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/vr/ - Retro Games


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5156556 No.5156556 [Reply] [Original]

>What's a randomizer?
A randomizers is a program/website that creates randomized ROMs by shuffling various game components around to create a new experience based off of the original. While commonly used for speedrunning contests, they're fun to play even from a casual perspective.

>Whoa, you got a list for me to check out?
The BIG List of Video Game Randomizers is a fairly comprehensive list of generators and is updated regularly:
https://www.debigare.com/randomizers/

>Some popular randomized games:
The Legend of Zelda (NES): https://sites.google.com/site/zeldarandomizer/
Super Metroid/Link to the Past Crossover: https://alttsm.speedga.me/
FF1: http://finalfantasyrandomizer.com/
FF4 Free Enterprise: http://ff4fe.com/

Some discussion starters:
>How is your run going so far? Easier/harder than expected?
>Share some interesting screenshots/gifs!
>Discovered a randomizer that is more fun that it sounds or has unique features?

Another idea that came up during the previous thread would be to run a generated seed together for a week. That would mean say, setting up a Super Metroid run with specific flags and a pre-determined seed number so we could all share the same run.

>> No.5156559

(some shameless copypasta from former OP's posts incoming)
>FAQ
>LoZ
Try the Swiss 2018 flags, it'll test your knowledge of the default overworld (Cave entrences will be the same as the vanilla 1st quest) and original 1st quest dungeon layouts. Items will be moved between dungeons, the white sword location, and the coast heart. If you find a "take any" cave, picking a candle over a heart container will help you more quickly get started in the seed, allowing you access to caves hidden by bushes which can reveal a lot of locations (Also, finding a blue candle shop isn't always easy.).

>SM/LttP
You can switch between games through various portals in each, which replace lesser used rooms, the first of which is the Crateria Map Room <-> Fortune Teller's Hut. If the morph ball/bomb powerup is randomized, searching LttP first might be easier due to the higher number of items available. You'll need the moon pearl and the hammer or gloves lv2 to get into the dark world.

Sounds overwhelming or you're rusty with SM or LttP? That's okay, fully-featured randomizers exist for both games by themselves.

>FF1
Using the swiss flags, key items will be moved to any chest in the world. You might get a canoe before the bridge and have to cross the river to dwarf cave to Elfland via a new route from Corneria to Dwarf Cave. You'll need to kill all four fiends, then open up ToF with the Lute. Temper is your friend.

>Free Enterprise
An FF4 seed that starts you with the enterprise and two random characters. Characters can be found in their story locations as normal. Try the league qualifiers for a "default" setup.

>> No.5156564
File: 3.38 MB, 512x384, 1539575434531.gif [View same] [iqdb] [saucenao] [google]
5156564

As an example of the things you'll find:

In FF1, I've had to complete the game using the ship, canoe, and the TNT as my only key items, which meant making use of the newly added ports in the northern continent to support that. That meant the game progressed with defeating Garland, obtaining a canoe from Princess Sara, trekking from Corneria to Dwarf Cave to Elfland which had Nuke in the level 3 spell shop for my black mage, going to Crescent Lake for new equipment, raiding the chest room (armory) in the Volcano which dropped a Power gauntlet and a Zeus Hammer along with the Oxyale from a chest, killing Kary, finding the Mystic Key in Ice Cave, digging out the TNT in Marsh Cave and the Herb in Dwarf Cave, waking the prince to get the crown, fighting Astos for a Slab, and sailing north to clear the water temple, after which I got a Chime in the waterfall. I dug the cube out of Ordeals, finding the Excalibur in a chest in Sky Tower, and finally obtaining the floater after translating the slab and talking to Lefland, which allowed a class change.

In LoZ, I've gone an entire game without actually finding the wooden sword until I'd completed several dungeons, which turned out to be in a shop on the coast. Luckily, I found the white sword long before that hidden in dungeon 4 by taking out a manhandla using bombs. Sometimes, things don't go quite that well.

In FF4, I've started with a hook key item along Porom and Edward, which meant I had to explore Eblan cave and the tower of babil as one of my first locations after Mt Hobbs (Finding Rosa) and the Antlion. I wound up finding the Darkness crystal from the Land of the Summoned monsters and paying the moon a visit early, which I discovered Tellah to be hiding at in FuSoYa's spot, which prompted a trip to Mt Ordeals.

Generally, the fun comes from the unexpected twists and turns you have to make compared to playing the normal game, which sort of tests your knowledge about doing things out of sequence.

>> No.5157443 [DELETED] 

>>5156556
What would a SMB3 randomizer even do? Just give you random levels?

>> No.5157474
File: 30 KB, 549x420, 1540309012124.png [View same] [iqdb] [saucenao] [google]
5157474

>>5157443
There's tons of flags to choose from when generating a seed for SMB3. See pic related for most of the flags I picked for my first run.

Permanent power-ups were a lot harder to come by while inside levels because there were more Star Powers throughout. This had me rely on my inventory more often, which was interesting.

>> No.5158283 [DELETED] 

>>5157443
why you delete??

>> No.5158376

Which NES games still need a randomizer?

>> No.5158745

Hot take: If a randomizer can only work by adding to or editing the base content of a game (e.g., adding ports in FF1) then it's not a good randomizer.

>> No.5158809

Was unaware there was so many randomizers till now, I love that the idea of it is taking off.

Have been playing Super Metroid Arcade : Endless mode, shits fun.

>> No.5159115

>>5158745
Randomizers do target a slightly different audience than the original game in many cases, and minor tweaks can go a long way towards making the experience better. (And in the case of story-heavy games, completely excising the dialog hardly counts as a minor edit but is obviously understandable)

>> No.5159273

>>5158809
SM Arcade is a treasure, I only wish similar hacks existed for more games.

>> No.5159608

>>5159273
>>5158809
Alright, I've gotta stop putting off SM Arcade, it looks like a buttload of fun and without the commitment of having to do a complete run.

>> No.5159727

>>5158376
solstice
smb1

>> No.5160034

>>5159115
Removing dialogue I understand, but to me the idea of adding gameplay elements to the base level of the game just kind of ruins the appeal. The whole idea of a randomizer, to me, is having to deal with random elements within the original game's framework. When you start tweaking and editing the game to accommodate the randomizer it kind of just loses its charm. You're basically playing a different game at that point.

>> No.5160039

>>5160034
Can you give an example of a randomizer you like? What you're describing sounds like every randomizer out there.

>> No.5160050

>>5160039
Metroid and Zelda series randomizers work really well because so much of your progression is item-based to begin with and the games are just non-linear enough already to support it.

>> No.5160191

>>5160034
>When you start tweaking and editing the game to accommodate the randomizer it kind of just loses its charm.
Sure, but the specific edits matter. I haven't played the FF1 randomizer, but something like teleports seem like a relatively minor mechanic probably added to relieve some obvious tedium that players encountered. Could you maybe explain why it ruins the appeal in that specific instance? Sometimes modifications to randomizers are made based on substantial playtesting and feedback.

For simple example: the FF4FE randomizer changes the game so that when Cecil transforms into a Paladin, he comes with a Silver Staff instead of the Legend sword. This is because the Legend sword is a key item and you need to be able to get it even if Cecil himself was randomized out of the seed. Obviously, the randomized characters are a huge part of the fun of the randomizer, and it wouldn't be worth ditching that entirely just to fix a problem with one key item, so you tweak the content a bit to make it work.

>> No.5160878

>>5160191
I guess it's more of a sliding scale if I really had to quantify it. The more/larger things that you must change within the base game to make the randomizer not produce failstates, the less good the randomizer is (or the less suited to a randomizer the game is in general). Certain convenience features can be forgiven entirely like removing dialogue or cutscenes, but the general rule is still there. And I'm not trying to tout this as objective fact or anything, I know it's an opinion and I know other people value different things in randomizers than I might.

>> No.5161930
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5161930

>>5158809
>>5159273
Man I was a dumbass for putting off SM:Arcade for so long. The very low amount of downtime is really fun and engaging. It's really made me appreciate how tough and dangerous certain enemies really are. Life bar on bosses is a great touch as well, it really quantifies how much beam upgrades help with damage.

I also felt like the constant, fresh action was sharpening my skills more than normal gameplay. I got dumped in pic related Super Missile room a few times, usually from the bottom. By the third time I saw it, I did a flawless back and forth wall jump climb all the way up the shaft.

>> No.5162054

>>5161930
Could you give me a rundown of exactly what Super Metroid: Arcade is?

>> No.5162162
File: 71 KB, 1220x960, vCaEheq.png [View same] [iqdb] [saucenao] [google]
5162162

>>5162054
Sure thing. The website for the project is here:
http://www.metroidconstruction.com/hack.php?id=357

It's an IPS patch that can be applied to the SM [JU] ROM and gives you a menu in pic related. You pick your various options and pick Insert Coin to start off a run from the Zebes Landing Site. After that, every door is randomized to give you a different room than expected. Play until you die or reach the room number limit chosen. Apparently monster speed and damage will increase after certain room number milestones, I don't think I hit one in Normal yet.

I've only played around with it for a couple of hours so I don't have a huge amount of experience yet, but the options are broken down in the readme quite well. Normal is fine for me, Easy was good to get used to how everything worked.

>> No.5162170

Man I'd kill for a Suikoden randomizer, shame CD based games are such a bitch to work with.

>> No.5162302

>>5162162

that sounds neat as fuck

>> No.5162593

>>5159727
SMB1 has a randomizer, and it's actually quite fun, since it makes totally original levels. I think it's called "level-headed", but I'm not sure.

>> No.5162595

>>5162593

I've never really messed around with these randomizer patches, does it ever create a situation where it's impossible to win i.e a super long chasm that can't be jumped across?

>> No.5162650

>>5162595
Ideally, the situation you're describing (softlock) should not happen in a well-crafted randomizer (i.e., anything that is on The BIG List). Someone expressed annoyance that they couldn't finish their MMX1 seed last month, but I haven't had a problem so far on my run. The Metroid 1 randomizer had this occur rarely and the author actually checked in here and fixed it up.

>> No.5162941

>>5162302
It's pretty rad. Honestly my expectations weren't too high because I tried the Mega Man 2 endless hack a few weeks ago and found it to be fun but not enough to go back to it regularly. I've come back to SM:A 4 separate times so far and I still want more.

Found a recent and more importantly, quiet, run doing 50 room Arcade difficulty:
https://www.youtube.com/watch?v=oYLlPqeN4M4

>> No.5163063

>>5162941
Oh shit, LITERALLY EVERY DOOR is randomized? I thought it was more like a randomized map, but seeing that guy go back through the door he came in and it not leading back to the room he came from just blew my mind. This video makes me want to give it a try for sure.

>> No.5163104

>>5163063
Yep yep, that's right. There's a catch though, the rooms aren't chaotically randomized. For example, if you go up an elevator, you'll end up in a room that has an elevator you can go down. Exiting left though a horizontal door will put you in a room that has to have a door on the right. This means early on, especially in Easy, finding doors on the right have a good chance of leading you to Bomb Chorizo.

>> No.5163116
File: 29 KB, 480x272, 30666761728-offset-11314-preview-480x272.jpg [View same] [iqdb] [saucenao] [google]
5163116

Ocarina of time just reached Randomizer version 3.0 and we are reaching the end of a big tournament on twitch right now

spoiler alert: Progression is always on Deep Fire

>> No.5163118

>>5163116
https://github.com/AmazingAmpharos/OoT-Randomizer/releases

>> No.5163127

>>5163104
I did notice that about the rooms as well, which is pretty neat. Brings in an element of strategy and map knowledge to the randomness.

>> No.5163237

>>5162593
last time I checked it was still quite basic and the randomized levels are same-y or just uninteresting.

Personally Id loved to see "normal" randomizer, which just changes level header settings, enemies, level order etc. Now only if I had time to code instead of shitposting..

>> No.5163629

>>5163237
you mean you'd rather the randomizer does not create random level data? so the levels aren't actually randomized just shuffled around?

why would you want a randomizer that is less of a randomizer than it could be

that's like saying Zelda3's randomizer is GOOD because it DOESN'T randomizer the overworld

>> No.5163669

>>5163127
It's a really nice blend of map knowledge and unpredictability that really makes it work. I'm never ever checking an area map or looking up item locations but I'm constantly making educated guesses about which exit I should go for.

Hit it up soon and let us know how you like it, familial brethren.

>> No.5163681

>>5163104
i'm a little dumb can you clarify what this means exactly?

so if you go through a door in one screen, there will be a door where you came through?

as opposed to going through a door and you exit through a wall?

>> No.5163703
File: 2.40 MB, 586x448, 2018-11-15_10-12-19.webm [View same] [iqdb] [saucenao] [google]
5163703

>>5163681
>so if you go through a door in one screen, there will be a door where you came through?
>as opposed to going through a door and you exit through a wall?

Yep, that's exactly right. I'm gonna record a webm in an attempt to illustrate it a bit more clearly. Before I start, I moved down to Easy to make the item progression less chaotic (Morph Ball and Bomb should show up early). I have two choices from the Zebes landing site. Going left means that I could see Morph Ball because there's a door on the right wall in there. Going right means I could see Bomb Chorizo because there's a left exit. I'll try left at first because Bomb is useless without Morph.

Alright, recorded a minute and it didn't go as planned, but still decent. Couple of enemy rooms and then Hi Jump, Spazer, Super Missile. As you can see, rooms that have only one door require an item to be collected before that door will unlock. If there's more than one exit, the door that you entered stays locked.

>> No.5163704

>>5163629
because its currently not that good yet, the levels it makes arent that complex or interesting yet, and they all feel samey because lack of variety.

I love the original SMB1 and I have beaten it multiple times, so I want to spice it up a little and basic randomizer could do the job just fine.

>> No.5164750
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5164750

>> No.5164787
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5164787

>>5156556
Any word on Links Awakening randomizers? I’ve seen a couple beta playthroughs but they were far from polished.

>> No.5165461
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5165461

shitty photo sorry but am I fucked? was enjoying super metroid arcade but now I'm stuck in this room. I'm not great at wall jumping but it seems impossible regardless

>> No.5165486
File: 2.22 MB, 586x448, YaayUfw.webm [View same] [iqdb] [saucenao] [google]
5165486

>>5165461
It's a pain in the nuggets, but nope you're not softlocked. It took me several tries, but I started off all the way on the left. When the water is almost done rising, run right with dash and jump near the end. Connect with a clean wall jump and it'll be enough to get out. The tricky part is timing when you should start running so the water will be low enough when you're doing the wall jump, since that's when it matters.

Oh perfect, I actually had a save state leftover in Bizhawk, see webm related! It tricky, but manageable.

>> No.5165502

>>5165461
OH wait, just in case you were talking about getting up to that platform in the first place, there's a little trick you'll need, the crouch+down grab to get just a bit more height on the jump. See this short YT clip:

https://www.youtube.com/watch?v=CXusLU-CFuo

>> No.5165549
File: 4 KB, 256x224, Super Metroid Arcade000.png [View same] [iqdb] [saucenao] [google]
5165549

>>5163669
So I got SM:A and started messing around with it. It's a lot of fun. I still haven't beaten Easy 50 rooms yet, but I love the type of challenge it presents and I'll definitely be playing a lot more of it. I like Super Metroid a lot, but I don't play it terribly often these days because even when you know fun sequence breaking tricks and things it can still lack a certain freshness. This is breathing a whole new life into the game, though. Thanks for the explanations and suggestions, I'm glad I found this.

>> No.5165564

>>5163669
>>5165549
I did have one question, though: What is Auto-Refresh and how do you turn it on? The Readme makes no mention of it.

>> No.5165586

>>5165502
holy shit thank you. I'm still learning new things about this game after like 10 years playing it. what a perfect game

>> No.5165594

>>5165564
Press A on the seed option in the menu screen, it says 'auto refresh' with a little check box next to it. Turning it on gives you a random seed every time you start the game.

>> No.5165612

>>5165549
>>5165564
That's awesome, so glad to hear you're enjoying it! I only got around to trying it due to the hype in the last thread and the earlier anons in this one. I really feel like my skills are sharpening much faster from tackling these rooms in new ways.

And although >>5165594 got to ya, I found a mention of the option in the patch notes
>- Auto refresh seed check box now added.
>select SEED and press A to activate,
>seed is randomly generated when you insert coin
>you can't see the seed you got until you go back to the main menu

Another interesting tidbit from the patch notes, apparently they have it working on the SNES Classic. Not my thing, but it's neat.

>> No.5165681

>>5165586
No problem at all! That tech was a new one to me when I started a VARIA seed last month. I also had to learn lava dive which was actually really fun. Oh and mochtroid clipping.

>> No.5165828

>>5165612
why would it not work on snes classic?

>> No.5165902

>>5165612
Finally beat a round of 50 rooms in Easy. Feels good, man.

One thing that's still been getting me consistently stuck is the room with the ramp that normally leads to the grappling beam. Getting out of there with no power bombs or speed booster is tough, I'm not very good at angling during bomb jumps and that seems to be required to get out of that room if you can't use the ramp to jump the gap. Or is there some other way?

>> No.5165905
File: 4 KB, 256x224, Super Metroid Arcade001.png [View same] [iqdb] [saucenao] [google]
5165905

>>5165902
Forgot my screencap. Not that it's impressive to anyone but myself.

>> No.5165917

>>5165905
Just do vertical bomb jumps from the furthest left falling platform in the lava. You will need to start the bomb jumps out of a jump.

>> No.5165919

>>5165828
Because it's a poorly coded emulator?

>> No.5165941

>>5165828
Not sure really, but support was added with v.60 a while back.

>> No.5165946

>>5165917
>You will need to start the bomb jumps out of a jump.
This is something I'll have to learn. Even starting from the ground I'm still not 100% consistent with starting a bomb jump.

>> No.5165952
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5165952

>>5165919

>> No.5165962

>>5165902
>>5165905
Good stuff, senpai! Getting acquainted rather nicely, I see. Funny enough, I've seen some 400, 500+ rooms in the past few days and I have not run into the situation you're describing. and I should run into it even more often on Normal, but nope. Sounds like IBJ is the only way as anon said, but if I think of anything I'll drop it here!

>> No.5166415
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5166415

MM2 rando was pretty fun, I just hope the author adds options to enable/disable the weapon customizations. I don't mind them but I can't really recommend it here too heavily until a more unmodified experience exists.

>> No.5167463
File: 1.20 MB, 1277x954, 1538798401384.gif [View same] [iqdb] [saucenao] [google]
5167463

>>5166415
>AAAAAAaaaa...
>AAAAAAaaaa...
>AAAAAAaaaa...

>> No.5167975

>>5156556
I can't help but think that randomizers are basically this decades version of Jackass for people just smart enough to not want to hurt themselves

>> No.5167980
File: 2.39 MB, 256x224, Super Metroid - Arcade (2).webm [View same] [iqdb] [saucenao] [google]
5167980

Warming up on SM:A, had a pretty stylish Normal run until I got too greedy with trying to save time.

>> No.5168094

>>5167980
>not getting the secrets behind the life refill station and on top of the chozo statue
>not killing every enemy in every room to maximize score
Why do you hurt me so?

>> No.5168146

I wonder why Zelda randomizers are so fun

>> No.5168175

>5168094
>not getting the secrets behind the life refill station and on top of the chozo statue
Hmm, I poked around the life refill rooms the first few times but didn't see anything, I guess I'll have to be more thorough! Chozo statue I think I know if it's Bomb? I'll poke around more next time I see 'em.

>not killing every enemy in every room to maximize score
I found out recently that there's a 2min limit for webms here, so I can't really score attack and show off more than a few rooms usually.

>> No.5168284

>wanna play SM:A
>download patch
>use floatingIPS to patch it
>says it's just fine
>load ROM in SNES9X
>get nintendo screen, then black screen
>probably didn't patch right since my ROM is headered
>use Rom Patcher JS to unheader it and patch again
>same result
>probably SNES9X being crap
>download BizHawk for BSNES
>same result
What the hell? This very ROM works just fine when I've patched it for any other SM romhack, why doesn't SM:A want to play ball? Headered or unheadered, it will not patch and work for me.

>> No.5168380

I really, REALLY hate that the community tends to only distribute patches of ROMs instead of the ROMs themselves. It's obviously only done that way as a legal-loophole circumvention of copyright, but makes the process of me trying out and testing a patched ROM 50x more annoying and complicated to do. Instead of just double clicking a ROM hack and playing it in my emulator to see what it's all about, now I need to go through this giant annoying fucking process to play it, and I usually don't, because it's not worth it to me 9 times out of 10 to go through that entire giant annoying fucking process when all I _SHOULD_ have to do is just double click their work for it to begin playing.

I wish the community would stop being such obvious PUSSIES and just distribute the raw hacked ROMs themselves.

And to anyone saying "it's not that hard to patch a ROM dur HURRRRR" stfu you're missing the obvious fucking point, it IS not hard but it IS absolutely FUCKING ANNOYING to do and significantly reduces the likelihood that I and others will play your work. And Nintendo isn't gonna come after a bunch of ROM hacks anyway so honestly the ROM hacking communities need to stop being such pussies and grow some balls and distribute the raw hacked ROMs instead of a bunch of .bps or .ips or whatever shit patch files.

/rant

>> No.5168414

>>5168380
Nintendo does go after them if they get too popular like Pokemon Prism and authors can feel free to distribute the pre-patched roms anyway because Ninty doesn't care the least bit about how the hacks are distributed.

>> No.5168421

>>5168380
fucking retard
>get patch
>copy rom
>patch in 0.000001 seconds
>play patched rom
if you find this a long or tedious process you definitely have aspergers

>> No.5168442

>>5168380
Most web hosts don't take kindly to piracy and Nintendo are a bunch of faggots. That said I did get banned from a ROMhacking forum years ago when I challenged several of the hackers to prove they owned a legitimate copy of Mega Man.

>> No.5168450

As good as Zelda II is, I don't think it really works well as a randomized game with a randomized map. I've played several seeds and haven't finished a single one for one reason or another. The randomizer concept works better with Zelda 1 and LttP since the overworld map doesn't change.

>> No.5168452

>>5168380
Floating IPS registers file associations when you first launch it, so all you have to do is double click on the patch file you want to apply and then choose the file you want to apply it to. It's hardly obtrusive.

>> No.5168460

>>5156556
The Super Metroid/Alttp thing blew my mind at first but in practice it's kind of lame. Like I'll have a bit of fun opening chests in alttp then get hyped to go and use my new abilities to find items in super metroid, but all I find is rupees and arrow expansions... kinda lame

>> No.5168603

>>5168175
Spoilered in case you want to figure them out for yourself:

>I poked around the life refill rooms the first few times but didn't see anything
Behind every refill station except for the dual-refill one.

>Chozo statue I think I know if it's Bomb?
Atop every Chozo statue's head except for Bomb and Charge Beam.

>> No.5168642

>>5168380
i agree with you

>> No.5168657

>>5168380
Just read the fucking how-to page on the website: http://metroidconstruction.com/howto.php

The section labeled "Headers" breaks down exactly what you need and even gives you a fucking MD5 hash if you want to check that your ROM is exactly identical to what's needed. It sounds like you have a ROM that was tampered with in some small way that's okay for some hacks but not others. Try getting a better ROM, because I haven't had any problems with the SM:A patch.

>> No.5168662

>>5168657
and if ips patches weren't annoying enough, now they invented the "header game"

>> No.5168860

>>5168657
Not that anon, but the one above him. My shit matches the hash with the header removed, yet it still won't patch with floating IPS or Rom Patcher JS or any other patching program I use. I haven't had any problems playing other SM romhacks(Hyper Metroid, Project BASE, etc) using the exact same base ROM and the same patching programs, I have no idea why SM:A doesn't wanna work. I tried using SNES9X 1.55 and the latest version of BizHawk, neither would go beyond the Nintendo screen.

>>5168380
The community no, they need to cover their asses. What should happen is people should upload pre-patched roms to your usual ROM sites, like the Hacks section on ROM Depot. Just because the hacking community needs to cover their asses doesn't mean the ROM sites need to. After all, Nintendo will go after them no matter what.

>> No.5168864

>>5168860
I got SM from depot and patched it with Lunar IPS with no issue. Not sure what version of SNES9x I'm using, I'd have to check it at home.

>> No.5168869

>>5168864
>check the hash of the ROM on the depot
>exact same as the one I've been using
>patch it again
>same fucking issue
Goddamnit. Can anyone confirm the SIZE of the patch file? According to my PC, it's 379,346 bytes. I'm starting to wonder if the download of the patch got borked and my computer never bothered to tell me.

>> No.5168871

>>5168869
Nevermind, just downloaded it again, exact same .ips file, exact same issues. I have no fucking clue.

>> No.5168927

>>5168871
That's a headscratcher for sure, I have no clue what it could be. But hopefully this will help - patched up SM:A that I've been using for a week now that I threw on GDrive.
https://drive.google.com/open?id=1bMda_HqlGFLbMSU1mXBsJe1XEB_CF13-

>> No.5169053

>>5168927
>it works
>it's a different hash than the patched rom floating IPS has been giving me
I have no fucking clue either. At this point I'm forced to believe my HDD is dying and the computer just hasn't noticed it yet. Thanks. Just tried it out, had great fun right up until it stuck me in the grapple water room between the starting area and sunken ship without grapple. I could just barely touch the missiles, but I couldn't get to the door on the other side. Walljumping doesn't seem to work underwater without the Gravity Suit. Still, this is pretty cool.

>> No.5169310

Man, Arcade really doesn't like me.
>start new round
>first boss is in 3rd room
>room 12 shoves me into underwater quicksand with no items yet, I can't walljump my way up period
>made new seed
>room 5 is that one lava room with the blocks near the start of the game
>I don't even have bombs, can't move forward, door is locked
>make another seed
>get thrown in that one room before the Billy Mays room with no items, door locks, can't get to invisible platform
I've been playing endless, but have yet to make it any deeper than 50 rooms so far since the game keeps dropping me in situations I can't do anything in. At least the lava room let me kill myself off so I didn't have to reset.

>> No.5169345

>>5169310
>>room 12 shoves me into underwater quicksand with no items yet, I can't walljump my way up period

If you entered that room via sand-waterfall and there's no door, those rooms usually have exits under the sand at certain spots you can fall into to get to the next room.

I don't have tips for the other two rooms because frankly I have no idea what rooms those are based on your descriptions, but there's probably a way out that you're not aware of. Sometimes it just takes techniques you might not know (like the crouch-jump ledge grab trick), but there's usually a way.

>> No.5169348
File: 944 KB, 828x653, huh.png [View same] [iqdb] [saucenao] [google]
5169348

>>5169310
Speaking of which, just got this. I have no super bombs, the enemies won't drop them, and even though I just picked up the speed booster, I can't run underwater since I don't have the suit yet. I've managed to wedge myself this far to the left, but I can't get over this hump. I got over the hump prior to it without issue, but I keep hitting my head on the ceiling and can't ball high enough here. Can't go back to the right either, the door is locked. I know I gotta pull some split-second timing move to get up there, and I really can't give enough of a fuck to put in the effort to pull it off. Gonna change seed and try again. I thought Easy difficulty was supposed to prevent the game asking this kind of shit from you? I guess I misread the page.

>> No.5169353

>>5169345
I did check that entire floor. Even rolled around in ball form. It wouldn't LET me go back down. I stood right where I came up from, I didn't go anywhere.

The way out of the lava room would have been to bomb the blocks out of the way, but without bombs you can't do anything but die. The way out of the passage to the Billy Mays room is to open the door and jump from the ledge, or come from the room prior and make a running leap off of it. Once you're in and the door locks, you're kinda fucked.

>> No.5169556

>>5169348
And after a half hour of trying, I finally got the pixel perfect jump needed to get past. Now I can't get out of the sand. I checked that video about getting out of quicksand, and do exactly that. I do NOT move upwards. I can't move up a single block. At this point, the input lag between my emulator, screen, and controller is making it impossible to do what the hack demands. I hope this thing works on real hardware.

>> No.5169582

>>5169556
>I hope this thing works on real hardware.
I think one of the patch notes mentions flash cart compatibility.

>> No.5170782

You know... playing SM:A for a while it's kind of started to bug me that they count the spawn room as Room 1 and give you 50 points to start, even though you always start there and even in Time Attack mode the timer doesn't start until you leave the spawn room.

>> No.5171245

Seed 61D5 for SM:A gave me an impossible room 40. I was put in a room that requires the grapple beam to move from one side to the other, and it never gave it to me. Lucky the room had lava on the ground so I could kill myself.

>> No.5171280

>>5171245
624A gave me another around room 42. Meridia underwater room, no gravity suit. Stuck me in a room with quicksand(no exit, I checked), and one door out. I took the door to a deadend, and it let me exit back the way I came. Instead of giving me a random room, it stuck me back in the same quicksand room. The other door is still grey, and the room counter has stopped going up. I seem to be running into all the bad seeds today.

>> No.5171305

Until now I only played alttp rando and heard of OoT and SM. Thanks for the thread, OP. Will be downloading SM:A, and after playing vanilla again, maybe SM Rando and the Zelda Metroid cross.

>> No.5171325

>>5171280
If there's one complaint I have with SM:A it's the constant lack of gravity suit and how fucking often Maridia seems to come up despite that fact. Every time I enter a water room I just groan, it's such a slog.

>> No.5171464

>>5171325
Yep, happens nearly every single fucking run. I'm even playing on Easy to try and avoid shit like this. The game constantly hands you the high jump boots, ball, bomb, and charge/wave/ice/spazer beams, but I've only gotten the speed boost twice, grapple every other run, and never seen gravity suit. Everytime I see an underwater room with quicksand, I just reset and make a new seed. I have yet to go beyond 62 rooms. The only other complaint is the damned thing asks for some expert level gameplay on Easy mode. Just got dumped into the bottom of a room full of disappearing blocks. Sure, you can use them if your timing is perfect, but Easy really shouldn't be expecting perfect gameplay from the player.

I love the hack, but damn if the execution isn't somewhat lacking. Unfortunately most of the randomizers I've tried have the same issues. DW3's caused a lockup crash when I tried to throw the sword into the volcano, MMX made a mini-boss stop taking damage halfway through the fight, etc. Great concepts, glaring bugs.

>> No.5171475

>>5171325
>>5171464
>not enjoying suitless Maridia

I wasn't aware there were people with no taste posting on /vr/

>> No.5171491

>>5171475
>HUR SUITLESS QUICKSAND IS FUN
Go back to being contrarian on /v/. You aren't fitting in.

>> No.5171515

>>5171491
just don't fall in loll

>> No.5171523

>>5171515
>/v/irgin reveals he doesn't actually play SM
>>/v/

>> No.5171730

>>5171464
>Everytime I see an underwater room with quicksand, I just reset and make a new seed.
Frustrating as it is, I haven't actually found a quicksand room I couldn't get out of. I have yet to actually reset because of them. Like you, I haven't seen the gravity suit even once, but even so I've never actually gotten stuck in Maridia, it's just slow and annoying and those fucking red crabs that do like 150 damage to non-varia Samus are super obnoxious to try to avoid.

>> No.5171742

>>5164787
God damn it, nobody has an answer to this?

>> No.5171783

>>5164787
>>5171742

https://drive.google.com/file/d/1kevNEsEUc4qCuN1hdDPGCrquO0_IRGKw/view

I asked about it in the last topic and was directed to this for the most recent version. There's actually a good bit you can select compared to what they show in some of the videos on places like Youtube, but it's still not as deep as compared to the lttp randomizer.

I started playing it myself and ended up doing the Bottle Grotto first, but had to quit at the boss because it was the slime boss that needed the boots. After that I beat the slime cavern, with the floor face as the boss then went and beat eagle tower, getting lost in the process because I already had the bracelet when I went in there and did a bunch of shit out of order. I haven't played it further but I intend to beat this seed before I try out any more combinations.

>> No.5171793
File: 275 KB, 1000x667, 857BD304-C4EC-4172-8C95-F601B87977BD.jpg [View same] [iqdb] [saucenao] [google]
5171793

>>5171783
Hey thanks a lot man. Appreciate it.

>> No.5172270

SM:Arcade friends, I need help. Patching a headered version gives me blackscreen post nintendo logo. Unheadred gives me copy protection screen. I might be using wrong version of the game, which one should I use and where can I get it right now?

>> No.5172363

>>5172270
Wish I could help with the patching biz, but when I patched mine it worked. Fortunately, I up'd my patched ROM here and others have had success with it:
>>5168927
Enjoy!

>> No.5172381

>>5172270
I uploaded my patched ROM to the depot under the hacks section.

>> No.5172995

>>5172363
>>5172381
Thanks, friends

>> No.5172996

>>5172363
>>5172381
Hold on, what's the url for Rom Depot? The one on google ain't working.

>> No.5173005

>>5172996
works 4 me

>> No.5173006

>>5173005
Is it simply romdepot dot com? Cos that's the one I am finding.

>> No.5173013

>>5173006
i can't find that url in google
can you show screenshot

>> No.5173019
File: 16 KB, 770x249, TijnbaV[1].png [View same] [iqdb] [saucenao] [google]
5173019

>>5173013

>> No.5173021
File: 5 KB, 523x158, aG8bmOl[1].png [View same] [iqdb] [saucenao] [google]
5173021

>>5173013
And this

>> No.5173028

>>5173019
o

well maybe your ip is banned
or something i have no idea
because the owner said he had problems with bots from weird countries

>> No.5173031

>>5173028
Yay, rangebans, my favorite.

>> No.5173035

>>5173021
>>5173031
Sorry about that, man... Hopefully that other anon's Drive link will work for you.

>> No.5173040

>>5173035
Yeah got his file. Proxies work but not well enough to bypass his captcha scripts. Fuck.

>> No.5173345

Woah, the changes to how bosses work caught me by surprise in SM:A. Had a decent run going, still had no super bombs or grapple beam or any beam improvements other than spazer and wave and charge. Then room 52 dumps me in the Phantoon fight. Not the first time I've encountered him early, last time it was around room 36. I figured "Hey, I'll just use charge shots to take him out and avoid the flame waves." I've never seen him suddenly go flying across the screen from side to side with the eye open before. Usually he stays in place when his eye is open. Even worse, I noticed I was taking damage when doing a charged spin jump through the fires. Neither of these things happened the last time I fought him, do the bosses get more powerful the later you encounter them?

>> No.5173624
File: 45 KB, 512x224, SMA Softlock.png [View same] [iqdb] [saucenao] [google]
5173624

So here's a fun issue, pic related. I entered the room on the left through the door that is now locked. Going through the door on the right, I found myself in the room there on the right. Took me a minute to get out of the sand since I have no Gravity, then I went back into the door I came from... which took me back to the room on the left. What's up with this? Why is this door not randomized? Without Gravity, I see no way to get out of here. Any suggestions? Is this a bug I should report to the creator?

>> No.5173635
File: 28 KB, 256x224, Super Metroid Arcade011.png [View same] [iqdb] [saucenao] [google]
5173635

>>5173624
Well, holy shit... I managed to get myself out. Breaking the ceiling blocks in the right side room, I could just BARELY jump up and touch the side of the middle platform if I held Run while jumping, then wall jumping back and forth gave me like a pixel of height each time and eventually the block respawned and pushed me up into the upper chamber. I had no clue this would work, but I tried it in a last ditch effort and it worked.

>> No.5173637
File: 24 KB, 256x224, Super Metroid Arcade012.png [View same] [iqdb] [saucenao] [google]
5173637

>>5173635
Okay... New problem. The ceiling above me is not breakable from underneath. So what the fuck?

>> No.5173640

>>5171523
at no point in the game is falling in unavoidable, dingus

>> No.5173645

>>5173637
break the grapple beam block, then bomb jump up there

>> No.5173648
File: 69 KB, 601x588, roomofdoom.png [View same] [iqdb] [saucenao] [google]
5173648

>>5173624
>>5173635
I got the same thing, without high jump boots. I got up there by managing to get at the height when the block respawned, allowing me to jump up again. But then you discover it's a one way trip down, you can't go up that way. Pic related.

I'm sure it's a bug that needs to be fixed.

>> No.5173649
File: 28 KB, 256x224, Super Metroid Arcade013.png [View same] [iqdb] [saucenao] [google]
5173649

>>5173637
Final update: SOLVED
They added a grapple block above the breakable one, which definitely wasn't in the original game. I wish they'd found a way to make it apparent that was added. Sure, I figured it out eventually, but this isn't the first time I've been in this room.

>> No.5173651
File: 71 KB, 506x501, shutupvirgin.png [View same] [iqdb] [saucenao] [google]
5173651

>>5173645
>bombjumping underwater without gravity suit

>>5173640
I get it, you haven't played Super Metroid, look at the picture and please go away.

>> No.5173653
File: 12 KB, 256x224, Super Metroid Arcade014.png [View same] [iqdb] [saucenao] [google]
5173653

>>5173645
You can't bomb jump underwater without Gravity.

>>5173648
Nope, they actually added a block up there to use to get up. Standing on top of that block you can get out of the water far enough to triangle jump up the shaft. Man, this was frustrating to figure out but I'm glad I finally did.

>> No.5173657

>>5173649
So if you wind up in there without grapple, reset? Good to know.

>> No.5173658

>>5173657
I would hope the game is smart enough to equipment check the grapple beam, but yes.

>> No.5173660

>>5173658
I had it soft lock me once by putting me in a position where I needed the grapple to get to the other side without the grapple. Once out of a few dozen plays. It's good, but not quite perfect.

>> No.5173668

>>5173651
you don't NEED to ever enter this room retard

>> No.5173679
File: 88 KB, 506x501, 1542767196976.png [View same] [iqdb] [saucenao] [google]
5173679

>>5173668
We're discussing a randomizer here, dude... Sometimes you actually ARE forced into that room. Of course, there is an exit you can reach without the gravity suit just by spamming jump and then letting yourself get sucked down in. This room isn't too bad.

>> No.5173719
File: 2.47 MB, 640x360, justchecking.webm [View same] [iqdb] [saucenao] [google]
5173719

>>5173679
Just ignore him. He clearly hasn't played the game and just wants to harass people who actually play videogames. A lost /v/irgin.

Back to SM:A, did you know if you get bombs before morph ball you can pick up some easy points by bombing the wall to the left after you get the morph ball?

>> No.5173737

>>5173719
Neat, I'll have to remember that.

>> No.5173778
File: 41 KB, 128x523, fuckingshit.png [View same] [iqdb] [saucenao] [google]
5173778

Getting thrown into this room from the bottom shouldn't be possible below Expert. You NEED perfect timing to get out of here. If you have enough input lag that you can't make jumps off of the disappearing platforms, it's impossible.

>> No.5173815
File: 190 KB, 812x627, damnyouworm.png [View same] [iqdb] [saucenao] [google]
5173815

Had a damn good run of SM:A, at least for me. That worm mini-boss fucked my day up. He did a TON of damage anytime he touched me. Thinking about taking another swing at this seed and hoping I get high jump boots this time around.

>> No.5173825

>>5173815
>68
>Easy

Nice nice, I made it to the 50's several times and then moved onto Normal. In case you're not aware, hell run rooms become a thing when moving to normal, but they seem to do a current HP check during the door transition thankfully.

>> No.5173829

>>5173778
I think you can just wall jump from the side of the top crumble blocks to the door? If not, there's also bomb jumping from the very bottom all the way to the door.

>> No.5173853
File: 77 KB, 254x405, dang.png [View same] [iqdb] [saucenao] [google]
5173853

Ok, wound up in this room as room 77, no high jump, no space jump. The only way I see out of this is to bomb jump ALL the way up. The creator really needs to take shit like this out of Easy, it's not challenging it's just annoying forced mechanics.

>> No.5174095

>>5173651
Why would you complain about falling in quicksand for that room? It's what you're supposed to do to exit.

>> No.5174131

I haven't played SM in years, was considering a blind re-playthrough. Is a randomized SM possible blind like that?

>> No.5174232

>>5173853
From the bottom, you can run from the left, jump up, and wall jump off the ledge to get up. Then you go over to the left and bomb jump up to the door. Bomb jumping isn't particularly difficult, you really should learn it. Stuff like this appears on Easy because infinite bomb jumping is considered one of the most basic of the advanced techniques of Super Metroid.

>> No.5174236

>>5174131
I suppose it would be possible, but one thing is you'll need to be able to do things like wall jumping and infinite bomb jumping in order to proceed through some rooms. If you aren't familiar with those techniques you're gonna get stuck more often than you should.

>> No.5174260

>>5174131
is it a blind playthrough if you played it before?

>> No.5174464

>>5174236
Walljumps aren't a problem, now infibombing, that will take some time.

>> No.5174465

>>5174095
Because it sent me from the bottom, and wouldn't let me go back through. Only other exit is up top, and there was no way without gravity suit.

>>5174232
Yeah, I know I gotta bomb jump out, that's what I just said. I just don't find it fun sitting there tapping the button until I get the timing right. Like I JUST said, it's not hard, it's just annoying as fuck. I know the SM players who've played the game to death to the point they can bomb jump perfectly every time don't find it a problem, but your average player who has played and beaten SM will find it bullshit.

I also felt SM:A asking you to do quick speed dash relocations to leave a room on Easy is kinda fucked up too. Most players aren't aware you can do jumps while speed charged without using the speed charge. Demanding everyone learn obscure techniques instead of just blocking the 2-3 times the situation could come up doesn't make sense. I can understand stuff like this on Normal or Expert, but there's no reason for this stuff to be on Easy.

>> No.5174735
File: 1.52 MB, 1072x1140, glPLJZk.webm [View same] [iqdb] [saucenao] [google]
5174735

Alright lads, since there's been a bunch of talk about SM:A lately, I figure it's a great time to plug the VARIA Randomizer project:
https://randommetroidsolver.pythonanywhere.com/

This randomizer really shines through its massive amount of flags and options to choose from. See webm related. You can go through the presets and choose which techniques will be required to finish the seed. Think green gate glitch is dumb but think IBJ and lava dive are fun? You can do that. If you really enjoy the random chaotic routing that SM:A offers, you can even apply that to a VARIA seed.

>> No.5174738
File: 255 KB, 1080x1736, oE4PcqT.png [View same] [iqdb] [saucenao] [google]
5174738

Another great feature is the solver. It's a page where you can upload your generated VARIA seed and it will give you the expected solve path all laid out nice for you. I consulted my spoiler path a few times for my first run. If you're careful, you can find out very little, such as just your next target room or movement item. Pic related is how my first one looked.

>> No.5174750
File: 35 KB, 600x509, 1492052464940.jpg [View same] [iqdb] [saucenao] [google]
5174750

>>5174735
>Mockball and shortcharge listed as easier than bomb-jumping

>> No.5174924

Ok, just found a bug in SM:A. Apparently it only keeps track of if you do a spinning jump to determine if it should drain your Space Jump/Screw Attack energy, not if you actually have the item equipped or not. Got Space Jump and turned it off to save it for a later room when I needed it, noticed energy was draining anytime I did a spinning jump. So if you wanna save the jump abilities, heads up.

>> No.5175312
File: 38 KB, 255x510, nowwhat.png [View same] [iqdb] [saucenao] [google]
5175312

Ok, red line is the water level, don't have gravity suit. I tried a running jump, can't get out of the water enough to wall-jump up. Tried a crouch jump, didn't even get as high up the wall on the other side as I did with a running jump. I came in through the bottom, and I can't seem to reach the only exit available. This is the second lock I've gotten going different directions on the same seed. I've been enjoying it, but I'm gonna abandon SM:A for being too buggy for now.

I say we should put together a list of randomizers that DON'T add in game-breaking bugs to recommend to people. So far I can think of FF5AC, FF6 Beyond Chaos, and I think SMB3 was clean when I tested it.

>> No.5175460

>>5175312
Wait until the water level is at its lowest and jump to the highest part of the opposite ledge and you can wall jump off it. Someone posted a webm of this very thing earlier in this thread and I've done it myself as well. There's nothing game-breaking or bugged about it. You just need to practice more and try a little harder.

>> No.5175467

>>5174924
What you saw was a coincidence; the Space Jump, Gravity Suit, Screw Attack, and Plasma Beam are all timed, not usage based.

>> No.5176009

>>5175460
>Someone posted a webm of this very thing earlier
>>5165486
doingmypart.gifv

>> No.5177469

>>5175467
Mhm. I haven't found a reason to deactivate an item in SM:A yet, but I also haven't seen the lava dive room so maybe.

>> No.5178156

>>5174464
>infibombing, that will take some time.
Despite playing SM for 24 years, I still wasn't too great at IBJ until last month when I watched this guy's video on advanced techs. The video is about the SM+LttP crossover, but most of the time he's in SM. The first 40 or 50 mins covers just about everything you'd need to know for SM:A or a VARIA seed.
https://www.twitch.tv/videos/286489494
Sorry for Twitch, but this guy is skilled and teaches techniques well. I can finally IBJ reliably now.

>> No.5178326

>>5177469
I like to deactivate High Jump Boots when I'm trying to enter the Wrecked Ship without the Grappling Beam and I like to disable Charge Beam outside of boss fights because holding down the fire button is convenient.

>> No.5178462

>>5178326
>deactivate High Jump Boots when I'm trying to enter the Wrecked Ship without the Grappling Beam
Ohh I like this a lot. Thank you for this idea - I always end up rushing this scenario and ping a fish and usually get OHKO'd.

>> No.5179238

>>5174750
Funny part is until a month or so ago, I would have agreed that mock and short are easier than IBJ.

>> No.5180050

>>5173653
>Man, this was frustrating to figure out but I'm glad I finally did.
Those "aha!" moments are the best. I'm convinced that SM:A truly does not give any softlocks. The only unresolved case is >>5173660 but the room isn't clear enough for me to confirm either way. Everything else has been solved.

>> No.5180106

https://wiki.supermetroid.run/Botwoon_Energy_Tank_Room

Anyone manage getting past this room in Super Metroid Arcade, coming in from the left without the gravity suit or space jump?

You can morph midair and get into the stones in the roof and get the energy tank over the quicksand, but without the gravity suit bomb jumping is seemingly impossible and I couldn't figure out a way out from there after half an hour or so of trying.

>> No.5180129

>>5180106
There's some relevant posts about this room round here >>5169348 before and after too. I'm not 100% certain if that's everything you'll need to know to pass the room though. I haven't run across it myself yet, sadly.
My guess is that the SM:A authors made a slight tweak to that room to allow passage, but maybe one of anon's posts will help you.

>> No.5180381

>>5173040
ah, glad it worked man.

>> No.5180387

>>5180106
I've encountered that room three times now. You gotta make a running jump to get into the pipeline, then you gotta jump and ball up perfectly inside at two points to make the edge and move forward. I couldn't do it on an emulator, maybe you can pull it off? Like I posted, I just reset and picked a different seed.

>> No.5180498

>>5180050
Found the problem spot. https://wiki.supermetroid.run/The_Moat
Coming from the right, no problem. Coming from the left, I was stuck. No grapple, no gravity suit, no speed booster(even if I had come in running and jumping), no space jump. Wish I had saved the seed and the path I took. Like I said though, it only happened to me once.

>> No.5181194

>>5180498
Ah, so that's the one. Sure seems like a problem to me. I'll do some digging and playing around. Worst case scenario, I have a save file on a normal ROM and should be able to replicate the equipped gear to see if I can figure anything out (hopefully there's not an SM:A-specific tweak).

>> No.5181747

>>5181194
Just got another one on seed #0000. I forget the route I took, but it's the 22nd room. https://wiki.supermetroid.run/West_Ocean
I got dumped on the lower left door with no gravity, grapple, speed boost, or space jump. I grabbed the missile in the lower left, but the door wouldn't unlock. I couldn't even reach the second platform above water without the grapple. Didn't see anything underwater to get me there either.

>> No.5181970
File: 187 KB, 2043x569, WestOcean.png [View same] [iqdb] [saucenao] [google]
5181970

>>5181747
Just wall jump off the side of each platform where you'd normally need to grapple beam. Pic related. Disabling high jump helps here because the high jump will make it really easy to get caught on the overhead protrusions. It requires a bit of finesse to get under the grappling beam blocks while still getting all the way to the wall jump spot, but it's 100% doable.

>> No.5182004

Do randomizers mainly switch level orders up or is there more to it?

>> No.5182035
File: 128 KB, 435x492, wRHBaV9.gif [View same] [iqdb] [saucenao] [google]
5182035

>>5182004
Depends on the randomizer, but generally, there's more to it than shuffling level order. See >>5157474 's pic for most of the options for SMB3. Here's a gif showing most of the options for the MMX randomizer. As you can see, you can have either game be anywhere from a simple level shuffle to full-on powerup/weakness/boss room/color/song/etc chaos.

But yeah, some randomizers are very basic and don't have many features. The Kirby Super Star program can only shuffle copy abilities gained from enemies and the element/strength of copy skills used.

>> No.5182073

>>5182035
That's really cool. It's something I can apply to a ROM and then play on my phone emulator right?

>> No.5182085

>>5182073
Yep yep, absolutely. You could even generate a dozen different seeds and throw them all on at once.

>> No.5182631

>>5181970
Aha, yeah that's what I was thinking with disabling hi-jump. It's not really a dangerous or difficult room, it's just easy to get impatient and screw up.

>> No.5183292
File: 644 KB, 829x679, idontknow.png [View same] [iqdb] [saucenao] [google]
5183292

Ok, I gotta ask, is there some way to Shinespark DOWN or at a downward angle? I just got dumped into https://wiki.supermetroid.run/Crateria_Super_Room from the top, and while they removed the wall forcing you to ball up near the super missile, I can't figure out how to get rid of the blocks so I can continue. Just checked, the door didn't unlock, so I gotta go through. Any ideas?

>> No.5183314

>>5183292
Nevermind, apparently you can trigger speed booster faster by tapping the button like a spaz.

>> No.5183326
File: 193 KB, 829x690, damnyouquicksand.png [View same] [iqdb] [saucenao] [google]
5183326

>>5183292
>>5183314
My best run so far. Got dumped in that one room in Meridia with metroids and quicksand from the left side, failed to make the jump, landed in the quicksand and got sucked into the spikes. I really gotta play this on real hardware, the input lag makes the underwater quicksand instant death since I can't work my way out.

>> No.5183337

>>5183326
Glad to hear you got through! 156 is pretty impressive. I still haven't broken 70-something, but I haven't gone back to Easy after some Normal runs.
Appreciate the question+answer posts too, I plan on archiving a bunch of these SM:A posts/images into a little Imgur album so they can be in/near OP for next thread. A mini-FAQ for many of SM:A's tricky situations, if you will.

>> No.5183896

>>5174260
No. *nods*

Yes. *shakes head*

>> No.5183907

>>5183314
Congrats anon, you learned how to short charge your speed boost

>> No.5184050

is there a clean dump of the latest OoT randomizer? Google, firefox, and avast all say the exe is malware

>> No.5184085
File: 11 KB, 256x224, EarthBound-Cold-Trump010.png [View same] [iqdb] [saucenao] [google]
5184085

>play earthbound randomizer
>get this

Why does this randomizer suck so hard?

>> No.5184087

>>5184050
Use python branch and stop being a retarded mu virus

>> No.5184096

>>5184087

I dont know what python branch is

>> No.5184952

>>5184085
Some are just terrible and/or unfinished, sadly. I would check the last updated time for the randomizer and see if it was this year. If not, probably a good idea to forget about it and move on.
Thanks for the heads-up on the quality!

>> No.5184970

>>5184952
For context, that woman's sprite has a hitbox too large to walk past, and considering it's the only way to actually beat the game, that's really a problem.
Other issues involved a Multi Bottle Rocket named "MultiTINYSPACEBottle Rocket, a name so long it overflowed into the next space, and a cave entrance in Giant Step that sent me into an inescapable area

>> No.5185637

>>5184970
I think you're using an outdated randomizer. There's a newer one that I was able to complete without any issues.

>> No.5186508

>>5185637
Could just be a bad seed. I've had a few randomizers I could play through fine, yet still got the occasional unbeatable seed. MMX has been a prime offender in that regard, nearly half of the rom's it has given me have been broken at some point in the game. SM:A had a seed give someone The Moat from the left without grapple or anything else to assist.

>> No.5186641

>>5186508
There really should be sanity checks in place to prevent such a thing. There's also the matter that i'm certain the Monkey Caves weren't changed at all, when in any good randomizer it'd be streamlined to not require a bullshit amount of backtracking for items that might not even be available

>> No.5186656

>>5186641
Sanity checks are the other half of randomizers, and generally the hardest part to do. Randomization alone requires good knowledge of the game and where all data is located, sanity checks involves knowing possible edge cases, like The Moat requiring grapple or something else when you come from the left but not the right. Only thing you can really do is report the edge case, give them the seed you used and settings if any, and hope the creator can fix it or is still working on it. We really should make a list of "polished" randomizers that don't have issues, for future OP's.

As for EB, I found many maps had multiple routes between them, so I haven't yet hit a hard block yet. Still need to sit down and map out a seed and play all the way through, so it's possible I just haven't hit any roadblocks yet.

>> No.5186802

>>5168414
>Nintendo does go after them if they get too popular like Pokemon Prism
How can Nintendo shut down a hack if they only provide an IPS file and not the original copywrited ROM? Or did they just scare them with legal talk despite not having a leg to stand on?

>> No.5186841

>>5186656
That's one of the nice things about the FF1 randomizer, the only time I've seen an issue was when TNT was shop locked in Corneria for progression for around 20k gold and the highest gold giving enemy was Ogres for around 200 GP per fight. It's not even technically a lock, since you can grind it out, but it doesn't make for a very good race seed.

>> No.5186847

>>5186802
Theoretically, Nintendo can go after anyone without a strong case because they know they can tie them up in litigation until they get their way. It's one of the things that worry me about things like the LttP randomizer, even though it doesn't break any laws, all it takes is for Nintendo to declare that it's causing damage to their business or generating a profit of its own for it to get shut down. I believe there was a stir about that when Mario Maker came out, some romhack sites got notices that went nowhere.

>> No.5186851

>>5186841
The worst i ever had it was Thunder Pirates back before there was a Safe Pirates option, and my forced partymembers were 3 whitemages and a black belt

>> No.5186857

Is it possible to rip original roms from the NES/SNES classic to use these randomizer patches on? Not that it'll happen anytime soon, but in case Nintendo gets crazy with the lawsuits and original roms actually become hard to find.

>> No.5186979

>>5186802
Because of the Duke Nukem 3D case.
https://en.wikipedia.org/wiki/Micro_Star_v._FormGen_Inc..
Ever since then, technically any fanmade maps, mods or whatever have been the property of the copyright holder, and not of the person making it. Companies don't push the issue for the most part since attacking your fanbase isn't in good taste, but they can legally step in and shut down anything of the sort if they feel the need. The romhack/mod community in turn only distribute .ips files and patches instead of ready-to-play packages to avoid giving the appearance of providing "unlicensed sequels" to the companies.

>> No.5187024

>>5186979
>FormGen Inc, GT Interactive Software Corp. and Apogee Software, Ltd. (collectively FormGen) made Duke Nukem 3D (D/N-3D), a 3D first-person perspective video game. A build editor was shipped along with the game, which enables players to design and build their own levels, and then share those levels with others through the Internet. FormGen encouraged people to make levels, and did not consider this user-created content to be a copyright infringement.[1]

>Micro Star collected 300 of these user-generated levels, packaged them onto a CD, and sold it commercially as Nuke It (N/I). N/I's packaging was decorated with numerous screen shots of the included user-created levels

In this case Micro Star was clearly being an ass by trying to make money off of custom maps, which is probably why Duke Nukem 3D won the case. The older case of Nintendo vs. Game Genie ruled AGAINST Nintendo though, saying that users were free to use Game Genie to make altered versions of the games they purchased for their own enjoyment. You could argue these ips patches are just like Game Genie modifications and not derivative works, but I can see where the issue can get muddled, especially if the ips maker is using screencaps of the game to advertise his product, and of course if he's selling it.

>> No.5187112

>>5187024
Yeah, but the difference here is that the Game Genie just let you muck around with the games you owned. All you could really do in terms of sharing material is share codes so others could modify a few values as well. Many hacks/mods try to create entire overhauls of the game, and distribute the material to many people online.

To borrow the analogy from the Galoob case, the Game Genie is like a VCR with Fast Forward and Rewind, a hack/mod would be closer to splicing the tape to create a modified video and then sharing that video with others. I think the legal distinction here is the Game Genie will work with any compatible cartridge as a general tool, the mod/hack only works with a specific game and is thus an unauthorized derivative of the original material.

>> No.5187129

>>5187112
The issue here is defining at which point an IPS patch goes from "game genie code" to "derivative work", which sounds like a nightmare to parse out legally. Some hacks just change values as well, like making EXP values/encounter rates in RPGs different to make the game more fun to play. Some replace certain sprites with others, which is feasibly something a game genie could have done. However writing whole code to handle complete overhauls of the game like in a randomizer is questionable, even though it seems like something a game genie could have done if it allowed for more code injection than just three lines of inputs.

>> No.5187194

>>5187129
>The issue here is defining at which point an IPS patch goes from "game genie code" to "derivative work", which sounds like a nightmare to parse out legally.
Yeah, but rather than telling people what to modify, like telling someone a GG code would be, an IPS just modifies. The difference between telling someone what to do and a "product" that does it all for them isn't that hard to define legally, even if the end result is identical. Just be glad the companies generally let it slide to avoid attacking their own fans, or romhacking and modding wouldn't exist anymore outside of official map editors.

>> No.5187632

>>5163629
Well, Zelda3's randomizer only randomizing items is specifically what makes it so attractive for tournaments. Knowing where things CAN be and what they'd be locked behind is what makes the routing aspect so interesting. Speaking as a spectator who sucks at Lttp, that is - I love watching top level players figure this shit out. A randomized overworld would remove some of the competitiveness and make it far more luck-based.

>> No.5187831

>>5174738
>solver
Wish ALttP rando had this. I've been trying to learn routing in lttp but I suck at the vanilla game as-is.

>> No.5187843

>>5186979
>attacking your own fanbase isn't in good taste

Wish Nintendo would realize this. Legal or not, so much of the activity of hackers, dumpers, ROMS, the whole community comes from love and devotion.

>> No.5187858
File: 76 KB, 247x215, this is what I get for working overtime.png [View same] [iqdb] [saucenao] [google]
5187858

>wanted to try Super Metroid/ALTTP randomizer
>legally obtain both roms
>find out that you need an obscure japanese version of the roms

>> No.5187859

>>5187831
It does. If you expand the spoiler section on the webpage after generating your rom there's a "playthrough" option there.

>> No.5187979

>>5187858
In the case of aLttP at least, this is because the 1.0 japanese release has some cool glitches and techniques (like hammer-dashing) that were patched out of all later releases.

>> No.5187985

>oh sweet, randomizer general! I forgot all about randomizers
>spend the next three hours generating and loading up randomized games for comfy wii emulation

Thanks, /vr/!

>> No.5188160

>>5187985
Glad to hear it! I haven't loaded my Wii or NES flashcart up with rando seeds yet, but I really should for maximum comfy.

>> No.5188460

>>5187843
I'd be curious to know how much actual "lost revenue" they got from ROM pirates when it came to the NES/SNES Classic or online Switch ROMS. Most people I know who bought those got it for the novelty, not because they couldn't find copies of SMB1 on the net.

>> No.5188617

>>5188460
Probably a lot. I'm a huge emufag but I still bought the SNES Classic and pay for Switch Online.

>> No.5189071

>>5187858
I had that trouble but found the rom I needed on the first page of a google search. It wasn't too difficult, but the one in the archive didn't match it.

>> No.5190150

>>5187859
Not him, but thanks I wasn't aware aLttP had one as well. I'm rusty so I would need to rely on a path at least sometimes for the first run.

>> No.5191392

>>5190150
Yeah, it's pretty rad. Helped me out a ton on my first run even though I've beaten LttP several times. Now I don't use it anymore.

>> No.5191602

>

>> No.5192387

>>5191602
>
What's on your mind, friend?

>> No.5192558

>>5173829
Played super metroid straight not too long ago.
The item near the top in the left wall....
Wall jumped it.
Fuck the timing on those blocks.

>> No.5192585
File: 145 KB, 528x865, unknown.png [View same] [iqdb] [saucenao] [google]
5192585

I did the Portrait of Ruin randomizer.

>> No.5193479

>>5192558
Absolute pain in the nuggets, but it was a great feeling to accomplish it finally. It was a major movement item in my last VARIA seed.

>> No.5194675

>>5192585
(technically not /vr/ but shh)
Seems like it would be a lot of fun. I'd have to be a pleb and try out Aria of Sorrow first since that's the one I'm most familiar with.

>> No.5194916

How's the SMRPG randomizer? Anyone have familiarity with it? I started it last night and so far it has given me random enemy formations in the preset enemy NPCs (as in, the 'area' characters were untouched, but the enemy formations were off or interesting.). Timing and blocking is slightly different, too. Character abilities, growth, and equipment is randomized, too.

With a game as linear as SMRPG is there even a way to make it into a key item hunt like FF4 or something?

>> No.5195020

>>5194916
SMRPG rando is one that I've been meaning to try for a long time now. I've played through the game several times but this playthrough is going to be alongside someone that hasn't played the game ever. The thing is, there's lots of cutscenes skips and dialogue being shortened. It appears as though the generator will always apply these QoL changes. But it's not exactly ideal for someone that's never played the game and I want to show them certain things. I suppose I could make do by having the TASvideos run on hand for any important story parts that get skipped.

But to give you a fairly uneducated answer, I would say that a more ambitious FF4-style key item hunt would be pretty hard to tackle in SMRPG.

>> No.5195680

The BIG List got a few updates recently. Some additions and a lot of updates and general fixes. Check 'em out here:
https://www.debigare.com/randomizers-changelog/

>> No.5195795

>new version of Beyond Chaos FF6 randomizer compatible with Brave New World 1.9 hack
Neat.

>> No.5197221

>>5189071
It's really not that hard to find these specific ROMs. I'm also curious as to what people mean by 'legally obtaining' the ROMs. Only thing I can think of is ripping from NES/SNES classic, I guess?

>> No.5197232

>>5197221
ROM dumpers work fine, too. It's a parallel/serial/USB device that reads all the ROM data off of official carts.

>> No.5197628

Kinda weird that Chrono Trigger hasn't gotten anything like this yet. Something sorta like SMRPG, I would guess.

>> No.5197756

>>5197628
https://github.com/abyssonym/eternalnightmare

>> No.5198090

>>5187858
>obscure
Super Metroid US version is l i t e r a l l y the same as the Japanese version. The same data 100%.

>> No.5198094

I never have and will never understand the appeal.

If you've played Final Fantasy 4 to the point where you want to randomize it, why not just play -anything else-.

Theres so much good shit out there that people don't even want to attempt trying. Instead they'd rather play FF4, or Super Metroid for the millionth time instead.

>> No.5198097

>>5198094
It's a kind of insanity. Don't judge

>> No.5198104

>>5198090
>double digit iqs on /vr/ aren't *"""obscure"""*
Welcome to /vr/ newfriend. How's your first day going? Pretty confusing from the looks of it

>> No.5198121

>>5198094
To be frank all other JRPGs have trash bottom of th barrel gameplay, ramdomizers are at least occasionally interesting.

>> No.5198131

>>5198094

A good randomizer of a game with key items is a puzzle game, the style of which doesn't even exist professionally.

>> No.5198284

>>5198094
Think of it like a scavenger hunt, making do with whatever you can obtain to proceed.

>> No.5198397

>>5198094
>like a game's controls and system
>want more
>WHY NOT JUST PLAY A DIFFERENT GAME?!
You can make the exact same argument about romhacks, and still be missing the point.

>> No.5198435

>>5197232
Ah yes, thank you. Of course. Your post made me realize I might be clinically retarded because I've ripped my own GB/C/A ROMs along with PS/2/Wii ISOs.
Appreciated.

>> No.5199409

>giving (You)s to the "just play a new game lmao xDDD" memers

C'mon guys, we're better than this.

>> No.5199813

none of these seem like you can just pick up and play, you need to learn and memorize long games first

what would you consider an easier one to get into? i've beaten most of these games but don't know them well enough to play a randomizer. what is an easy one to learn

>> No.5199820

>>5199813
FF4's is pretty neat, and it's not too hard all things considered, as long as you dont crank every setting to the hardest. You can have a full team pretty quickly, as well.

>> No.5199832
File: 10 KB, 256x224, FreeEnterprise-J2K4P2C2T4S4BNE3X2$Y2W2Z-38604456000.png [View same] [iqdb] [saucenao] [google]
5199832

>>5199820
Adding onto this, some things that'll be helpful if you play it.

>Damcyan has a treasury on the right side of the castle, be sure to stop here early on for some gear
>earth crystal opens up the Troia treasury
>first things first, go to Mysidia to get two partymembers
>the Darkness Crystal allows access to the Big Whale
>people in the Training Room give randomizer specific tips, be sure to stop here if you're new

>> No.5200147

>>5199813
If you've done at least a few no Warp Whistle SMB3 runs, the randomizer will give you an interesting and (usually) fair challenge.

>> No.5200259

>>5199813
I just started playing the SMW randomizer and it is tits. Randomizes sublevels and exits, enemy mechanics, yoshi powerups, power up drops from ? blocks, and a bunch of other stuff. I had lakitus in pipes throwing chargin chucks and a cave level with both ice physics and water physics (swimming, but you slip if you walk on the ground). Also, there are some new powerups and yoshi abilities that can be populated in for added variety.

>> No.5200274

>>5200259
it's fun until you get that underwater level without water so you have to cape through it like one of those mario maker kaizo cape levels.

>> No.5200335

>>5200274
Holy fuck, I haven't encountered that yet. But hopefully you'd be able to find a yoshi/shell with wings combo for it.

>> No.5200742

>>5200335
>>5200274
so everyone thinks dry soda lake is bad
dry room 6 in the gauntlet is fucking horrible and should be removed

you have to bring a cape in and carry it through multiple rooms

>> No.5200797

Thoughts on a forced party in the ff1 randomizer? On one hand I like working with a team i'm stuck with, but on the other hand it's a bit of a drag having 2+ white mages

>> No.5201461

>>5199813
You only need that sort of skill for Alttp, Super Metroid, or any RPG that lets you randomize quest items and have hiding spots you might not know about(some of the chests in DQ3/DW3 practically require a map.) Most platformers are just random madness, SMB2 and SMB3 have both been fun from what I've played of them.

>> No.5201865

>>5199813
FF1's not too terrible, so long as you know you can bring up the in-game map with b+select. Knowing the fine details works for completing the seed faster, but generally, you're going to find all the information you need exploring the towns and talking to people because the item you need will always be accessible.

>> No.5201895
File: 1.49 MB, 997x750, Digimon World randomized.png [View same] [iqdb] [saucenao] [google]
5201895

Anyone else try out the Digimon World randomizer? Tried it awhile back and played through it, had a blast. Some notes of what can be changed with it.
>starting digimon, day/night will be different other than agumon and gabumon (the two I had ended up having were kunemon/penguinmon)
>Digimon recruited, aside from certain "mandatory" ones, are randomized, so getting Kunemon in the forest might net you Frigimon and open the restaurant early
>moves power and MP can be random (Sonic Jab ended up being absurdly powerful for me, meaning lots of earlier encounters became brutal)
>items found in the overworld can be changed, it's even possible for stat chips to be a part of this
>boss items that are dropped can be changed
>giromon jukebox fix, option to double the chance of learning moves, make evolution items actually gives stats+lifespan bonus
Only real complaint is that Numemon is still needed to 100% the game (as Monzaemon is needed to finished Toy Town) but otherwise there's lots of nice little features for this, even if you just use it for the QoL patches.

Link: https://github.com/challenert/digimon_world_randomizer

>> No.5203326

Does anyone have any opinions on the FF5 randomizer that requires you to join a Discord to get

>> No.5203334

>>5203326
>join a discord to get
I never understood why they do this, making people pop in for a minute just to get the download and then leave

>> No.5203361

>>5203326
>>5203334
Hmm I can only find Ancient Cave and Grand Cross, and they are on romhacking.net and github. If you can point me to a site or give a name I'll gladly grab and rehost the latest one I can find. Linking latest versions on Discord only is the 'tism and needs to be combated.
Someone here was using a terribly outdated Link's Awakening randomizer that gave softlocks because they moved releases to Discord.

>> No.5203374

>>5203361
I tried that Link's Awakening randomizer, and I gotta say, it doesn't lend itself very well to randos the way LttP does. LttP lets you swing a sword, pick up rocks, and dash all without an equipped Y item, and LA makes you equip seperate items for all of this.
Add to the fact the overworld's loaded with rocks and no good transportation, as well as most chests only having money or items and there's not as many surprises.

>> No.5203409

>>5203361
It's in the big list of Randomizers

https://discordapp.com/invite/vvu3TXY

>Hmm I can only find Ancient Cave and Grand Cross
Speaking of which, how is the Advance version of the Ancient Cave mod

>> No.5203747 [DELETED] 

>>5203409
Ohhh, >Advance , gotchya.

FFVAdvance_Randomizer_Version_2.05a.zip
https://drive.google.com/open?id=1OYN9EIKwkUorXrtE6ov51e1q6FqUMT7z

Fresh update from a couple of days ago. I leave all servers muted except for the one for my work, cuz Discord, but I'll try to keep an eye on it from time to time.

>> No.5203752 [DELETED] 

>>5203409
>>5203409
Ohhh, Advance, gotchya.

FFVAdvance_Randomizer_Version_2.05a.zip
https://drive.google.com/open?id=1OYN9EIKwkUorXrtE6ov51e1q6FqUMT7z

Fresh update from a couple of days ago. I leave all servers muted except for the one for my work, cuz Discord, but I'll try to keep an eye on it from time to time.

>> No.5203753

>>5203409
Ohhh, Advance, gotchya.

FFVAdvance_Randomizer_Version_2.05a.zip
https://drive.google.com/open?id=1OYN9EIKwkUorXrtE6ov51e1q6FqUMT7z

Fresh update from a couple of days ago. I leave all servers muted except for the one for my work, cuz Discord, but I'll try to keep an eye on it from time to time.

>> No.5203765
File: 61 KB, 582x435, 1541807808283.jpg [View same] [iqdb] [saucenao] [google]
5203765

>>5189071
>see an entire google page of searches
>all of them come from shady sites, some in russian

This is going to be an unpleasant experience.

>> No.5204901

>>5203765
How did it go, anon?

I can rustle up the right version from my PC if necessary, just lemme know. To anyone, of course.

>> No.5205203

>>5201895
Appreciate the detailed write-up, anon. Good stuff. Seems like this is a great example of a randomizer that is well done.

>> No.5205208

>>5187858
>>5203765
The depot usually has what you need, anon. No need to download Russian viruses.

>> No.5206116

>there's an FF3 NES randomizer
oh fuck here we go

>> No.5206887

Are there any other good randomizers for SNES like SM:A that can give you new seeds every time instead of having to generate new ROM patches? SM:A is the most fun I've had with my SNES Classic so far, would love to have a few alternatives on there.

>> No.5207543

>>5206887
I think one of the gba fire emblems randomizers has that

>> No.5208070

Playing SM: Arcade and I might be stuck. Any advice on this room lads? I don't yet have the speed boost or power bombs to handle this area. I really hope you're not supposed to infinite bomb jump up, cause I can't do that yet.

>> No.5208075
File: 40 KB, 768x672, 2018-12-09-161615_768x672_scrot.png [View same] [iqdb] [saucenao] [google]
5208075

>>5208070
Whoops here's a pic

>> No.5208080
File: 46 KB, 768x672, 2018-12-09-162152_768x672_scrot.png [View same] [iqdb] [saucenao] [google]
5208080

>>5208070
>>5208075
Maybe this image identifies which room it is a little better

>> No.5208148

>>5208075
>>5208080
You came in from the right? Yeah, bomb jumping your way up is the only way. You might even need to do horizontal bomb jumping to get over there. That and how often the game throws underwater areas at you without the Gravity suit are my two biggest complaints about SM:A. That and the Gravity suit is a temporary item.

If you have grapple beam, you can use it on the flying guys to try and throw yourself over there, not sure how close they get to the door though.

>> No.5208163

>>5208148
Yep I managed by learning bomb jumps... Set a metronome to 136BPM (trial and error) and eventually made it. Started on the right and grappled one of the guys to get the rocket, then proceeded left.

Agreed about the gravity suit shit. I might hack the rom to make the grav suit permanent.

>> No.5208232
File: 47 KB, 768x672, 2018-12-09-174141_768x672_scrot.png [View same] [iqdb] [saucenao] [google]
5208232

Welp, end of the line... I'm stumped. I think I'll go eat chili.

>> No.5208243

>>5208232
Starting around these posts, there's tons of info on SM:A you'll wanna read:
>>5169348
>>5173624
that room is included but I couldn't find the exact ones rn

>> No.5208270

>>5208232
Yeah, that room is basically game over without pixel perfect timing. You need to jump up and ball and push the direction you are headed perfectly to make it and not hit the ceiling. I got the spring ball on one run and hoped to use it to get by that part, but I ended up getting killed somewhere before I saw that room again. Having your vision blocked when trying to make the jumps just makes it nearly impossible to tell if you are getting closer to pulling it off or not.

I just reset and go for a different seed/path whenever I encounter that room.

>> No.5208370

water without gravity suit is the primary reason i haven't played a SM rando.

>> No.5208448

>>5208370
If you want to avoid no gravity water situations, the VARIA randomizer can be configured to generate ROMs that comply. See posts
>>5174735
>>5174738
for some more details. tl;dr version is you can pick which techs will be needed to complete the seed.

>> No.5209339

>>5206116
Tell me about your progress anon.

>> No.5209530

>got a good run of SM:A going, just broke 100 rooms
>everything is good, everything is fine, got high jump, grapple, all beams(except the limited use one), all selectable weapons
>then it dumps me into this fucking room from the left and has the lava rising, I still have less than 200 health
https://wiki.supermetroid.run/Amphitheatre
I made it to the other wall before the lava and enemies killed me. Each enemy here nailed me for 70 damage or so, and the lava drains fucking fast. If it sent me from the right, it would have been completely impossible. As it is, it was just too hard to move fast enough to avoid lava drain while avoiding the multiple enemies and the shots they fired, with so very little health.

>> No.5209857

>>5209530
>the next run
>pic related
It took all three super missiles and every regular missile just to crack her glass and start this fight. If charged shots don't work, I die here.

>> No.5209859
File: 534 KB, 967x804, help.png [View same] [iqdb] [saucenao] [google]
5209859

>>5209857
>pic related, forgot pic

>> No.5210120
File: 417 KB, 1002x816, currentrun.png [View same] [iqdb] [saucenao] [google]
5210120

>yet another Phantoon boss fight
Gettin real tired of this guy and the Golden Torizo. Have only fought Ridley once.

>> No.5210289
File: 23 KB, 305x43, srl_305.png [View same] [iqdb] [saucenao] [google]
5210289

Heads up,

These randomizers were born out of TAS/speedrun research, and were originally built for speedrunners to race these games on speedrunslive.com.

Some tricks required for completion can be pretty difficult and confusing, even to a experienced player.

Other techniques required for completion may not even be part of normal gameplay; and it is assumed you both know about and can perform complicated and frame specific glitches.

So, you may not be "stuck", but forced to perform some insane speedrunning bullshit to complete your game.

That is all. Have fun!

>> No.5210920

>>5210289
Most of them don't require speedrun tricks, you know. Worst i've seen was a Skulltula in Zora's Domain that required a weird jump. It's not like they expect you to bomb hover or superslide.

>> No.5211160

>>5203334
It's a lot easier to toss a file onto Discord than to deal with the bullshittery that is romhacking sites or running your own domain.

>> No.5211236

>>5211160
Not to mention the chance that some people might stick around and the community will grow.

>> No.5211261

>>5203409
FFV advance ancient cave is too easy. The drops are unbalanced.

>> No.5212482

>>5210289
Most now are made for any person with knowledge of the game's layout, the only one I can recall that requires some insane speedrunning glitches is that old Majora's Mask randomizer that randomizes EVERY item pickup based on your save slot's name

>> No.5214063

>>5211261
ah, that's unfortunate. Sorry to hear that, lad.

>> No.5214562
File: 225 KB, 974x817, yay.png [View same] [iqdb] [saucenao] [google]
5214562

SM:A after room 500 almost turns into a never ending boss rush. Did Mother Brain always do hundreds of points of damage with every attack? Cause she's the reason this run came to an end.

>> No.5214876

>>5214562
Damn, Anon. I struggle to hit 30. Good on ya, m8

>> No.5214953

>>5214562
Astounding run. However, it's clearly time to move up to at least Normal, my dude.
To answer your question, the bosses will keep getting higher damage % modifiers as the room numbers hit more milestones dependent on difficulty. In your case it was
>-Easy-
>Damage up: 80 rooms
>Speed up: 120 rooms

>-Damage increase
>Everytimee the damage increase it increase by 50%

So you were receiving at least a 300% increase in enemy damage after room 500.

>source
http://metroidconstruction.com//files/hacks/357/5a11fe2765710_readme.txt

>> No.5215445

>>5214953
I was about ready to say, I had fought her twice before on that run and she didn't do all that much damage. Then I run into her in room 615 and she was pure rape machine. I had noticed the speed increases in some enemies, but I see nothing in the readme about bosses becoming more common as you go farther. Dunno if that's intentional, or just seed 0000 being a dick. For the record, it didn't give me grapple or super bombs until after room 200.

I wish I understood how to get some of these achievements. Got The Long Way, Cleanser, Just Checking, Daring, Just Points, Pitless, Luxury Item, and a few of the No Damage ones. How do you get stuff like Impressive, or Smooth? Anyone know?

>> No.5216693

>>5212482
Agreed. I would say that these advanced tech required randomizers are the exception rather than the rule. Outside of Metroid and Zelda, there really isn't much. And not even all M/Z titles require advanced techs.

>> No.5216764

I wish there was a good Pokemon randomizer. They have a universal one, but that's extremely lacking in many fields outside of the pokemon themselves. What they need is a specialized one that takes a page from something like FF4's book, for something like Crystal. I'd want stuff like

>hms are progression items that dont make you use specific pokemon
>story segments are all cut unless they lead to you getting an item, like the guys at the top of radio tower. The rocket grunts wouldn't be a thing though
>fetchquests can give "incentivized" items, such as fixing the power plant could give you a Master Ball or some other key item
>way to make sure the "major" fights still have challenging teams so someone like Lance doesn't end up with 6 route 1 shitmons and instead is guaranteed to have at least X amount of strong pokemon

>> No.5218141

>>5211160
I mean, I guess, but... after all that work, figuring out memory addresses, programming logic, building GUIs, building flag options, all the coding, testing, bugfixing... deciding to phone it in at hosting/web stuff? Idk man, Google Sites with links to GDrive. Doesn't get much easier than that.

>> No.5218612
File: 31 KB, 768x672, 2018-12-13-194047_768x672_scrot.png [View same] [iqdb] [saucenao] [google]
5218612

Apparently you can do this and hold the torizo in place. Utterly useless but I had no idea it could be done.

>> No.5219562
File: 229 KB, 984x846, deathbyboulder.png [View same] [iqdb] [saucenao] [google]
5219562

Fun facts about seed 000A for Arcade difficulty. It never spawned the room with the Charge beam, and the only boss I ever encountered was the bird statue, over and over again. He was easy as fuck whenever I had Plasma, since I could 3-shot him for an easy 2000+3000 for the NO DAMAGE bonus. Apparently surviving 100 rooms in Arcade grants you the SURVIVOR bonus. I figured out how to get SMOOTH as well. You need high jump boots and you need to get them before you get bombs. In the bomb room, make a running jump over the blocks seperating the bombs from the elevator, and land on the blocks to the right of the bombs. If you didn't land until then, it gives you SMOOTH. I didn't make a note of how many points I got for it though.

If it wasn't for the fact I had every enemy doing hundreds of damage, I would say this is easier than Easy just because you don't have to deal with bosses.

>> No.5220291

>>5218612
Holy shit that's neat. I want to experiment more with the grapple beam after seeing this.

>> No.5220296

>>5219562
Which bomb room and elevator? Can you post a link or screenshot of the room?

>> No.5220329

>>5219562
Smooth can be achieved if you jump from the top of the blocks to the bottom block without landing to one side. It actually refers to the optimal speed route for that small segment - since in a run you would wall jump up and then hop down onto the block, which requires a bit of precision since just holding left causes you to land on the ground next to it, costing time.

>> No.5220451

>>5220296
>bomb
Sorry, I was half awake. BALL, the room where you pick up BALL.

If anyone is looking to get the DARING bonus, you just gotta clear out this room: https://wiki.supermetroid.run/Fast_Pillars_Setup_Room You can get a SECRET bonus after you power bomb the floor by falling into the gap on the right. I think I got DARING by clearing out the pirates and then jumping in the middle on that platform up top, but you might be able to get it just by jumping there, I don't know.

>> No.5221290

does the universal randomizer for pokemon only works once? I keep getting the same starter pokemons with the same rom, do i need to modify it through the universal randomizer everytime i want a different pokemon starter?

>> No.5221420

>>5221290
I have no personal experience with that one, but I would say that's probably the case. You'll likely want to fire off like 10 or 20 generated ROM seeds at once and then go through them one at a time.
I'm no expert, but the only ones that I know of that can randomize new seeds within a game itself use .ips patches to change the ROM, like Super Metroid: Arcade.

>> No.5221435 [DELETED] 
File: 211 KB, 1440x1080, Crash Bandicoot 2 - Cortex Strikes Back (USA)-180929-002635.png [View same] [iqdb] [saucenao] [google]
5221435

>>5156556
none for crash? it's trash

>> No.5223668

>>5221435
Unfortunately CD-based games are very difficult to work with. There's only a few on that BIG list thing.

>> No.5224942
File: 37 KB, 768x672, 2018-12-16-173453_768x672_scrot.png [View same] [iqdb] [saucenao] [google]
5224942

Getting this far with 99hp has been interesting.

>> No.5224952

>>5224942
Wow, 102 rooms without a single energy tank? Man. I suppose it could happen on Easy, but is this Normal+?

>> No.5224962

>>5224942
Wew lad. Had you faced any bosses up to this point?

>> No.5225000

>>5224952
Nah it's on Easy.

>>5224962
bomb torizo, kraid and the maridia dragon/snake fella.

Saved and having a bit of a break cause I gotta eat but I'm sure I'll die soon. I managed to get my first etank though, in >>5169348 this room (thankfully I picked up the spring ball).

>> No.5225159

>>5225000
>bomb torizo, kraid and the maridia dragon/snake fella.
Good on you, mate. I don't think I could take on Kraid with only 99 energy.

>> No.5226123

>>5225000
>Easy

Rough... it's improbable, but not impossible. I went through 80-something rooms on Easy without a single beam upgrade. Had missiles, supers and pbombs out the butt and almost every other perm upgrade, but still the ol lemon shooter, no charge.

>> No.5226461

The BIG List got an update recently:
https://www.debigare.com/randomizers-changelog/

>New randomizers:
>Ultima IV: Quest of the Avatar (NES)
>The Goonies II (new web-based version)

I'm not familiar with either game enough, but maybe you are!

>> No.5226834

If I were to dev my own game and make it feel like a randomizer, how would that be designed? I doubt I'm up to the task (the sheer magnitude of that design, that is), but it's a question I've been wondering about for weeks.

More generally, what makes the randomizer its own "genre?" It kind of is, in a way. Roguelikes are obviously similar and the precursor to many randomizers, but all the best randomizers have a set of static aspects (usually the map or at least the architecture of the map) that turn the randomness from "I have no idea where I am" to "I have no idea where the tools are but I have a decent idea how to find them."

So is the essential formula behind it as a "genre" that there's this context of a static game behind it? Randomizers need a lot of context to be enjoyed - does that invalidate it as a "genre?" Would a new game from wholecloth be able to capture the rando experience? Would it, perhaps, need to have a compelling nonrandomized story mode with an equally robust randomizer option?

Or is it perhaps completely dependent on the nostalgiafag's desire to experience more of a specific game? I.e., a new game is unable to produce a compelling randomizer experience because there's no established fanbase, even if it's designed amazingly well?

>> No.5226842

>>5226834
More or less, it makes the game into a scavenger hunt. Stuff like LttP and OoT's randomizers also have many obscure areas that might hold progression, so it's not the sort of thing you'd want to play your first time as it relies a lot on prior knowledge. If anything, you'd want to have a "random" game mode in addition to the base game, something one would try out after beating the game once

>> No.5226896

>>5226834
If people didn't like the original game, why would they like it randomized?

It's no coincidence the popular randomizer games also have big speedrunning communities. Compare Super Metroid and Metroid 1. Super has a ton of exploitable mechanics and movement techniques, leading to a lot of speedrunning competition and very popular randomizers. Metroid 1's movement isn't as interesting, people don't run it as much, and nobody plays any of the Metroid 1 randomizers unless it's combined with Zelda 1.

>> No.5226909

>>5226896
Metroid 1's also just a bad game in general with basically no variance

>> No.5227810

>>5226896

> Metroid 1's movement isn't as interesting, people don't run it as much

Terrible speedgame lol. The old any% route was stupidly random. new route is stupidly difficult. clunky piece of shit game. you really have to love it to run it.

i'm in the salt video....

>> No.5228803

>>5210120
I have never seen Ridley in a SM:A run and I've seen at least 25, 30++ bosses by now. Most have been Normal, so idk.

>> No.5229887

>>5226834
It's hard to say exactly what makes one good or memorable. Some games sound they like would make for a perfect rando experience, but turn out terrible. Some sound awful but turn out great.

Kirby Super Star: shuffles abilities and elements from moves. Sounds great, turns out pretty boring.
Super Metroid Arcade: you can never go back, always forward and the rooms are all shuffled around so no map, have fun kiddo. Turns out it's an absolute blast.

>> No.5231003

>>5187632
I still have to watch that SM/LttP run from this past mini GDQ thing, thanks for the reminder

>> No.5231009

>>5187632
randomizing the overworld *changes* the competitiveness to one where it rewards the player's ability to explore efficiently and remember where things are.

>> No.5231017

vanilla map figs just don't want to be challenged with think, they just want to know where everything is. BORING

besides when you randomize the item locations, it's still a luck based race. who can find the item first? it's completely random

but with the randomized overworld, difficulty and required skill is increased and THOUGHT+MEMORY is required.

>> No.5232021 [SPOILER] 
File: 115 KB, 613x599, 1545257141470.jpg [View same] [iqdb] [saucenao] [google]
5232021

>>5226834
Well there is already a game like that, and it's even /vr/

>> No.5232147

>>5232021
It was a pretty bold move to turn a powerpoint into a Saturn game

>> No.5233825

>>5231017
>>5231009

idc either way but I'm glad this is happening, the discussion is interesting

>> No.5234390

>>5232021
>that MC artwork
Ok, so they traced Tom Cruise from Top Gun/Days of Thunder, then stuck his face on a knight with a lightsaber that casts light everywhere but his face. Sad, because the rest looks pretty good, even if the princess/queen looks somewhat constipated.

>> No.5234505

>>5234390
Jim the knight is a legendary hero. That tinfoil armor, that heroic power stance, pulling off frame perfect tricks every single frame of the game, how can Link even compete?

>> No.5236565

>>5234390
>the princess/queen looks somewhat constipated
this is where I lost it

>> No.5237870

>>5218612
worms_ninja_rope.png

>> No.5238730
File: 8 KB, 248x297, 2018-12-22-152411_248x297_scrot.png [View same] [iqdb] [saucenao] [google]
5238730

Anyone ever noticed...

>> No.5238896

>>5238730
Wowww. Nope, never noticed...good catch. Is that SM:A or a VARIA/+LttP crossover though? I've only seen him in SM:A once so far.

>> No.5239479

Here's a randomizer for Dragon Warrior Monsters 2; it works on both versions

https://www.woodus.com/forums/index.php?/topic/36046-dragon-warrior-monsters-2-randomizer/

>> No.5240627

>>5239479
Neat! Thanks for the heads-up.

>> No.5240923

Did anyone give the daily December 23rd LttP seed a try? It's pretty harsh if you don't know how to bomb jump, fake powder, or potion glitch. I think the objective is to pull the pedestal, but it looks like it's going to be a full clear anyway.

https://alttpr.com/en/daily

>> No.5241869

>>5240923
>Hookshot in Lumberjack
>Glove 1 in Eastern
>Flippers mercifully in light world swamp chest
>Hammer behind the waterfall
>Lamp either in Ice or PoD
>Titan's in PoD
>Boots in paradox cave
>Haven't even found the bow yet, though knowing the rest of the seed it's probably in GT.

There's no way this seed was randomly generated, it's an absolute monster.

>> No.5241891
File: 741 KB, 781x1093, 1500693045404.png [View same] [iqdb] [saucenao] [google]
5241891

>>5240923
>>5241869
Absolute madlads, the lot of you. It's probably because I suck at LttP enough already, but I can imagine doing daily seeds.

>> No.5242894

>SMW randomizer
>yellow switch palace is actually top secret area
>green yoshi flies
>blue yoshi has ultra high jump with spring noise
>still need to test yellow yoshi, haven't seen red yoshi yet
>area leading to where green switch palace should be is chocolate island 2, and usual hidden exit doesn't work
>ghost houses are absolute insane mazes
>key exit in one of the star worlds seems completely impossible, since it's the one where you break through blocks all the way down, and the key is placed well below the keyhole
>doesn't matter since the standard exit opens path to next one
>blue switch palace where star road to special world would be
>top secret area spot is another star road to the star world
This is some crazy shit.

>> No.5243086

>>5240923
Dec 24's challenge is up. Easy mode, which isn't too much different after the start. Retro mode, which means small keys work for any dungeons and can be purchased and the bow needs arrows to be bought from a shop which then takes 10 rupees to shoot per arrow. The big thing here is that it's in inverted mode, meaning you start in the dark world and the light world requires the moon pearl. Your target is Ganon.

>> No.5243198

>>5243086
Note for all you wizards out there, this is a fun seed for you. Start with Cane of Bryna, half-magic in hype cave, and Fire Rod is pretty early in the seed. Have a blast with long invulnerability and an instant-kill range attack for most things.

The only check on your power is that you have no bottles for a while, and without access to the light world waterfall, no free blue potions, so you have to be careful with your magic. You do get an early T1 sword though, but it's like a knife to the dark world enemies.

>> No.5244005

>>5242894
Man this sounds so fun! I still haven't tried it since other anons mentioned it a while back. Apparently the only real complaint has been water worlds without water requiring cape/flying Yoshi.

>> No.5244082

>>5244005
Adding/removing water randomly to levels is an option you can turn on or off.

>> No.5244085

>>5244082
Aha, I figured that was a flag that could be set in the randomizer. OK, so the water thing is a non-issue, other anons just didn't check out the flags thoroughly enough.

>> No.5244139
File: 123 KB, 1014x862, where.png [View same] [iqdb] [saucenao] [google]
5244139

>>5244085
where do you see it saying "you will get insane levels if u change this water setting"

not that i'm complaining actually

>> No.5244152

>>5244139
I mean,
>(Can Be Difficult)
isn't really ambiguous, my dude.

But yeah, I've gen'd some really insane stuff for other games, it can be fun to see how it turns out even if near-impossible sometimes.

>> No.5244169

>>5244152
whoops didn't see that
i might have the stupid

>> No.5244187

>>5244169
Don't sweat it man, I had a full-on retard moment a couple weeks ago in this very thread

>> No.5245263

>>5234505
Jim the knight>>>>>>>>>>>Zelda on CD-I>Link

>> No.5246416

>>5216764
I really like these ideas. Lots of proof that just because things get shuffled doesn't make it automatically better. In cases like Pokemon, there needs to be order and planning to really provide a better experience.

>> No.5246439

>>5246416
A lot of people say "as long as you have a pokemon that can use the HM, you can use it without teaching them the move" but I'd go a step further and take a page from Ranger's book, have something like "A wild Lapras gave you a ride!" if you tried pulling out the Surf HM

>> No.5247846

Has anyone ever dicked around with those Rockman 3-6 ones before? The pages are all in runes and I haven't felt like scouring yet

>> No.5248492

Thoughts on the Ocarina of Time randomizer? On one hand I like it and all the changes it brings, but on the other I feel like seeds generally go on a little too long.

>> No.5248512

>>5248492
how long does it take? Dragon Warrior 4 randomizer is ~6 hours a seed

>> No.5248525

>>5248512
It depends on the settings and where everything is. If the longest 3 dungeons are stones, trials are off, and you have good luck, people can get ~3 hours or so. But that's likely not going to happen, and if a required song is on the Ocarina of Time, that's about an hour or more right there depending on setting . And if you play with song shuffle/token shuffle, it gets much longer.
Thankfully you can exclude specific spots in the latest dev version. I turn off Big Poes and the two Mask checks because they're really stupid, especially the poes.

>> No.5249937

>>5226909
randomizing does help with the no variance thing though