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path: root/mm/src/code/z_parameter.c
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2026-05-18Execute moon crash hooks during edge case (#1691)Jordan Longstaff
2026-02-22Simplify hearts & magic cosmetics and expand where they are shown (#1562)Garrett Cox
2026-01-29Move before moon crash hook (#1521)balloondude2
2026-01-05[Enhancement] Auto Bank Deposit (#1419)mckinlee
* initial implementation * oops * feedback
2025-11-20[Audio Editor] Port Audio Options from SoH Audio Editor (#1325)Glought
* Ported Audio Options from SoH Audio Editor *Moved "Mute Low HP Alarm" to Audio Editor -> Audio Options Changed Cvar From: "gEnhancements.Sfx.LowHpAlarm" To: "gAudioEditor.LowHpAlarm" *Moved "Mute Carpenter Sounds" to Audio Editor -> Audio Options Changed Cvar From: "gEnhancements.Sfx.MuteCarpenterSfx" To: "gAudioEditor.MuteCarpenterSfx" *Moved "Mute Crying Goron Child" to Audio Editor -> Audio Options Changed Cvar From: "gEnhancements.Sfx.ChildGoronCry" To: "gAudioEditor.ChildGoronCry" *Added "Disable Tatle Call Audio" *Added "Disable Enemy Proximity Music" *Added "Randomize All Music and Sound Effects on New Scene" *Added "Randomize All Music and Sound Effects on Randomizer Generation" *Added "Display Sequence Name on Overlay" and "Overlay Duration" Slider *Added "Link's Voice Pitch Multiplier" Slider * *Ported "AddSearchWidget" Functionally Enabled for Audio Editor -> Audio Options * Cleaned up some code I missed and ran clang format. * Renamed "OnScene" Hook to "OnSceneChange" * Made it so "Link's Voice Pitch Multiplier" slider only effects Link's voice. * Forgot the "AudioHook.cpp" file its needed for the "Display Sequence Name on Overlay" option. * Moved the "Sfx" folder to the "Audio" folder. * Removed extra line breaks between sections in "RegisterAudioWidgets()". * Renamed "OnGenerationCompletion" hook to "OnRandoSeedGeneration" * Changed "gAudioEditor.*" to use "CVAR_AUDIO("*") in "AudioEditor.cpp" * Added "AddAudioSearchWidget" function Changed all "BenGui::mBenMenu->AddSearchWidget lines to use "AddAudioSearchWidget". * Changed the "OnSeqPlayerInit" hook parameters type to use the "s32" Macro. * Update BenMenu/BenGui include paths: Replaced "../../" with "2s2h/". * Ran Clang Format. * Added "DisableEnemyProximityMusic.cpp" Added "VB_PLAY_ENEMY_PROXIMITY_MUSIC" enum to "GIVanillaBehavior" in "GameInteractor.h" "Audio_UpdateEnemyBgmVolume" is now wrapped in a "GameInteractor_Should" * Added "DisableTatlCallAudio.cpp" Added "VB_PLAY_TATL_CALL_AUDIO" enum to "GIVanillaBehavior" in "GameInteractor.h" "Audio_PlaySfx(NA_SE_VO_NAVY_CALL)" is now wrapped in a "GameInteractor_Should" * Added "LinksVoicePitchMultiplier.cpp" Added "Enable Link's Voice Pitch Multiplier" checkbox to Audio Editor The "Link's Voice Pitch Multiplier" slider is now disabled when "Enable Link's Voice Pitch Multiplier" is not enabled. Added "VB_LINK_VOICE_PITCH_MULTIPLIER" enum to "GIVanillaBehavior" in "GameInteractor.h" "AudioSfx_PlaySfx" in the file "z_actor.c" in function "Player_PlaySfx" is now wrapped in a "GameInteractor_Should". * Removed "OnSceneChange" Hook. Removed "GameInteractor_ExecuteOnSceneChange". Removed "GameInteractor_ExecuteOnSceneChange(play->sceneId);" from "z_play_2SH.cpp:OTRPlay_SpawnScene" function Renamed "AudioEditorRegisterOnSceneChangeHook" to AudioEditorRegisterOnRoomInitHook". * Made Changes requested by Eblo to "LinksVoicePitchMultiplier.cpp" and "z_actor.c" * WIP Randomize On New Scene
2025-10-29Bump LUS and OTRExporter, add null audio backend (#1289)Eblo
* Bump LUS and OTRExporter, add null audio backend * Missed an include change * And again * Thanks macOS * Another one * Bump LUS again, fixing SDL audio backend bug * Sync LUS bump changes to merged PRs * Bump LUS again * Update CMakeLists.txt includes
2025-10-15[Enhancement] Time Splits (#1266)Caladius
* Adds support for Timesplits * clanged * Fix Popout Crash * wip file saving; fixes Bow and Red Potion splits * Add Active Row Highlighting * Fix D-Pad Bottle Collection * Cleanup and Add Boss Splits. * Add names to Boss Icons * clang v2 * Linker fix * Move time formatting to ShipUtils (this also cleaned up DisplayOverlay). * clang v3 * Adds Saving/Loading splits from file. * Update inventory range to exclude heart piece. * Update column name to not be abbreviated * Adds Magic Meters and Double Defense * clang cuz ya boi alwayz fogetz * Fix Fairy Splits with CS Skip Enabled * Move songColorMap to ShipUtils along with the function to get the color. Fixed Song Icon sizing. * Adds default Window size and allows resizing. * Allow scrolling of splits list * Adds Entrance Splits and cleans up the UI. Adds new splitType to the object so I added a small solution to handle older files that may not have it for testing. * UI Update and Entrance Filters. * Adds split list to the options window to fill out the space. * Fix ID mismatching. * Add Split Comparing Functionality * clang * Compare Split text display corrections * Adds auto scrolling to follow Active Splt if list is bigger than the window. Also locks the Header Row when visible to always be visible at the top instead of scrolling with the list. * Adds Tooltips for options * Fix time coloring for splits with no previous data. * Fix crash and ID mismatch * Feedback Updates * Extern is needed since my definition is in the cpp file it seems.
2025-10-15Mask disable adjustments (#1268)Eblo
2025-09-17Re-include z64malloc.h in z_parameter.cEblo
2025-09-16Document inconsistent empty C-button disabling bug (#1810)tomtee
* Document inconsistent empty C-button disabling bug * Fixed formatting
2025-09-16Misc Fixes (#1778)Derek Hensley
* kaleido_map double parens * ObjUm PostLimbDraw fake match * z_parameter double parens * voice_internal func_801A541C return type * audio load missing return comments * EnTest7_DrawFeathers * EnTest7_UpdateFeathers * format
2025-09-16Document Room Type (#1740)engineer124
* roomType * cleanup
2025-09-16Cleanup gSPMatrix, rename `Matrix_New` -> `Matrix_Finalize`, add ↵engineer124
MATRIX_FINALIZE_AND_LOAD (#1729) * mtx-finalize * cleanup gSPMatrix
2025-09-16Target -> Attention (System Rename) (#1716)engineer124
* attention * revert flags, too large of a diff * more revert
2025-09-15Document garbage data on the on-screen clock. (#1648)Anghelo Carvajal
* z_parameter clock bug * Rename `AVOID_UB` to `PRESERVE_UB` * revert PRESERVE_UB * format * fix
2025-09-15Revert some HUD editor changes, update signaturesEblo
2025-09-14`z_parameter.c`: remaining functions, do action documentation, gfx cleanup ↵Tharo
(#1652) * Parameter last functions Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Documentation for do actions and various gfx * Suggested changes * f prefix for texture scale numbers * Player_SetBButtonAmmo --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
2025-09-14Another round of port cleanup and fixesEblo
2025-09-14Add a `z64play.h` header (#1646)Anghelo Carvajal
* z64play.h * Move macros, functions and variables to header * cleanup * Reduce needed headers on z_collision_check * Change play functions to take PlayState * Move `Actor_ProcessInitChain` to `ichain.h` * format * Update src/code/z_play.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Add macros.h to sys_math3d.c * Rename SequenceContext to SceneSequences --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-09-13Introduce `z64pause_menu.h` header (#1505)Anghelo Carvajal
* z64pause_menu.h * move functions and variables * Move PauseMenuPage * move stuff that seems public to the new header * KALEIDO_OVL_MAX * bss * review * IS_PAUSED * format * add argument to pause macros * Update include/z64pause_menu.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * bss * More IS_PAUSED I missed * early returns * bss * empty commit to trigger GHA * bss * bss * bss * includes * bss --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2025-09-13BossHakugin (Goht) OK and documented, EnHakurock documented, other assorted ↵Tom Overton
documentation (#1599) * Fix struct * 20/79 OK * BossHakugin_Draw OK * func_80B0D69C OK * func_80B0D2B8 OK * func_80B0D750 OK * Shadow function docs * Fix some non-matchings * Apparently this matches now? It didn't before * OverrideLimbDraw OK * BossHakugin_PostLimbDraw * Animation Cleanup: En_G* (#1395) * wip * more cleanup * more cleanup * one more thing * one more default case * missed brackets * PR Review * add more matches and fill stuct * 3 more Draw functions * func_80B0E5A4 * Finshed the Draw functions * Small cleanup * Most of the death-handling code done * more matching * functions * Goht collab (#9) * Animation Cleanup: En_G* (#1395) * wip * more cleanup * more cleanup * one more thing * one more default case * missed brackets * PR Review * z_message_nes (1 NON_MATCHING) (#1394) * Bring over progress * Some docs * scratch urls + format * Fixes * Match Message_DrawTextNES * String macros * color structs * Document object_mk (#1389) * Updated object_mk animation, limb, and skeleton names * Updated object_mk texture and DList names * Added comment to object_mk.xml * Remove "ing" from Anim names Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update z_en_mk.c to not use "ing" in names * Running formatter --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Player Docs: Initial framework for "Action Change Lists" (#1397) * copy fig docs * adjust wording * another fix * fix bool * PR Suggestion * Animation Cleanup: En_H* (#1399) * begin H * more cleanup * Animation Cleanup: En_I* (#1400) * cleanup I * oops * Start Player Item Docs (#1396) * Copy Fig Docs * small cleanup * ItemChangeType comment * bool * item change comments * PR Review * rm comments * Animation Cleanup: En_K* (#1402) * cleanup k * one more name * Animation Cleanup: En_J* (#1401) * cleanup J * small fix * functions --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: Zach North <zrnorth@gmail.com> Co-authored-by: petrie911 <pmontag@Monday.localdomain> * hotfix * all functions decomped * all functions decomped * Now with more data * small fix * another small fix * ok last small fix I swear * cleanup * func_80B0A8C4 OK * func_80B0D9CC OK * Use generated reloc for Goht + remove Goht's undefined_syms * Bodyparts + other clean up * cleanup * oops * fix merge * begin docs * fix merge * cutscene docs * effects docs * small docs * Document colliders * Odds and ends in the struct * Name some functions * Name two functions * Some action functions and other odds and ends * Name the lightning segments and electric ball functions correctly * Names and other cleanup * Start on hakurock + more cleanup * Name all hakurock functions * Name hakurock effects + create a GET_TYPE macro for it * Finish documenting Hakurock * Name one more function in BossHakugin * Name a few more things * Name a lot of struct vars * Wall-related stuff * Fix some fake matches * Name a couple more struct vars * Document some more of the struct * Name the limb flag stuff * Name the last unnamed struct vars * Name the horn colliders correctly * Some initial work on documenting data * Some function documentation * A couple of cleanups * Finish documenting BossHakugin_UpdateBaseRot * Name BossHakugin_SetLightningSegmentColliderVertices * Document BossHakugin_AddLightningSegments * Document BossHakugin_RunUpdateCommon and related functions * Document BossHakugin_AddMalfunctionEffects * Document BossHakugin_StepVectorToTarget * Rename to BossHakugin_StepVector * Finish documenting BossHakugin_AddMalfunctionEffects for now, might come back later though * Document BossHakugin_UpdateSubCam * Document BossHakugin_Thaw * Document BossHakugin_ChargeUpAttack * Some scattered docs * Finish documenting the top "library" functions * Document intro cutscene functions * Document running and charging * Document downed * Document throwing * Document remaining non-death action functions * Document most of the death cutscene * Get started on documenting crushing rocks * Separate out the crushing rocks into their own struct * Document the ExplosionLimbHideInfo * Finish documenting BossHakugin_DeathCutsceneCrushedByRocks * Almost done with rocks I think * Port over Odolwa shadow documentation * Finish documenting draw functions * Finish documenting BossHakugin_Update * Name variables in BossHakugin_UpdateElectricBalls * Document BossHakugin_CheckForBodyColliderHit * Finish documenting BossHakugin_UpdateDamage * I've convinced myself these names are fine * Almost finish documenting every update function * Remove TODOs from the header * Finish documenting the C file * Delete duplicate define * Finish variables.txt for Goht * Undo change that desync'd z_eff_ss_fhg_flash.h from other effect headers * Missed a THIS * Some low-hanging review responses * Add comment explaining something in BossHakugin_ShouldWait * Match BossHakugin_SpawnLargeStalactiteWalls using a for-loop * Create GOHT_ELECTRIC_BALL_COUNT_MAX constant * vector -> norm and targetVector -> targetNorm * Add TODO comments for dynamic shadow functions --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: Parker B <20159000+jpburnett@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@Monday.localdomain> Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> Co-authored-by: Zach North <zrnorth@gmail.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
2025-09-13Animation Cleanup: En_S* (#1517)engineer124
* cleanup * more cleanup * anim S cleanup * fix another function * missed one * missed another small thing * oops
2025-09-13Use more `TRUNCF_BINANG` for f32 -> s16 casts (#1503)engineer124
* TRUNCF_BINANG * brackets * extra cast
2025-09-12Use `CURRENT_TIME` Macro (#1514)engineer124
* use CURRENT_TIME macro * add comment * cleanup brackets
2025-09-11`z_en_test4.c` Documented (#1498)engineer124
* begin docs * more docs * skybox * more cleanup * more cleanup * more cleanup * Improve comment * in-function static
2025-09-11Yet another header cleanup (#1508)Anghelo Carvajal
* lights.c * z64skin_matrix.h * Move out some stuff from macros.h * gamealloc.h * move most transition functions to z64transition.h * z64lib.h * `include` cleanup on transition files * z_overlay cleanup * z64malloc.h * format * forgot to remove those * forgot this * fix borken includes
2025-07-29[Enhancement] Underwater Ocarina (#1091)Sirius902
2025-04-06Cleanup includes (#1072)louist103
* Cleanup * Format * Fixes * Update macports-deps.txt * Fix mac * Update macports-deps.txt Co-authored-by: Archez <Archez@users.noreply.github.com> * Move includes around --------- Co-authored-by: Archez <Archez@users.noreply.github.com>
2025-03-02Add Enemy Health Bars using actor extension (#1035)Archez
* add interface draw start hook * Add enemy health bars system using actor extension
2025-02-27Add fix for Day 1/2 Honey&Darling with no sword and bow (#1032)Archez
2025-02-10Fix more variations of the vanilla magic bugGarrett Cox
2025-02-01Merge branch 'develop' of ↵Garrett Cox
garrettjoecox.github.com:HarbourMasters/2ship2harkinian into develop-rando
2025-01-29Fix sizing of gGoldSkulltulaCounterIconTex load (#975)Garrett Cox
2025-01-27Merge branch 'develop' of ↵Garrett Cox
garrettjoecox.github.com:HarbourMasters/2ship2harkinian into develop-rando
2025-01-26Improve better song of double time experience (#963)Archez
* Add ability to override current hud editor element mode * Add gfx setup to 3ds clock to ensure it always renders properly * Add check for hud override on text-based clock * Add hooks for before/after drawing clock * Improve better song of double time experience * DPad input repeated on hold and show A on HUD
2025-01-16Merge branch 'develop' of ↵Garrett Cox
garrettjoecox.github.com:HarbourMasters/2ship2harkinian into develop-rando
2025-01-14[Cosmetic Editor] Implements Initial Cosmetic Editor (#886)Caladius
* Initial Cosmetic Editor Commit * Adds Reset All and Randomize All Options * Cleanup Work * Prefixed sModifiedColor * Replace button modifications with pattern similar to the others. * Cleanup, forgot some entries * update funcs to pass element id * drop with from override funcs * update include paths * add minimap and rename items to hud --------- Co-authored-by: Archez <archez39@me.com>
2024-12-30Fix an issue when buying sword, and some issues with the clock town stray fairyGarrett Cox
2024-12-11Add FixEponaStealingSwordGarrett Cox
2024-12-11Add progressive swords and fix some sword related issuesGarrett Cox
2024-11-03PoC glitchless playthrough implementationGarrett Cox
2024-10-06Merge branch 'develop' of ↵Garrett Cox
garrettjoecox.github.com:HarbourMasters/2ship2harkinian into develop-rando
2024-10-06Rename GI_VB_ to VB_Garrett Cox
2024-10-05Move GameInteractor & NameTag src up to root of 2s2h (#799)Garrett Cox
2024-10-05Change GI_VB_ to VB_ (#798)Garrett Cox
2024-10-02Mirror Mode (#535)Garrett Cox
* Mirror mode initial version * Update mm/src/code/z_actor.c Co-authored-by: Archez <Archez@users.noreply.github.com> * mirror mode support for minimaps and dungeon pause map * mirror mode support overworld pause map and song of soaring * mirror mode support for various remaining things * mirror mode support pause warp enhancement * Add searchable menu item --------- Co-authored-by: Archez <Archez@users.noreply.github.com> Co-authored-by: Archez <archez39@me.com>
2024-09-26Merge branch 'develop' of ↵Garrett Cox
garrettjoecox.github.com:HarbourMasters/2ship2harkinian into develop-rando
2024-09-26Use variadic arguments with GameInteractor_Should (#766)Archez
* PoC of using variadic arguments with GameInteractor_Should * va_list boilerplate in SHOULD macro * drop opt arg in favor of variadic arg changes * account for default type promotion * remove demo code
2024-09-14Implement event queue for handling various events like giving custom items ↵Garrett Cox
or transitions
2024-09-08fix more incorrect dpad handling for hud updates (#764)Archez