Commit Graph

32 Commits

Author SHA1 Message Date
Garrett Cox
3cb9f93ff4
[docs] Pull upstream updates: SetupDL (#2048) 2022-11-30 00:29:36 +01:00
Garrett Cox
d7c3522142
[docs] Upstream updates 1 (#1955)
* 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
2022-11-30 00:28:57 +01:00
Adam Bird
15a9975200
Entrance Rando (#1760) 2022-11-14 12:13:21 +01:00
briaguya
3914781ebf
Import libultraship as a submodule (#1943)
Co-authored-by: briaguya <briaguya>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: David Chavez <davi@dcvz.io>
2022-11-14 11:22:34 +01:00
Garrett Cox
99260acaf1
Use PlayState instead of GlobalContext (#1927)
* Use PlayState instead of GlobalContext
- GlobalContext -> PlayState
- globalCtx -> play
- GlobalCtx -> PlayState
- globalContext -> playState

* Find and replace Gameplay_ with Play_

* Correct some misnamed argument cases
2022-11-06 09:24:34 +01:00
Christopher Leggett
fd8a2c9483
Adds in-game menu for selecting a dungeon quest/randomizer (#1863)
* 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>
2022-11-02 11:50:47 -04:00
Garrett Cox
2a302a802f
Enhanced debug warp screen (#1479) 2022-10-06 14:39:12 +02:00
David Chavez
0ce0ab1260
Phase 1: Separate ImGui Drawing From LUS (#1310)
* Update LUS imported paths

* Introduce GameMenuBar

* Fix imports after LUS import paths change

* Move Randomizer

* Replace needs_save

* Migrate Developer Tools

* Migrate Cheats

* Migrate Enhancements

* Separate UIWidgets

* Add missing Hooks.cpp file

* Migrate Settings

* Remove UI methods from LUS

* Cleanup imports and exposed properties

* Cleanup more methods

* Fix project generation

* Fix CI compilation

* Remove resolved TODO
2022-09-03 00:00:04 -04:00
David Chavez
6b0338a37d
[zret] Port some documentation changes (#1164)
* zret: Documentation pass on scene/room commands #1226

* Update OTR scene

* zret: Document the lens system #1079

* zret: Misc. doc/cleanup 4 #1093

* zret: Fix misc 8 #1150

* zret: Document Distortions from z_camera and z_view #1102
2022-08-16 21:53:28 -04:00
David Chavez
61c68666d6
Closer align Makefiles & Dockerfiles (#748) 2022-08-02 16:22:20 +02:00
David Chavez
582f084973
Use tex sizes from texture rather than hardcoded values (#610)
* Use tex sizes from texture rather than hardcoded values

* Dynamic do action tex sizes

* Remove unused minimap texture keys

* Restore MESSAGE_STATIC_TEX_SIZE

* Use dynamic offsets

* MACRO it up

* Enable SPDLOG in Xcode

* Handle non-existent texture
2022-07-31 21:32:40 -04:00
MelonSpeedruns
66ec623542
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>
2022-07-12 18:40:18 -04:00
briaguya
c25089b98f
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>
2022-07-11 20:11:07 -04:00
Baoulettes
a2d64864dd
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>
2022-07-05 20:52:01 -04:00
rozlette
fd06827e2b DPad items 2022-06-22 23:13:32 -04:00
Kenix3
1435b5d314
Merge branch 'develop' into zelda64 2022-06-21 19:27:46 -04:00
Kevin Alexis Contreras
43503ead83 Fixed audio_heap_size 2022-06-20 13:04:01 -05:00
Rozelette
b4eebbbcd6
Versioned saves (#423)
* v1

* Cleanup

* Cleanup

* cleanup

* Organization

* Fixes

* Fix typos

* fixup merge

* use gLanguages

* Restore n64dd

* Fix bad merge

* Set ddflag
2022-06-20 13:41:43 -04:00
Kevin Alexis Contreras
4e75488567 Removed ifdefs for audio heap sizes 2022-06-20 12:33:38 -05:00
Nicholas Estelami
941c19f2c3 Audio decompiled and WIP custom sample support 2022-06-16 20:35:52 -04:00
Kevin Alexis Contreras
5b43e4652f Updated zapd_audio_support into zelda64 2022-06-15 09:42:37 -05:00
Nicholas Estelami
b889880cc7 Audio decompiled and WIP custom sample support 2022-06-14 01:13:18 -04:00
David Chavez
1225a381ab Fix detection of arm64, fix warnings 2022-06-13 14:18:36 -05:00
Kevin Alexis Contreras
8b63cf93d8 Updated zapd_audio_support on zelda64 2022-06-13 11:41:43 -05:00
Kevin Alexis Contreras
394939347c Code cleanup and fixes on 64bits 2022-06-13 10:05:42 -05:00
Nicholas Estelami
6f5ce7d715 Audio decompiled and WIP custom sample support 2022-06-01 13:06:32 -04:00
louist103
635fb71b76
Save states (#300) 2022-05-12 13:28:24 -04:00
Baoulettes
f1e85d1e72
Bosses title cards fixes (#247)
* 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
2022-05-02 18:27:06 -04:00
Sirius902
2425ffe27b Put hookshot reticle on TITLE_CARD_DISP
Rename to WORLD_OVERLAY_DISP

Remove no-ops
2022-04-29 16:26:20 -04:00
Baoulettes
6860600648
Potential fix for Title being over Kaleido. (#162)
* Potential fix for Title being over Kaleido.

Changing "OVERLAY_DISP" to "POLY_XLU_DISP" seem to fix and do not bring any errors (I did tried scene one by one and walked around in game) 
It may be no correct but it could point to the right direction if that is not correct.

* Update z_actor.c

* Update graph.c

* Update z64.h

* Update macros.h
2022-04-24 10:51:29 -04:00
Emill
529c5f642d
Don't copy skybox textures (#129)
* Don't copy skybox textures

* Remove unnecessary parameter in skybox functions

* Make palette address part of texture cache key

* Support loading TLUT from two different memory locations
2022-04-02 19:57:20 +02:00
M4xw
39cc86c260 git subrepo clone https://github.com/HarbourMasters/soh.git
subrepo:
  subdir:   "soh"
  merged:   "ba904bbd0"
upstream:
  origin:   "https://github.com/HarbourMasters/soh.git"
  branch:   "master"
  commit:   "ba904bbd0"
git-subrepo:
  version:  "0.4.1"
  origin:   "???"
  commit:   "???"
2022-03-22 02:51:23 +01:00