| Age | Commit message (Collapse) | Author |
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Adds an enhancement that changes targeting behavior, allowing
Switching targets with the chosen button combo
(In Switch mode) Untargeting by just pressing Z
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The sampleDataStartPad and aligned variables existed solely to satisfy
the N64 RSP DMA requirement that source addresses be 16-byte aligned.
On PC, aLoadBuffer is a plain memcpy with no such constraint.
The alignment dance caused aLoadBuffer to read up to 15 bytes before
sampleData and up to 8+ bytes past the end of the sample buffer. On
platforms with strict allocator guard pages (e.g. OpenBSD), this
triggers a SIGSEGV.
A second issue remains after removing the alignment dance: nFramesToDecode
is derived from sample counts (loopEnd), but size is not always a multiple
of frameSize. loopEnd and size are derived independently during encoding
and can disagree on the final partial frame, leaving nFramesToDecode *
frameSize exceeding the remaining bytes in the buffer.
Remove sampleDataStartPad and aligned entirely. Clamp the load to
min(nFramesToDecode * frameSize, audioFontSample->size - sampleDataOffset).
The ADPCM decoder operates on DMEM, so a partial last frame in DMEM
produces at most a negligible artifact at sound termination.
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background image (#6379)
Hookify bgimage load cam check and add it to entrance rando
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Personal Notes is awkward with Combo Button Hold, but should be allowed
This avoids disabling drop down when it could otherwise be changed to Main Window
Besides, some people might be able to type while holding button combos, long live artsey.io
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not shuffled (#6363)
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forest quest state bug (#6373)
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PreFunc for map/compass coloring & jabber nut coloring doesn't work in file select menu,
could make them always enabled in file select, but this seems simpler
Also fix map colors & ice cavern compass color
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view (#6352)
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Fixes getting locked out of mask quest with mask select
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Also fix tracker to show golden gauntlets while wearing glitched gauntlets,
& don't crash save editor
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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 & 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
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Caused by spawning in Zora's River with entrance rando,
going downstream to different room, then swimvoid
Before the area by waterfall would not be loaded,
instead downstream still loaded
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When entering a dungeon like well at night, defeating a boss that changes time to day, Kakariko Village would load with daylight but act like it's night
Skipping the blue warp cutscene meant dayTime and nightFlag weren't properly in sync. Clear `gSaveContext.nightFlag` when adjusting time of day
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Co-authored-by: ganesh1828
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Reduce trailing newlines in tooltips/logs, fix CanUse warnings
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Decomp refers to both kusa & wood02 as bushes, but for shuffles reserve bush for wood02
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Consistent with n64 rando
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AutoFormat isn't suitable for text using escape codes, but unlike other texts this collection uses a mix of escape codes & our formatting codes. In such scenarios Format avoids mangling things
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without Zora Jabbernut (#6324)
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Refactors Death Mountain Crater logic to work in a more straightforward, if verbose, applies Tunicless navigation consistently, and paves over some small oversights.
As Child must be able to navigate DMC to some degree due to Child only checks, and logic should be consistent between Child and Adult, DMC no longer hard requires Tunic in any scenario. Instead checks and exits are split into regions, and each entrance has a "Fewer Tunic Requirements" heart count associated with it for each region which is then increased by 50% (rounding up) when FTR is off. This applies to both Child and Adult.
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Remove openSUSE because I can't figure out their package convention
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