I'll look into it when I get a moment. Sorry about the issues.Crashed in birthright now, on the opening of chapter 4. After the NPC comes in to report that the royal sisters need help.
Skipping does not avoid the crash.
Honestly even with the issues, it's fun seeing other characters saying the lines. Bugs happen, and the occasional bug doesn't bother me at all compared to how amazing this project is.I'll look into it when I get a moment. Sorry about the issues.
And the game crashes directly after the 3DS loading screen (not related to the randomizer but from trying to figure out SaltySD). I asked shinyquagsire23 his thoughts on what I should do on GitHub so we'll see what he says. I know I'm missing something but I'm not sure what.
It would be easier if he posted what he did/the source code. I really know nothing about assembly so looking at that would help. Or some instructions how how to port it over to other games.If you get it to work, I'd praise you a million times over. Randomized Fates just isn't as fun when you cant soft reset :/
Find every file that starts with C011 in your bev folder and delete it if your using NTR or replace it with the original if using HANS. If that doesn't fix the issue, then repeat the process with C011.cmb and C011.bin under GameData/Dispos/C. Note that if replacing the bev files doesn't fix the issue, then you'll be stuck with multiple Saizos/Orochis/Reinas. Though if the crash occurs because of a cutscene the bev files should be the only thing causing the issue. Sorry about the crash, I'll try to get it fixed as soon as I can.Hey, I have a quick question. I'm using the latest version of the randomizer, and I selected to randomize everything, literally everything. I was playing Rev Chapter 10, and when I finished the map, and got to the cutscene where Leo is supposed to be, the game hangs/crashes/whatever. Is there a way to fix this, or should I re-randomize? Thanks in advance!
Alright, I'll try it out, and it was the map sprite, as soon as the Dark Knight Sprite appeared, the game crashed. Thanks!Find every file that starts with C011 in your bev folder and delete it if your using NTR or replace it with the original if using HANS. If that doesn't fix the issue, then repeat the process with C011.cmb and C011.bin under GameData/Dispos/C. Note that if replacing the bev files doesn't fix the issue, then you'll be stuck with multiple Saizos/Orochis/Reinas. Though if the crash occurs because of a cutscene the bev files should be the only thing causing the issue. Sorry about the crash, I'll try to get it fixed as soon as I can.
Also, which cutscene caused the crash? Was it the initial scene which uses the map sprites, or one of the later scenes?
Sadly, randomizing the same files can lead to some unwanted behaviors like assets from one run of the tool not getting swapped out during the next. I've almost got the randomizer to a point where you could randomize the same set of files repeatedly without issue, but for now doing so isn't really worth it. I'll add the option to randomize again once I do get rid of the issues though.So, I have a request. After randomization, I check the output.txt file and I search to see who replaces Scarlet because I don't want to lose them forever (*coughRevelationcough*). Can you add the option under the file menu to open a new randomizer or uncheck the options so that I can re-randomize? If not, that's totally fine.
I don't mean randomize the same files, but a fresh set of files that I save from before the randomization. Like have the randomizer have the option to open up yet another randomizer window that I can use the fresh files with.Sadly, randomizing the same files can lead to some unwanted behaviors like assets from one run of the tool not getting swapped out during the next. I've almost got the randomizer to a point where you could randomize the same set of files repeatedly without issue, but for now doing so isn't really worth it. I'll add the option to randomize again once I do get rid of the issues though.
That's a bit simpler. I could probably implement something like that in the near future.I don't mean randomize the same files, but a fresh set of files that I save from before the randomization. Like have the randomizer have the option to open up yet another randomizer window that I can use the fresh files with.
Also, what about Mozu?That's a bit simpler. I could probably implement something like that in the near future.
I actually just keep forgetting to add her in - I meant to it in this update. I'll probably just add her in whenever I implement a hotfix for the crashes.Also, what about Mozu?
Now I crashed in the same spot on Revelation which is odd because I was able to get past it yesterday with a differently randomized revelation.Crashed in birthright now, on the opening of chapter 4. After the NPC comes in to report that the royal sisters need help.
Skipping does not avoid the crash.
Yeah, I think that I messed something up while adding in some of the new alternate IDs then.Now I crashed in the same spot on Revelation which is odd because I was able to get past it yesterday with a differently randomized revelation.
It seems to be crashing right when it's supposed to load the replacement sisters map sprites.
Randomizing all 3 paths might be possible using the current systems. I'll try adding it in when I get the chance and see how well it works. Adding a way to save randomizations would be a bit tougher though. I might add something like it in the future, but probably not for awhile.Would it be too difficult to add a 4th option for which path to randomize to randomize all 3 paths in the same way? Sort of like how the revelation option randomizes all playable characters for that path but making the same changes on birthright and conquest. That way when I'm playing up to chapter 5 I can still pick which path I want based on who I want to play with.
Also, if a randomization could spit out a "seed" which can be used to repeat that randomization, that would be awesome, though that may be more difficult.
The way I did child swapping is a little convoluted, so bear with me. Children and parents are randomized separately initially, then combined together once GameData.bin has been modified. If a character swaps places with a character who was a parent previously, they will become a parent and their child will be on the same paralogue that the original character's child used. So, for example, if Hinoka switches places with Azura then Hinoka will be a parent and her child will use paralogue 3. Children swap places with other children exclusively, so each child should show up on a different paralogue. Once that part is complete, the randomizer then finds out which child is assigned to each paralogue, locates the parent associated with it, and assigns that parent to the child. To use the example from earlier, this means that if Shiro took Shigure's place on paralogue 3, then Hinoka would become Shiro's parent.Is Kana not supposed to be randomized (like class) as well? Or is this a case similar to Corrin's where it's difficult to randomize? Or is there something else?
Also, how exactly are the children unlocked? Are they tied to the same parent? Or are they tied to the character they replace's parent and the paralogue that marrying that character off to is unlocked? For example, Shigure tied to Jakob (instead of Azura) and marrying off Jakob would unlock Dwyer's paralogue, but Dwyer would be replaced by Shigure in said paralogue, for example?