentage`, `force`, and either item and location, or items
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and locations.
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* `from_pool` determines if the item should be taken *from* the item pool or *added* to it. This can be true or
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false and defaults to true if omitted.
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* `world` is the target world to place the item in.
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* It gets ignored if only one world is generated.
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* Can be a number, name, true, false, or null. False is the default.
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* If a number is used it targets that slot or player number in the multiworld.
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* If a name is used it will target the world with that player name.
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* If set to true it will be any player's world besides your own.
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* If set to false it will target your own world.
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* If set to null it will target a random world in the multiworld.
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* `force` determines whether the generator will fail if the item can't be placed in the location can be true, false,
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or silent. Silent is the default.
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* If set to true the item must be placed and the generator will throw an error if it is unable to do so.
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* If set to false the generator will log a warning if the placement can't be done but will still generate.
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* If set to silent and the placement fails it will be ignored entirely.
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* `percentage` is the percentage chance for the relevant block to trigger. This can be any value from 0 to 100 and
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if omitted will default to 100.
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* Single Placement is when you use a plando block to place a single item at a single location.
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* `item` is the item you would like to place and `location` is the location to place it.
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* Multi Placement uses a plando block to place multiple items in multiple locations until either list is exhausted.
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* `items` defines the items to use and a number letting you place multiple of it.
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* `locations` is a list of possible locations those items can be placed in.
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* Using the multi placement method, placements are picked randomly.
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Item plando allows a player to place an item in a specific location or specific locations, place multiple items into
|
||||
a list of specific locations both in their own game or in another player's game. **Note that there's a very good chance that
|
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cross-game plando could very well be broken i.e. placing on of your items in someone else's world playing a different game.**
|
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* The options for item plando are `from_pool`, `world`, `percentage`, `force`, and either item and location, or items and locations.
|
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* `from_pool` determines if the item should be taken *from* the item pool or *added* to it. This can be true or false
|
||||
and defaults to true if omitted.
|
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* `world` is the target world to place the item in.
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* It gets ignored if only one world is generated.
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* Can be a number, name, true, false, or null. False is the default.
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* If a number is used it targets that slot or player number in the multiworld.
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* If a name is used it will target the world with that player name.
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* If set to true it will be any player's world besides your own.
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* If set to false it will target your own world.
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* If set to null it will target a random world in the multiworld.
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* `force` determines whether the generator will fail if the item can't be placed in the location can be true, false,
|
||||
or silent. Silent is the default.
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* If set to true the item must be placed and the generator will throw an error if it is unable to do so.
|
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* If set to false the generator will log a warning if the placement can't be done but will still generate.
|
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* If set to silent and the placement fails it will be ignored entirely.
|
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* `percentage` is the percentage chance for the relevant block to trigger. This can be any value from 0 to 100 and if
|
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omitted will default to 100.
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* Single Placement is when you use a plando block to place a single item at a single location.
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* `item` is the item you would like to place and `location` is the location to place it.
|
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* Multi Placement uses a plando block to place multiple items in multiple locations until either list is exhausted.
|
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* `items` defines the items to use and a number letting you place multiple of it.
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* `locations` is a list of possible locations those items can be placed in.
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* Using the multi placement method, placements are picked randomly.
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### Available Items
|
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* A Link to the
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Past: [Link to the Past Item List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Items.py#L52)
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* Factorio Non-Progressive: [Factorio Technologies Wiki List](https://wiki.factorio.com/Technologies)
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* Note that these use the *internal names*. For example, `advanced-electronics`
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* Factorio
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Progressive: [Factorio Progressive Technologies List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/factorio/Technologies.py#L374)
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*
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Minecraft: [Minecraft Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Items.py#L14)
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* Ocarina of
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Time: [Ocarina of Time Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/Items.py#L61)
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* Risk of Rain
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2: [Risk of Rain 2 Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Items.py#L8)
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* Slay the
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Spire: [Slay the Spire Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Items.py#L13)
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||||
*
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||||
Subnautica: [Subnautica Items List JSON File](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/items.json)
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||||
*
|
||||
Timespinner: [Timespinner Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Items.py#L11)
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* [A Link to the Past](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Items.py#L52)
|
||||
* [Factorio Non-Progressive](https://wiki.factorio.com/Technologies) Note that these use the *internal names*. For example, `advanced-electronics`
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* [Factorio Progressive](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/factorio/Technologies.py#L374)
|
||||
* [Minecraft](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Items.py#L14)
|
||||
* [Ocarina of Time](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/Items.py#L61)
|
||||
* [Risk of Rain 2](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Items.py#L8)
|
||||
* [Slay the Spire](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Items.py#L13)
|
||||
* [Subnautica](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/items.json)
|
||||
* [Timespinner](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Items.py#L11)
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||||
|
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### Available Locations
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* [A Link to the Past](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Regions.py#L429)
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* [Factorio](https://wiki.factorio.com/Technologies) Same as items
|
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* [Minecraft](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Locations.py#L18)
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* [Ocarina of Time](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LocationList.py#L38)
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* [Risk of Rain 2](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Locations.py#L17) This is a special
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case. The locations are "ItemPickup[number]" up to the maximum set in the yaml.
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* [Slay the Spire](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Locations.py)
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* [Subnautica](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/locations.json)
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||||
* [Timespinner](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Locations.py#L13)
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||||
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||||
* A Link to the
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||||
Past: [Link to the Past Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Regions.py#L429)
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* Factorio: [Factorio Technologies List Wiki](https://wiki.factorio.com/Technologies)
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* In Factorio the location names are the same as the item names.
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*
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Minecraft: [Minecraft Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Locations.py#L18)
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||||
* Ocarina of
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||||
Time: [Ocarina of Time Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LocationList.py#L38)
|
||||
* Risk of Rain
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2: [Risk of Rain 2 Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Locations.py#L17)
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||||
* This is a special case. The locations are "ItemPickup[number]" up to the maximum set in the yaml.
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* Slay the
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Spire: [Slay the Spire Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Locations.py)
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||||
*
|
||||
Subnautica: [Subnautica Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/locations.json)
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||||
*
|
||||
Timespinner: [Timespinner Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Locations.py#L13)
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||||
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A list of all available items and locations can also be found in the server's datapackage. Data package
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||||
JSON: [DataPackage JSON](/api/datapackage).
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||||
|
||||
A list of all available items and locations can also be found in the [server's datapackage](/api/datapackage).
|
||||
### Examples
|
||||
|
||||
```yaml
|
||||
plando_items:
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# example block 1 - Timespinner
|
||||
# example block 1 - Timespinner
|
||||
- item:
|
||||
Empire Orb: 1
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||||
Radiant Orb: 1
|
||||
@@ -111,8 +78,8 @@ plando_items:
|
||||
from_pool: true
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||||
world: true
|
||||
percentage: 50
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||||
|
||||
# example block 2 - Ocarina of Time
|
||||
|
||||
# example block 2 - Ocarina of Time
|
||||
- items:
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||||
Kokiri Sword: 1
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||||
Biggoron Sword: 1
|
||||
@@ -131,8 +98,8 @@ plando_items:
|
||||
- Shadow Temple Hover Boots Chest
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||||
- Spirit Temple Silver Gauntlets Chest
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||||
world: false
|
||||
|
||||
# example block 3 - Slay the Spire
|
||||
|
||||
# example block 3 - Slay the Spire
|
||||
- items:
|
||||
Boss Relic: 3
|
||||
locations:
|
||||
@@ -140,7 +107,7 @@ plando_items:
|
||||
Boss Relic 2
|
||||
Boss Relic 3
|
||||
|
||||
# example block 4 - Factorio
|
||||
# example block 4 - Factorio
|
||||
- items:
|
||||
progressive-electric-energy-distribution: 2
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||||
electric-energy-accumulators: 1
|
||||
@@ -153,49 +120,39 @@ plando_items:
|
||||
percentage: 80
|
||||
force: true
|
||||
```
|
||||
|
||||
1. This block has a 50% chance to occur, and if it does will place either the Empire Orb or Radiant Orb on another
|
||||
player's Starter Chest 1 and removes the chosen item from the item pool.
|
||||
1. This block has a 50% chance to occur, and if it does will place either the Empire Orb or Radiant Orb on another player's
|
||||
Starter Chest 1 and removes the chosen item from the item pool.
|
||||
2. This block will always trigger and will place the player's swords, bow, magic meter, strength upgrades, and hookshots
|
||||
in their own dungeon major item chests.
|
||||
in their own dungeon major item chests.
|
||||
3. This block will always trigger and will lock boss relics on the bosses.
|
||||
4. This block has an 80% chance of occuring and when it does will place all but 1 of the items randomly among the four
|
||||
locations chosen here.
|
||||
locations chosen here.
|
||||
|
||||
## Boss Plando
|
||||
|
||||
As this is currently only supported by A Link to the Past instead of explaining here please refer to the Z3 plando
|
||||
guide. Z3 plando guide: [LttP Plando Guide](/tutorial/zelda3/plando/en)
|
||||
As this is currently only supported by A Link to the Past instead of explaining here please refer to the
|
||||
[relevant guide](/tutorial/zelda3/plando/en)
|
||||
|
||||
## Text Plando
|
||||
|
||||
As this is currently only supported by A Link to the Past instead of explaining here please refer to the Z3 plando
|
||||
guide. Z3 plando guide: [LttP Plando Guide](/tutorial/zelda3/plando/en)
|
||||
As this is currently only supported by A Link to the Past instead of explaining here please refer to the
|
||||
[relevant guide](/tutorial/zelda3/plando/en)
|
||||
|
||||
## Connections Plando
|
||||
|
||||
This is currently only supported by Minecraft and A Link to the Past. As the way that these games interact with their
|
||||
connections is different I will only explain the basics here while more specifics for Link to the Past connection plando
|
||||
can be found in its plando guide.
|
||||
|
||||
* The options for connections are `percentage`, `entrance`, `exit`, and `direction`. Each of these options support
|
||||
subweights.
|
||||
This is currently only supported by Minecraft and A Link to the Past. As the way that these games interact with
|
||||
their connections is different I will only explain the basics here while more specifics for Link to the Past connection
|
||||
plando can be found in its plando guide.
|
||||
* The options for connections are `percentage`, `entrance`, `exit`, and `direction`. Each of these options support subweights.
|
||||
* `percentage` is the percentage chance for this connection from 0 to 100 and defaults to 100.
|
||||
* Every connection has an `entrance` and an `exit`. These can be unlinked like in A Link to the Past insanity entrance
|
||||
shuffle.
|
||||
* Every connection has an `entrance` and an `exit`. These can be unlinked like in A Link to the Past insanity entrance shuffle.
|
||||
* `direction` can be `both`, `entrance`, or `exit` and determines in which direction this connection will operate.
|
||||
|
||||
Link to the Past
|
||||
connections: [Link to the Past Connections List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
|
||||
[Link to the Past connections](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
|
||||
|
||||
Minecraft
|
||||
connections: [Minecraft Connections List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Regions.py#L62)
|
||||
[Minecraft connections](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Regions.py#L62)
|
||||
|
||||
### Examples
|
||||
|
||||
```yaml
|
||||
plando_connections:
|
||||
# example block 1 - Link to the Past
|
||||
# example block 1 - Link to the Past
|
||||
- entrance: Cave Shop (Lake Hylia)
|
||||
exit: Cave 45
|
||||
direction: entrance
|
||||
@@ -205,8 +162,8 @@ plando_connections:
|
||||
- entrance: Agahnims Tower
|
||||
exit: Old Man Cave Exit (West)
|
||||
direction: exit
|
||||
|
||||
# example block 2 - Minecraft
|
||||
|
||||
# example block 2 - Minecraft
|
||||
- entrance: Overworld Structure 1
|
||||
exit: Nether Fortress
|
||||
direction: both
|
||||
|
||||
@@ -1,136 +1,130 @@
|
||||
# A Link to the Past Randomizer Setup Guide
|
||||
|
||||
## Required Software
|
||||
|
||||
- A client, one of:
|
||||
- Z3Client: [Z3Client Releases Page](https://github.com/ArchipelagoMW/Z3Client/releases)
|
||||
- SNIClient included with Archipelago:
|
||||
[Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- If installing Archipelago, make sure to check the box for SNIClient -> A Link to the Past Patch Setup during
|
||||
install, or SNI will not be included
|
||||
- Super Nintendo Interface (SNI): [SNI Releases Page](https://github.com/alttpo/sni/releases)
|
||||
- (Included in both Z3Client and SNIClient)
|
||||
- [SNIClient](https://github.com/ArchipelagoMW/Archipelago/releases) included with the main Archipelago install
|
||||
or [SuperNintendoClient](https://github.com/ArchipelagoMW/SuperNintendoClient/releases)
|
||||
- If installing Archipelago, make sure to check the box for `SNI Client - A Link to the Past Patch Setup`
|
||||
- [SNI](https://github.com/alttpo/sni/releases) (Included in both clients from the first step)
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI, one of:
|
||||
-
|
||||
snes9x_Multitroid: [snes9x Multitroid Download in Google Drive](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz)
|
||||
- BizHawk: [BizHawk Official Website](http://tasvideos.org/BizHawk.html)
|
||||
- An SD2SNES, FXPak Pro ([FXPak Pro Store page](https://krikzz.com/store/home/54-fxpak-pro.html)), or other
|
||||
compatible hardware
|
||||
- An emulator capable of connecting to SNI
|
||||
([snes9x Multitroid](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
|
||||
[BizHawk](http://tasvideos.org/BizHawk.html))
|
||||
- An SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), or other compatible hardware
|
||||
- Your Japanese v1.0 ROM file, probably named `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install your preferred client from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your Japanese Link to the Past ROM file.
|
||||
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program
|
||||
for launching ROM files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
3. Check the box next to **Always use this app to open .sfc files**
|
||||
4. Scroll to the bottom of the list and click the grey text **Look for another App on this PC**
|
||||
5. Browse for your emulator's `.exe` file and click **Open**. This file should be located inside the folder you
|
||||
extracted in step one.
|
||||
5. Browse for your emulator's `.exe` file and click **Open**. This file should be located inside
|
||||
the folder you extracted in step one.
|
||||
|
||||
## Create a Config (.yaml) File
|
||||
|
||||
### What is a config file and why do I need one?
|
||||
|
||||
Your config file contains a set of configuration options which provide the generator with information about how it
|
||||
should generate your game. Each player of a multiworld will provide their own config file. This setup allows each player
|
||||
to enjoy an experience customized for their taste, and different players in the same multiworld can all have different
|
||||
options.
|
||||
Your config file contains a set of configuration options which provide the generator with information about how
|
||||
it should generate your game. Each player of a multiworld will provide their own config file. This setup allows
|
||||
each player to enjoy an experience customized for their taste, and different players in the same multiworld
|
||||
can all have different options.
|
||||
|
||||
### Where do I get a config file?
|
||||
|
||||
The Player Settings page on the website allows you to configure your personal settings and export a config file from
|
||||
them. ([Player Settings Page for A Link to the Past](/games/A%20Link%20to%20the%20Past/player-settings))
|
||||
The [Player Settings](/games/A%20Link%20to%20the%20Past/player-settings) page on the website allows you to configure
|
||||
your personal settings and export a config file from them.
|
||||
|
||||
### Verifying your config file
|
||||
|
||||
If you would like to validate your config file to make sure it works, you may do so on the YAML Validation
|
||||
page. ([YAML Validation Page](/mysterycheck))
|
||||
If you would like to validate your config file to make sure it works, you may do so on the
|
||||
[YAML Validator](/mysterycheck) page.
|
||||
|
||||
## Generating a Single-Player Game
|
||||
|
||||
1. Navigate to the Player Settings page, configure your options, and click the "Generate Game"
|
||||
button. ([Player Settings for A Link to the Past](/games/A%20Link%20to%20the%20Past/player-settings))
|
||||
1. Navigate to the [Player Settings](/games/A%20Link%20to%20the%20Past/player-settings) page, configure your options,
|
||||
and click the "Generate Game" button.
|
||||
2. You will be presented with a "Seed Info" page.
|
||||
3. Click the "Create New Room" link.
|
||||
4. You will be presented with a server page, from which you can download your patch file.
|
||||
5. Double-click on your patch file, and the Z3Client will launch automatically, create your ROM from the patch file, and
|
||||
open your emulator for you.
|
||||
5. Double-click on your patch file, and the Z3Client will launch automatically, create your ROM from
|
||||
the patch file, and open your emulator for you.
|
||||
6. Since this is a single-player game, you will no longer need the client, so feel free to close it.
|
||||
|
||||
## Joining a MultiWorld Game
|
||||
|
||||
### Obtain your patch file and create your ROM
|
||||
When you join a multiworld game, you will be asked to provide your config file to whoever is hosting. Once that
|
||||
is done, the host will provide you with either a link to download your patch file, or with a zip file containing
|
||||
everyone's patch files. Your patch file should have a `.apbp` extension.
|
||||
|
||||
When you join a multiworld game, you will be asked to provide your config file to whoever is hosting. Once that is done,
|
||||
the host will provide you with either a link to download your patch file, or with a zip file containing everyone's patch
|
||||
files. Your patch file should have a `.apbp` extension.
|
||||
|
||||
Put your patch file on your desktop or somewhere convenient, and double click it. This should automatically launch the
|
||||
client, and will also create your ROM in the same place as your patch file.
|
||||
Put your patch file on your desktop or somewhere convenient, and double click it. This should automatically
|
||||
launch the client, and will also create your ROM in the same place as your patch file.
|
||||
|
||||
### Connect to the client
|
||||
|
||||
#### With an emulator
|
||||
|
||||
When the client launched automatically, SNI should have also automatically launched in the background. If this is its
|
||||
first time launching, you may be prompted to allow it to communicate through the Windows Firewall.
|
||||
When the client launched automatically, SNI should have also automatically launched in the background.
|
||||
If this is its first time launching, you may be prompted to allow it to communicate through the Windows
|
||||
Firewall.
|
||||
|
||||
##### snes9x Multitroid
|
||||
|
||||
1. Load your ROM file if it hasn't already been loaded.
|
||||
2. Click on the File menu and hover on **Lua Scripting**
|
||||
3. Click on **New Lua Script Window...**
|
||||
4. In the new window, click **Browse...**
|
||||
5. Select the connector lua file included with your client
|
||||
- Z3Client users should download `sniConnector.lua` from the client download page
|
||||
- SNIClient users should look in their Archipelago folder for `/sni/lua`
|
||||
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
|
||||
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if
|
||||
the emulator is 64-bit or 32-bit.
|
||||
|
||||
##### BizHawk
|
||||
|
||||
1. Ensure you have the BSNES core loaded. You may do this by clicking on the Tools menu in BizHawk and following these
|
||||
menu options:
|
||||
1. Ensure you have the BSNES core loaded. You may do this by clicking on the Tools menu in BizHawk and following
|
||||
these menu options:
|
||||
`Config --> Cores --> SNES --> BSNES`
|
||||
Once you have changed the loaded core, you must restart BizHawk.
|
||||
2. Load your ROM file if it hasn't already been loaded.
|
||||
3. Click on the Tools menu and click on **Lua Console**
|
||||
4. Click Script -> Open Script...
|
||||
5. Select the `Connector.lua` file you downloaded above
|
||||
- Z3Client users should download `sniConnector.lua` from the client download page
|
||||
- SNIClient users should look in their Archipelago folder for `/sni/lua`
|
||||
6. Run the script by double-clicking it in the listing
|
||||
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
|
||||
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if
|
||||
the emulator is 64-bit or 32-bit.
|
||||
|
||||
#### With hardware
|
||||
|
||||
This guide assumes you have downloaded the correct firmware for your device. If you have not done so already, please do
|
||||
this now. SD2SNES and FXPak Pro users may download the appropriate
|
||||
firmware [from the sd2snes releases page](https://github.com/RedGuyyyy/sd2snes/releases). Other hardware may find
|
||||
helpful information [on the usb2snes supported platforms page](http://usb2snes.com/#supported-platforms).
|
||||
This guide assumes you have downloaded the correct firmware for your device. If you have not
|
||||
done so already, please do this now. SD2SNES and FXPak Pro users may download the appropriate firmware
|
||||
[here](https://github.com/RedGuyyyy/sd2snes/releases). Other hardware may find helpful information
|
||||
[on this page](http://usb2snes.com/#supported-platforms).
|
||||
|
||||
1. Close your emulator, which may have auto-launched.
|
||||
2. Power on your device and load the ROM.
|
||||
|
||||
### Connect to the Archipelago Server
|
||||
The patch file which launched your client should have automatically connected you to the AP Server.
|
||||
There are a few reasons this may not happen however, including if the game is hosted on the website but
|
||||
was generated elsewhere. If the client window shows "Server Status: Not Connected", simply ask the host
|
||||
for the address of the server, and copy/paste it into the "Server" input field then press enter.
|
||||
|
||||
The patch file which launched your client should have automatically connected you to the AP Server. There are a few
|
||||
reasons this may not happen however, including if the game is hosted on the website but was generated elsewhere. If the
|
||||
client window shows "Server Status: Not Connected", simply ask the host for the address of the server, and copy/paste it
|
||||
into the "Server" input field then press enter.
|
||||
|
||||
The client will attempt to reconnect to the new server address, and should momentarily show "Server Status: Connected".
|
||||
The client will attempt to reconnect to the new server address, and should momentarily show "Server
|
||||
Status: Connected".
|
||||
|
||||
### Play the game
|
||||
|
||||
When the client shows both SNES Device and Server as connected, you're ready to begin playing. Congratulations on
|
||||
successfully joining a multiworld game!
|
||||
When the client shows both SNES Device and Server as connected, you're ready to begin playing. Congratulations
|
||||
on successfully joining a multiworld game! You can execute various commands in your client. For more information
|
||||
regarding these commands you can use `/help` for local client commands and `!help` for server commands.
|
||||
|
||||
## Hosting a MultiWorld game
|
||||
The recommended way to host a game is to use our [hosting service](/generate). The process is relatively simple:
|
||||
|
||||
The recommended way to host a game is to use our hosting service on the [seed generation page](/generate). Or check out
|
||||
the Archipelago website guide for more information: [Archipelago Website Guide](/tutorial/archipelago/using_website/en)
|
||||
1. Collect config files from your players.
|
||||
2. Create a zip file containing your players' config files.
|
||||
3. Upload that zip file to the website linked above.
|
||||
4. Wait a moment while the seed is generated.
|
||||
5. When the seed is generated, you will be redirected to a "Seed Info" page.
|
||||
6. Click "Create New Room". This will take you to the server page. Provide the link to this page to your players,
|
||||
so they may download their patch files from there.
|
||||
7. Note that a link to a MultiWorld Tracker is at the top of the room page. The tracker shows the progress of all
|
||||
players in the game. Any observers may also be given the link to this page.
|
||||
8. Once all players have joined, you may begin playing.
|
||||
|
||||
Reference in New Issue
Block a user