* Add rando enhancement "Mysterious Shuffled Items", which obfuscates shuffled freestanding/drawn-in-world items (PoH, tokens, shop items) with a custom question mark model (thanks Hato), and uses the "mysterious item" functionality of `GetMerchantMessage` for everything that supports it, regardless of hint status on generation.
* Reverted back to rando enhancement, but added condition for Mysterious Shuffle not being on for the gem rotation fix to apply.
* First attempt at changing to fake GetItemEntry instead of directly calling the mystery draw function. Needs more work.
* Updated CVar to reflect CVar rework values.
Added `IsCheckShuffled` as preliminary function for checking *only* if a check is shuffled, not necessarily if it is just visible on the tracker. This accounts for the difference between tokensanity and "Always Show GS On Tracker", where you don't want to obfuscate the latter.
* Bit of cleanup.
* Cross-platform building edits. If anyone has a better idea of how to handle this fake GIE, I'm all ears.
* Update to CVar macros.
* Fix freestanding item gives.
Fix mysterious item model colors.
* Fix bombchu bowling mystery.
* Remove bowling bomchus check obfuscation (unused, removed in v3).
* p
* Missed the prefix renames.
* More missed ones.
* Mostly finished cleanup.
Removed a few CVars and some related functionality.
* Bit more (prepping non-existent title card color editing).
* Resolve gCrowdControl.
* Final cleanup.
* Universal constant, not acceleration...
* Preset CVars.
* Incorporate LUS CMake CVar system.
Customize all LUS CMake CVars to align with plans for preset system.
Swap "gOverlayFont" usage back to LUS CVar macro.
* Change CMake sets to use the cache to allow for including LUS's file for the add_compile_defines and remove the duplication on SoH's side.
* Move SoH CMake CVars to `soh-cvars.cmake` for clarity.
* Standardized CVar macros to have `CVAR_` at the front instead of the end.
Removed excluded and replaced sequence macros.
* Missed a few developer CVars outside of `SohMenuBar.cpp`
* 1 more.
* Add all macros.
Replace all randomizer seed setting CVars with appropriate macro.
Cleaned up non-gameplay-critical things that are part of Spock Race rando presets (like RTA timing, displaying timer, displaying the glitch lineup tick, or Fast File Select).
* Wrong slash...
* Fix DEVELOPER_CVAR macro.
Add GENERAL_CVAR macro.
* Change Item Tracker CVars, including open window CVar.
* Swapped open window CVars.
* Swapped Entrance Tracker CVars.
* Swapped Check Tracker CVars.
Changed Item Tracker "HudEditMode" to "Draggable".
* Renamed `RANDOMIZER_CVAR` to `RANDO_ENHANCEMENT_CVAR`.
Swapped rando enhancement CVars.
* Mirroring last commit from part 1 in randomizer.cpp
* Another mirror from pt 1
* Add console commands for randomizing sfx and cosmetic groups
* Update naming and use constexpr
* Update soh/soh/Enhancements/debugconsole.cpp
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Adds the Keese and Guay don't target you cheat
that makes keese and guay ignore you as if
you are wearing the skull mask
* changed instances of CVar_GetS32 to CVarGetInteger
added the cvar to presets.h
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Move input viewer into SoH
* Remove unnecessary comments
* Update button outline mode to match default viewer
* Fix ambiguous call
* CVar name changes and minor fixes
* Two more cvars
* Separate C-buttons into individual toggles
* Account for text height regardless of scale
* A few extra comments
* Use new LoadTextureFromRawImage to load layer textures
* Shops and Games always open
* Added comment for scene reload requirement
* Prefix
* Spacing
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* I'm bad at merging
* Refined by Archez
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Adds a MessageViewer window to Developer Tools.
* Properly destroys message viewer window.
* Adds missing ImGui::End()
* Fixes an oopsie crashing non-windows builds after first run.
* Adds C ABI for displaying a custom message
* Fixes a crash and an issue with messages with SFX.
* Remove some osSyncPrintf's that aren't very useful for this case.
* Pause Warp Enhancement
This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.
- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.
* Warp Song Check
-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.
* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE
-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.
* Feedback Update
-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c
PR Change:
Changing to the main branch instead of sulu
* Feedback Update #2
-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some
* Linux Compile Issue
-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash
* Minor Bug Fix
-Now link won't get soft locked when warping to the same location twice
* Update libultraship
* Revert "Update libultraship"
This reverts commit 746fc23479.
* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.
* WIP
* Done unless I'm missing headers
* now we done
* clean up, these arn't needed anymore
* Rename OnPauseMenu to OnKaleidoUpdate
* Hookshot, Hammer, & Boomerang
* Added the remainder of equipment and DL Patching for hands
* Removed Mirror Shield Patch
Messed with the front texture of shield
* Child Hylian Shield Cheat
Adds a cheat that allows Child Link to hold Hylian Shield as adult. Added to this since it uses the same way to render the shield
* Debugging
* Adds Scaling to Child Link with Adult Equipment
* Fix Merge Conflict Blunders
* More cleanup
* Added Scaling checkbox and some clean up
* Added an || ITEM_NONE
* More cleanup and simplification
* Accidently added spacer
* Replace B_BTN_ITEM
* Spacing
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Added most sheath functionality
* Updated tooltips
* removed child hylian shield and tweaked bow/slingshot
Made child hylian shield cheat into a separate branch and hooked into existing bow/slingshot enhancement for drawing those
* Prefixes
* ()
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Each Heart Container or full Heart Piece reduces Links hearts by 1
* Based on Briaguya's suggested Code but modified slightly as some parts were missing.
* Static Bool
* The episode without Captain Hook's Hook
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Menu options, note speed, unlimited playback time
* Instant win
* Add custom ocarina game cvar to all options and presets
* Extra spaces
* Add starting note count, ending note count by round, more presets
* Block out vanilla code + comments
* finish blocking out vanilla code
* new documentation formatting
* add starting notes to randomizer preset
* CVar, presets, custom message, fishing actor
* Add placeholder translations for French/German
* Fix for MS Shuffle change
* Rename function to match
* Missing comma in presets
* Change description, CVar name, add'l function name, edit custom message
* Actual whitespace fix
* re-order custom message
* Fix message formatting
* Add enhancement comments
* yeet if (play) {} from enhancement
* new documentation format
* Rearrange menus for better layout on smaller screens.
* Automatically calculate +/- increments for float sliders
* Add needed header
* Use stringstream instead of format since apparently most platforms don't actually support all of c++20 yet boooooo
* Add header that only Mac complained about for some reason
* Theoretical performance improvement
* Actual performance improvement
* First dirty testing process
* Forgot a 2 for the second Dlist patching of Shadow
* TWEAK: GI integration
* DEL: Unucessary includes + whitespace
* TWEAK: No stones refactor for now, sorry I'm kinda lazy right now, don't hate me, please! T_T
* Stone removal part 2, sometime I forget to save the changes :derp:
* Tiny last tweaks, hopefully
* Add to rando preset
* Tweak: typo
* TWEAK: Trigger on toggling on/off
* TWEAK: adressed reviews 💯
* Please mate, excuse my British typing
* Advanced Resolution Settings
first working version with most features implemented
* Update advancedResolutionEditor.cpp
Added auto-resizing logic for Pixel Perfect Mode.
Minor fixes.
* Tweaks and tidying up.
Disable integer scale slider if automatic sizing is overriding it.
Don't offer these UI options on Apple.
Removed unused code.
Updated LUS.
* Update libultraship
* Filenames and style fixes
Filenames and folders now more closely match rest of project.
Tidied newlines/comments.
(SohMenuBar.cpp) Label of button changed to fit menu.
(ResolutionEditor.cpp) Default window size improved.
* Update libultraship
(However, I still need to make the GUI controls acknowledge the new constraints.)
* Update libultraship
(and changed the name of some cvars)
* Added constraints to the inputs. Added a fps drop warning.
* Tweaks based on feedback
* Update libultraship
* Enabled on Apple - For currently ongoing Retina DPI troubleshooting.
(Also removed the duplicated N64 Mode toggle.)
* Update libultraship
* Update LUS, update CVar names, small tweaks
And one significant fix: Enhancement checkboxes in ResolutionEditor now default to off.
* Add Additional Settings and the accursed horizontal resolution field.
There's still a few bugs with it that I haven't squashed, but I need to stop for now and just commit what I've got.
(This is honestly causing more problems than it solves, but i'm tired of getting questions about it.)
* Resolved many of the lingering bugs with the previous commit
* Horizontal Resolution field now properly acknowledges resolution bounds.
* Don't show "Horiz. pixel count" field if not enforcing aspect ratio.
Additionally:
* Don't change settings if selecting "Custom" from preset dropdowns.
* Added a missing horizontal pixel count clamp check.
* Tidied up redundant behaviour.
* Additional comments, and a checkbox to disable aspect correction on consoles.
* Change how frame rate threshold is calculated.
* More minor UI tweaks.
* Added missing CVarSave() calls where needed.
Added a short update countdown for the numerical CVars. This is intended to prevent CVarSave() from being called too often.
* Added a helpful button to cover a potential support issue.
* "Fit Automatically" has been moved to LUS and is now smarter.
This will require another PR in LUS to be opened by me.
* Swap to new branch for libultraship
* Even more clever integer scaling behavior.
"IntegerScale" is itself now a CVar group.
* Tidy up comments.
* Fix a typo that prevented `IsDroppingFrames()` from working
(Maybe more than a mere typo, but a typo was involved.)
* Remove unused and unnecessary variables.
* Group "Integer Scaling" under its own collapsing header
* Changed label for the Enabled advanced settings checkbox.
* Update libultraship + Formatting pass on ResolutionEditor.cpp
* Add `(Select "Off" to disable.)` help text for the aspect ratio setting and hide UI elements accordingly.
Only show the fields if user chooses Custom.
Padding has been shifted accordingly too.
Also fixed a long standing error with the Y field disappearing when modifying X.
* Well I suppose that's no-longer necessary.
* Update libultraship with commits from main branch (up to e5df3a9)
* Tweak comments.
* Save current ImGui Combo items as a console variable
to improve user experience.
* Change language of NeverExceedBounds checkbox description
to be more affirmative, so it makes more sense.
Add tooltip for NeverExceedBounds checkbox.
Tweak some comments related to additional settings.
* Add list of colours to use with TextColored elements.
* Move some UI elements around.
Add an extra MSAA slider to the editor window.
* Integer Scaling header is DefaultOpen if player has Pixel Perfect Mode active upon window creation.
+ Amend tooltips.
* Fix a minor oversight with default configuration.
Fixes an issue where default aspect ratio settings on a fresh SoH configuration weren't matching the defaults assigned in libultraship.
The default values are now 16:9, matching LUS.
Additionally, the combo box now defaults specifically to the 16:9 preset instead of "Custom".
(Fixing the defaults in LUS to be 4:3 isn't worth a LUS bump, so this slight workaround will do for the sake of this PR.)
* Make resolution slider `disabled` condition a variable, for readability.
* Small tweak to combo item saving
* Use `SCREEN_HEIGHT` and `SCREEN_WIDTH` for constraints
* Simplify "Show a horizontal resolution field" logic
by using pixel dimensions as the aspect ratio directly, since now this view hides the aspect ratio setting from the user anyway.
* Correct aspect ratio visualiser to be un-inverted
+ actually display it as a ratio.
* Remove update flags from combo boxes + remove update countdown
+ remove non-functioning 'IsBoolArrayTrue' function.
(The countdown was an okay idea but I didn't implement it correctly. It's better to just keep it simple.)
* Code review suggestion: disable UI elements conditionally
(+ tweaks to code style)
* Invisible tweaks to the Integer Scaling-related Additional Settings
This looks like a lot but it's mostly just re-arranging a cluttered area of the code for clarity.
Actual changes to functionality are:
* Help text now "disabled" along with the checkbox.
* The NeverExceedBounds checkbox will now reset the unused ExceedBoundsBy cvar if it's been changed.
* Assorted small tweaks to comments and variable declarations.
* Code review suggestion: tweak "Window exceeded" warning condition
* Missed a thingy.