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# ifndef Z64SAVE_H
# define Z64SAVE_H
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# include <libultraship/libultra.h>
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# include "z64math.h"
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# include "z64audio.h"
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# include "soh/Enhancements/randomizer/randomizerTypes.h"
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
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# include "soh/Enhancements/randomizer/randomizer_inf.h"
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# include "soh/Enhancements/gameplaystats.h"
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# include "soh/Enhancements/randomizer/randomizer_entrance.h"
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# include "soh/Enhancements/boss-rush/BossRushTypes.h"
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typedef enum {
/* 0x0 */ MAGIC_STATE_IDLE , // Regular gameplay
/* 0x1 */ MAGIC_STATE_CONSUME_SETUP , // Sets the speed at which magic border flashes
/* 0x2 */ MAGIC_STATE_CONSUME , // Consume magic until target is reached or no more magic is available
/* 0x3 */ MAGIC_STATE_METER_FLASH_1 , // Flashes border and freezes Dark Link
/* 0x4 */ MAGIC_STATE_METER_FLASH_2 , // Flashes border and draws yellow magic to preview target consumption
/* 0x5 */ MAGIC_STATE_RESET , // Reset colors and return to idle
/* 0x6 */ MAGIC_STATE_METER_FLASH_3 , // Flashes border with no additional behaviour
/* 0x7 */ MAGIC_STATE_CONSUME_LENS , // Magic slowly consumed by lens.
/* 0x8 */ MAGIC_STATE_STEP_CAPACITY , // Step `magicCapacity` to full capacity
/* 0x9 */ MAGIC_STATE_FILL , // Add magic until magicFillTarget is reached.
/* 0xA */ MAGIC_STATE_ADD // Add requested magic
} MagicState ;
typedef enum {
/* 0 */ MAGIC_CONSUME_NOW , // Consume Magic immediately without preview
/* 1 */ MAGIC_CONSUME_WAIT_NO_PREVIEW , // Sets consume target but waits to consume. No yellow magic preview to target consumption. Unused
/* 2 */ MAGIC_CONSUME_NOW_ALT , // Identical behaviour to MAGIC_CONSUME_NOW. Unused
/* 3 */ MAGIC_CONSUME_LENS , // Lens consumption
/* 4 */ MAGIC_CONSUME_WAIT_PREVIEW , // Sets consume target but waits to consume. Draws yellow magic to target consumption
/* 5 */ MAGIC_ADD // Sets a target to add magic
} MagicChangeType ;
# define MAGIC_NORMAL_METER 0x30
# define MAGIC_DOUBLE_METER (2 * MAGIC_NORMAL_METER)
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typedef struct {
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/* 0x00 */ u8 buttonItems [ 8 ] ; // SOH [Enhancements] Changed from 4 to 8 to support Dpad equips
/* 0x04 */ u8 cButtonSlots [ 7 ] ; // SOH [Enhancements] Changed from 3 to 7 to support Dpad equips
/* 0x08 */ u16 equipment ; // a mask where each nibble corresponds to a type of equipment `EquipmentType`, and each nibble is a piece `EquipValue*`
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} ItemEquips ; // size = 0x0A
typedef struct {
/* 0x00 */ u8 items [ 24 ] ;
/* 0x18 */ s8 ammo [ 16 ] ;
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/* 0x28 */ u16 equipment ; // a mask where each nibble corresponds to a type of equipment `EquipmentType`, and each bit to an owned piece `EquipInv*`
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/* 0x2C */ u32 upgrades ;
/* 0x30 */ u32 questItems ;
/* 0x34 */ u8 dungeonItems [ 20 ] ;
/* 0x48 */ s8 dungeonKeys [ 19 ] ;
/* 0x5B */ s8 defenseHearts ;
/* 0x5C */ s16 gsTokens ;
} Inventory ; // size = 0x5E
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typedef struct {
u16 scene ;
u8 room ;
u32 sceneTime ;
u32 roomTime ;
u8 isRoom ;
} SceneTimestamp ;
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typedef enum { // Pre-existing IDs for save sections in base code
SECTION_ID_BASE ,
SECTION_ID_RANDOMIZER ,
SECTION_ID_STATS ,
SECTION_ID_ENTRANCES ,
SECTION_ID_SCENES ,
SECTION_ID_MAX
} SaveFuncIDs ;
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typedef struct {
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/* */ char buildVersion [ 50 ] ;
/* */ s16 buildVersionMajor ;
/* */ s16 buildVersionMinor ;
/* */ s16 buildVersionPatch ;
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/* */ u8 heartPieces ;
/* */ u8 heartContainers ;
/* */ u8 dungeonKeys [ 19 ] ;
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/* */ u32 playTimer ;
/* */ u32 pauseTimer ;
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/* */ u32 sceneTimer ;
/* */ u32 roomTimer ;
/* */ s16 sceneNum ;
/* */ s8 roomNum ;
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/* */ bool gameComplete ;
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/* */ u32 itemTimestamp [ TIMESTAMP_MAX ] ;
/* */ SceneTimestamp sceneTimestamps [ 8191 ] ;
/* */ u32 tsIdx ;
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/* */ u32 count [ COUNT_MAX ] ;
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/* */ u32 entrancesDiscovered [ SAVEFILE_ENTRANCES_DISCOVERED_IDX_COUNT ] ;
/* */ u32 scenesDiscovered [ SAVEFILE_SCENES_DISCOVERED_IDX_COUNT ] ;
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/* */ bool rtaTiming ;
/* */ uint64_t fileCreatedAt ;
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} SohStats ;
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typedef struct {
/* 0x00 */ u32 chest ;
/* 0x04 */ u32 swch ;
/* 0x08 */ u32 clear ;
/* 0x0C */ u32 collect ;
/* 0x10 */ u32 unk ;
/* 0x14 */ u32 rooms ;
/* 0x18 */ u32 floors ;
} SavedSceneFlags ; // size = 0x1C
typedef struct {
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/* 0x00 */ s16 scene ; // Upstream TODO: sceneId
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/* 0x02 */ Vec3s pos ;
/* 0x08 */ s16 angle ;
} HorseData ; // size = 0x0A
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/**
* The respawn mode names refer to the perceived player movement when respawning
* " down " : being on ground
* " return " : coming from the ground
* " top " : coming from the air
*/
typedef enum {
/* 0x00 */ RESPAWN_MODE_DOWN , /* Normal Void Outs */
/* 0x01 */ RESPAWN_MODE_RETURN , /* Grotto Returnpoints */
/* 0x02 */ RESPAWN_MODE_TOP , /* Farore's Wind */
/* 0x03 */ RESPAWN_MODE_MAX
} RespawnMode ;
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typedef struct {
/* 0x00 */ Vec3f pos ;
/* 0x0C */ s16 yaw ;
/* 0x0E */ s16 playerParams ;
/* 0x10 */ s16 entranceIndex ;
/* 0x12 */ u8 roomIndex ;
/* 0x13 */ s8 data ;
/* 0x14 */ u32 tempSwchFlags ;
/* 0x18 */ u32 tempCollectFlags ;
} RespawnData ; // size = 0x1C
typedef struct {
/* 0x00 */ Vec3i pos ;
/* 0x0C */ s32 yaw ;
/* 0x10 */ s32 playerParams ;
/* 0x14 */ s32 entranceIndex ;
/* 0x18 */ s32 roomIndex ;
/* 0x1C */ s32 set ;
/* 0x20 */ s32 tempSwchFlags ;
/* 0x24 */ s32 tempCollectFlags ;
} FaroresWindData ; // size = 0x28
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
typedef struct {
RandomizerCheck check ;
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RandomizerGetData get ;
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} ItemLocationRando ;
typedef struct {
RandomizerCheck check ;
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RandomizerCheck hintedCheck ;
RandomizerGet rGet ;
RandomizerCheckArea area ;
HintType type ;
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
char hintText [ 200 ] ;
} HintLocationRando ;
typedef struct {
RandomizerSettingKey key ;
u8 value ;
} RandoSetting ;
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typedef struct {
/* 0x0000 */ s32 entranceIndex ; // start of `save` substruct, originally called "memory"
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/* 0x0004 */ s32 linkAge ; // 0: Adult; 1: Child (see enum `LinkAge`)
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/* 0x0008 */ s32 cutsceneIndex ;
/* 0x000C */ u16 dayTime ; // "zelda_time"
/* 0x0010 */ s32 nightFlag ;
/* 0x0014 */ s32 totalDays ;
/* 0x0018 */ s32 bgsDayCount ; // increments with totalDays, can be cleared with `Environment_ClearBgsDayCount`
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/* 0x001C */ char newf [ 6 ] ; // string "ZELDAZ". start of `info` substruct, originally called "information"
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/* 0x0022 */ u16 deaths ;
/* 0x0024 */ char playerName [ 8 ] ;
/* 0x002C */ s16 n64ddFlag ;
/* 0x002E */ s16 healthCapacity ; // "max_life"
/* 0x0030 */ s16 health ; // "now_life"
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/* 0x0032 */ s8 magicLevel ; // 0 for no magic/new load, 1 for magic, 2 for double magic
/* 0x0033 */ s8 magic ; // current magic available for use
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/* 0x0034 */ s16 rupees ;
/* 0x0036 */ u16 swordHealth ;
/* 0x0038 */ u16 naviTimer ;
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/* 0x003A */ u8 isMagicAcquired ;
/* 0x003B */ char unk_3B [ 0x01 ] ;
/* 0x003C */ u8 isDoubleMagicAcquired ;
/* 0x003D */ u8 isDoubleDefenseAcquired ;
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/* 0x003E */ u8 bgsFlag ;
/* 0x003F */ u8 ocarinaGameRoundNum ;
/* 0x0040 */ ItemEquips childEquips ;
/* 0x004A */ ItemEquips adultEquips ;
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/* 0x0054 */ u32 unk_54 ; // this may be incorrect, currently used for alignment
/* 0x0058 */ char unk_58 [ 0x0E ] ;
/* 0x0066 */ s16 savedSceneNum ; // Upstream TODO: sceneId
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/* 0x0068 */ ItemEquips equips ;
/* 0x0074 */ Inventory inventory ;
/* 0x00D4 */ SavedSceneFlags sceneFlags [ 124 ] ;
/* 0x0E64 */ FaroresWindData fw ;
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/* 0x0E8C */ char unk_E8C [ 0x10 ] ;
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/* 0x0E9C */ s32 gsFlags [ 6 ] ;
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/* 0x0EB4 */ char unk_EB4 [ 0x4 ] ;
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/* 0x0EB8 */ s32 highScores [ 7 ] ;
/* 0x0ED4 */ u16 eventChkInf [ 14 ] ; // "event_chk_inf"
/* 0x0EF0 */ u16 itemGetInf [ 4 ] ; // "item_get_inf"
/* 0x0EF8 */ u16 infTable [ 30 ] ; // "inf_table"
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/* 0x0F34 */ char unk_F34 [ 0x04 ] ;
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/* 0x0F38 */ u32 worldMapAreaData ; // "area_arrival"
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/* 0x0F3C */ char unk_F3C [ 0x4 ] ;
/* 0x0F40 */ u8 scarecrowLongSongSet ;
/* 0x0F41 */ OcarinaNote scarecrowLongSong [ 108 ] ; // Upstream TODO: Audio
/* 0x12A1 */ char unk_12A1 [ 0x24 ] ;
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/* 0x12C5 */ u8 scarecrowSpawnSongSet ;
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/* 0x12C6 */ OcarinaNote scarecrowSpawnSong [ 16 ] ; // Upstream TODO: Audio
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/* 0x1346 */ char unk_1346 [ 0x02 ] ;
/* 0x1348 */ HorseData horseData ;
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/* 0x1352 */ u16 checksum ; // "check_sum"
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/* 0x1354 */ s32 fileNum ; // "file_no"
/* 0x1358 */ char unk_1358 [ 0x0004 ] ;
/* 0x135C */ s32 gameMode ;
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/* 0x1360 */ s32 sceneSetupIndex ; // "counter" // Upstream TODO: sceneLayer
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/* 0x1364 */ s32 respawnFlag ; // "restart_flag"
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/* 0x1368 */ RespawnData respawn [ RESPAWN_MODE_MAX ] ; // "restart_data"
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/* 0x13BC */ f32 entranceSpeed ;
/* 0x13C0 */ u16 entranceSound ;
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/* 0x13C2 */ char unk_13C2 [ 0x0001 ] ;
/* 0x13C3 */ u8 retainWeatherMode ;
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/* 0x13C4 */ s16 dogParams ;
/* 0x13C6 */ u8 textTriggerFlags ;
/* 0x13C7 */ u8 showTitleCard ;
/* 0x13C8 */ s16 nayrusLoveTimer ;
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/* 0x13CA */ char unk_13CA [ 0x0002 ] ;
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/* 0x13CC */ s16 rupeeAccumulator ;
/* 0x13CE */ s16 timer1State ;
/* 0x13D0 */ s16 timer1Value ;
/* 0x13D2 */ s16 timer2State ;
/* 0x13D4 */ s16 timer2Value ;
/* 0x13D6 */ s16 timerX [ 2 ] ;
/* 0x13DA */ s16 timerY [ 2 ] ;
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/* 0x13DE */ char unk_13DE [ 0x0002 ] ;
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/* 0x13E0 */ u8 seqId ;
/* 0x13E1 */ u8 natureAmbienceId ;
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/* 0x13E2 */ u8 buttonStatus [ 9 ] ; // SOH [Enhancements] Changed from 5 to 9 to support Dpad equips
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/* 0x13E7 */ u8 unk_13E7 ; // alpha related
/* 0x13E8 */ u16 unk_13E8 ; // alpha type?
/* 0x13EA */ u16 unk_13EA ; // also alpha type?
/* 0x13EC */ u16 unk_13EC ; // alpha type counter?
/* 0x13EE */ u16 unk_13EE ; // previous alpha type?
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/* 0x13F0 */ s16 magicState ; // determines magic meter behavior on each frame
/* 0x13F2 */ s16 prevMagicState ; // used to resume the previous state after adding or filling magic
/* 0x13F4 */ s16 magicCapacity ; // maximum magic available
/* 0x13F6 */ s16 magicFillTarget ; // target used to fill magic. Target can either be full capacity (Magic_Fill, magic upgrades), or the saved magic amount (loading a file, game over)
/* 0x13F8 */ s16 magicTarget ; // target for magic to step to when adding or consuming magic
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/* 0x13FA */ u16 eventInf [ 4 ] ; // "event_inf"
/* 0x1402 */ u16 mapIndex ; // intended for maps/minimaps but commonly used as the dungeon index
/* 0x1404 */ u16 minigameState ;
/* 0x1406 */ u16 minigameScore ; // "yabusame_total"
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/* 0x1408 */ char unk_1408 [ 0x0001 ] ;
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/* 0x1409 */ u8 language ; // NTSC 0: Japanese; 1: English | PAL 0: English; 1: German; 2: French
/* 0x140A */ u8 audioSetting ;
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/* 0x140B */ char unk_140B [ 0x0001 ] ;
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/* 0x140C */ u8 zTargetSetting ; // 0: Switch; 1: Hold
/* 0x140E */ u16 forcedSeqId ; // immediately start playing the sequence if set
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/* 0x1410 */ u8 cutsceneTransitionControl ; // context dependent usage: can either trigger a delayed fade or control fill alpha
/* 0x1411 */ char unk_1411 [ 0x0001 ] ;
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/* 0x1412 */ u16 nextCutsceneIndex ;
/* 0x1414 */ u8 cutsceneTrigger ;
/* 0x1415 */ u8 chamberCutsceneNum ;
/* 0x1416 */ u16 nextDayTime ; // "next_zelda_time"
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/* 0x1418 */ u8 transFadeDuration ;
/* 0x1419 */ u8 transWipeSpeed ;
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/* 0x141A */ u16 skyboxTime ;
/* 0x141C */ u8 dogIsLost ;
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/* 0x141D */ u8 nextTransitionType ;
/* 0x141E */ char unk_141E [ 0x0002 ] ;
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/* 0x1420 */ s16 worldMapArea ;
/* 0x1422 */ s16 sunsSongState ; // controls the effects of suns song
/* 0x1424 */ s16 healthAccumulator ;
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/* 0x1426 */ u16 pendingSale ;
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/* 0x1428 */ u16 pendingSaleMod ;
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// #region SOH [General]
// Upstream TODO: Move these to their own struct or name to more obviously specific to SoH
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/* */ uint8_t questId ;
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/* */ uint32_t isBossRushPaused ;
/* */ uint8_t bossRushOptions [ BOSSRUSH_OPTIONS_AMOUNT ] ;
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/* */ u8 mqDungeonCount ;
/* */ u8 pendingIceTrapCount ;
/* */ SohStats sohStats ;
/* */ u8 temporaryWeapon ;
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/* */ FaroresWindData backupFW ;
Check Tracker Update (#2668)
* Initial commit. What works so far:
Data file loads, saves, deletes, and is created properly.
- Need to run `HasItemBeenCollected` when creating in case of mid-seed regen.
Organized checks into maps set by area.
Areas show in tracker.
- Checks pulled from checkObjectsByArea are not currently listed.
- Areas are being assumed completed and hidden at the start.
* Checks now populate. Still not counting area totals properly.
* Don't track RC_LINKS_POCKET in the data file, and instead manually add it in every time a save is load. rcObjects doesn't contain Link's Pocket location (duh).
* Moved ItemReceive hook to randomizer_check_tracker.cpp.
Skipped items are properly sorted and formatted.
Saved items contribute to an area's gotten/skipped checks on load.
Changed skipped items default main color to gray.
General code cleanup.
* Skipped checks now contribute to area totals for area completion logic.
* Mid-menu rework transfer.
* Started check lookup on item receive.
Tried to enable scum checking on save.
* Fixed scum check on save.
* More code cleanup, which revealed some issues with loading and saving. Loading now works 100%, but entries in checkTrackerData are disappearing in code somewhere, causing issues with later checks.
Scummed color now displays properly.
Collected but unsaved displays properly.
Unchecked, Skipped, Seen and Scummed checks all have arrows for skipping/unskipping.
Counts a little messed up, probably double adding skips.
* Fixed item counts being off across resets. Restarts were fine.
* Beginning of rework for individual check updates. Adds `Actor lastCheck` to PlayState to allow assigning of last actor to give an item. This allows precise tracking of GS, freestanding PoH, etc. Works for chests too. Currently does not work for shops, unknown for normal NPC gives. Doesn't track last gives for non-checks, like drops from grass, pots, crates, etc.
* Actor-based checks fully fleshed out, but can't help with sale-based checks. Implemented `pendingSaleCheck` to back out of an RC check cycle if `gSaveContext->pendingSale` is not NONE when `OnItemReceive` is called, processed through `OnSaleEnd`. This should be the final change necessary to streamline the checks.
* Temporary hook to message box close to tie in trackers for non-gs/chest actors that aren't added to `GetCheckFromActor`. This triggers a 2-frame countdown to check with `HasItemBeenCollected` since half of the methods in there aren't updated until after a text box closes.
Added scene tracking to get last scene so that checks in scenes that span several overworld areas could be tied to their areas properly.
Modified tracker data creation to apply Link's Pocket and Song from Impa conditionally based on randomizer settings instead of just being assumed to be done. May need modification for checking click and drag spoiler loading.
Removed the scene equivalence check from CheckChecks so that an entire area is checked each time to avoid issues with, e.g., leaving a shop before a pending sale finishes.
* Changed check data creation to use RSKs from gRandomizer to account for settings loaded from drag and drop spoilers.
* Beginning of tracker code organization.
Changed check color defaults.
* Reverted moving tracker colors to header.
Some individual check fixes.
* Missed something from previous merge?
* Removed last remnant of removed performance mode.
* Better handle checking when skullsanity is off.
* Song checks sceneIDs don't match the scenes they're actually in for some reason. Removed that check.
* SaleEnd checks don't need the GetItemEntry parameter. Also set a flag that should prevent the check tracker from running during vanilla saves should that not be resolved by the time it's merged.
* Attempting to have only the relevant checks added to the tracker data, as well as showing vanilla checks for non-rando saves. Not working yet (everything is displayed in vanilla).
* Added vanilla check tracker population via `vanillaCheck` bool in `RandomizerCheckObject`. This is also added to `IsVisibleInImGui` to handle file loading and saving to eliminate checks that aren't part of vanilla or the rando seed.
Implemented deleted tracker data file recreation.
Added some extra item name text checks. Songs are still... tricky, so they stay blank.
Utilize local copies of the randomizer check objects that are applicable for performance purposes.
Fixed vanilla item-giving cutscene crashes when triggered mid-transition.
* Apparently not all toolchains can handle macro instantiation without all parameters, like VS can.
* Fixed scummed detail color not showing properly on tracker.
* Fixed dungeon area totals and GS checks not functioning properly.
* Major revamp of checking code. Doesn't rely on `GetCheckFromActor` at all anymore, but instead simply sets a flag to evaluate a number of checks in an area every frame until the check that was gotten is identified. With the new setup, it's much less hardware intensive, and at 60fps 6 checks per frame shows no noticeable effect on framerate. I can envision needing to add a collectedCount in order to account for times when two checks are gotten one right after the other.
Changed area scroll to happen from `OnTransitionEnd`, and allow for scrolling in bazaar (was disabled previously because it would jump back and forth between Kak and Market while you were in one).
Also setup area check order updating by area instead of all at the same time.
* Fixed shooting gallery not reporting proper area.
Prevent checks from actually happening if area is RCAREA_INVALID, now that all areas are reporting something if they have checks.
Fixed `GetCheckArea()` not updating checks for standard scenes.
Lots of vanilla tracking updates, mainly manual checks for gems, medallions and songs, since the often don't have proper scenes in the data.
Prevent vanilla from triggering check loops if junk items are collected.
Fixed sorting based on saved vs collected.
Prevent item name display for vanilla runs.
Change coloring of checks so the check name reflects status in vanilla runs.
* Fixed "Recheck Area" button erroneously adding to an area's check totals?
* Fix DMC vanilla checks.
* Fix check tracker data recreation on data file loss.
Removed redundant file exists check from SaveTrackerDataHook, as it doesn't matter if it exists or not at that point.
Limited check loops to 3 to avoid infinite check loops on non-check/junk item pickup.
Added more checks to disable tracker operations if a save is not running.
Changed check ordering to put boss reward and heart container checks at the end of whatever RCSHOW group they belong to.
* Fixed IsRunning calculation.
Further improving vanilla checking.
Starting framework for checking medallions, stones, and songs on data file recreation.
Fixed medallion check collection.
Added GIFT_FROM_SAGES to check list for vanilla file for tracking light medallion.
Added check loop limitation to prevent infinite checking after picking up junk item from the ground.
* Finished vanilla file recreation and recheck (songs and dungeon rewards all check properly now). This includes deku shield with KF shop item 3.
Finished Gift from Raoru light medallion tracking for vanilla.
Commented all CheckByScene functionality for now.
* Fixed new save data file creation.
Disabled entrance area calculation for now, as it only tracks the previous entrance for some reason.
Fixed area detection for ToT checks.
* GetCheckArea() now utilizes EntranceData almost exclusively, via either `gSaveContext.entranceIndex` or the entrance tracker's `currentGrottoId` in the case of grottos.
This also means that EVERYTHING CAN AUTOSCROLL NOW. Entrance shuffles are now much easier to track.
Autoscroll is now also triggered on save, just in case someone isn't autosaving and has a lot of checks that get converted to saved.
* Fixed missing GS check in LW.
* Added area scroll on toggling Show Hidden Items. May configure differently later.
Fixed area detection for entrances in Gerudo Fortress/Valley and Collossus. Haunted wasteland doesn't autoscroll due to a bug in `OnTransitionEnd` hook, but checks still evaluate properly there.
Rely on scene-based area detection if scene is a main overworld or dungeon scene.
* Fixed grotto detection when shuffle is off.
* Small code cleanup.
Fixed Colossus hand chest checks.
* Missing lus bump from merge conflict resolution
* Fixed Colossus Grotto making `GetCheckArea` return Wasteland.
* Improved OnItemReceive processing for non-token GS checks, since they can sometimes take long enough for the checking process to time out before the item is registered as received.
* First attempt at thread safety for tracker data file writing. Seems to work, but might need more testing.
* Fixed Recheck Area not unskipping items that register as saved.
Improved delayed saving with autosaving, as the autosave triggered quite often before the tracker data save, making things not properly register as saved.
* merge cleanup
* Converted check tracker data to the sectional saves, adding `CheckTrackerData` to `SaveContext`.
Implemented section ID returning and fullSave boolean passing to section functions from my PR temporarily for it to work properly.
Moved `RandomizerCheckTrackerData` enum to `randomizerTypes.h` to accommodate that.
Changed `Randomizer_SaveInit` to a `SaveManager::InitFunc` to allow for other randomizer-dependent sections to be initialized after that. Required a little refactoring to maintain intro cutscene skip when starting a randomizer file.
* Revert section index return and randomizer init changes. Will need to wait on yet more changes to main.
* Fixed check tracker initialization (shouldn't be tied to window initialization), restored saving/loading functionality.
* Removed `CheckTracker::Init` and put SaveManager calls in `CheckTrackerWindow::InitElement`. Also a bit of cleanup from transition back to save file use.
* Fixed tracker displaying check categories while file not loaded.
* Fix Darunia's Joy check not marking in vanilla.
* Fix autosave not triggering change from collected to saved in tracker data.
* Changed default colors for scummed and collected display.
* Merge upgrade code cleanup.
* Add `OnTransitionEnd` calls to sandstorm transitions both to and from Wasteland. Also improved `gSaveContext.lastScene` assignment for both transition types. Allowed a bit of cleanup in `GetCheckArea`.
* Added `StateButton`, a button like `ArrowButton` but that allows text instead of arrow icons. Apparently the changes from ArrowButton to StateButton happened in a previous commit...
* Changed section name to `trackerDataCheck` to force SoH to load it after the randomizer section, as it required some randoSettings to be loaded first, and nothing else I tried to make the randomizer section load before it worked. This hacks a solution to checks not displaying on fast file load to a specific slot.
F*** you, SaveManager, and f*** you too, JSON.
* Forgot to change the section string for loading with the name change.
* Fix check ordering for checks that trigger the autosave.
* Adds option to remove right-side shop items (slots 1-4) from the tracker list. Enabled by default.
* Fix default state of Hide Shop Right Checks checkbox.
* Fixes grotto and great fairy scrolling and checks.
Fixes array overflow from `checkTrackerData` which was creating the issue trying to load the base and randomizer sections first, among other things.
That also fixed the massive file loads that were being exhibited in debug mode.
* Fix shooting galleries being set as collected again when being played a second time after getting the checks.
* Fix Bazaar autoscroll.
* Add Saria's Song to `GetCheckFromActor` and removed some limitations from the messageCloseCheck function to make that check track properly.
* Fix Song from Impa check.
Implemented prevention for multiple "collections" of great fairies, just in case getting the health refill would trigger it with the previous setup.
* Fix ice traps on GS tokens not triggering OnItemReceive.
* Complete fix for ice trap collection from GS.
Add autoscroll when clicking "Expand All".
* Add `OnShopSlotChange` with cursorSlot and basePrice parameters.
* Fixed include in en_ossan for shop slot hook.
Added registration for `OnShopSlotChange` in the tracker, storing the price in a new `price` field in `CheckTrackerData`.
Added "seen" functionality to shop checks. Displays the model item name upon first entering a shop, adding the price and switching to trickName (if it's an ice trap) upon navigating to the slot in buy mode, triggered by an invisible "identified" status that mirrors "seen" in every other way.
Added tooltips to most options for check tracker color picking to describe what each status actually means.
* `std::format` pls
* So apparently std::format just decided to break with the latest merge from develop, but fmt::format exists and works?
* Removed the last vestiges of `locationsSkipped`. Other general code and formatting cleanups.
Moved `IsGameRunning` to `OTRGlobals` so the item tracker could also access it.
Used preceding to "fix" item and bottle display in the item tracker on startup.
* Some more code cleanup.
Removed "Recheck Area" button and relevant code.
Backported changes to Anchor branch applicable for single-player, including making a checkAreas vector and structuring the frame by frame checks around that. Also includes fix for Silver Gauntlets and Mirror Shield check collection crash associated with those changes.
Fixed Kakariko Bazaar "seen" updates.
Fixed tracker window not showing on initial load like it should.
* Forgot 1 formatting fix.
* Removed conditions for showing Song from Impa (isn't junk under certain conditions, so should show all the time).
* Fix vanilla checks, add Zelda's Letter and Malon's Egg to manual check collection.
Fix autoscroll while in child stealth section.
* Fix crash in Happy Mask Shop in OnSlotChange (referenced non-existent shop id in a tracker-specific enum).
* General code cleanup.
* Missed one reversion.
* One more.
* Fix column alignment in `randomizer_check_objects`.
* Fix file encoding on `randomizer_check_tracker`. Again.
* Fix indentation for `actualItemtrackerItemMap`. Also removed unnecessary parts of the map.
* Rename `HasEqItem` to `HasEquipment`.
* Slightly better indentation for `actualItemTrackerItemMap`.
* Add magic bean salesman to vanilla check tracking, and genericized deku shield to trigger KF shop item 3 wherever you get the shield.
Renamed `vanillaCheck` to `vanillaHundoCheck` to (supposedly) clarify the meaning of the usage.
* One more rename to `vanillaCompletion` to avoid possible confusion with 100% speedrun conditions.
* give me a break XD
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Changes suggested by briaguya (rename `RandomizerCheckShow` to `Status`, unused code, newline formatting)
* Remove unused `itemNames` table.
* Remove `IsGameRunning` in favor of `GameInteractor::IsSaveLoaded`.
* Restore anti-spoiler functionality for dungeons with dungeon maps.
* Review cleanup.
* Fix prices not showing for Kak bazaar items.
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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/* */ RandomizerCheckTrackerData checkTrackerData [ RC_MAX ] ;
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// #endregion
// #region SOH [Randomizer]
// Upstream TODO: Move these to their own struct or name to more obviously specific to Randomizer
/* */ RandoSetting randoSettings [ 300 ] ;
/* */ ItemLocationRando itemLocations [ RC_MAX ] ;
/* */ HintLocationRando hintLocations [ 50 ] ;
/* */ EntranceOverride entranceOverrides [ ENTRANCE_OVERRIDES_MAX_COUNT ] ;
/* */ char childAltarText [ 250 ] ;
/* */ char adultAltarText [ 750 ] ;
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/* */ RandomizerCheck rewardCheck [ 9 ] ;
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/* */ char ganonHintText [ 150 ] ;
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/* */ char gregHintText [ 250 ] ;
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/* */ char ganonText [ 250 ] ;
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/* */ char dampeText [ 150 ] ;
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/* */ char sheikText [ 150 ] ;
/* */ char sariaText [ 150 ] ;
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/* */ char warpMinuetText [ 100 ] ;
/* */ char warpBoleroText [ 100 ] ;
/* */ char warpSerenadeText [ 100 ] ;
/* */ char warpRequiemText [ 100 ] ;
/* */ char warpNocturneText [ 100 ] ;
/* */ char warpPreludeText [ 100 ] ;
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/* */ RandomizerCheck lightArrowHintCheck ;
/* */ RandomizerCheck sariaCheck ;
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/* */ RandomizerCheck gregCheck ;
/* */ RandomizerCheck dampeCheck ;
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/* */ char inputSeed [ 1024 ] ;
/* */ u32 finalSeed ;
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/* */ u8 seedIcons [ 5 ] ;
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/* */ u16 randomizerInf [ 10 ] ;
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/* */ u16 adultTradeItems ;
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/* */ u8 triforcePiecesCollected ;
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// #endregion
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} SaveContext ; // size = 0x1428
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typedef enum {
/* 00 */ QUEST_NORMAL ,
/* 01 */ QUEST_MASTER ,
/* 02 */ QUEST_RANDOMIZER ,
/* 03 */ QUEST_BOSSRUSH ,
} Quest ;
# define IS_VANILLA (gSaveContext.questId == QUEST_NORMAL)
# define IS_MASTER_QUEST (gSaveContext.questId == QUEST_MASTER)
# define IS_RANDO (gSaveContext.questId == QUEST_RANDOMIZER)
# define IS_BOSS_RUSH (gSaveContext.questId == QUEST_BOSSRUSH)
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typedef enum {
/* 0x00 */ BTN_ENABLED ,
/* 0xFF */ BTN_DISABLED = 0xFF
} ButtonStatus ;
typedef enum {
/* 0x00 */ CHAMBER_CS_FOREST ,
/* 0x01 */ CHAMBER_CS_FIRE ,
/* 0x02 */ CHAMBER_CS_WATER ,
/* 0x03 */ CHAMBER_CS_SPIRIT ,
/* 0x04 */ CHAMBER_CS_SHADOW ,
/* 0x05 */ CHAMBER_CS_LIGHT
} ChamberCutsceneNum ;
typedef enum {
/* 0x00 */ HS_HBA , // horseback archery
/* 0x01 */ HS_POE_POINTS ,
/* 0x02 */ HS_FISHING ,
/* 0x03 */ HS_HORSE_RACE ,
/* 0x04 */ HS_MARATHON ,
/* 0x05 */ HS_UNK_05 ,
/* 0x06 */ HS_DAMPE_RACE
} HighScores ;
typedef enum {
/* 0 */ SUNSSONG_INACTIVE ,
/* 1 */ SUNSSONG_START , // the suns ocarina effect signals that the song has finished playing
/* 2 */ SUNSSONG_SPEED_TIME , // suns was played where time passes, speed up the advancement of time
/* 3 */ SUNSSONG_SPECIAL // time does not advance, but signals the song was played. used for freezing redeads
} SunsSongState ;
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typedef enum {
/* 0 */ GAMEMODE_NORMAL ,
/* 1 */ GAMEMODE_TITLE_SCREEN ,
/* 2 */ GAMEMODE_FILE_SELECT , // Note: only instance type transitions swap to file select
/* 3 */ GAMEMODE_END_CREDITS
} GameMode ;
typedef enum {
/* 0 */ SCENE_LAYER_CHILD_DAY ,
/* 1 */ SCENE_LAYER_CHILD_NIGHT ,
/* 2 */ SCENE_LAYER_ADULT_DAY ,
/* 3 */ SCENE_LAYER_ADULT_NIGHT ,
/* 4 */ SCENE_LAYER_CUTSCENE_FIRST
} SceneLayer ;
# define IS_CUTSCENE_LAYER (gSaveContext.sceneLayer >= SCENE_LAYER_CUTSCENE_FIRST)
typedef enum {
/* 0 */ LINK_AGE_ADULT ,
/* 1 */ LINK_AGE_CHILD
} LinkAge ;
/*
*
* SaveContext flags
*
*/
/*
* SaveContext . eventChkInf
*/
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# define EVENTCHKINF_FIRST_SPOKE_TO_MIDO 0x02
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# define EVENTCHKINF_COMPLAINED_ABOUT_MIDO 0x03
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# define EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD 0x04
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# define EVENTCHKINF_DEKU_TREE_OPENED_MOUTH 0x05
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# define EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD 0x07
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# define EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP 0x09
# define EVENTCHKINF_PLAYED_SARIAS_SONG_FOR_MIDO_AS_ADULT 0x0A
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# define EVENTCHKINF_0B 0x0B
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# define EVENTCHKINF_MET_DEKU_TREE 0x0C
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# define EVENTCHKINF_SPOKE_TO_MIDO_ABOUT_SARIA 0x0F
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# define EVENTCHKINF_SPOKE_TO_CHILD_MALON_AT_CASTLE_OR_MARKET 0x10
# define EVENTCHKINF_SPOKE_TO_INGO_AT_RANCH_BEFORE_TALON_RETURNS 0x11
# define EVENTCHKINF_OBTAINED_POCKET_EGG 0x12
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# define EVENTCHKINF_TALON_WOKEN_IN_CASTLE 0x13
# define EVENTCHKINF_TALON_RETURNED_FROM_CASTLE 0x14
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# define EVENTCHKINF_SPOKE_TO_CHILD_MALON_AT_RANCH 0x15
# define EVENTCHKINF_INVITED_TO_SING_WITH_CHILD_MALON 0x16
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# define EVENTCHKINF_EPONA_OBTAINED 0x18
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# define EVENTCHKINF_OBTAINED_KOKIRI_EMERALD 0x19
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# define EVENTCHKINF_RENTED_HORSE_FROM_INGO 0x1B
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# define EVENTCHKINF_SPOKE_TO_MIDO_AFTER_DEKU_TREES_DEATH 0x1C
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# define EVENTCHKINF_DESTROYED_ROYAL_FAMILY_TOMB 0x1D
# define EVENTCHKINF_WON_COW_IN_MALONS_RACE 0x1E
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# define EVENTCHKINF_20 0x20
# define EVENTCHKINF_21 0x21
# define EVENTCHKINF_22 0x22
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# define EVENTCHKINF_BOMBED_DODONGOS_CAVERN_ENTRANCE 0x23
# define EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP 0x25
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# define EVENTCHKINF_2A 0x2A
# define EVENTCHKINF_2B 0x2B
# define EVENTCHKINF_2C 0x2C
# define EVENTCHKINF_2D 0x2D
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# define EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED 0x2F
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# define EVENTCHKINF_SPOKE_TO_A_ZORA 0x30
# define EVENTCHKINF_OBTAINED_RUTOS_LETTER 0x31
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# define EVENTCHKINF_32 0x32
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# define EVENTCHKINF_KING_ZORA_MOVED 0x33
# define EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP 0x37
# define EVENTCHKINF_OBTAINED_SILVER_SCALE 0x38
# define EVENTCHKINF_OPENED_ZORAS_DOMAIN 0x39
# define EVENTCHKINF_OFFERED_FISH_TO_JABU_JABU 0x3A
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# define EVENTCHKINF_BEGAN_NABOORU_BATTLE 0x3B
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# define EVENTCHKINF_FINISHED_NABOORU_BATTLE 0x3C
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// 0x40
# define EVENTCHKINF_40_INDEX 4
# define EVENTCHKINF_40_SHIFT 0
# define EVENTCHKINF_40_MASK (1 << EVENTCHKINF_40_SHIFT)
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# define EVENTCHKINF_OBTAINED_ZELDAS_LETTER ((EVENTCHKINF_40_INDEX << 4) | EVENTCHKINF_40_SHIFT)
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# define EVENTCHKINF_41 0x41
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# define EVENTCHKINF_42 0x42
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# define EVENTCHKINF_OBTAINED_OCARINA_OF_TIME 0x43
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# define EVENTCHKINF_PULLED_MASTER_SWORD_FROM_PEDESTAL 0x45
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# define EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP 0x48
# define EVENTCHKINF_USED_FIRE_TEMPLE_BLUE_WARP 0x49
# define EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP 0x4A
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# define EVENTCHKINF_OPENED_THE_DOOR_OF_TIME 0x4B
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# define EVENTCHKINF_4C 0x4C
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# define EVENTCHKINF_RAINBOW_BRIDGE_BUILT 0x4D
# define EVENTCHKINF_CAUGHT_BY_CASTLE_GUARDS 0x4E
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# define EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER 0x4F
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# define EVENTCHKINF_LEARNED_MINUET_OF_FOREST 0x50
# define EVENTCHKINF_LEARNED_BOLERO_OF_FIRE 0x51
# define EVENTCHKINF_LEARNED_SERENADE_OF_WATER 0x52
# define EVENTCHKINF_LEARNED_NOCTURNE_OF_SHADOW 0x54
# define EVENTCHKINF_LEARNED_PRELUDE_OF_LIGHT 0x55
# define EVENTCHKINF_LEARNED_SARIAS_SONG 0x57
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# define EVENTCHKINF_LEARNED_ZELDAS_LULLABY 0x59
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# define EVENTCHKINF_LEARNED_SUNS_SONG 0x5A
# define EVENTCHKINF_LEARNED_SONG_OF_STORMS 0x5B
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# define EVENTCHKINF_5C 0x5C
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# define EVENTCHKINF_PLAYED_SONG_OF_STORMS_IN_WINDMILL 0x65
# define EVENTCHKINF_DRAINED_WELL_IN_KAKARIKO 0x67
# define EVENTCHKINF_PLAYED_HORSEBACK_ARCHERY 0x68
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# define EVENTCHKINF_RAISED_LAKE_HYLIA_WATER 0x69
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# define EVENTCHKINF_TALON_WOKEN_IN_KAKARIKO 0x6A
// 0x6B
# define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_INDEX 6
# define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_SHIFT 11
# define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_MASK (1 << EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_SHIFT)
# define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO ((EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_INDEX << 4) | EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_SHIFT)
# define EVENTCHKINF_6E 0x6E
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# define EVENTCHKINF_SPOKE_TO_KAEPORA_BY_LOST_WOODS 0x6F
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# define EVENTCHKINF_BEGAN_GOHMA_BATTLE 0x70
# define EVENTCHKINF_BEGAN_KING_DODONGO_BATTLE 0x71
# define EVENTCHKINF_BEGAN_PHANTOM_GANON_BATTLE 0x72
# define EVENTCHKINF_BEGAN_VOLVAGIA_BATTLE 0x73
# define EVENTCHKINF_BEGAN_MORPHA_BATTLE 0x74
# define EVENTCHKINF_BEGAN_TWINROVA_BATTLE 0x75
# define EVENTCHKINF_BEGAN_BARINA_BATTLE 0x76
# define EVENTCHKINF_BEGAN_BONGO_BONGO_BATTLE 0x77
# define EVENTCHKINF_BEGAN_GANONDORF_BATTLE 0x78
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# define EVENTCHKINF_ZELDA_FLED_HYRULE_CASTLE 0x80
# define EVENTCHKINF_DRAWBRIDGE_OPENED_AFTER_ZELDA_FLED 0x82
# define EVENTCHKINF_PAID_BACK_KEATON_MASK_FEE 0x8C
# define EVENTCHKINF_PAID_BACK_SKULL_MASK_FEE 0x8D
# define EVENTCHKINF_PAID_BACK_SPOOKY_MASK_FEE 0x8E
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# define EVENTCHKINF_PAID_BACK_BUNNY_HOOD_FEE 0x8F
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// 0x90-0x93
// carpenters freed from the gerudo
# define EVENTCHKINF_CARPENTERS_FREE_INDEX 9
# define EVENTCHKINF_CARPENTERS_FREE_SHIFT(n) (0 + (n))
# define EVENTCHKINF_CARPENTERS_FREE_MASK(n) (1 << EVENTCHKINF_CARPENTERS_FREE_SHIFT(n))
# define EVENTCHKINF_CARPENTERS_FREE(n) ((EVENTCHKINF_CARPENTERS_FREE_INDEX << 4) | EVENTCHKINF_CARPENTERS_FREE_SHIFT(n))
# define EVENTCHKINF_CARPENTERS_FREE_MASK_ALL (\
EVENTCHKINF_CARPENTERS_FREE_MASK ( 0 ) \
| EVENTCHKINF_CARPENTERS_FREE_MASK ( 1 ) \
| EVENTCHKINF_CARPENTERS_FREE_MASK ( 2 ) \
| EVENTCHKINF_CARPENTERS_FREE_MASK ( 3 ) )
# define GET_EVENTCHKINF_CARPENTERS_FREE_ALL() \
CHECK_FLAG_ALL ( gSaveContext . eventChkInf [ EVENTCHKINF_CARPENTERS_FREE_INDEX ] , EVENTCHKINF_CARPENTERS_FREE_MASK_ALL )
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# define EVENTCHKINF_SPOKE_TO_NABOORU_IN_SPIRIT_TEMPLE 0x94
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# define EVENTCHKINF_NABOORU_CAPTURED_BY_TWINROVA 0x95
# define EVENTCHKINF_SPOKE_TO_CURSED_MAN_IN_SKULL_HOUSE 0x96
# define EVENTCHKINF_PLAYED_SONG_FOR_SCARECROW_AS_ADULT 0x9C
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# define EVENTCHKINF_ENTERED_HYRULE_FIELD 0xA0
# define EVENTCHKINF_ENTERED_DEATH_MOUNTAIN_TRAIL 0xA1
# define EVENTCHKINF_ENTERED_KAKARIKO_VILLAGE 0xA3
# define EVENTCHKINF_ENTERED_ZORAS_DOMAIN 0xA4
# define EVENTCHKINF_ENTERED_HYRULE_CASTLE 0xA5
# define EVENTCHKINF_ENTERED_GORON_CITY 0xA6
# define EVENTCHKINF_ENTERED_TEMPLE_OF_TIME 0xA7
# define EVENTCHKINF_ENTERED_DEKU_TREE 0xA8
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# define EVENTCHKINF_LEARNED_SONG_OF_TIME 0xA9
# define EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL 0xAA
# define EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT 0xAC
# define EVENTCHKINF_COMPLETED_SPIRIT_TRIAL 0xAD
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# define EVENTCHKINF_ENTERED_DODONGOS_CAVERN 0xB0
# define EVENTCHKINF_ENTERED_LAKE_HYLIA 0xB1
# define EVENTCHKINF_ENTERED_GERUDO_VALLEY 0xB2
# define EVENTCHKINF_ENTERED_GERUDOS_FORTRESS 0xB3
# define EVENTCHKINF_ENTERED_LON_LON_RANCH 0xB4
# define EVENTCHKINF_ENTERED_JABU_JABUS_BELLY 0xB5
# define EVENTCHKINF_ENTERED_GRAVEYARD 0xB6
# define EVENTCHKINF_ENTERED_ZORAS_FOUNTAIN 0xB7
# define EVENTCHKINF_ENTERED_DESERT_COLOSSUS 0xB8
# define EVENTCHKINF_ENTERED_DEATH_MOUNTAIN_CRATER 0xB9
# define EVENTCHKINF_ENTERED_GANONS_CASTLE_EXTERIOR 0xBA
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# define EVENTCHKINF_COMPLETED_FOREST_TRIAL 0xBB
# define EVENTCHKINF_COMPLETED_WATER_TRIAL 0xBC
# define EVENTCHKINF_COMPLETED_SHADOW_TRIAL 0xBD
# define EVENTCHKINF_COMPLETED_FIRE_TRIAL 0xBE
# define EVENTCHKINF_COMPLETED_LIGHT_TRIAL 0xBF
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# define EVENTCHKINF_NABOORU_ORDERED_TO_FIGHT_BY_TWINROVA 0xC0
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# define EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE 0xC1
# define EVENTCHKINF_DISPELLED_GANONS_TOWER_BARRIER 0xC3
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# define EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS 0xC4
# define EVENTCHKINF_SHEIK_SPAWNED_AT_MASTER_SWORD_PEDESTAL 0xC5
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# define EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT 0xC6
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# define EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO 0xC7
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# define EVENTCHKINF_OBTAINED_SPIRIT_MEDALLION 0xC8
# define EVENTCHKINF_TIME_TRAVELED_TO_ADULT 0xC9
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// 0xD0-0xD6
# define EVENTCHKINF_SONGS_FOR_FROGS_INDEX 13
# define EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT 0
# define EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT 1
# define EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT 2
# define EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT 3
# define EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT 4
# define EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT 5
# define EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT 6
# define EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_ZL_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_EPONA_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_SUNS_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_SARIA_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_SOT_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_STORMS_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_CHOIR ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_ZL ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_EPONA ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_SUNS ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_SARIA ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_SOT ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT)
# define EVENTCHKINF_SONGS_FOR_FROGS_STORMS ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT)
// 0xDA-0xDE
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# define EVENTCHKINF_SKULLTULA_REWARD_INDEX 13
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# define EVENTCHKINF_SKULLTULA_REWARD_10_SHIFT 10
# define EVENTCHKINF_SKULLTULA_REWARD_20_SHIFT 11
# define EVENTCHKINF_SKULLTULA_REWARD_30_SHIFT 12
# define EVENTCHKINF_SKULLTULA_REWARD_40_SHIFT 13
# define EVENTCHKINF_SKULLTULA_REWARD_50_SHIFT 14
# define EVENTCHKINF_SKULLTULA_REWARD_10_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_10_SHIFT)
# define EVENTCHKINF_SKULLTULA_REWARD_20_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_20_SHIFT)
# define EVENTCHKINF_SKULLTULA_REWARD_30_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_30_SHIFT)
# define EVENTCHKINF_SKULLTULA_REWARD_40_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_40_SHIFT)
# define EVENTCHKINF_SKULLTULA_REWARD_50_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_50_SHIFT)
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/*
* SaveContext . itemGetInf
*/
# define ITEMGETINF_TALON_BOTTLE 0x02
# define ITEMGETINF_03 0x03
# define ITEMGETINF_04 0x04
# define ITEMGETINF_05 0x05
# define ITEMGETINF_06 0x06
# define ITEMGETINF_07 0x07
# define ITEMGETINF_08 0x08
# define ITEMGETINF_09 0x09
# define ITEMGETINF_0A 0x0A
# define ITEMGETINF_0B 0x0B
# define ITEMGETINF_0C 0x0C
# define ITEMGETINF_0D 0x0D
# define ITEMGETINF_0E 0x0E
# define ITEMGETINF_0F 0x0F
# define ITEMGETINF_10 0x10
# define ITEMGETINF_11 0x11
# define ITEMGETINF_12 0x12
# define ITEMGETINF_13 0x13
# define ITEMGETINF_15 0x15
# define ITEMGETINF_16 0x16
# define ITEMGETINF_17 0x17
// 0x18-0x1A
# define ITEMGETINF_18_19_1A_INDEX 1
# define ITEMGETINF_18_SHIFT 8
# define ITEMGETINF_19_SHIFT 9
# define ITEMGETINF_1A_SHIFT 10
# define ITEMGETINF_18_MASK (1 << ITEMGETINF_18_SHIFT)
# define ITEMGETINF_19_MASK (1 << ITEMGETINF_19_SHIFT)
# define ITEMGETINF_1A_MASK (1 << ITEMGETINF_1A_SHIFT)
# define ITEMGETINF_18 ((ITEMGETINF_18_19_1A_INDEX << 4) | ITEMGETINF_18_SHIFT)
# define ITEMGETINF_19 ((ITEMGETINF_18_19_1A_INDEX << 4) | ITEMGETINF_19_SHIFT)
# define ITEMGETINF_1A ((ITEMGETINF_18_19_1A_INDEX << 4) | ITEMGETINF_1A_SHIFT)
# define ITEMGETINF_1B 0x1B
# define ITEMGETINF_1C 0x1C
# define ITEMGETINF_1D 0x1D
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# define ITEMGETINF_OBTAINED_STICK_UPGRADE_FROM_STAGE 0x1E
# define ITEMGETINF_OBTAINED_NUT_UPGRADE_FROM_STAGE 0x1F
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# define ITEMGETINF_23 0x23
# define ITEMGETINF_24 0x24
# define ITEMGETINF_25 0x25
# define ITEMGETINF_26 0x26
# define ITEMGETINF_2A 0x2A
# define ITEMGETINF_2C 0x2C
# define ITEMGETINF_2E 0x2E
# define ITEMGETINF_30 0x30
# define ITEMGETINF_31 0x31
# define ITEMGETINF_38 0x38
# define ITEMGETINF_39 0x39
# define ITEMGETINF_3A 0x3A
# define ITEMGETINF_3B 0x3B
# define ITEMGETINF_3F 0x3F
/*
* SaveContext . infTable
*/
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# define INFTABLE_GREETED_BY_SARIA 0x00
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# define INFTABLE_01 0x01
# define INFTABLE_03 0x03
# define INFTABLE_05 0x05
# define INFTABLE_0C 0x0C
# define INFTABLE_0E 0x0E
# define INFTABLE_10 0x10
# define INFTABLE_15 0x15
# define INFTABLE_17 0x17
# define INFTABLE_19 0x19
# define INFTABLE_1E 0x1E
# define INFTABLE_22 0x22
# define INFTABLE_24 0x24
# define INFTABLE_26 0x26
# define INFTABLE_28 0x28
# define INFTABLE_2A 0x2A
# define INFTABLE_2B 0x2B
# define INFTABLE_2E 0x2E
# define INFTABLE_2F 0x2F
# define INFTABLE_30 0x30
# define INFTABLE_41 0x41
# define INFTABLE_47 0x47
# define INFTABLE_51 0x51
# define INFTABLE_59 0x59
# define INFTABLE_61 0x61
# define INFTABLE_66 0x66
# define INFTABLE_6A 0x6A
# define INFTABLE_6C 0x6C
# define INFTABLE_71 0x71
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# define INFTABLE_SHOWED_ZELDAS_LETTER_TO_GATE_GUARD 0x76
# define INFTABLE_GATE_GUARD_PUT_ON_KEATON_MASK 0x77
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# define INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE 0x7E
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# define INFTABLE_MET_CHILD_MALON_AT_CASTLE_OR_MARKET 0x84
# define INFTABLE_CHILD_MALON_SAID_EPONA_WAS_AFRAID_OF_YOU 0x85
# define INFTABLE_ENTERED_HYRULE_CASTLE 0x8B
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# define INFTABLE_8C 0x8C
# define INFTABLE_8D 0x8D
# define INFTABLE_8E 0x8E
# define INFTABLE_94 0x94
# define INFTABLE_97 0x97
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# define INFTABLE_SPOKE_TO_INGO_ONCE_AS_ADULT 0x9A
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# define INFTABLE_A2 0xA2
# define INFTABLE_AB 0xAB
# define INFTABLE_B0 0xB0
# define INFTABLE_B1 0xB1
# define INFTABLE_B4 0xB4
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# define INFTABLE_SPOKE_TO_POE_COLLECTOR_IN_RUINED_MARKET 0xB6
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# define INFTABLE_B7 0xB7
# define INFTABLE_B8 0xB8
# define INFTABLE_B9 0xB9
# define INFTABLE_BC 0xBC
# define INFTABLE_C0 0xC0
# define INFTABLE_C1 0xC1
# define INFTABLE_C2 0xC2
# define INFTABLE_C3 0xC3
# define INFTABLE_C4 0xC4
# define INFTABLE_C5 0xC5
# define INFTABLE_C6 0xC6
# define INFTABLE_C7 0xC7
# define INFTABLE_C8 0xC8
# define INFTABLE_C9 0xC9
# define INFTABLE_CA 0xCA
# define INFTABLE_CB 0xCB
# define INFTABLE_CC 0xCC
# define INFTABLE_CD 0xCD
# define INFTABLE_CE 0xCE
# define INFTABLE_D0 0xD0
# define INFTABLE_D2 0xD2
# define INFTABLE_D4 0xD4
# define INFTABLE_D6 0xD6
# define INFTABLE_D8 0xD8
# define INFTABLE_D9 0xD9
# define INFTABLE_E0 0xE0
# define INFTABLE_E3 0xE3
# define INFTABLE_E6 0xE6
# define INFTABLE_EB 0xEB
# define INFTABLE_F0 0xF0
# define INFTABLE_F4 0xF4
# define INFTABLE_F8 0xF8
# define INFTABLE_FC 0xFC
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# define INFTABLE_GORON_CITY_DOORS_UNLOCKED 0x109
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# define INFTABLE_10A 0x10A
# define INFTABLE_10B 0x10B
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# define INFTABLE_STOPPED_GORON_LINKS_ROLLING 0x10C
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# define INFTABLE_10D 0x10D
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# define INFTABLE_SPOKE_TO_GORON_LINK 0x10E
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# define INFTABLE_10F 0x10F
# define INFTABLE_113 0x113
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# define INFTABLE_SPOKE_TO_DARUNIA_IN_FIRE_TEMPLE 0x11A
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# define INFTABLE_11E 0x11E
# define INFTABLE_124 0x124
# define INFTABLE_129 0x129
# define INFTABLE_12A 0x12A
# define INFTABLE_138 0x138
# define INFTABLE_139 0x139
# define INFTABLE_140 0x140
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# define INFTABLE_RUTO_IN_JJ_MEET_RUTO 0x141
# define INFTABLE_RUTO_IN_JJ_TALK_FIRST_TIME 0x142
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# define INFTABLE_143 0x143
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# define INFTABLE_RUTO_IN_JJ_WANTS_TO_BE_TOSSED_TO_SAPPHIRE 0x144
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# define INFTABLE_145 0x145
# define INFTABLE_146 0x146
# define INFTABLE_147 0x147
# define INFTABLE_160 0x160
# define INFTABLE_161 0x161
# define INFTABLE_162 0x162
# define INFTABLE_163 0x163
# define INFTABLE_164 0x164
# define INFTABLE_166 0x166
# define INFTABLE_16A 0x16A
# define INFTABLE_16C 0x16C
# define INFTABLE_170 0x170
# define INFTABLE_171 0x171
# define INFTABLE_172 0x172
# define INFTABLE_176 0x176
# define INFTABLE_178 0x178
# define INFTABLE_17C 0x17C
# define INFTABLE_17F 0x17F
# define INFTABLE_190 0x190
# define INFTABLE_191 0x191
# define INFTABLE_192 0x192
# define INFTABLE_193 0x193
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# define INFTABLE_SPOKE_TO_KAEPORA_IN_LAKE_HYLIA 0x195
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# define INFTABLE_196 0x196
# define INFTABLE_197 0x197
# define INFTABLE_198 0x198
// 0x199-0x19F
# define INFTABLE_199_19A_19B_19C_19D_19E_19F_INDEX 25
# define INFTABLE_199_MASK (1 << 9)
# define INFTABLE_19A_MASK (1 << 10)
# define INFTABLE_19B_MASK (1 << 11)
# define INFTABLE_19C_MASK (1 << 12)
# define INFTABLE_19D_MASK (1 << 13)
# define INFTABLE_19E_MASK (1 << 14)
# define INFTABLE_19F_MASK (1 << 15)
// 0x1A0-0x1AF
# define INFTABLE_1AX_INDEX 26
# define INFTABLE_1A0_SHIFT 0
# define INFTABLE_1A1_SHIFT 1
# define INFTABLE_1A2_SHIFT 2
# define INFTABLE_1A3_SHIFT 3
# define INFTABLE_1A4_SHIFT 4
# define INFTABLE_1A5_SHIFT 5
# define INFTABLE_1A6_SHIFT 6
# define INFTABLE_1A7_SHIFT 7
# define INFTABLE_1A8_SHIFT 8
# define INFTABLE_1A9_SHIFT 9
# define INFTABLE_1AB_SHIFT 11
# define INFTABLE_1AD_SHIFT 13
// 0x1D0-0x1DF
# define INFTABLE_1DX_INDEX 29
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# define INFTABLE_SWORDLESS 0x1D0
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/*
* SaveContext . eventInf
*/
// 0x00-0x0F
// horses related
# define EVENTINF_HORSES_INDEX 0
# define EVENTINF_HORSES_STATE_SHIFT 0
# define EVENTINF_HORSES_HORSETYPE_SHIFT 4
# define EVENTINF_HORSES_05_SHIFT 5
# define EVENTINF_HORSES_06_SHIFT 6
# define EVENTINF_HORSES_08_SHIFT 8
# define EVENTINF_HORSES_0A_SHIFT 10
# define EVENTINF_HORSES_0F_SHIFT 15 // unused?
# define EVENTINF_HORSES_STATE_MASK (0xF << EVENTINF_HORSES_STATE_SHIFT)
# define EVENTINF_HORSES_HORSETYPE_MASK (1 << EVENTINF_HORSES_HORSETYPE_SHIFT)
# define EVENTINF_HORSES_05_MASK (1 << EVENTINF_HORSES_05_SHIFT)
# define EVENTINF_HORSES_06_MASK (1 << EVENTINF_HORSES_06_SHIFT)
# define EVENTINF_HORSES_0F_MASK (1 << EVENTINF_HORSES_0F_SHIFT)
# define EVENTINF_HORSES_05 ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_05_SHIFT)
# define EVENTINF_HORSES_06 ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_06_SHIFT)
// Used in z_en_ta (Talon) to store Cucco game winning status
// and in z_en_ge1 (Gerudo) to store archery in-progress status
# define EVENTINF_HORSES_08 ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_08_SHIFT)
# define EVENTINF_CUCCO_GAME_WON EVENTINF_HORSES_08
// Used in z_en_ta (Talon) and z_en_ma3 (Malon) to store minigame finishing status
# define EVENTINF_HORSES_0A ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_0A_SHIFT)
# define EVENTINF_CUCCO_GAME_FINISHED EVENTINF_HORSES_0A
typedef enum {
/* 0 */ EVENTINF_HORSES_STATE_0 ,
/* 1 */ EVENTINF_HORSES_STATE_1 ,
/* 2 */ EVENTINF_HORSES_STATE_2 ,
/* 3 */ EVENTINF_HORSES_STATE_3 ,
/* 4 */ EVENTINF_HORSES_STATE_4 ,
/* 5 */ EVENTINF_HORSES_STATE_5 ,
/* 6 */ EVENTINF_HORSES_STATE_6 ,
/* 7 */ EVENTINF_HORSES_STATE_7
} EventInfHorsesState ;
// "InRaceSeq"
# define GET_EVENTINF_HORSES_STATE() \
( ( gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] & EVENTINF_HORSES_STATE_MASK ) > > EVENTINF_HORSES_STATE_SHIFT )
# define SET_EVENTINF_HORSES_STATE(v) \
gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] = \
( gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] & ~ EVENTINF_HORSES_STATE_MASK ) | \
( ( v ) < < EVENTINF_HORSES_STATE_SHIFT )
# define GET_EVENTINF_HORSES_HORSETYPE() \
( ( gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] & EVENTINF_HORSES_HORSETYPE_MASK ) > > EVENTINF_HORSES_HORSETYPE_SHIFT )
# define SET_EVENTINF_HORSES_HORSETYPE(v) \
gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] = \
( gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] & ~ EVENTINF_HORSES_HORSETYPE_MASK ) | \
( ( v ) < < EVENTINF_HORSES_HORSETYPE_SHIFT )
# define SET_EVENTINF_HORSES_0F(v) \
gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] = \
( gSaveContext . eventInf [ EVENTINF_HORSES_INDEX ] & ~ EVENTINF_HORSES_0F_MASK ) | ( ( v ) < < EVENTINF_HORSES_0F_SHIFT )
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# define EVENTINF_MARATHON_ACTIVE 0x10
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// 0x20-0x24
# define EVENTINF_20_21_22_23_24_INDEX 2
# define EVENTINF_20_MASK (1 << 0)
# define EVENTINF_21_MASK (1 << 1)
# define EVENTINF_22_MASK (1 << 2)
# define EVENTINF_23_MASK (1 << 3)
# define EVENTINF_24_MASK (1 << 4)
# define EVENTINF_30 0x30
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# endif