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Bug: Super Mario World's randomizer logic for Chocolate Island 2 Dragon Coins seems incorrect #4082

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sugar700 opened this issue Oct 22, 2024 · 1 comment

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@sugar700
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sugar700 commented Oct 22, 2024

What happened?

Chocolate Island 2 has the following logic for Dragon Coins:

add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_island_2_region, LocationName.chocolate_island_2_dragon,
lambda state: (state.has(ItemName.blue_switch_palace, player) and
(state.has(ItemName.p_switch, player) or
state.has(ItemName.green_switch_palace, player) or
(state.has(ItemName.yellow_switch_palace, player) or state.has(ItemName.red_switch_palace, player)))))

However, this doesn't seem right to me. The logic if I read it correctly considers Dragon Coins to be possible to obtain if the player has blue switch + yellow switch.

The problem however is that in such a situation, the jump for last dragon coin would be a ten tile jump.

image

I tried performing this jump with 0013E46D Pro Action Replay cheat to simulate the effect of not having Run (it's very similar to what the actual code does: https://github.com/TheLX5/APSMW-BasePatch/blob/8414cdb7559c8b7b3ad8c4e8ba0fc4bcfa0cf0ea/code/abilities.asm#L14), as Run isn't a logic requirement here (with Run it's easy to do a 10 tile jump):

I was barely able to make a 9 tile horizontal jump, but not a 10 tile horizontal jump.

What were the expected results?

It feels like there should be (yellow_switch_palace and red_switch_palace) condition, not (yellow_switch_palace or red_switch_palace) condition. The otherwise unnecessary parentheses suggest that this was the intent.

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@sugar700 sugar700 changed the title Bug: Super Mario World's randomizer logic for Chocolate Island 2 seems incorrect Bug: Super Mario World's randomizer logic for Chocolate Island 2 Dragon Coins seems incorrect Oct 22, 2024
@Exempt-Medic
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@PoryGone

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