v 0.9.7 - 9/26/2021
* Hotfix for one more seed generation issue (sorry)
* Fixed a logic bug with Bomb item placement.
* Added version number to spoiler logs and rearranged content to match the GUI layout.

v 0.9.6 - 9/25/2021
* Hotfix release for multiple seed generation issues from the previous release.
* Improved visualiztion of successful/unsuccessful seed generation.
* ~30 new hash words added to the dictionary.
* Added "pretty printing" to spoiler logs.

v 0.9.5 - 9/20/2021
* Downgrade to Python 3.8.10 to allow for Windows 7 support.
* GUI implemented! Thanks to @Mhatah4895 for assistance with PySimpleGUI
* BOX 1 debris no longer blocks beams during the fight. Props to somerando for the fix!
* "Varia Core-X" correctly renamed "Mega Core-X" internally (this will be seen in spoiler logs).
* Fixed logic bugs in all boss rooms. This was most obviously present in seeds where progression was under BOX 1 with no way out.
* Missiles and Power Bombs no longer display on the HUD when they can't be used.
* You can now generate seeds where Ice, Super, and Diffusion Missiles enable the Missile launcher! Tanks still do not enable it.
* Ridley no longer requires Plasma Beam on Difficulty 5. He still requires Charge Beam on all difficulties.
* Temporary fix: Power Bombs can no longer spawn at S0-0E-07 in order to prevent getting stuck in the Power Bomb barrier.
* Fixed a bug with race seed generation.
* More file integrity checks added.
* Fixed numerous logic bugs with damage runs.
* Various logic bug fixes in random rooms all across the ship. Impossible seeds should be less likely.
* The Lava Lake item in S1 now requires damage runs to be enabled to put it into logic without Space Jump or Gravity Suit.
* Shinesparking into the barrier in S6 is now a difficulty 1 logic trick.

Seeds genned after 6/1/2021 (Pre-release test seeds):
* Option to auto-create BPS patches added to the generator. Adding -patch will create a BPS patch for easy seed sharing.
* Modified Screw Attack to allow breaking blocks directly above Samus. Bombs are potentially unnecessary to beat the game.
* New item placement algorithm, still a WIP. Accessible E-tanks early on should be much more likely, though seeds are still too likely to be front-loaded.
* Sector 5 state change implemented. Sector 5 will now flood under the following conditions:
  Both Wave Beam and Hi-Jump Boots acquired, and Yellow doors unlocked OR
  Both Speed Booster and Gravity Suit acquired
  These conditions ensure that the lower portion of Sector 5 is still accessible even after being flooded.
* The Sector 5 data room now works even in the broken room state. The data room still yields only one item. Be careful of softlocking without Wave Beam and Yellow doors unlocked.
* Fixed many logic bugs:
  All types of Missile upgrades were considered logical without main Missiles, even when settings required mains.
  Power Bombs did not require Morph Ball or Bombs to be logical, even when settings required Bombs.
  Areas in Sector 4 which required lowered water did not check that the player could actually get to the water pump.
  The water tank in Serris' room was mistakenly considered logical with Space Jump, not specifically Hi-Jump Boots.
  Additional item logic for killing enemies to proceed in some rooms in Sectors 1-3.
* Separated security levels added! The generator is now capable of making seeds where higher security levels DO NOT unlock lower security levels. Default behavior is vanilla behavior: highest level unlocks everything lower.
* Ice Beam bonus damage removed. Ice Beam is now moderately more usable as a _freezing_ weapon.
* Cutscenes removed.
* Starting maps fixed.
* Shinesparking into a major item tank no longer gets "stuck" playing the shinesparking sound effect.
* Base game checksum implemented.
* Music is fixed! Now you'll actually hear something other than the pre-boss music over and over again!
* Fixed the layering bug in Yakuza's room.
