Releases: ladybunne/MetroidZeroMission_PopTrackerPack
Metroid: Zero Mission - PopTracker Pack: Version 1.2.1
Metroid: Zero Mission - PopTracker Pack: Version 1.2
aaaaaaa how has so much time passed since the last update
Changes
Here's what changed in this version!
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Logic has finally been added! Thanks for all your patience - it took a long time, it was a lot of work, but it's done. I've also streamlined the Lua side of things, so I should be able to just pull any new logic changes from the apworld and, with minimal tinkering, have them be reflected in the pack.
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I did a general overhaul of the pack itself - from assets to options to maps to layouts, all of it has been looked at, and given some amount of polish. I hope the tracker is now a lot easier to use.
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I've added scoutabe logic to a number of checks. They will show up in blue, indicating that, with the items you have, you can go to that location and see what's there. This is logic I maintain on my end, since apworlds don't actually care if stuff is scoutable. If there's issues with blue checks, please come find me! (Also, I added them for every area except Chozodia... I was really tired and just wanted to get this update out. orz)
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There are now three layouts in the pack: a standard one (items at the bottom), a variant with items on the left, and one with no map whatsoever since someone asked for it. You choose which variant you want to load when you open the pack from the packs menu.
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I thiiiink that's it? I did a lot of work behind the scenes, mostly just refactoring and writing a lot of functional Lua. I even wrote a cool thing that replicates apworld regions on Lua's end, which was a bunch of work, but it was very fun and interesting.
Closing remarks
Logic and yaml options now work, so if there are any issues with logic, please report them to me (preferably ping me in the thread). I'll be trying to maintain a much more frequent update cadence now the logic pipeline is a lot simpler.
- For non-blue checks, the logic should be derived from the apworld, so I'll pass them on to Noise if needed.
- For blue checks, those are maintained by me, so I'll see what I can do. Also feel free to poke me if there's checks you think should be scoutable, but don't appear to be.
Once again, thank you to those who helped make this update possible - in particular, thanks to PaperKoopa for some assets, MuffinJets for layout feedback, and as always, lil David and Noise for their tireless work on the apworld.
Anyway, I sleep now. Enjoy!
See you next mission,
Ladybunne 🐰💜
Metroid: Zero Mission - PopTracker Pack: Version 1.1
Oh god it's almost been two months.
Anyway, here's a new version! Lots has changed. Here's a little run-down, for those who read.
Changes
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Options have been added! The pack will now initialise with defaults that match the apworld's template defaults. When you connect to AP, it'll pull all of your slot's options automatically. (Please note that these don't actually do anything yet as logic hasn't been updated - see below for more on that.)
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The pack now automatically switches between tabs for individual maps as you move between zones. This can be disabled in the options if you really don't like it.
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Individual maps have been cleaned up - they're now all matching the old combined one, where they're desaturated and have no background. (The desaturation's so that red and green squares overlaid on top are a little more legible.)
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"Area peeks" have been added to individual maps! These show up near connectors between areas, and will give you a "peek" of the status of that area.
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Bosses are now tracked next to items. (Hey, what's that little guy doing there...? 🐛)
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David made a really cool broadcast view, that you can now use. Thanks, David!
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David also removed all of the duplicate location names that were showing up on location tooltips. They now look like this. Thanks again, David!
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I made a whole-ass Godot project to help with making large-scale changes to
locations.json
, but nobody gets to see that because it's just for me. Trust me, it's very cool.
Logic
Logic hasn't changed since the last version. Sorry. Noise did a full logic rewrite, but it's... pretty complex. I was looking into a way to bridge Lua and Python, to save myself a lot of trouble, but getting that to work was beyond me.
This means that that none of the options actually do anything yet (even though they autoload which is really cool, nice work Ladybunne), except for the auto tab switching one, since its functionality does not relate to logic.
So, it looks like I'll need to sit down and translate a whole bunch of Python into Lua again. I'm going to see what I can do to automate parts of it, but it'll be a decent amount of work either way, mostly because the Lua side of things doesn't have access to any of the frameworks apworlds use for creating and querying regions.
If you're clever and know things that could save me trouble here, please don't hesitate to get in touch.
Closing remarks
I'll get the logic side of things updated when I can. For now, this is mostly just a cosmetic update... but it's one I hope you'll enjoy all the same.
Lemme know if you find any bugs! (The kind that break software, not the kind that hang out in the boss tracker.)
See you next mission,
Ladybunne 🐰💜
Metroid: Zero Mission - PopTracker Pack: Initial Release!
Hoo boy, we've finally made it. This one was tough - lots of iteration, lots of complex logic, lots of problems to solve.
The pack in its current state includes:
- A map of each area, and a combined map, all complete with Archipelago locations
- Auto-tracking that utilises an Archipelago server connection
- Logic
- An item display
Features to come in future versions include:
- Support for yaml settings (currently not working)
- Automatically reading yaml settings at connection time
- Composite "room maps" that show all rooms as seen in-game, with items shown exactly where they're found in rooms, per area
- Logic improvements
Logic's going to be a bit rough as my source (Noise's logic for the apworld) is still being fleshed out. I'm almost certain I've made mistakes in translating it from Python to Lua, and even with 100% accuracy, there will still be issues. I apologise for this.
I welcome feedback on this project as it is similarly in its early stages. If you have logic issues, please don't hestiate to contact me, ideally with a PopTracker exported state so I can investigate. If you have feedback about the pack's appearance or potential visual improvements, I'd be happy to hear those too.
It is my eventual hope that with sufficiently advanced PopTracker-fu, I can learn to utilise UAT and a custom Lua script thrown at Bizhawk to get automatic map / room tracking, and with some luck, maybe even hints shown on the map using a fancy gif or something. But that's a long way away, and this initial release should be sufficient for now.
I hope you enjoy my work. It's been a labour of love. If it's useful to you, feel free to poke me sometime and say hi or share your thoughts.
See you next mission,
Ladybunne 🐰💜