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If '''Tiki Allow Any Type''' is checked: tikis can have any type, even if not originally present in the level. No balance is done.
If '''Tiki Allow Any Type''' is checked: tikis can have any type, even if not originally present in the level. No balance is done.

Floating tikis are not accounted by the randomizer (they are left as they are).


===Enemy Types===
===Enemy Types===

Revision as of 02:56, 24 July 2019

This is a guide on using Industrial Park's Randomizer function to create a randomized mod for the game.

The randomizer works on all versions (GameCube, Xbox, PS2) of the games (Battle for Bikini Bottom and Scooby-Doo: Night of 100 Frights; it will most likely not work on Movie Game or the Incredibles games yet) as long as you can obtain the game's extracted files from a disc image (and then repack them back into an image after applying the mod, if necessary).

Steps

  1. Have your game's extracted files in a folder (you can see this page or this video for a guide on doing this with Dolphin and a GameCube ISO).
  2. Launch Industrial Park and open Research/Advanced -> Randomizer. Make sure you don't have any Archive Editor windows open before doing this.
  3. Click on Choose Root Directory and choose your game's root (the files folder), or Choose Single File if you only want to apply the randomizer to a single HIP/HOP file.
  4. Choose which randomizer functions you want to be applied. A description of each of them is below.
  5. Click Perform to start the randomizer. Applying the mod can take a few seconds and the tool might hang for a bit.

Patterns and files to skip

In this box, you can filter files to be left out of the randomizer. A few of them should always be there (such as the files for menus and characters). The files already there are my recommendation of files to be left alone (hub worlds, some bosses). The "Only randomize these" checkbox will do the opposite: the randomizer will only be applied to the files specified in the filter.

If you have "hb01" on the filter, for example, the hb01 level will be filered out but hb02 won't. If you have "hb", all "hbXX" files will be filtered.

One thing I usually do for BFBB is apply the randomizer first with the default files filtered, then again with "Only randomize these" checked and only "hb01" in the filter. This will apply the randomizer only to hb01 and will not mix it up with the other levels.

Randomizer functions

A few of the functions are dependent on each other, and a few of them are under the Not Recommended section (meaning they might make the game crash, unplayable or have very bad issues).

Level Files

Randomizes level files with each other. Warps will be random. I recommend leaving HB01 in the filter if this is on.

It will cause a softlock in the rare case a level replaces one with a warp to itself. For example: JF01 has a warp to JF02. If JF01 replaces JF02, the game will softlock when trying to take the warp to JF02 since you are already in JF02.

Textures

Randomizes the contents of all RWTX assets.

Sounds

Randomizes the contents of all sound assets.

If Mix SND SNDS (under Not Recommended) is checked, all types of sounds will be mixed and the robots will start speaking the character's lines (it's funny at first but becomes annoying quickly).

Boulder Settings

Randomizes the floating point values in BOUL assets. They will be multiplied by a random factor between 0.5 and 2.

Pickup Positions

Randomizes the positions of all PKUP assets with each other. Shiny objects, spatulas etc will be in random places.

PLAT Speeds

This will multiply all PLAT speed or time values by a random factor. If a PLAT has a Speed value, it will be multiplied by a random factor between the min. and max. speed multipliers (set in the randomizer window) and same applies for the PLATs with a time value. Note that most PLATs in the game are Mechanisms and thus use time as the value which controls how fast they move.

Tiki Types

Randomizes the types of all tikis with each other. For example, if your level had 3 wooden tikis and 1 thunder tiki before the randomization, it will still do after but their places will be switched.

If Tiki Models is checked: you will get wooden tikis which behave like thunder tikis, for example.

If Tiki Allow Any Type is checked: tikis can have any type, even if not originally present in the level. No balance is done.

Floating tikis are not accounted by the randomizer (they are left as they are).

Enemy Types

This works similarly to tiki types. All enemies in the level will be interchanged with each other.

Enemy Models (under Not Recommended) will randomize enemy models. Very high chance of crashing the game.

Enemy Allow Any Type(under Not Recommended) will allow enemies to have any type, even if not originally present in the level. No balance is done. Very high chance of crashing the game.

MRKR Positions

Randomizes the positions of some MRKR assets, mostly the ones used for warping and checkpoints.

DYNA Pointers will include Pointers (which are basically the same as markers) in this.

MVPT Positions

Randomizes the radii (radiuses) of MVPT assets. They will be multiplied by a random factor between 0.9 and 1.8. This means there's a high chance of enemies being able to move more and see you from further away.

Cameras

Randomizes the positions of all CAM assets with each other.

Timers

Randomizes the time of all TIMR assets. They will be multiplied by a random factor between 0.75 and 1.75. This can make timed challenged much more (or much less) challenging.

Double LODT Distances

This will double (not randomize) the distance set to all models in LODT assets. This should make it easier to see stuff from further away.

SIMP Positions

Randomizes the positions of all SIMP assets with each other. Not recommended, this might make the game crash or simply make levels unbeatable.

Models

Randomizes the contents of all MODL assets. Very high change of crashing the game.