From 2a155989aa2616c85de75eb6ddb69899404755ec Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Sun, 26 May 2024 02:40:44 -0400 Subject: Documentation --- CHANGELOG.md | 8 +++++++ README.md | 70 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 78 insertions(+) create mode 100644 CHANGELOG.md create mode 100644 README.md diff --git a/CHANGELOG.md b/CHANGELOG.md new file mode 100644 index 0000000..ca413f7 --- /dev/null +++ b/CHANGELOG.md @@ -0,0 +1,8 @@ +# anodyne-archipelago Releases + +## Initial Testing: [v0.1.0](https://code.fourisland.com/anodyne-archipelago/tag/?h=v0.1.0) - 2024-05-26 + +Initial release for testing. + +Download: +[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 @@ -0,0 +1,70 @@ +# Anodyne Archipelago Client + +[Archipelago](https://archipelago.gg/) is an open-source project that supports +randomizing a number of different games and combining them into one cooperative +experience. Items from each game are hidden in other games. For more information +about Archipelago, you can look at their website. + +This is a project that modifies the game [Anodyne](https://www.anodynegame.com/) +so that it can be played as part of an Archipelago multiworld game. + +## Installation + +1. Download the Anodyne Archipelago Randomizer from + [the releases page](https://code.fourisland.com/anodyne-archipelago/about/CHANGELOG.md). +2. Locate `AnodyneSharp.exe`. On Steam, you can find it by right clicking on + "Anodyne", going to "Manage", and clicking "Browse local files". In the + folder that opens, you should see another folder called "Remake". + `AnodyneSharp.exe` should be in there. +3. Unzip the randomizer into the same folder as `AnodyneSharp.exe`. This should + add one folder, one exe, and several dll files to this folder. + +## Joining a Multiworld game + +1. Run `AnodyneArchipelagoLauncher.exe`. +2. Enter your connection details on the main menu. Text must be entered via + keyboard, even if you are playing on controller. +3. Select "Connect". +4. Enjoy! + +To continue an earlier game, you can perform the exact same steps as above. The +randomizer will remember the details of your last nine unique connections. + +## Running from source + +If you are not testing local changes to the source code, skip this section and +read the Installation section instead. + +The `AnodyneArchipelago` project depends on several other assemblies. These can +be found either in the BepInEx project or in the `AnodyneSharp.exe` folder. The +BepInEx assemblies used, as well as the mod launcher itself, must be compiled +for x64 (not Any CPU) and .NET Framework 4.6.2. You will need to clone the +BepInEx project and configure it so that they compile correctly. + +The layout of the `AnodyneArchipelago` release is as follows: + +- The `BepInEx.NET.Framework.Launcher` executable, renamed to + `AnodyneArchipelagoLauncher.exe`. +- The BepInEx dependencies: `0Harmony.dll`, `BepInEx.Core.dll`, + `BepInEx.NET.Common.dll`, `BepInEx.Preloader.Core.dll`, `Mono.Cecil.dll`, + `Mono.Cecil.Mdb.dll`, `Mono.Cecil.Pdb.dll`, `Mono.Cecil.Rocks.dll`, + `MonoMod.RuntimeDetour.dll`, `MonoMod.Utils.dll`, `SemanticVersioning.dll`. +- The `AnodyneArchipelago` dependencies: `Archipelago.MultiClient.Net.dll`, + `Newtonsoft.Json.dll`. +- A folder called `BepInEx`, containing two subfolders: `config`, which contains + `BepInEx.cfg` from the repository root, and `plugins`, which contains + `AnodyneArchipelago.dll` itself. + +## Frequently Asked Questions + +### Is my progress saved locally? + +The randomizer generates a savefile name based on your Multiworld seed and slot +number, so you should be able to seamlessly switch between multiworlds and even +slots within a multiworld. + +The exception to this is different rooms created from the same multiworld seed. +The client is unable to tell rooms in a seed apart (this is a limitation of the +Archipelago API), so the client will use the same save file for the same slot in +different rooms on the same seed. You can work around this by manually moving or +removing the save file from the AnodyneFNA save file directory. -- cgit 1.4.1