* 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>
* 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>
* -
* 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
* 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
* 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
* 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
* Potential fix for Title being over Kaleido.
Changing "OVERLAY_DISP" to "POLY_XLU_DISP" seem to fix and do not bring any errors (I did tried scene one by one and walked around in game)
It may be no correct but it could point to the right direction if that is not correct.
* Update z_actor.c
* Update graph.c
* Update z64.h
* Update macros.h