AW2 Self Randomizing Rom [Complete]

This rom randomizes CO stats based on the name you give your design map 1, as well as every map unless the name starts with “B”.

Self Randomizer Download - Patch to Advance Wars 2

About

Enter some name to be used as your seed.

Sometimes features indirect neotanks and 6 mov infantry.

Co powers re-randomize your stats, but are overall better.


Balance is thrown out the window and replaced with funny number hijinks.


Randomized maps is also an option.


If your name starts with a space, then CO stats will vary every chapter.
If your design room 1 name starts with A, stats will not randomize. If it starts with B, maps will not randomize. If C, nothing will randomize. I’m doing it this way for the time being because menus are hard.

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You can skip missions as desired by toggling bgm as above.

Credits

Credits

Project by Vesly
Xenesis - Defense Display Patch
Xenesis - All unlocks / skip intro
& Special thanks to Xenesis for all the notes.

My Projects
Pokemblem
AW2 Randomizer
FE8 Self Randomizer
FE7 Self Randomizer
FE6 Self Randomizer

Enjoy!

27 Likes

I’m sorry for asking but what’s the right rom to patch? Tried “Advance Wars 2 - Black Hole Rising (USA, Australia)” and it didn’t work.

My base rom is a usa/australia version, but there are a few versions of that rom apparently.

Dunno what the proper checksum should be but tried a dozen different Roms and not a single one worked.

@Aimos1828 This is what it looks like for me.

Randomized Maps

If your design room 1 name starts with A, stats will not randomize. If it starts with B, maps will not randomize. If C, nothing will randomize. I’m doing it this way for the time being because menus are hard.

I’ve spent this week working on generating random maps ingame, so I thought I’d share the process.

wall of pics

Each step on its own:

Step 1)

Draw a winding line from one coordinate to another from different quadrants. This step is sometimes skipped.

These are all starting and ending at the same coordinates as each other:

Pipe:

River:

Sea:


I’m not sure why it has trouble here.

Step 2)

Create an HQ, 2-4 adjacent bases, and roads connecting for each player. Put them in opposite or different quadrants.

Step 3)

Using a number of small map chunks I made with the tileset in Tiled, pick some at random and scatter them across the map.

(I should probably make some more of these for more variety…)

Step 4)

Fill in remaining plains with tiles from a themed bank. More on themes later..


(Oh god the chaos)

Now each step layered!

Step 1)

Step 2)

Step 3)

Step 4)

I mentioned themes that only apply to step 4 before, so let’s see them now.

Rivers

Sea

Pipes

Roads & Pipes

Forest

Mountains

Mixed

Perhaps because I didn’t weigh any of the tiles heavily, it made properties/silos more common than I expected.

You can see that these generated maps have flaws, and their aesthetics will certainly vary, but I think it’s pretty cool that I was able to do this. :partying_face:

7 Likes

Randomized maps now use black hole inventions in campaign mode. Eg. Laser, Mini Cannon, Black Cannon, Death Rays, Volcano yes they invented volcanoes, and Factories, which now produce random units for maps that usually have no factory.

I used the website you provided and ignored the checksum thing and it works! Thank youuu!

2 Likes

This is awesome. Thank you for creating it! Are there any plans for a AW1 Self Randomizing Patch?

@MarcusAurelius there are currently no plans for an AW1 self randomizing rom, sorry. I don’t think there is much interest in one, and I’m not keen on making/playing one for aw1 myself.

I enjoyed aw1, but it’s not a game I replay anymore.

4 Likes

Aw2 just got alot of qol stuff

Really enjoy this, but the game sometimes crashes when generating maps. Playing with the seed “Tokiko” consistently crashes on the first Sonja and Kanbei missions in Campaign. More easily, “Help” consistently crashes on the second mission.

1 Like

I’ll look into it.

Also, for some reason I never mentioned this, but you can skip missions by toggling the bgm.
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This doesn’t help with crashes, but it is useful for avoiding annoying randomized maps.

4 Likes

@Doesnt I’m having trouble reproducing your crash. It could be that it won’t crash if you reset the emulator and load up again (which initializes ram to 0). Perhaps you always load from a savestate?

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If the bug still occurs after resetting the emulator (eg. no loading savestates), then you possibly send a .sav file? If it doesn’t persist after resetting, then I’m not sure how to fix the bug at this time, sorry.

I don’t use savestates, and tried it again on a fresh sav and it broke right away on selecting the Sami mission. Most likely it’s actually probably my rom mismatching, I’d assumed since the game booted after patching and generally works it was just a cosmetic difference but it looks like it’s not. Went looking for your version and found like six copies of the one I already have. Oh well.

@doesnt I uploaded a new .ups using my other version of the clean rom. Please let me know if this works for you.

The CRC32 matches now, but it’s still crashing, just not at the same spots. Also tried updating mgba to 0.10.5 and now it oddly lets me select mission 2, but crashes on actually starting the map.

It’s always a divide by 0, usually 8 to 21-ish; it’s not consistent with the same map. In campaign it usually happens on selecting the mission from the map, though sometimes it’s when the map would be fading in in both campaign and war room.

Going through the war room with Help as the seed, I get crashes on Moji Island (21 by 0), Pivot Isle (15 by 0), Kita Straight (15 by 0), Point Stormy (9 by 0), Mial’s Hope (25 by 0), Bounty River (17 by 0), Egg Islands (22 by 0), Stamp Islands (9 by 0), Ring Islands (15 by 0), Last Mission (17 by 0), Nest Egg (7 by 0), and Banker Hills (22 by 0). Maybe these mean something?

1 Like

I added a safety check for dividing by 0, so there’s a chance it’ll work now. If not, please let me know and I’ll try reproducing the bug on mgba 0.10.5 tomorrow - I’ve been using mgba 0.6.1 and no$gba.

Still crashing. Looked through mgba’s changelog though and that makes sense, it apparently didn’t treat that as an error until 0.9.0.

1 Like

@doesnt Thanks for your patience, I was able to reproduce the bug and fix it now.

2 Likes