* Added actor view
* Update buttons; cleanup
* Refactored; added windowing from save editor; added options to pull actors from targeting/holding/interaction
* Add description for all actors
* Update actor list when changing scene
* Remove whitespace
* Type conversion; added checks against global context being null; removed kill button (for now)
Co-authored-by: ajanhallinta <4janhallinta@gmail.com>
* #243 Add option to disable black bars letterboxes
* #243 Add option to disable black bars letterboxes
* Update libultraship/libultraship/SohImGuiImpl.cpp
* Update libultraship/libultraship/SohImGuiImpl.cpp
* Update libultraship/libultraship/SohImGuiImpl.cpp
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
* Add new line
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
* Added slider to increase vine/ladder climbing speed
* moved to cheats menu and made steps more granular
* Fix granularity math
* back to the enhancements menu!
* ADDED: Draw Distance toggle under Experimental enhancement
* FIXED: Dark Link Apparition + Kokiri NPC spawn
* Added a Toggle for Kokiri NPC since they are mystics
* TWKEA: Desciription got the Kokiri draw distance
* FIXED: Horses behavior
Fixed Epona shout on title screen + Epona call from songFixed Zelda and Ganon horses that could still be seen on camera pan on the castle escape cinematic
* Enhancement: More options for Kaleido Link
ADDED: 14 animations to use
ADDED: 2 random mode
ADDED: Link rotation on the menu with DPAD-Left and Right
ADDED: Reset position with DPAD-Up and Down
* ADDED/ Choice to use C-Button or D-pad
* HUD Logic fix and cleaning
* array revert it was just fo rme to read it better
* Fix tunic logic seem like my cleaning was not good
* I had declared default in CPP
It resulted to overwrite what user would make oof.
Also a ! was missing.
* There, Default here is better.
* magic bar and used bar what switched
while updating EnhancementColor
* hud mod update
* Update SohImGuiImpl.h
* should fix build
These flags are known to fix one known issue exclusive to Linux: the Volvagia boss battle sequence. The softlock that occurs points towards a possible floating point precision error, possibly tied to the camera/Volvagia movement. This does not occur for the Windows build. It's possible that there are more issues that gets fixed by these flags. These flags will ensure that the compiler follows the IEEE 754 standard, which so happens to be the same behaviour that Windows uses. For more details, read this informative stackoverflow post: https://stackoverflow.com/a/16395650
* Players can now spam their way through Kaepora Gaebora dialogue
* Turned the Owl Text Inversion into a toggle
Instead of replacing the Kokiri Owl Text at boot, a new Text Entry is added for it
* Attempt to make it compile on Linux
* Added multilingual support
* Commented the code to clear up confusion
* Update SohImGuiImpl.cpp
* Add int variant of CVar_ Get/Set/Register
* Add variant of CVar_ Get/Set/Register
* Add LoadHUDColors()
* Added temporary menu for custom colors
* vars added
* added section load
* variables save/load
* register boolean for colors radiobox
* Minimap recolor
* Hearts (top left) color, incl. DD variant
* Add A/B/C/Start btn colors and rupee
* A & C button icon and save prompt cursor.
* A & C notes and cursor
* Some notes I forgot tbh was open since hours.
* Shops cursor color with included pulse
* Wrong section was added
* Fixed some logic there and removed an unused if
* Moved a condition to make it better.
* That what happen when you left it open for hours
* Update z_message_PAL.c
* Added color array for A button
* Get/Set/Register Int not needed anymore
* Update Cvar.h
* Update Cvar.cpp
* Removed HUDCOLOR_SECTION moved it to cosmetics
Updated Tunics and navi mod too.
* changed categorie name and updated
* Updated Cosmetics menu and add colors there
* Update GameSettings.cpp
* Update GameSettings.h
* A more generic name
* Update SohImGuiImpl.cpp
* Update bootcommands.c
* update var name
* var name update
* var name update (creative name I know...)
* Updated variables names to match gHudColors
* to lazy to name this one
* gHudColors renaming stuff there too
* guess what, variable renaming.
* Update Tunic/Navi mods with new variable name.
* Updated Links tunic variable names
* Fix condition for Right C button
* Add condition to check if the button is on
* Added system to check if color tunics is turned on.
* Added empty C button colors
* Add ability to move Hearts
* Ability to move minimap (incl. dgn one)
Add Dungeon icon fix requirement. once merged I will fix conflict with this one.
* Compass icon move with the minimap
* Added several button move function
* stone of agony folly the interface too.
* fix minimap alpha
* Fixes notes env color (was showing incorrectly)
* PR repo mass update, cleaning incoming
* Clean_PR stuff
* useless there ...
* Properly load the function.
Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ?
* fix conflict and useless edit
* Fix default color for A/B and C btns
* Fix Rupee default color in ImGUI
* Reworked Tunics handling, much better this way
* Fix minimap default color
* C button default color fix
* better behavior and default color fix
* Fixed every default color to match gamecube style
* Fix dungeon entrance icon n.2
it was not using margin and always show icon system
* This need a scene else it show everywhere oof
* Removes the code that plays the low health alarm sound effect, by removing that instead of making HealthMeter_IsCritical always return false, Link will still play the tired animation when low on health.
* Made the low health alarm an enhancement toggle
* Added more SaveContext elements to save viewer; Added player-specific tab
* some std::strings changed to const char*; fixed bug with current equips on tunic+boots
* Spacing & misc. edits; reversed flag drawing order to match tcrf.net flag tables
* Initial Linux/GCC support commit
* Add instructins for linux in the README
* apply suggestions by @Erotemic and @Emill
* Fix python 3.10 symlink line
* Fix func_80041E80 type mismatch (#3)
Type mismatch functions.h:664
* Makefile: clean OTRExporter/libultraship/ZAPDTR with distclean and fix CXX_FILES
* Makefile: find C/CXX_FILES automatically
* Makefile: remove ugly conditions in find commands
* cleanup _MSC_VER usage
* fix Windows build
* cleanup extraction scripts
* fix Windows build
* Fix Windows path separator issue
* fix rumble support for linux
* use glew-cmake in dockerfile
* add pulseaudio backend
* fix ZAPDTR linkage
* Check for "soh.elf" in directory (#6)
hide second button if `soh.exe` or `soh.elf` is present
* Fix hardcoded segment addresses (#5)
* fix condition
* hack lus -> soh dep for ZAPDTR
Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com>
Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com>
Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>
* Boss title fixes.
* Proper X/Y/H/W
* Proper x,y,w,h
* Proper X,Y,W,H
* Actually had wrong height (was 32, should be 40)
* one of the last x,y,h,w fix
* WIP really need a better way to check it.
* Fix Ganondorf title card.
* better conditional logic
* No more workaround!
* Add two var in the TitleCardContext structures
* Added hasTranslation to Phantom Ganon's Horse
funny how that the horse that hold the title card.
* Add hasTranslation to Dodongo.
* Revert workaround and add hasTranslation=false
* Added hasTranslation to big piggy Ganon
* Add hasTranslation to Gohma
* Add hasTranslation to Morpha
* Add hasTranslation to Twins first part.
* Add hastranslation to that eletro "dude"
* Add hastranslation to bongo bongo
* Added hasTranslation to airwing v2
* add hasTranslation to TitleCard_InitBossName init
* isBossCard to true now that I can confirm it work
imagine in TitleCard_InitBossName setting isBossCard to false...
* no need to use bool there is seem to not like it
* change bool to s16
* Adding Languages section
* Added LanguagesSection
* Register the Cvar
* Added switcher method
* Added Language selection menu + function
* function ref.
* Conflict fixes to be sure nothing else is modded
* space removed
* no need to have conditions since ID are the same
* Rumble indefinitely until turned off
* Add rumble cvar
* Register CVar
* Check if controller can rumble to insert rumble pak
* Reduce verbosity of checks
* Remove extraneous const_cast
* Once again remove extraneous const_cast
* Add per-controller settings
* Add nice spacing
* Only display controller entry if pad connected
* Const some stuff
* Fix L/R buttons color in Kaleido menu.
I know this is a bug even official game but that definitely a logic bug.
That could be considered are a mods.
This make both button L and R have the same color on Hover and normal.
* Update z_kaleido_scope_PAL.c
* Condition to be on
Added condition to be on only if toggled on
* Cvar registers
* bool addition
* Added the item in menu
* Added bool in bootcommands
By default it is on.
* Hide and make it forced on by default
* Hide menu entry for that fix