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Object Placement
This tab controls elements of the Randomisation process that affect the Object Placement within stages, controlled by the game's .set
files.
Changes what enemy types will appear within the stages. The available types can be configured in the list on the first tab of the sub box to the right.
Exempts Bosses from being included in the Enemy Randomisation process, keeping them intact. This does NOT prevent the Enemy Randomiser from changing a standard enemy into a boss however.
Changes how the enemies within the stage will behave. This option is heavily recommended if Enemy Type Randomisation is also enabled, as enemies using the behaviour values of other enemies have a VERY high chance to crash the game.
This option is not recommended to be enabled due to it impacting game stability
This option can only be selected if the Randomise Enemy Behaviour checkbox is also enabled, as it is an extension of it. This simply removes the enforcement that the enemy's behaviour should belong to its type, allowing it to select any behavioural type. This option is very likely to cause a game crash, and for that reason, can not be toggled by the Wildcard (but can still be manually enabled before a Wildcard Randomisation).
This option is not recommended to be enabled due to it making a lot of stages unplayable
Randomises which characters the player will control during the stages, alongside any amigos that may be present. Some characters will render certain stages (such as Sonic's Wave Ocean) unbeatable due to a lack of specialised states.
The available characters can be configured in the list on the second tab of the sub box to the right.
Changes the contents of the various Item Capsules within the stages. The available items can be configured in the list on the third tab of the sub box to the right.
This option is not recommended to be enabled due to it making a lot of stages unplayable
Changes what props spawn at points throughout the stages. Standard Props are objects that pull from the Common.bin
file; these usually have collision and interact with the Havok physics engine. The valid props (using their internal names due to the staggeringly high amount) can be configured in the list on the fourth tab of the sub box to the right.
Changes what props spawn at points throughout the stages. Detail Props are objects that pull from the PathObj.bin
file; these usually have animations of some sort, are non-solid and can follow path splines. This is not considered a Cosmetic Detail due to some of them being surprisingly large and the game using them for odd purposes which can be slightly deceptive (such as the bridges in Soleanna).
The valid props (using their internal names) can be configured in the list on the fifth tab of the sub box to the right.
Randomises what voice lines are played throughout the stage, from Hint Rings, Invisible Collision Triggers and Bosses (minus the Egg Cerebus due to its lines being hardcoded for some reason). This option adds a modified version of the voice_all_e.sbk
to sound.arc
to allow for every voice line to be loaded at once so they can play in stages they are not originally from.
The available voice lines (using their internal names due to the staggeringly high amount) can be configured in the list on the sixth tab of the sub box to the right.
Changes what types of doors show up in stages. This is not considered a Cosmetic Detail due to their differing sizes and collision boxes potentially opening up skips in stages. The valid door types can be configured in the list on the seventh tab of the sub box to the right.
This option is not recommended to be enabled due to it impacting game performance
Changes how far away an object can be spawned from, higher values (configurable in the Minimum and Maximum Numerical Selectors below) will cause an object to appear from a longer range, but too many objects loaded in will very likely impact performance.
Changes elements of various details in stages that do not impact playability of the stages. These are:
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Changing the colour of the Aquatic Base glass shutters between the standard blue and the unused red.
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Changing the colour of the Chaos Emeralds in End of the World and Tag Mode.
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Changing the character spawned by the underused
player_npc
object. -
Changing the colour of the posts for the Trials of Soleanna.
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Changing the level graphic shown on the Mirror of Soleanna.
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Changing the appearance of the various NPCs in Soleanna (excluding the shop keeper).
Changes what particle systems are called for in stages, these are usually used for things such as flames, snow or other graphical effects. The valid particle banks to select particles from can be configured in the list on the eighth tab of the sub box to the right.
This option is not recommended to be enabled if the intent is to try and play through the whole game due to it breaking sequences
Changes Jump Panels into the unused Sonic Unleashed style Jump Boards, with a configurable chance set in the Numerical Selector below.
This option is not recommended to be enabled due to it making stages very hard (if not impossible) to play
Takes every object (minus ones selected in the blacklist on the ninth tab of the sub box to the right) and shuffles their positions in the level around.
This option is not recommended to be enabled due to it making stages a lot harder to play
Clones every enemy in a level and updates any group that calls for the enemy to also call for its clone. This also clones Bosses as well (minus the Egg Wyvern which completely fails to function when cloned for some reason).