| Age | Commit message (Collapse) | Author |
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prevent Esc menu while speedrun file loaded, instead toggles gameplay stats / time splits
render RUN tag on speedrun files
don't persist speedrun preset into player's settings
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GameInteractor.h does not itself depend on libultraship/bridge/consolevariablebridge.h,
instead its dependencies requiring that header should include it themselves
This was particularly impactful for SohGui.hpp which included all the windows
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This aims to port over the Time Splits feature from 2Ship as it is cleaner & more robust.
New to this is the ability to finally compare splits from a second list.
Old Save data will now be converted to the new format automatically. Once it converts the data, the old save file will be renamed with a new ".backup" extension.
Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
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gItemSlots and sExtraItemBases only cover the item IDs that live in the
inventory, but Item_Give and Item_CheckObtainability index them with any
item ID. Reading past gItemSlots lands on gUpgradeShifts, so
INV_CONTENT(ITEM_SKULL_TOKEN) resolved to the Bow slot and stored the
token there, permanently corrupting the save.
Route both through a bounds-checked Item_GetSlot that reports SLOT_NONE
for items that have no slot, and skip the inventory store in that case.
That read is also undefined behaviour, which link-time optimization is
free to exploit: with it present clang dropped the ITEM_SKULL_TOKEN
branch and the ITEM_MEDALLION_WATER horse fixup from Item_Give
entirely, so tokens were never counted either.
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
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Removes RSK_SKIP_CHILD_ZELDA & RSK_KAK_GATE,
these are managed by RSK_SHUFFLE_ZELDAS_LETTER & RSK_STARTING_ZELDAS_LETTER & RSK_SHUFFLE_WEIRD_EGG
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Rename various variables across codebase to match decomp,
many had been renamed when exposed for previous save state mechanism
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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 <159546+serprex@users.noreply.github.com>
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Future improvements can build on this,
giving masks abilities,
or adding checks for trading mask to someone
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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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* Adds new Progressive Bombchu Bags option
Also changes existing code to account for Bombchu Bags becoming
a drop down with 3 values instead of a checkbox
* Handle the new lower capacities for ammo refills
* Handle what happens when receiving a bombchu bag
* Remove the trick name of Progressive Bombchu Bag
Since, you know, that's an actual thing now.
* Implements Bombchu Bag handling next to Progressive Bombchu Handling
* clang-formatting
* Add extra bag for plentiful items
* Address review comment
* Move bombchu upgrade level to gSaveContext and add save/load
* Use logic's saveContext for correct logic calculations
* Remove RG_PROGRESSIVE_BOMBCHU
* Fix Bombchu Refill obtainability
* Don't add normal chus to the pool if chu bags are on.
* cmake-format
* Properly reset bombchuUpgradeLevel on savefile init
* Fix error with va_arg on linux
* Fixes small error in the Bombchu Bag description
* Fix bug with bombchu obtainability
* clang-format
* Fix infinite bombchu text
* fix clang-format
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* Modularize Hurt Container mode hook
* Hook condition was wrong - fixed it
* Change type of hurtEnabled for clarity
* Change type back to bool
* Add VB hook
* Don't duplicate health capacity modifier calculation
* Add constants, replace magic numbers
* Clang format
* Publicize more health unit macros
* Make mod file self-contained
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* Reduce stuff in the `.h`s & use `COND_HOOK` + variants
* Move some boss rush stuff from `z_file_choose.c`
* clang
* Update BossRush.cpp
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blair -> dev
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* a11y: read out changes in action button
* remove drop & throw & putaway
* down when on horse
* typos
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separate from the underwater item check. (#5405)
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happens whenever you get the egg. (#5382)
Remove RSK check for garden entrance because access is still handled by `CanUse(RG_WEIRD_EGG)`.
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and drop (#5269)
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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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* RBA and BA
* move rba to shipinit
* make the vanilla condition actually a vanilla condition
* update should docs
* move ba to shipinit
* don't pass things
* try a different readability strategy
* remove option/preset entries
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Co-authored-by: rozlette <Rozelette@users.noreply.github.com>
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* First pass cheats, extra modes, minigames, difficulty, fixes, graphics
* More progress. One tab left
* Enhancements & cheats done and fix for item tracker font
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* Move adult trade to flags
* Move child trade to flags
* Fix vanilla
* Address review
* Rename `trade_shuffle` to `ShuffleTradeItems`
* Fix mac build
* Update GIVanillaBehavior.h
* Update z_kankyo.c
* Update z_en_heishi2.c
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* Use gamemode enum
* update console command for file_select
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* Use VB hook to fix Deku Nut upgrade bug
* Use constexpr, remove unused extern
* Separate IS_RANDO out of value macro
* Restore mask check in hook
* Call VB hook in SkipMiscInteractions hook
* Mask of Truth hook not registered in rando
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* Created and implemented PosType enum
* fixed formatting
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Co-authored-by: link5669 <acqmiles@gmail.com>
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* Basic restructure
* Undo most randomizerInf changes for now
* Small fixes
* Fix linux & mac builds?
* Fix remnants of randomizerInf changes
* Post-merge fix
* Post-merge fix
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* Fix Broken Giant's Knife flag not resetting
* Force setting on in rando
* Fix flag when checkbox is toggled
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* Add new timer window and display options
* Fix overflow spacing
* Icons for Timers
* Swap Labels for Icons.
* Additional Timers
* Navi Timer Icon
* Clean up unused Defines.
* Code clean up and double check. Ready for Review
* Update from Suggestions
* Update magic numbers, correct indentations hopefully
* One moooooore thing
* Undo z_param change
* Updates
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* Convert defaultColor from ImVec4 to Color_RGBA8.
Convert defaultColor's ints to floats when being applied to currentColor in the macro.
* Address previous cleanup comments.
Surround `Message` tab in an advanced check.
* Resolve warnings and cleanup whitespace/formatting.
* Make Color_RGBA8 constructing function because... platform differences...
* Function name clarification.
* Remove default color conversion, reference default colors directly in CosmeticOption initialization.
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* Fix some situations where trade items reverted
* Update z_game_over.c
* Hopefully fix mac
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* Clean CosmeticsEditor.h
* Add CosmeticsEditor_GetDefaultValue
* Add message text cosmetics
* Format cleanup
* Remove dependency on 3drando random functions
* Fix rainbow for every cosmetic
* Add "Rainbow All" & "Un-Rainbow All"
* Add HookshotChain cosmetic
* Add Nayru's cosmetics
* Add Farore's cosmetics
* Add Din's cosmetics
* Add Title card cosmetics
* Update CosmeticsEditor.cpp
* Add Copyright text cosmetic
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* Remove unused headers
* Move all "ResourceMgr_" functions to a new file
* Don't transitively include SaveManager
* Move cvar prefixes to a new header
* Add missing includes
* Update OTRGlobals.cpp
* Fix build
* Address review
* Fix some of the errors
* Update gameplaystats.h
* Update z_en_in.c
* Hopefully fix the linux issues
* Fix Linux issues for real this time, I checked
* Update ResourceManagerHelpers.cpp
* Update z_obj_mure2.c
* Post-merge fixes
* Fix build (hopefully)
* Post-merge fixes
* Update z_file_nameset_PAL.c
* cleanup some unnecessary headers (#7)
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Co-authored-by: Archez <Archez@users.noreply.github.com>
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