All of the coding is done by one person so far, so don't expect daily updates. We are eager to hear your opinion and accept your help over on the discord. Read Philosophy below for various design choices.
You will need to supply your own vanilla ROM. Check out the Readme below for more details.
- Open-world Evermore to allow / require more complex routing
- Keep as much in / stay as close to vanilla as possible
- Patch the ROM so that randomization only replaces numbers where possible
- Randomize as much as possible
- Release source code for linux (and mac) desktop
- Produce a single EXE for windows desktop
- Produce a Wasm blob that runs completely in your browser
- Your ROM will not leave your PC
- The patcher contains no ROM
Check out the in-browser version here or download the ZIP below and run the EXE (on Windows) or compile the Source (on Linux).
Latest: evermizer_029.zip [122.7KB]
v029: Remove unreachable act3 chests from gourdomizer - gourd numbering changed Make chests 224 and 230 in Ebon Keep houses unmissable with gourdomizer Added new dog change spots to doggomizer Allow Pupdunk mode with doggomizer turned off Fix softlock when leaving Tiny's lair after opening the gate Fix musicmizer hardlock when shopping right after crush dialog
HOWTO: 0. ROM has to be NTSC/US and can be a 3MB .SFC file with or without 512B header 1. Make a backup of your rom (just to be safe) 2. Unpack the exe, compile main.c or visit the in-browser version 3. Drag and Drop your rom onto the .exe or in-browser field 4a Should ask you for settings and spit out success or error in a dos window, create a file starting with "Evermizer" or "SoE-OpenWorld" in the source file's directory and print out the complete filename 4b Should present you checkboxes in your browser and offer the patched ROM as "download" or show messages in an alert box. 5. Checksum is wrong, but neither sd2snes nor (most) emulators seem to care 6. You can skip the intro by pressing start (even without a prior save) 7. You have to kill Thraxx to get a weapon that can cut grass or find one in a gourd (or cheat) to get access to the Windwalker. CHANGES SO FAR: This is in an early but working state. Crude user interface to select seed and settings Default output filename includes settings and seed number Option to save a spoiler log Command line interface: Allow batch processing Allow to specify complete output filename with -o Allow to specify output directory with -d Run the program without any file/arguments to see possible arguments Run the program in UI mode to see possible settings Alchemzer: randomize where you get which alchemy and Make sure Atlas is obtainable and usable in Easy/+Chaos and Normal/+Chaos Make sure Levitate and Revealer is obtainable and usable when required Easy will give you one formula with buyable ingredients pre-thraxx Newly learned alchemy is now preselected/highlighted for alchemy selection (Texts still unchanged) Ingredienizer: Randomize ingredient requirements Scales with difficulty Goes crazy with chaos Boss dropamizer: randomize what each boss drops and Horace will not steal your DEs Thraxx will always drop a weapon for now Bridges in pyramid won't collapse Horace spawn should be fixed (tied to DEs in inventory or DEs lost) Horace dialog should correcly indicate how many DEs you have Tinker taking away your diamond eyes sets flag to not lock-out Aegis If gourdomizer is on as well, you can go back through Big Bug after Thraxx Gourdomizer: shuffle gourd/pot/chest drops, no gourds are missable Sniffamizer: non-chaos shuffles, chaos randomizes dog-sniff ingredients Doggomizer: swap (non-chaos) or randomize (chaos) dogs Act1-3 only because toaster evasion sound hardlocks for some music tracks Pupdunk: Act0 doggo everywhere! Musicmizer: randomize music, in testing stage Fix sequence: Desolarify: Act1 first rock skip is disabled (Levitation required) Desaturnate: require the use of teleporter before final boss hatch is open Disable double gauge: don't take away rocket parts until you have them all Fix cheats: Remove infinite call bead glitch Open world: Unlock windwalker in every fire pit (slashing weapon required) Grant access to inner volcano Grant access to east swamp Fix palace cutscenes Lock Barrier (Horace inside palace) + gates behind Aegis (instead of WW) Make both Act3 towns filled with people Moved ticket lady bazooka shells behind dog race (in both towns) Fixed lance not appearing. He now appears in ivory as well as ebon keep Still not 100%, look into this again, weird camera glitch in Act3 houses Locked east draw bridge behind Mungola Disabled exit from Naris to chessboard if Mungola is alive Fixed reverse Timberdrake Disabled exit from castle to Verminator if Verminator is not dead Fixed prison sound crash Killing Verminator is optional, prison door unlocks when prison is cleared Keep dog after Magmar (room change required to make him visible) Play Tinker WW cutscene once, regardless of progress Landing skip converted to a regular landing Act2 dog statue and dialogues moved behind aegis Vigor fight won't start if you did not jump down the cliff at blimp Act1 Fire Eyes cutscenes play in order (dog naming skip as in vanilla) Act1 top-of-volcano guy fixed Act3 Mungola HP / fight fixed Act1 move Coleoptera behind talking to FE after killing Thraxx Aquagoth is accessible once. Oglin cave gourd can't be randomized Madrinus will (still) spawn after Aegis is defeated Move call bead glitch behind rocket Don't despawn North Market rock when Aegis is dead Replaced FE Village Windwalker checks with Magmar-dead checks Progress Act3 NPCs based on Castle crumbled instead of WW (ongoing effort) Vanilla bugs fixed: Fix softlock when entering west prison with dead dog Fix softlock when opening mosquito cell last (exit will be bottom left cell) Fix softlock when you have more than 3 rocket parts Fix texts disappearing when you fall down in Ruins NW room Removed option to save at Madronius' Brother Fix softlock when leaving tiny's lair Fix missables: Directly reward Queen's Key to inventory Make Revealer and Escape still obtainable when Horace is gone All rooms with gourds/chests/pots can be re-entered with gourdomizer on Uses tinymt64 for platform-independend RNG. See tinymt64.h for lincense Allow for ROM to grow to 4MB if required Allow skipping of intro with no prior save file STILL TO BE FIXED: (with feature set outlined above) Show info to the player if market timer is over but vigor won't spawn yet Act3 has camera location bugs in houses until blindly talked to Lance Lance is still somewhat buggy Stop and Lance are missabe Put rocket behind mungola / change tinker progression? Remove some cutscenes? Desaturnate 2.0: make sure *NO* hatches can be skipped Remove unnecessary parts of first WW/open world patch LINUX AND MAC BUILD INSTRUCTIONS: run make WINDOWS BUILD INSTRUCTIONS: run make for mingw, or create a VS project with main.c as (only) source file the github source tree requires you to have python3 in PATH to build gen.h the zip distribution includes a pre-built gen.h EMSCRIPTEN BUILD INSTRUCTIONS: make sure emscripten/emcc is configured and in PATH, run make wasm you may need to set some env variables, like EM_CONFIG=~/.emscripten CREDITS: Written by black_sliver Thanks to all people pushing or commenting on the project, providing ideas or artwork, testing it, pointing out bugs and looking into SNES/SoE stuff ayame li, colin, cyb3r, darkmoon2321, dot, esmo88, flarezenyu, fronk, greenambler, metasigma, mirapoix, nyrambler, queenanne, skarsnikus, solarcell007, zheal Thanks to vr-interactive for providing the website's new background image Special thanks to elwismw for existing. #hereforelwis LICENSE: The source tree and generated binaries are distributed under the terms of GPL v3. See LICENSE file. The patches found in patches/ directory are in public domain unless noted otherwise. See patches/LICENSE file.
Auto-tracker only. Connects to (Q)Usb2Snes. Download includes Bingo. Download the windows ZIP and run the EXE on Windows, download the linux ZIP and run the binary on recent Linux distros or download the source TAR.XZ and compile it yourself.
v012: - Slightly improved font rendering (You still have to find a proper window size for the smallest text) - Reworded some bingo squares - 6 new bingo squares
WINDOWS INSTALLATION: - Just unpack the EXE - Install (Q)Usb2Snes for auto-tracking LINUX INSTALLATION: - Provided binary is 64bit, needs liblzma and libsdl2 (apt install ...) - Run from terminal or create a launcher/desktop shortcut - Install (Q)Usb2Snes for auto-tracking - Tested on Arch Linux and Ubuntu 20.04 - Build from source if you get errors TRACKER HOWTO: - Run the EXE / binary - It will try to connect to (Q)Usb2Snes on ws://localhost:8080 - It only supports auto-tracking for now - Window background will change with connection status: Grey: starting up Red: no connection to (Q)Usb2Snes service Orange: connection to service established, but no console/emu found Yellow: connected to console/emu, but no/wrong game/version loaded Black: Evertracker running - For emulators, QUsb2SNES + a bridge is required see https://skarsnik.github.io/QUsb2snes/#usage or read https://evermizer.com/rls/evertracker/snes9x-tracker.txt BINGO HOWTO: - Run the EXE / binary - Select a seed in bingo by pressing S or clicking on the center logo - Prefix seed number by X to get 7x7 sheet, by H to get non-free center - Mark squares with middle mouse button or ctrl/shift + left or right button - Check/uncheck squares with left/right mouse button BINGO RULES: see https://evermizer.com/rls/evertracker/bingo-rules.txt TODO: - Manual tracking for tracker? - Auto-tracking for bingo? - Add more/non-required checks? - Add timer? - Add "map tracker"? - A proper Makefile - Open for ideas, post to discord if you have any NOTES: - this program uses images from Fandom, see src/assets/copyright.txt or below - this program uses SDL2, see src/SDL2/README-SDL.txt or below - only BMP supported (preferably 32bpp RGBA, no color space information), will be xz (lzma) compressed if embedding assets (not using assets/ directory) (which are smaller than PNGs, for evermore at least) - What is notk and notk-helper? notk acts as a platform abstraction, similar to SDL notk-helper allows us to bring required native functionality in without "polluting" notk (i.e. avoids including windows.h) - Why the heck do we wrap sdl? 1. we want to abstract away as much as possible from the program logic (wrapping moves some implementation details to notk.c/.inc) 2. we want to be able to swap out the underlaying backend, for example to integrate this into an app written in Qt or any other Tk, or to use other or no GUI libraries on some platforms LINUX BUILD INSTRUCTIONS: install liblzma-dev and libsdl2-dev then see first half of or run src/build.sh WINDOWS BUILD INSTRUCTIONS: The included websocketpp is patched to allow std::thread with mingw, but requires a very recent version of mingw, msvc should just work for it The included asio is the latest one that works with websocketpp With mingw you can use the same command line as above but get rid of -flto=4 and add -mwindows With msvc you have to create your own project file and cross fingers The included libzma.a and libSDL2.a are cross-compiled with 32bit mingw. If you have a different tool chain, you may want to build them yourself, use vendor-supplied versions for your toolchain or link them dynamically CMAKE INSTRUCTIONS: I don't use cmake, but if you write a cmake file, you can add SDL2 to it liblzma (part of xz, see https://tukaani.org/xz/) is still required ...