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AgeCommit message (Collapse)Author
3 daysDecomp, naming (OnePointCS, itemAction, blure, wall/floor types) (#7007)djevangelia
10 daysConstant-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
10 daysHookify Lost Woods Ocarina game (#6976)Jordan Longstaff
12 daysSavestates, more AudioOcarina serialization (#6954)djevangelia
12 daysFix 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
2026-07-04Decouple GBK from LACS (#5838)Philip Dubé
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>
2026-07-04Ivan: Move ActorDB registration into IvanCoop.cpp (#6815)Shishu the Dragon
2026-06-30Hookifying Various Cheats and FixVineFall (#6827)Chris
2026-06-29Sync's Ganons Trials and Fixes Softlock (#6828)Amber Burton
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.
2026-06-27Better Octave Drop logic (#6796)jdperos
2026-06-27Cleanup unused includes & remove remaining LUS umbrella includes (#6813)Tim Schneeberger
2026-06-24No FMA (#6811)Philip Dubé
2026-06-24fix: free look continues from forced view when leaving a fixed camera ↵David Racine
(#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>
2026-06-22Custom Bottle Contents (#6780)OtherBlue
2026-06-19fix: free look releases the door peek camera (#6756)David Racine
* 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>
2026-06-18feat(camera): option for free look to follow the default camera distance (#6757)David Racine
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>
2026-06-18Redo Fishing Pole Gi Model (#6759)nickel246
Replaces the gi model for the randomizer Fishing Pole to be more consistent with the rest of the game's gi models
2026-06-18fix(audio): replace stray custom-sequence printf with a debug log (#6752)David Racine
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.
2026-06-15[Modding] Refactor CustomEquipment (#6708)Reppan
2026-06-14fix halfmilk RBA (#6670)ph
2026-06-14rando: option to allow swordless epona items (#6727)Philip Dubé
2026-06-13Fix custom music corruption past 256 sequences (#5989) (#6736)David Racine
The resolved replacement id (which can exceed 255) rode a single per-player seqToPlay slot, written at enqueue but consumed asynchronously on the audio thread; back-to-back starts and priority-queue promotions clobbered it. sSeqFlags[0x6F] was also indexed by raw id, reading out of bounds past the authentic range. - func_800F9280 resolves the replacement and packs the full 16-bit id into the 0x82/0x85 play command; the handler reads opArgs & 0xFFFF. Audio_QueueSeqCmd no longer pre-writes the shared slot. - SyncInitSeqPlayerInternal uses the command-carried id and bounds-checks it against the calloc'd sequence map (+0xF headroom for reserved-range skips). - Route sSeqFlags reads through a bounded Audio_GetSeqFlags helper. - Warn and skip gracefully past the 16-bit id limit. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12Add 6th notch to text speed which makes text speed instant (#6694)Philip Dubé
Helps frustration trying to read hints faster without skipping
2026-06-11Add the 2 "decoy" crates as NL crates (#6672)Pepe20129
2026-06-10Ivan: Hookify and improve spawning (#6707)Shishu the Dragon
Spawn/despawn Ivan immediately (not on next scene) Move Ivan’s boomerang code out of z_player.c
2026-06-09Merge remote-tracking branch 'origin/develop' into develop-ackbarDemur Rumed
2026-06-09uncomment code in z_camera.c (#6709)Philip Dubé
pointed out by Evangelia, cause of discrepancy in crawlspace glitch * [Console](https://www.youtube.com/watch?v=2_tFHeEvXI0) * [SoH](https://www.youtube.com/watch?v=-u3TzbdUr3c)
2026-06-06Don't Spoil Ice Trap (#6597)Pepe20129
2026-06-06Enhancement to disable heat haze (#6663)Shishu the Dragon
2026-05-30Update LUS to build in GCC 16 (#6601)Pepper0ni
2026-05-29Fix sword scaling (#6558)Philip Dubé
Don't apply transforms when scale 1.0, adjust translation to be gradual
2026-04-23Fix OGC great fairy reward in vanilla with skip misc interactions when fish ↵Philip Dubé
is not obtainable (#6556) Item_CheckObtainability should only be called with MOD_NONE GI For RG_DOUBLE_DEFENSE that became ITEM_FISH. Nonsense ensued To reproduce issue, create debug save & go straight to OGC great fairy with only magic/ocarina/lullaby
2026-04-19func_$hex renaming from upstream (#6498)Philip Dubé
2026-04-17Horseback archery settings (#6517)Reppan
2026-04-17Hookify DropsDontDie, NoFishDespawn, NoBugsDespawn (#6513)Philip Dubé