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Castlevania 64: Implement New Game (#2472)
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worlds/cv64/docs/en_Castlevania 64.md
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# Castlevania 64
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## Where is the settings page?
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The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
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config file.
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## What does randomization do to this game?
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All items that you would normally pick up throughout the game, be it from candles, breakables, or sitting out, have been
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moved around. This includes the key items that the player would normally need to find to progress in some stages, which can
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now be found outside their own stages, so returning to previously-visited stages will very likely be necessary (see: [How do
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I jump to a different stage?](#how-do-i-jump-to-a-different-stage?)). The positions of the stages can optionally be randomized
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too, so you may start out in Duel Tower and get Forest of Silence as your penultimate stage before Castle Keep, amongst
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many other possibilities.
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## How do I jump to a different stage?
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Instant travel to an earlier or later stage is made possible through the Warp Menu, a major addition to the game that can
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be pulled up while not in a boss fight by pressing START while holding Z and R. By finding Special1 jewels (the item that
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unlocks Hard Mode in vanilla Castlevania 64), more destinations become available to be selected on this menu. The destinations
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on the list are randomized per seed and the first one, which requires no Special1s to select, will always be your starting
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area.
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NOTE: Regardless of which option on the menu you are currently highlighting, you can hold Z or R while making your selection
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to return to Villa's crypt or Castle Center's top elevator room respectively, provided you've already been to that place at
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least once. This can make checking out both character stages at the start of a route divergence far less of a hassle.
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## Can I do everything as one character?
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Yes! The Villa end-of-level coffin has had its behavior modified so that which character stage slot it sends you to
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depends on the time of day, and likewise both bridges at the top of Castle Center's elevator are intact so both exits are
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reachable regardless of who you are. With these changes in game behavior, every stage can be accessed by any character
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in a singular run.
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NOTE: By holding L while loading into a map (this can even be done while cancelling out of the Warp Menu), you can swap to
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the other character you are not playing as, and/or hold C-Up to swap to and from the characters' alternate costumes. Unless
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you have Carrie Logic enabled, and you are not playing as her, switching should never be necessary.
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## What is the goal of Castlevania 64 when randomized?
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Make it to Castle Keep, enter Dracula's chamber, and defeat him to trigger an ending and complete your goal. Whether you
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get your character's good or bad ending does **not** matter; the goal will send regardless. Options exist to force a specific
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ending for those who prefer a specific one.
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Dracula's chamber's entrance door is initially locked until whichever of the following objectives that was specified on your
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YAML under `draculas_condition` is completed:
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- `crystal`: Activate the big crystal in the basement of Castle Center. Doing this entails finding two Magical Nitros and
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two Mandragoras to blow up both cracked walls (see: [How does the Nitro transport work in this?](#how-does-the-nitro-transport-work-in-this?)).
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Behemoth and Rosa/Camilla do **NOT** have to be defeated.
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- `bosses`: Kill bosses with visible health meters to earn Trophies. The number of Trophies required can be specified under
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`bosses_required`.
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- `special2s`: Find enough Special2 jewels (the item that normally unlocks alternate costumes) that are shuffled in the
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regular item pool. The total amount and percent needed can be specified under `total_special2s` and `percent_special2s_required` respectively.
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If `none` was specified, then there is no objective. Dracula's chamber door is unlocked from the start, and you merely have to reach it.
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## What items and locations get shuffled?
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Inventory items, jewels, moneybags, and PowerUps are all placed in the item pool by default. Randomizing Sub-weapons is optional,
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and they can be shuffled in their own separate pool or in the main item pool. An optional hack can be enabled to make your
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old sub-weapon drop behind you when you receive a different one, so you can pick it up again if you still want it. Location
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checks by default include freestanding items, items from one-hit breakables, and the very few items given through NPC text. Additional
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locations that can be toggled are:
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- Objects that break in three hits.
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- Sub-weapon locations if they have been shuffled anywhere.
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- Seven items sold by the shopkeeper Renon.
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- The two items beyond the crawlspace in Waterway that normally require Carrie, if Carrie Logic is on.
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- The six items inside the Lizard-man generators in Castle Center that open randomly to spawn Lizard-men. These are particularly annoying!
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## How does the Nitro transport work in this?
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Two Magical Nitros and two Mandragoras are placed into the item pool for blowing up the cracked walls in Castle Center
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and two randomized items are placed on both of their shelves. The randomized Magical Nitro will **NOT** kill you upon landing
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or taking damage, so don't panic when you receive one! Hazardous Waste Dispoal bins are disabled and the basement crack with
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a seal will not let you set anything at it until said seal is removed so none of the limited ingredients can be wasted.
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In short, Nitro is still in, explode-y business is not! Unless you turn on explosive DeathLink, that is...
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## Which items can be in another player's world?
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Any of the items which can be shuffled may also be placed into another player's world. The exception is if sub-weapons
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are shuffled in their own pool, in which case they will only appear in your world in sub-weapon spots.
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## What does another world's item look like in Castlevania 64?
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An item belonging to another world will show up as that item if it's from another Castlevania 64 world, or one of two
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Archipelago logo icons if it's from a different game entirely. If the icon is big and has an orange arrow in the top-right
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corner, it is a progression item for that world; definitely get these! Otherwise, if it's small and with no arrow, it is
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either filler, useful, or a trap.
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When you pick up someone else's item, you will not receive anything and the item textbox will show up to announce what you
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found and who it was for. The color of the text will tell you its classification:
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- <font color="moccasin">Light brown-ish</font>: Common
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- <font color="white">White</font>/<font color="yellow">Yellow</font>: Useful
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- <font color="yellow">Yellow</font>/<font color="lime">Green</font>: Progression
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- <font color="yellow">Yellow</font>/<font color="red">Red</font>: Trap
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## When the player receives an item, what happens?
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A textbox containing the name of the item and the player who sent it will appear, and they will get it.
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Just like the textbox that appears when sending an item, the color of the text will tell you its classification.
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NOTE: You can press B to close the item textbox instantly and get through your item queue quicker.
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## What tricks and glitches should I know for Hard Logic?
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The following tricks always have a chance to be required:
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- Left Tower Skip in Castle Wall
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- Copper Door Skip in Villa (both characters have their own methods for this)
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- Waterfall Skip if you travel backwards into Underground Waterway
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- Slope Jump to Room of Clocks from Castle Keep
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- Jump to the gated ledge from the level above in Tower of Execution
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Enabling Carrie Logic will also expect the following:
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- Orb-sniping dogs through the front gates in Villa
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Library Skip is **NOT** logically expected on any setting. The basement hallway crack will always logically expect two Nitros
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and two Mandragoras even with Hard Logic on due to the possibility of wasting a pair on the upper wall, after managing
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to skip past it. And plus, the RNG manip may not even be possible after picking up all the items in the Nitro room.
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## What are the item name groups?
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The groups you can use for Castlevania 64 are `bomb` and `ingredient`, both of which will hint randomly for either a
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Magical Nitro or Mandragora.
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## What are the location name groups?
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In Castlevania 64, every location that is specific to a stage is part of a location group under that stage's name.
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So if you want to exclude all of, say, Duel Tower, you can do so by just excluding "Duel Tower" as a whole.
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## I'm stuck and/or I can't find this hinted location...is there a map tracker?
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At the moment, no map tracker exists. [Here](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds/cv64/docs/obscure_checks.md)
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is a list of many checks that someone could very likely miss, with instructions on how to find them. See if the check you
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are missing is on there and if it isn't, or you still can't find it, reach out in the [Archipelago Discord server](https://discord.gg/archipelago)
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to inquire about having the list updated if you think it should be.
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If you are new to this randomizer, it is strongly recommended to play with the Countdown option enabled to at least give you a general
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idea of where you should be looking if you get completely stuck. It can track the total number of unchecked locations in the
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area you are currently in, or the total remaining majors.
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## Why does the game stop working when I sit on the title screen for too long?
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This is an issue that existed with Castlevania 64 on mupen64plus way back in 2017, and BizHawk never updated their
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mupen64plus core since it was fixed way back then. This is a Castlevania 64 in general problem that happens even with the
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vanilla ROM, so there's not much that can done about it besides opening an issue to them (which [has been done](https://github.com/TASEmulators/BizHawk/issues/3670))
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and hoping they update their mupen64plus core one day...
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## How the f*** do I set Nitro/Mandragora?
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<font color="yellow">(>)</font>
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worlds/cv64/docs/obscure_checks.md
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# Obscure locations in the AP Castlevania 64 randomizer
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## Forest of Silence
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#### Invisible bridge platform
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A square platform floating off to the side of the broken bridge between the three-crypt and Werewolf areas. There's an
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invisible bridge connecting it with the middle piece on the broken bridge that you can cross over to reach it. This is
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where you normally get the Special1 in vanilla that unlocks Hard Mode.
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### Invisible Items
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#### Dirge maiden pedestal plaque
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This plaque in question can be found on the statue pedestal with a torch on it in the area right after the first switch gate,
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near the cliff where the breakable rock can be found. The plaque reads "A maiden sings a dirge" if you check it after you
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pick up the item there, hence the name of all the locations in this area.
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#### Werewolf statue plaque
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The plaque on the statue pedestal in the area inhabited by the Werewolf. Reading this plaque after picking up the item
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says it's "the lady who blesses and restores."
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### 3-Hit Breakables
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#### Dirge maiden pedestal rock
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This rock can be found near the cliff behind the empty above-mentioned dirge maiden pedestal. Normally has a ton of money
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in vanilla, contains 5 checks in rando.
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#### Bat archway rock
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After the broken bridge containing the invisible pathway to the Special1 in vanilla, this rock is off to the side in front
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of the gate frame with a swarm of bats that come at you, before the Werewolf's territory. Contains 4 checks. If you are new
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to speedrunning the vanilla game and haven't yet learned the RNG manip strats, this is a guranteed spot to find a PowerUp at.
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## Castle Wall
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#### Above bottom right/left tower door
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These checks are located on top of the bottom doorways inside the both the Left and Right Tower. You have to drop from above
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to reach them. In the case of the left tower, it's probably easiest to wait on the green platform directly above it until it flips.
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#### Left tower child ledge
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When you reach the bridge of four rotating green platforms, look towards the pillar in the center of the room (hold C-up to
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enter first person view), and you'll see this. There's an invisible bridge between the rotating platforms and the tiny ledge
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that you can use to get to and from it. In Legacy of Darkness, it is on this ledge where one of Henry's children is found.
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### Invisible Items
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#### Sandbag shelf - Left
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If you thought the PowerUp on this shelf in vanilla CV64 was the only thing here, then you'd be wrong! Hidden inside the
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sandbags near the item is another item you can pick up before subsequent checks on this spot yield "only sand and gravel".
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Legacy took this item out entirely, interestingly enough.
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### 3-Hit Breakables
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#### Upper rampart savepoint slab
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After killing the two White Dragons and flipping their switch, drop down onto this platform from the top, and you'll find
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it near the White Jewel. Contains 5 checks that are all normally Red Jewels in vanilla, making it an excellent place to
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fuel up at if you're not doing Left Tower Skip. Just be careful of the infinitely spawning skeletons!
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#### Dracula switch slab
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Located behind the door that you come out of at the top of the left tower where you encounter Totally Real Dracula in a
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cutscene. Contains 5 checks that are all normally money; take note of all these money spots if you're plaing vanilla and
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plan on trying to trigger the Renon fight.
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## Villa
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#### Outer front gate platform
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From the start of the level, turn right, and you'll see a platform with a torch above a torch on the ground. This upper torch
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is reachable via an invisible platform that you can grab and pull yourself up onto. The PAL version and onwards removed
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this secret entirely, interestingly enough.
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#### Front yard cross grave near gates/porch
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In the Villa's front yard area are two cross-shaped grave markers that are actually 1-hit breakables just like torches.
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They contain a check each.
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#### Midnight fountain
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At exactly midnight (0:00 on the pause screen), a pillar in the fountain's base will rise to give you access to the six
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checks on the upper parts of the fountain. If you're playing with Disable Time Requirements enabled, this pillar will be
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raised regardless of the current time.
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#### Vincent
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Vincent has a check that he will give to you by speaking to him after triggering the Rosa cutscene at 3 AM in the rose
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garden. With Disable Time Requirements enabled, the Rosa cutscene will trigger at any time.
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#### Living room ceiling light
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In the rectangular living room with ghosts and flying skulls that come at you, there are two yellow lights on the ceiling
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and one red light between them. The red light can be broken for a check; just jump directly below it and use your c-left
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attack to hit it.
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#### Front maze garden - Frankie's right dead-end urn
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When you first enter the maze, before going to trigger the Malus cutscene, go forward, right at the one-way door, then right
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at the T-junction, and you'll reach a dead-end where the Gardner is just going about his business. The urn on the left
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at this dead-end can be broken for a check; it's the ONLY urn in the entire maze that can be broken like this.
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#### Crypt bridge upstream
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After unlocking the Copper Door, follow the stream all the way past the bridge to end up at this torch.
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I see many people miss this one.
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### Invisible Items
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#### Front yard visitor's tombstone
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The tombstone closest to the Villa building itself, in the top-right corner if approaching from the gates. If you are
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familiar with the puzzle here in Cornell's quest in Legacy, it's the tombstone prepared for "anybody else who drops by
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to visit".
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#### Foyer sofa
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The first sofa in the foyer, on the upper floor to the right.
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#### Mary's room table
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The table closer to the mirror on the right in the small room adjacent to the bedroom, where Mary would normally be found
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in Cornell's story in Legacy.
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#### Dining room rose vase
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The vase of roses in the dining room that a rose falls out of in the cutscene here to warn Reinhardt/Carrie of the vampire
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villager.
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#### Living room clawed painting
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The painting with claw marks on it above the fireplace in the middle of the living room.
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#### Living room lion head
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The lion head on the left wall of the living room (if you entered from one of the doors to the main hallway).
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#### Maze garden exit knight
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The suit of armor in the stairs room before the Maze Garden, where Renon normally introduces himself.
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#### Storeroom statue
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The weird statue in the back of the Storeroom. If you check it again after taking its item, the game questions why would
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someone make something like it.
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#### Archives table
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The table in the middle of the Archives. In Legacy, this is where Oldrey's diary normally sits if you are playing Cornell.
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#### Malus's hiding bush
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The bush that Reinhardt/Carrie find Malus hiding in at the start of the Maze Garden chase sequence.
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### 3-Hit Breakables
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#### Foyer chandelier
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The big chandelier above the foyer can be broken for 5 assorted items, all of which become checks in rando with the multi
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hits setting on. This is the only 3-hit breakable in the entire stage. <br>
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Here's a fun fact about the chandelier: for some reason, KCEK made this thing a completely separate object from every other
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3-hit breakable in the game, complete with its own distinct code that I had to modify entirely separately as I was making
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this rando to make the 3-hit breakable setting feasible! What fun!
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## Tunnel
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#### Stepping stone alcove
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After the first save following the initial Spider Women encounter, take the first right you see, and you'll arrive back at
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the poison river where there's a second set of stepping stones similar to the one you just jumped across earlier. Jump on
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these to find the secret alcove containing one or two checks depending on whether sub-weapons are randomized anywhere or not.
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### Sun/Moon Doors
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||||
In total, there are six of these throughout the entire stage. One of them you are required to open in order to leave the stage,
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while the other five lead to optional side rooms containing items. These are all very skippable in the vanilla game, but in a
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rando context, it is obviously *very* important you learn where all of them are for when the day comes that a Hookshot
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lands behind one! If it helps, two of them are before the gondolas, while all the rest are after them.
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||||
#### Lonesome bucket moon door
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After you ride up on the second elevator, turn left at the first split path you see, and you will find, as I called it, the
|
||||
"Lonesome bucket". Keep moving forward past this, and you will arrive at the moon door. The only thing of value, beside a shop
|
||||
point, is a sub-weapon location. So if you don't have sub-weapons shuffled anywhere, you can very much skip this one.
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||||
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||||
#### Gondola rock crusher sun door
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||||
Once you get past the first poison pit that you are literally required to platform over, go forward at the next junction
|
||||
instead of left (going left is progress and will take you to the rock crusher right before the gondolas). This door notably
|
||||
hides two Roast Beefs normally, making it probably the most worthwhile one to visit in vanilla.
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||||
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||||
#### Corpse bucket moon door
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||||
After the poison pit immediately following the gondola ride, you will arrive at a bucket surrounded by corpses (hence the name).
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||||
Go left here, and you will arrive at this door.
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||||
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||||
#### Shovel zone moon door
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||||
On the straight path to the end-of-level sun door are two separate poison pits on the right that you can platform over.
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||||
Both of these lead to and from the same optional area, the "shovel zone" as I call it due to the random shovel you can find
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here. Follow the path near the shovel that leads away from both poison pits, and you'll arrive at a junction with a save jewel.
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Go straight on at this junction to arrive at this moon door. This particular one is more notable in Legacy of Darkness as it
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contains one of the locations of Henry's children.
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#### Shovel zone sun door
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Same as the above moon door, but go left at the save jewel junction instead of straight.
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||||
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||||
### Invisible Items
|
||||
#### Twin arrow signs
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||||
From the save point after the stepping stones following the initial Spider Women encounter, travel forward until you reach a
|
||||
T-junction with two arrow signs at it. The right-pointing sign here contains an item on its post.
|
||||
|
||||
#### Near lonesome bucket
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||||
After riding the first upwards elevator following turning left at the twin arrow signs, you'll arrive at the lonesome bucket
|
||||
area, with said bucket being found if you turn left at the first opportunity after said elevator. The item here is not
|
||||
found *in* the bucket, but rather on a completely unmarked spot some meters from it. This had to have been a mistake,
|
||||
seeing as Legacy moved it to actually be in the bucket.
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||||
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||||
#### Shovel
|
||||
Can be found by taking either platforming course on the right side of the straightaway to the end after the gondolas.
|
||||
This entire zone is noteable for the fact that there's no reason for Reinhardt to come here in either game; it's only ever
|
||||
required for Henry to rescue one of his children.
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||||
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||||
### 3-Hit Breakables
|
||||
#### Twin arrow signs rock
|
||||
Turn right at the twin arrow signs junction, and you'll find this rock at the dead-end by the river. It contains a bunch of
|
||||
healing and status items that translate into 5 rando checks.
|
||||
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||||
#### Lonesome bucket poison pit rock
|
||||
Near the lonesome bucket is the start of a platforming course over poison water that connects near Albert's campsite...which
|
||||
you could reach anyway just by traveling forward at the prior junction instead of left. So what's the point of this poison
|
||||
pit, then? Look out into the middle of it, and you'll see this rock on a tiny island out in the middle of it. If you choose
|
||||
to take the hard way here, your reward will be three meat checks.
|
||||
|
||||
|
||||
|
||||
## Underground Waterway
|
||||
#### Carrie Crawlspace
|
||||
This is located shortly after the corridor following the ledges that let you reach the first waterfall's source alcove.
|
||||
Notably, only Carrie is able to crouch and go through this, making these the only checks in the *entire* game that are
|
||||
hard impossible without being a specific character. So if you have Carrie Logic on and your character is Reinhardt, you'll
|
||||
have to hold L while loading into a map to change to Carrie just for this one secret. If Carrie Logic is off, then these
|
||||
locations will not be added and you can just skip them entirely.
|
||||
|
||||
### 3-Hit Breakables
|
||||
#### First poison parkour ledge
|
||||
Near the start of the level is a series of ledges you can climb onto and platform across to reach a corner with a lantern
|
||||
that you can normally get a Cure Ampoule from. The first of these ledges can be broken for an assortment of 6 things.
|
||||
|
||||
#### Inside skeleton crusher ledge
|
||||
To the left of the hallway entrance leading to the third switch is a long shimmy-able ledge that you can grab onto and shimmy
|
||||
for a whole eternity (I implemented a setting JUST to make shimmying this ledge faster!) to get to a couple stand on-able ledges,
|
||||
one of which has a lantern above it containing a check. This ledge can be broken for 3 chickens. I'd highly suggest bringing
|
||||
Holy Water for this because otherwise you're forced to break it from the other, lower ledge that's here. And this ledge
|
||||
will drop endless crawling skeletons on you as long as you're on it.
|
||||
|
||||
|
||||
|
||||
## Castle Center
|
||||
#### Atop elevator room machine
|
||||
In the elevator room, right from the entrance coming in from the vampire triplets' room, is a machine that you can press
|
||||
C-Right on to get dialog reading "An enormous machine." There's a torch on top of this machine that you can reach by
|
||||
climbing onto the slanted part of the walls in the room.
|
||||
|
||||
#### Heinrich Meyer
|
||||
The friendly lizard-man who normally gives you the Chamber Key in vanilla has a check for you just like Vincent.
|
||||
Yes, he has a name! And you'd best not forget it!
|
||||
|
||||
#### Torture chamber rafters
|
||||
A check can be found in the rafters in the room with the Mandragora shelf. Get onto and jump off the giant scythe or the
|
||||
torture instrument shelf to make it up there. It's less annoying to do without Mandragora since having it will cause ghosts to
|
||||
infinitely spawn in here.
|
||||
|
||||
### Invisible Items
|
||||
#### Red carpet hall knight
|
||||
The suit of armor in the red carpet hallway after the bottom elevator room, directly next to the door leading into the
|
||||
Lizard Locker Room.
|
||||
|
||||
#### Lizard locker knight
|
||||
The suit of armor in the Lizard Locker Room itself, directly across from the door connecting to the red carpet hallway.
|
||||
|
||||
#### Broken staircase knight
|
||||
The suit of armor in the broken staircase room following the Lizard Locker Room.
|
||||
|
||||
#### Inside cracked wall hallway flamethrower
|
||||
In the upper cracked wall hallway, it is in the lower flamethrower that is part of the pair between the Butler Bros. Room
|
||||
and the main part of the hallway.
|
||||
|
||||
#### Nitro room crates
|
||||
The wall of crates in the Nitro room on Heinrich Meyer's side. This is notable for being one of the very rare Healing Kits
|
||||
that you can get for free in vanilla.
|
||||
|
||||
#### Hell Knight landing corner knight
|
||||
The inactive suit of armor in the corner of the room before the Maid Sisters' Room, which also contains an active knight.
|
||||
|
||||
#### Maid sisters room vase
|
||||
The lone vase in the vampire Maid Sisters' Room, directly across from the door leading to the Hell Knight Landing.
|
||||
Yes, you are actually supposed to *check* this with C-right to get its item; not break it like you did to the pots in
|
||||
the Villa earlier!
|
||||
|
||||
#### Invention room giant Famicart
|
||||
The giant square-shaped thing in one corner of the invention room that looks vaguely like a massive video game cartridge.
|
||||
A Famicom cartridge, perhaps?
|
||||
|
||||
#### Invention room round machine
|
||||
The brown circular machine in the invention room, close to the middle of the wall on the side of the Spike Crusher Room.
|
||||
|
||||
#### Inside nitro hallway flamethrower
|
||||
The lower flamethrower in the hallway between the Nitro room from the Spike Crusher Room, near the two doors to said rooms.
|
||||
|
||||
#### Torture chamber instrument rack
|
||||
The shelf full of torture instruments in the torture chamber, to the right of the Mandragora shelf.
|
||||
|
||||
### 3-Hit Breakables
|
||||
#### Behemoth arena crate
|
||||
This large crate can be found in the back-right corner of Behemoth's arena and is pretty hard to miss. Break it to get 5
|
||||
moneybags-turned-checks.
|
||||
|
||||
#### Elevator room unoccupied statue stand
|
||||
In the bottom elevator room is a statue on a stand that will cry literal Bloody Tears if you get near it. On the opposite
|
||||
side of the room from this, near the enormous machine, is a stand much like the one the aforementioned statue is on only
|
||||
this one is completely vacant. This stand can be broken for 3 roast beefs-turned checks.
|
||||
|
||||
#### Lizard locker room slab
|
||||
In the Lizard Locker Room, on top of the second locker from the side of the room with the door to the red carpet hallway,
|
||||
is a metallic box-like slab thingy that can be broken normally for 4 status items. This 3HB is notable for being one of two
|
||||
funny ones in the game that does NOT set a flag when you break it in vanilla, meaning you can keep breaking it over and
|
||||
over again for infinite Purifyings and Cure Ampoules!
|
||||
|
||||
### The Lizard Lockers
|
||||
If you turned on the Lizard Locker Items setting, then hoo boy, you are in for a FUN =) time! Inside each one of the six Lizard
|
||||
Lockers is a check, and the way you get these checks is by camping near each of the lockers as you defeat said Lizards,
|
||||
praying that one will emerge from it and cause it to open to give you a chance to grab it. It is *completely* luck-based,
|
||||
you have a 1-in-6 (around 16%) chance per Lizard-man that emerges, and you have to repeat this process six times for each
|
||||
check inside each locker. You can open and cancel the warp menu to make things easier, but other than that, enjoy playing
|
||||
with the Lizards!
|
||||
|
||||
|
||||
|
||||
## Duel Tower
|
||||
#### Invisible bridge balcony
|
||||
Located between Werewolf and Were-bull's arenas. Use an invisible bridge to reach it; it starts at the highest platform
|
||||
on the same wall as it that appears after defeating Werewolf. The balcony contains two checks and a save point that I
|
||||
added specifically for this rando to make the level less frustrating.
|
||||
|
||||
#### Above Were-bull arena
|
||||
The only check that can be permanently missed in the vanilla game depending on the order you do things, not counting any
|
||||
points of no return. Between Werewolf and Were-bull's arenas is an alternate path that you can take downward and around
|
||||
to avoid Were-bull completely and get on top of his still-raised arena, so you can reach this. In the rando, I set it up so
|
||||
that his arena will go back to being raised if you leave the area and come back, and if you get the item later his arena flag
|
||||
will be set then. If you're playing with Dracula's bosses condition, then you can only get one Special2 off of him the first
|
||||
time you beat him and then none more after that.
|
||||
|
||||
|
||||
|
||||
## Tower of Execution
|
||||
#### Invisible bridge ledge
|
||||
There are two ways to reach this one; use the invisible bridge that starts at the walkway above the entrance, or jump to
|
||||
it from the Execution Key gate alcove. Collecting this Special2 in vanilla unlocks Reinhardt's alternate costume.
|
||||
|
||||
#### Guillotine tower top level
|
||||
This iron maiden is strategically placed in such a way that you will very likely miss it if you aren't looking carefully for
|
||||
it, so I am including it here. When you make it to the top floor of the level, as you approach the tower for the final time,
|
||||
look on the opposite side of it from where you approach it, and you will find this. The laggiest check in the whole game!
|
||||
I'd dare someone to find some check in some other Archipelago game that lags harder than this.
|
||||
|
||||
### 3-Hit Breakables
|
||||
#### Pre-mid-savepoint platforms ledge
|
||||
Here's a really weird one that even I never found about until well after I finished the 3HB setting and moved on to deving
|
||||
other things, and I'd honestly be shocked if ANYONE knew about outside the context of this rando! This square-shaped
|
||||
platform can be found right before the second set of expanding and retracting wall platforms, leading up to the mid-save
|
||||
point, after going towards the central tower structure for the second time on the second floor. Breaking it will drop an
|
||||
assortment of 5 items, one of which is notable for being the ONE sub-weapon that drops from a 3HB. This meant I had to really
|
||||
change how things work to account for sub-weapons being in 3HBs!
|
||||
|
||||
|
||||
|
||||
## Tower of Science
|
||||
#### Invisible bridge platform
|
||||
Following the hallway with a save jewel beyond the Science Key2 door, look to your right, and you'll see this. Mind the
|
||||
gap separating the invisible bridge from the solid ground of the bottom part of this section!
|
||||
|
||||
### 3-Hit Breakables
|
||||
#### Invisible bridge platform crate
|
||||
Near the candle on the above-mentioned invisible bridge platform is a small metallic crate. Break it for a total of 6
|
||||
checks, which in vanilla are 2 chickens, moneybags, and jewels.
|
||||
|
||||
|
||||
|
||||
## Tower of Sorcery
|
||||
#### Trick shot from mid-savepoint platform
|
||||
From the platform with the save jewel, look back towards the vanishing red platforms that you had to conquer to get up
|
||||
there, and you'll see a breakable diamond floating high above a solid platform before it. An ultra-precise orb shot from
|
||||
Carrie can hit it to reveal the check, so you can then go down and get it. If you are playing as Reinhardt, you'll have
|
||||
to use a sub-weapon. Any sub-weapon that's not Holy Water will work. Sub-weapons and the necessary jewels can both be
|
||||
farmed off the local Icemen if it really comes down to it.
|
||||
|
||||
#### Above yellow bubble
|
||||
Directly above the yellow bubble that you break to raise the middle yellow large platform. Jump off the final red platform
|
||||
in the series of red platforms right after the save point when said platform bobs all the way up, and you'll be able to
|
||||
hit this diamond with good timing.
|
||||
|
||||
#### Above tiny blue platforms start
|
||||
Above the large platform after the yellow ones from whence you can reach the first of the series of tiny blue platforms.
|
||||
This diamond is low enough that you can reach it by simply jumping straight up to it.
|
||||
|
||||
#### Invisible bridge platform
|
||||
Located at the very end of the stage, off to the side. Use the invisible bridge to reach it. The Special2 that unlocks
|
||||
Carrie's costume can be normally found here (or Special3, depending on if you are playing the PAL version or not).
|
||||
|
||||
|
||||
|
||||
## Clock Tower
|
||||
All the normal items here and in Room of Clocks are self-explanatory, but the 3HBs in Clock Tower are a whoooooooole 'nother story. So buckle up...
|
||||
|
||||
### 3-Hit Breakables
|
||||
#### Gear climb room battery underside slab
|
||||
In the first room, on the side you initially climb up, go up until you find a battery-like object that you can stand on
|
||||
as a platform. From the platform right after this, you can hit this 3HB that can be found on the underside of the structure
|
||||
in the corner, above the structure before the first set of gears that you initially start the climb on. 3 chickens/checks
|
||||
can be gotten out of this one.
|
||||
|
||||
#### Gear climb room door underside slab
|
||||
Now THIS one can be very annoying to get, doubly so if you're playing as Reinhardt, triply so if you're playing Hard Mode
|
||||
on top of that because you will also have to deal with invincible, bone-throwing red skeletons here! This slab can be
|
||||
found on the underside of the platform in the first room with the door leading out into the second area and drops 3
|
||||
beefs/checks when you break it. Carrie is small enough to crouch under the platform and shoot the thing a few times
|
||||
without *too* much hassle, but the only way I know of for Reinhardt to get it is to hang him off the side of the gear
|
||||
and pull him up once he gets moved under the platform. Getting him to then face the breakable and whip it without falling
|
||||
off due to the gear's rotation is next-to-impossible, I find, so the safest method to breaking it as him is to just rush
|
||||
it with his sword, go back up, repeat 2 more times. Pray the aftermentioned Hard Mode skellies don't decide to cause *too*
|
||||
much trouble during all of this!
|
||||
|
||||
#### Final room entrance slab
|
||||
Simply next to the entrance when you come into the third and final room from the intended way. Drops 2 moneybags-turned-checks,
|
||||
which funnily normally have their item IDs shared with the other 3HB in this room's items, so I had to separate those for
|
||||
the rando.
|
||||
|
||||
#### Renon's final offers slab
|
||||
At the top of the final room, on a platform near the Renon contract that would normally be the very last in the game.
|
||||
This 3HB drops a whopping 8 items, more than any other 3HB in the entire game, and 6 of those are all moneybags. They
|
||||
*really* shower you in gold in preparation for the finale, huh?
|
||||
|
||||
|
||||
|
||||
## Castle Keep
|
||||
#### Behind Dracula's chamber/Dracula's floating cube
|
||||
This game continues the CV tradition of having a hidden secret around Dracula's chamber that you can get helpful things
|
||||
from before the final battle begins. Jump onto the torch ledges and use the thin walkway to reach the backside of Dracula's
|
||||
chamber where these can both be found. The floating cube, in question, can be reached with an invisible bridge. The other
|
||||
candle here is noteworthy for being the sole jewel candle in vanilla that doesn't set a flag, meaning you can keep going
|
||||
back down and up the stairs to farm infinite sub-weapon ammo for Dracula like in old school Castlevania!
|
||||
|
||||
### Invisible Items
|
||||
#### Left/Right Dracula door flame
|
||||
Inside the torches on either side of the door to Dracula's chamber. Similar to the above-mentioned jewel torch, these do
|
||||
not set flags. So you can get infinite healing kits for free by constantly going down and back up!
|
63
worlds/cv64/docs/setup_en.md
Normal file
63
worlds/cv64/docs/setup_en.md
Normal file
@@ -0,0 +1,63 @@
|
||||
# Castlevania 64 Setup Guide
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- A Castlevania 64 ROM of the US 1.0 version specifically. The Archipelago community cannot provide this.
|
||||
- [BizHawk](https://tasvideos.org/BizHawk/ReleaseHistory) 2.7 or later
|
||||
|
||||
### Configuring BizHawk
|
||||
|
||||
Once you have installed BizHawk, open `EmuHawk.exe` and change the following settings:
|
||||
|
||||
- If you're using BizHawk 2.7 or 2.8, go to `Config > Customize`. On the Advanced tab, switch the Lua Core from
|
||||
`NLua+KopiLua` to `Lua+LuaInterface`, then restart EmuHawk. (If you're using BizHawk 2.9, you can skip this step.)
|
||||
- Under `Config > Customize`, check the "Run in background" option to prevent disconnecting from the client while you're
|
||||
tabbed out of EmuHawk.
|
||||
- Open a `.z64` file in EmuHawk and go to `Config > Controllers…` to configure your inputs. If you can't click
|
||||
`Controllers…`, load any `.z64` ROM first.
|
||||
- Consider clearing keybinds in `Config > Hotkeys…` if you don't intend to use them. Select the keybind and press Esc to
|
||||
clear it.
|
||||
- All non-Japanese versions of the N64 Castlevanias require a Controller Pak to save game data. To enable this, while
|
||||
you still have the `.z64` ROM loaded, go to `N64 > Controller Settings...`, click the dropdown by `Controller 1`, and
|
||||
click `Memory Card`. You must then restart EmuHawk for it to take effect.
|
||||
- After enabling the `Memory Card` setting, next time you boot up your Castlevania 64 ROM, you will see the
|
||||
No "CASTLEVANIA" Note Found screen. Pick `Create "CASTLEVANIA" Note Now > Yes` to create save data and enable saving at
|
||||
the White Jewels.
|
||||
|
||||
|
||||
## Generating and Patching a Game
|
||||
|
||||
1. Create your settings file (YAML). You can make one on the
|
||||
[Castlevania 64 settings page](../../../games/Castlevania 64/player-settings).
|
||||
2. Follow the general Archipelago instructions for [generating a game](../../Archipelago/setup/en#generating-a-game).
|
||||
This will generate an output file for you. Your patch file will have the `.apcv64` file extension.
|
||||
3. Open `ArchipelagoLauncher.exe`
|
||||
4. Select "Open Patch" on the left side and select your patch file.
|
||||
5. If this is your first time patching, you will be prompted to locate your vanilla ROM.
|
||||
6. A patched `.z64` file will be created in the same place as the patch file.
|
||||
7. On your first time opening a patch with BizHawk Client, you will also be asked to locate `EmuHawk.exe` in your
|
||||
BizHawk install.
|
||||
|
||||
If you're playing a single-player seed, and you don't care about hints, you can stop here, close the client, and load
|
||||
the patched ROM in any emulator or EverDrive of your choice. However, for multiworlds and other Archipelago features,
|
||||
continue below using BizHawk as your emulator.
|
||||
|
||||
## Connecting to a Server
|
||||
|
||||
By default, opening a patch file will do steps 1-5 below for you automatically. Even so, keep them in your memory just
|
||||
in case you have to close and reopen a window mid-game for some reason.
|
||||
|
||||
1. Castlevania 64 uses Archipelago's BizHawk Client. If the client isn't still open from when you patched your game,
|
||||
you can re-open it from the launcher.
|
||||
2. Ensure EmuHawk is running the patched ROM.
|
||||
3. In EmuHawk, go to `Tools > Lua Console`. This window must stay open while playing.
|
||||
4. In the Lua Console window, go to `Script > Open Script…`.
|
||||
5. Navigate to your Archipelago install folder and open `data/lua/connector_bizhawk_generic.lua`.
|
||||
6. The emulator may freeze every few seconds until it manages to connect to the client. This is expected. The BizHawk
|
||||
Client window should indicate that it connected and recognized Castlevania 64.
|
||||
7. To connect the client to the server, enter your room's address and port (e.g. `archipelago.gg:38281`) into the
|
||||
top text field of the client and click Connect.
|
||||
|
||||
You should now be able to receive and send items. You'll need to do these steps every time you want to reconnect. It is
|
||||
perfectly safe to make progress offline; everything will re-sync when you reconnect.
|
Reference in New Issue
Block a user