| Age | Commit message (Collapse) | Author |
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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
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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.
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Triforce Pieces can now be tokens for bridge or ganon's soul. & 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 <93387759+Pepper0ni@users.noreply.github.com>
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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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This adds Roc's as a fully implemented item into the randomizer pool. When both Roc's and Nayru's is found, you can swap between them on the pause menu
Many people have contributed to this over time, so huge shoutout to:
- kentonm, this item is directly inspired by their Roc's Feather from their romhack Indigo. Also provided me with their GI model, icon texture and animation to use.
- PurpleHato, for providing the images for the item name shown on the kaleidoscope.
- Dana The Elf, providing another custom animation for the item.
- Reppan, for helping to tweak the animation and exporting the GI model for me.
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* Implement logger changes, and make default log level dynamic based on debug/release.
* Bump LUS.
* typo
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* Modularize Pause Warp hook
* Make RegisterPauseMenuHooks static
* Merge pausewarp.c into hook module
* Use brackets with if statements
* Fix timer bug with spoiling items
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* Bump LUS to include FileDropMgr's new registration system and initial cursor visibility changes.
* New LUS ref.
* Remove default on for cursor always visible.
Add option to camera controls next to enable mouse input for autocapture.
Set autocapture on startup.
* next LUS
* clang again
* Add "EnableMouse" CVar check to startup SetAutoCaptureMouse.
* Back to LUS main.
* lus version with fixes we need
* very wip
* get it building
* soh otr
* bump lus before fixing soh side stuff
* build
* still builds
* mac error
* bump otrexporter
* bump to lus main
* upstream otrexporter
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Co-authored-by: Malkierian <malkierian@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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automatic string names. (#5537)
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Develop blair
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Option (#5465)
* add menu option
* VBify + add conditions
* oops wrong func
* clean up includes + casting
* move z_player externed functions
* better name
* correct menu text
* one last name final final
* maintain glitch-aiding selection
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* Fix messages crashing when no ntsc game is loaded
* rename func
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* Replace old methods with ShipUtils
* remove PAL naming
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* copy n64 pal 10
doing this so i can check diffs i make
* transfer german->jp icon item
* overlays, message data, icon item jpn, audio, code
todo: title_static, gameplay keep
* add kanji and fix title cards
* title static
* spell folder correctly
* boss title cards, do action, icon item, item name, map name
* headers for jpn stuff
* gameplay_keep
* Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia
todo: test & disable darunia fix cvar for ntsc
* msgptr init fix
* icon item offsets
* comment out title cards until zapd can fix itself (we extract these in a different file anyway)
* compile and font implemented to get past title screen
* file select
* message, kaleido and everything else but rando
* uintptr_t
* rando and custom messages working!
* ntsc-j 1.0 support
* n64 logo?
* copy ntsc 10 to 11
* ntsc 11 extraction
* change title version names
* copy ntsc 11 to 12
* ntsc 12 extraction
* clean up some todos
* re checkout submodules post merge
* fix US filename
* support cross-version filenames
* add new versions to non-mq list
* use correct message table init
* Fix ntsc nes message table overriding pal nes message table
* actual fix, allows extraction
* fix file name using wrong font of file being hovered over
* Fix barinade crash
* re-add pal
* better jabu fix and revert LUS
* fix gerudo title cards
* better better owl select
* more owl fixes
* build
* fix some name decode issues
* Switch Language Mid Text
* Fix PAL displaying for JP filenames
* Fix AskToEquip Crash
* Disable Credits Timing Fix on NTSC
* Fix JP Text positioning
* basic language switching (BIG todo: file select, title screen)
* Title Screen Hopefully working
* add ntsc to linux appimage stuff, TODO: add .v64/.n64 support
* Update OTRExporter
* Fix pause to decide offset
* Fix bomb item name crash
* fix fire arrows and PoH
* builds
* update asset changes and fix menu language changing
* fix name decode
* Fix crashes and add rando/boss rush select stuff
* Revive debug feature by setting language cvar too
* Fix ocarina text speed softlock, and update jp text speed changes
* Merge remote-tracking branch 'upstream/develop' into NTSC
* Fix options menu and let pal use japanese fully
* Resolve some suggestions
* match up gTextSpeed changes to english (still broken!)
* Fix text speed crash
* Set default filename language on save init funcs
* bump otrexporter
* Display same correct info for n64 ntsc-j and ntsc-u
* quicktext more closely aligned with decomp
* linux appimage v64/n64 checksums
* bump zapd
* Credits Fix Tooltip Adjusted
* update supported hashes json
* update shasums to include JP n64
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* Autosave interval based
* Move to save on soft reset, remove adjustable interval
* Use new BeforeExitGame hook to prevent non-existent data problems
* Fix check tracker crash, remove BeforeExitGame hook
* update comment
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* Remove #ifs
* Add `NODE_IS_VALID`
* Fix current macros
* `NODE_GET_NEXT` & `NODE_GET_PREV`
* Add macros
* Use macros and general cleanup
* Fix build (hopefully)
* Address review
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* Port over decomp updates for vis*
* move vismono framebuffer handling to file
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* Add names to start of typedefs
* Idle stuff
* 2 functions
* Player state flags
* Name functions + misc
* ActionChange => ActionHandler
* Some player unks
* More player unks
* Header misc
* Misc
* More misc
* Player Actions
* Missed comments
* Move ship specific stuff
* Fix build
* CsCmdActorAction to CsCmdActorCue
* Fix build
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* implement better culling
* change draw distance to a slider
* remove testing code
* tweak
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* Skeleton Fixes for various bosses and enemies
* cleanup
* revert breakpart changes
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Co-authored-by: Adam Bird <archez39@me.com>
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garrettjoecox.github.com:HarbourMasters/Shipwright into develop-rando-changes
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develop -> develop-rando
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