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universalcardgamerandomizer's Issues

Randomize Challenge Hall & NPC Identifiers

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?!

Imakuni?! when beaten does not trigger additional packs nor cause the player to lose cards after a win. Not sure if intentional.

Replace Main UI with Netbeans-built UI

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.

Randomize NPC locations

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

  • off limits areas. Might have to prevent certain areas from being randomized
  • Ronald. Very hard coded to appear in entrances
  • end of duel tables would need to be adjusted
  • movement and scripts with multiple npcs would break

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.

Fix Randomized Warps

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

Keep track of card sources to ensure all cards are obtainable

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.

Redistribute Promos

The following is a list of Promo sources, copied from Bulbapedia. Bolded entries have been added to the randomizer

  • Arcanine - Trade Lapras at the Water Club
  • Moltres - Beat the game
  • Articuno - Beat the game
  • Pikachu - Trade Clefairy at the Grass Club
  • Pikachu - Trade five uncommon cards at the Fighting Club
  • Flying Pikachu - Trade Ditto with Mr. Ishihara
  • Surfing Pikachu - Trade Clefable with Mr. Ishihara
  • Surfing Pikachu - Trade Chansey with Mr. Ishihara
  • Electabuzz - Trade Electabuzz at the Lightning Club
  • Zapdos - Beat the game
  • Slowpoke - Trade any unused Energy cards at the Fire Club
  • Mewtwo - Win the Challenge Cup once after obtaining the third Master Medal
  • Mewtwo - Talk to Pappy at the Psychic Club lounge and come back after defeating Club Master Murray
  • Mew - Win the Challenge Cup a second time after obtaining the sixth Master Medal
  • Jigglypuff - Defeat Ronald after obtaining the second Master Medal
  • Dragonite - Beat the Pokemon Dome
  • Imakuni? - Defeat Imakuni? three times
  • Super Energy Retrieval - Defeat Ronald after obtaining the fifth Master Medal
  • Venusaur - Card Pop! (Note: Add a new source for this)
  • Mew - Card Pop! (Note: Add a new source for this)

Right now when you defeat Ronald/Beat the dome, you'll be given the same promotional cards.

There are two ways to do this:

  • Track down all of the scripts that give cards and change them there
  • Change it at the source: 3:4f4c in the TCG code is the function responsible for giving out the cards, and it has the option to load a card from memory instead of from the script's argument. If this is hooked into, we could give any arbitrary card we'd like.

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.

Add .form files to the repo

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.

Flesh out saving and loading things a bit better

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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