Archipelago for SRB2

Archipelago for SRB2 V1.7.3

i see this getting updated a lot but

what exactly IS this mod supposed to be anyways? im very lost on this whole thing lol
 
i see this getting updated a lot but

what exactly IS this mod supposed to be anyways? im very lost on this whole thing lol
Archipelago is a multiworld randomizer allowing for multiple games to be played in a singular randomizer, with items being locatable in both games, if that answers your question
 
Back again with more weirdness, uh
This happened... Everything else works fine, but uh, yeah, I unlocked the stage, tried to enter, and it was a whole can of nope
 

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GraymonDgt updated Archipelago for SRB2 with a new update entry:

V1.5.0

- ring link with 3 difficulties

- fixed Techno Hill (Act 2) Monitor - x:-2048 y:-7872
- jumpscare trap with customizable images via a seperate pk3
- fixed dying in final demo zone preventing monitors from sending locations
- fixed an internal item location mismatch
- fixed some logic errors involving fang
- fixed the tab emblem counter for like the 5th time
- added the only bcz2 1up monitor to 1upsanity
- more progress on naming every monitor location
- fixed good ending goal triggering on...

Read the rest of this update entry...
 
Hey, how do you download the apworld for the archipelago launcher? Im not seeing instructions for that part of this.
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Oh my god help me the fucking thing wont connect it says my PC is rejecting the connection help me what do I do
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And also, where the hell am i supposed to get the YAML
Also, where do you create the YAML for SRB2? I didnt see that bit either and Im guessing its not a generator thing built into the mod and accessed from a menu from inside the game.
 
Hey, how do you download the apworld for the archipelago launcher? Im not seeing instructions for that part of this.
The overview mentions that the APWorld can be downloaded on its GitHub.
And also, where the hell am i supposed to get the YAML
Once the APWorld is installed, Archipelago's own Generate Template Options tool will generate a template YAML for you, in <AP install location>/Players/Templates/Sonic Robo Blast 2.yaml.
 
The overview mentions that the APWorld can be downloaded on its GitHub.

Once the APWorld is installed, Archipelago's own Generate Template Options tool will generate a template YAML for you, in <AP install location>/Players/Templates/Sonic Robo Blast 2.yaml.
i dont see any .apworld file in whats there nor within the folders on the download. I've double checked. shouldnt it be a file with that end tag? if not, what does the file look like? I'm losing my marbles over here (𖦹ᯅ𖦹)

Maybe something happened and the apworld download got knocked off the page?
 

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One last question. do I run the game on single player or host a local multiplayer? I recall some emblems require different characters so i cant simply run just tails and be able to collect everything. unless theres some glitches that would enable that. I see the tubes with the colors of the 5 vanilla characters now.
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Actually no i have more questions, are there plans to enable additional mod support that would allow modded levels to be randomized into the archipelago as well? maybe run sol sestancia, cyber dime, or mystic realm? all of them plus the vanilla game?
I thought i read something somewhere about modded characters being able to be added to the pool, but now im begining to think i might've imagined it cause I cant find where i read it.
 
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Unless I've missed a poptracker download, there doesnt seem to be a means to easily view which emblems have been grabbed from which levels without hopping in and out of each level. Would it be possible to mark which checks have been collected from each level over the level entrances? Please and thanks

edit: turns out you cant just return to hub without completing the stage, so would absolutely want a means to look at a glance which stages need to be back tracked to if needed due to not having the character with the means to obtain said emblem n such without having to run through entire levels to check each one.

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Btw got a tiny trap in SA2 and it sent a linked tiny trap too, but i didnt get turned tiny in SRB2. Not sure if thats a bug or if there is no Tiny trap in srb2 at this time (if no tiny trap exists in srb2 yet then please, maybe make it a 15 or so second long effect if being tiny would render a level unbeatable for the duration while tiny? Please and thanks mate)
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Also please implement option to exclude locations (I dont wanna suffer through azure temple for checks please DX)
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Unless I've missed a poptracker download, there doesnt seem to be a means to easily view which emblems have been grabbed from which levels without hopping in and out of each level. Would it be possible to mark which checks have been collected from each level over the level entrances? Please and thanks

edit: turns out you cant just return to hub without completing the stage, so would absolutely want a means to look at a glance which stages need to be back tracked to if needed due to not having the character with the means to obtain said emblem n such without having to run through entire levels to check each one.

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Btw got a tiny trap in SA2 and it sent a linked tiny trap too, but i didnt get turned tiny in SRB2. Not sure if thats a bug or if there is no Tiny trap in srb2 at this time (if no tiny trap exists in srb2 yet then please, maybe make it a 15 or so second long effect if being tiny would render a level unbeatable for the duration while tiny? Please and thanks mate)
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Also please implement option to exclude locations (I dont wanna suffer through azure temple for checks please DX)
okay yea no fuck azure temple, that tunnel part with all the bubble enemies is hell. Please quickly implement an option to exclude azure temple, I hate this hell zone DX
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was thinking about how one might add modded char support despite needing to unlock more tubes when i thought "why have extra character tubes on standby for modded characters? why not have a character station that activates the character selection found in the battle mod where you can select unlocked chars for use instead?"
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got the replay tutorial trap for the "beat haunted heights" check but didnt get sent to the tutorial after the results screen. just back to the hub world.
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got the replay tutorial trap for the "beat haunted heights" check but didnt get sent to the tutorial after the results screen. just back to the hub world.
Post automatically merged:

Unless I've missed a poptracker download, there doesnt seem to be a means to easily view which emblems have been grabbed from which levels without hopping in and out of each level. Would it be possible to mark which checks have been collected from each level over the level entrances? Please and thanks

edit: turns out you cant just return to hub without completing the stage, so would absolutely want a means to look at a glance which stages need to be back tracked to if needed due to not having the character with the means to obtain said emblem n such without having to run through entire levels to check each one.

Post automatically merged:

Btw got a tiny trap in SA2 and it sent a linked tiny trap too, but i didnt get turned tiny in SRB2. Not sure if thats a bug or if there is no Tiny trap in srb2 at this time (if no tiny trap exists in srb2 yet then please, maybe make it a 15 or so second long effect if being tiny would render a level unbeatable for the duration while tiny? Please and thanks mate)
Post automatically merged:

Also please implement option to exclude locations (I dont wanna suffer through azure temple for checks please DX)
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okay yea no fuck azure temple, that tunnel part with all the bubble enemies is hell. Please quickly implement an option to exclude azure temple, I hate this hell zone DX
Post automatically merged:

was thinking about how one might add modded char support despite needing to unlock more tubes when i thought "why have extra character tubes on standby for modded characters? why not have a character station that activates the character selection found in the battle mod where you can select unlocked chars for use instead?"
Post automatically merged:

got the replay tutorial trap for the "beat haunted heights" check but didnt get sent to the tutorial after the results screen. just back to the hub world.
Post automatically merged:

got the replay tutorial trap for the "beat haunted heights" check but didnt get sent to the tutorial after the results screen. just back to the hub world.
sorry, clicked post a few times when it was loading slow :p
 
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Yo, back again with a minor issue.
While playing an archipelago with This, and SA2B both using ring sync, when Double Rings came up, it began astronomically raising my ring total (Up to 20000 at one point) before jumping back down to 9999

Also, I like the new traps, the jumpscare one got me
 
GraymonDgt updated Archipelago for SRB2 with a new update entry:

V1.6.0

- added actsanity
- added object locking (currently doesnt support either monitorsanity)
- added the AP 0.7 manifest file
- decorated the hub to be more fun while youre BK
- fixed various misnamed monitors
- laid groundwork for custom character support

- multiple other bugfixes that didnt involve changing the PK3 are listed on their respective Github release

Read the rest of this update entry...
 
While the fact that there's at least some groundwork regarding being able to use custom characters is nice, I'm unsure how it would work in the Archipelago world although I have yet to check it out myself.
 
GraymonDgt updated Archipelago for SRB2 with a new update entry:

V1.6.1

+ named and wrote logic for every non-match zone monitor
+ fixed/introduced multiple logic errors
+ slightly changed the AP hub
+ zone location groups now include their respective emerald token locations
+ fixed bonus and challenge stages not appearing in record attack
+ NiGHTS mode is now unlocked after beating Floral Field Zone (to prevent logic issues)
- removed non-functional traps/ items from the item list

Read the rest of this update entry...
 

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