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This avoids awkward pause, also prevents recapturing fish
Also cleanup RSK_JABU_OPEN
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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>
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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>
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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.
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#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.
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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>
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Behind a setting
Add timed rooms + Fire Temple modifications
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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.
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Also corrects clearing skybox context before Skybox_Setup
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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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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>
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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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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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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>
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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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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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Previous co op softlock fix introduced a possible trial softlock making barrier never dissappear. This not only ensures that softlock cant happen, it syncs the trial flags in real time and allows all cutscenes to finish playing to properly remove the barrier even if the beams are physically visible in your game.
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(#4953) (#6808)
When a scene-forced/fixed camera (e.g. the Spirit Temple boulder-room
alcoves, CAM_SET_PREREND_FIXED / Camera_Fixed3) drives the view, the Free
Look angles in play->camX/camY are left untouched while manualCamera stays
set. On exit, Camera_Free resumed from those stale pre-alcove angles, so
the camera snapped/reversed instead of following the player out.
This does NOT change the forced-camera behavior: the alcove still clamps
exactly as the game intends. It only fixes the hand-off back to Free Look:
when Camera_Free resumes after another camera function drove the previous
frame (detected via a frame-number gap), the free-look yaw/pitch are
re-seeded from the camera's current orientation so the view continues from
where it was left.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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* fix(camera): let free look release the door peek camera
After walking through a door, the door camera (CAM_SET_DOORC) held the view and
only handed control back once the player moved or pressed a button, so the right
stick did nothing until then. With free look the camera appeared frozen after
every door.
Treat right-stick movement as a release condition too, using the same stick
threshold as free-look activation.
* refactor(camera): move door-cam free-look release to a VB_SHOULD hook
Reimplements the door peek camera free-look release as a vanilla-behavior
hook instead of inline logic in z_camera.c, keeping the decomp file close
to upstream.
- Add VB_RELEASE_DOORC_CAMERA wrapping the existing Camera_Special9 release
condition; the vanilla button/xzSpeed expression is left untouched.
- Move the right-stick / free-look threshold logic into a new enhancement,
FreeLookDoorCamRelease.cpp, registered with COND_VB_SHOULD and gated on
FreeLook.Enabled so the hook only exists while Free Look is on.
Behavior is unchanged from the previous fix; this only relocates the logic.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Free Look pinned the camera to the fixed "Camera Distance" setting, so it never
pulled in or out the way the vanilla camera does for the current situation.
Add an opt-in "Follow Default Camera Distance" setting (FreeLook.UseGameDistance)
that uses the game's per-mode default distance instead. The fixed distance slider
is hidden while it is enabled.
Closes #4050
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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Replaces the gi model for the randomizer Fishing Pole to be more consistent with the rest of the game's gi models
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The custom-sequence registration loop printed each assigned seqNum to
stdout via a bare printf, spamming the console with context-free numbers
on every launch. Convert it to LUSLOG_DEBUG and include the sequence name
so it is hidden by default yet useful for diagnosing music-pack loading.
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