You always start the game with X-Ray (and nothing else). In a normal game though, it's removed and replaced with other upgrades as soon as you begin. With the Frigate skip since you use a different spawn point, the item swap never happens. You'll lose X-Ray when you land on Tallon IV - the icon will still be there but you won't be able to use it. Then the icon will go away after you take an elevator.
I came up with a twist on the randomizer concept and put it together over the last week or so. Introducing the Refill Randomizer! Download is attached to the next post.
In refill randomizer, health and ammo refills can give or take away upgrades. Each time that happens a message will appear on the HUD letting you know which item you've acquired or lost. The result is basically that your inventory is constantly changing throughout the entire game. It also means that since finding upgrades isn't very important anymore, basically the entire game world is open right from the start (assuming you can find the right combination of items) and pretty much you just need to focus on tracking down the artifacts. I recommend running this on top of Miles's upgrade randomizer.
Unlike regular randomizer, I'd actually recommend you keep the log handy for this one. It gets kind of frustrating when you need a certain item and have no idea where to find it. :P Also, definitely save often.
Couple neat things: - The refill randomizer edits the paks directly. You don't need to unpack and repack them every time. - There's no central list of refills. The program will parse every room in the game and randomize each refill it finds. The log is generated by reading the area names directly out of the game's string files. That means the refill randomizer should be compatible with every version of the game as well as forwards compatible with mods, if any end up being made. - By default, the chances of gaining or losing an item is 50%, but you can specify an argument to change that if you want, so you can tweak it to your liking.
Limitations: - Since there's no central refills list, the program can't exactly clean up after itself, since it can't tell the difference between a randomized refill and an actual upgrade. You'll need to replace the paks with unrandomized ones after each randomization. - You can't acquire or lose missiles or power bombs from refills. This is because if a refill is set to give you missiles or PBs, the game thinks it's an ammo refill and it won't spawn them if you don't already have any. - You can't lose Charge Beam. This is why. - If you lose a beam or visor, the HUD icons won't disappear until you take an elevator or reload your save. Not really a huge deal, but it makes it slightly confusing to keep track of what beams and visors you have sometimes.
Man this is awesome. I wish I'd be able to do all these speedrunner jumps and tricks now! I'm curious: Is the randomizer mainly driven by Hex-Editing or how were the locations for the spawns found?
I want to know how the randomizer works. Is there any documentation or alike for this. Because as I'm not able to play properly with this due to my lack of skills I want to try helping/experimenting otherwise.
I'm asking for this game specifically. I do already have a clue but I guess you guys put some more time into it. I'd simply like to know how the randomizer algorithm works to get started with this.