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https://github.com/HarbourMasters/Shipwright.git
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87125ae334
28 Commits
Author | SHA1 | Message | Date | |
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RaelCappra
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50d6836b4a
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assert __THROW fix for Linux (#1575)
* assert __THROW fix for Linux * Add check for Linux in changed definition |
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briaguya
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2b78bea475
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Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit
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Kenix3
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d628bafe29
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Removes console from Windows release builds. (#1536) | ||
MoriyaFaith
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d83c6f1753
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[Bugfix + Enhancement] Sword Trail fixes and enhancements (#1473)
* Fix Trails, add more Trail Customization * 3d Bombs; Bombchu now glow custom trail colors * 3D Seed/Nut Model, Separate Sword Slash Colors * Removed 3D Seeds/Nuts; Don't work properly * restored previous removal of sword blur code * Remove things not related to Trails * Remove fix to random color code |
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Josh Bodner
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5d2b5559c8
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Autosave improvements (#1247)
* Autosave improvements * Update soh/src/code/z_play.c * Removes a line break in building.md Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> |
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louist103
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584a4ad818
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Linux crash handler (#1209)
* crash handler linux * cleanups * missing underscore * more cleanups * cleanups * 32 bit |
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Christopher Leggett
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168e84498f
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Rework Get Item Table to be more flexible for adding custom items (#1050)
* Adds ItemTableManager class. * Implements new getItem table in game. * Adds rando item table and way to differentiate tables in GetItemEntry. * Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge * Change ItemTableID to be uint16_t so we can use ModIndex for it. * Should fix switch build * Should fix switch build pt 2 * Adds new files to CMakeLists. * Implements fixes for competing getItem calls. * Correctly renders freestanding items Particle effects are probably broken, need to fix them still, I pretty much know how I would do that. * Fixed Particle effects in the new getItem system. * Fixes item fanfares * Partially fixes Ice Traps Obtaining a freestanding Ice Trap causes link to slide forward and receiving one from an NPC plays the sound effect and damage animation but doesn't freeze link. * Some more partial ice trap fixing that wasn't pushed earlier * Removes unused function override * Replaces ::find with ::at and adds exception handling * Removes some commented out code. * Refactors rando's GetItemEntry array into two arrays. One array is for the vanilla items that don't have GetItemEntries in vanilla, the other is for rando exclusive items. They are stored in separate arrays before getting added to the table so that we can apply different modIndexes. The items in the first table have are handled by the vanilla Item_Give, and the second table needed a custom `Randomizer_Item_Give` function. * Renames, relocates, and implements ModIndex enum. * Removes now unused ItemIDs and GetItemIDs Also makes all the necessary changes to other code that was still using them indirectly through the GI to GID map that was removed. There's quite a lot of changes here and I haven't had time to test them yet. * Re-implements GIMESSAGE_UNTRANSLATED as macro * Removes commented out function. * Throws exception if an invalid itemID is used Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857 * Removes ARRAY_SIZE in favor of ARRAY_COUNT ARRAY_COUNT already exists in `macros.h`, I just didn't find it before. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833 * Inverts CheckContainsRandoItem to CheckContainsVanillaItem. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135 * Cleanup, bugfixes, removing the `- 1`s from `z_player.c` * Fixes some funky formatting that got committed earlier. * Adds else if to added fanfare sound cases. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492 * Extends GetItemEntry to include getItemId Also adapts some existing calls for both the entry and the id to only get the entry. * Extends GetItemEntry to include GID. This allows for using it later when drawing freestanding items. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136 * Rando-specific items use new textId again. This got lost when merging develop-zhora in because I didn't have custom messages merged when I started this. * Sets global modIndex to MOD_NONE on scene load Fixes a crash when buying items in shops due to them not triggering the rando code that normally sets these items. May have also been crashing vanilla playthroughs. * Realized I had the bgm conditions wrong. * Fixes "static drops" (i.e. sticks from withered babas) * Fixes LACS/Prelude situation... again. * Fixes too many arguments error. Not sure why this didn't fail to build on Windows before. * Fixes Link's Pocket items. * Simplifies sram init for rando-specific items * Fixes issues with approaching bottleable items. * Fixes Ruto's Letter. It was accidentally getting classified as a rando item. * Should re-fix freestanding ice traps * Makes freestanding items set player->getItemEntry. This prevents freestanding items from setting the global modIndex. This is part of a larger transition that needs to happen to switch to setting getItemEntries for all of the rando items. This prevents some things that set getItemId of GI_MAX from granting a Fire Medallion when the global modIndex is MOD_RANDOMIZER. * Makes sure we aren't using getItemEntry when not randoed. * Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck * Introduce some new methods and migrate most actors to them * Fixes ocarina game skull kids to set player->getItemEntry * Sets `z_en_box.c` to set `player->getItemEntry` * Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor * Use GiveItemEntryFromActorWithFixedRange in item00 * Fixes Anju to set player->getItemEntry. * Add a few missing cases * Additional fix for Skull Kid * Fixes vanilla ice traps and randomized ice smoke * Fixes rendering of treasure chest game items. * Removes unused `Randomizer_GetItemIdFromGetItemId`. * Cleans up an if statement for item00. * Cleans up another if statement in item00 * This should fix a bug with the Gerudo Archery minigame. I wasn't able to get the bug to happen after making this change. * Documents our new GiveItemEntry fuctions. * Uses more descriptive type name for ItemIDs for creating custom messages. * Fixes potential issue with if statement. * Fixes missed type change. Co-authored-by: Garrett Cox <garrettjcox@gmail.com> |
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David Chavez
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6b0338a37d
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[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 |
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GaryOderNichts
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68e7f2e6c1
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Wii U support (#1097)
* Wii U support * [WiiU] Combined Dockerfile * [WiiU] Combined Dockerfile * [WiiU] Combined Dockerfile * Add Jenkins support * wiiu: fix scissor clamp * wiiu: improve button remapping * wiiu: fix scaling issues * Update Dockerfile after merge * Pull assets before build * Only stop container once * Adjust logging sinks * wiiu: Change button mapping to match PC version * wiiu: Implement controller changes * wiiu: Update BUILDING.md Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> |
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th-2021
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1ebca42f46
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Move to cmake across all platforms (#363) | ||
Josh Bodner
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c23457d666
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Automatically save after every scene transition (#984)
* Automatically save after every scene transition * Refactor and don't save in grottos * Don't save in cutscenes * Save after getting items as well * Fix paren |
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KiritoDev
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5f718932e6
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Nintendo switch support (#935)
* 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 |
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KiritoDev
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219804cbe4
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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> |
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briaguya
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c25089b98f
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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> |
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Sirius902
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e04bc6037e | Fix develop | ||
David Chavez
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e42b18cf71
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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> |
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Kenix3
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1435b5d314
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Merge branch 'develop' into zelda64 | ||
Rozelette
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b4eebbbcd6
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Versioned saves (#423)
* v1 * Cleanup * Cleanup * cleanup * Organization * Fixes * Fix typos * fixup merge * use gLanguages * Restore n64dd * Fix bad merge * Set ddflag |
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Kenix
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7a4da43d7b | Audio code converted to uintptr_t | ||
Emil Lenngren
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92c8ecb726 | 64-bit early draft - no audio yet | ||
louist103
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635fb71b76
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Save states (#300) | ||
Random
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0adad641a6
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fix thisx hack (#299) | ||
Random
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09432ee7f4
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Linux/GCC Support (#28)
* 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> |
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Baoulettes
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f1e85d1e72
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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 |
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rozlette
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d0c5e7aa0e | Add collision viewer | ||
Emill
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ceef4a9453
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Graphics backend enhancements etc. (#163) | ||
GaryOderNichts
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9a7c63c46c | Allocate aligned heaps | ||
M4xw
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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: "???" |