#Archipelagoon
1 messages · Page 2 of 1
lmao
what are you doing down there
i want to scale it down a little bit, but hey i can override its position
neat
closer
just peekin, checking in
You can do it lil guy
fun fact
if you create a yaml with chapter 1 goal, turn off shopsanity, turn off addition randomization.
you get 21 locations
💀
for reference, there are 385 total locations currently available with the various settings enabled lol
Is it safe to have legends of tide mod on as well?
Should be
We'll find out
hormse
Dart gets asked what he's doing with that horse... says "yoink!" and makes a run for it.
wait is archipelagoon editing where sprites and chars show up??
Not intentionally
Can't see how it would be
Same lol
can report doing valley and gigantos before first visit is currently making me go through the first castle visit then I can fight Lenus
so after going to sleep at the end of the first visit it will start the 2nd visit with the Lenus fight immidiately
nice and rested
Ya i can also add that if you break it like I did and never talk to Festus in the first place and then teleport into the main room you fight Lenus immediately but then for some reason still have to do first day after that
But I completely broke it and wanted to keep it to myself
Had to teleport since I had no other way into castle
well
hey, textbox? yeah that isn't how i wanted this to happen LOL
i'm trying to play around with the gigantic spacing on this textbox and I'll be putting up a PR to just remove some of the magical numbers
and make them make sense (after i figure out what the fuck is happening)
Close enough
Who needs a box anyway
@dusty gull is the background image scalable? or is it just that size
You'd have to build your own glyphs if you wanna resize it
Fortunately for you I built a glyph editor
Unfortunately for you, you have to perform an arcane ritual to use it
Achipelagooning.
:3

@dusty gull i'll be submitting a PR with some variable names to make this more readable
less magic numbers
Okay
I'd prefer to see type_15 get changed to MessageBoxType insead of an int
Don't see any reason to do a partial conversion
makes sense, I wasn't sure if type_15 needed to be an int. much easier to just make it an enum
setMessageBoxText(this.messageBox_8011dc90, TAKE_RESPONSES[ThreadLocalRandom.current().nextInt(TAKE_RESPONSES.length)], 0x1);```
not sure what type 1 is lol
mr. dabas
Pop a box with type 1, see what it does
Could be
interesting...
looks like the only difference is that 0 does ```if(messageBox.type_15 == MessageBoxType.ALERT.type) {
//LAB_8010eed8
if(!messageBox.ignoreInput && PLATFORM.isActionPressed(INPUT_ACTION_MENU_CONFIRM.get()) || PLATFORM.isActionPressed(INPUT_ACTION_MENU_BACK.get())) {
playMenuSound(2);
messageBox.state_0c = 4;
messageBox.result = MessageBoxResult.YES;
}
break;
}```
returns a result me thinks
Does 1 not close?
1 closes the same
It looks like the input handlers only do stuff for types 0 and 2?
lmao
it becomes extra cursed
but yeah it can't close
though the glyph can be unrendered
Just call it unknown
Move unknown in between so we can keep the ordinals the same as retail and add a doc to each that says which retail value they map to, everything else looks good
Gonna go for a walk so I'll merge later, will probably need to update the fishing mod
@dusty gull i've decided to hate myself early this year and start working on chests. Should I add a new method into Scus94491BpeSegment.java or a different file for something that calls postEvent
I'd like you to draft up a plan for dealing with chests first so we can review it if you don't mind
can do
I'm on board, just wanna make sure we think this through
lemme createa doc
Sounds good
~The Big Chest Change~ Tools used: Excalidraw (free) - Chest Planning Problem: Chests aren’t easily moddable! Mods can’t change their contents without patching each one, for each mod. Solution: Provide a ChestContentsEvent that works similarly to ShopContentsEvent. Details: For the purposes of...
I will be eating, but will continue to work on this doc
I'm not good at this thing, but its nice practice
The way I see it, we have two options
We can either patch Dart's script in every map with a chest, or find some way to identify that Dart is interacting with a chest
And what item it should be giving him
The first option would be safer
The second option may or may not be less work
The chest in seles handles its state and what item is given, so wouldn't it be patching that script rather than dart?
Depends on whether or not all the chests are like that
Normally interactions are all handled in Dart's script
I dunno if that applies to chests or not
🙈
Most NPC scripts are dead simple and do almost nothing
A lot have dialogue in them that isn't actually used
Playing Halo so I won't be super responsive atm
I'm making dinner so same
But for now I'm basing the doc off the first chest
I'll check a few more to see the similarities
Scripts will have to be touched, the case is to make it efficient for the first time.
Patch all the scripts (dart(s) or submap scripts) with chests with a generic interactable callback (that might be used for other backwards compatibility interactables later).
Register these interactables in a registry in java land. Can be chest, stardust, dialogue concrete types or a generic type that parses the list of supported types out for you and triggers the right event. Can also support state and link to a list (registry of story flags) of submap or wmap flags.
Data can default to whatever is in the registry or override by mod events or defer to script controlled.
Interactable in script needs position, radius, onHandled, type of event and/or registry id, story flags support.
Then patch wherever this interactablele script system should live to create new or modify interactables.
Can also do the inverse. If state is not in shop, not in wmap, not in battle, no shop, no menu...and dart receives an item, then it must be from an interactable like a chest. Can then do hardcoded checks to verify submap, chest, and do give Item event and manually manage any overrides of the script behaviour. Not sure how textboxes would be blocked as the chests all use different indices in the textbox stack.
I think any solution is a massive undertaking though
Dialogue can give any inventoryentry, story flag, or meta things like warping / coolon / game data changes. Or chests, or whatever we define as an interactable.
Wonder if its easier to remove all interactables in all scripts. Then extend script system to work more generically via a standard interaction submap script we add to every submap (all interactions in one script or a means of adding n 'interaction scripts' and attaching those to any submap).
Then if we change something with the interaction script it can patch everything automatically / migrate.
Or just support versions nginx and only load scripts which r supported.
Disregarding a) removal (largely manual), b) underlying submap scripts checking for interaction script(s) (maybe automatable?), c) generating list of interactions and what they all do, there is still d) with every sc dev contributing 20-30 copy pasted interaction scripts a day, that's still ?3 weeks on its own?
For what it is, the main life blood of the game, its justifiable but in practice idk if its viable
In an ideal world we can detect interactables using a pattern and generate the patches
I'm more interested in "how to brute force" because once we establish that, we can refine
I do like the idea of a generic interactable script + interactable registry
Hmmm lemme check. I was certain I used the latest
I believe you, I just want to gather facts 🙂
Yup! Great!
I should have a new version soon that we can try
But, it's very odd shops aren't working
Did your other checks send
Indeed! When I sent the crash log I was able to see the AP items but upon fresh install it says there's nothing to buy. The first check did send. After defeating the Commander
Nothing to buy means when I scouted locations on connection it didn't persist those
Hmm maybe not that's the only check I sent
Ok. Yeah if it works solo, I know how to fix it
I'll do it right away
Who are we to define perfection, Psi?
Too true
Alright so here's what was sent and the shop does have items in it but it crashes as soon as I press confirm to buy one
[2026-03-02 01:34:19,585]: Notice (Player Kairi_LoD in team 1): Now that you are connected, you can use !help to list commands to run via the server. If your client supports it, you may have additional local commands you can list with /help.
[2026-03-02 01:37:05,133]: (Team #1) Kairi_LoD sent Dart Double Slash to Kairi_LoD (Commander)
[2026-03-02 01:37:06,175]: (Team #1) Kairi_LoD sent Leather Jacket to Kairi_LoD (Dart - Volcano Unlock)
[2026-03-02 01:38:05,600]: Notice (all): Kairi_LoD (Team #1) has left the game. Client(0.6.1), [].```
Send the crash log as well
Just from the part it says error right ?
The whole end of the log where it says to send it to us
@earnest lion you need to update your mod since you changed how message boxes work
I haven't merged those changes quite yet
But I should soon
OH
right
those changes
curses
i've done it again
I've fixed it! but i have other changes so i need to get progressive additions added before i make a new version lol
@dusty gull i'm trying to resolve an issue with icons not rendering in shops, but no console errors are occurring 🤔
Is it your own shop extension?
Okay well first question, are you rendering icons?
but i'm not sure what changed
public void onRender(final RenderEvent event) {
if(APIconUiType._ICONS.obj == null) {
APIconUiType._ICONS.obj = buildUiRenderable(APIconUiType._ICONS, "AP icons");
}
final APContext ctx = APContext.getContext();
ctx.renderMessage();
}```
I believe so?
Is your obj marked as persistent so the engine doesn't yeet it when the engine state changes?
good question
It has gpu memory leak detection
where can i tell that?
.persistent
i am not finding anything like that
Just breaking in your icon rendering method and check that obj's persistent property
persistent: false
What about .deleted
also false
Well, that'd do it
is this a recent change?
No
interesting
ok so i set the persistent to true and the icons are still not rendering, which leads me to think its something more obv
Is it no longer showing deleted?
correct deleted: false
Bisect and find which commit broke it
2026-03-02 15:48:26.957 [Hardware legend.core.opengl.Obj:53] WARN : Leaked: UI d2d8
2026-03-02 15:48:26.957 [Hardware legend.core.opengl.Obj:53] WARN : Leaked: UI Portraits
2026-03-02 15:48:26.957 [Hardware legend.core.opengl.Obj:53] WARN : Leaked: UI Item Icons
2026-03-02 15:48:26.957 [Hardware legend.core.opengl.Obj:53] WARN : Leaked: UI Elements```
probably unrelated?
the portaits are all weird colors
Ah, that's because of rendering two menustacks
MenuStack currently calls uploadRenderables()
So all of the renderables are getting rendered twice
oh
hmm
ok so loading up old code works just fine
which means it might be related to menuStack
Lemme think about what I want to do here
ah yep, the double render is what broke the shops
I can move that so it's always called in the gameloop but we'll have to make sure that menus aren't leaving renderables in the queue
Would you mind moving this into gameLoop just before loadAndRenderMenus() and mess around to see if it breaks anything?
sure!
well this one is on me
but moving the method seems to work fine atm
no weird colors, shops work fine
settings in and out of combat too
Opening and closing menus, post-battle stuff, none of it leaks into anything else?
my messages do, but thats a me issue
I haven't noticed anything abnormal
with SC
not sure what that lil' guy is about
only appears when i select "quit" from in game
goes away when i go to other screens
(was there before this change too)
Those look like the colons for the time on the main menu
So those clearly aren't being deallocated
who are we to stop them (engineers. we are engineers)
sick, i'm going to release a new version of archipelagoon shortly
well maybe i'll fix that settings page
This is just going to be a QoL + zenabatos release right
adds progressive additions, fixes "off" on addition randomizations, and resolves some other issues with shops
on newest sc anyway, courtesy of yours truly
Adds a new shop too?
Oh maybe you did im locked behind Magic Oil in Sens Fortress was going to beat Quelagg tonight
If the website works for me
And I dont have to wait for DNS
Close enough
Im still at work im just hoping its automatic but I doubt it
I might do a small solo to the side to test progressive additions if no one else does first
nice
looks like the issue i'm having with the in-combat archipelago config is that its a VerticalLayoutScreen
🤔
xD
the difference seems like background vs panel
so maybe I have two screens, one for regular menu, one for combat
You might just need to adjust your control z values
absolutely, i'm just utilizing the VerticalLayoutScreen's method atm
er
yeah definitely
well, thats not what i meant to do
is there not a way to auto detect if I need a background or a paneL/
Define need
I would like to use the same options screen for both in and out of combat
but it seems like combat prefers panels, and out-of-combat prefers backgrounds
Use a constructor param
yes, but how can I know if i'm in combat?
You could check the current engine state
It's not ideal but it should work
Forgot you weren't the one popping the screen
i'm just that cool
ok let me try that
yup!
gotta fix the indices
this.panel = Panel.panel();
this.panel.setPos(12, 20);
this.panel.setSize(296, 140);
this.panel.setZ(36);
this.addControl(this.panel);
} else {
this.addControl(new Background());
}```
Getting there
FYI you can use screen.getWidth()
Real menus are 368 wide
Battle is 320
ayy
now mr. turn order
though this seems to be an issue with the turn order being lower than the menus
If it's on top of the others then yes
menu is 35, turn order 30, tooltip 1
pfft
they are shy and the uibox is trying to help them out
Hahaha, close
UiBox divides its setZ value by 4.0 lol
this.textbox.z_0c = z / 4.0f;
this.updateSize();
}```
i imagine so
z-index values can be so wild
i'm a frontend dev
no shade
in this instance, i took the Zindex that was set on the text, multiplied by 4, and added 1
that way it works similarly to other screens
(minus the *4 part)
Text z is 1/4 the ui z for legacy reasons
Oh actually ui might also uses the 1/4 z
Oh that's uibox, it doesn't use 1/4
So the Z values are similar to Z index in web dev, except these are actually physical depth into the scene
The PS1 doesn't have a depth buffer, it can't do any pixel sorting
So the GPU has something called a depth queue
The PS1 GPU also is only 2D, it does not render 3D, that's a very important distinction
It receives triangles that have already been projected from 3D -> 2D using the geometry transformation engine, which is another piece of hardware
These triangles are queued at their average depth
You have one queue for every possible depth in the scene
But, because of that, the sorting tables could take up a lot of ram
So there's a sorting table factor that shifts down the Z depth to decide the number of sorting tables at the cost of precision
LOD uses a shift factor of 2, which is 1/4
SC mostly uses full resolution Z but some of the UI stuff still uses the legacy shifted values
So you have some stuff like UiBox which uses the full Z value but it renders text using the 1/4 Z value hence the division
thats crazy
120 depth UI box is equivalent to 30 depth text
is that something you learned on this project?
I learned everything that I know about the PS1 from this project
But I'm the one that unshifted most of the Z values
Almost everything uses unshifted values now, but there's some legacy stuff that's complicated to untangle, I think it's just the screen/control stuff and text
is there anything you'd want me to do as a part of this change?
What exactly are you changing?
i extracted some logic into helper methods to help readability, but the change I'm applying is making the zIndex be more accurate to "what needs to happen"
textZ_800bdf00 gets changed to 30, so i set it to 40 (to render below other menus) and set the Z of the UiBox to (textZ_800bdf00 *4) + 1
i can draft a PR rq
does bent stand for battle entity
am i cracking the code
Yes lol
that makes getBent even funnier
holy shit
Ok I put up two separate PRs for the things
no rush on them at all
I'll take a look at it tomorrow
Just had a very quick glance
// for whatever reason, UiBox divdes Z by 4.0
It's actually the text Z that's divided by 4, UiBox uses the full res Z
oh I see
let me remove that comment too lol
i added that for my sanity while investigating
riight and it scales down to match
Probably going to sit down and continue planning the chest script run
I'll be up for a little bit longer if you have any questions
well i do but i'm raiding currently
lol
big thing is to think on what @latent adder suggested earlier
Whatever we decide, we need to be able to automate it
Patching that many scripts using the diff patcher is a no go
ok, with that as a requirement, i'm assuming we'd need to know what to look for
Yeah, identifying is the only real unknown here
gotcha. I'll grab some sample scripts of some chests early, mid, late and we can see how they do their things
Sounds good
i'll also grab the fort after hoax
https://docs.google.com/document/d/17Gilx2UpoAfIdHIT0e3R9nxSv33Ahlp6ZfzetIMWHGQ/edit?tab=t.0 added the example scripts to the chest docs
~The Big Chest Change~ Tools used: Excalidraw (free) - Chest Planning Problem: Chests aren’t easily moddable! Mods can’t change their contents without patching each one, for each mod. Solution: Provide a ChestContentsEvent that works similarly to ShopContentsEvent. Details: For the purposes of...
seles, hellena, and black castle have similar structure, but the marshland fort after hoax is structured slightly differently but thats to be expected with all its additional logic
@earnest lion step one is gonna be listing every single chest script in the game, I believe your lackeys have already started this
We need that so we can make sure our automated script finder is finding all of them
From the script you included in that doc, it looks like call Scus94491BpeSegment::scriptGiveChestContents is the third op in entrypoint 1
So we'd want to see if that holds true for all of them
Yep, got up to disk 1 with submap object id
Ill need to check Shirley trap chests too
Just in case
Okay
@earnest lion
private static ResolvedValue parseParamValue(final State state, final ParameterType param) {
final ResolvedValue value = switch(param) {
case IMMEDIATE -> ResolvedValue.of(state.currentWord());
case NEXT_IMMEDIATE -> ResolvedValue.of(state.wordAt(state.currentOffset() + 4));
case INLINE_1, INLINE_2, INLINE_TABLE_1, INLINE_TABLE_3 -> ResolvedValue.of(state.headerOffset() + (short)state.currentWord() * 0x4);
case INLINE_TABLE_2, INLINE_TABLE_4 -> ResolvedValue.of(state.headerOffset() + 0x4);
case INLINE_3 -> ResolvedValue.of(state.headerOffset() + ((short)state.currentWord() + state.param2()) * 4);
default -> ResolvedValue.unresolved();
};
state.advance(param.getWidth(state));
return value;
}
public static void main(final String[] args) {
for(int i = 0; i < 800; i += 3) {
final Path scriptDir = Path.of("files/SECT/DRGN21.BIN/" + i);
if(Files.isDirectory(scriptDir)) {
try(final Stream<Path> scriptPaths = Files.walk(scriptDir)) {
scriptPaths.forEach(scriptPath -> {
try {
if(scriptPath.equals(scriptDir) || scriptPath.endsWith("mrg")) {
return;
}
// LOGGER.info("Checking script %s", scriptPath);
final FileData scriptData = new FileData(Files.readAllBytes(scriptPath));
if(scriptData.size() < 8) {
return;
}
final int entrypoint1 = scriptData.readInt(0x4);
if(entrypoint1 >= scriptData.size() - 3 || (entrypoint1 & 0x3) != 0) {
// LOGGER.error("Entrypoint 1 out of bounds in script %s", scriptPath);
return;
}
final State state = new State(scriptData.getBytes());
state.jump(entrypoint1);
for(int checkedOps = 0; checkedOps < 3 && state.hasMore(); checkedOps++) {
final int commandOpcode = state.currentWord();
state.advance();
final OpType op = OpType.byOpcode(commandOpcode & 0xff);
final int paramCount = commandOpcode >>> 8 & 0xff;
final int opParam = commandOpcode >>> 16;
final ResolvedValue[] params = new ResolvedValue[paramCount];
for(int paramIndex = 0; paramIndex < paramCount; paramIndex++) {
final ParameterType paramType = ParameterType.byOpcode(state.paramType());
params[paramIndex] = parseParamValue(state, paramType);
}
if(op == OpType.CALL && opParam == 864) {
final int itemId = params[0].orElse(0);
if(itemId == 0xfb) {
LOGGER.info("%s -> gold 20", scriptPath);
} else if(itemId == 0xfc) {
LOGGER.info("%s -> gold 50", scriptPath);
} else if(itemId == 0xfd) {
LOGGER.info("%s -> gold 100", scriptPath);
} else if(itemId == 0xfe) {
LOGGER.info("%s -> gold 200", scriptPath);
} else if(itemId < 192) {
LOGGER.info("%s -> equipment %s", scriptPath, LodMod.EQUIPMENT_IDS[itemId]);
} else {
LOGGER.info("%s -> item %s", scriptPath, LodMod.ITEM_IDS[itemId - 192]);
}
}
}
} catch(final Throwable t) {
LOGGER.error("Failed to read " + scriptPath, t);
}
});
} catch(final IOException e) {
throw new RuntimeException(e);
}
}
}
}
Hey guys, sorry for the mad noob question but... Is there a setup guide for this? :v
Also, does this work with other games like usual? Like, I played an Ocarina of Time, Donkey Kong Country 3 & Super Mario World Archipelago game, all cross-randomized. Would this work for those? I assume yes, but I might be wrong
Yes as long as those were done through the archipelago launcher or the website you can do it. Do you have the launcher?
To start
Yes I do! We used the launcher for our cross-world randomizer
Cool well the setup guide is pretty simple here's a link right to it. https://github.com/pkolb-dev/Archipelago/blob/main/worlds/legend_of_dragoon/docs/en_setup.md
As long as you know archipelago basics to generate and yaml stuff its just a step or 2
Ayyy that's what I was looking for, thank you!
Well, I'll have to check with my brother (he set it up) but this might get us served. Thanks a lot! :D
If you run into issues, please bring them up
Will do, thanks!
That way I can provide better information:)
Already might have an issue. I have Archipelagoon in the mods folder, but it doesn't show up in the mods tab in game. My version is 3.0.0-1341-beta. If you want I can provide pics
Thanks. I though the CMD saying "Looking for updates" would cover that :v
Not sure i just download the newest one and extract over the old one every week ish anyways
But for archipelago basically every run you do if you do multiple it wont hurt to keep SC updated
And youll need to for big gaps like that
Oh can I just overrite the files by just pasting the new ones on top? I was just about to delete all the previous ones, I feared some files may get messed up
It doesnt mess with saves or mods folder
So I just go directly over it and hit replace all files when it asks
It shouldnt affect anything
Booting it up now
Alright, there it is. Thanks for the update check!
Will tell if I find anything off... Also, is 1565 the current?
I think that's current new enough at least. The main website that has the github repository should always link to the newest
Youll connect in game. And the shop/equipment might not have the little icons, and the pictures of the people are green otherwise no issues (that ive found)
You'll see an update notification on the title screen if one is available
@dusty gull chests are about halfway done being catalogued w/ the submap ids. I will check tomorrow all the chapter 1 chests
Nice
Let me know if there are any discrepancies between the manual list and the automatic list
will do, there are a few chests that don't have the typical features (trap chests, bogey chests on phantom ship) but those are fewer lol
... Guys
The Yaml file said it needed Archipelago 0.6.7, but the latest version seemed to be 0.6.6... So we changed that part of the Yaml file to say "Needs 0.6.6" and it worked XD
Unless we missed something and it won't work in the end :v
Yup that'll work
If you run into another issue just keep asking its better to fix all bugs and confusion ASAP for the future 🫡
If you use the options creator with newest APWorld, it'll be visible.
... Where's that?
in the archipelago launcher, you can go to "Tool"
it'll work with any installed APWorld 🙂
Guys, has anyone here had errors like
"[Win Error 1225] Remote device rejected connection. Connection refused by the server. May not be running Archipelago on that address or port"
?
what is the address you are trying to connect to
typically you'll want to have archipelago.gg:XXXXX
38281 where the Xs are
can you send a screen of the input
Does this work? :o
Ah, you are connecting to the wrong host
Looks like it's that IP address on the left
Not archipleago.gg
So what do we have to type to connect?
We tried "/connect 179.60.64.24:38281" and it says "Failed to connect to the multiworld server"
On my end it throws this
Try to add a slot, but i'm not sure if your ports are forwarded
179.60.64.21:38281
not 24
21
Btw for future reference you dont need to localhost even for custom games unless you really want to
Thanks, but didn't work, with and without slot numbers. I tried 4 different slot numbers just to be sure
Wait, we may've missed a step
Yeah, it's working now, all this was a missed step XD
Sorry for bothering you guys, but thanks for mentioning the slots, that reminded us the step of actually making the host room :v
Nope its fine he wants to be bothered so we can help other people in the future and make it easier
yup yup
The only thing with localhosting that you wont get is the website tracker for all the items and history
i'm glad it wasn't LoD
I think you can run the website from source somehow but ive never localhosted besides some solo asyncs
Oh, I got a crash in the first battle :o
Did you try to go the archipelago "other" option in the menu mid fight
I thought that was fixed but that used to crash semi regularly and mostly a severed chains thing
I believe (i just never change additions there because its been broken through most of this implementation)
Lemme try it without Archipelago
Changed plans: I had to hurry so I tried Archipleagoon again. I checked the Addittion menu and it was empty, maybe that was it :v
it should not be empty
Will test with Vanilla Severed Chains later
Additionsanity :D
Also, my brother in Skyward Sword just found me Flurry of Styx XD
Wait...
Imma try that after I try something else
I restarted it, I also opened Archipelago SNI Client since I didn't before (doesn't seem to have done anything), but the host site threw this issue:
A client connection was refused due to: {'InvalidSlot'}, the sent connect information was {'password': '', 'game': 'The Legend of Dragoon', 'name': '1', 'uuid': 'eee70567-fb75-4dc5-88c7-c73b22ba0923', 'version': Version(major=0, minor=6, build=1), 'items_handling': 7, 'tags': [], 'cmd': 'Connect'}.
I feel like we did something out of order there ._.
KreiserVII{1}
Precisely what I thought
Dude, we got SO screwed by our last successful attempt, we did everything backwards on this one XD
Well now youre learning all the things not to do at least
Yep :v
Now I got this error
A client connection was refused due to: {'InvalidSlot'}, the sent connect information was {'password': '', 'game': 'The Legend of Dragoon', 'name': '1', 'uuid': 'eee70567-fb75-4dc5-88c7-c73b22ba0923', 'version': Version(major=0, minor=6, build=1), 'items_handling': 7, 'tags': [], 'cmd': 'Connect'}.
Just so you know, I didn't start the game yet, but I CAN connect
well it seems like the slot is invalid again
You mean generate a new host and all? Yeah
KreiserVII{1}
Even the hosting info was different
You dont need a number in the brackets btw it can just be Kreiser
But that's what made it lack the slot before, right? :O
That's what we "got backwards"
I mean you should be able to name it anything within normal formatting that {x} always seemed more confusing than helpful imo
What psi just said youll probably need the brackets
BOY DO I AGREE XD
It works bois
Thanks a lot for your patience
oh you got two!
I just got sent BD XD
oh nice
The session was such a success. Between Donkey Kong Country 3 and Skyward Sword we got so much.
I'll simply say: Red Dragon Armor before Fruegel :v
That's awesome to hear!
@dusty gull I was playing puzzle games until now but I finally went back to look again and no Vanishing Stone in my good gamestate editor section. This is version 1557, I also checked on my laptop version 1565 and not there, then downloaded newest 1568 and checked still not there
No one look at that stupid Marvel Rivals shortcut please
....
Well sorry for the ping then 🫡
Im going to try to finish as much as a i can today
@dusty gull do I need to change my log level to get that code you posted earlier to work? it prints the .error lines, but it is completely ignoring the .info calls
nvm on it, i'm sure its because of how i'm running that code. I've swapped to print and got it appearing
You'd need to init log4j in the same way SC's Main class does
noticed that the marshland chests are skipped, i'll need to see why
most likely because they have some special logic
Yeah almost definitely
chapter 1/disc 1 chests catalog'd and mapped
https://docs.google.com/spreadsheets/d/1L2wDzRt3Jbvof_U58Uhz0SU_9NgWsNngIXB2TzAISpQ/edit?gid=0#gid=0
as expected, trap chests don't count, but interestingly the "goods" chests for the stones don't either
moving to disc 2
They wouldn't use the scriptGiveChestContents or whatever
It's only for items/equipment and 4 different amounts of gold
gotcha
so i tried to adjust this script for disc 2 for(int i = 0; i < 1200; i += 3) { final Path scriptDir = Path.of("files/SECT/DRGN22.BIN/" + i);
still getting disc 1 contents
so i'm fairly certain i've missed something
oh wait
it would include it
apparently it also found some chests not on this list
interesting
files\SECT\DRGN22.BIN\1050\4 -> item spark_net
files\SECT\DRGN22.BIN\1056\4 -> gold 20
files\SECT\DRGN22.BIN\1059\3 -> gold 20
files\SECT\DRGN22.BIN\1062\8 -> gold 100
files\SECT\DRGN22.BIN\1077\9 -> item material_shield```
I wanted to make sure I wasnt missing any but hadn't finished looking around yet
I should've thought ahead and just had the script viewer on the whole time
looking up the file mapping
Hellena Prison – Treasure Jump Cell – Scripts
Hellena Prison – Forklift Truck Cell – Scripts
Hellena Prison – Cave Cell – Scripts
Hellena Prison – Ladder Cell – Scripts
Lohan – Merchants Hallway to Leisure Park – Scripts
Kazas – Staircase to Throne – Scripts```
still disc 1 items
unless chests are added to these locations afterwards
Jump puzzle is on there line 12. 20g but as 657/2
Do some of those chests gets used twice somehow
could be that the new script accounts for disc 2 changes
657 isn't present in the new lest
list*(
The disk 1 maps on disk 2 should be identical
FROM DRGN21, only with some displacements in the order```
ah
well that makes this a bit strange
but i can work with it lol
i'll turn off the alarm for now
DRGN22/762/11
DRGN22/765/13
DRGN22/771/15
DRGN22/771/14```
these are all missing from the list (valley of corrupted gravity)
seems like it corrupts more than gravity lmao
The manual list or automatic list?
automatic
Ya if youre talking about the doc list preface it with Willups fucked up to help
well the thing is i did disc 2 lol
True
interesting, valley, home of giganto, and phantom ship aren't picked up
You just got a get out of jail free card and whiffed it
That's the best kind of help
i'll own up this time
besides its probably past psionisus' fault anyway
that guys an idiot
All I do is play it on my laptop while I stare at Baba is You, Lingo, Filament and Patrick's Parabox puzzles that I never figure out
I should stop starting new puzzle games tbf
the only thing i can think of is there are too many scripting things happening in those three locations
i'll pull one up
The way I coded it, it looks for a very specific series of opcodes
gotcha, i'll post the submap object script on that doc for comparison
(once i get my dinner)
He's some dumb script stuff for you. Every character has their own dragoon transformation script. And every single one of those dragoon transformation scripts has code for every character to set the shadow size, and checks to see if the character is in dragoon mode or not
That just means they were ready for modders to shuffle DS assignments. j/k
Excerpt from Home of Giganto (DRGN22\792\8)
JMP_354_1:
call Scus94491BpeSegment::scriptGiveChestContents, stor[21], stor[26] ; itemId, itemGiven
jmp_cmp !=, 0x0, stor[26], inl[:JMP_354_3] ; operator, left, right, addr
call Audio::scriptPlaySound, 0x0, 0xa, 0x0, 0x0, 0x0, 0x0 ; soundFileIndex, soundIndex, unused1, unused2, initialDelay, repeatDelay
call SMap::scriptLoadSobjAnimation, stor[24], 0x1 ; scriptIndex, animIndex
call SMap::scriptToggleAnimationDisabled, stor[24], 0x0 ; scriptIndex, disabled
LABEL_20:
yield
call SMap::scriptIsAnimationFinished, stor[24], stor[25] ; scriptIndex, finished
jmp_cmp ==, 0x0, stor[25], inl[:LABEL_20] ; operator, left, right, addr
call SMap::scriptLoadSobjAnimation, stor[24], 0x2 ; scriptIndex, animIndex
call SMap::scriptToggleAnimationDisabled, stor[24], 0x0 ; scriptIndex, disabled
jmp inl[:JMP_354_2] ; addr
curious, it shares similarities to the marshland fort scripts
It's in a jump table, what's the index for the table?
gosub_table stor[22], inl[:LABEL_19] ; index, table
And what is s22
You need to look at the script and see where s22 is assigned
mov 0x0, stor[22] ; source, dest
yeah
LABEL_18:
mov stor[0], stor[24] ; source, dest
gosub_table stor[22], inl[:LABEL_19] ; index, table
mov 0x0, stor[22] ; source, dest
return```
Can you show me the whole script
incr stor[stor[stor[0], 23], 8] ; operand
biblically accurate operand ig
the only thing that comes to mind is that it might be set outside its script
I'm thinking that's the case
or set depending on story flags
These are always a little silly, stor[0] is my script id, so that can be simplified to stor[stor[23], 8]
I'll be resuming the chest stuff this week
Psionisus has been cooking up a storm 👀
i'm trying
thanks 🤣
Should I be concerned about not sending items to others?
What's the first point I reasonably should be and how does that work?
Are you receiving items to start?
I am receiving them from others, but I haven't sent a thing.
Commander fight should've sent one
Forest shop should have a few unless you turned shopsanity off
Commander fight did not.
You have like some sort of tracker up or anything to show it?
But forest should be easy to check and send too
what version of archipelagoon are you on
.1.2 was the newest at the time.
... I don't know, I'm just using whatever's on the wiki with Archipelago launcher 0.6.7.
Er, github\
you've received items in game?
I'm at Volcano Villude at this point.
and what did those shops have
I can access the items I've been sent. No shops have had any inventory.
please update archipelagoon mod
you might have to start a new campaign
if your shops had no inventory you aren't on latest
oh 1.2 apworld with 1.71 mod
I used the 1.2 yaml.
Since there was none with 1.3.1
I'm pretty sure I used the newest apworld too.
hmm
i wonder what version that one reports
when you go to connect to archipelago, do you see it listed as "connected"?
I updated to the devbuild as well.
ah, that would've done it then
though not sure why commander isn't sending
if you want to "check" it rq you can start a new campaign and connect to your archi, kill him and load your latest save
That might have also been broken.
Is there a way to check which bosses send?
Since... I probably beat more than one there.
all bosses will
Then I didn't send a lot of stuff.
That also means I won't get the stuff I did get sent back, will it?
... Commander did not send anything out
Well, the commander event didn't fire which fucks Silent over.
I gotta do some quick fixing
Since I checked the spoiler and it has her lantern.
Should have a new jar to test shortly
Okay. It's a simple swap in?
Yeah you'd replace the one file
I'll ping you when it's ready
So sorry
Could you send me your yaml so I can test
I'm using the one that came with .1.2's stuff, but I ddi almost no changes.
Everything is pretty much as I downloaded it from the github outside of the name, which was explained poorly to me.
yeah i make the same mistake everytime
ok cool, i'll see what I can do rq
I'll be in chat testing
I'm still with the group at large I'm doing this with.
nw no need to join
i'm doing this for accountability xD
interesting..
it sends for me
(Team #1) Plant sent Leather Armor to Plant (Commander)
would it be ok if i connect to your slot?
Well, sure.
36569
I'm running it in bash, then.
1581 is the devbuild. I had just updated to be able to see shops. Not sure what I was on before.
oh right you said that
duh
ok so on the latest devbuild (1581) and most recent mod, the check sends
no error in my console
Oh, it works now.
👀
No, not even I was.
Well, it could simply be you fixed it.
You know the problem, when you have an issue with something at work, and ask the boss to come look?
And then when he does it just... fixes itself?
No idea why.
looking at the code, the only reason it wouldn't send at this point is a connection issue
not your connection, but the mod's connection to archi
Is it doable to have it queue up sends then or check connectivity... ?
the library i use for the AP connection should do something like that
but that isn't something i can control yet
possibly found the issue
just gotta pop this in, no need to restart campaign
bless
It still feels bad reporting a problem. I have Severed Chains open in bash and everything.
I also feel half tempted to blame CachyOS because that linux distro is a heck and a half.
I'll take that out
definitely
but when you say "feels bad reporting a problem", do you mean the process sucks, or that its a shame to report a problem
...i guess it could be both too lmao
Especially if I'm uncertain about the origin of the problem.
It sucks because I feel relatively unhelpful.
i've worked with clients and customers before, its perfectly fine
sometimes its ok to just report "this weird thing happened"
we can always blame monoxide file a bug with archipelagoon and move it to SC if needed
Disc 3 chests catalog'd and noted. only ones that weren't picked up were
i suspect they use the same pattern as the others
so #missable chests
disc 4 mapped as well
all chests that weren't caught by this script (and have items) utilize the same pattern ; SUBROUTINE JMP_354_1: call Scus94491BpeSegment::scriptGiveChestContents, stor[21], stor[26] ; itemId, itemGiven jmp_cmp !=, 0x0, stor[26], inl[:JMP_354_3] ; operator, left, right, addr

not the banana
i've played too much league
@dusty gull this might be an overly broad question, but what can cause public static GameState52c gameState_800babc8; to be null?
for some context, i try to resolve gamestate private GameState52c resolveState(final GameState52c state) { return state != null ? state : gameState_800babc8; }
I'm probably not accessing it through the proper means
If a gamestate hasn't been loaded yet
yeah that checks out
So it sounds like you're only getting the later discs done support now... what happens after I finish disc 1 and hit my "goal" for Legend of Dragoon?
once you finish disc 1 thats it! no more locations to check
all goals are supported though
I intentionally cut items/locations per chapter in order to make a restrictive chapter 1 goal viable. so chapter 2 opens up a lot more, but once you goal there is nothing else to do in game except probably find bugs and vanilla stuff.
I need to investigate what triggers those other chests outside of their scripts, so I'll be stuck on that a few days most likely
I'll investigate darts script
its occurring because of my render loop, but i'm not exactly sure how? the new menustack is null, so i don't think thats the culprit
Do you still need your own?
opening the menu and exiting fixes it
yeah, i still do 😅
custom timer & position
for message boxes
How does having your own menustack solve that?
I can render outside of menus
I'm not understanding
Previously I had some trouble trying to get the messages rendering when outside of combat or the menu, so the new menustack resolved that
let me trying using the SItem one again
Oh right, you moved the call to uploadRenderables for custom menustacks
ye
o7
but i think i do need to do some deallocation on it
whatever the SItem menu does when you back out "fixes" this issue
It changes the static textZ
Which needs to be removed, but that's a job for another day
but i'm not exactly sure what changes that in archipelagoon tbh
well hold on
don't answer that
I am the first person to complete my run on the multiworld after fixing it a dozen times because I powered through stuff and also getting sent stuff like the dragoon armours immediately let me cheese 99% of it.
I'll probably set it to disc 4 completion next, or maybe 50 stardust....
stardust isn't an option yet 😅
yet
but congrats!
How did you feel about it overall?
I felt overpowered because of how multiworld progression was and I liked it, but the way the items were distributed meant I got 4 wargods callings, so there was some wank with the item distribution.
Also, I think I won't use shopsanity in the future. That stank. Not having the items I want and also not having anything past disc 1 was not ideal.
I do like the archipelago items in the shop so I can buy a shitload of traps for the guy playing Sonic.
Well, just that the shops were completely empty after you completed the goal, despite there being three quarters of the game feels off, so somehow I think using shopsanity would need to completely populate every shop, and then somehow determine whether or not the items are local or not by determining if they're past the goal.
I've received feedback that having things after the goal is strange, so I did some refactoring to disk-ify the locations
but I do think that I should add some logic to archipelagoon to allow vanilla shops if no items are present
While true, it's not exactly resolved by the distribution of goods. Disc 1 goals and getting endgame content like the friggin soul eater was bizarre.
Shopsanity will also be getting tweaked to have an additional option to add vanilla items in addition to the AP ones
Oh, that actually sounds good!
or maybe a "item shops have all recovery items" thing
yeah, right now everything is weighted the same 😅
Though I do love snorting overpowered right off the bat, personally.
Thats the awesome part I think of randomness tbh
like, why not be OP?
i could also just get bastard swords
Having red DG armour and soul eater of all things right at the level 1 was funny. But that's also because I had to restart a few times to get stuff to work.
I'm sort of wondering why they work with the values they do instead of int/floats.
That seems more of a platform problem than yours but it increases the difficulty of figuring out what and how to edit things because I'm used to raw unity animator data more than anything.
not sure i am following what you are sayin'
are you referring to weights on the items?
Well, also for difficulties and stuff, all being values like 0 - 50.
oh! for the archipelago
Yeah, sorry for the confusion.
nw, my best guess is its percentage based things
and then some logic is done based off that percentage and the seed to determine the various settings/items
not me forgetting floats have decimals
I cannot for the life of me get this to cooperate. Does anyone have any ideas from this error code on generation?
Traceback (most recent call last):
File "startup.py", line 121, in run
File "console.py", line 25, in run
File "Generate.py", line 588, in <module>
File "Main.py", line 365, in main
File "concurrent\futures_base.py", line 449, in result
File "concurrent\futures_base.py", line 401, in __get_result
File "concurrent\futures\thread.py", line 59, in run
File "Main.py", line 270, in write_multidata
File "C:\Program Files\Archipelago\custom_worlds\legend_of_dragoon.apworld\legend_of_dragoon\world.py", line 57, in fill_slot_data
File "worlds\AutoWorld.py", line 347, in getattr
Can you send the yaml
here it is. At this point im just using the default yaml that generates.
what version of archipelago are you using rn?
it shouldn't be spitting out a 0.6.3 yaml
update to 0.6.6 and try again
copy that boss
i'll keep looking into it either way 🙂
i suspect its because your version of archipelago does not have the world version available to use
you can utilize Options Creator to generate a yaml easily
(for any installed APWorld)
It worked, I got excited, and played for two hours. Thank you 👏
glad to hear! please let me know if you run into any issues 🙂 enjoy!
Hello! I hope this is the right channel to ask in! 😅 If not, then I have no problem deleting my message and posting it in the correct channel!
I have a question regarding setting up Archipelagoon.
I have downloaded everything I need: Severed Chains, Archipelagoon itself, as well as the Legend of Dragoon AP World. I also extracted the Archipelagoon .zip in Severed Chains' mod folder, put the AP World in Archipelago's "custom world" folder, and launched it. I start a new campaign, but I can't see Archipelagoon listed as one of the mods.
Sooo yeah, I am a bit confused on what I am supposed to do. Generating a YAML, connecting to a multiworld, all that. Everything related to Severed Chains and the game and such works perfectly it seems.
I have a feeling everything will make sense once someone explains it to me, but I am a bit lost at the moment. 😅
yeah if it doesn't show up that means the mod wasn't placed into the mods folder properly... can you screenshot the contents of it?
to confirm, you should see a .jar file and the archipelagoon folder inside your mod folder.
with your severed chains, are you using the latest 3.0 devbuild?
Sorry for the late reply. Here is a screenshot of the folder. So I do have the folder and the .jar file.
As for the build, I am fairly certain I'm using the latest build, since I just downloaded it directly from the website. How do I check if it's up to date? Launch Severed Chains?
launch it and it should be in the title bar
Yes, I do have the 3.0 build.
ok so when you go to new campaign, what are you not seeing? can you screen that
Here is after I press New Campaign
And here is after I click on Mods
I might have missed something, but from what I interpreted, Archipelagoon is supposed to show up as a mod
Send debug.log
it sounds like something is failing to load for sure
looks like it isn't finding the mod in that folder
you only have one instance of severed chains yeah?
Yes, I do.
However, I also have one "extra" Archipelagoon folder.
Like this
Could that be why?
All right, I will remove the first and test it
And there it is!
Figures it was something that simple
So, what do I do now in terms of creating a YAML and connecting to a multiworld?
you can use options creator in ap launcher
and connect in game 🙂
(settings -> other -archipelagoon)
I found the options creator, thank you!
Last question, I promise. I can't find "settings" in the AP Launcher. Where is it? 😅
settings would be in game
so start a new campaign and you can mess with the options
note: before starting the campaign, you can input your port info and hit the back button to save the info. just start the game as normal and it'll connect when after cutscene
Ohhhh I see, my bad. I'll test it out on Monday when me and my friends are playing, then!
And I'll keep that in mind, sounds really intuitive!
Thank you so much for all your help! 😊
of course! if you have any other questions please let us know! i hope you enjoy it
I'll definitely let you know if there's anything else I'm wondering about, and I'm sure I will enjoy it! :D
I'll be moving towards rule builder at some point, so be sure you are on this version! (hey that one APWorld works now)
@jovial flame sorry for the ping, but I know you had gripes with shopsanity, does what i'm proposing in this description seem like it would address the problem you had?
Here? Lemme take a look.
New Options:
Shopsanity (Toggle)
Add repeatable consumables (Toggle)
Shop slot slider (5 - 15)
Minimum cost (Slider)
Maximum cost (Slider)
Randomize cost per shop (Toggle)
I'm actually in a work call right now sadcat
That sounds actually great for the amount of customization.
I REALLY like the randomizing cost per shop.
The potential for tomfoolery there is immense.
perf, I've been trying to think about how I can make this more fun lol
or i suppose more cursed
People can customize it!
I will be playing LoD for Chrism’s next community AP. I’m so excited 
Thank you @earnest lion for even giving us this opportunity 
good news, i should have shop sanity reworked and released before then 🙂
LET’S GO 
Also can't wait to see the crazy vid chrism puts out lol
legend of dragoon is not in eije's lobby though
has anybody tried to PR it?
when a community sync gets announced they get really busy, so unless something gets done soon, chances are LoD won't get in on time
What do you mean?
the apworld needs to be on this list https://ap-lobby.bananium.fr/worlds
only those games are allowed in Chrism's community sync
here should be the explanation on how to add apworlds to that list https://github.com/Eijebong/Archipelago-index
so my comment was mainly for Ninshi, since they say they will be doing LoD's in chris's sync, but the game is not in the lobby
I was able to get the shop sanity rework all done on the mod side of things, so all that's left is the APWorld

Oh I was unaware of this since I had only done wind waker up until now
Thank you for bringing it up or we probably would have missed that
it seems pretty easy to set up a PR, though they have lots of processes to test the stability of the APWorld lol
yeah, be prepared to the real possibility of getting turned down
eije is very methodical for this
and they also have several PRs open and lots of apworld to be reviewed
more every time a community sync is announced
so it can also happen that they don't get to review it before the sync
so better to do it sooner than later
just in case, not all core games are in Eije's lobby either, Wind Waker is so you didn't notice, but if you played another core game it might not have been in the lobby 
wow lmao
guess i got lucky xd
I should have the APWorld ready for testing soon
If anyone is interested in quick testing it
Whats the best way to test it?
I'll send a jar and an apworld
Archipelagoon v1.7.3
Just a few bugfixes!
Changes
- UI textboxes will render in the top right and hopefully not prevent gameplay
Fixes
- FIXED: Bosses will send check even if they aren't defeated
- FIXED: Goals not actually goaling
Known Issues
- Talking to rose after hoax will softlock your game if you don't have Red Dragoon Spirit
- Life Water/Water Bottle out-of-logic, but doesn't affect gameplay yet
- Lavitz's locations unobtainable before going to kazas
- You can use the debugger to add lavitz to the party to circumvent this issue
- Goods (Prison Key, Axe from the Shack, Life Water, Water Bottle) are not working if received only by AP
- Some Goods (Prison Key, Axe from the Shack) are still able to be picked up despite not being sent prior
this release does not have the shopsanity stuff and is just for the sake of fixing the playability of the mod!
Can I ask what you guys do with multiple copies of version releases in terms of directory organization
Cause I want to help test the AP world but don’t want it to mess with my current run
The jars have the versions tied to them
So you can just move them in and out
I'll be creating the APWorld and the jar if anyone wants to do some quick testing this evening @analog coyote @icy vortex @west drum
oh no Psionisus found me. I can probably do some light testing tonight.
Lmao
If ANYONE wants to test the shopsanity changes, please feel free to use these!
you will have to generate a yaml via option creator. the next version is breaking, so you'll want both the apworld and the mod.
these aren't technically ready yet, but please report any bugs
a formal announcement will be posted here and in the archipelago thread once it is officially ready 🙂
I'll try to make some time for testing!
I said that and then immediately forgot. Sometimes I feel like my brain just runs out of ram.
All good, I'm still cooking dinner lol I'll be in chat afterwards
I feel like I'm having a stroke or something. I'm not finding it in options creat...was there an archipelago update I missed? Did 0.6.7 finally come out?
0.6.7 exists now
ok probably need to update which is why I'm not finding it in options creator
hoping this doesn't brick any of the 3 archis I'm in lol
it shouldn't!
oldest still works so the rest should also be fine
Berserker said people have always overexaggerated that anyways
I've only had it break something once and it was minor in that it is easy enough to revert
lol
Was the textbox offset on the last one too I havent done Dragoon checks in a while
fixes bounding issues with random prices and lets you actually buy items
-removed attachment-
Okay i was cooking a steak and now just looked at it. First thought hellena 1 and forest should not default at 10 item slots its too much
I know you can change it but I dont think people will notice
I guess it just forces you to come back later which isnt too bad
I can adjust the defaults easily
to the default shop slots
rather than 10
eventually when i get smarter the motivation i'll figure out cost weights
It should be good for later shops. Early shops just probably shouldnt be too many slots
Ok, fixed random prices again lmao.
@icy vortex took your suggestion and changed the default for the early game.
testing went well, found bugs immediately
10/10 would do again
Sounds good ill probably do some more testing with it and a repo world together then tomorrow.
The extra items for gold might be good but you could always do battle rewards mod or just sell everything you get from other games to pay for the rando prices
while the battle rewards mod is nice, archipelagoon should not be balanced around it. As for selling things that would be highly dependent on what you manage to receive.
Im never gonna use it
But if random prices are literally a default option something needs to be figured out if battle mods isnt a soft requirement
I would prefer archipelagoon modify its own stuff, but it's a low priority atm
Because if prison key is like 400 in forest shop thats 2 hours of grinding
Its really just an issue early game. Like everything else thats been an issue so far. Disc 1 stuff
I have an idea that I can try to implement
I might be able to create a wrapper for the shops and give it a soft cap based on a few factors. Probably using a percentage based on the min and max. Idk I'm bad at math so it'll take some tweaking
It might remove the min/max from the yaml
Or maybe it'll factor that in? I'll sleep on it
Ya but base functionality is good at least
Yeah I want to solidify the APWorld since that needs to be as stable as possible
I might try a 3 game goal with disc 1 and just see what happens money wise in general
Sounds good!
One thing I noticed last night was the new shop positions have an unknown id name so theoretically if you hinted something in one of those slots I assume itll say unknown id but idk if itll say the shop. Ill look into it more later tonight
unknown slot name?
Yes when you pick an item in a slot that isnt there in vanilla it says picked up item from unknown id xxxxxxxxxxxx
Ill send a screenshot later when I see what a hint looks like
I'll try to hint something. I would make sure that you are using the latest APWorld and mod I linked
It was newest. Had lower defaults ill look later tonight and make sure its the same room. Was working on hint points in a game and playing other games should be able to hint later
if you could send me the spoiler and yaml that'd be helpful 🙂
Im working on getting something together but spoiler just has normal slots it wont say the top 4 are normal items so I have to find a shop with a REPO item in created slots to see if a hint looks weird too
Actually I have to do it for my 3rd game because most of REPO stuff is repeated items so it wont hint the right one probably
@earnest lion here is what one of the items locations looked like in forest shop after the 4th slot I just got enough gold by selling stuff to get more checks, spoiler won't help probably but here it is too. Im working on trying to find something to hint with getting hint points without changing cost
