At the moment there is no clean way to support boulder shuffle in RealRob's dev branch. Almost all cases can be handled by:
Boulder icons on entrances, such as grotto entrances or the Goron City exit to Lost Woods
Subarea dividers, such as Death Mountain Trail upper/lower
Divider elements would sit in between the two subareas
Adds a place for the boulder icons and descriptive text for each direction through the divider (up/down)
One-off overhead view region for the Goron City maze
In all of these cases, there is a single event in the logic file that could be tied to the boulder icons to set boulder type.
Unfortunately this falls apart for MQ Dodongo's Cavern. There are boulders blocking one direction around the upper loop. However, the logic is not written with enough regions to restrict the event to just one region exit. Ideally, upstream rando would rewrite the logic on a room basis with additional subregions that do not cross room borders, but this is a large request for little benefit to the randomizer itself, if it's considered at all.
If dungeon regions are reorganized, the tracker's dungeon cards could group locations in each room with unshuffled pseudo-entrances between them, similar to Thieves Hideout or Kak Potion Shop connectors. Boulder icons would go on the connecting entrances where appropriate.
At the moment there is no clean way to support boulder shuffle in RealRob's dev branch. Almost all cases can be handled by:
In all of these cases, there is a single event in the logic file that could be tied to the boulder icons to set boulder type.
Unfortunately this falls apart for MQ Dodongo's Cavern. There are boulders blocking one direction around the upper loop. However, the logic is not written with enough regions to restrict the event to just one region exit. Ideally, upstream rando would rewrite the logic on a room basis with additional subregions that do not cross room borders, but this is a large request for little benefit to the randomizer itself, if it's considered at all.
If dungeon regions are reorganized, the tracker's dungeon cards could group locations in each room with unshuffled pseudo-entrances between them, similar to Thieves Hideout or Kak Potion Shop connectors. Boulder icons would go on the connecting entrances where appropriate.
I'm open to other approaches if anyone has ideas.