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Some fixes for 5.2 - #429
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- Update FtRandoLib reference - Make wasm output setting be local to browser project - Adjust margins changed in Avalonia 12
Sending the pasted text through the textbox makes it only possible to use the first line. I change it up to access the clipboard directly to make it work when the flags and seeds are on separate lines.
- The code now uses js65 and is being reloc'd instead of inserted at a magic PRG0 address. - HALF should now consistently trigger after 32 steps taken. (The high byte was previously not always reset). - Make RANDOM be random encounter rate per continent (The Random option previously did nothing and was just the same as normal.) - This will also make it possible to add other terrain to Maze Island without having MI encounters.
- Huge code cleanup - Shuffle the directions in which Maze Island is expanded - Position palace better inside grid
- Huge code cleanup - Add a check when opening up VoD entrances to prevent creating illegal entrances to any trap tiles - Add a check to stop rivers from opening up VoD center - Add slightly more variance to where the trap tiles are placed along the VoD zig-zag path
- Remove sword immunities when Fire is replaced by Dash or linked with Fairy - No sword immunities
- It doesn't do much differently from Random Walk in GP (just very slightly more vertical.)
- ReactiveUI.Validation dependency has been removed as it's not updated - System.Reactive usages replaced by ReactiveUI.Primitives
initsu
marked this pull request as draft
August 17, 2026 03:25
initsu
marked this pull request as ready for review
August 17, 2026 03:29
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Update:
main, rebased onto5.2-to-main.