* Cosmetic Editor v3
* Workaround for cvar_clear not working correctly
* Nest RGBA values under Value key
* Implement arrow cosmetics
* Implement keese cosmetics
* Tweaks to life meter
* Implement file choose color
* Remove old title fire colors
* A few more silly things
* Fix from upstream pulls
* Fix hilts and sword during ganon cutscene
* Add slingshot
* Add metal trap and red ice
* Add iron knuckles cosmetics
* Add navi cosmetics
* Attempt to fix linux error
* adjust some comments and alignment
* Implement trails cosmetics
* Implement charged sword spins
* Comment out options that haven't been implemented
* Fix exploded rupee color in shooting gallery
* Add two silly options
* Add comments and minor changes from feedback
* Adjust comment about boomerang gem
* Gracefully handle chest textures missing
* Allows OTRExporter to parse pairs of .seq and .meta files
* Gets added sequences available to SfxEditor and playing in game.
* Some cleanup of the names appearing in the SfxEditor.
* Moves sequence swap lower in the audio command stack.
* Increases temp cache memory available on title/file-select screen.
Certain sequences wouldn't play on the file select and title screen
because they were too large to be cached.
* Introduces workaround for 255 sequence limit.
* Bug fixes and cleanup.
* Fixes bug where fanfares would sometimes disable the sequence player.
* Fixes bug causing certain areas to discard caches when loading enemy music.
* Fixes potential config-related crash by replacing invalid characters.
* Allows custom bgm to play in all BGM categories.
* Properly randomizes the custom tracks.
* Moves custom sequences to a patch OTR.
* If custom music was not loaded, fall back to default values.
* Prevents OOB crash on Synthwave array and adds octave drop feature.
Added octave drop to experimental features, which drops the octave of
a note that is too high for the audio engine to actually play. Without
this, some custom sequences have notes which cap at a specific value
and sound terrible. At least with this they will still harmonize with
the other notes. Experimental tab added to the SfxEditor to house
the checkbox for the octave drop feature.
* Adds more pool memory for a few tracks that couldn't fit.
* Some cleanup on the generated music archive process.
* Fixes missed memory boost from earlier.
* Adds ability to remove enemy proximity music.
* Applies correct cache policy to fanfares to prevent unloading sequences.
* Removes case-sensitiveness of the sequence type.
* Fixes not reverting to sequence after miniboss.
* Fixes transition to/from miniboss (again) and ocarina bug.
To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one.
* Finally properly fixes transitions between sequences
For miniboss fights and SfxEditor previews.
* Removes unneeded boolean expression.
* Adds randomize button to individual SFX Editor entries.
* Fixes lost woods music overwriting goron city music.
* Plays swapped Hyrule Field music when transitioning to daytime.
* Fixes swapping Gerudo Valley music when transitioning from daytime.
* Updates custom sequence OTRPath to match SequenceOTRizer.
* Reverts changes to OTRExporter in favor of external tool
* Fixes formatting issues.
* Attempts to fix formatting issue in git diff.
* Should actually fix formatting issues.
* Should fix mac/linux exclusive build error.
* Fixes segfault on macos.
* sort custom seqs
* Fixes audioseq crash when under 255 seqs
* Removes magic numbers.
* Removes commented out code.
* fixes formatting in SfxEditor.h
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Cleans up the one hardcoded QueueSeqCmd call.
* Fixes unneeded erroneous memory boost applied earlier.
* Applies additional formatting/cleanliness suggestions from review
* Fixes small logic bug
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
This was causing an issue where hints were not being properly parsed,
because ParseHintLocationsFile was erroring out when trying to read
from a part of the json that didn't exist. Since that method is using
pokemon exception handling, it was failing silently.
This just makes it so the key in the spoiler log matches the key we're trying
to read (and brings it in line with the rest of the warp text names)
Co-authored-by: briaguya <briaguya>
* initial pass for entrance tracker
* add search meta tags to entrance tracker data; clear entrance tracker on title screen
* rename to use playstate/play
* fix lus imports
* move discovered entrance info to SohStats struct
* Add scene info and highlighting to entrance tracker
* hide undiscovered text when searching
* add comments for entrance tracker
* fix merge conflict error
* account for zora river -> hyrule field water entrance in tracker
* fix assignement error
* remove unneeded defaults from debug file init
* adjust entrance tracker settings and add more search tags
* convert magic numbers to defines; add more comments to entrance tracker; clarify variable names
* add reverse index to entrance tracker data to compare with instead of using strings
* rename variables
* ADD: Rando German Custom Messages
Thanks to Timmy_GamerNepgear on Discord for the translation, I basically just formatted the text
* TWEAK: Forgot a small breakline
* use trial enum instead of magic numbers
* simplify trial count/random trial logic
* set default to set number
Co-authored-by: briaguya <briaguya@alice>
* First round of upstream updates and commenting patternss
* Renames from z64player
* Renames from z64save
* Undo changes to legacy save struct
* Add missing reference from entrance rando
* Fixes from stat tracker
* More tweaks
* fix int sliders to fill the window like float sliders
* add a spacer to make it consistent with float slider
* add a spacer to make it consistent with float slider
* adding pop width further constancy with float slider
* First test of gathering some gameplay stats
* timer changes and other stuff
* Move code to new files + rename
* Name change - gamePlayStats
* Finish rename, remove n64ddFlag checks
* Improve item get times
* Better time tracking, more stats,
* Put button under Enhancements
* Fix merge conflict
* Add pauseCount, fix bug with rando items
* Adjust inits/declarations
* step counter
* Name change: "itemGetTime" to "timestamp"
* Tidying + CI test
* Set up array for stat counts
* Macro
#define GAMEPLAYSTAT_TOTAL_TIME (gSaveContext.gameplayStats.playTimer / 2 + gSaveContext.gameplayStats.pauseTimer / 3)
* Add boss defeat timestamps
* Add sword swings, pots broken, bushes cut
* fix int type
* Add counts for enemies defeated
Broken down by enemy, with a total
* Add ammo used
* Hide breakdowns until count > 0
* Forgot Big Octo
* Count chests opened
* Update after LUS submodule
* Enemy count spacing
* Comments
* Count 3 mini Floormasters as 1 Floormaster
+ some cleanup
* Comments
* Colour coding for timestamps on quest items
i.e. medallions/stones/songs
* Move stat into the sohStats struct
+ rearrange the counts enum for easier addition of future counts
* Some documentation + count button presses
* Stop counting button presses when Ganon defeated
* Couple bugfixes
Add count for Gerudo Thief, fix step counter counting in some situations where it shouldn't
* Fix comment
* added rando option enum; added options to load from spoiler file
* whoops
* Moved to `randomizerTypes` header; fixed ammo drop enum
* Actually populated options with new enums
* Added add'l enums for ganon boss key
* Added difficulty settings menu for shooting gallery
* Reverted linux assert fix for PR
* Added difficulty option to not randomize rupee order as adult
* Changed checkbox wording due to text overflow
* Reverted incorrect change from merge
* Update soh/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Added Checkbox to turn on and off all customizations in shooting gallery behavior
* Added disable-switch for sliders, shooting gallery difficulty options are now disabled when customize behavior is turned off instead of hidden
Co-authored-by: Ralphie Morell <rafael.morell@techfield.us>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Added button to switch age
* Added logic to switch link's age
Reloads link from last entrance he went through once his age is switched.
* Link now respawns where he last was
* Update game.c
* move setting to GameMenuBar.cpp, fix build issues
Co-authored-by: Jake Edvenson <77412657+JakeEdvenson@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
The implicit declaration was causing issues on Linux when building in release mode. The call was getting optimized out which was preventing the "equip now?" message box from functioning as intended. Adding the `Message_ShouldAdvanceSilent` declaration to `functions.h`resolves the issue.
* First pass on SFX Editor
* Fix crash at night in Colossus (and probably other undocumented issues)
The SFX editor was swapping out the bytes corresponding to the sequence
to be played regardless of the audio command being issued. This fix
ensures the swap will only happen on commands which actually treat those
bytes as a sequence identifier.
* enabling a few more songs/fanfares
* Removing a few broken bgms, fixing the preview button returning to the wrong bgm
* Fixes restoration from miniboss music to previous one
* add timed minigame into the sounds pool
* A few small tweaks
* More cleanup and add instruments
* adjust usage of getReverseReplacementSeq
* Changes from feedback and prefix external methods with SfxEditor
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
* Implement hint for dungeon type on Map get item messages
* Color dungeon name in item tracker when MQ and map is found
* No hint when all dungeons are MQ or non MQ
* TWEAK: French hint
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Adds most visuals and interactions for quest select menu.
* "Scrolling" menu, adds remaining sub/title textures, language support
* Tweak: ENG, FRA, GER title to match the original style
* ADD: Randomizer tex
* TWEAK: Randomizer ZAPD extension format
* Adds control stick prompts to the "scrolling" menu.
* Adds third entry for Randomizer.
* Bold text on randomizer subtitle.
* Ensures the game won't allow selecting an unsupported quest.
* Makes save files be created from the quest menu selection.
* Removes the master quest and randomizer checkboxes (no longer needed).
* Removes lock on MQ-only rando.
* Skips quest select if only one quest is playable.
* Adds ability to back out of quest select menu
* Show seed icons while Randomizer is selected on Quest Select Menu.
* Fixes custom hud colors and d-pad navigation.
* Implements backing up from name entry to quest select.
Also implements backwards rotations on the file select screen.
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* fix lacs hint text coloring and new lines
* missed a new line
* fix wrong control code
* TWEAK: French LACS + Vanilla
* more french hint fixes
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Fixes saving `isMasterQuest` and fixes default values for rando sliders.
* Changed slider default values
* Fixes default dropdown values for Ganon Trials and MQ Dungeons.
* Ensure's consistent default values are used for all `CVar_GetS32`'s
* Refactor GetCheckFromActor, WIP currently broken
* Fixes build errors via forward declarations and emplace vs insert.
* Removes some unnecessary code.
* Fixes non-windows build errors.
* Fixes Deku Scrubs outside of grottos.
* Fixes DMC Deku Scrub Grotto Center
* Fixes Ruto Blue Warp
* Fix issue identifying blue warp rando checks
* Move identifyCow to randomizer.cpp
* Various updates to vanilla check objects
* Identify MQ checks in check object table
* Adjustments to how multimap is used and initialized
* Convert u16 in check object table to s16
* Fix a few issues with MQ checks
* Fix issue with TWO_ACTOR_PARAMS macro
* Fixes some scrubs and cows appearing as identical.
* Fixes known gossip stone issues (ToT, DC)
* Fixes Dampe's Gravedigging tour rcObject
* Fix crash on locations tab
* Enable master quest dungeons in rando
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Add command for giving item as if it was given from an actor
* Add modID argument to give item command and add give from skull command
* Adjustment and remove skull option since this isn't pointed at rando-next
* Fix string compare
* Add Cheat for disabling age check on equipment
* Add Cheat for disabling age check on equipment... pt 2
* cleanup some logic with macros
* Keep adult strength as child & prevent equipment greyout
* Timeless Equipment cleanup
* Add toggle option for walk speed modifiers
* Preserve toggle status between scene transitions
* Apply suggestions from code review
renaming from `gSpeedToggle` to `gWalkSpeedToggle`
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Updated starting age restrictions;
patched specific circumstances in 3d rando
* cleanup some testing stuff
* whoops
* become Sherlock Holmes; tooltip cleanup
* Explicit logic for forcing child age
* Apply bria's suggestion
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Implement most of chest size and texture matches contents, just need an item table
* Add GetItemCategory to getItem tables
* Revert changes that tie chest size and texture to randomizer
* Support chest size & texture as an enhancement that works on outside of rando
* Add gChestSizeAndTextureMatchesContents to rando preset
* Prevent gChestSizeAndTextureMatchesContents in chest minigame
* Fix for forest temple boss key chest
* Add options for texture or size only
* Fixes a few bugs I introduced for MQ file select screen.
- MQ Saves could not be loaded while only an mq otr is present, because `requiresOriginal` was true when `gSaveContext.mqDungeonCount` was less than 12. That value only ever gets set for rando saves, so I added a check for the rando flag to that conditional.
- The rando tag was not getting grayed out with the rest of the save file.
- Some necessary meta info wasn't getting loaded when the randomizer CVar was off. Removed that check so that the rando save data always gets loaded during InitMeta. That way the amount of mq dungeons can be checked for validity with the loaded set of OTRs even if randomizer isn't enabled.
* i not 1
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Re-enables OTR patches from mods folder.
* Don't error if an OTR doesn't include a version file
Just info log and continue. If the patch fails to apply then we can error, and SoH can do it's own validation later.
* Fixes small error on my side
* Support for patching DLists outside of OTR, mostly for cosmetics and bug fixes
* Store original dlist instruction for unpatching
* Rename sandstorm patch variable
* Use unordered map for originalGfx;
* Add mirror shield option to the cosmetics menu
* Include GI model for mirror shield
* Changes from feedback
* Changes OTR Extraction to have specific mq and nonmq paths.
Also updates the game to load resources according to whether or not
Master Quest or Vanilla is loaded.
* Removes unneeded code from the last commit.
* Fixes some weird formatting in ZRom.c
* Loads oot-mq.otr and patches oot.otr on top, if both are present.
If only one or the other are present, it becomes the only and main OTR.
* Adds ImGui Logic for whether or an MQ Checkbox.
Checkbox checked only specifies whether new saves should be MQ or not.
Checkbox is disabled or force-enabled according to which OTRs are loaded.
Also as a necessity includes tracking what game versions have been loaded
from the OTRs.
* Adds MQ settings logic for Randomizer's ImGui menu.
* Writes Master Quest dungeons to the spoiler log
* Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate.
* Adds logic to prevent loading or creating incompatible rando saves.
* Fixdes some linux build issues and new rando save issues
* Makes appimage create both vanilla and mq otrs
If either rom is present, it makes the corresponding OTR. If both are present,
it will make both. If one OTR is present but both roms are present, it will
create the missing OTR.
* Makes it so a randomized save file will not be marked as MQ.
* Refactors to load all OTRs from MainPath or a specific list.
Also adds the ability to take a std::unordered_set of hashes to
validate each OTR's version file against.
* Fixes a syntax error
* Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present
* Fixes asset generation bug.
* Partially working fix for dual OTR extract_assets
Currently the cmake ExtractAssets target will return with a 1 if you
only end up exporting one type of OTR isntead of both. Haven't found
a great way to only attempt to copy a file if it exists from within
cmake. It does actually correctly copy the OTR that is generated,
despite the error from copying the other one.
Pushing as is for now but will keep investigating.
* Adds oot-mq.otr to the gitignore.
* Makes ExtractAssets not fail on only one rom/OTR.
* Removes PatchesPath from the constructors requiring OTRFiles vector.
* Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference.
* Removes randomizing MQ Dungeons and re-disables MQ rando.
Doing this so the PR can get merged quicker with just the Dual OTR
support and won't need to wait on rando logic to be updated. That
will happen in another PR directly after the merge.
* Update mac startup script for dual otr
* Update soh/macosx/soh-macos.sh
* Update soh/macosx/soh-macos.sh
* Update soh/macosx/soh-macos.sh
* Implements new BinaryReader to fix Linux build issue.
BinaryReader itself comes from https://github.com/Moneyl/BinaryTools
I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and
add Endianness checking. I also had to copy a handful of other bits and
pieces from ZAPD to make it all function as expected.
* A few edits to the updatream BinaryReader to compile it on Linux.
* Adds the Endianness to the first byte of the version file.
* Fixes Jenkins
* Addresses some of Kenix's comments
* Renames `ReadNullTerminatedString` to `ReadCString`
* Refactors Archive::LoadFile into a private method with more arguments.
* Removes BitConverter and extends existing endianness.h instead.
* Fixes an endianness issue with the version file.
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Support for patching DLists outside of OTR, mostly for cosmetics and bug fixes
* Store original dlist instruction for unpatching
* Rename sandstorm patch variable
* Use unordered map for originalGfx;