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<title>Shipwright/soh/include/functions.h, branch Caladius-patch-1</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
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<entry>
<title>Decomp, three audio functions (#7069)</title>
<updated>2026-08-14T20:01:49+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-08-14T20:01:49+00:00</published>
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<pre>
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<entry>
<title>Save editor v2 (#6474)</title>
<updated>2026-08-09T02:31:11+00:00</updated>
<author>
<name>PurpleHato</name>
<email>linkvssangoku.jr@gmail.com</email>
</author>
<published>2026-08-09T02:31:11+00:00</published>
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<pre>
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<entry>
<title>Decomp, some camera names (#7043)</title>
<updated>2026-08-08T21:12:31+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-08-08T21:12:31+00:00</published>
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<pre>
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</entry>
<entry>
<title>Savestates, add `sEffectContext` (#7042)</title>
<updated>2026-08-08T20:39:09+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-08-08T20:39:09+00:00</published>
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<entry>
<title>Decomp, naming (OnePointCS, itemAction, blure, wall/floor types) (#7007)</title>
<updated>2026-07-31T16:56:30+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-07-31T16:56:30+00:00</published>
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<entry>
<title>Constant-size texture scroll display lists via G_SETTILESIZE_LERP (#6902)</title>
<updated>2026-07-24T18:35:24+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-07-24T18:35:24+00:00</published>
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<id>c4e92a70f49ab904c9c7ec92ae0f4d4d5b340e81</id>
<content type='text'>
Rewrite Gfx_TexScrollEx / Gfx_TwoTexScrollEx / Gfx_TwoTexScrollEnvColorEx to
emit one command per tile instead of one baked tile size per interpolated frame,
so texture DL memory no longer scales with InterpolationFPS</content>
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<pre>
Rewrite Gfx_TexScrollEx / Gfx_TwoTexScrollEx / Gfx_TwoTexScrollEnvColorEx to
emit one command per tile instead of one baked tile size per interpolated frame,
so texture DL memory no longer scales with InterpolationFPS</pre>
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</content>
</entry>
<entry>
<title>Fix problems with Zelda's Letter &amp; Weird Egg hatching (#6962)</title>
<updated>2026-07-22T12:24:31+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-07-22T12:24:31+00:00</published>
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<pre>
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</entry>
<entry>
<title>Polishing, climb everything door opening + sloped ledge climb up (#6936)</title>
<updated>2026-07-19T17:04:32+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-07-19T17:04:32+00:00</published>
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<id>e579e7b9a463af78ec0ea0ea6cc67db309a4ca43</id>
<content type='text'>
    Allow player to try opening doors while climbing. Player can't open anything if a door doesn't offer it, so it's ok to try. Handle doors don't change player y position (player walks in the air), so manually lower it.
    Increase y height limit for doors to offer open from 15.0f/20.0f to 50.0f (normal door height). (For shutter doors height could be individualized depending on shutter door type in the future.)
    Make climbing up animation play even for sloped ledges. The animation/action breaks because game thinks player is not on ground. So, at the end of Player_ProcessSceneCollision, if player is in climbing up action, manually set BGCHECKFLAG_GROUND.</content>
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<pre>
    Allow player to try opening doors while climbing. Player can't open anything if a door doesn't offer it, so it's ok to try. Handle doors don't change player y position (player walks in the air), so manually lower it.
    Increase y height limit for doors to offer open from 15.0f/20.0f to 50.0f (normal door height). (For shutter doors height could be individualized depending on shutter door type in the future.)
    Make climbing up animation play even for sloped ledges. The animation/action breaks because game thinks player is not on ground. So, at the end of Player_ProcessSceneCollision, if player is in climbing up action, manually set BGCHECKFLAG_GROUND.</pre>
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</entry>
<entry>
<title>Decomp, update AudioOcarina (code_800EC960.c) (#6941)</title>
<updated>2026-07-19T16:54:43+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-07-19T16:54:43+00:00</published>
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<pre>
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<entry>
<title>Decomp pull, some `z_player` and global changes (#6908)</title>
<updated>2026-07-12T14:59:10+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-07-12T14:59:10+00:00</published>
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