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2 daysAdd new file setup screen, for selecting preset, rando/vanilla and seed (#1829)Garrett Cox
3 daysShuffle keaton grass and some more missed grass (#1822)Garrett Cox
11 daysSync shaders from LUS (#1804)Garrett Cox
2026-07-11Implement skeleton key (#1776)Garrett Cox
2026-07-08gGiScaleMtxJameriquiah
2026-06-11Fix GC US assets conflicting with N64 US HD assets (#1726)GhostlyDark
* GC US: Fix copyright text * GC US: Fix File Select text
2026-03-10Add Flippers Icon (#1586)ItsHeckinPat
2026-01-09[Rando] Shuffle Ocarina Buttons (#1303)Caladius
* Import Models * Give and Draw for Models * Logic updates, need to do Evans Song * Update OnFileCreate * Fixes * clang * Implement Japas Jam Session * Update naming uniformity * Rename Logic * ugh * Fixes VB, Logic, and removes magic numbers from Starting Items Macro. * Adds Item Tracker implementation * Adds Scarecrow song check and makes feedback changes. * Stop error chime from starting an EDM album. * Update mm/2s2h/Rando/MiscBehavior/OnFileCreate.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Logic/Logic.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Logic/Logic.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Enhancements/Songs/SkipScarecrowSong.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Undo Swim change (no idea why i did this) * Reworked Hook * Cleanup * Clean up Fix bug with SkipScarecrowSong Fix Zora Ballad logic Grant Ocarina buttons when not shuffled Fix VB_PLAY_OCARINA_NOTE boolean Re-instantiate starting items RI adjustment Swap Ocarina right and left --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
2025-11-24Port Input Viewer from SoH (#1345)Glought
* Port Input Viewer from SoH * Made Changes requested by Eblo for "InputViewer.h" and "InputViewer.cpp" * Renamed the button PNGS back to the original names from SoH Custom .otr files for the InputViewer on SoH should work. * Ran Clang Format * Removed unneeded code from "BenPort.cpp: Line 186: controlDeck" Removed unneeded code from "BenPort.h" Ran Clang Format
2025-10-30[Rando] Implement Traps (#1287)Caladius
* Initial Trap Implementation with 1 Trap Example. * New TrapTypes and Per Trap Custom Messages * Spruce up Menu and add placeholders for toggling traps * Reordering and clean up * Seeded Trap Models * Trap Type Opt-in * Add Jinx Trap * Add Enemy (Like Like) Trap * Fix Shop Item draws and convert for Progressive * Placeholder for Custom Model * Implemented time trap[Please Squash this] (#13) * Implemented time trap * Finished comment because im braindead today * Forgot to fix indentation(whoops) * Changed things not mess with the games code, added some more Time Trap messages * Removed a include I forgot to yoink from the base code. * Removed header define for VerifyTimeSkip * Clangit * Missed some leftovers from a merge conflict. * Clang format throwing a fit over a empty line * Added Timeskip CVar placeholder * Fixed issue where game crashes past midnight * Added Moonfall skipping prevention messures. * Added fallback loop to handle the remaining cycles in the event of a overflow. * Cleaner implementation * Keep it simple stupid * changed function name to be more accurate * Removed outdated comment, used TimeSkipInc for moonfall skip prevention * Reverted max trap(accidentally pushed it while testing) * Removed old unused value * Reduced the iteration by 1 to be closer to where it was at before. * Will this fix Windows? * Added TRAP_TIME to trapToCvarMap * Corrected typo on comment * Clangit...again * Added calls to load environment values and adjust the weather. * Update Time Trap and clean up code * Add Flash effect to Time Trap * Added a few more timeTrapMessages * I hate you clang format * Fix Trading Post Kick Out Time * Added map for all locations I can think of that close. * Clangit yet again * Removed Inn handling because the edge case related to it closing cannot happen * Corrected a whoopie I made when I was dealing with a conflict * Removed pointless condition check that is always true * Removed duped variable * Removed unnecessary data from SCENE_8ITEMSHO kickout entry * Removed now used TRADING_POS_ACTOR_PARAM --------- Co-authored-by: Caladius <clatini88@gmail.com> * Comment out Kick Out code for later TODO * Clean out commented code * Adds Wallet Trap and updates some tooltips * More Trap Messages * Even more trap messages * moooooore messages * update for clang * Feedback changes for Time Trap * Update Trap functions * Fix Matrix call * Trap Model Import (Thanks Zrc) * rename * Adjust size * update name for uniformity * Update mm/2s2h/Rando/MiscBehavior/Traps.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/MiscBehavior/Traps.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * feedback updates * Update notifications to remove color codes from trap messages when item skip is on * VBify Object Dependency * Fix comma * fix headers * Refactor ObjectDependency hook * Check if item get cutscenes are being skipped * Use brackets for LUS include * Header update --------- Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
2025-10-15[Rando] Implement Triforce Hunt (#1071)Caladius
* Implement Triforce Hunt (needs Glitchless Seed Gen help) * Fix Credits Warping * Clean up logging * Fix Seed Gen * Remove test code. * Add Triforce Piece to item tracker * Allow for multiple models, pushing up because I dislike it and can't figure out a better way. * Majora Soul for Reward (needs work). Completed Triforce text * Clang * clean up comment * Remove SPDLOG * Updates based on Feedback * Cleanup * Cleanup again * Fix Ship Utils * Fix Tracker drawing * Feedback updates * clang because why not * Update to use ENTRANCE mapping. Thanks BalloonDude * Expand shuffle maximum and handle instances where a seed may not generate. * Undo menu text. * Fix Item Tracker... again and feedback changes. * Update define location to StaticData.h and update majora syntax * cleanup * Remove TriforceHunt.cpp again... * clean up * FOR REAL THIS TIME * Update ratio of required/max if the seed needs to adjust how many are in the pool due to generator issues. * clang
2025-10-15[Rando] Shuffle Swim (#1087)Caladius
* Shuffle Swim + Central Logic * East Logic * Great Bay Temple (hopefully) * North Logic * Pirates Logic (Hopefully) * South Logic * West Logic * Fix Termina Field Logic * Fix Great Bay Temple Logic * Feedback Changes * Split Southern Swamp North * Update Swamp and GBC logic * missed one * Feedback Updates * fix syntax * Split Marine Lab Exterior from GBC * replace Bronze Scale wording in Menu. * Additional logic pass for swim ability * Mimic Deku hop failure event when touching water Separate Woodfall owl statue platform into own region * Import Model * Add to 2ship.o2r * Add Model Selector * Update Model * Clean remove model for replacement * Import new model extract from Dana * Testing * pathing change * Pushing for someone to look at the model crash issue. * Enable DrawAbilityItem to take in multiple items when more get added. This is ready to go. * Feedback Changes * clang * Revert "clang" This reverts commit e09482f8b83c39f4678a9c349ed9061f2e002251. * Undo clang for once lol * Do not skip pushing Mikau if no swim ability * How did I mess that up * Fix changes * clang bullsh*t --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
2025-10-11Update asset headers to match feedback changesEblo
2025-10-11Sync object_skb.xml N64 to GCEblo
2025-10-05Address decomp asset sync and port feedbackEblo
2025-09-22Sync GC_US gameplay_keep.xmlEblo
2025-09-16Asset cleanupEblo
2025-09-16Update enhancement and assets for players and TotoEblo
2025-09-16Document Player's Face and z_actor FaceChange functions (#1777)engineer124
* player face docs * more docs * cleanup * toto * more comments * fix bss, names * better comment * PR, fix comment * fix bss * sEyeTextures comment * FaceChange_UpdateBlinkingNonHuman --------- Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-09-16Update enhancements and objects to match kaizokuEblo
2025-09-16`En_Kaizoku` and `object_kz` documented: the pirate fighter miniboss (#1788)Isghj
* Kaizoku: some docs * Kaizoku: more docs * Kaizoku: more docs * Kaizoku: all object labeled * Kaizoku: more docs * More docs * Kaizoku: more docs * Kaizoku: more docs * Kaizoku: more docs * Kaizoku: first pass complete * format * Kaizoku: minor tweaks * Kaizoku: Anghelos requested changes pass1 * Kaizoku: minor docs * Kaizoku: get'n't * Kaizoku: format * Apply suggestions from code review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Kaizoku: back to OK * Kaizoku: more requested changes * Kaizoku: outfit and lipstick color enums * Kaizoku: rename object assets from gKaizoku to gFighterPirate * Kaizoku: LIMB_FULL * Kaizoku: some requested changes * Kaizoku: more requested changes * Apply suggestions from code review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Kaizoku: back to matching * Kaizoku: requested changes * Kaizoku: missed change * Apply suggestions from code review Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> * Kaizoku: back to matching and more requested changes --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
2025-09-16`EnIshi` documentation pass, and `gameplay_field_keep` assets labeled (#1794)Isghj
* Ishi: some docs * Ishi: more docs * Ishi: more docs * Ishi: field_keep assets labeled * Ishi: format * Ishi: minor docs/fixes * Ishi: requested changes * Spawn and Dust Funcs * Ishi: only us version * Ishi/Bombiwa: more requested changes * Ishi: format * Apply suggestions from code review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Ishi: back to matching * Ishi: a value got inverted somehow --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-09-16Document original player animation names in `gameplay_keep` (#1786)Tom Overton
2025-09-16Add gameplay_*_keep original assets to GCEblo
2025-09-16Add original asset names to `gameplay_field_keep` and ↵Tom Overton
`gameplay_dangeon_keep` (#1772)
2025-09-16Add missing ExternalFile tags to GC variantsEblo
2025-09-16Add missing ExternalFile tags to object_dmask and object_osn (#1770)Tharo
2025-09-16Apply original overlay asset names to GCEblo
2025-09-16Add original asset names to all assets present in overlays (#1766)Tom Overton
2025-09-16Apply object_y-z* names to N64 XMLEblo
2025-09-16Add original asset names to all `object_y*` and `object_z*` files (#1765)Tom Overton
2025-09-16Apply object_u-w* names to GC_USEblo
2025-09-16Add original asset names to all `object_u*`, `object_v*`, and `object_w*` ↵Tom Overton
files (#1761)
2025-09-16Boss07 (Majora) OK and documented [mm-n64-us.z64 OK] (#1753)Tom Overton
* more matches * more functions * merge, I hope * wrath done-ish * 5 nonmatchings * more matchings * more improvements * more stuff * stuff * docs part 1 / infinity * more docs * . * more adjustments * linked assets * Document object_boss07 and match Boss07_Incarnation_Intro (thanks Synray!) * more stuff * play part 2 * lol merge * update * unk types * SWEET GOOGLY MOOGLY IT MATCHES * cam fixes * adjust damage stuff * if? * stuff * signs * macro stuff. clean up later * names * Some small cleanup * cleanup and docs * more cleanup * Wrath shadow docs * Use `EVENTINF_INTRO_CS_WATCHED_MAJORA` after merging * Update functions.txt * Types cleanup * Some low hanging fruit * Undefined_syms.txt * More static -> battle handler * Lots of naming cleanup * Remove z_boss_07_dmgtbl.inc The reasoning behind removing this file is simple; it wasn't all that long, so extracting it out to an included file didn't really add much, and it made refactoring and/or things much harder, since you needed to check in multiple places to change things. * Get most of the limb stuff named (and actually update the spec) * Some minor cleanup * Updating the repo with what we talked about in discord * Some syncing with Odolwa and other misc name stuff * Some Odolwa/Bio Baba sync * Another bit of Odolwa/Bio Baba sync * Name a lot of incarnation limb variables * Finalize the incarnation intro variable stuff * Fix a goof * `incarnationWrathTransition` variables * `generalCollider` and always use "tentacle" * Completely remove "shot," always use "projectile" * Clean up `Boss07_Mask_Draw` * Name `maskShakeTimer` * Give better names to a few more things * Some beam-related struct vars * undefined_syms * More beam names * More beam stuff * Beam, pt 100000 * Some intro struct members * Some timers * More non-beam stuff, back to beam * Done with beam finally * All but one of the subcam variables, some other stuff * Some variable names and cleanup * More cleanup * jumpSfxTimer -> landSfxTimer * actionState -> subAction and a little bit of syncing with Odolwa * A couple more variables sync * Buncha variables * Lots of non-whip variables * Commit what I have before starting on some of the grab stuff * All but one struct var done * Lots of header cleanup * Finish the header file * Fix build after merging main * Damage effect enums * Update damage effect enums for Incarnation and Wrath * Update damage effect enums for Mask and Remains * First pass at top damage effects * Do a few sub action enums so I have something to show * Fix the damage effect enums, clean up a lot of subaction enums * All remaining sub action enums, cleanup damage effect enums, other misc cleanup * Finish enums * Finish data * Push up what I have * Consistency * scroll -> texScroll * low hanging fruit * PR + small fix * Happy with >20% of functions * Happy with >40% of functions * Happy with >60% of functions * Happy with >75% of functions * Happy with >90% of functions * Happy with >95% of functions * Happy with `Boss07_Wrath_DeathCutscene` * Happy with `Boss07_Mask_FireBeam` * Happy with `Boss07_Wrath_CheckWhipCollisions` * Happy with everything but `Boss07_Mask_Draw` * Happy with all functions I think? * Clean up forward declarations * Write a half-decent file header * Fix after merging * Fix some minor stuff here and there * Minor fix in the file header because I forgot I renamed this * Respond to engineer's review * Respond to Anghelo's review * Replace as many actor lookups with for-loops as I can in Odolwa/Majora * Change the comment about the hookshot from a `@note` to a `@bug` * `drag` -> `deceleration` * Extra scopes for the matrix stuff in `Boss07_Mask_DrawBeam` * Use decimal numbers in the various `FillShadowTex` functions --------- Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: petrie911 <pmontag@Monday.localdomain> Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu> Co-authored-by: petrie911 <petrie911@users.noreply.github.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
2025-09-16Periodic asset updatesEblo
2025-09-16Player Docs: FocusActor and Lock-On Cleanup (#1711)engineer124
* focus actor docs * small cleanup * brackets * remaining lock-on docs * more cleanup/docs * more reticle docs * oops
2025-09-15Update Igos asset header and enhancementEblo
2025-09-15ovl_En_Knight OK (#1659)Tharo
* En_Knight matching * Cleanup * Fix * Documentation Pass * Suggested changes. Use IGOS_LIMB_* whenever it's guaranteed that the skeleton is gIgosSkel, still using KNIGHT_LIMB_* whenever it's ambiguous * Remove related undefined syms * More suggested changes * BODYPART_NONE and bodypart enum * Suggested changes * Braces Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> * csCamId Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> * Various suggestions * EnKnight_UpdateLimbCollider -> EnKnight_SetColliderSphere * Yase/Debu -> Thin/Wide * csCam -> subCam * Format * Fix * animTranslation -> animMovement, dmgEffect -> drawDmgEff * More brackets Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com> --------- Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
2025-09-15Another General Cleanup (#1651)Derek Hensley
* add z64player.h include to z_player.c * NULL check in func_80AEE374 * Couple formating things * parameter R_PICTO_PHOTO_STATE * Remove COLPOLY_NORMAL_FRAC * DynaPolyActor_Init transformFlags * Float in ObjDriftice_Init * aspMainStack * Add gbi defines to m2ctx * Add GBI_DEFINES to COMMON_DEFINES in makefile instead of duplicating it * Add version to build include for m2ctx * Invadepoh includes * Sort calc_bss includes like makefile
2025-09-15More General Cleanup (#1658)Derek Hensley
* gDs2nEyeTexAnim * sEnMm2EmptyDL * object_um_Matanimheader_007D10 * object_mnk_Matanimheader_019A20 * gTurtleEmpty2TexAnim * object_iknv_obj_Matanimheader_0113E0 * object_botihasira_Matanimheader_001A48 * gTwinmoldEmptyTexAnim * gBeaverYoungerBrotherEmptyTexAnim * gNwcEyeTexAnim * gTwinmoldEmptyTex1Anim gTwinmoldEmpty2TexAnim * gGyorgEmpty1TexAnim gGyorgEmpty2TexAnim * gBurlyGuyEmpty1TexAnim gBurlyGuyEmpty2TexAnim * gKotakeEyeTexAnim * gDmZl4EmptyTexAnim * object_cs_Matanimheader_00F6D4 * gAnju1UnusedTexAnim * Empty blobs * EnKusa_IsUnderwater * IsUnderwater functions * s on static variable names in col check * scene_texture_01_Tex_002D40 * object_ds2_Tex_0030D8 object_ds2_Tex_0034D8 object_ds2_Tex_0038D8 * object_gk * undefined_syms * object_fall2_Matanimheader_005CF0 * gTwinmoldEmpty1TexAnim typo
2025-09-15Apply asset nsmaes to object_t* GC filesEblo
2025-09-15Add original asset names to all `object_t*` files (#1657)Tom Overton
2025-09-14Another round of port cleanup and fixesEblo
2025-09-14Add room DLs to GC XMLEblo
2025-09-14Explicitly extract room DLs that ZAPD can't detect (#1653)Tom Overton
2025-09-14EnOkuta (Octorok and its projectiles) OK and documented (#1641)Tom Overton
* Match EnOkuta * Match data * Use the generated reloc * Delete extern stuff and format * Extract the DL * Fix lots of stuff * Copy a lot of names over from EnSyatekiOkuta * SFX enums * Lots more stuff * Constants and other stuff * Some more stuff I missed * Name more functions using OoT/SyatekiOkuta as reference * An easy function I missed * Some floats * Getter macros * Types enum * Name the cylinder inits a little clearer * Create bodyparts enum and name all data * Name all functions * Name `timer` struct var and all temps * Name the `jumpHeight` struct var * Create damage effect enum * Name the extracted DL * Name `numConsecutiveProjectiles` * Finish docs * Document XML * Clarify that this blue Octorok isn't the shooting gallery one * Respond to reviews * Stuff --------- Co-authored-by: Synray <31429825+Synray@users.noreply.github.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-09-14ovl_En_Death and ovl_En_Minideath (#1645)Tharo
* En_Death new build system edition * Fix merge * Matched * Fix merge * Some names * Suggested changes * Further suggested changes * Add value comments to MinideathAction
2025-09-14z_map decompiled (#1032)mzxrules
* First batch of functions * more ok * z_map_data OK * More OKs, MinimapList ZAPD breaking change * func_80103A58 improvements, more OK * func_80106D5C and func_801091F0 decomped * func_801031D0 decomped and some fixes * house cleaning, more OKs more decomp * Even more OKs * func_80105C40 almost OK, more OKs * func_80108AF8 OK and more * All functions attempted * func_8010534C OK * Start documentation, rename DoorCtx * More OKs, split map_data.data, more doc * incremental clean-up, more function names * more function names * func_801068FC OK * old uncommitted changes * minor tweaks * implement easy fixes * more fixes * z_map_disp OK, implement more suggestions * delete utility program * migrate data * TransiActor ->TransitionActor * Major documentation pass * first pass of changes * warning fix attempt, revert ZFile.cpp * Fix FAKE match * Easy fixes * implement gDPLoadTextureBlock_Runtime * z_demo bss patch * Extract white square texture * Implement more suggestions * rework MapIndex/DungeonIndex * revert dungeonSceneIndex -> mapIndex in some spots, implement suggestions * more suggestions * minor nits * fix #include
2025-09-14Apply object_tab documentation to port filesEblo
2025-09-14obj_tab (#1495)Wimmer
* obj_tab * obj_tab update removed (actorfunc) and moved the LIMB enum * object_tab update * PR Review --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>