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

v0.14.1

06 Feb 21:59
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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
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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
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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
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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
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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
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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.

v0.9.0

27 Dec 15:28
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Initial numbered release. This release is intended as a starting point for some upcoming breaking changes to the logic (i.e., some links will stop working properly with some loadouts unless new logical elements are understood correctly, and tech cleanup will cause some techs to be removed, possibly messing with difficulty presets). Anyone who has been using the model so far should be fine to work with v0.9.0.