* Added difficulty settings menu for shooting gallery
* Reverted linux assert fix for PR
* Added difficulty option to not randomize rupee order as adult
* Changed checkbox wording due to text overflow
* Reverted incorrect change from merge
* Update soh/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Added Checkbox to turn on and off all customizations in shooting gallery behavior
* Added disable-switch for sliders, shooting gallery difficulty options are now disabled when customize behavior is turned off instead of hidden
Co-authored-by: Ralphie Morell <rafael.morell@techfield.us>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Added button to switch age
* Added logic to switch link's age
Reloads link from last entrance he went through once his age is switched.
* Link now respawns where he last was
* Update game.c
* move setting to GameMenuBar.cpp, fix build issues
Co-authored-by: Jake Edvenson <77412657+JakeEdvenson@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
The implicit declaration was causing issues on Linux when building in release mode. The call was getting optimized out which was preventing the "equip now?" message box from functioning as intended. Adding the `Message_ShouldAdvanceSilent` declaration to `functions.h`resolves the issue.
* First pass on SFX Editor
* Fix crash at night in Colossus (and probably other undocumented issues)
The SFX editor was swapping out the bytes corresponding to the sequence
to be played regardless of the audio command being issued. This fix
ensures the swap will only happen on commands which actually treat those
bytes as a sequence identifier.
* enabling a few more songs/fanfares
* Removing a few broken bgms, fixing the preview button returning to the wrong bgm
* Fixes restoration from miniboss music to previous one
* add timed minigame into the sounds pool
* A few small tweaks
* More cleanup and add instruments
* adjust usage of getReverseReplacementSeq
* Changes from feedback and prefix external methods with SfxEditor
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
* Implement hint for dungeon type on Map get item messages
* Color dungeon name in item tracker when MQ and map is found
* No hint when all dungeons are MQ or non MQ
* TWEAK: French hint
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Adds most visuals and interactions for quest select menu.
* "Scrolling" menu, adds remaining sub/title textures, language support
* Tweak: ENG, FRA, GER title to match the original style
* ADD: Randomizer tex
* TWEAK: Randomizer ZAPD extension format
* Adds control stick prompts to the "scrolling" menu.
* Adds third entry for Randomizer.
* Bold text on randomizer subtitle.
* Ensures the game won't allow selecting an unsupported quest.
* Makes save files be created from the quest menu selection.
* Removes the master quest and randomizer checkboxes (no longer needed).
* Removes lock on MQ-only rando.
* Skips quest select if only one quest is playable.
* Adds ability to back out of quest select menu
* Show seed icons while Randomizer is selected on Quest Select Menu.
* Fixes custom hud colors and d-pad navigation.
* Implements backing up from name entry to quest select.
Also implements backwards rotations on the file select screen.
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* fix lacs hint text coloring and new lines
* missed a new line
* fix wrong control code
* TWEAK: French LACS + Vanilla
* more french hint fixes
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Fixes saving `isMasterQuest` and fixes default values for rando sliders.
* Changed slider default values
* Fixes default dropdown values for Ganon Trials and MQ Dungeons.
* Ensure's consistent default values are used for all `CVar_GetS32`'s
* Refactor GetCheckFromActor, WIP currently broken
* Fixes build errors via forward declarations and emplace vs insert.
* Removes some unnecessary code.
* Fixes non-windows build errors.
* Fixes Deku Scrubs outside of grottos.
* Fixes DMC Deku Scrub Grotto Center
* Fixes Ruto Blue Warp
* Fix issue identifying blue warp rando checks
* Move identifyCow to randomizer.cpp
* Various updates to vanilla check objects
* Identify MQ checks in check object table
* Adjustments to how multimap is used and initialized
* Convert u16 in check object table to s16
* Fix a few issues with MQ checks
* Fix issue with TWO_ACTOR_PARAMS macro
* Fixes some scrubs and cows appearing as identical.
* Fixes known gossip stone issues (ToT, DC)
* Fixes Dampe's Gravedigging tour rcObject
* Fix crash on locations tab
* Enable master quest dungeons in rando
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Add command for giving item as if it was given from an actor
* Add modID argument to give item command and add give from skull command
* Adjustment and remove skull option since this isn't pointed at rando-next
* Fix string compare
* Add Cheat for disabling age check on equipment
* Add Cheat for disabling age check on equipment... pt 2
* cleanup some logic with macros
* Keep adult strength as child & prevent equipment greyout
* Timeless Equipment cleanup
* Add toggle option for walk speed modifiers
* Preserve toggle status between scene transitions
* Apply suggestions from code review
renaming from `gSpeedToggle` to `gWalkSpeedToggle`
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Updated starting age restrictions;
patched specific circumstances in 3d rando
* cleanup some testing stuff
* whoops
* become Sherlock Holmes; tooltip cleanup
* Explicit logic for forcing child age
* Apply bria's suggestion
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.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
* Fixes a few bugs I introduced for MQ file select screen.
- MQ Saves could not be loaded while only an mq otr is present, because `requiresOriginal` was true when `gSaveContext.mqDungeonCount` was less than 12. That value only ever gets set for rando saves, so I added a check for the rando flag to that conditional.
- The rando tag was not getting grayed out with the rest of the save file.
- Some necessary meta info wasn't getting loaded when the randomizer CVar was off. Removed that check so that the rando save data always gets loaded during InitMeta. That way the amount of mq dungeons can be checked for validity with the loaded set of OTRs even if randomizer isn't enabled.
* i not 1
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Re-enables OTR patches from mods folder.
* Don't error if an OTR doesn't include a version file
Just info log and continue. If the patch fails to apply then we can error, and SoH can do it's own validation later.
* Fixes small error on my side
* Support for patching DLists outside of OTR, mostly for cosmetics and bug fixes
* Store original dlist instruction for unpatching
* Rename sandstorm patch variable
* Use unordered map for originalGfx;
* Add mirror shield option to the cosmetics menu
* Include GI model for mirror shield
* Changes from feedback
* 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>
* Support for patching DLists outside of OTR, mostly for cosmetics and bug fixes
* Store original dlist instruction for unpatching
* Rename sandstorm patch variable
* Use unordered map for originalGfx;
* Add golden gauntlets to Cosmetics Editor
* Removed extra space
* Fixed comment
* Changed comment again (helps if you save the file before committing)
* Add: Randomized Ice Trap Messages
* Add text to freestanding items, other tweaks/fixes
* More messages
* ADD: French Translation + 1 Extra
* %w is not %UwU%
* TWEAK: One msall breakline
* Add German & small text tweak
* Minor code optimization
* Updated French
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Start effects
* Disable input to game when typing in console
* Add gravity support
* noUI placeholder
* Add rest of effects to console
* Remove z_play code
* Add rupee modification
* Add OneHit KO (#27)
* few fix and paper Link
* Better method and now use the reset flag
* Revert "Better method and now use the reset flag"
This reverts commit 2aafcc1df2.
* Revert "few fix and paper Link"
This reverts commit 65e76dcfee.
* Paper Link & few fixes (#28)
* Implement pacifist mode (#30)
* Implement cucco storm (#31)
* Add no UI functionality (#32)
* Enable CrowdControl on windows (#33)
* Use std::format and implement wallmaster
* Implement defense modifier
* Implement no_z and clean up
* Implement reverse controls
* Some fixes while testing CC connection
* Implement speed modifier and fix defese modifier
* Fail magic effects if magic is not acquired
* Fix queue system
* Implement rainstorm
* Some cleanup
* Use IS_ZERO to handle very low near zero values
* Split some effects
* Fix emptying magic
* Don’t run cucco on pre-rendered backgrounds
* Use correct method for updating ruppees
* Fix decreasing speed
* Remove old SDL stuff
* Remove old fixes
* Enable Crowd Control for both debug and release
* Add missing returns
* Cleanup event firing
* Further clean up on event firing
* Fix some bugs
* CC fixes and enemy spawning (#35)
* Fix icetraps
* Fix title screen
* Fix pause screen
* Fix death screen timer & Code cleanup
* Fix timer during textboxes
* Code cleanup
* Add: Multiple enemy spawning
* More enemies + more code cleanup (#36)
* Enums for returning effect states
* Add more enemies
* Update CrowdControl.cpp
* Remove enums from enemies
* Fix up flow for events (#37)
# Conflicts:
# soh/soh/Enhancements/crowd-control/CrowdControl.cpp
* Fix spawn position of likelike
* CC temp enemy fixes (#38)
* Check for pause in pacifist and allow button presses (#39)
* Fix Pacifist mode (#41)
* First attempt pacifier fix
* Real fix for pacifist mode
* Comment
* Remove cutscene and long delay from cucco_storm (#40)
* Some PR Fixes
* Use standard types
* Handle JSON parsing error and free memory
* Add CC configuration file
* Add: Giving deku shield option. Fix: Giant Lonk (#42)
* Small stalfos fix (#43)
* Syntax Improvements (#44)
* Revert bools to uint32_t
* Add comment about bools
* Fix cucco storm, fix empty heart (#45)
* Protect commands vector with mutex
* prefix effects with chaosEffect (#46)
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
This was caused by the trail duration not being init properly until we change the duration manually.
cf this video: https://streamable.com/a9u4fm
- Also changed Lengh to Duration for clarity
* FIX: Set back default comportment of some Views
- Renamed Auto-Center First Person View to Disable Auto-Centering in First Person View and make it necessary to be checked to take effect and not being active by default
- Disable gInvertYAxis being enabled by default (which it not vanilla)
* Tweak: small whoopsie
* WiiU: fix more scaling issues
* Wii U: batch depth reads
* Wii U: remove file buffering
Doesn't seem to to do much anymore
* Remove "missing_gcc_functions.c" to avoid conflicts
* Wii U: Fix random_device usage
random_device will always be seeded with a constant seed and will return the same number sequence every time
* Wii U: Improve software keyboard
* Wii U: Fix console input text width
* Fix X11 being searched for on macOS
* Add ability to switch audio backends
* Fix issues with c arrays of std dynamic size items
* Fix old uses of sizeof()
* Remove current selected option from list
* Don’t show items if we only have one option
* 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 5fdb961ea4.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* Add cheat for easy pause buffering
* Add pause input buffering
* Fix pause input buffering
* Changes from feedback
* Convert frame to bool
* Handle when pad is nullptr
* Add newline
* Split input buffering into it's own CVAR
* Split SetShouldBlockGameInput up into to methods
* 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
* Fixes crash handler for jenkins builds.
We must include the pdb in redistributables.
* Properly selects PDB file path for inclusion
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Add magic arrow enhancements, non-rando
Changes to red ice actor, sun switch actor, and mudwall actor to adjust their collision
* Update tooltip
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Update tooltip
* Add line break in tooltip
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Missed a couple
* Clean up chain platform cutscene check
* Reorders switch statement to prevent some code that shouldn't execute.
* Potentially fixes bottleable entities crash
* Solves lack of ItemEntry for GI_MAX
* Adds comment clarifying new GetItemEntry
* Added Skip Scarecrow Song
Added in the option for if the user has the time saver for Scarecrow song enabled and has their Ocarina pulled out in range of Pierre.
Added Skip Scarecrow Song
New enhancement under time-savers that allows the user to only pull out their ocarina to summon Pierre.
* Added Default for Scarecrow summon
The scarecrow summon option now defaults to 0 and can be turned on individually. I haven't included it in any other presets so people don't feel like they're cheating.
* Checks if scarecrow song is in possession
* Fixed positional Scarecrow logic
* Fixed style
* Adds inversion options
* Fixes compilation
* Adds options to new detailed control editor
* Fixes inversion on C-Up view
* Fixes right stick aiming
* Fixes right stick aiming again
* Adds tooltip function + tooltips to gamecontroleditor.cpp
* Fixes tooltip for X axis
* Uses LUS tooltip function instead of new one
* Adds padding to camera control editor
To fit more in line with other enhancement checkboxes
* 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>
* Merges GlobalCtx2 and Window classes.
* Includes condition variable in File.
* add mac specific include
* sstream to get past "implicit instantiation of undefined template" error
* switch/wiiu includes
* that file doesn't exist
* more wii u globalctx2 stuff
Co-authored-by: briaguya <briaguya@alice>
Renames VirtualController to DummyController.
Makes controller axis treated the same as buttons.
Made Controller class members private or protected
Made Controller class treat deadzones, sensitivities, and press thresholds consistently.
Properly routes SPDLog to the console.
Creates an API to be able to send command responses back to the console.
Cleans up the console UI, hiding options when not needed.
Removes stdout console sink for Windows.
* First pass of UX changes
* More padding/styling/layout
* More styling
* Moar styling
* Some more styling
* Implemented padding helpers
* More styling, added closing buttons to windows
* Fixed merge conflict mistake
* Fixed new enhancements
* Hopefully fix jenkins errors
* Changed button behaviour, more styling
* Tiny code cleanup
* Change buttons from close/open to > when open
* Small button spacing fix
* Small styling changes after merge
* Small fix after merge mistake
* Skip Jabu Jabu's fishy feeding time if rando is enabled Issue #757
Also skip the ganon tower fall cutscene if you died to ganon during the ganon fight for issue #773
* Immediately give control back to player when talon running cutscene starts.
* Fix case of not skipping Gannon
* 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
* This should fix (all?) 60fps interpolation issues left.
Resolves#631#917
* Update z_fishing.c
* Re-adds Emil's interpolation in certain places.
* move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child
* move disps out of ifs for morpha
* use recordopen/recordclose for volv
* recordopen/recordclose for ganondorf
* switch back to recordopen/recordclose for ganondorf floor
* Frame interpolation now uses a 64bit parameter rather than 32.
* More 60fps fixes
* Fix close child typo
* add todo calls to recordopen/recordclose
* fix build
* revert long long frame interpolation
* add some epochs
* add more epochs
* bongo epochs
* the rest of the epochs
* fix the typo fix the build
* interpolation fixes pr cleanup
* init/cleanup bongo epochs
* bongo hand trails
* Fixes niw feathers
* Fixes bongo bongo hands, and replaces epoch * i with epoch + i
* don't update epochs
Co-authored-by: briaguya <briaguya@alice>
* added Cheat Sync Time
This syncs the ingame time with the real world time.
I wasnt quite sure where to put the code so im sorry if this is bad i just wanted to contribute to this project.
* Update soh/src/code/z_play.c
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Update z_play.c
added suggestions from leggettc18
* Update z_play.c
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Fixes Goron Wakeup animations
* Cleanup of some unneeded code.
* Fixes comment spacing
* Revert goron's back to spinny behavior with smooth transitions.
* Speed up lifting silver rocks and obelisks by 3x
* Increase rock lifting speed to 5x
* Fix bug that sped up picking up small rocks, grass, bombflowers
* Add enhancement checkbox for faster block lifting and reduced speed to 3x
* Allows Skull Kid to accept Mask after receiving an ice trap.
* Extracts obscure rando check into a clearly named function.
* Fixes missing semicolon...
* Prevents LACS flag from getting set when it shouldn't be.
* Fixes Prelude and LACS checks so they apply immediately if missed.
* Refactors the scene-flag-setting code into its own function.
* Renames new enums and props to be clearer and not specific to scene flags.
* Refactors pendingFlag data into a separate struct.
* Remove manual newlines from the middle of sentences in tooltips and automatically break long lines instead
* Move split functionality into header so randomizer tooltips can use it
* Rewrite logic to be O(n)
* Found another typo
* Move helper function to libultraship to (hopefully) get Jenkins happy
* Fix typo I made when fixing the typo before
* Remove unneeded header
* Parameterize line length in case variable line length is desired in the future
* Allow Equipment Toggle
Allow player to toggle equipment on/off on the equipment subscreen. For tunics and boots, this will revert them to Kokiri Tunic/Kokiri Boots. For shields, it will un-equip the shield entirely. For swords, only BGS/Giant's Knife is affected, and it will revert to Master Sword.
* Set up Cvar and check for MS
Set up the cvar/imgui and add a check that we own the Master Sword (in case we're in the Ganon fight)
* 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
* ADD: Try to use Spiritual Stone alpha on altar
Not super advanced but it kinda work, n eeds to figure out why the gSaveContext.inventory.questItems doesn't seems to care
* TWEAK: Full working + added on child link side
* TWEAK: added else with comment
* frogot a }
* 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>
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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>
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Co-authored-by: Christopher Leggett <chris@leggett.dev>
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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>
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* All features are for the equipment menu:
Added ability to use the right stick for rotate Link enhancement.
Added ability to have analog control on rotating Link.
Added ability to zoom into Link with right stick.
Added ability to have Link do random animations Idle only.
* Added RotationSpeed as a multiplier rather than a hardcoded 2.5
-Allows for more custom control
-Also gives purpose for the slider to still be present w/ RStick
* Specifically for the RStick, divided RotationSpeed by 150
-Even at RotationSpeed 1 it was way too fast
* Added logic to play animations based on what Link has equipped & his age
- If has sword and shield, all animations
- Unless he's a kid with the Hylian shield equipped
- If has sword no shield, all anims but shield anim
- If has shield no sword, all anims but sword anim
- Unless he's a kid with the Hylian shield equipped
- If he has no sword or shield equipped no sword or shield anims
* Casted RotationSpeed to float for RStick and divded by 600.0f
- Did this instead of dividing by 150, as at RotationSpeed of 20
the rotation was so fast it was almost nauseating.
I noticed at RotationSpeed of 5, it was still very quick.
Logically, another division of 4 was necessary.
* Changed the spacing
* Add the ability to play the ocarina really fast like in MM3D
* Clean up CVar condition
* Rename Unlimited Ocarina Speed to Prevent Dropped Ocarina Inputs
* Added a time saver option to allow players to instantly put items away
Expanded the range of damage multiplication to 80 (20 hearts of damage for each quarter heart) so players can play a sudden death challenge
* The damage sliders are now comboboxes
Damage multiplication is now exponential instead of incremental
The FPS slider is now a text input
* Splitting into solely being a quick putaway PR
* Removed some leftover code from the split
* Add the ability to play the ocarina really fast like in MM3D
* Clean up CVar condition
* Rename Unlimited Ocarina Speed to Prevent Dropped Ocarina Inputs
* Added a time saver option to allow players to instantly put items away
Expanded the range of damage multiplication to 80 (20 hearts of damage for each quarter heart) so players can play a sudden death challenge
* The damage sliders are now comboboxes
Damage multiplication is now exponential instead of incremental
The FPS slider is now a text input
* Splitting into solely being a quick putaway PR
* Removed some leftover code from the split
* Giant's Knife Behaviour Fixes
Fixes a case where Giant's Knife (specifically, breaking and re-buying it) can behave unexpectedly if you don't have a Kokiri Sword in your inventory. Also fixes the broken icon not showing up in inventory after you break it.
* less whitespace
* fix 0xE check
Accidentally committed with the wrong check
* Move the grayscale code up
Moved the grayscaling portion up higher in the function and renamed "bool not_acquired" to "bool age_restricted". Thanks to @vaguerant for the suggestion!
reported on discord, i don't have the ability to reproduce this, but it
appears to be a benign fix, as the only time that the tent2 is checked
down later is guarded by a null check.
Haven't removed where rando stores the hints for itself and the ganon and altar hints are still pulled from the randomizer class' local storage, but gossip stone hints are pulled from the custom message table now.
* prefix randomizer methods with Randomizer_
* make filename a local var
* remove unused file, update malon to use new names
* move randomizertypes to randomizer directory
* rename to Randomizer_GetSettingValue
Co-authored-by: briaguya <briaguya@alice>
Also auto-dissmisses the textbox when gSkulltulaFreeze is on. When gInjectSkulltulaCount is off, text is not auto-dismissed just like before, since that is base game text still.
Basically, some external code can choos a unique id and create a message table for itself. The idea is that modders can hook into this as well so they can get their own message table and don't have to worry about conflicting with the base game's textIDs. I have also implemented this setup for Randomizer so that the pre-filled bottles (which didn't exist in the original outside of Ruto's letter) have unique text as compared to the text for the item they are filled with.
`CustomMessage_RetrieveIfExists` is placed at the very beginning of the z_message_PAL.c `Message_OpenText` if statement after any special changes to textIds are made. This function will either return either true or false and if true it will populate the necessary values of font and msgCtx to display said message. It's placement at the beginning also allows for overriding existing textIds to have new information, which will come in handy later.
Pulls the Custom Message related code out into it's own class, which has an initialization phase where other enhancements / future features can create messages during an initialization phase to be stored and retrieved later. Along with this refactoring, the 4 bottle messages from the previous rando-specific system are now created and stored during intialization and retrieved by their getItemId.
Now that it isn't rando specific, the goal is to move anything text changes that are hard-coded into z_message_PAL.c and refactor it so that future text additions/overrides can be done without modifying that file.
* 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>
* 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
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.
* 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.
* 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>
* 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
* 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>
* 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 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
* 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
* -
* 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>
* 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
* 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
* 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>
* Added save filename and path to config file
Closes#110
* Moved FileIO to libultraship
* Moved OOT Specific Code to OTRGlobals and made libultraship for general file IO. Combined config options.
* Moved filesystem include into GlobalCtx2.h
* 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