TR2-Rando
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Tomb Raider Game Randomizer
Translate the raw demo data in `TRLevel`, `TR2Level` and `TR3Level` into structures.
Refactor each of the `TRLevelReader.Model` classes to use lists for the various collections instead of arrays. ~~Retain the related `NumXYZ` properties, but remove the setters.~~ e.g. ``` public ushort NumRooms...
Several of the core randomizer classes use manual threading to boost performance. This should be switched to tasks for easier management and hopefully a further boost in performance.
Add a way to guarantee that each enemy selected for a level will appear at least once.
Add the ability to filter out certain music tracks from randomization.
Migrate away from System.Drawing.Bitmap to remove Windows dependencies in core libraries (the WPF project should be the only one targeting Windows). Not sure what to migrate to yet. Related to...
Add an option to allow randomizing enemies by grouping their types e.g. all dogs become stick goons.
Add the ability to select which levels the dragon should appear in. This should also include the ability to not have a dragon in Dragon's Lair.
when I launch the randomizer for TR 1 it works fine enough until I try add random enemies and then it pops up with a window saying Object reference not...