* Changed OnReceiveItem hook to pass GetItemEntry, which required the following changes:
Reworked the references to it in `z_parameter` to call a single function with the item return and hook call in it for ease of editing.
Modified the pendingSale functionality to set and pass a modIndex value as well, as mod items (like randomizer) in shops still use the vanilla sale path.
* Missed some files for the pendingSale changes.
Also added Randomizer_Item_Give to the OnReceiveItem system.
* Ice traps now trigger OnReceiveItem.
* All ice traps truly do work now.
As a side effect, item autosave doesn't work for shop/scrub/merchant transactions, requires new OnSaleEnded hook that can also call the autosave.
* Removed unnecessary calls to ItemTable_RetrieveEntry where GetItemEntry properties were being used to call it. General code cleanup.
* Added OnSaleEnd hook for when rupees are finished deducting after a sale.
Migrated AutoSave to its own function, registered AutoSave function to OnReceiveItem and OnSaleEnd hooks to help with autsaving after buying items.
Some futureproofing for AutoSave function with parameters for skipping autosave, for when transition end is migrated to AutoSave function (whether through direct call or through a hook).
* Renamed hook paramaters, and registered hook function parameters, to a more descriptive alternative.
* Missed a couple, fixed a typo.
* One more missed paramater name refactor.
Refactored all references to OnReceiveItem to OnItemReceive to mirror upcoming full hook refactor for name ordering conventions.
Up-to-date with develop.
* save build version to savefile
* adjust rando hash icons to use fade in/out
* add dialog message support on the file select screen and display rando version warning
* remove duplicated message functions and use stubbed play state instead for rando warning
* add major/minor/patch version saving to file and compare against
* use strncpy and memset for build version
* don't show rando warning one copy/erase screens
* review feedback
* Add german and french translations for rando warning
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
---------
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Restored vanilla pause buffering and input behavior broken by 'easy frame advance' cheat
Currently, holding A and repeatedly pausing and unpausing will cause that A input to be repeated, resulting in Link rolling without additional A inputs. Similarly, holding Z and unpausing in front of a candidate actor will cause Link to switch Z-targeting to that actor.
As a side effect, this also does not allow inputs to be buffered before the Subscreen has finished its closing animation, which is how vanilla also works. This is slightly unfortunate because the "freeze" before the game resumes is considerably shorter in Shipwright, but it'd be better to implement a fake delay there if we want to make it more forgiving.
* Fixed writing past end of the buffer when loading personal item tracker notes longer than 8 characters
* Revert "Fixed writing past end of the buffer when loading personal item tracker notes longer than 8 characters"
This reverts commit 721c18d488.
* ss2
* Remove Comments and Rupees when dead.
* Rupees removal for real
* Updated Inline formatting as well as changed Mode Idenitifier from Super Sonic to Rupee Dash.
* Add OnPlayerUpdate hook
* Move rupee dash to hooks
* Update comment for DashInterval
* ss2
* Remove Comments and Rupees when dead.
* Rupees removal for real
* Updated Inline formatting as well as changed Mode Idenitifier from Super Sonic to Rupee Dash.
* Add OnPlayerUpdate hook
* Move rupee dash to hooks
* Update comment for DashInterval
* Update Health to not crash on less than 16 units.
* lus
* fix build, use `Health_ChangeBy`
---------
Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
* add loadgame/exitgame GI hooks
* implement loadgame/exitgame hooks in game code
* move entrance tracker data lifecycle to hooks
* update cosmetic editor to update onloadgame hook
* Restore greg stuff
* Cleanup
* Actually check for Greg when creating Greg hint
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* whoops
* Update soh/soh/Enhancements/randomizer/3drando/hints.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* fix greg hint crash, clean up hint generation (clear out hints when setting is off)
* update vanillafill too
* fix text id, parse json, expand array to fit hint
* actually parse/use greg hint RSK
* specify "after buying a key" in hover text hint
---------
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: Ralphie Morell <stratomaster64@gmail.com>
* Rename "SFX Editor" to "Audio Editor"
* Move some functionality out into a new class `AudioCollection`
* Add a tab to exclude sfx/sequences from shuffle pool
---------
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: briaguya <briaguya>
Co-authored-by: David Chavez <david@dcvz.io>
* Update z_camera.c
* Update GameControlEditor.cpp
* Update GameControlEditor.cpp
* Update GameControlEditor.cpp
Adding Sliders for first person X and Y axis
* Update z_player.c
Modified variables to allowed separate sensitivity settings for x and y axis
* Update z_camera.c
* Revert "Update z_camera.c"
* Update GameMenuBar.cpp
Added tickbox for NoFPChus
* Update z_player.c
Added check for Disable First Person Bomchus enhancement
* Update z_player.c
Removed comment as statement is clear on its own
* Update GameMenuBar.cpp
* Projectile ammo matches ItemAction instead of age
extracted logic from months-old PR
* Added cvar under "Enhancements -> Gameplay -> Items" for bow/slingshot ammo
* Update GameMenuBar.cpp
* fix entrance init and entrance tracker not working properly when no spoiler log is loaded
* fix rando adult trade spoilable items reverting when no spoiler log loaded
* fix market night escape to work with entrance rando; adjust HF bridge spawn to not have link fall in water at night
* use scene enums for ER logic instead of magic nums
* fix sun song loading are with wrong link position with grotto shuffle on
* Update soh/soh/Enhancements/randomizer/randomizer_entrance.c
* Moves SoH mixer to SoH from LUS.
* Debug camera now works in SoH, but mempak saving does not (yet).
* Debug camera is now enabled/disabled based on the gDebugEnabled cvar.
* Updates OTRGlobals comments
* Updates OTRGlobals comments
* Increases the actual block pushing speed.
Previously this enhancement only decreased the delay between pushes in any noticeable way because the top speed of the blocks was clamped. The enhancement now increases the top speed of the blocks according to the slider's value.
* Applies previous changes to milk crates.
* Applies same fix to fire temple stone blocks
(I believe these are the ones with the faces on them)
* Applies fixes to Poe painting blocks (forest temple)
* Begin GameInteractor
* Basic skeleton of PoC
* WIP
* First 2 CC effects transitioned to GameInteractor
* Prepare GameInteractor classes for CrowdControl
* More effects & replace chaosEffects with GameInteractor
* CC connection fixes & all CC effects (enemy spawns still borked)
* First couple of build error fixes
* Fix build
* Proper enemy spawning
* Clean up old CC code
* Extract link size/invisibility into GameInteractor
* Small fix/cleanup
* Suggestions for PR
* Address PR comment
* Addressed more comments & small adjustments
* Fix crash when spawning enemies
* Remove Remove()
* Move checks into Apply() and move CC and some console commands to it
* Use inheritance to abstract check on application
* Rename prefix Actions with RawAction
* Make Remove return a Result
* Fix issue with compilation
* debugconsole -> GameInteractionEffects progress
* Add State in GI
* Unify some Effects
* Port more debug console items
* Remove state modifyiers from raw actions
* Port over last raw action / state in console
* Adjust some types
* Consolidate link size modifier effect
* Adjust more types
* Define category strings in CC
* Clean up remaining non defined strings
* Fix bug in timed effects
* Rename old pack
* CC fixes
* Translate GI enum function
* Console cleanup/fixes/consistency
Co-authored-by: David Chavez <david@dcvz.io>
* Add enhancement for dog following you everywhere
* Persist dogParams to save file
* Make doggo float in water
* Wrap change in cvar condition and update cvar usage
* Finish translations for Map Select
* First Pass
* TWEAK: Add back Japanese as default to conserve vanilla
* TWEAK: replace some array with structs + some translations
* TWEAK: loading messages [TODO: proper translations]
* TWEAK: forgot to push z64.h for loading messages + translated scene type
* TWEAK: spacing
* TWEAK: comment
* TWEAK: Small german OPT position
* TWEAK: german typo
* TWEAK: translation to cutsceneLabels
* TWEAK: Nabooru's name + Lairs
* TWEAK: Updated Cvar to new way to call them
* ADD: German
* Debug localization
* TWEAK: Age
They are noted as a flag thingy and not a literal age
* Tweak: Frogot the Great Fairy
* TWEAK: adressed comment
Co-authored-by: Amaro Martínez <xoas@airmail.cc>
* full health spawn
Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>
* add enahancement to gamemenubar, update to use new cvar method names, simplify save loading logic so loading a save with less than 3 hearts spawns with full hearts with enhancement enabled instead of spawing with 3
* formatting
Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>
when pulling in documentation i missed a couple returns
this was causing mido to never stop blocking the path to the deku tree
after searchign the codebase, i found two instances of this mistake
this pr fixes them
Co-authored-by: briaguya <briaguya@alice>
* New function: overlay text duration in seconds.
`Overlay_DisplayText` took a float as an argument, with no clear indication of what that float represented. That float also evaluates to different durations given different frame rates. However, since we know what the frame rate should be at any given time (since it's stored in a CVar) we can calculate what this duration should be based on the number of seconds we want the overlay to be displayed. That's what `Overlay_DisplayText_Seconds` does.
* Adds Slider for Overlay Sequence Name Durations
* sync 3ds upstream logic changes for boss rooms
* add boss shuffle settings and handling to 3ds code
* add boss shuffle handling to game code
* repair authentically bugged entrances for boss shuffle
* add boss entrances to the entrance tracker
* unset hint area for boss rooms to fix altar hint
* update boss reward hints to not mention dungeons
* one more boss heart container hint fix
* reorder entrance rando funcs
* support closed forest with boss shuffle and simple boss room entrance pairs in shuffle table
* fix death warp in boss rooms without saving; fix KD boss room in tracker
* remove boss shuffle check from dungeon open checks and some cleanups
* add boss shuffle to preset clear
* remove dungeon entry exit connection from boss rooms
* another no hint fix for boss shuffle
* undo change for exact location hints
* clarify comments
* Added too much
* Added 3d settings and brought over to soh
* fixed conditionals for replacing LA hint
* whoops
* Finshed making settings consistent; minor text edit
* fix leftovers from adding warp hints
* more fixes from merge
* fix skull hint messages
* Added fire temple goron junk hints; menu stuff
* Address feedback
* Added optional scrub text
* whoops
* Add hint cvars to clear preset func
* whoops again
* whoops the third
* ADD: French Pass
* FIXED: Dampe + Skull Reward
* TWEAK: German skulltula hint
* TWEAK: French oopsie
* Address feedback
* whoops
* remove "staticness" from altar/ganon text funcs
* ADD: German
* actually add warp song hints to things;
always generate ganon hint and let OTRGlobals handle showing it
* Fix CVar Getters
* whoops
* for real this time
* Actually implemented scrub text in 3d rando
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Adds option to add higher pitches to silver rupee jingle.
Some rooms in Master Quest had 10 silver rupees, but the game was programmed to only play the jingle 5 times and then just went silent for the rest. This option adds 5 more transposition values to the array, and an option to play them (so that authentic behavior is preserved by default).
* Adds the new option to Vanilla Plus preset and up
Also adds it to the list to be reset back to 0 when applying the default preset.
* Changes display name of checkbox.
* Change CVar_GetS32 to CVarGetInteger
* Adds option for showing sequence names on the overlay
Allows sequences to appear on the overlay in the bottom right corner for a few seconds whenever a new one is loaded into the primary sequence player. This means it does not apply to fanfares or enemy bgm. Fanfares I chose not to display because it would cause a lot of text to display back to back in some areas, and enemy bgm would have some technical challenges with this due to the way it loads. Mainly because the Lost Woods music would load in Goron City the same way (as well as the opposite).
* Fixes crash when a sequence without a name is attempted to be displayed.
* Removes accidentally committed CMakeSettings.json
* Updates CVar_GetS32 to CVarGetInteger
* Revert "Fix Ganondorf boss battle ending (MQ only) (#2072)"
This reverts commit 52b896271c.
* yolo this should work
* finish comment
* see if this doesn't lag switches!
* formatting
* formatting
Co-authored-by: briaguya <briaguya@alice>
* Fixes receiving the wrong item when picking up ammo drops near a chest.
Still shows the wrong model above links head but does give the right
item and shows the right text.
* Fixes get item model during first time pickup anim near chest.
* Initial camera distance slider
* works with freecam
* improving the settings configurability, adding distance slider and transition speed for the free camera
adding seperate sensitivity and invert settings for aiming/first person camera
* spelling
* tooltip msg on camera invvert
* typos
* removing the original free camera checkbox in experimental menu
* adding name change to new presets file
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
* added fix option to fix camera swing; Fixes camera getting stuck on collision when standing still, also fixes slight shift back in camera when stop moving
* add option to fix hang off ledge swing rate; Fixes camera swing rate when player falls of a ledge and camera swings around
* adding camera fixes to preset list
* add lake hylia water control system
* fix actor spawn params
* remove non-working switch details
* adjust french translation
* fix object spawn
* use flag funcs
* use renamed eventchk flag for raise lh water
* Initial Auto-Location Tracking
* Updates styling for checked items in Check Tracker
* Fixes crashing issues with Check Tracker rendering
* Auto scroll Check Tracker windows to current area
* Checks Tracker only shows checked locations once in game
* Fixes issue where Check Tracker would auto-scroll to wrong location when entering a grotto
* Fixes gerudo fortress checks showing in tracker when settings have them removed
* InfTable Check Location Fixes: Lost Dog Richard, Rolling Gorons, HBA 1000, Thawed Zora
* Fixes most Event Chk Inf Checks on Check Tracker, and Frogs
* Check Tracker - Song from Malon now works
* Check Tracker
- Fixes Claim Check check not tracking
- Fixes spoiler for Claim Check check when getting Biggoron's Sword
- Fixes LACS being spoiled and not tracking
* Check Tracker - Fixes#2 for Skull Mask and Mask of Truth checks
* Check Tracker
- Adds support for merchants
- Fixes#7 for Bomchu Salesman
- Fixes#12 for Medigoron
* Check Tracker - Fixes#8 for Song from Saria
* Check Tracker - Fixes#9 for Adult Shooting Gallery
* Check Tracker - Fixes#10 for Composer Grave
* Check Tracker - Fixes#14 for Song from Ocarina of Time
* Check Tracker - Fixes#16 for Shooting the Sun
* Check Tracker - Fixes#19 for Darunia's Joy
* Save Editor - Adds missing label for Treasure Chest Game
* Check Tracker - Fixes Great Faries checks
* Check Tracker - Fixes Sheik at Temple
* Check Tracker - Fixes Great Fairy auto-scroll to wrong location
* Check Tracker - Updates blue warp checks
- Fixes Bongo Bongo and Twinrova checks
* Check Tracker - Fixes Dampe's Gravedigging Tour
* Check Tracker - Fixes Prescription to King Zora
* Check Tracker - Fixes Bazaar showing under wrong area on tracker between adult/child
* Check Tracker - Fixes scroll for Hyrule Market and Bazaar
* Check Tracker - Fixes giving Adult Trade Items shown on tracker: Broken Sword, Saw, Cojiro, Eyeball Froge, and Eyedrops
* Cleans up item_location
* Check Tracker - Item List
- Fixes item list not updating when changing seeds/options
- Separates item exclusion list from item check list
- Clean up comments
* Check Tracker - Adds Skip functionality to buttons
* Check Tracker - Refactors adult trade items to RandomizerInf
* Check Tracker - Fixes an issue where any time an item is removed the tracker would cause an application crash
* Check Tracker - Item names are now dependent on file language
* Check Tracker - Fixes Gerudo Card check not showing in Fast setting
* Reorders headers to (hopefully) avoid CI build conflicts on linux/consoles
* Explicitly defines vector header in randomizer.h to fix compile errors
* Complete Refactor of Check Tracker ImGui
* Adds missing check tracker files to CMakeLists
* Reverts the Item_location whitespace cleanup from ad10807c
* Check Tracker - Loading Fixes
- Fixes a bug where loading a save file a second time would add all the checks again
- Fixes a bug where the check tracker would not render at all until in a save file
* Check Tracker - Fixes a bug where checks would sometimes fail to load
* Check Tracker - Fixes duplicated checks when using Only on Pause or Only on Combo
* Check Tracker - Works around issue where single characters don't show in EnhancementCombobox, and fixes a label for combo buttons held option
* Check Tracker - Applies all Check Tracker changes to Item Location
* Check Tracker - Updated Check List
- Adds Link's pocket, either in KF or HM depending on starting age
- Supports Scrubs and Merchants
- Uses enums instead of magic numbers
- Updates DC Scrub Short Names for MQ
* Check Tracker - Adds a performance mode option
* Check Tracker - List Fixes (requires new rando generation)
- Fixes Frogs Rupees always visible
- Fixes Kokiri Sword Chest not showing
- Fixes Weird Egg not showing
* Check Tracker - MQ List basic support
* Check Tracker - MQ/Vanilla anti-spoilers
* Check Tracker - Collecting a compass now spoils the area
* Check Tracker - Basic Vanilla Support and fixes
- Vanilla items show in check tracker, even if many won't auto check
- Fixes an issue with Gerudo Fortress Keys
- Refactors IsVisibleInCheckTracker to randomizer_check_tracjer
* Check Tracker - Fixes merge conflict from 08a487f35e
* Check Tracker - Fixes tracker loading as Floating when default value is set to Windowed
* Randomizer Location Exclusion List
- Adds Scrubs, Merchants, Shops. Adult Trade items, MQ Dungeons, and Bean Salesman
- Fixes Kokiri Sword Chest, Weird Egg, and Frog Song Rupees from misbehaving
- Updates Gerudo Fortress logic to be dependent on Open/Fast/Normal Fortress
- Removes Invalid Check
- Adds RO Enum for MQ settings
- Updates magic values to RO enum
* Location Exclusion List - Scrubs that are always randomized now always show on the list
* For now, removes some extra code only needed for a Check Tracker.
* Randomizer Location Exclusion List - Fixes Eyeball Frog from showing up when Adult Trade Items was off
* Location Tracker - Updates Eyedrops to use RandomizerInf instead of Chest
* Check Tracker - Fixes a bug where Link's Pocket item wasn't acting as checked for area item count
* Check Tracker - Fixes a bug where Locations would incorrectly say Vanilla due to the first check in the area being a non-MQ check
* Check Tracker - Fixes a crash when Check Tracker is docked but not visible
* Check Tracker - Fixes areas being spoiled when loading different save files
* Check Tracker - Only reset variables if they are initialized
* Check Tracker - Cleans up old comments, unused variables, methods, and macros, adds language TODOs,
* Check Tracker - Readds rainbow UI elements after Cosmetics Editor refactor
* Check Tracker - Removal of flag lookup that was refactored, no longer needed header, and some trivial whitespace fixes.
* Check Tracker - Refactors Index to Bitmask code to a macro
* Check Tracker - Changes ordering from alphabetical to RandomizerCheck ordering
* Check Tracker - Wraps everything in a namespace to avoid global variable usage
* Check Tracker - Explicitly defines for-loop scope
* Check Tracker - refactors dungeon lookup from static array to function
* Fixes a bug when using EnhancementColor with alpha
* Check Tracker - Refactors all colour to use direct conversions
* Check Tracker - refactors settings loading and check visibility for readability
* Check Tracker - Fixes a bug where the wrong label showed on the Check Tracker BG Color
* UIWidgets - Adds Alpha bar to EnhancementColor when using alpha parameter
* 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>
* 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
* 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
* 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 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>
* 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>
* 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>