Advanced Glitchless Logic and Glitch Logic 3.0#2433
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cjohnson57 merged 13 commits intoJul 7, 2025
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Just skimmed the changes, awesome awesome work. Especially appreciate the google doc and video links! |
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FYI all of the enemy drop stuff has been stripped out and this branch has been updated to the latest Dev so this should be closer to ready to merge |
Author
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nvm this was fixed, was missing a check that caused the failure |
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I think this is just bad RNG (especially as shiro said it passed previously), so no worries |
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Still To-Do
Glitch logic has been completely re-written with individualized options for more complex glitches rather than assuming all checks were accessible regardless of skill level or glitch knowledge. This includes simply ISG all the way up to hovering and unique niche glitches for specific applications.
The base of this logic rewrite is glitchless as it exists today. Unless the specified glitches have been enabled in the trick menu, the player can play a glitched logic seed with minimal glitch logic and be able to complete the seed so that it scales with knowledge and increasing skill difficulty.
It also now works with all newer settings:
Entrance Randomizer - All including mixed pools and Decoupled
Shuffle Ocarina and Ocarina Notes
MQ Dungeons - Except MQ Spirit (needs assistance for logic comparison)
Pots, Crates
Freestanding Rupees and Hearts
Wonderitems and Beehives
Gossip Stone Shuffle and Fairies
In realrob's branch the following will be added--
Grass
Bouldersanity
Enemy Souls and Enemy Drops
(eventual enemizer which is WIP)
Under the logic tab, both advanced and glitch are under "Advanced" --

Detailed logic tab has been split into two different sections to retain the existing glitchless logic and add on top the new advanced tricks. The top box is set to be advanced logic tricks


To support this large change and provide resources, a WIP document that details all added tricks is being generated and will provide video links for the specified glitch or location item the same that is available today with glitchless logic. Because this is massive it will be done in parallel to code review and intend to be ready as a wiki page update if merged.
https://docs.google.com/document/d/1Jtw40rMc5bAEZJtbyTt3ojOuxNHUVwioqdJA7_dfXT8/
A few seeds have been playtested offline and reading playthroughs were confirmed to be beatable.
This branch needs further active playtesting than just myself and dotzo with different setting combinations