Randomizer

From Heavy Iron Modding
Revision as of 18:09, 24 July 2019 by Battlepedia>Igorseabra4

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 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).


Randomizer tool window

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.

If you need to rebuild the image afterwards, you can follow this tutorial for GameCube. There are methods of rebuilding the image for Xbox and PS2 as well.

Note that running the randomizer more than once on the same files will cause the modifications to stack on top of each other. If you've set platform speeds to increase, they will become even faster.

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 filtered but hb02 won't. If you have "hb", all "hbXX" files will be filtered. Check Filesystem (for BFBB) or Filesystem (Scooby-Doo: Night Of 100 Frights) for a complete list of levels.

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 leave a few, such as hb01, hb02 and b3 in the filter (h00 for Scooby), and Level Files unchecked. This will apply the randomizer only to those levels and will not mix them up with the others.

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.

If you choose a single file instead of a directory, this has no effect.

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.

Collecting a golden spatula in certain places (such as above a springboard or when swinging from a hitch) will softlock the game.

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). This method has no effect on Scooby.

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.

This method has no effect on Scooby.

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.

This method has a high chance of causing a crash in the Robot Patrick boss (b201) level.

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. It is likely that this will cause slowdowns in levels with a lot of placable assets.

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.