* Ganon(dorf) cutscene skips
* Remove leftover code
* Load into chamber of sages
* Fix loading into chamber without fast file select
* Boss warps in chamber done
* Change warps back to chamber
* Initial proof of concept done
* ganon(dorf) cutscene skips
* Code cleanup & auto age equipment
* Gameplay stats timer + tweaks
* Scuffed timer
* Better timer
* remove arena props + fix arena exits
* Fix blue warps
* Attempt to fix build
* Fix build again
* And again..
* Try no. 9001
* Handle dying and saving
* Child link face fire medallion
* Fix build
* Fix warps after reset/death
* Disable doors and move player spawns in boss rooms
* Fix boss rush logo rendering
* Start of ingame options menu
* File Select cleanup
* Fix build
* Render char text PoC
* Move functions to be more generic
* Fix build
* Fix other builds
* Initial text scaling/kerning
* Special characters prep
* All special characters work now
* Attempt to fix build
* Fix build question mark
* Finish all kerning
* Start of ingame options menu with vertical scrolling
* Barebones functional options menu
* More options menu progress
* More visual elements for options menu
* Options menu visual changes, implement all options, tons of cleanup
* Cleanup and comments
* Shorter enums
* More options
* Change default heart count
* Finish French translations
* Implement timer in cosmetics editor
* Uncomment timer requirement
* Variable name change
* German translation & small UI tweaks
* Animated up/down arrows in options UI
* Better arrows in options UI
* Cleaner timer + make it usable for general gameplay
* More cleanup + ganon & ganondorf boss option
* Implement never heal option
* Slight up arrow in options UI tweak
* Add BGS option
* Reintroduce ganondorf cutscene skip
* Change encoding to UTF on bossrush.cpp
* Fix build hopefully
* Fixed static variables leading to options not properly resetting
* Fix BR completed timestamp
* Change timer to render on top of everything
* Offset final BR time by 0.1 second from boss timestamps
* Add missing check for boss rush
* Implement soh_assets.h
* Revert merge mistake
* Fix special characters with UTF-8
* Fix build
* here's the fix you can merge from your phone
* Fix quest select crash with oot.otr only
* Use OoT's kerning
* Fix HD textures on options menu
* Fix special character kerning
* "Heal every boss" fixes
* Seperate headers + bunny hood option
* Remove GetUnixTimestamp() externing
* Clean up extern "C"'s
* Address review comments
* Fix build question mark
* Remove accidental styling change
---------
Co-authored-by: briaguya <briaguya@alice>
* Rough mockup of LUS XML loading
* Updated code for merge
* Loading from FS support and custom DList WIP implementation
* Added current directory support to F3D and impl most of the dlist cmds
* WIP Skeleton support
* Almost done
* Rebase fixes
* Submodule updates
* HD Texture Support
* Fixes
* bump lus
* fix exporter build, header update
* soh builds
* setMesh image path cleanup
* Update soh/src/overlays/actors/ovl_player_actor/z_player.c
* Update soh/src/overlays/actors/ovl_player_actor/z_player.c
* Update OTRExporter/OTRExporter/Main.cpp
* Update ZAPDTR/ZAPD/ZResource.h
* Update soh/src/code/z_skelanime.c
* Update OTRExporter/OTRExporter/Main.cpp
* Fixed jpeg backgrounds and decreased icon buffer size
* Bump lus
* Increased even more the buffer because it crashes on long texts
* Removed print because sometimes the if is not triggered when the image is already byteswapped
* fix non-windows build
* fix build
Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
* add hd checkbox
* Various fixes for custom model support (#23)
* Some fixes
* Updated LUS Version
* Fixed issue with Link Skirt on pause menu
* Added CVar for custom link model changes
* Fixed headers
* Additional header fixes
* Tweaks
* Unload HD game assets on scene transition. (#16)
* Unload game assets on scene transition.
* Bump LUS
* Unloads all HD assets on scene transition.
* Only unload hd assets if hd assets are turned on.
* Fixes issues on toggling between HD and non HD assets.
---------
Co-authored-by: briaguya <briaguya@alice>
* fix: actually load hd debug font (#27)
* fix: actually load hd debug font
* toggle debug text correctly
---------
Co-authored-by: briaguya <briaguya>
* Yes. (#28)
* Merge branch 'develop' into dev-to-ghost
* HD Skeleton Swapping and Language Fixes (#32)
* Yes.
* HD Skeleton Swapping and Language Fixes
* Test
* Fixed issues with ganon cape (#34)
* Fixed Bongo Bongo Crash (#35)
* Added HD Assets Toggle (#37)
* Ivan the Fairy - Coop Mode (#36)
* wip
* hookshotable ivan
* added hookshot item
* new items & changes & fixes & restored navi
* farore, din and nayru's spells are done
* fixed slingshot & bow
* added more items supported
* done with all main items
* bug fixes & ready
* added imgui button
* wip
* hookshotable ivan
* added hookshot item
* new items & changes & fixes & restored navi
* farore, din and nayru's spells are done
* fixed slingshot & bow
* added more items supported
* fix own dungeon items on shuffled boss rooms (#2683)
* bump lus (#2692)
* fix: lowercase package names for vcpkg (#2693)
vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')`
this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase
* fix death mountain cloud in rando (#2691)
* Fix: Switch Age No Longer Reloads Start Room (#2679)
* [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684)
* Disable Warning Text
* Moved to Reduced Clutter
* done with all main items
* bug fixes & ready
* fix: process roms in consistent order (#2696)
* chore: move rando savefile setup and document flags (#2697)
* remove rando save init from sram
* move rando savefile init logic and set more flags
* document flags for rando save creation
* Fix: Use correct fps value for frame interpolation with match refresh rate (#2694)
* Fix: Kak GS placement on construction site (#2695)
* added imgui button
* addressed kenix's comments
* fixed useless null
* added rupee dash mode in extra modes
* changed menu position
---------
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com>
* LUS Scancodes (#42)
* Added HD Assets Toggle
* Switched out SDL for LUS scancodes
* Ivan tweaks (#45)
* Magic consumption slowed down;
Bosses now affected by Ivan's Din spell
* Adjust magic timer
* clean up imgui
* model fixes/improvements (#50)
* replace `gUseCustomLinkModel` with custom resource check
* handle adult/child
* bump lus
* fix model switching with tab
* use lus main
* fix carpet man (#52)
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
* get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55)
* Use libultra features for CPU-modified textures (#40)
* Use libultra features for CPU-modified textures
* Comment
* bump lus on ghost (#58)
* fix: properly use `Interface_LoadActionLabel` to display start button text (#61)
* Changes hd -> alt for texture replacement. (#65)
* Changes hd -> alt for texture replacement.
* Renames variables in gfxprint for hd -> alt change.
* Update soh/soh/resource/type/Skeleton.cpp
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fixes kaleido dungeon maps (#67)
* skeleton stuff (#69)
* comment out wii u build (#70)
* bump lus (#71)
* Rework readme (#72)
* Update README.md
* docs
* put custom music docs somewhere
* Update README.md
* Update README.md
* Update README.md
* Update README.md
* dark/light title image
* lus
* Update README.md
* Fixed vanilla minimap (#73)
* Fixed vanilla minimap
* Workaround for pulsing SD maps with non-broken HD maps.
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Skeleton fix fixed (#75)
* WIP skelton patcher fix
* Fixes skeleton reference change.
* Adds const back to name in ResourceMgr_LoadSkeletonByName
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
* Fixes z_message_otr memory leak.
* Update soh/soh/z_message_OTR.cpp
* Update soh/src/code/game.c
* docs: add how to find otr files to switch instructions (#78)
* bump lus (#79)
* comment out RegisterBlendedTexture in king d (#80)
---------
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: briaguya <briaguya>
Co-authored-by: Ralphie Morell <stratomaster64@gmail.com>
Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com>
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
* wip
* const
* split zapd into two targets
* Workingish.
* fix working dir and copy xmls on build (#2)
* dont change current working dir with dialog prompts
* copy asset xmls to target dir
* make zpadlib public
* Messagebox.
* Check for WIN32
* threading
* Cleanups to the exporter and main.
* Multi extraction.
* Fix byteswap header includes.
* Fix another byteswap include.
* fix again.
* stddef size_t
* Add other targets for ZAPDLib
* Non windows.
* IDYES IDNO
* Linux fixes
* hopefully remove switch and wiiu from building extractor
* Please?
* validate roms and add another valid rom
* ifdef out extract.h for switch and wiiu
* Maybe update lux
* Remove ZAPDlib from switch and WiiU
* more rules
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/ExecutableMain.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/CMakeLists.txt
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/GameConfig.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/Globals.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/Main.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/CMakeLists.txt
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* the last fix
* Add context to a comment
---------
Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* update
* Update generate-builds.yml
* Update generate-builds.yml
* sohotr in CI?
* paths
* gitignore soh.otr
* Fix
* no COMMAND maybe?
* try generating otr as it's own step
* deps
* f
* g
* h
* a
* cc
* ccc
* m
* blarg
* try uploading
* try
* s
* copy things
* wii u?
* wiiu
* don't fail
* windows without cpack?
* wut
* whoops
* see all the things plz
* b
* v
* zip working maybe
* ok but this tho
* pdb and switch
* mac lus
* soh.otr in appimage
* down first
* mac
* bundle soh otr into mac app and read it from the bundle
* appimage fix
* try just downloading for mac?
* i like to mv it mv it
* mv to the right place
* no more otrgui
* bring back otrgui and assets
* echo blarg
* echo
* zapd.exe
* clean and remove
* a
* space
---------
Co-authored-by: louis <louist103@gmail.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Adam Bird <archez39@me.com>
* 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
* 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>
* 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
* 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>
* Added creation of version file to OTRExporter
* Removed creation of version file from other places
* Made path to version file portable
* Changed spaces to tabs in OTRExporter/Main.cpp
* supply ZAPD.out path as an argument to extract_assets.py rather than regenerating the script
Generating an entirely new script file to change a string is excessive.
Instead, extract_assets.py takes in one optional positional argument that
contains the path to ZAPD.out, the original purpose for the string
replacement.
This also removes the need for the file(CHMOD ...) command, which bumps
the minimum cmake version all the way up to 3.19.
Additionally, there was an extra script being generated in
OTRExporter/CMakeLists.txt that used the same CHMOD logic, but did not
accurately declare its minimum version to 3.19, this removes that unused
logic.
* OTRExporter: accept a rom path as an argument to extract_assets.py
* Moved gfx effects to the gpu and removed loadtexbyname on some textures
* Readded empty if
* Added nintendo switch support
* Fixed compilation errors and window closing issue on linux
* Fixed kaleido on 64 bit
* Fixed audio on nintendo switch
* Implemented performance mode switcher
* Added suggestions from pr review
* Fixed ftruncate errors
* Fixed compilation errors
* Added missing include rule
* Fixed libstorm path
* Removed ftruncate extern to use a correct posix version
* Merge branch 'develop' from HarbourMasters into znx (#3)
* Add Support for macOS (#441)
* Fixed soh filters
* add more makefile changes
* almost ready
* more updates
* update
* update
* Update Makefiles to handle both platforms
* Allow for overriding the CXX and CC executables
* Restore original structure while supporting custom CXX flags
* Remove some platform specific libs
* Dynamic target name
* Make X11 paths package-agnostic
* Remove changes to `gfx_opengl.cpp`
* Use OpenGL2 on MacOS instead of OpenGL3
* make it actually render something
* render at least the first texture, still need to figure out the second
one
* Let’s use OpenGL 3 again
* maybe this works to get the right texture? link's eyes still look off a bit
* did this work?
* set the platform to macos
* actual numbers are right, but logic is ugly XXX/TODO, i know
* add zlib to ldflags for ZAPDUtils
* A bit of cleanup
* Revert unneeded changes
* Remove GL_CHECK
* Fix issues with z64 branch
* use an std::map instead of a giant array
* three point filter fix (#2)
* Fix mac compilation
* fix audio for 64 bit
* revert audio heap size, keep bigger pools
* Add more Apple specific checks to our modifications
* Add building instructions for macOS
* Remove unecessary step from building instructions
* Add missing SDL2 & GLEW to Linux LDLIBS
* Update BUILDING.md
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Update soh/.gitignore to include other arch binaries
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Use right platform name for debugging window
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Fix stormlib on macos (arm64)
* Simplify some of the ifdef checks
* Revert an older no longer necessary fix
* Remove remaining unecessary deviations
* Update building instructions after StormLib changes
* Feature: Use OpenGL 4.1 (#1)
* Further tweak the BUILDING
* Tidy up
* reword -j message
* Add Jenkins CI Support (#2)
* Fix type issues
* add target <appbundle> and <filledappbundle>
add makefile targets to create an .app
`filledappbundle` creates the target with the .otr included
this should perhaps be moved to Application Support though
* pull gcc's rpath from otool output
* move make target to the end so it's not default
* Add Jenkins and make exe in par with other platforms
* Actually save build artefacts
* Fix artefact path
* Remove x11 mentions and linking (not used)
* Update building instructions for generating app
* use appsupport directory
* Add new app icon
* Update target to match macOS types
* Update more audio types
* fix null deref in Audio_PlayFanfare
* Remove old import from z64
* address final nit with apple ifdefs
Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Move macOS to parallel stage
* fix linux crash
* Ignore all named saves
Necessary after new save format
* DPad items
* Move UI location arrays from static to global to accomodate customizable UI
* FIX: Increased the maximum actor limit for draw distance
Fix issue #529
* FIX: Remove duplicates of gNewDrops from the enhancements menu
* Get rid of erroneous int casts
* casts jya_cobra's shadowTexture pointer to uintptr_t instead of s32.
* Fix ability to assign equipment you don't own
* Fix title cards for market potion shop and bombchu shop
* Invalidate message item icon texture before drawing
* Add margins for dpad
* Fixed some instances where the original OOT save is erroneously preserved or recreated, leading to another conversion next time you launched the game
* Headphones setting in game should now work.
Resolves#13
* Map Select name fixes
* Change Power to Upgrades
* Rename Soh* files
* Update names
* Add more files
* Add more files
* Add toggles for disabling heart drops and random drops (#507)
* Adds toggles for disabling random drops and fixed heart drops
* Changed the "No Fixed Heart Drops" toggle to the more useful "No Random Heart Drops" toggle
* Adds an explanation that the no heart drops option is similar to Hero Mode
* Moved difficulty options into their own sub-menu
Moved time saver options into their own sub-menu
Moved clutter reducing options into their own sub-menu
* fixed the tag name of mweep speed
* Moved Skip Text to Experimental
* Fix testing masks of DPad
* Fix audio, boot commands, and save staes.
* add menu from https://github.com/PurpleHato/Shipwright/tree/ResetMenu
* implement reset
* Update README.md
* command on mac
* special char doesn't work with default imgui font
* change name based on PR comment
* missed a couple spots
* change sunset in save editor so dampe is out
* Update to latest `docking` imgui (#582)
* Update to latest `docking` imgui
commit: 67410d53f739b6a0df138e2252f0e5136b42062f
* Fix modified import for SDL
* Update imgui_impl_sdl.cpp
* Add Imgui include path for better imports
* Controller Navigation Fix-Up (#544)
* Controller Navigation Fix-Up
* [MISC] Fix typo
* Use Macro for __FILE__ & __LINE__ when possible (#559)
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
* MM Bunny Hood enhancements: no age restrictions & wear across entrances (#560)
* Remove age restriction on MM Bunny Hood
* Handle mask slot changing; init Link wearing mask
* Reset mask state after selling
* Use unordered maps in some hot paths (#566)
* Use unordered maps in some hot paths
* Address PR comments
* Cheat: Infinite Epona Boost (#577)
* Cheat: Infinite Epona Boost
* Edit for readability
* update pulseaudio for 44.1khz audio (#587)
* use pulseaudio defaults
* spaces/tabs
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
Co-authored-by: briaguya <briaguya@alice>
* Restoration Item Sliders (#595)
* Allows players to set custom restoration values for potions and milk
* Fixed a dumb oversight
* implemented fairy sliders
* use ini window resolution (#410)
* use ini window resolution
* use arguments for directx window size
* default 640x480 not 320x240
* kick off a build
* and revert
* default config 640x480 not 320x240
* add todo
Co-authored-by: briaguya <briaguya@alice>
* 3D Drops & Projectiles update (#548)
* Fix remaining rupee and keys
* fix tabs -> spaces
* more fix about tabs -> spaces
* Better up <-> down mouvement for hearts
* remove useless comment
* Cosmetics menu rework (#589)
* -
* DPad/some margin fix(left side)
* various ImGui stuff and fixes
* disabled kaleido menu (non working)
* fix win being dumb
* same for C btn this time
* Fix windows build
* Beating hearts fix
* Default win size and some placement fix
* Fix Dpad Ammo & C notes, Kaleido, white dog
* some texts fix and tab move
* Add stone of agony, some fixes and build correctly
* precise item place with Dpad
* Gamecube -> GameCube
Co-authored-by: Baoulettes <iMacWin10>
* [CI] Create an Appimage for 64bit builds (#570)
* [CI] Create AppImage file
* [CI] Updated Jenkinsfile
* [MISC] fix indentation
* [MISC] Fix indentation
* [MISC] Fix indentation
* [CI] 7z appimage and readme
* [CI] AppImage icon file (#597)
* [CI] Add patchelf
* [BUILD] Include Hi-Res icon
* Fix portability use of std::clamp (#596)
* Add N64 weird frames and OOB Bombchus cvars (#602)
* Add gN64WeirdFrames and gBombchuOOB cvars
* Rename gBombchuOOB to gBombchusOOB
* Fix pipeline
* [BUILD] Do not strip ZAPD (#598)
* [BUILD] Do not strip ZAPD
* [BUILD] Reuse Icon Asset
* [APPIMAGE] Handle paths with spaces
* [macos] Distribute optimized builds (#599)
* Cosmetics texts fixes (#604)
* branch init + few fixes
* Reset button
* Several texts fixes and default color to GameCube
* space issues
* some more extra space that was not needed.
* space yes last time ...
* Arrows being able to be rainbow some more texts fixes
* more texts fixes
* c-buttons some plurial fix
* Fixes bug in demo effect due to removed display list set.
* King dodongo room crash (#613)
* first attempt
* force camera setting to be at least 0 (dirty!)
* -
* reverted something to just include fix
* Invalidate text box icon before drawing (#607)
* [APPIMAGE] Set lib path for ZAPD (#611)
* New drop runtime fix (#614)
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* Fix Ganon's Castle title cards (#606)
* Checkered room crash workaround (#615)
* Increase poly and vertex count for dyna actors
* Add TODO
* Only apply fix in Forest Temple
* Enable globally
* Match case of 'Shipwright' in Linux build (#619)
* Fix 0xabababab crash (#617)
* Unconditionally setup the normal skybox
* Only call Skybox_Setup once ever
* Equipment upgrade text fix and any pause slot enhancement fix (#620)
* Fix upgrade name text not rendering
* Use cvar and don't render equip help for empty item slots
* Fix rendering logic
* Fix incorrect item name rendered for one frame
* Reorder comparison
* Remove extra indent
* Remove accidental changes
* ImGui grammer, consistency, and clarity fixes (#625)
* ImGui grammer, consistency, and clarity fixes
Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com>
* Adds more new lines for users on smaller displays
Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com>
Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com>
* New drops shadows & rotation fixes (#627)
* fixes
* forgot to add heart pieces in rotation logic
* Dodongo's Cavern blue warp crash fix (#622)
* Doodong's Cavern blue warp crash fix
* >= not >
* Don't waste a line of space
* add support for clang compiler (#592)
* hacks to align strings for clang... wow just wow
* start work to getting built with clang
* fix issues with struct constructors, all builds, doesn't link still
* fix some narrowing issues that clang complains about
* fix compliation of zapd
* fix null deref in VersionInfo
* builds with clang
* make stringbuilding use StringHelper instead of addition
* fix linking
* add CLANG SHIP overlay on clang built versions
* doesn't need to be volatile
* mark unknown strings as extern
* rename some stuff
* can't align extern
* hopefully fix compilation for everythign
* expandtab
* allow setting LD
* Revert "allow setting LD"
This reverts commit 711aba6db2.
maybe to use lld it should be a LDFLAG?
* -Wno-deprecated-declarations is required for newer versions of clang
on macOS 13 beta sdk, the version of apple clang requires this
* Add jenkins support for clang
* Forward CXX flags to stormlib compilation
* Move GCC only flags to check
* use exports to set multiarch setup
* Fix Jenkins forever
* use make instead of cmake --build
add some flags to build with clang-11 as well
* address review coments
- rework extraction to allow multi thread
- misc readability cleanup
* update makefile to add WARN on linux+clang
Co-authored-by: David Chavez <david@dcvz.io>
* Fix develop
* Fixes grey screen issue + tooltip for 2 handed shield
* Don't close controller after SDL has quit (#642)
* Don't close controller after SDL has quit
* Don't check if controller can rumble if null
* Fixes Barinade's set whenever boss fight is reloaded (#639)
* Reimplements unused Barinade reset function.
* Removes the Jellyfish from Barinade's body on reset.
* add the ability to pull graves during the day (#637)
* change max internal res multiplier to 3x, use float and % instead of int (#638)
* change max internal res multiplier to 3x, use float and % instead of int
* Update libultraship/libultraship/ImGuiImpl.cpp
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* Fixes crash on Biggoron trade failure screen wipe
Resolves#621
* fixes center docking (#652)
* 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 🤷
* 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>
* Cosmetics hotfixes (#640)
* Initial branch creation
* Revert Main Game so it do not conflict later
* should fix window build, made namespace for Cosmetics
* forgot to edit one title
* Ability to add hidden window (usefull for Rainbow)
Fix building issues
* Line break, unused bool remove
* add descriptive todo for death crash bandaid (#655)
Co-authored-by: briaguya <briaguya@alice>
* Removed legacy audio mode and fixed ganon sound bug (#657)
* Free Camera (#337)
* wip free cam
* Almost done, needs collision still
* Added free cam behind cvar
* added WIP collision
* Fixed & implemented "Manual mode" from WW & TP
* Fixed camera not rotating when Link is moving
* fixed initialized camera rotation
* Fixed camera getting stuck + made it smoother
* reduced deadzone
* fixed epona camera height + added WW z-target free camera
* Adjusted player camera height & fixed fov
* Fixed camera roll
* fixed fov when moving the camera while in z-target
* Camera resets to Auto when going through doors or changing maps
* Fixed building
* touch
* more touch work
* Added WIP mouse support to the free cam
* gui stuff
* fixed building
* fixed building error
* ok fixed building for real this time
* oops
* Fix compilation issues
* removed mouse stuff that magically appeared in this branch
* smoothed out stick values & removed remains of mouse support
* re-added manual camera when pressing Z
* reduced minimum Y position of camera
* Addressed dcsv's nitpicks
* part 2
* oops
Co-authored-by: David Chavez <david@dcvz.io>
* Rando: Allows Malon's Item Check to be obtained by pulling out the Ocarina. [FIXED PR] (#672)
* Fixes using the Ocarina to get the check from Malon.
Still some cleanup to do here. For some reason the player can shield before receiving the check. It doesn't set the flag if the player does that so they can still try again, but would prefer a different solution if possible.
* Prevents Shielding from blocking the Item_Give from happening.
* Code Cleanup and comments explaining the new rando flow.
* Removes inventory check when pulling out Ocarina
This allows OI to properly give the check, which is important for Glitched logic later down the line. Talking to Malon still requires the Ocarina in your inventory.
* Prevents non-malon textboxes from triggering the check.
Also adds a comment explaining the condtional for getting the check from talking to Malon since it got pretty long.
* Actually fixes checking for text boxes.
* Relocates a comment for improved clarity.
* Fix Rando Water Temple Softlock (#665)
We use 3DS logic to generate item placement, but didn't have this specific door in Water Temple unlocked from the beginning like 3DS does.
This meant that if people took specific paths through the temple, they could softlock themselves by missing a key.
* Rando: GtG and carpenter prompts skip (#663)
* Skip gtg and carpenter prompt
For rando. Tested and just works.
* Fixed missing break
* Hide debug overlay behind gDebugEnabled (#660)
* Introduce App Directory Path (#572)
* Introduce app directory path concept
* macos: Remove hacky way of using applicaiton directory
* Update the new SaveManager
* Address stack user after return
* Remove unecessary property
* Use std::string for filepath
* Improve clang specific detections
* Use new path system for imgui files
* Improve helper for getting relative paths
* fix hidden wnd (#744)
* Split damage multiplication into its own PR (#656)
* Split damage multiplication into its own PR
* Found a more elegant implementation of the powers char*[]
* Fixes Maps, Compasses, and Boss Keys in Vanilla. (#751)
* .xiF slebaL
* Update Keese labels
* Fixed soundfont issues
* Skip warp song cutscenes in rando (#664)
Does it by skipping to the last part of the cutscene data. Tested on all songs, both adult and child.
* don't spawn blocking mido after we've already shown him the sword/shield (#675)
Co-authored-by: briaguya <briaguya@alice>
* Controller Configuration UI and JSON Config (#760)
* Initial controller hud ui
* Reverted fbdemo changes
* Moved config to json and implemented controller config
* fix build on linux, gitignore new config file
* fix build
* Fix compilation and file directory paths
* Call save on cvar save
* Fixed cvar loading and added deck slots to the config
* Changed control deck port 0 to use a physical device by default
* Added gyro and rumble & fixed loading errors
* Save config on toggle menubar
* fix linux build
* Fixed drift calculation
* Controller config now saves when pressing F1
* Removed ExitGame hook from ImGuiImpl
* Moved mappings to a map
* Added GetKeyName
* untranslate scancodes
* Fixed hud layout on keyboard device
* Fixed keyboard read on hud
* Fixed crash when reloading controllers
* Removed ConfigFile and changed file extension
* Changed Dummy to Disconnected and fixed filters
* Removed function leftover
* Changed ControllerHud to InputEditor
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: David Chavez <david@dcvz.io>
* Enough! My ship sails in the morning.
* Fixed menubar items position (#763)
* Fixed menubar items position
* Reverted tooltip tab position
* Fixes macOS randomizer functionality with App Directory (#761)
* Fixes macOS randomizer functionality with App Directory
* Fix windows build
* Update soh/soh/Enhancements/randomizer/3drando/rando_main.cpp
* Update soh/soh/Enhancements/randomizer/3drando/spoiler_log.cpp
* Revert band-aid fix
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* Fix migration cvar deletion path (#765)
* Various controller fixes (#771)
* Fix controller
* Also fix rumble strength being a bool
* Remove ControllerHud.cpp
* Downgrade platform toolset back to previous version
* Fix gyro
* Fix bug that makes binding axes difficult and clear buttons before reading
* Exaggerate gyro display and adjust stick binding threshold
* Initialize drift thresholds
* git subrepo push soh
subrepo:
subdir: "soh"
merged: "75ccbade8"
upstream:
origin: "https://github.com/HarbourMasters/soh.git"
branch: "master"
commit: "75ccbade8"
git-subrepo:
version: "0.4.1"
origin: "???"
commit: "???"
* One more change from PR review
* Fix some paths
* Fix merge conflict messup
* More merge conflict fixes
* And another conflict fix
* And another fix
* Remove reference to removed build files
* Add full path to switch cmake
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
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Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: rozlette <Rozelette@users.noreply.github.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: vaguerant <vaguerant@users.noreply.github.com>
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Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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* Fixed switch compilation
* Fixed responsive on switch imgui
* Remove config save hook
* Added physical slots into controller name
* Add `ifdef` for switch specific code
* Add `ifdef` for switch specific code
* Added applet mode detection
* Replaced homebrew icon
* Fixed randomness on applet mode view
* Fixed clkrst initialization
* Switch profiles cleanup
* Cleaned code based on dcvz comments
* Remove unused hooks in Mercury
* Fixed compilation
* Use IMGUI_IMPL_OPENGL_LOADER_CUSTOM
* Fix up StormLib modifications
* Handle touch events at ImGui/SDL level
* Enable opening menu with -
* Load Nintendo Switch font
* Updates to window initiation
* Handle virtual keyboard via SDL
* Print OTR missing message to screen
* Rename makefile for Switch
* Some more additional fixes
* Branch creation plus edit
Changed ItemWidth & made label invisible (else issues)
Added a submit button next to the text field
* Removed set_texture_filter on imgui draw
* Readded nintendo switch font
* Fixed randomizer crash
* Fix issue with strdup windows
* [SWITCH] Update Jenkins file (#9)
* [SWITCH] Update Jenkins file
* [SWITCH] Dockerfile.switch
Can be combined with other Dockerfile
* [SWITCH] Add entrypoint file
* Update Jenkinsfile
* [SWITCH] Dockerfile mtab link
link `/proc/self/mounts /etc/mtab`
Co-authored-by: David Chavez <david@dcvz.io>
* Cleaned code based on PR comments
* Fixed switch compilation
* Cleaned full texture cache instead of doing it per char
* Randomizer only saves when its not a vanilla save
* Disabled input when menubar is opened
* Removed return from SetupFont
* Cleaned code based on comments
* Cleaned up random texts on switch error screen
* Killed
* Removed debug and changed compilation flags
Co-authored-by: KiritoDv <nohomoboi01@gmail.com>
Co-authored-by: Felipe Guaycuru <guaycuru@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
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Co-authored-by: Christopher Leggett <chris@leggett.dev>
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Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com>
Co-authored-by: modestposer <modestposer@gmail.com>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com>
Co-authored-by: Sirius902 <3645979-Sirius902@users.noreply.gitlab.com>
Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
Co-authored-by: ChristopherJTrent <ChristopherJTrent@outlook.com>
Co-authored-by: agamache <aaroncgamache@gmail.com>
Co-authored-by: M4xw <m4x@m4xw.net>
using subprocess instead of os.system() is a little safer, and allows
for roms with spaces to be extraced.
i've noticed this is somewhat common in people reporting issues on
discord.
* hacks to align strings for clang... wow just wow
* start work to getting built with clang
* fix issues with struct constructors, all builds, doesn't link still
* fix some narrowing issues that clang complains about
* fix compliation of zapd
* fix null deref in VersionInfo
* builds with clang
* make stringbuilding use StringHelper instead of addition
* fix linking
* add CLANG SHIP overlay on clang built versions
* doesn't need to be volatile
* mark unknown strings as extern
* rename some stuff
* can't align extern
* hopefully fix compilation for everythign
* expandtab
* allow setting LD
* Revert "allow setting LD"
This reverts commit 711aba6db2.
maybe to use lld it should be a LDFLAG?
* -Wno-deprecated-declarations is required for newer versions of clang
on macOS 13 beta sdk, the version of apple clang requires this
* Add jenkins support for clang
* Forward CXX flags to stormlib compilation
* Move GCC only flags to check
* use exports to set multiarch setup
* Fix Jenkins forever
* use make instead of cmake --build
add some flags to build with clang-11 as well
* address review coments
- rework extraction to allow multi thread
- misc readability cleanup
* update makefile to add WARN on linux+clang
Co-authored-by: David Chavez <david@dcvz.io>
* Fixed soh filters
* add more makefile changes
* almost ready
* more updates
* update
* update
* Update Makefiles to handle both platforms
* Allow for overriding the CXX and CC executables
* Restore original structure while supporting custom CXX flags
* Remove some platform specific libs
* Dynamic target name
* Make X11 paths package-agnostic
* Remove changes to `gfx_opengl.cpp`
* Use OpenGL2 on MacOS instead of OpenGL3
* make it actually render something
* render at least the first texture, still need to figure out the second
one
* Let’s use OpenGL 3 again
* maybe this works to get the right texture? link's eyes still look off a bit
* did this work?
* set the platform to macos
* actual numbers are right, but logic is ugly XXX/TODO, i know
* add zlib to ldflags for ZAPDUtils
* A bit of cleanup
* Revert unneeded changes
* Remove GL_CHECK
* Fix issues with z64 branch
* use an std::map instead of a giant array
* three point filter fix (#2)
* Fix mac compilation
* fix audio for 64 bit
* revert audio heap size, keep bigger pools
* Add more Apple specific checks to our modifications
* Add building instructions for macOS
* Remove unecessary step from building instructions
* Add missing SDL2 & GLEW to Linux LDLIBS
* Update BUILDING.md
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Update soh/.gitignore to include other arch binaries
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Use right platform name for debugging window
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Fix stormlib on macos (arm64)
* Simplify some of the ifdef checks
* Revert an older no longer necessary fix
* Remove remaining unecessary deviations
* Update building instructions after StormLib changes
* Feature: Use OpenGL 4.1 (#1)
* Further tweak the BUILDING
* Tidy up
* reword -j message
* Add Jenkins CI Support (#2)
* Fix type issues
* add target <appbundle> and <filledappbundle>
add makefile targets to create an .app
`filledappbundle` creates the target with the .otr included
this should perhaps be moved to Application Support though
* pull gcc's rpath from otool output
* move make target to the end so it's not default
* Add Jenkins and make exe in par with other platforms
* Actually save build artefacts
* Fix artefact path
* Remove x11 mentions and linking (not used)
* Update building instructions for generating app
* use appsupport directory
* Add new app icon
* Update target to match macOS types
* Update more audio types
* fix null deref in Audio_PlayFanfare
* Remove old import from z64
* address final nit with apple ifdefs
Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>