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<title>Shipwright/soh/src/code/z_message_PAL.c, branch develop</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
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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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<pre>
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<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>
<content type='text'>
Rename various variables across codebase to match decomp,
many had been renamed when exposed for previous save state mechanism</content>
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<pre>
Rename various variables across codebase to match decomp,
many had been renamed when exposed for previous save state mechanism</pre>
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</content>
</entry>
<entry>
<title>wire decomp static savestates with macros (#6904)</title>
<updated>2026-07-12T15:09:47+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-07-12T15:09:47+00:00</published>
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</entry>
<entry>
<title>GIM Restoration (#6865)</title>
<updated>2026-07-12T15:09:06+00:00</updated>
<author>
<name>Amber Burton</name>
<email>parchmentwolf@gmail.com</email>
</author>
<published>2026-07-12T15:09:06+00:00</published>
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<id>2b423c36aa0708a9e042b1afe8f252a6cf91c556</id>
<content type='text'>
All edge cases for bottle combinations and replacement/filling mirrors the real game, as well we produce the compass text, and does not render the item exactly as the original game does. (I would have preferred rendering the item since its only cosmetic but I couldn't find a way to do it).

This also swaps the table redirect stuff for using the direct item id's which is a lot more clear and does not substitute anything for 'good enough' and covers all the edge case ids that have been documented.

This is purely a cosmetic change to present the visual of the item without affecting the cutscene making any tricks for GIM still work and just looks more polished.

This supplies effects of ALL game versions (including MZX build) as well as providing text table.

To note: we still can crash with GIM even when returning item None EVEN at least with returning Kokiri Tunic (I can't really figure out why) and there are a few items in the table that use extra data that I don't know how to implement here just yet but the info is in the docs under "Variable".

In the case of disabling the gim restoration, the game would still crash. This change adds a text id protection to prevent crashing, as well prevents invalid items from crashing directly, and also makes it so the game will no longer crash when having GIM disabled in the menu.

Co-authored-by: serprex &lt;159546+serprex@users.noreply.github.com&gt;</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
All edge cases for bottle combinations and replacement/filling mirrors the real game, as well we produce the compass text, and does not render the item exactly as the original game does. (I would have preferred rendering the item since its only cosmetic but I couldn't find a way to do it).

This also swaps the table redirect stuff for using the direct item id's which is a lot more clear and does not substitute anything for 'good enough' and covers all the edge case ids that have been documented.

This is purely a cosmetic change to present the visual of the item without affecting the cutscene making any tricks for GIM still work and just looks more polished.

This supplies effects of ALL game versions (including MZX build) as well as providing text table.

To note: we still can crash with GIM even when returning item None EVEN at least with returning Kokiri Tunic (I can't really figure out why) and there are a few items in the table that use extra data that I don't know how to implement here just yet but the info is in the docs under "Variable".

In the case of disabling the gim restoration, the game would still crash. This change adds a text id protection to prevent crashing, as well prevents invalid items from crashing directly, and also makes it so the game will no longer crash when having GIM disabled in the menu.

Co-authored-by: serprex &lt;159546+serprex@users.noreply.github.com&gt;</pre>
</div>
</content>
</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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<id>1003c462a886e6046071865d2091c6e742a2f4b7</id>
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<pre>
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</entry>
<entry>
<title>Hookify text speed options (#6881)</title>
<updated>2026-07-11T18:01:02+00:00</updated>
<author>
<name>Jordan Longstaff</name>
<email>JordanLongstaff@users.noreply.github.com</email>
</author>
<published>2026-07-11T18:01:02+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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<id>73df35c6ab50d5fbec57ae2fb154eb89c7bc7ff1</id>
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<pre>
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</entry>
<entry>
<title>Add 6th notch to text speed which makes text speed instant (#6694)</title>
<updated>2026-06-12T05:09:24+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>159546+serprex@users.noreply.github.com</email>
</author>
<published>2026-06-12T05:09:24+00:00</published>
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<id>739225d222d2dc3f70b3ad420f702814bd0e834d</id>
<content type='text'>
Helps frustration trying to read hints faster without skipping</content>
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<pre>
Helps frustration trying to read hints faster without skipping</pre>
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</content>
</entry>
<entry>
<title>Custom Item Icons in Textboxes (#6343)</title>
<updated>2026-03-20T16:37:44+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2026-03-20T16:37:44+00:00</published>
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<id>5c8ff765543b80cbdf39cae9b5c0d062a7abb367</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Enemy rando cleanup (#6327)</title>
<updated>2026-03-17T04:53:33+00:00</updated>
<author>
<name>Pepe20129</name>
<email>72659707+Pepe20129@users.noreply.github.com</email>
</author>
<published>2026-03-17T04:53:33+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=b35883e1f63ac980a7e52258dff4a8cbc418ece5'/>
<id>b35883e1f63ac980a7e52258dff4a8cbc418ece5</id>
<content type='text'>
Change Actor_SpawnEntry to use VB
Move adult zelda collapse stalfos to a explicit hook
Move dark link to a explicit hook
Some more canRandomize that were not needed
Move bg_haka &amp; bg_haka_tubo to explicit hooks
Move en_vali to an explicit hook
Move bg_mori_bigst to an explicit hook
Fix door opening before the enemies are killed
Remove `canRandomize` parameter
Move bg_haka_huta to explicit hooks</content>
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<pre>
Change Actor_SpawnEntry to use VB
Move adult zelda collapse stalfos to a explicit hook
Move dark link to a explicit hook
Some more canRandomize that were not needed
Move bg_haka &amp; bg_haka_tubo to explicit hooks
Move en_vali to an explicit hook
Move bg_mori_bigst to an explicit hook
Fix door opening before the enemies are killed
Remove `canRandomize` parameter
Move bg_haka_huta to explicit hooks</pre>
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</content>
</entry>
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