Releases: vg-json-data/sm-json-data
Releases · vg-json-data/sm-json-data
v0.15.0
Schema changes:
- Add side plaform entrance and exit condition and apply throughout:
leaveWithSidePlatform,comeInWithSidePlatform - Add
"bypassesDoorShell": "free"for strats that shouldn't requirecanSkipDoorLock - Refine water shinecharge strats and add new tech for different difficulties, use new entrance and exit condition
comeInStutterShinecharging - Add
wallJumpAvoidto strats and notable strats, and apply it to notable strats - Add
ridleyKillrequirement to replace the oldenemyKill, which includes new properties, such as whether or not the fight is done in G-mode - Add and utilize
simpleHeatFramesandsimpleCycleFramesfor 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
farmCycleDropsschema 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:
canEnterGModetocanGMode,canEnterRModetocanRMode,canEnterGModeImmobiletocanGModeImmobile - Combine Tech:
canDelayedWalljumpandcanStaggeredWalljumpascanTrickyWalljump
v0.14.1
v0.14.0
Schema changes:
- Migrate
framesRequiredincomeInShinechargedJumpingtoshineChargeFrames - Add
mapTileMaskto 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
v0.13.0
Schema changes:
- Convert
framesRemainingandframesRequiredon shinecharge entrance/exit conditions toshineChargeFrames - Document missing implicit entrance/exit conditions and add schema for ways to override them
- Remove
spawnAts and replace them with explicit entrance/exit conditions
- Remove
- Add
farmCycleDropsstrat 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;
farmCycleDropsstrats
- Notable examples: shinecharge, blue, and shinespark strats; disabled implicit entrance/exit strats;
Logic updates:
- Refine logic in several rooms:
- Pillar Room Shinesparks, Pink Hoppers, Crab Shaft, and all rooms that had
spawnAts
- Pillar Room Shinesparks, Pink Hoppers, Crab Shaft, and all rooms that had
- Add a variety of misc. high-level strats
v0.12.0
Schema changes:
- Add
resourceConsumedlogical requirement - Add
isDoorImmediatelyClosednode property - Add several new tests to help find missing shinespark frames, heat frames, improperly cleared obstacles
- Migrate json schema validation to use
referencinginstead ofRefResolver
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,farmCyclesfrom theenemiesinteractionRequiresnotablefield on all stratsreusableRoomwideNotableplayableroom propertynodesToAvoid,mustStayPutfromresetRoom$idfrom 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
collectsItemsin 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:
canIframeSpikeJumptocanUseIFramescanQuickCrumbleEscapetocanQuickDrop
v0.11.2
v0.11.1
v0.11.0
Schema changes:
- Add
shineChargeFrameslogical requirement - Add
idto every strat andnextStratIdper room - Complete restructure to
notablestrats - add anotablesobject per room, any strat can require one or more of these using anotableobject - Remove
eventnodes and convert theirunlockStratsto normal strats usingsetsFlags
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
leaveWithRunwaystrats so all horizontal door nodes have one to itself - Remove room names from notable strat names