I brought this up in #super-mario-64, and the minor consensus is that 100 Coins is "possible", the same way Red Coins is possible.
According to a FAQ online, DDD has 106 coins. That means you are still required to get at least 5 of the red coins in order to get the 100 coin star. If we already have a rule stating the Red Coins require the sub to be removed (by reaching Bowser in the Fire Sea), it should apply to the 100 coins as well.
The consensus on it being "possible" was that it requires a very specific triple jump. There is no "Strict" category for this since it isn't caps/cannons-based, but it is extremely unreasonable to casual play. If you want to sequence break it, go for it, but I don't think it should be expected.
* Player tracker: implement a stylized tracker (#447)
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: switch item, icon and location tables to flex views. Some styling based on theme
* Player Tracker: Finish building html template for all blocks. Set groundwork for theme styling
* Player Tracker: Implement tracker class. Document tracker usage.
* Player Tracker: Add button to switch between trackers. Some styling for styled tracker.
* Player Tracker: reword some text. Attempt to fix page refreshing.
* Player Tracker: reremove the TODOs that got merged back in accidentally.
* player tracker: move render_template import to webworld so it isn't required outside of webhost
* Player Tracker: code cleanup, typing. Add inventory with names to PlayerTracker class in case custom trackers want to use it to change their prog_items attribute.
* Player Tracker: delete a line I forgot about. Add typing to theme.
* Player Tracker: Generate checks_done automatically so worlds don't have to do it
* Player Tracker: Add typing to PlayerTracker class in webworld method. Update documentation
* Player Tracker: code cleanup
* Player Tracker: Sort of implement fetch (works but could be better). Make playerTracker.html more readable.
* specific trackers: significant html cleanup. DOM Endpoint auto updating page every 30 seconds
* Changes by Kono
* specific trackers: cache and only load the data once every minute
* specific tracker: allow for one icon placement to be used for multiple items.
* Player tracker fixes/updates (#635)
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: switch item, icon and location tables to flex views. Some styling based on theme
* Player Tracker: Finish building html template for all blocks. Set groundwork for theme styling
* Player Tracker: Implement tracker class. Document tracker usage.
* Player Tracker: Add button to switch between trackers. Some styling for styled tracker.
* Player Tracker: reword some text. Attempt to fix page refreshing.
* Player Tracker: reremove the TODOs that got merged back in accidentally.
* player tracker: move render_template import to webworld so it isn't required outside of webhost
* Player Tracker: code cleanup, typing. Add inventory with names to PlayerTracker class in case custom trackers want to use it to change their prog_items attribute.
* Player Tracker: delete a line I forgot about. Add typing to theme.
* Player Tracker: Generate checks_done automatically so worlds don't have to do it
* Player Tracker: Add typing to PlayerTracker class in webworld method. Update documentation
* Player Tracker: code cleanup
* Player Tracker: Sort of implement fetch (works but could be better). Make playerTracker.html more readable.
* specific trackers: significant html cleanup. DOM Endpoint auto updating page every 30 seconds
* Changes by Kono
* specific trackers: cache and only load the data once every minute
* specific tracker: allow for one icon placement to be used for multiple items.
* lttp: move tracker to new format. will need more modification to generic solution to handle region keys tracking. likely a new html template that inherits the current
* lttp: fix broken icons rendering, add in progressive mail that i forgor. reorder some icons
* tracker: fix non edited trackers being broken from changes.
* tracker: move theme application before modify method so trackers can use a different theme than the world if desired.
* tracker: starting work on key tracking.
* tracker: styling and cleanup by Farrak
* tracker: styling and cleanup by Farrak
* tracker: styling and cleanup of playerTracker.html
* Revert playerTracker.html
* trackers: rename some files for clarity. move trackers into their own subdirectory
* small tracker.py cleanup
* move minecraft tracker to new system
* add item link attributing from upstream
* change getPlayerTracker to get_player_tracker. refactor broken linkings
* refactor styling files to trackers folders
* fix broken image in minecraft tracker. move oot tracker to new system
* clean up my oot nightmare
* rename lttpKeysTracker to zeldaKeysTracker. Move oot to keys tracker
* implement zeldaKeysTracker.js. fix table locations hiding/showing
* Add stone theme
* Fix h2 color, change rogue-legacy to stone theme (approved by Phar)
* Add stone theme preview to world api.md
* Different stone theme preview to match other images
New option: "Early Secret Area" (Opens a door to the Challenge Area from the start of the game)
New option: Victory Conditions "Mountaintop Box Short" and "Mountaintop Box Long"
New options: Number of Lasers of Mountain, Number of Lasers for Challenge
New option & item: Add some number of "Puzzle Skips", which let you skip one puzzle in the game
Many logic fixes
* Hollow Knight updates:
- Add configurable goals (Any, THK, Siblings, Radiance)
- Change base logic to require Opened_Black_Egg_Temple instead of
requiring 3 dreamers. This is future-proof for transition rando,
where Black Egg might not have been located yet.
- Add combat logic for THK and Radiance on par with Rando4's boss logic,
so itemless HK shouldn't be required.
- Existing completion logic now uses Black_Egg_te
- Add White Palace options
(Exclude, King Fragment Only, No Path of Pain, Include)
- Excluded WP may still be required for King Fragment if Charms are
not randomized
- Simply don't place WP locations that are excluded
- Distinguish between POP locations (required for POP), WP checks (
actual item locations), WP transitions (relevant for future transition
rando), and WP events (logically required to reach King Fragment)
- Many transitions were listed twice. Remove duplicates.
- Sort transitions by scene
- For randomizable locations that have no logical significance when not
randomized, simply skip adding them to the pool entirely for
theoretically faster generation.
* Hollow Knight updates
- Support random starting geo up to 1000 geo.
- Always include locations rather than dropping unrandomized "logicless"
ones, as it is required to best support same-slot coop.
* Options: introduce SpecialRange
* Include SpecialRange data in player-settings and weighted-settings JSON files
* Add support for SpecialRange to player-settings pages
* Add support for SpecialRange options to weighted-settings. Also fixed a bug which would cause the page to crash if an unknown setting was detected.
Co-authored-by: Chris Wilson <chris@legendserver.info>
* OOT: Add note about common issue with lua option in the configuration step
More and more people have issues with connecting with OoT because fresh installs of newer versions of Bizhawk show having "Lua+LuaInterface" selected when it actually loads "Nlua+KopiLua" instead until you toggle between the two options. Hopefully adding this bolded note will help new users avoid this problem in the future.
* Tests: add test to check for typo'd item name group definitions
Factorio: item *name* group was pointing to IDs instead.
Server: prevent crash when using Event-filled item name group
* Server: prevent crash when /hint'ing for an item name group with events
* SC2: Functioning Starcraft 2 Mission Launcher UI
* AutoWorld: add .__file__ attribute to AutoWorlds
This tries to help with a recurring easy to make mistake, where ./worlds/myworld does not exist in frozen form and is instead ./lib/worlds/myworld
* SC2: get .kv file path correctly when frozen too
Co-authored-by: TheCondor07 <TheCondorian07@gmail.com>
Co-authored-by: Fabian Dill <fabian.dill@web.de>