anmart / universalcardgamerandomizer Goto Github PK
View Code? Open in Web Editor NEWA randomizer meant for TCG/CCG video games
A randomizer meant for TCG/CCG video games
The npcs.asm data actually stores a copy of the deck used for the Challenge Hall. Randomizing these values along with whatever table identifies the NPC type could add a neat new option.
Additionally, the post-game challenge machine seems to use its own data table somewhere
Imakuni?! when beaten does not trigger additional packs nor cause the player to lose cards after a win. Not sure if intentional.
The main UI is a pain to work with - replace it with a ui built in netbeans.
I tried this a bit already and it wasn't very workable. Need to redesign the main page quite a bit, I think.
Would be fun to randomize npc locations - take the newly uncovered npc map data and just shuffle the NPC IDs around
Some things to consider
I guess this is a bigger task than I thought.
in the mean time, there could be a lost of early changed NPCs and could ignore the others. Would still have to figure out end of duel tables, though.
Right now they seem to warp inconsistently. It would be good to both make sure they're working properly, and ensure every area is accessible properly. End goal would be having all 8 medals obtainable and, if selected, not allow you to warp into the Dome before you've collected them all
Right now it's possible for cards to get lost in the shuffle and not be obtainable through any means. It would be nice for people who enjoy collecting all cards to be able to know for certain that everything is obtainable in some way.
This may include a setting to determine whether or not Card Pop is required for the last 2 cards like in the base game - though it will be off by default.
The following is a list of Promo sources, copied from Bulbapedia. Bolded entries have been added to the randomizer
Right now when you defeat Ronald/Beat the dome, you'll be given the same promotional cards.
There are two ways to do this:
If every instance of the give card script is found, it would be better to do method 1 as there's no code patching involved. If the second one, it would require less effort in script reversing, but would require that we either give a random card (different each time you play) or determine where the script was called from and give the card based on that -- Which wouldn't even be much easier. Either way also requires a relatively involved romhack that could interfere with other hacks very easily.
I'm having trouble modifying the UIs in netbeans, I think it's because I need the .form files to edit the UI source code.
Load last rom doesn't actually check if the setting file exists or has data in it
Saving/loading presets isn't implemented yet, but it would be nice to have them use proper file precautions
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