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3 daysDecomp, naming (OnePointCS, itemAction, blure, wall/floor types) (#7007)djevangelia
9 days[Enhancement] Dampe's Race awards both rewards at once (#6980)Jordan Longstaff
9 daysIngo Race: skip rematch (#6991)Jordan Longstaff
9 days[Enhancement] Award both prizes for high score in Horseback Archery (#6982)Jordan Longstaff
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 daysIngo Race Once: add option to skip both races (#6975)Jordan Longstaff
10 daysHookify Lost Woods Ocarina game (#6976)Jordan Longstaff
10 daysVanilla bugfix, allow fishing with blank B (#6826)djevangelia
10 daysFix typos (#6978)Philip Dubé
11 daysProgressive Shuffle Open Chest (#6971)Philip Dubé
11 daysHookify Shooting Gallery options (#6972)Jordan Longstaff
11 daysHookify frogs' Ocarina game (#6969)Jordan Longstaff
11 days[Enhancement] Ingo Race Once (#6965)Jordan Longstaff
11 daysHookify Bombchu Bowling options (#6968)Jordan Longstaff
Cuccos get destroyed when options turned on
12 daysSavestates, more AudioOcarina serialization (#6954)djevangelia
12 daysFix problems with Zelda's Letter & Weird Egg hatching (#6962)Philip Dubé
12 daysRestoration, fix Japanese subtitle + MQ logo (#6953)djevangelia
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
2026-07-19Polishing, climb everything door opening + sloped ledge climb up (#6936)djevangelia
Allow player to try opening doors while climbing. Player can't open anything if a door doesn't offer it, so it's ok to try. Handle doors don't change player y position (player walks in the air), so manually lower it. Increase y height limit for doors to offer open from 15.0f/20.0f to 50.0f (normal door height). (For shutter doors height could be individualized depending on shutter door type in the future.) Make climbing up animation play even for sloped ledges. The animation/action breaks because game thinks player is not on ground. So, at the end of Player_ProcessSceneCollision, if player is in climbing up action, manually set BGCHECKFLAG_GROUND.
2026-07-19Better Save Menu: Ability to Reset to Spawn from anywhere (#6937)Christopher Leggett
Adds an option for a Better Save Menu that, after saving, allows you to effectively soft-reset the current save (either return to spawn or reset to the dungeon entrance), and additionally lets you reset to spawn specifcally, even if you are in a dungeon. This allows for escaping from the rare entrance-rando related softlock that can happen.
2026-07-19Decomp, update AudioOcarina (code_800EC960.c) (#6941)djevangelia
2026-07-18Savestates, player serialization (#6927)djevangelia
2026-07-18Vanilla bugfix, ladder cutscene softlock (#6804)djevangelia
2026-07-13Rando, prevent carrying abducted Ruto into Bigocto room (#6845)djevangelia
If Ruto enters Bigocto's room after she has already been abducted, the room behaves weird due to actor functions. Randomizer respawns Ruto after abduction, so this can become a problem. The easiest solution is probably to just not let player open doors to Bigocto room while carrying Ruto after abduction. This fix makes shutter doors in randomizer when offering player to open the door - check scene, abduction flag, if door is transition actor index 21 or 3, held actor, and if held actor is Ruto. Looks like this: https://www.youtube.com/watch?v=2Siq2Z41Pqo The shutter door in decomp and thus this fix uses macros that are missing here, I copied all of them to the corresponding place in actor.h as they are very useful for actor params and will be added anyway when/if code is synced with decomp.
2026-07-13Bugfix, grotto boulder block respawn from water voidout (#6854)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
2026-07-12Bugfix, prevent looping fanfares from softlocking HBA (#6874)djevangelia
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
2026-07-08Enhancement, add SoT blocks to one point cutscene skip (#6848)djevangelia
2026-07-08cleanup lake hylia swim spawn hook (#6887)Philip Dubé
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>
2026-07-04SpeedModifiers.cpp (#6861)Philip Dubé
Prevent speed modifiers affecting dive speed when bunny jump not enabled
2026-07-04Ivan: Move ActorDB registration into IvanCoop.cpp (#6815)Shishu the Dragon
2026-07-03Bugfix, add Dodongo fire in enemy randomizer (#6855)djevangelia
2026-07-01Bugfix, Bigocto softlock on early damage (#6842)djevangelia
2026-06-30Hookifying Various Cheats and FixVineFall (#6827)Chris
2026-06-29Add Easy Butterfly Fairy Cvar (#6833)Reppan
2026-06-29Vanilla bugfix, Goron Link first talk softlock (#6834)djevangelia
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.