TR2-Rando
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Tomb Raider Game Randomizer
Item position is randomized on the allocated tile. Problems - Sloped tiles - Items in the water (should these just be ignored?)
1. Random number of secrets per level (we would need a minimum number) 2. Time limit per level (customizable, maybe we can have the tool running and that can force...
Gameflow has introduced loading screens, so need to recognise those. Title screen image (which we stamp) is now also webp.
Similar to RE randomizer. So while we currently include just randomizing item types and not positions, add an option to retain all original items in a level, but just swap...
Remove as many global containers as possible, and structure the level classes more hierarchically. For example, in TR1: ``` short[] SoundMap List SoundDetails List Samples List SampleIndices ``` should all...
- [ ] Make TRGE pretend there is a gameflow and proceed normally with backups. Carry over logic for writing level files back - [ ] Update UI and core...
- [ ] Amend JSON where rooms are copied/imported to ensure they use negative indexing rather than assuming the new room number - [ ] Implement trap randomization where possible...
An initial goal so we can use a single class per game version for reading and writing. Stage 1 - [x] Rename `BaseTRLevel` to `TRLevelBase` - [x] Create common level...