Releases: freddyJarva/lttp-autotimer
Releases · freddyJarva/lttp-autotimer
v0.4.0
What's New
- Added door/wall/bonk opening events
- bombing a wall, opening a key door or bonking open bonk rocks/king's grave will trigger an event
- This only triggers for permanent openings. For example, bombing the floor in IP to fall down to the Big Chest will not trigger anything, as the hole has to be bombed once again when re-entering the room. Bombing the floor in Thieves' Town Attic will trigger an event, as that hole remains open.
- Added dungeon opening events for PoD, TT, SW, MM, TR, and GT
- Added 'information collecting' events
- Moving into visual range of standing items (e.g. Mushroom spot, race game, item ledges, isles) will trigger a "Saw X" event
- Moving into visual range of Turtle Rock or Misery Mire medallion tile will trigger a "Saw X medallion" event
- Reading Pedestal/Tablet will trigger a "Read X" event
- Added
action
as new trigger type- The logger will output an action whenever link slashes, jabs, dashes, uses an item. They will be written to a separate column -
action_id
, in the csv. - Using the glove will not trigger an action at the moment, as I'd like to be able to tell what type of object is being picked up.
- Using a bottle will not trigger an action at the moment, as I'm lazy.
- The logger will output an action whenever link slashes, jabs, dashes, uses an item. They will be written to a separate column -
- Added app version to metadata
- Toggling crystal switches now triggers events
- Defeating aga 1 & 2 will now trigger dungeon clear events
- Collecting key drops will now trigger 'Small Key Drop - [dungeon_name] - X' events
What's changed
- Changed to using gRPC to communicate with SNI.
- qusb compatibility has been removed
- As far as I can tell, SNI offers the same functionality as qusb but is more stable (speaking only from own experiences), has a better communication protocol, and is easier to install on non-windows systems. If there are legit reasons for qusb compatibility, I might re-add it later on.
What's fixed
- Parsing of meta data will now remove newlines from fields
name
andnotes
to ensure it doesn't break the metadata format. - permalink will now always be written to metadata even if the request fails.
- triggers for npc/standing items that previously wouldn't occur until a screen transition, will now trigger immediately
- Fixed a LOT of incorrect triggers for checks/tiles/items/events
v0.3.1
What's new
- The app will now attempt to fetch metadata from the roms permalink
- metadata will be written at the top of the csv, before the header. A line starting with
#
signifies a metadata key-value pair - If it fails with the request, for whatever reason, it'll continue on logging, without writing metadata to the csv
- metadata will be written at the top of the csv, before the header. A line starting with
v0.3.0
What's new
- Collecting Triforce pieces triggers 'Triforce Piece - X' events
- Revealing the hammerpegs cave now triggers an event
- Handing in the mushroom to the witch now triggers an event
- Link waking from his bed will now trigger the 'Standard Start' event.
- Collecting keys from dungeon chests will now trigger 'Small Key - [dungeon_name] - X' events
- Pulling trees will now trigger an event
- Opening Thieves' Town will also trigger a tree pull event, which I figured is alright. If not, this can be changed.
What's fixed
- tile Misery Mire - Compass Chest Room now triggers correctly
- tile Skull Woods - Mummy Statue now triggers correctly
What's changed
- Polling of snes ram is now handled in a separate thread
- This is good for many reasons. It should mean faster and more stable polling. It also means we can implement triggers that require more complex conditions without worrying about it affecting the polling rate. Basically, separating data fetching from data transformation makes it easier to improve either part without affecting the other.
- The logger will now attempt to reconnect at 2 second intervals after a read failure. This will make it more robust to network hiccups for example.
- Timestamps of events are now taken from the 'time of read' (or rather, when the logger receives a response from SNI), making them more accurate.
v0.2.3
What's new
- compasses and maps are now logged
What's fixed
- There were duplicate ids (whoops!) in events.json that have been fixed.
v0.2.2
What's new
- Added events for beginning and ending fetch quests (purple chest, smithy, old man, superbomb)
- Added reset event
- Added python module
best_possible_time.py
that can be used to calculate best possible time for a given run- To have any value you'll need .csv files from more than one run.
v0.2.1
Changelog
- Add logging of underworld transitions for:
- Blind's Hut
- Kak Well
- Chicken Hut
- Magic Bat
- Angry bro west/east (house leading to race game)
- Spec rock
- Paradox cave
- Spiral cave
- Hookshot cave
- Superbunny cave
- Fix some incorrect/missing transitions for EP
- Change the application window output to be easier to read
v0.2.0
Changelog
- Changed
transition_id
totile_id
- This is more in line with what is actually being checked. A proper transition check would be to log which door/edge/staircase/whirlpool/dropdown/etc was used to get to the current tile. This is something that will be implemented later on and will use
transition_id
instead.
- This is more in line with what is actually being checked. A proper transition check would be to log which door/edge/staircase/whirlpool/dropdown/etc was used to get to the current tile. This is something that will be implemented later on and will use
- Added missing tiles
- Fixed falling down to IP Boss room not triggering a transition correctly
- Added Dungeon clear events to all pendant/crystal dungeons.
- These will trigger when picking up either a crystal or pendant.
v0.1.1
Add missing trigger conditions to some dungeon checks.
v0.1.0
change to using ids for internal mapping of values instead of names