* Initial Commit
* Added full functionality for both Hylian and Mirror
* Included Format
* Removed Format
* Pedestal Cutscene
* Much Less OnGameUpdating
* Fix function call
* use enums
* move animation skip to vb should
* move taking out master sword to put in pedestal check into vb should
* move the rest of it over
* extra newline was bugging me
* update on `"IS_RANDO"` and use `COND`s
* make new "uncategorized" section for VB enum
* move shoulds to new file
* move vb rsk checks into conds
---------
Co-authored-by: Patrick12115 <Patrick12115@hotmail.com>
Co-authored-by: Malkierian <malkierian@gmail.com>
in https://github.com/HarbourMasters/Shipwright/pull/3280 both `0x00400000` and `0x04000000` were replaced with `PLAYER_STATE1_SHIELDING`.
`0x00400000` is `PLAYER_STATE1_SHIELDING`, but `0x04000000` is `PLAYER_STATE1_DAMAGED`
this fixes the spots in `z_en_torch2` where we had `PLAYER_STATE1_SHIELDING` where it should have been `PLAYER_STATE1_DAMAGED`
* don't put away items when equipping tunics/boots
* vb
* don't need that return
* ok i guess i'm going down the rabbit hole
* more rabbit hole
* shipinit and more hooks
* clean up
* use fewer params, add a missing condition
* make the loops make sense
* skip z_title with button press
* use `RegisterShipInitFunc`
* rip out a bunch of custom ztitle code
* ok now it's almost fully back to vanilla
* titles are back for a limited time
enjoy #Skipping
* move old customizations into new custom draw
* finally getting the hang of this shipinit thing
* vb should let it snow
* boot sequence logic
* clean up logic to better handle changing boot sequence settings
* remove fast file select stuff
* remove authentic logo screen setting
* about window - not super pretty but not ugly imo
* maybe this fixes windows
* maybe alloca? idk why it's working in other files
* just pulling in every include hoping something works
* Revert
This reverts commit c1d02c9a40a7b8c617a131cc5b0d7fd6f81fe1b4.
* try some macro fixing magic
* fix another c vs cpp thing
* do it without an extra var
* make `GitCommitHashTruncated` a private member on `AboutWindow` instead of truncating on draw
* move logo asset defs to `soh_assets.h`
* Apply suggestions from code review
Co-authored-by: Archez <Archez@users.noreply.github.com>
* VB_SHOULDN'T
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* initial implementation of new models
* fix typo
* Add smaller skeleton key model and try to fix windows build
* stupid windows, you made me look bad!
* make DrawBombchuBag function work
* small cleanups
* OOGGA BOOGA BOO
* fix post merge leftovers
* post merge fix
* Added Big Key Lighting override to show vanilla lighting when unchanged
* rename CustomdLists into customIconDLs
* post merge fixes
* fix some tooltip issues
* post merge cleanup and some small menu changes
* post merge fix
* post merge fix
* add new boss soul model, colours broken
* update boss soul model for env support
* Add dungeon customise buttons to cosmetic editor
* fix mac build?
* keys don't support alpha
* fix submodules
* ring now draws
* fix keyring colours
* Add bombchu Bag RG, fix boss soul skull colour
* address reviews
* Basic restructure
* Undo most randomizerInf changes for now
* Small fixes
* Fix linux & mac builds?
* Fix remnants of randomizerInf changes
* Post-merge fix
* Post-merge fix
* * fixes softlock when talking to Mido without Kokiri Emerald after killing Gohma
* * moved scene check to hook
* moved vanilla conditioon into GameInteractor_Should
* * corrected hook condition
* removed 'this'
* * reverted GameInteractor and hook_handlers
* changed actor to use existing hook
* * updated kokiri emerald conditions
* * missed parentheses
* Initial mockup
* Rip out part of plando mode, implement rando settings menu
* MVP new randomizer flow
* Translation support and code cleanup
* Fixes and more cleanup
* Fix whoopsie
* Fix whoopsie 2
* Define VB for fairy group spawning
* Add skeleton of new files for fairy shuffle
* Add option to enable/disable fairy shuffle
* Add field to fairy entities to hold randomizer data
* Expose the current grotto id, or find it if not shuffled
This is necessary since, unlike chest or scrub grottos,
fairy fountains, lacking any elements that would normally
differ between grottos, often have identical respawn data.
This change enables fairy shuffle to correctly identify
which fairy fountain was entered so it could load the right
checks.
* Initialise fairy groups if detected
* Randomize first set of fairies
* Make randomized fairies collectible
* VBify fairy healing customization
* Add remaining grotto fairies
* Add remaining fairy group spawns
* Override bean sprouts spawning fairies
* Define bean sprout fairy checks
* Add HasItem and CanUse entries for magic beans.
* Define logic for bean sprout fairies
* Enabling looking up fairies by z coordinate
* Add Temple of Time Gossip Stones
Logic might look a little weird. While the Gossip Stones
respond to Sun's Song, the scene transition takes priority,
so the fairies aren't actually obtainable. Adult does not have
day and night versions and is fully capable of acquiring the
fairies with Sun's Song.
Song of Time is similar, but rather than being dependant on
age, it's dependant on the timesaver to switch ages anywhere
with Song of Time. In this case, the fairies still spawn,
but the age transition deletes them before giving the chance
to collect them. While I could've chosen to ignore this and
simply require the player to disable the enhancement before
playing if it's their only option, I instead decided to
accomodate the enhancement and require one of the other songs
in order for the check to be in logic.
* Disable quick age change around gossip stones to simplify logic
* Add remaining gossip stone fairies
* Finish gossip stone fairies
* Add Desert Colossus Oasis
* Restrict fairy type
Somehow, it was previously possible for Navi to get detected
as a randomized fairy and rendered as an item. I was not
able to reproduce the behavior, but this should prevent it
from happening again.
* Add overworld special fairy spots
* Add mini-dungeon fairy song spots
* Add remaining dungeons except Shadow
* Add Shadow Temple fairies
* Add fairy check flags to the save editor
* Filter fairy checks from check tracker
* Add hints for fairy checks
* get fairysanity as far as I can for now
* fix a few obvious issues
* now builds
* try to convert FairyOnVanillaBehaviorHandler to vardic args
* convert RegisterFairyCustomization to REGISTER_VB_SHOULD
* fix some generation issues
* remove the list of fairy locations
* fix up logic
* more logic changes for gossip stones
* try silly thing for windows
* more stupid
* more dumb testing
* more testing
* small fixes
* implement inside fence storms fairy
* add inside fence storms fairy to logic
* remove duplicate hints (stupid conflicts)
* oops
* Rewrite game interfacing code of fairy shuffle
* Better function names
---------
Co-authored-by: Angel Bulfone <mbulfone@gmail.com>
Co-authored-by: aMannus <mannusmenting@gmail.com>
* Enable freestanding items other than heart pieces and keys
* Add option to disable freestanding rupee & heart shuffle
* Add items to pool
* Actually add shuffle setting
* Define overworld locations
* Add logic for overworld freestanding checks
* Add freestanding items for child dungeons.
* Add checks for Ice Cavern and Bottom of the Well
* Add checks for Forest Temple and Gerudo Training Grounds
* Add checks for Fire Temple and Water Temple
* Add Shadow Temple checks
This does not include the spinning pots rupees, even though
they're included with freestanding rupees in the N64 randomizer
as they would require dedicated overrides for the code for
the pots in question.
* Define Spirit Temple and Ganon's Castle hearts
* Add remaining checks to dungeon definitions
* Fix missing logic
* Add freestanding checks to Save Flags Editor
* Fix flags for Zora Fountain underwater rupees
* Add option to enable freestanding shuffle for either dungeons or overworld
* Add missing MQ checks and fix mac & windows compile error
* Improve description and add hint text
* Update logic for Bombchu fixes
* Add missing Spirit Temple MQ hearts
* Add missing settings entries
* Actually add Forest Temple trick to the tricks menu.
* Re-add Ice Cavern lobby rupee
* go over MQ logic
* review logic on non-MQ checks
* convert all freestandings to location based
* add option enum and fix jabu exit logic
* fix mislocated freestandings
* fix mislocted freestandings
* Fix some mislocationed checks
---------
Co-authored-by: Angel Bulfone <mbulfone@gmail.com>
* Fix quest menu cursor "moving" in the background in the save game prompt.
Fix misc item tracker also being able to select R and L/Z in save prompt.
Include MigrationAction entry removal from item count fix PR.
* Fix formatting.