sd2snes-lttp-rando-tracker can be used to automatically track collected items in The Legend of Zelda: A Link to the Past Randomizer, when using an SD2SNES with the USB2SNES firmware. sd2snes-lttp-rando-tracker will periodically poll the SD2SNES over the USB serial connection to track the retrieved item states.
sd2snes-lttp-rando-tracker is supported on macOS, Windows, and Linux.
Pre-compiled binaries are available from the releases listing. Download the binary, and put it in the location of your choosing.
sd2snes-rando-tracker --serial /path/to/sd2snes/serial/device
/path/to/sd2snes/serial/device
will probably be something like /dev/tty.usbmodem<sequence of numbers>
.
Open the terminal of your choosing, and change directory to where you downloaded the binary.
sd2snes-rando-tracker.exe --serial COM<number>
COM<number>
should be the COM device that the SD2SNES creates on your system.
This can be found via Device Manager.
After starting sd2snes-rando-tracker, it will let you know what address & port
the UI HTTP server was started on. By default, the HTTP server binds to all
addresses on port 8000. Open http://localhost:8000
in your browser to view the
UI. If you wish to only view the item/dungeon tracker, or the map, you can go to
http://localhost:8000/#/items
and http://localhost:8000/#/map
, respectively.
These limited views can be handy for use with things like the browser capture in
OBS Studio.
Additional help is available via the --help
flag. You can use --file <file>
to test things using the example-data.json
file in the repository, if you do
not have a SD2SNES with the USB2SNES firmware available (very handy for
developing while away from a SNES).
- Calculate map location availability based on retrieved items.
- Persist item collection state during save & quit. Items re-appear once save is loaded.
The UI is heavily modeled after, and uses assets from pickfifteen/lttp-tracker under the MIT license.
- Nightly Rust compiler. Recommend using
rustup
- Node.js & Yarn
The Vue.js UI is under the ui
directory, and can be served during development
by running yarn start
, after running yarn install
to install all
dependencies.
The main entry point for building the project is via running cargo build
from
the root of the project. By default, this will also build the UI, but this can
be skipped in development by setting the SKIP_UI_BUILD
environment variable to
have any value. This can be useful when running the UI separately via yarn
.
There is an example-data.json
in the root of the project that can be useful
when doing development while away from a SNES.
cargo run -- --file example-data.json