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<title>Shipwright/soh/include/functions.h, branch develop</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
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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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</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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</entry>
<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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<entry>
<title>Decomp, update `z_en_holl.c` (#6890)</title>
<updated>2026-07-09T15:44:29+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-07-09T15:44:29+00:00</published>
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<entry>
<title>pull decomp changes: actor functions, z_en_horse.c (#6877)</title>
<updated>2026-07-07T01:51:44+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-07-07T01:51:44+00:00</published>
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<id>5cf03a4cdadefe31d81cd324299ff5e0dc436748</id>
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<entry>
<title>Decouple GBK from LACS (#5838)</title>
<updated>2026-07-04T20:04:09+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-07-04T20:04:09+00:00</published>
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<id>015440fdffd21578fb8791f9aa98b76d8bb6e4ff</id>
<content type='text'>
Triforce Pieces can now be tokens for bridge or ganon's soul. &amp; can be tokens for multiple rewards

Wincon can now be arbitrary conditions

Ganon's Soul (removed from existing boss soul options) can now be arbitrary conditions

Co-authored-by: Pepper0ni &lt;93387759+Pepper0ni@users.noreply.github.com&gt;</content>
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Triforce Pieces can now be tokens for bridge or ganon's soul. &amp; can be tokens for multiple rewards

Wincon can now be arbitrary conditions

Ganon's Soul (removed from existing boss soul options) can now be arbitrary conditions

Co-authored-by: Pepper0ni &lt;93387759+Pepper0ni@users.noreply.github.com&gt;</pre>
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</content>
</entry>
<entry>
<title>rando: option to allow swordless epona items (#6727)</title>
<updated>2026-06-14T14:21:16+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-06-14T14:21:16+00:00</published>
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