TODO53 lines · 3.0 KB · raw
1* DONE: With diagonal movement, need to check the corners
2* DONE: Mark how to open doors in rooms (e.g. defeat all enemies) - Temporary workaround: SCRIPT_KILLALL - Future: add TASK_KILLALL
3* DONE: Defeat all the stalfos in that one room in eastern palace
4* DONE: Handle/detect big chest
5* DONE: Bomb walls
6* DONE: Pre-programmed movement for certain tasks
7* Reset goal attempts count when re-visiting screens (maybe a bad idea?)
8* DONE Remove map/geography from ap_graph
9* DONE: Cache node reachability within a screen
10    - DONE: Can be used to speed up ap_pathfind_global
11    - DONE: Invalidate 1 screen's worth when entering screen
12    - DONE: Have ap_pathfind_global use cache
13* Invalidate screen distance cache when items are acquired (e.g. flippers, lift)
14* Figure out how small keys should work with the ap_req system
15    - How to encode which doors need keys?
16* DONE: Prune "clearly invalid" unreachable, walkable edges on screens
17    - May not be important once the whole map exists
18* Avoid bomb explosions; place more accurately (e.g. opening doors)
19* DONE: Indoor overlays (bombable doors)
20* DONE: Reset chest states on importing maps - Read from SRAM
21* Re-enable jumping down ledges in the overworld
22    - Fix ledge zones
23    - Need to jump down ledge to get through dark cave to death mountain
24* Handle fairy fountains (door 0x5e to screen 0x2369) -- stateful
25    - Also fortune tellers, 0x65
26    - For now, blocked
27* (DONE?) Eastern Palace has a bunch of weird task failures around unlocking doors
28* DONE: ap_pathfind_global can "jump" through long nodes
29* DONE: Santuary north door is a mix of 0x84 & 0x94
30* DONE: Handling of 0x55 rocks; need to do lift while transitioning
31* Screen ID 0x0400 (north of Kak) has 2 transitions on the top edge that are 'guarded' by 0x02 tiles
32* DONE: Key doors marked as locked right as they are being opened
33* DONE: Bombing walls; may need to go back to node before trying to bomb it
34* Read in accurate Big Key state
35* Use sprite.drop to automatically add a KILLDROPS task/goal/script
36* DONE: Know how to use the Bow to kill Red Igors (+ Armos Knights?)
37* Get stuck after jumping into Kak well
38* Script the race game
39* DONE: Need to reapply KILLALL script in certain rooms on re-entry
40    - Use dungeon_tags to know what special actions need to happen in each room (kill enemies; push switch; etc; Dungeon_TagRoutines)
41* DONE: Pushed into "blocking" sprite; need to allow escaping
42* Overworld holes
43* Stairs up to top of HC/escape are broken
44* Second dam check
45* DONE: Master Sword barrier on HC
46* Use map to lookup crystals/pendants
47* Mark getting crystal/pendant (reward cutscene); handle exit warp
48* AgTower long room is broken; has extra transition?
49* DONE: Dark overworld map offset
50* DONE: Super-Bombable wall on pyramid (0x5B)
51* Keep bitmask of seen map16 tiles (ap_tile_attrs); determine if there is a range that can be used to re-map important raw map16 values (e.g. hammer peg hack)
52* When calculating reachable edge transitions, pretend we have all items
53* Scripts can't recv items & mark them in ap_item (blind's basement)