pokeemerald warp randomizer

Randomizes the warps in a stock pokeemerald repo.

Usage Instructions

  • Install networkx and matplotlib via pip3 or similar.
  • Set POKEEMERALD environment variable to the path to your pokeemerald/ folder
  • Edit rand_idx at the top of the file to the seed to start searching from.
  • Ensure that the repo has not already been randomized, or the script will not work!
  • python3 randomizer.py
  • The script will search for randomized layouts which pass completability tests. This can take anywhere from a couple of minutes to an hour.
    • “Completable” is defined as a series of pathfinding routes from the first gym to the last gym to the Elite 4, including required story events and in-order. As such, it is highly likely that sequence breaks will allow faster completion. The pathfinding routes do not use Cut, Fly nor the bikes.
    • Current average amount of viable generated seeds is about 1 in 20,000.
  • After a seed is found, map JSONs will be modified and pokeemerald can be compiled

Notes

There are no guarantees on softlocking prevention, though several precautions are taken:

  • Littleroot Town is frozen to guarantee the player gets a Pokemon.
  • The Elite 4 are all frozen to enforce gym completion (but may be configurably unfrozen later?).
  • Petalburg Woods is currently frozen, but may be unfrozen later.
  • Mossdeep City Gym is frozen, due to complexity with verifying the puzzle can be completed with warps altered.
  • Petalburg Gym is frozen, due to doors being tied to trainers (high softlock potential).
  • Shoal Cave is frozen due to tides.
  • Trick House is frozen to prevent breakage.
  • Trainer Hill is frozen to prevent breakage.
  • Regi Tombs are frozen due to the Braille wall (but may be unfrozen later?).
  • The Mt. Chimney Cable Car is not randomized and will always travel between stations (the entrances and exits, however, are randomized).

Pathfinding Structure

  • By default, all warps are connected bidirectionally to a central node (ie, MAP_PETALBURG_CITY_WARP0..N will connect to MAP_PETALBURG_CITY)
  • Connections are a bidirectional edge between central map nodes (ie, MAP_PETALBURG_CITY <-> MAP_ROUTE102)
  • For maps with ledges, edges can be cut in either direction.
  • Maps with partitioning generally forgo the central node and connect warps directly to each other.
  • Edges which require HMs or story flags will have an additional attribute requires, and during the completion tests these edges are cut if flags haven’t yet been obtained.

GitHub

View Github