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Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 116 |
1 files changed, 98 insertions, 18 deletions
| diff --git a/README.md b/README.md index 1da3c2b..8b1a425 100644 --- a/README.md +++ b/README.md | |||
| @@ -9,17 +9,33 @@ This is a project that modifies the game | |||
| 9 | [Lingo 2](https://www.lingothegame.com/lingo2.html) so that it can be played as | 9 | [Lingo 2](https://www.lingothegame.com/lingo2.html) so that it can be played as |
| 10 | part of an Archipelago multiworld game. | 10 | part of an Archipelago multiworld game. |
| 11 | 11 | ||
| 12 | ## How To Play | 12 | ## Installation |
| 13 | 13 | ||
| 14 | Here are the components needed in order to play: | 14 | 1. Download the Lingo 2 Apworld from |
| 15 | 15 | [the releases page](https://code.fourisland.com/lingo2-archipelago/about/CHANGELOG.md). | |
| 16 | - **Apworld**: This is used by Archipelago to generate randomized Lingo 2 | 16 | 2. If you do not already have it, download and install the |
| 17 | worlds. | 17 | [Archipelago software](https://github.com/ArchipelagoMW/Archipelago/releases/). |
| 18 | - [Installation & FAQ](https://code.fourisland.com/lingo2-archipelago/about/apworld/README.md) | 18 | 3. Double click on `lingo2.apworld` to install it, or copy it manually to the |
| 19 | - [Downloads](https://code.fourisland.com/lingo2-archipelago/about/apworld/CHANGELOG.md) | 19 | `custom_worlds` folder of your Archipelago installation. |
| 20 | - **Client**: This is how Lingo 2 connects to an Archipelago multiworld. | 20 | |
| 21 | - [Installation & FAQ](https://code.fourisland.com/lingo2-archipelago/about/client/README.md) | 21 | ## Joining a Multiworld game |
| 22 | - [Downloads](https://code.fourisland.com/lingo2-archipelago/about/client/CHANGELOG.md) | 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 | **Note**: Running the randomizer modifies the game's memory. If you want to play | ||
| 38 | the base game after playing the randomizer, you need to restart Lingo 2 first. | ||
| 23 | 39 | ||
| 24 | ## Frequently Asked Questions | 40 | ## Frequently Asked Questions |
| 25 | 41 | ||
| @@ -46,6 +62,27 @@ exceptions are: | |||
| 46 | - The Hinterlands (this will probably be repurposed) | 62 | - The Hinterlands (this will probably be repurposed) |
| 47 | - The beta tester gift maps | 63 | - The beta tester gift maps |
| 48 | 64 | ||
| 65 | ### Is my progress saved locally? | ||
| 66 | |||
| 67 | Lingo 2 autosaves your progress every time you solve a puzzle, get a | ||
| 68 | collectable, or interact with a keyholder. The randomizer generates a savefile | ||
| 69 | name based on your Multiworld seed and slot number, so you should be able to | ||
| 70 | seamlessly switch between multiworlds and even slots within a multiworld. | ||
| 71 | |||
| 72 | The exception to this is different rooms created from the same multiworld seed. | ||
| 73 | The client is unable to tell rooms in a seed apart (this is a limitation of the | ||
| 74 | Archipelago API), so the client will use the same save file for the same slot in | ||
| 75 | different rooms on the same seed. You can work around this by manually moving or | ||
| 76 | removing the save folder from the users directory in Lingo 2's game files. | ||
| 77 | |||
| 78 | If you play the base game again, you will see one or more save files with a long | ||
| 79 | name that begins with "zzAP\_". These are the saves for your multiworlds. They | ||
| 80 | can be safely deleted after you have completed the associated multiworld. It is | ||
| 81 | not recommended to load these save files outside of the randomizer. | ||
| 82 | |||
| 83 | A connection to Archipelago is required to resume playing a multiworld. This is | ||
| 84 | because the set of items you have received is not stored locally. | ||
| 85 | |||
| 49 | ### What about wall snipes? | 86 | ### What about wall snipes? |
| 50 | 87 | ||
| 51 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | 88 | "Wall sniping" refers to the fact that you are able to solve puzzles on the |
| @@ -95,10 +132,53 @@ before leaving solve mode, as the keyholder will still be considered to be | |||
| 95 | "focused", even though it has moved. If you have already moved, though, there is | 132 | "focused", even though it has moved. If you have already moved, though, there is |
| 96 | another way to get your letters back: just use the Key Return in The Entry. | 133 | another way to get your letters back: just use the Key Return in The Entry. |
| 97 | 134 | ||
| 98 | ## Project Details | 135 | ## Running from source |
| 99 | 136 | ||
| 100 | There are multiple parts of this project: | 137 | The randomizer is mostly written in Python and GDScript, which do not need to be |
| 101 | 138 | compiled. However, there are three files that need to be generated before the | |
| 102 | - [Client](https://code.fourisland.com/lingo2-archipelago/about/client/README.md) | 139 | apworld can be used. |
| 103 | - [Apworld](https://code.fourisland.com/lingo2-archipelago/about/apworld/README.md) | 140 | |
| 104 | - [Data](https://code.fourisland.com/lingo2-archipelago/about/data/README.md) | 141 | The first file is `data.binpb`, the datafile containing the randomizer logic. |
| 142 | You can read about how to generate it on | ||
| 143 | [its own README page](https://code.fourisland.com/lingo2-archipelago/about/data/README.md). | ||
| 144 | Once you have it, put it in a subfolder of `apworld` called `generated`. | ||
| 145 | |||
| 146 | The second generated file is `data_pb2.py`. This file allows Archipelago to read | ||
| 147 | the datafile. We use `protoc`, the Protocol Buffer compiler, to generate it. As | ||
| 148 | of 0.6.3, Archipelago has protobuf 3.20.3 packaged with it, which means we need | ||
| 149 | to compile our proto file with a similar version. | ||
| 150 | |||
| 151 | If you followed the steps to generate `data.binpb` and compiled the `datapacker` | ||
| 152 | tool yourself, you will already have protobuf version 3.21.12 installed through | ||
| 153 | vcpkg. You can then run a command similar to this in order to generate the | ||
| 154 | python file. | ||
| 155 | |||
| 156 | ```shell | ||
| 157 | .\out\build\x64-Debug\vcpkg_installed\x64-windows\tools\protobuf\protoc.exe -Iproto\ ^ | ||
| 158 | --python_out=apworld\generated\ .\proto\data.proto | ||
| 159 | ``` | ||
| 160 | |||
| 161 | The exact path to `protoc.exe` is going to depend on where vcpkg installed its | ||
| 162 | packages. The above location is where Visual Studio will probably put it. | ||
| 163 | |||
| 164 | The third generated file is `proto.gd`. This is the GDScript version of the | ||
| 165 | previous file. We use a Godot script to generate it, which means | ||
| 166 | [the Godot Editor](https://godotengine.org/download/) is required. From the root | ||
| 167 | of the repository: | ||
| 168 | |||
| 169 | ```shell | ||
| 170 | cd vendor\godobuf | ||
| 171 | godot --headless -s addons\protobuf\protobuf_cmdln.gd --input=..\..\proto\data.proto ^ | ||
| 172 | --output=..\..\apworld\generated\proto.gd | ||
| 173 | ``` | ||
| 174 | |||
| 175 | If you are not on Windows, replace the forward slashes with backslashes as | ||
| 176 | appropriate (and the caret with a forward slash). You will also probably need to | ||
| 177 | replace "godot" at the start of the second line with a path to a Godot Editor | ||
| 178 | executable. | ||
| 179 | |||
| 180 | After generating those three files, the apworld should be functional. You can | ||
| 181 | copy it into an Archipelago source tree (rename the folder `apworld` to `lingo2` | ||
| 182 | if you do so) if you want to edit/debug the code. Otherwise, you can zip up the | ||
| 183 | folder and rename it to `lingo2.apworld` in order to package it for | ||
| 184 | distribution. | ||
