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4 daysGerman (#7315)amafresh325
Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
4 daysspeedrun mode (#7073)Philip Dubé
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
5 daysCarry sound font ids in 16 bits (#7260)David Racine
Each streamed track brings its own sound font, so a pack with more than ~217 of them pushes font ids past 255. Stored in 8 bits they wrapped onto vanilla fonts or onto 0xFF, which reads as "no font": the track played vanilla instruments or nothing at all. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
5 daysdon't set nextEntranceIndex in Play_Init, breaks FWWW (#7300)Philip Dubé
instead tracker uses gSaveContext.entranceIndex
8 daysSet time of day when skipping sun song cutscene (#7235)Philip Dubé
Simulate cutscenes to match various time of day quirks
10 daysFix audio thread race on CVar reads during preset apply (#7265)Chris
2026-09-24Fix and hookify full health on spawn (#7239)Pepper0ni
2026-09-19Replace tabs with spaces (#7223)Philip Dubé
2026-09-19Add restoration for hookshot as child to softlock (#7219)Philip Dubé
Requested for speedrun mode Also hookify more enemy rando stuff while I'm in the neighbourhood
2026-09-18Shuffle Scarecrow Song (#7205)Philip Dubé
2026-09-14clean up headers (#7194)Philip Dubé
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
2026-09-14[Enhancement] Time Splits v2 (#5839)Caladius
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>
2026-09-13Fix title card margins (#7167)Philip Dubé
2026-09-08Jabu fish cutscene skip: immediately transition (#7159)Philip Dubé
This avoids awkward pause, also prevents recapturing fish Also cleanup RSK_JABU_OPEN
2026-09-06Reopen the OPUS decoder when a note moves to another sample (#7137)David Racine
The decoder cached on a note was keyed on nothing, so a note reused for a different streamed sample carried on decoding the previous track. Audible as the wrong custom music: the sequence and soundfont the audio editor reports are correct, only the samples reaching the mixer are not. Reproduced on the game-start cutscene chain with a streamed music pack in 4 of 6 runs; 0 of 6 after. Co-authored-by: Claude Opus 5 <noreply@anthropic.com> Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
2026-08-30Honour the loop end when reading streamed music (#7129)David Racine
Streamed samples were read a whole block at a time regardless of where the loop ended, so playback ran past it and only then jumped back. The seam therefore landed at a random offset up to a block late instead of where the sample asked for it, which is why a loop that is clean in an editor pops in game. Fixes #5780. Claude-Session: https://claude.ai/code/session_011Ex3z29fQzPEZgwH4EA641 Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-23Restore the realId assignment in AudioLoad_AsyncLoadInner (#7105)David Racine
The function declares realId and then indexes with it thirteen times - the load-status tables, AudioLoad_SearchCaches, the table entry it reads size and address from, every cache allocation, and the status write at the end - but nothing assigns it. It has read an uninitialised local since "Custom Sequences" (#2066) dropped the assignment in 2022. Restoring the line puts back the value the rest of the function expects. For SEQUENCE_TABLE and FONT_TABLE, AudioLoad_GetRealTableIndex returns the id unchanged, so this is only a correctness fix in practice: the paths that reach this function today go through the sequence script's async load command, which is rare enough that the garbage index has not been tied to any report.
2026-08-22Drop the seqLoadStatus bounds checks made redundant by #6932 (#7100)David Racine
#6917 guarded the three seqLoadStatus accessors against sequenceMapSize because the array was allocated at exactly that size, so a custom sequence id past it read and wrote off the end. #6932 sized the array to sequenceMapSize + 0xF to match sequenceMap, which covers the whole id space rather than rejecting the ids outside it, and also protects the writers those guards never saw: AudioHeap_AllocCached and AudioHeap_PopCache index seqLoadStatus directly. The guards are now not just redundant but bounded wrong - they treat the ids in [sequenceMapSize, sequenceMapSize + 0xF) as absent from a table that now has room for them. Nothing breaks today because every entry starts at 5, so AudioLoad_IsSeqLoadComplete answers true regardless and AudioLoad_SetSeqLoadStatus already declines to overwrite a 5 - but once the heap cache path moves such an entry off 5, the guard blocks an update that should happen. Reverting them restores the three functions to their decompiled form. The sizing from #6932 and the id check in AudioLoad_SyncInitSeqPlayerInternal remain the actual protection.
2026-08-17Hookify masks / timeless equipment (#7088)Philip Dubé
2026-08-17Add a Skip Warp Cutscenes enhancement (#7059)David Racine
Warp song cutscenes were skipped for randomizer players whether they wanted it or not: Demo_Kankyo cut the departure animation short from a hardcoded IS_RANDO branch, and entrance rando cleared respawnFlag so the arrival never played. There was no way to get the vanilla warp back, and no way for a vanilla playthrough to skip it. Drop both and put the behavior behind a Skip Warp Cutscenes toggle, defaulting on in randomizer so existing rando warps are unchanged. It kills the departure actor as it spawns and puts the arrival spawn mode back to IDLE, which covers both halves of the warp. Entrance rando's destination override moves off Demo_Kankyo's update onto a new OnWarpSongLeave hook fired from Environment_WarpSongLeave. That is where every warp path -- the cutscene, the skip toggle, and the spawn failure fallback -- commits its destination, so the override no longer depends on the departure actor being alive to see it, and a warp song shuffled onto a grotto return keeps its grotto respawn. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17Enemy rando, let enemies air walk over voidout floor in clear rooms (#7005)djevangelia
Behind a setting Add timed rooms + Fire Temple modifications
2026-08-14Decomp, three audio functions (#7069)djevangelia
2026-08-09fix(audio): bound audio-heap cache tables (SIGSEGV with large custom music ↵Pedro Nascimento
packs) (#6932) Root cause of three identical field crashes (audio thread, opcode fetch through a pointer with its low 32 bits overwritten, seconds after scene transitions): AudioHeap_AllocPermanent writes permanentCache[index] with index = permanentPool.count and no bound against the 32-entry array. In SoH every soundfont sync-load is forced permanent, and custom sequences whose SEQ.xml says CachePolicy="Temporary" ALSO allocate permanently (the factory stores the LUS enum where CACHE_TEMPORARY == 0, while AudioLoad_SyncLoad's switch reads 0 with the ROM convention 'permanent'). A pack with ~60 streamed customs plus vanilla fonts pushes count past 32 within a session, after which each allocation sprays a {ptr, size, tableType/id} triplet at 24-byte stride through gAudioContext - entry[135]'s ptr field lands exactly on seqPlayers[0].scriptState.pc and entry[156] on seqPlayers[1]'s (both verified against the crash-dump registers). - permanentCache raised 32 -> 512 (12 KB) and AllocPermanent refuses allocations past the array instead of corrupting memory. - Same unbounded-index disease fixed in the three sibling writers: AllocCached's persistent path (16-entry array; CACHE_EITHER degrades to temporary, hard persistent requests fail cleanly), AllocPersistentSampleCacheEntry, AllocTemporarySampleCacheEntry. - seqLoadStatus malloc sized for the full id space (sequenceMapSize + 0xF) matching sequenceMap; custom ids above sequenceMapSize previously overflowed the allocation by up to 15 bytes. Upstream SoH bugs, not branch-introduced - this branch's many-track packs merely made the overflow reachable in normal play. Standalone upstreamable fix.
2026-08-09FixFlexDrops (#7047)Philip Dubé
2026-08-09Fix heap corruption due to skybox code using GameState as PlayState (#7045)Philip Dubé
Also corrects clearing skybox context before Skybox_Setup
2026-08-08Hookify Skeleton Unregisters (#6988)Jameriquiah
Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
2026-08-08Decomp, some camera names (#7043)djevangelia
2026-08-08Savestates, add `sEffectContext` (#7042)djevangelia
2026-08-05Fix Gold Skulltula tokens overwriting the Bow inventory slot (#7021)David Racine
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>
2026-08-03fix: seqLoadStatus OOB reads/writes for custom SAF sequences (#6917)David Racine
Custom SAF sequence IDs can exceed sequenceMapSize, causing out-of-bounds reads/writes on the seqLoadStatus byte array (sized exactly sequenceMapSize). This is the direct cause of intermittent battle music failure with BGM packs (issue #5706): on the second encounter, AudioLoad_SyncLoadSeq reads a garbage value from heap memory past seqLoadStatus[] and may find 1 (loading in progress), causing it to return NULL early — the sequence player is never initialized and no battle music plays. Symmetric fix to the fontLoadStatus guards in PR #6916: - AudioLoad_IsSeqLoadComplete: return true for OOB seqIds (custom SAF sequences are resource-manager-backed, not in the async-load status table) - AudioLoad_SetSeqLoadStatus: skip update for seqId >= sequenceMapSize - AudioLoad_SyncLoadSeq: skip the in-progress check for OOB seqIds Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-31Decomp, naming (OnePointCS, itemAction, blure, wall/floor types) (#7007)djevangelia
2026-07-24Constant-size texture scroll display lists via G_SETTILESIZE_LERP (#6902)Philip Dubé
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
2026-07-24Hookify Lost Woods Ocarina game (#6976)Jordan Longstaff
2026-07-22Savestates, more AudioOcarina serialization (#6954)djevangelia
2026-07-22Fix problems with Zelda's Letter & Weird Egg hatching (#6962)Philip Dubé
2026-07-19Shuffle Zelda's Letter (#6938)Philip Dubé
Removes RSK_SKIP_CHILD_ZELDA & RSK_KAK_GATE, these are managed by RSK_SHUFFLE_ZELDAS_LETTER & RSK_STARTING_ZELDAS_LETTER & RSK_SHUFFLE_WEIRD_EGG
2026-07-19Bugfix, make CC invisible Link equips invisible (#6926)djevangelia
2026-07-19Decomp, update AudioOcarina (code_800EC960.c) (#6941)djevangelia
2026-07-13fix(audio): bounds-check fontId to stop OOB crash with large SAF packs (#6916)David Racine
AudioLoad_IsFontLoadComplete had a stub `return true` that bypassed all load-status checks, masking an out-of-bounds write: for large SAF packs (many custom sequences) SetFontLoadStatus indexed fontLoadStatus[] with fontId values larger than the fontMapSize-sized array, causing heap corruption and semi-random crashes. Remove the stub. Add a (size_t)fontId >= fontMapSize guard in both the check and the setter: out-of-range IDs (custom SAF sequences that carry no associated soundfont) are treated as "loaded" in the check and silently skipped in the write, matching prior observable behavior while eliminating the OOB access. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13Don't point free cam at sky coming out of crawlspace (#6920)Philip Dubé
2026-07-12Add save state wiring for Barinade, Bongo Bongo, & Morpha (#6914)Philip Dubé
Rename various variables across codebase to match decomp, many had been renamed when exposed for previous save state mechanism
2026-07-12wire decomp static savestates with macros (#6904)Philip Dubé
2026-07-12GIM Restoration (#6865)Amber Burton
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>
2026-07-12Decomp pull, some `z_player` and global changes (#6908)djevangelia
2026-07-11Hookify text speed options (#6881)Jordan Longstaff
2026-07-11Maintenance, edits and addition to Lake Hylia water control (#6884)djevangelia
2026-07-09Decomp, update `z_en_holl.c` (#6890)djevangelia
2026-07-08Bugfix, child Hookshot first person in Hylia lab (#6847)djevangelia
2026-07-08Bugfix, rando Domain to Lake entry air swim (#6873)djevangelia
2026-07-07pull decomp changes: actor functions, z_en_horse.c (#6877)Philip Dubé