Also, i managed to test and verify every item placement works as well as the various monster randomizer settings work in the #Ultima6DOSRandomizer but instead of doing a full steamed actual gameplay test, i ended up playing Satisfactory the entire weekend.
This weekend is probably the first real big test of the #Ultima6DOSRandomizer as it has progressed to the point of having a pretty robust set of core features. Biggest blockers now is writing all the documentation / randomizer trackers / frontend. Might sneak in moon orb destination randomization as well as starting spot randomization as well before first release.
Was a bit wanting to do something else last night, and as I have mostly wrapped up the #Ultima6DOSRandomizer item randomization, i took a small break and started on the spawner(monster) randomization. And then i finished it. So we have that feature incoming already as well.

Progress on the #Ultima6DOSRandomizer is going well. This weekend I managed to get the LZW decompression and recompression working as well as parsing the converse files.

We can randomize 140 locations currently with new ones being added as i slowly data map all these converse scripts into functions that edit those scripts for any NPC that needs to give the player an item.

The core logic for the #Ultima6DOSRandomizer item randomizer is working now. So this is now officially a rando (at least locally on my machine). Will start tests soon.
Massive progress has been made on the #Ultima6DOSRandomizer this weekend. A bit tired atm and need a break, but im quite happy with how its going. Lots of data mapping and building up databases for doing the randomization. Confirmed reading, editing, and writing files with a working changed game afterwards. ^^