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| 1 | # lingo2-archipelago | ||
| 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 | ||
| 9 | [Lingo 2](https://www.lingothegame.com/lingo2.html) so that it can be played as | ||
| 10 | part of an Archipelago multiworld game. | ||
| 11 | |||
| 12 | ## Installation | ||
| 13 | |||
| 14 | 1. Download the Lingo 2 Apworld from | ||
| 15 | [the releases page](https://code.fourisland.com/lingo2-archipelago/about/CHANGELOG.md). | ||
| 16 | 2. If you do not already have it, download and install the | ||
| 17 | [Archipelago software](https://github.com/ArchipelagoMW/Archipelago/releases/). | ||
| 18 | 3. Double click on `lingo2.apworld` to install it, or copy it manually to the | ||
| 19 | `custom_worlds` folder of your Archipelago installation. | ||
| 20 | |||
| 21 | ## Joining a Multiworld game | ||
| 22 | |||
| 23 | 1. Open the Archipelago Launcher. | ||
| 24 | 2. Select "Lingo 2 Client". | ||
| 25 | 3. The first time you do this, Archipelago will prompt you for the location of | ||
| 26 | the Lingo 2 executable file ("Lingo2.exe"). You can find this by | ||
| 27 | right-clicking on Lingo 2 in Steam, going to "Manage", and clicking "Browse | ||
| 28 | local files". | ||
| 29 | 4. Lingo 2 will open, and you will see a form asking for your connection | ||
| 30 | details. Enter the Archipelago address, slot name, and password into the | ||
| 31 | fields. | ||
| 32 | 5. Press Connect. | ||
| 33 | 6. Enjoy! | ||
| 34 | |||
| 35 | To continue an earlier game, you can perform the exact same steps as above. | ||
| 36 | |||
| 37 | ## Frequently Asked Questions | ||
| 38 | |||
| 39 | ### Why aren't the starting room letters shuffled? | ||
| 40 | |||
| 41 | The letter requirements for solving puzzles are very restrictive, especially in | ||
| 42 | the early game. It is possible for the generator to find some subset of letters | ||
| 43 | and doors to place in the starting room such that you are not trapped, but this | ||
| 44 | places a lot of strain on generation and leads to significantly more generation | ||
| 45 | failures. | ||
| 46 | |||
| 47 | As a result, the starting room letters (H1, I1, N1, and T1) are always present | ||
| 48 | in the starting room, even when remote letter shuffle is enabled. These letters | ||
| 49 | will _also_ count as clearing a check, so you will send out another item at the | ||
| 50 | same time as collecting the letter. | ||
| 51 | |||
| 52 | ### What areas are randomized? | ||
| 53 | |||
| 54 | Almost all maps that you can access from the base game are randomized. The | ||
| 55 | exceptions are: | ||
| 56 | |||
| 57 | - Icarus (this will be randomized at some point, although it will be optional) | ||
| 58 | - Demo | ||
| 59 | - The Hinterlands (this will probably be repurposed) | ||
| 60 | - The beta tester gift maps | ||
| 61 | |||
| 62 | ### Is my progress saved locally? | ||
| 63 | |||
| 64 | Lingo 2 autosaves your progress every time you solve a puzzle, get a | ||
| 65 | collectable, or interact with a keyholder. The randomizer generates a savefile | ||
| 66 | name based on your Multiworld seed and slot number, so you should be able to | ||
| 67 | seamlessly switch between multiworlds and even slots within a multiworld. | ||
| 68 | |||
| 69 | The exception to this is different rooms created from the same multiworld seed. | ||
| 70 | The client is unable to tell rooms in a seed apart (this is a limitation of the | ||
| 71 | Archipelago API), so the client will use the same save file for the same slot in | ||
| 72 | different rooms on the same seed. You can work around this by manually moving or | ||
| 73 | removing the save folder from the users directory in Lingo 2's game files. | ||
| 74 | |||
| 75 | If you play the base game again, you will see one or more save files with a long | ||
| 76 | name that begins with "zzAP\_". These are the saves for your multiworlds. They | ||
| 77 | can be safely deleted after you have completed the associated multiworld. It is | ||
| 78 | not recommended to load these save files outside of the randomizer. | ||
| 79 | |||
| 80 | A connection to Archipelago is required to resume playing a multiworld. This is | ||
| 81 | because the set of items you have received is not stored locally. | ||
| 82 | |||
| 83 | ### What about wall snipes? | ||
| 84 | |||
| 85 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | ||
| 86 | other side of opaque walls. The player is never expected to or required to do | ||
| 87 | this in normal gameplay. This randomizer does not change how wall snipes work, | ||
| 88 | but it will likewise never require the use of them. | ||
| 89 | |||
| 90 | ### How do cyan doors work? | ||
| 91 | |||
| 92 | In the base game, there are a number of cyan-colored doors that ordinarily open | ||
| 93 | once you collect H2 in The Repetitive. There are also a handful of panels that | ||
| 94 | only appear upon getting H2 as well, which the apworld treats the same as the | ||
| 95 | cyan doors. | ||
| 96 | |||
| 97 | There is an option that lets you choose how these doors and panels behave. By | ||
| 98 | default, they act the same as in the base game: they only open or appear after | ||
| 99 | collecting H2. Note that this means the actual H2 collectable in The Repetitive. | ||
| 100 | Receiving H2 via remote letter shuffle does not count for this requirement. | ||
| 101 | However, you can also make cyan doors activate upon collecting or receiving your | ||
| 102 | first double letter, regardless of what it is or if it's remote. Finally, you | ||
| 103 | can lock cyan doors behind an item called "Cyan Doors". | ||
| 104 | |||
| 105 | It is important to note, however, that the Cyan Door Behavior option only | ||
| 106 | applies to cyan doors that are not already affected by another type of | ||
| 107 | shuffling. When door shuffle is on, the following cyan doors are activated by | ||
| 108 | individual items and are not impacted by your choice of Cyan Door Behavior: | ||
| 109 | |||
| 110 | - The entrance to The Tower from The Great (The Great - Tower Entrance) | ||
| 111 | - The entrance to The Butterfly from The Bearer (The Bearer - Butterfly | ||
| 112 | Entrance) | ||
| 113 | - The entrance to The Repetitive from The Entry (The Entry - Repetitive | ||
| 114 | Entrance) | ||
| 115 | - The eye painting near the yellow color hallway in Daedalus (Daedalus - Eye | ||
| 116 | Painting) | ||
| 117 | - The Red I room in The Repetitive (The Repetitive - Anti Collectable Room) | ||
| 118 | |||
| 119 | Additionally, when control center color shuffle is enabled, the orange door in | ||
| 120 | The Unkempt (which ordinarily doubles as a cyan door) opens upon receiving the | ||
| 121 | Control Center Orange Doors item, instead of following the Cyan Door Behavior | ||
| 122 | option. | ||
| 123 | |||
| 124 | ### Help! I lost C/G in The Congruent! | ||
| 125 | |||
| 126 | If you place C or G into the relevant keyholders in The Congruent, the keyholder | ||
| 127 | disappears. You can retrieve your letter immediately by pressing C or G again | ||
| 128 | before leaving solve mode, as the keyholder will still be considered to be | ||
| 129 | "focused", even though it has moved. If you have already moved, though, there is | ||
| 130 | another way to get your letters back: just use the Key Return in The Entry. | ||
| 131 | |||
| 132 | ### Why is the tracker telling me to solve a panel that's currently red? | ||
| 133 | |||
| 134 | Red usually indicates that a panel cannot be solved because of missing letters. | ||
| 135 | However, that only applies to the puzzle's main answer. If a puzzle has | ||
| 136 | alternate answers, you may be expected to use one of those instead of the main | ||
| 137 | one. As long as you have all of the necessary letters, an alternate answer can | ||
| 138 | be typed into a red panel even though it does not show you typing. When you | ||
| 139 | finish typing the answer, the panel will solve as normal. | ||
| 140 | |||
| 141 | ## Running from source | ||
| 142 | |||
| 143 | The randomizer is mostly written in Python and GDScript, which do not need to be | ||
| 144 | compiled. However, there are three files that need to be generated before the | ||
| 145 | apworld can be used. | ||
| 146 | |||
| 147 | The first file is `data.binpb`, the datafile containing the randomizer logic. | ||
| 148 | You can read about how to generate it on | ||
| 149 | [its own README page](https://code.fourisland.com/lingo2-archipelago/about/data/README.md). | ||
| 150 | Once you have it, put it in a subfolder of `apworld` called `generated`. | ||
| 151 | |||
| 152 | The second generated file is `data_pb2.py`. This file allows Archipelago to read | ||
| 153 | the datafile. We use `protoc`, the Protocol Buffer compiler, to generate it. As | ||
| 154 | of 0.6.3, Archipelago has protobuf 3.20.3 packaged with it, which means we need | ||
| 155 | to compile our proto file with a similar version. | ||
| 156 | |||
| 157 | If you followed the steps to generate `data.binpb` and compiled the `datapacker` | ||
| 158 | tool yourself, you will already have protobuf version 3.21.12 installed through | ||
| 159 | vcpkg. You can then run a command similar to this in order to generate the | ||
| 160 | python file. | ||
| 161 | |||
| 162 | ```shell | ||
| 163 | .\out\build\x64-Debug\vcpkg_installed\x64-windows\tools\protobuf\protoc.exe -Iproto\ ^ | ||
| 164 | --python_out=apworld\generated\ .\proto\data.proto | ||
| 165 | ``` | ||
| 166 | |||
| 167 | The exact path to `protoc.exe` is going to depend on where vcpkg installed its | ||
| 168 | packages. The above location is where Visual Studio will probably put it. | ||
| 169 | |||
| 170 | The third generated file is `proto.gd`. This is the GDScript version of the | ||
| 171 | previous file. We use a Godot script to generate it, which means | ||
| 172 | [the Godot Editor](https://godotengine.org/download/) is required. From the root | ||
| 173 | of the repository: | ||
| 174 | |||
| 175 | ```shell | ||
| 176 | cd vendor\godobuf | ||
| 177 | godot --headless -s addons\protobuf\protobuf_cmdln.gd --input=..\..\proto\data.proto ^ | ||
| 178 | --output=..\..\apworld\generated\proto.gd | ||
| 179 | ``` | ||
| 180 | |||
| 181 | If you are not on Windows, replace the forward slashes with backslashes as | ||
| 182 | appropriate (and the caret with a forward slash). You will also probably need to | ||
| 183 | replace "godot" at the start of the second line with a path to a Godot Editor | ||
| 184 | executable. | ||
| 185 | |||
| 186 | After generating those three files, the apworld should be functional. You can | ||
| 187 | copy it into an Archipelago source tree (rename the folder `apworld` to `lingo2` | ||
| 188 | if you do so) if you want to edit/debug the code. Otherwise, you can zip up the | ||
| 189 | folder and rename it to `lingo2.apworld` in order to package it for | ||
| 190 | distribution. | ||
