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<title>Shipwright/soh/src/code/z_demo.c, branch Caladius-patch-1</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
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<entry>
<title>Jabu fish cutscene skip: immediately transition (#7159)</title>
<updated>2026-09-08T13:38:20+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-09-08T13:38:20+00:00</published>
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This avoids awkward pause, also prevents recapturing fish

Also cleanup RSK_JABU_OPEN</content>
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This avoids awkward pause, also prevents recapturing fish

Also cleanup RSK_JABU_OPEN</pre>
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</entry>
<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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<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>Add save state wiring for Barinade, Bongo Bongo, &amp; Morpha (#6914)</title>
<updated>2026-07-12T22:35:19+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-07-12T22:35:19+00:00</published>
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<id>66bb7888b0650548f2bd00ef5faf360f0c37bf6e</id>
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Rename various variables across codebase to match decomp,
many had been renamed when exposed for previous save state mechanism</content>
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Rename various variables across codebase to match decomp,
many had been renamed when exposed for previous save state mechanism</pre>
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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>Bugfix, child Hookshot first person in Hylia lab (#6847)</title>
<updated>2026-07-08T19:58:24+00:00</updated>
<author>
<name>djevangelia</name>
<email>263709373+djevangelia@users.noreply.github.com</email>
</author>
<published>2026-07-08T19:58:24+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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<entry>
<title>Sync's Ganons Trials and Fixes Softlock (#6828)</title>
<updated>2026-06-29T04:48:27+00:00</updated>
<author>
<name>Amber Burton</name>
<email>parchmentwolf@gmail.com</email>
</author>
<published>2026-06-29T04:48:27+00:00</published>
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<id>aedddc21e9f0eb3659c05050442d69d35f7284e2</id>
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Previous co op softlock fix introduced a possible trial softlock making barrier never dissappear. This not only ensures that softlock cant happen, it syncs the trial flags in real time and allows all cutscenes to finish playing to properly remove the barrier even if the beams are physically visible in your game.</content>
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Previous co op softlock fix introduced a possible trial softlock making barrier never dissappear. This not only ensures that softlock cant happen, it syncs the trial flags in real time and allows all cutscenes to finish playing to properly remove the barrier even if the beams are physically visible in your game.</pre>
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</entry>
<entry>
<title>Fix song of storms cutscene (#6310)</title>
<updated>2026-02-28T23:51:13+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>serprex@users.noreply.github.com</email>
</author>
<published>2026-02-28T23:51:13+00:00</published>
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