Shipwright/soh/assets/soh_assets.h
aMannus 2957dc61c3
[Feature] Boss Rush (#2923)
* Ganon(dorf) cutscene skips

* Remove leftover code

* Load into chamber of sages

* Fix loading into chamber without fast file select

* Boss warps in chamber done

* Change warps back to chamber

* Initial proof of concept done

* ganon(dorf) cutscene skips

* Code cleanup & auto age equipment

* Gameplay stats timer + tweaks

* Scuffed timer

* Better timer

* remove arena props + fix arena exits

* Fix blue warps

* Attempt to fix build

* Fix build again

* And again..

* Try no. 9001

* Handle dying and saving

* Child link face fire medallion

* Fix build

* Fix warps after reset/death

* Disable doors and move player spawns in boss rooms

* Fix boss rush logo rendering

* Start of ingame options menu

* File Select cleanup

* Fix build

* Render char text PoC

* Move functions to be more generic

* Fix build

* Fix other builds

* Initial text scaling/kerning

* Special characters prep

* All special characters work now

* Attempt to fix build

* Fix build question mark

* Finish all kerning

* Start of ingame options menu with vertical scrolling

* Barebones functional options menu

* More options menu progress

* More visual elements for options menu

* Options menu visual changes, implement all options, tons of cleanup

* Cleanup and comments

* Shorter enums

* More options

* Change default heart count

* Finish French translations

* Implement timer in cosmetics editor

* Uncomment timer requirement

* Variable name change

* German translation & small UI tweaks

* Animated up/down arrows in options UI

* Better arrows in options UI

* Cleaner timer + make it usable for general gameplay

* More cleanup + ganon & ganondorf boss option

* Implement never heal option

* Slight up arrow in options UI tweak

* Add BGS option

* Reintroduce ganondorf cutscene skip

* Change encoding to UTF on bossrush.cpp

* Fix build hopefully

* Fixed static variables leading to options not properly resetting

* Fix BR completed timestamp

* Change timer to render on top of everything

* Offset final BR time by 0.1 second from boss timestamps

* Add missing check for boss rush

* Implement soh_assets.h

* Revert merge mistake

* Fix special characters with UTF-8

* Fix build

* here's the fix you can merge from your phone

* Fix quest select crash with oot.otr only

* Use OoT's kerning

* Fix HD textures on options menu

* Fix special character kerning

* "Heal every boss" fixes

* Seperate headers + bunny hood option

* Remove GetUnixTimestamp() externing

* Clean up extern "C"'s

* Address review comments

* Fix build question mark

* Remove accidental styling change

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00

83 lines
4.7 KiB
C

#pragma once
#include "align_asset_macro.h"
// This file is manually made
// When new assets are added to the soh.otr file
// We need to add the aligned version of the resource names here and use in code
// On Mac, not using aligned resource names was causing crashes in release builds
// objects
#define dgChristmasGreenTreasureChestFrontTex "__OTR__objects/object_box/gChristmasGreenTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestFrontTex[] = dgChristmasGreenTreasureChestFrontTex;
#define dgChristmasGreenTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasGreenTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestSideAndTopTex[] = dgChristmasGreenTreasureChestSideAndTopTex;
#define dgChristmasRedTreasureChestFrontTex "__OTR__objects/object_box/gChristmasRedTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestFrontTex[] = dgChristmasRedTreasureChestFrontTex;
#define dgChristmasRedTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasRedTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestSideAndTopTex[] = dgChristmasRedTreasureChestSideAndTopTex;
#define dgGoldTreasureChestFrontTex "__OTR__objects/object_box/gGoldTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestFrontTex[] = dgGoldTreasureChestFrontTex;
#define dgGoldTreasureChestSideAndTopTex "__OTR__objects/object_box/gGoldTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestSideAndTopTex[] = dgGoldTreasureChestSideAndTopTex;
#define dgKeyTreasureChestFrontTex "__OTR__objects/object_box/gKeyTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestFrontTex[] = dgKeyTreasureChestFrontTex;
#define dgKeyTreasureChestSideAndTopTex "__OTR__objects/object_box/gKeyTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestSideAndTopTex[] = dgKeyTreasureChestSideAndTopTex;
#define dgSkullTreasureChestFrontTex "__OTR__objects/object_box/gSkullTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestFrontTex[] = dgSkullTreasureChestFrontTex;
#define dgSkullTreasureChestSideAndTopTex "__OTR__objects/object_box/gSkullTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestSideAndTopTex[] = dgSkullTreasureChestSideAndTopTex;
#define dgTitleRandomizerSubtitleTex "__OTR__objects/object_mag/gTitleRandomizerSubtitleTex"
static const ALIGN_ASSET(2) char gTitleRandomizerSubtitleTex[] = dgTitleRandomizerSubtitleTex;
#define dgTitleBossRushSubtitleTex "__OTR__objects/object_mag/gTitleBossRushSubtitleTex"
static const ALIGN_ASSET(2) char gTitleBossRushSubtitleTex[] = dgTitleBossRushSubtitleTex;
// textures
#define dgDPad "__OTR__textures/parameter_static/gDPad"
static const ALIGN_ASSET(2) char gDPadTex[] = dgDPad;
#define dgArrowUp "__OTR__textures/parameter_static/gArrowUp"
static const ALIGN_ASSET(2) char gArrowUpTex[] = dgArrowUp;
#define dgArrowDown "__OTR__textures/parameter_static/gArrowDown"
static const ALIGN_ASSET(2) char gArrowDownTex[] = dgArrowDown;
#define dgFileSelMQButtonTex "__OTR__textures/title_static/gFileSelMQButtonTex"
static const ALIGN_ASSET(2) char gFileSelMQButtonTex[] = dgFileSelMQButtonTex;
#define dgFileSelPleaseChooseAQuestENGTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestENGTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestENGTex[] = dgFileSelPleaseChooseAQuestENGTex;
#define dgFileSelPleaseChooseAQuestFRATex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestFRATex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestFRATex[] = dgFileSelPleaseChooseAQuestFRATex;
#define dgFileSelPleaseChooseAQuestGERTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestGERTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestGERTex[] = dgFileSelPleaseChooseAQuestGERTex;
#define dgFileSelBossRushSettingsENGTex "__OTR__textures/title_static/gFileSelBossRushSettingsENGTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsENGText[] = dgFileSelBossRushSettingsENGTex;
#define dgFileSelBossRushSettingsFRATex "__OTR__textures/title_static/gFileSelBossRushSettingsFRATex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsFRAText[] = dgFileSelBossRushSettingsFRATex;
#define dgFileSelBossRushSettingsGERTex "__OTR__textures/title_static/gFileSelBossRushSettingsGERTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsGERText[] = dgFileSelBossRushSettingsGERTex;
#define dgFileSelRANDButtonTex "__OTR__textures/title_static/gFileSelRANDButtonTex"
static const ALIGN_ASSET(2) char gFileSelRANDButtonTex[] = dgFileSelRANDButtonTex;
#define dgEmptyTexture "__OTR__textures/virtual/gEmptyTexture"
static const ALIGN_ASSET(2) char gEmptyTexture[] = dgEmptyTexture;