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authorStar Rauchenberger <fefferburbia@gmail.com>2024-05-26 02:40:44 -0400
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1# Anodyne Archipelago Client
2
3[Archipelago](https://archipelago.gg/) is an open-source project that supports
4randomizing a number of different games and combining them into one cooperative
5experience. Items from each game are hidden in other games. For more information
6about Archipelago, you can look at their website.
7
8This is a project that modifies the game [Anodyne](https://www.anodynegame.com/)
9so that it can be played as part of an Archipelago multiworld game.
10
11## Installation
12
131. Download the Anodyne Archipelago Randomizer from
14 [the releases page](https://code.fourisland.com/anodyne-archipelago/about/CHANGELOG.md).
152. Locate `AnodyneSharp.exe`. On Steam, you can find it by right clicking on
16 "Anodyne", going to "Manage", and clicking "Browse local files". In the
17 folder that opens, you should see another folder called "Remake".
18 `AnodyneSharp.exe` should be in there.
193. Unzip the randomizer into the same folder as `AnodyneSharp.exe`. This should
20 add one folder, one exe, and several dll files to this folder.
21
22## Joining a Multiworld game
23
241. Run `AnodyneArchipelagoLauncher.exe`.
252. Enter your connection details on the main menu. Text must be entered via
26 keyboard, even if you are playing on controller.
273. Select "Connect".
284. Enjoy!
29
30To continue an earlier game, you can perform the exact same steps as above. The
31randomizer will remember the details of your last nine unique connections.
32
33## Running from source
34
35If you are not testing local changes to the source code, skip this section and
36read the Installation section instead.
37
38The `AnodyneArchipelago` project depends on several other assemblies. These can
39be found either in the BepInEx project or in the `AnodyneSharp.exe` folder. The
40BepInEx assemblies used, as well as the mod launcher itself, must be compiled
41for x64 (not Any CPU) and .NET Framework 4.6.2. You will need to clone the
42BepInEx project and configure it so that they compile correctly.
43
44The layout of the `AnodyneArchipelago` release is as follows:
45
46- The `BepInEx.NET.Framework.Launcher` executable, renamed to
47 `AnodyneArchipelagoLauncher.exe`.
48- The BepInEx dependencies: `0Harmony.dll`, `BepInEx.Core.dll`,
49 `BepInEx.NET.Common.dll`, `BepInEx.Preloader.Core.dll`, `Mono.Cecil.dll`,
50 `Mono.Cecil.Mdb.dll`, `Mono.Cecil.Pdb.dll`, `Mono.Cecil.Rocks.dll`,
51 `MonoMod.RuntimeDetour.dll`, `MonoMod.Utils.dll`, `SemanticVersioning.dll`.
52- The `AnodyneArchipelago` dependencies: `Archipelago.MultiClient.Net.dll`,
53 `Newtonsoft.Json.dll`.
54- A folder called `BepInEx`, containing two subfolders: `config`, which contains
55 `BepInEx.cfg` from the repository root, and `plugins`, which contains
56 `AnodyneArchipelago.dll` itself.
57
58## Frequently Asked Questions
59
60### Is my progress saved locally?
61
62The randomizer generates a savefile name based on your Multiworld seed and slot
63number, so you should be able to seamlessly switch between multiworlds and even
64slots within a multiworld.
65
66The exception to this is different rooms created from the same multiworld seed.
67The client is unable to tell rooms in a seed apart (this is a limitation of the
68Archipelago API), so the client will use the same save file for the same slot in
69different rooms on the same seed. You can work around this by manually moving or
70removing the save file from the AnodyneFNA save file directory.