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Releases: vg-json-data/sm-json-data

v0.15.0

21 Aug 23:19
8da7938

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Schema changes:

  • Add side plaform entrance and exit condition and apply throughout: leaveWithSidePlatform, comeInWithSidePlatform
  • Add "bypassesDoorShell": "free" for strats that shouldn't require canSkipDoorLock
  • Refine water shinecharge strats and add new tech for different difficulties, use new entrance and exit condition comeInStutterShinecharging
  • Add wallJumpAvoid to strats and notable strats, and apply it to notable strats
  • Add ridleyKill requirement to replace the old enemyKill, which includes new properties, such as whether or not the fight is done in G-mode
  • Add and utilize simpleHeatFrames and simpleCycleFrames for hell runs and farming where skill minimally benefits the player

Cleanup:

  • Remove many unnecessary notable strats
  • Rename helpers names to standardize capitalization and to no longer use the prefix "can"
  • Rename many rooms (documented in #2106)

Logic updates:

  • Add many, many new strats, most of which are high-level
  • Finish adding G-mode throughout Zebes, including heated rooms, and refine all G-mode strats multiple times to improve accuracy and separate by difficulty
  • Refine upward G-mode setups and downward setups through sand and those with running horizontally into a frozen enemy (still missing the ice moonfall variants)
  • Refine ice clip doorlock bypass strats, and add variants while in G-mode
  • Refine and add several X-mode strats
  • Add strats to clip through Mother Brain from the left
  • Add ways to gain a spikesuit and use a flash suit to ceiling clip (still missing most room traversal with a flash suit)
  • Tighten many heat and shinecharge frames
  • Add several more ice moonfall strats
  • Add super sinks in Everest and through the left door of Indiana Jones Room
  • Apply farming strats throughout Zebes using the farmCycleDrops schema element
  • Add several heated crystal flash strats to tighten hell runs
  • New Tech: canSidePlatformCrossRoomJump, canPreciseStutterWaterShinecharge, canInsaneMidAirMorph, canBootless2WideUWJ, canLongXRayClimb, canSuperSink, canShinesparkSlopeClip
  • New G-mode Tech: canHeatedGMode, canTrickyGMode, canPowerBombItemOverloadPLMs, canComplexGMode
  • Rename Tech: canEnterGMode to canGMode, canEnterRMode to canRMode, canEnterGModeImmobile to canGModeImmobile
  • Combine Tech: canDelayedWalljump and canStaggeredWalljump as canTrickyWalljump

v0.14.1

06 Feb 21:59
2d40d8b

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I forgot to run the auto formatting before creating v0.14.0, so this adds that as well as:

  • Finish off temp blue in East Upper Norfair

v0.14.0

06 Feb 21:37
039ef6b

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Schema changes:

  • Migrate framesRequired in comeInShinechargedJumping to shineChargeFrames
  • Add mapTileMask to indicate the size and shape of each room and room node
  • Add grapple entrance/exit conditions: leaveWithGrappleSwing, leaveWithGrappleJump, comeInWithGrappleSwing, comeInWithGrappleJump
  • Add Samus Eater entrance/exit conditions: leaveWithSamusEaterTeleport, comeInWithSamusEaterTeleport

Cleanup:

  • Remove obstacles in Metroid Rooms and directly use flags instead
  • Auto-formatting can now sort object properties by schema order
  • Remove: canSandIBJ, h_canFly

Logic updates:

  • Add various high level strats, including:
    • GT R-Mode clips, ice moonfalls, wall ice x-ray climbs, Reverse Sporespawn, etc.
  • Add missing Draygon microwave strats
  • Add remaining heated G-Mode setups
  • Finish cross room shinecharges in Maridia (full pass complete)
  • Clean up and add many new G-Mode uses in Main Street
  • Add artificial morph double spring ball jumps
  • Add cross-room grapple jump strats and morphless grapple teleport setups
  • New Tech: canHeatedCrystalFlash, canLongIBJ, canPreciseGrappleJump, canFrozenEnemyGrappleHang, canSamusEaterTeleport

v0.13.1

20 Dec 00:02

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This fixes a soundness issue with collectsItems strats in Gravity Suit Room and Bowling Alley, which allowed collecting the item without the spawn condition for the item being satisfied.

v0.13.0

15 Dec 20:31
dd6d4de

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Schema changes:

  • Convert framesRemaining and framesRequired on shinecharge entrance/exit conditions to shineChargeFrames
  • Document missing implicit entrance/exit conditions and add schema for ways to override them
    • Remove spawnAts and replace them with explicit entrance/exit conditions
  • Add farmCycleDrops strat property and partially implement them in Crateria

Cleanup:

  • Add a variety of tests to find, fix, and prevent errors
    • Notable examples: shinecharge, blue, and shinespark strats; disabled implicit entrance/exit strats; farmCycleDrops strats

Logic updates:

  • Refine logic in several rooms:
    • Pillar Room Shinesparks, Pink Hoppers, Crab Shaft, and all rooms that had spawnAts
  • Add a variety of misc. high-level strats

v0.12.0

24 Nov 22:17
a9d5a3b

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Schema changes:

  • Add resourceConsumed logical requirement
  • Add isDoorImmediatelyClosed node property
  • Add several new tests to help find missing shinespark frames, heat frames, improperly cleared obstacles
  • Migrate json schema validation to use referencing instead of RefResolver

Cleanup:

  • Remove room names from notable strat names to provide greater flexibility in how they are referenced
  • Remove unnecessary nodes in a few rooms
  • Remove unnecessary and deprecated schema properties:
  • dropRequires, farmCycles from the enemies
  • interactionRequires
  • notable field on all strats
  • reusableRoomwideNotable
  • playable room property
  • nodesToAvoid, mustStayPut from resetRoom
  • $id from each schema field

Logic updates:

  • Convert full refill farms into partial refills
  • Partial room revamp: Norfair Reserve Tank Room, Mama Turtle Room, Screw Attack Room, Beta PBs
  • Add and refine shinecharges in upper Norfair, most of LN, and a few other rooms throughout
  • Add pause abuse strats to tank an enemy hit with a manual reserve refill throughout
  • Use collectsItems in places where collecting an item in a specific location is generally unavoidable
  • Add G-Mode setups in most of Upper Norfair
  • New tech: canPreciseReserveRefill, canControlShinesparkEnd, canUsePowerBombLag
  • Rename tech:
  • canIframeSpikeJump to canUseIFrames
  • canQuickCrumbleEscape to canQuickDrop

v0.11.2

29 Oct 17:21

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This patch release fixes a bug in Crocomire's Room, where the strat "HiJump Acid Bath" was missing a HiJump requirement.

v0.11.1

29 Oct 16:06

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This patch release just fixes a small but critical bug in a single strat, "Blue Space Jump" in Below Spazer, which was missing a speedball/Morph requirement.

v0.11.0

16 Oct 20:34
8c0d638

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Schema changes:

  • Add shineChargeFrames logical requirement
  • Add id to every strat and nextStratId per room
  • Complete restructure to notable strats - add a notables object per room, any strat can require one or more of these using a notable object
  • Remove event nodes and convert their unlockStrats to normal strats using setsFlags

Logic updates:

  • Add and refine a large number of misc strats, clean up some unnecessary nodes, etc
  • New tech: canMorphTurnaround, canTrickySpringBallBounce, canTrickyDodgeEnemies, canReserveDoubleDamageBoost, canPauseRemorphTemporaryBlue, canXRayCancelShinecharge, canLongUnderwaterWalljump, canUnderwaterWalljumpBreakFree
  • Add more SpawnAt nodes
  • Use getBlueSpeed
  • Add G-Mode regain mobility throughout Norfair
  • Add remote runways and temporary blue strats throughout (except Norfair)
  • Add logic for rising lava when entering the bottom left of Climb
  • In Progress: Add logic for carrying a flash suit in Green Brinstar and using a flash suit in all unheated rooms - still missing obtaining and carrying flash suits throughout
  • Add missing leaveWithRunway strats so all horizontal door nodes have one to itself
  • Remove room names from notable strat names

v0.10.0

16 Jun 18:30
df640c2

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This release follows major schema changes and a period of stability. Tech cleanup and conversion from older strat representations to the new representations is an ongoing process.