* Added three sliders for multiplying damage:
1) Generic Slider, includes everything not multiplied by other sliders
2) Fall Damage Slider, includes all fall damage
3) Void Damage Slider, includes all void out damage
* Included tooltips
* Modified func_80837B18 to handle the modified flag the same as Player_InflictDamage does
* hotfix of a dumb oversight
* Fixed an oversight that led to compile failure on Linux and probably more things that weren't noticeable in unit testing
* I keep missing dumb mistakes.
I keep missing dumb mistakes.
Is this the last dumb mistake I've missed?
* Oh crud it's because I declared func_80837B18_modified after func_80837B18 isn't it? I am the ultimate dumbus.
* Show new Actor description, fix window opening
* Play error sound when spawning invalid actor
* Add reset button, don't reset actor when changing scene
* Extract StormLib building from soh to ZAPDTR
ZAPDTR is currently where we have everything… though this might not make the most sense.
* Do not import storm as a relative
* Add checkbox to make holding the D-pad act like holding the joystick on the file and pause screens. Also fix unguarded debug camera action.
* Removed new cvar from UI, made it enabled by default and control the D-pad hold behavior with the existing cvar instead, changed cvar for debug check too
* Fix: SohImGui behavior and cleanup
- FIX: Once Save Editor / Collision Viewer are closed, set their values back to 0 so they don't automatically open once we click on Developer Tools
- FIX: Same kind of fixes for every cosmetics editor
- FIX: Typo "gCosmticsEditor" to "gCosmeticEditor"
- TWEAK: Cleanup of useless stylizing options on Cosmetics
* TWEAK: Reset a pointer that I edited for some testing
* FIX: Typo from Assignable tunic / boots tooltip
* move cvar.h includes out of extern c block
* remove extra line
Co-authored-by: briaguya <briaguya@alice>
* Add fishing pole as sword in save editor
Adds fishing pole as a sword to the save editor under current equipment.
* Improve Collision Viewer
Made all the values of the collision viewer persistent.
Switched all color pickers to the EnhancementColor picker.
Added a checkbox to enable/disable collision viewer.
* Update SohImGuiImpl.cpp
Probably fixed linux build error
* Update colViewer.cpp
Hopefully fixed it this time. Lets wait for jenkins.
* Fixed colors
Some color values were wrong
* Update SohImGuiImpl.cpp & SohImGuiImpl.h
* Fixes the Gravedigging Tour heartpiece bug.
Basically just causes Dampe's Gravedigging Tour Heart Piece to set a Collect flag on the Graveyard Scene when collected instead of a GetItemInf flag when it's spawned. I did this by simply the result of Item_DropCollectible to a variable called reward and running reward->collectibleFlag = 0x19 if the reward was a heartpiece.
There may be a better way to do this. This is unlike most of the other dropped items with collectible flags in the game, which have some binary operations performed on the item to be dropped before passing it into Item_DropCollectible. See z_en_geldb.c and z_bg_haka_tubo.c for examples of this. I tried to find some way to do something more like that here but I was unable to wrap my head around the binary operations being performed. I may revisit this in the future.
* Reimplements vanilla bug, adds cvar and checkbox for the fix.
* Adds some newlines to the Tooltip
* Shortens ImGui tooltip.
* Removes the hardcoded Purple Rupee/Heart Piece reward.
* Sets collectibleFlag whether cvar is on or not to prevent duping.
* Sets Gravedigging Tour Fix to enabled by default
* Simplifies logic for whether or not to spawn heart piece
* Adds TempClear flag set and check for heart piece.
This originally introduced a bug where the player could spawn multiple
heart pieces by simply not collecting the one that spawns and continuing
to dig up spots. This fixes that by checking a temp clear flag before
spawning the heart piece and setting it when the heart piece spawns.
Since this is a temp clear flag it will not stay set if the player
exits the scene, so this still does fix the bug of locking the
player out of the heart piece when spawning it and leaving without
picking it up.
As far as I can tell this temp clear flag isn't used anywhere else
in this scene. The only one used in this scene I could find is that
killing the first Poe in this scene sets flag 0x02 (or maybe it's
0x01, not sure if the flags start at 1 or 0).
* Replaces magic numbers with constants defined in z_en_tk.h
* Updates comment explaining changed code.
* Replaces another magic number I forgot to replace last commit.
* Replaces TempClear flag with local variable
* Removes TempClearFlag const and moves others out of .h to .c (felt like they made more sense there)
* Added actor view
* Update buttons; cleanup
* Refactored; added windowing from save editor; added options to pull actors from targeting/holding/interaction
* Add description for all actors
* Update actor list when changing scene
* Remove whitespace
* Type conversion; added checks against global context being null; removed kill button (for now)
Co-authored-by: ajanhallinta <4janhallinta@gmail.com>
* #243 Add option to disable black bars letterboxes
* #243 Add option to disable black bars letterboxes
* Update libultraship/libultraship/SohImGuiImpl.cpp
* Update libultraship/libultraship/SohImGuiImpl.cpp
* Update libultraship/libultraship/SohImGuiImpl.cpp
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
* Add new line
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
* Added slider to increase vine/ladder climbing speed
* moved to cheats menu and made steps more granular
* Fix granularity math
* back to the enhancements menu!
* ADDED: Draw Distance toggle under Experimental enhancement
* FIXED: Dark Link Apparition + Kokiri NPC spawn
* Added a Toggle for Kokiri NPC since they are mystics
* TWKEA: Desciription got the Kokiri draw distance
* FIXED: Horses behavior
Fixed Epona shout on title screen + Epona call from songFixed Zelda and Ganon horses that could still be seen on camera pan on the castle escape cinematic
* Enhancement: More options for Kaleido Link
ADDED: 14 animations to use
ADDED: 2 random mode
ADDED: Link rotation on the menu with DPAD-Left and Right
ADDED: Reset position with DPAD-Up and Down
* ADDED/ Choice to use C-Button or D-pad
* HUD Logic fix and cleaning
* array revert it was just fo rme to read it better
* Fix tunic logic seem like my cleaning was not good
* I had declared default in CPP
It resulted to overwrite what user would make oof.
Also a ! was missing.
* There, Default here is better.
* magic bar and used bar what switched
while updating EnhancementColor
* hud mod update
* Update SohImGuiImpl.h
* should fix build
These flags are known to fix one known issue exclusive to Linux: the Volvagia boss battle sequence. The softlock that occurs points towards a possible floating point precision error, possibly tied to the camera/Volvagia movement. This does not occur for the Windows build. It's possible that there are more issues that gets fixed by these flags. These flags will ensure that the compiler follows the IEEE 754 standard, which so happens to be the same behaviour that Windows uses. For more details, read this informative stackoverflow post: https://stackoverflow.com/a/16395650
* Players can now spam their way through Kaepora Gaebora dialogue
* Turned the Owl Text Inversion into a toggle
Instead of replacing the Kokiri Owl Text at boot, a new Text Entry is added for it
* Attempt to make it compile on Linux
* Added multilingual support
* Commented the code to clear up confusion
* Update SohImGuiImpl.cpp
* Add int variant of CVar_ Get/Set/Register
* Add variant of CVar_ Get/Set/Register
* Add LoadHUDColors()
* Added temporary menu for custom colors
* vars added
* added section load
* variables save/load
* register boolean for colors radiobox
* Minimap recolor
* Hearts (top left) color, incl. DD variant
* Add A/B/C/Start btn colors and rupee
* A & C button icon and save prompt cursor.
* A & C notes and cursor
* Some notes I forgot tbh was open since hours.
* Shops cursor color with included pulse
* Wrong section was added
* Fixed some logic there and removed an unused if
* Moved a condition to make it better.
* That what happen when you left it open for hours
* Update z_message_PAL.c
* Added color array for A button
* Get/Set/Register Int not needed anymore
* Update Cvar.h
* Update Cvar.cpp
* Removed HUDCOLOR_SECTION moved it to cosmetics
Updated Tunics and navi mod too.
* changed categorie name and updated
* Updated Cosmetics menu and add colors there
* Update GameSettings.cpp
* Update GameSettings.h
* A more generic name
* Update SohImGuiImpl.cpp
* Update bootcommands.c
* update var name
* var name update
* var name update (creative name I know...)
* Updated variables names to match gHudColors
* to lazy to name this one
* gHudColors renaming stuff there too
* guess what, variable renaming.
* Update Tunic/Navi mods with new variable name.
* Updated Links tunic variable names
* Fix condition for Right C button
* Add condition to check if the button is on
* Added system to check if color tunics is turned on.
* Added empty C button colors
* Add ability to move Hearts
* Ability to move minimap (incl. dgn one)
Add Dungeon icon fix requirement. once merged I will fix conflict with this one.
* Compass icon move with the minimap
* Added several button move function
* stone of agony folly the interface too.
* fix minimap alpha
* Fixes notes env color (was showing incorrectly)
* PR repo mass update, cleaning incoming
* Clean_PR stuff
* useless there ...
* Properly load the function.
Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ?
* fix conflict and useless edit
* Fix default color for A/B and C btns
* Fix Rupee default color in ImGUI
* Reworked Tunics handling, much better this way
* Fix minimap default color
* C button default color fix
* better behavior and default color fix
* Fixed every default color to match gamecube style
* Fix dungeon entrance icon n.2
it was not using margin and always show icon system
* This need a scene else it show everywhere oof
* Removes the code that plays the low health alarm sound effect, by removing that instead of making HealthMeter_IsCritical always return false, Link will still play the tired animation when low on health.
* Made the low health alarm an enhancement toggle
* Added more SaveContext elements to save viewer; Added player-specific tab
* some std::strings changed to const char*; fixed bug with current equips on tunic+boots
* Spacing & misc. edits; reversed flag drawing order to match tcrf.net flag tables
* Initial Linux/GCC support commit
* Add instructins for linux in the README
* apply suggestions by @Erotemic and @Emill
* Fix python 3.10 symlink line
* Fix func_80041E80 type mismatch (#3)
Type mismatch functions.h:664
* Makefile: clean OTRExporter/libultraship/ZAPDTR with distclean and fix CXX_FILES
* Makefile: find C/CXX_FILES automatically
* Makefile: remove ugly conditions in find commands
* cleanup _MSC_VER usage
* fix Windows build
* cleanup extraction scripts
* fix Windows build
* Fix Windows path separator issue
* fix rumble support for linux
* use glew-cmake in dockerfile
* add pulseaudio backend
* fix ZAPDTR linkage
* Check for "soh.elf" in directory (#6)
hide second button if `soh.exe` or `soh.elf` is present
* Fix hardcoded segment addresses (#5)
* fix condition
* hack lus -> soh dep for ZAPDTR
Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com>
Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com>
Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>
* Boss title fixes.
* Proper X/Y/H/W
* Proper x,y,w,h
* Proper X,Y,W,H
* Actually had wrong height (was 32, should be 40)
* one of the last x,y,h,w fix
* WIP really need a better way to check it.
* Fix Ganondorf title card.
* better conditional logic
* No more workaround!
* Add two var in the TitleCardContext structures
* Added hasTranslation to Phantom Ganon's Horse
funny how that the horse that hold the title card.
* Add hasTranslation to Dodongo.
* Revert workaround and add hasTranslation=false
* Added hasTranslation to big piggy Ganon
* Add hasTranslation to Gohma
* Add hasTranslation to Morpha
* Add hasTranslation to Twins first part.
* Add hastranslation to that eletro "dude"
* Add hastranslation to bongo bongo
* Added hasTranslation to airwing v2
* add hasTranslation to TitleCard_InitBossName init
* isBossCard to true now that I can confirm it work
imagine in TitleCard_InitBossName setting isBossCard to false...
* no need to use bool there is seem to not like it
* change bool to s16
* Adding Languages section
* Added LanguagesSection
* Register the Cvar
* Added switcher method
* Added Language selection menu + function
* function ref.
* Conflict fixes to be sure nothing else is modded
* space removed
* no need to have conditions since ID are the same
* Rumble indefinitely until turned off
* Add rumble cvar
* Register CVar
* Check if controller can rumble to insert rumble pak
* Reduce verbosity of checks
* Remove extraneous const_cast
* Once again remove extraneous const_cast
* Add per-controller settings
* Add nice spacing
* Only display controller entry if pad connected
* Const some stuff