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2026-06-09Enemy rando cleanup 3 (#6518)Pepe20129
* Fix bari's biris not respecting the seeded option * Randomize Peehat Larvas * Refactor `IsEnemyAllowedToSpawn` * Fix the issue where some enemies spawn above the ceiling * Partially fix twisted hallway issue * Prevent Baris from spawning Baris
2026-05-29Fix sword scaling (#6558)Philip Dubé
Don't apply transforms when scale 1.0, adjust translation to be gradual
2026-05-27fix(actors): Restore vanilla default for Kokiri Forest quest state hook (#6614)Unreference
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
2026-04-17Fishing: don't say default 6/7 when minimum reduced by enhancement (#6523)Philip Dubé
2026-04-16Fix Duplicate Reticles in Anchor (#6520)A Green Spoon
2026-04-12Avoid over-allocating with texture interpolation (#6489)Philip Dubé
Also remove interpolation with all zeroes & fix one interpolation direction
2026-04-12Make Lake Hylia water level switch in rando 10x faster (#6492)Philip Dubé
35 seconds was an eternity
2026-04-08Faster bean planting (#6473)Jordan Longstaff
2026-04-07Fix cooldown behavior for crystal and light switches, water gate (#6461)Chris
2026-03-30Bean guy text formatting and rando fixes (#6444)Chris
2026-03-29Make item category adjustments more consistent (#6434)Chris
2026-03-26Move retrieval of dbEntry after Actor_Destroy (#6410)Christopher Leggett
Before I had the change back to the placeholder actor id the Dummy Player actors were spawned with, but since we grabbed the actorDB entry before Actor_Destroy was called it didn't matter. Move it and the requisite log statement to after Actor_Destroy.
2026-03-23Enemy rando: don't mutate ActorEntry (#6400)Philip Dubé
2026-03-21Enemy rando cleanup 2 (#6365)Pepe20129
Move stuff to main file, delete header & refactor lists
2026-03-21[Enhancement] Reworked targetting (#6322)OtherBlue
Adds an enhancement that changes targeting behavior, allowing Switching targets with the chosen button combo (In Switch mode) Untargeting by just pressing Z
2026-03-21Fix ADPCM sample buffer overread in audio synthesis (#6364)Paul Schwabauer
The sampleDataStartPad and aligned variables existed solely to satisfy the N64 RSP DMA requirement that source addresses be 16-byte aligned. On PC, aLoadBuffer is a plain memcpy with no such constraint. The alignment dance caused aLoadBuffer to read up to 15 bytes before sampleData and up to 8+ bytes past the end of the sample buffer. On platforms with strict allocator guard pages (e.g. OpenBSD), this triggers a SIGSEGV. A second issue remains after removing the alignment dance: nFramesToDecode is derived from sample counts (loopEnd), but size is not always a multiple of frameSize. loopEnd and size are derived independently during encoding and can disagree on the final partial frame, leaving nFramesToDecode * frameSize exceeding the remaining bytes in the buffer. Remove sampleDataStartPad and aligned entirely. Clamp the load to min(nFramesToDecode * frameSize, audioFontSample->size - sampleDataOffset). The ADPCM decoder operates on DMEM, so a partial last frame in DMEM produces at most a negligible artifact at sound termination.
2026-03-20Custom Item Icons in Textboxes (#6343)Christopher Leggett
2026-03-20Fix Entrance Rando Grotto Voidout Crash when voiding back to an area with a ↵Christopher Leggett
background image (#6379) Hookify bgimage load cam check and add it to entrance rando
2026-03-19Fix rendering double digit key count (#6371)Philip Dubé
2026-03-19z_en_ko.c: port over more improvements from decomp, add hook to fix vanilla ↵Philip Dubé
forest quest state bug (#6373)
2026-03-18Hookify Sunlight Arrows (#6366)Philip Dubé
2026-03-17Classify chest CMC for bombchus as lesser, not junk (#6349)Philip Dubé
2026-03-17Fix happy mask salesman to check flags instead of inventory for SOLD OUT (#6355)Philip Dubé
Fixes getting locked out of mask quest with mask select
2026-03-17Fix RBA gauntlet colors to match console (#6359)Philip Dubé
Also fix tracker to show golden gauntlets while wearing glitched gauntlets, & don't crash save editor
2026-03-17Enemy rando cleanup (#6327)Pepe20129
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
2026-03-05Enforce mask select properly on completed (#6326)Pepper0ni
2026-03-05Hookify Hookshot Reticle Changes (#6279)A Green Spoon
2026-03-04Prevent winning Talon's game without str0. Prevent starting Diving Game ↵Philip Dubé
without Zora Jabbernut (#6324)
2026-03-03Fix toggle speed modifier for walking (#6321)Philip Dubé
2026-03-02move speed modifier settings to cheats (#6277)Philip Dubé
Combine into one speed modifier. Refactor config migrations. Add v6
2026-03-02Hookify DisableKokiriDrawDistance (#6305)Philip Dubé
Also update some of Mido's code with latest decomp Looking at decomp, EnKo doesn't set appearDist to 180.0
2026-03-02Ivan: Fix intermittent crash with certain items (#6253)Shishu the Dragon
2026-03-02Add disable jabu wobble accessibility option (#6280)red
2026-03-01Roc's Feather: avoid OOB access to gItemAgeReqs (#6297)Philip Dubé
This fix is a bit blunt, but in the absence of a better idea it exists
2026-02-28Fix song of storms cutscene (#6310)Philip Dubé
2026-02-28Fix missable Malon check (#6299)Jerom Venneker
Added a case for the VB_MALON_RETURN_FROM_CASTLE vanilla behavior flag. This lets Malon stay until you both get the egg and wake up Talon making the egg flag unmissable.
2026-02-27unsheathe without slashing (#6216)Jameriquiah
2026-02-28Remove unnecessary includes of OTRGlobals.h in actor overlays (#6306)Philip Dubé
2026-02-26Port Scrolling Texture Interpolation over from 2Ship (#6224)Christopher Leggett
2026-02-17hookify additional reticles (#6278)A Green Spoon
2026-02-16Deku Theater: better handling of timesaver being disabled for shuffle speak ↵Philip Dubé
(#6265) also skip first 2 seconds of scrubs deciding to pop out of ground
2026-02-14Enable missing music entries in audio editor (#5685)Jordan Longstaff
* Enable missing music entries in audio editor * Fix mislabeled tracks "Ocarina of Time" and "Seal of Six Sages" (mirrored in decomp)
2026-02-15fixes #6008 (#6229)anthony-barricelli
2026-02-15Business Scrubs: don't speak without jabber nut (#6255)Philip Dubé
most speak checks conservatively only apply to Link initiating speech, but didn't realize business scrubs speak unprompted & that would make deku jabber nut mostly useless this doesn't apply to other scrubs (such as 123 scrubs), maybe in future we can block more, such as showing trade items
2026-02-14remove extra zf condition + add vb call (#6258)A Green Spoon
2026-02-10fix crash when generating decoupled entrances with boss shuffle (#6189)Philip Dubé
regression from ganon's tower shuffle
2026-02-10Fixes some Stone of Agony bugs and refactors it to a VB Hook (#6235)Christopher Leggett
Fixes #1727. Specifically, it removes a lot of old situations in which the stone of agony icon would've been hidden, such as shield and z-targeting. It will still be hidden while talking to an NPC or in cutscenes. This does also introduce a subtle change in behavior. It now behaves a bit more like the Shard of Agony from the 3ds version. Instead of always being visible after the stone of agony is obtained, it is now hidden until you get close to a secret spot, appearing at a slightly further range than when the rumble would start.
2026-02-04check if rando for quest kaleido menu panel (#6231)anthony-barricelli
2026-01-29Hookify Goron Pot (#6208)Jordan Longstaff