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1 | # anodyne-archipelago Releases | ||
2 | |||
3 | ## Initial Testing: [v0.1.0](https://code.fourisland.com/anodyne-archipelago/tag/?h=v0.1.0) - 2024-05-26 | ||
4 | |||
5 | Initial release for testing. | ||
6 | |||
7 | Download: | ||
8 | [anodyne-archipelago-v0.1.0.zip](https://files.fourisland.com/releases/anodyne-archipelago/anodyne-archipelago-v0.1.0.zip) | ||
diff --git a/README.md b/README.md new file mode 100644 index 0000000..497012a --- /dev/null +++ b/README.md | |||
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1 | # Anodyne Archipelago Client | ||
2 | |||
3 | [Archipelago](https://archipelago.gg/) is an open-source project that supports | ||
4 | randomizing a number of different games and combining them into one cooperative | ||
5 | experience. Items from each game are hidden in other games. For more information | ||
6 | about Archipelago, you can look at their website. | ||
7 | |||
8 | This is a project that modifies the game [Anodyne](https://www.anodynegame.com/) | ||
9 | so that it can be played as part of an Archipelago multiworld game. | ||
10 | |||
11 | ## Installation | ||
12 | |||
13 | 1. Download the Anodyne Archipelago Randomizer from | ||
14 | [the releases page](https://code.fourisland.com/anodyne-archipelago/about/CHANGELOG.md). | ||
15 | 2. 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. | ||
19 | 3. 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 | |||
24 | 1. Run `AnodyneArchipelagoLauncher.exe`. | ||
25 | 2. Enter your connection details on the main menu. Text must be entered via | ||
26 | keyboard, even if you are playing on controller. | ||
27 | 3. Select "Connect". | ||
28 | 4. Enjoy! | ||
29 | |||
30 | To continue an earlier game, you can perform the exact same steps as above. The | ||
31 | randomizer will remember the details of your last nine unique connections. | ||
32 | |||
33 | ## Running from source | ||
34 | |||
35 | If you are not testing local changes to the source code, skip this section and | ||
36 | read the Installation section instead. | ||
37 | |||
38 | The `AnodyneArchipelago` project depends on several other assemblies. These can | ||
39 | be found either in the BepInEx project or in the `AnodyneSharp.exe` folder. The | ||
40 | BepInEx assemblies used, as well as the mod launcher itself, must be compiled | ||
41 | for x64 (not Any CPU) and .NET Framework 4.6.2. You will need to clone the | ||
42 | BepInEx project and configure it so that they compile correctly. | ||
43 | |||
44 | The 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 | |||
62 | The randomizer generates a savefile name based on your Multiworld seed and slot | ||
63 | number, so you should be able to seamlessly switch between multiworlds and even | ||
64 | slots within a multiworld. | ||
65 | |||
66 | The exception to this is different rooms created from the same multiworld seed. | ||
67 | The client is unable to tell rooms in a seed apart (this is a limitation of the | ||
68 | Archipelago API), so the client will use the same save file for the same slot in | ||
69 | different rooms on the same seed. You can work around this by manually moving or | ||
70 | removing the save file from the AnodyneFNA save file directory. | ||