Azure Dreams PS1 (De-)Randomizer by pro_grammar

Gameplay options Seed: Preset ? Seeded tower (de-randomize floors)

Skips Skip the intro story Skip first floor tutorial text Fast tutorial floor

Randomizations Randomize floor themes (appearances) Randomize eggs Randomize enemy monsters Randomize starting items Randomize Barong floors Randomize spell ball elements Randomize monster spells (Highly unstable) Randomize monster appearances/animations Enemy elements Default Randomized by type Random (default spell element) Random (random spell element) Koh's element Starting monster Starting monster's element

Modifications Tower saves can be loaded more than once Remove limit on items brought into tower Floor 2 is always the Ghosh/Selfi floor Start with blue collar Dormant spells awakened for All monster types can be lifted & pushed Spells level up regardless of monster's element Barong on tutorial floor Monster spawn rate Very low Low Normal High Very high Max Elevator spawn rate Normal Increased High Very high Max

Special items Spawn portable elevators Spawn new spell balls Spawn Barong-only items

Challenges Enable second tower All single-room floors Survival (20 item challenge) Endurance (99 floors) Off Easy (+30 levels / 40 floors) Normal (+40 / 40 floors) Hard (+50 / 40 floors) True boss fight Enemy levels are unchanged +1 per 18 minutes +1 per 9 minutes +1 per 4 minutes +1 per 2 minutes +1 every minute

Traps ? The default options are not all "Average" because they reflect the actual settings in the game. The game normally spawns traps in a peculiar way, so the trap customization options may not work as you expect unless you check the option "Make trap spawns match above selections more closely". Trap spawn rate Reversal Slow Warp Go Up Chaos Bomb Slam Sleep Blinder Poison Prison Frog Bump Crack Upheaval Seal Rust Monster den Make trap spawns match above selections more closely Replace Go Up traps with Go Down traps Experimental Changes

Bug fixes ( Bug fixes ( listing Fix some types of crashes Fix some minor bugs

Customizations Custom floor file Custom palettes (accessibility) ? It can be difficult for players to distinguish the elements of some monsters based on color, especially for players with color vision deficiency or color blindness. This feature allows users to create a set of custom palettes for each monster and element combination that meets their particular needs. Using custom palettes does not change the checksum generated, so players with different color needs can use the same seed URL and set their own custom palette file without getting a checksum error. Custom monster spawns Other Options Append seed to filename

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This (de-)randomizer targets the original NTSC-U release of Azure Dreams (SLUS-00614). You will need an image of your game disc in BIN/CUE format. Click here for the GBC version of this tool.

To use this site, first put your BIN file into the top box. Next, choose whatever options you want to use. If you cannot change any options, either a preset is selected (uncheck "Preset" to change options) or the link you clicked contained a seed (in which case you should use the same settings as the other person). Now click Randomize and a new BIN file will be created.

If the seed name is appended to your randomized image filename after downloading, you will need create a new CUE file using the Create CUE button (or modify your CUE file track listing to reference the new filename).

Do not overwrite your original BIN file; keep it somewhere safe or you may need to obtain it again from your original disc.

The (de-)randomizer sets the each floor layout based off of the floor number, number of climbs up the tower, and a random seed. As such, each trip up the tower should be unique but consistent with anyone else using the same seed.

Various randomization and other options are also available, but only tutorial and intro skips are enabled under the "Safe" preset.

This (de-)randomizer is a fan project and is not affiliated with Konami/KCET, the developer and publisher of Azure Dreams. Please support the official release.

Known issues:

When randomizing starting items or eggs, the eggs of evolved monsters or Kewne will appear in-game as just " egg" [sic].

In seeded tower mode, initial monster spawns after the event on floor 31 are not consistent.

In seeded tower mode, initial monster spawns vary based on the number of collared familiars.

In seeded tower mode, initial spawns can vary depending on whether or not there are 2+ wind crystals in the inventory.

Some monster ability names start with the wrong letter of the alphabet.

For a listing of bugs found in the original game, including whether a randomizer option can fix them, see here

Please report any other issues, especially inconsistent spawns of a given floor on the same trip up the tower (when seeded tower is enabled) using GitHub issues or the #randomizer channel in the Azure Dreams Speedruns discord. Please be clear whether you are referring to the PS1 or GBC version of the game.

September 10, 2020

v3.7.0 Added a tool to customize monster spawns, which allows you to specify which monsters appear on each floor, at what level, and with what frequency. You could fill the tower with a more carefully balanced mix of monsters than simply randomizing would result in, or you could fill the tower with nothing but Pickets if you want. Also made some improvements to randomizing appearances; the option is still highly unstable, but might last longer before crashing.

August 26, 2020

v3.6.0 Added a simple template selector and movement view mode to custom floor editor. Together, these can allow players to easily view and see how to navigate the various pre-defined floor 1 layouts. Corrected a bug that prevented Koh's stats from being viewable in the encyclopedia using the link provided in the unit index. Added a floors section to the encyclopedia to help players and commentators quickly see which monsters and eggs can be found on particular floors.

July 29, 2020

v3.5.2 Fixed issue where trap customizations would not load from seed URLs. Note that seed URLs with spell randomization on generated prior to this patch will no longer work as expected, as that flag has been changed from 'r' to 'R'. Provided that the seed URL doesn't have a checksum, you can manually update this and the seed URL will work once again. Fixed a bug where the elements of monster spells would always match the monster's default element.

July 26, 2020

v3.5.1 Marked the below option as highly unstable, as it can result in crashes.

v3.5.0 Added option to randomize monster appearances. See tooltip on option for more information.

July 22, 2020

v3.4.0 Added an option to randomize monster spells. Added an option to allow Koh to push and attempt to pick up all monsters.

July 12, 2020

v3.3.0 Added STARS tournament preset, and renamed existing tournament preset. Changed URL structure of units guide pages to get rid of the need for frames and added page for damage calculation. Fixed 404 page.

July 5, 2020

v3.2.1 Added details on stat calculation to the guide.

v3.2.0 Added an online guide to the game. It primarily has information about units at the moment, but it will be expanded over time. Added an option to change or randomize Koh's element. To see which element Koh has if you have chosen Random, attack an enemy without using mix-magic or an elemental weapon and observe the color and style of explosion produced.

June 22, 2020

v3.1.0 Added version, seed URL, and timestamp to CUE files generated by the site. If you are submitting a run to the leaderboards and don't copy the seed URL at the time of seed generation, just open the CUE file as a text file to retrieve this info. Fixed how seed URLs are generated and loaded when a checksum isn't available. Fixed a minor issue with copying/pasting palettes in the custom palettes editor.

June 9, 2020

v3.0.1 Changing spritesheet no longer changes active colorway if an extra colorway is selected.

v3.0.0 Added support for palettes beyond the four basic palettes in the custom palette editor. These extra palettes are used for things like projectiles, effects, dark Pulunpas, etc. This required a changed to the format of custom palettes such that old versions are not compatible with the current version of the randomizer. Added support for copying/pasting palettes. Added support for viewing additional sprite sheets.

June 7, 2020

v2.7.0 (Hopefully) fixed a bug that caused checksum matching to fail. Added a new feature to improve accessibility, an editor to create custom color palettes for monsters in the tower. This is especially helpful when using the option "Randomize enemy elements". For a thorough description of the tool, open the custom palettes editor and click "Help".

June 4, 2020

v2.6.0-beta3 Fixed bugs with item and trap statuses. Added help page.

v2.6.0-beta2 Waypoints can now be edited in custom floors. Fixed bugs in custom floor generation.

June 3, 2020

v2.6.0-beta Custom floors are now supported enough for testing in game, as only waypoints are not editable via the GUI. To test, go to the custom floor editor, import a predefined floor JSON file (links in #randomizer on the Discord), then make your changes. When you're done, click "Export file", return to this page, then select that file as the custom floor file in the options before clicking Randomize.

v2.6.0-preview7 Custom floor: added support for changing elevators, items, traps, and monsters, though the apply mode does not yet apply these. Added packing routine as a proof of concept, but this does not integrate with the randomizer and thus only exports the floor itself. Fixed some misnamed tiles which caused some maps to look incorrect.

May 31, 2020

v2.6.0-preview6 New option for fixing minor bugs. Added a page that catalogs all known bugs in the original game.

May 27, 2020

v2.6.0-preview5 CustomFloors: Made 'unk' value (seemingly relative height) show on doors.

v2.6.0-preview4 CustomFloors: Made doors take precedence over room tiles, since they seem to actually be more like waypoints for monster AI and can appear in the interior of rooms.

May 25, 2020

v2.6.0-preview3 Added the site's icon, and added a fun 404 page (thanks to Sustainna for the image).

v2.6.0-preview2 Added a few more view modes to the custom floor editor, hotkeys A/S for changing between Select and Apply modes, support for turning random spawns on and off, and changed color scheme. Some behind the scenes fixes and improvements.

v2.6.0-preview1 Added a custom floor editor, which is a work in progress. You can only edit tiles right now (not items, traps, elevators, or rooms), and the repacking utility needs to be re-written into JS and added to the site. It is being released as a preview to gather feedback and gauge interest.

May 17, 2020

v2.5.1 Directly modified floor layouts for fast tutorial floor and 2nd floor (when second tower enabled). As a result, you'll now actually see the elevator on the first step when fast tutorial floor is enabled. When the second tower is enabled, the elevator to the second tower will always be visible on the Ghosh/Selfi floor (before it would only appear if Ghosh appeared).

May 10, 2020

v2.5.0 Added option to make trap selection closely match trap options selected. I strongly recommend using this whenever customizing frequency because it makes things work as most people would expect. Selecting a trap spawn rate of max will now spawn more traps. Fixed another bug around default starter and traps that prevented saved preferences from being applied.

v2.4.3 Fixed a bug that prevented Kewne from being the default starter and the default trap settings from being applied.

May 7, 2020

v2.4.2 Default options are now omitted from generated URLs.

v2.4.1 Portable elevators can now be directly triggered by selecting "Use" from the Items menu.