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2 daysReplace ZAPDTR and OTRExporter with Torch (#6989)HEADdevelopbriaguya
* Add Torch migration plan Plan for replacing ZAPDTR + OTRExporter with Torch as SoH's only asset pipeline, following HarbourMasters/Torch#219 ("oot support"). Co-Authored-By: Claude <noreply@anthropic.com> * Plan: yml repo is source of truth, drop the move-to-assets-repo steps - Name the actual repo (briaguya0/soh-asset-yml); it holds yml only, and is edited directly rather than regenerated. zapd_to_torch.py is a one-shot conversion, not an ongoing workflow, since nobody edits the ZAPD XMLs once ZAPD is gone. - Phase 5 is pure deletion. Generator inputs are already preserved by the harness's shipwright@95d8f7e submodule pin and by git history, so nothing needs snapshotting or moving out of Shipwright. - Clarify soh/CMakeLists.txt:107-109 as a configure-soh-directly fallback with nothing left to fall back to. - Downgrade the extraction wall-clock risk; perf work landed in Torch#219. Co-Authored-By: Claude <noreply@anthropic.com> * Phase 0: flesh out the verification gates Adds torch-migration/PHASE0.md with the full gate detail: what each gate's variable is, the driver source, exact commands, cost, and exit criteria. Two gates the plan was missing: - Gate C (Release build) - the harness 14/14 is a Debug measurement; CI and releases build -O3. - Gate A2 (two extractions in one process) - free once the driver exists, retires the re-entrancy risk offline instead of by hand in the game. Also: gates run full-tree + check.sh rather than test_assets.py (which hardcodes the torch path and copies a filtered yml subset), 19 ROM dumps not 17, and libgfxd being USE_STANDALONE-only is called out as the real hazard in Gate A. * Phase 0: correct the test_assets.py claim The "filtered subset" was a misread. The log line prints the pre-recursion yml count (1320); setup_scratch's external_files recursion then pulls in the remaining 130, so an unfiltered run copies all 1450 - verified by replaying the logic. So the gates use test_assets.py, the same tool that produced the existing 14/14, with a TORCH_BIN env override as the only harness patch. Gate A2 keeps the check.sh path, since it needs two extractions in one process and test_assets.py execs the binary once per ROM. * Phase 0: preflight green, 19/19 Baseline Torch build (USE_STANDALONE=ON, all games, Debug, PORT_VERSION_ ENDIANNESS=ON) reproduces every reference archive: 19 ROM dumps, all 0 failed / 0 not generated / 0 not in reference. Counts match the harness README's 14-target table, and the duplicate dumps agree with each other, which the 14-target matrix never showed. Reference manifests also spot-checked by re-derivation from two o2r files -- the baseline the gates measure against hasn't drifted. * Phase 0: Gate A green, 19/19 USE_STANDALONE=OFF plus driving Companion by hand produces byte-identical archives for all 19 ROM dumps. The real question was libgfxd, which is fetched only if(USE_STANDALONE) -- _deps/ confirms it is absent, so the Binary export path is genuinely gfxd-free. Reading said so; now it's run. Progress denominator confirmed exact: SetPhaseCallback fires once per yml file, matching the on-disk count for all three classes (1449/1450/1480). Phase 3's bar can be monotonic with no change to OTRGlobals. Also observed for Phase 2: zlib is fetched even with BUILD_STORMLIB=OFF and no zlib.h use in torch/src, confirming risk #1; spdlog is not fetched, so only the global-logger stomping applies there. * Phase 0: Gate A2 green, and the duplicate-entry finding Two extractions in one process, vanilla then MQ, both byte-identical to their references. The second run's phases=1450 matches pal_mq's on-disk yml count exactly, which is the direct refutation of the gProcessedFiles risk -- a leak would have skipped files and truncated the archive. A fresh Companion per extraction is sufficient; PLAN.md risk #6 retired. Also records what the gate turned up on the way: torch writes 25 duplicate archive entries, benign because libultraship indexes by CRC64 of the path. Filed as Torch#233 item 5. Corrects the Gate A note that attributed the whole ~343 KB size delta to compression -- 76 KB of it is these duplicates. * Phase 0: Gates B and C green OoT-only (eight BUILD_<game> flags OFF) and Release (-O3) each 19/19 identical, one variable moved apiece -- verified against the option() defaults so the other flags genuinely match the baseline cache. Gate C mattered: every parity measurement to date, including the original 14/14, was Debug, while CI and releases build -O3. Also records extraction wall-clock from torch's own timing line: Release averages 11.4s per ROM against Debug's 26.7s, and the OoT-only flags cost nothing. SoH ships Release, so PLAN.md risk #5 looks much smaller than the Debug numbers suggested -- though ZAPD's time on the same machine is still unmeasured. * Phase 0: Gate A' green -- the shipping configuration is the spec Static lib + OoT-only + Release together: 19/19 identical plus the vanilla-then-MQ pair. Flags verified from the generated cache rather than assumed, so Phase 2's CMake block and TorchExtract.cpp can be transcriptions of this build and RunOnce respectively. Archive bytes turn out to be configuration-independent -- the pair produced exactly the sizes the Debug static-lib run did, phases=1450 on both runs. Extraction 11.8s mean, so the static-lib wrapper costs nothing over Gate C. Confirms both Phase 2 dependency risks in the configuration that actually ships: zlib fetched with BUILD_STORMLIB=OFF and no zlib.h includes, tinyxml2 fetched with BUILD_NAUDIO=OFF removing its only consumers. Both FetchContent declarations are unconditional. * Copy soh.o2r from a checked-in prebuilt archive (TEMPORARY) Unblocks the rest of the migration. soh.o2r is produced by ZAPD via OTRExporter/extract_assets.py, both of which this migration deletes; its replacement is a small in-tree packer that has to reproduce ZAPD's texture quantisation exactly. Rather than block Phases 2/3/5 on that packer, check the archive in and make GenerateSohOtr a copy. The archive doubles as Phase 4's acceptance oracle -- the packer is correct when its output matches this entry-for-entry -- which is strictly more useful than Gate E's planned manifest of hashes of it. Generation turns out to be content-deterministic but NOT byte- deterministic: two runs give identical payloads for all 1,042 entries but different file hashes, because zip stores per-entry timestamps. So the Phase 4 comparison must be entry-wise; whole-file would fail even on a correct archive. Recorded in prebuilt/README.md. Adds a configure-time guard on the baked-in portVersion. OTRGlobals.cpp :283 requires exact major.minor.patch equality and RunExtract exit(1)s with "soh.o2r is outdated", which is an opaque symptom for a stale checked-in file; verified the guard fires by building against 9.2.4. ExtractAssets, CI and copy-existing-otrs.cmake are deliberately untouched -- ExtractAssets still generates a correct archive while ZAPD exists, and the CI job keeps working since it just builds this target. * Extract ROMs with Torch instead of ZAPD Adds soh/assets/yml as a submodule (briaguya0/soh-asset-yml, 20,353 asset definitions) and FetchContents torch at 4cae4416, configured exactly as Gate A' measured it: static lib, OoT only, no UI, no StormLib. find_package(ZLIB) has to run before torch is declared. Torch declares zlib with OVERRIDE_FIND_PACKAGE, so it takes over the whole build's find_package(ZLIB), and its copy provides no ZLIB::ZLIB -- which both StormLib and CMake's FindPNG link by name. Filed upstream as Torch#233. CallZapd becomes CallTorch: no chdir, no symlinked assets dir, no 22-entry argv. Everything that needed the working directory is now a parameter. TorchExtract.cpp is the only TU that includes Companion.h, since torch exports its whole lib/ as PUBLIC includes. Progress uses torch's phase callback, which fires once per yml file, with the denominator counted off disk. Gate A confirmed the two match exactly for all three yml counts, so the bar runs 0-100 without the sawtooth the old per-file counter would have produced. GetZapdVerStr becomes GetTorchVersionDir, returning the version directory under the yml tree rather than a ZAPD xml directory. soh.elf links torch and no longer references zapd_report. * Record the two-ROM session passing in-game Vanilla then MQ extracted in one process, both loaded and played. Closes PLAN.md risk #6 in the game rather than only against the harness driver, and confirms config.yml-driven archive naming end to end. * Add soh-torch, rebuild ExtractAssets on it soh links torch as a static library, which compiles out torch's own CLI, so build-time extraction needs an entry point. soh-torch supplies one around the same SohTorch::Extract the game calls -- one implementation, so the CLI and the in-game path can't drift. ExtractAssets keeps its old contract: SOH_ROM_PATH accepts roms and/or directories of roms and defaults to roms/, so dropping a vanilla and a master quest rom in produces oot.o2r and oot-mq.o2r in one run, and chaining GenerateSohOtr keeps soh.o2r coming out of it too. Extract now returns the archive name torch chose rather than deriving it from IsMasterQuest(), so config.yml is the only thing naming archives. The name comes from Companion::GetOutputPath(): scanning the destination for *.o2r picks up an unrelated soh.o2r when extracting into the build directory, which is only invisible in the game because it extracts into an empty temp dir. ExtractAssetHeaders stays as a target that explains why it can't run -- torch registers no OoT header exporter and emits no #define d<sym>, which soh source references ~24k times. Documented in BUILDING.md alongside it. This removes the last ZAPD dependency from the build. * Add the roms directory ExtractAssets defaults to BUILDING.md points people at roms/, but git can't track an empty directory, so a fresh clone didn't have one. Its .gitignore keeps everything but itself and the readme out. * Delete ZAPDTR and OTRExporter Nothing drives them any more: ExtractAssets runs soh-torch, the in-game extractor calls Companion directly, GenerateSohOtr copies a prebuilt archive, and soh links torch instead of ZAPDLib. Verified with a build from a fresh tree with both submodules absent from disk. Removes the submodules, the 7,680 ZAPD xmls under soh/assets/xml, the extractor inputs (Config_*.xml, TexturePool.xml, filelists, symbols) and copy-existing-otrs.cmake. The xmls remain in this repo's history and in the test harness's pinned shipwright submodule, which is where the yaml was generated from. Packaging changes shape as well as content: the extractor assets used to install into the 'extractor' component, which Packaging-2.cmake only includes for the AppImage generator, so linux zips shipped without them. torch is linked into soh rather than being a separate binary, so the yml tree installs into 'ship' on every platform and every package can extract a rom. * Keep CI providing tinyxml2 itself Torch's fetched copy satisfies libultraship today, so the install steps are redundant -- but that rests on torch declaring tinyxml2 with an unconditional OVERRIDE_FIND_PACKAGE, which is an implementation detail, and one we've asked upstream to reconsider in Torch#233. If the fetch gets gated, find_package needs a system copy again and CI would break because we removed the steps providing it. Also notes that the generate-soh-otr slim-down was written before the prebuilt archive, which makes that job build nothing for now. * Generate soh.o2r again, replacing the prebuilt archive soh-o2r-packer builds soh.o2r from soh/assets/custom, reproducing the ZAPD/OTRExporter archive exactly: 1,042 entries, 0 missing, 0 extra, 0 content mismatch, checked entry-wise because zip stores per-entry timestamps and whole-file hashes never match between runs. Most of it is torch's: Companion::Pack walks the directory, zips it and writes portVersion; BaseExporter::WriteHeader writes the resource header; TextureType and CalculateTextureSize come from TextureUtils. The packer stages the assets into the shape the archive should have and hands that over. Encoding a PNG into an N64 texture is the only piece nothing else provides -- torch decodes rom data that is already N64 format, never the reverse -- so PngTexture.cpp is the whole of what had to be written, and it follows ZAPD's quantisation rather than n64graphics', which scales where ZAPD shifts. GenerateSohOtr copies the libultraship shaders into assets/custom again before packing; assets/custom/shaders is gitignored and nothing else populates it, so a fresh clone would otherwise pack three files short. Removes prebuilt/ and its configure-time portVersion guard. * Move the asset tools under soh/assets soh-torch and soh-o2r-packer both exist to turn assets into archives, so they sit better beside the assets they read than at the repo root. Nothing tangled: both targets are declared in the root CMakeLists with explicit paths rather than add_subdirectory, and soh/CMakeLists.txt globs only include/, soh/ and src/, so sources under assets/ aren't swept into the soh target. * Build soh.o2r in CI without libultraship or soh SOH_TOOLS_ONLY returns from the root CMakeLists once the asset tools are declared, before libultraship and soh are added, so a configure that only needs soh-o2r-packer never reaches LUS's find_package(SDL2 REQUIRED). That lets generate-soh-otr drop building SDL2 from source, SDL2_net, and the deps cache that existed to hold the SDL2 tarball -- eleven steps down to six. Verified a tools-only build produces the archive with all 1,042 entries matching. The tool targets move above the sub-projects so the early return can sit between them; they only ever needed torch. The packer creates its output directory, which previously came for free from soh's build directory. * Fix macos and windows builds, keep the tools out of the game build macos: libultraship declares spdlog with OVERRIDE_FIND_PACKAGE so its own find_package(spdlog REQUIRED) resolves, but torch declares spdlog without it, and FetchContent_Declare is first-wins. Configuring torch first made LUS's declaration a no-op and left find_package with no config to find. It only showed on macos because that's the platform where neither project finds an installed spdlog -- it's kept out of macports.yml because its fmt dependency breaks the universal build -- so both fall through to fetching. Declaring it ahead of both keeps macos on the same source-built v1.16.0 it used before. Torch already uses OVERRIDE_FIND_PACKAGE for tinyxml2 and zlib, so the real fix is upstream. windows: soh builds with /WX, and TorchExtract.cpp is the one translation unit reaching yaml-cpp through torch's headers, which trips the dll-interface warnings. Suppress those two on that file. EXCLUDE_FROM_ALL on soh-torch and soh-o2r-packer: they are build-time tools, so building the game shouldn't compile them. ExtractAssets and GenerateSohOtr still pull them in through DEPENDS. Drops the .gitattributes rule for the prebuilt archive, which is gone. * Drop the gitignore negation for the prebuilt archive Left over with the .gitattributes rule when prebuilt/ was removed. * TEMPORARY: put soh/assets/xml back so the branch diff is reviewable Deleting 7,680 xmls puts the diff past what GitHub will render, and they are 99.8% of it. Restoring them here leaves the ~46 files that actually changed, which reviews in the compare view. Revert this before opening the PR. * Remove the migration planning docs Scaffolding for the migration itself rather than anything the repo needs to carry afterwards. * Fix NTSC master quest roms being rejected as unsupported verMap's two master quest rows keyed off the GameCube constants instead of the MQ ones, so with duplicate keys dropped the map never contained OOT_NTSC_US_MQ or OOT_NTSC_JP_MQ and both roms were filtered out before extraction. IsMasterQuest already handles both, and the asset yml covers ntsc_u_mq and ntsc_j_mq, so keying them correctly is all that's needed. Predates this migration; the torch cli was unaffected because it hashes the rom rather than consulting verMap. * Revert "TEMPORARY: put soh/assets/xml back so the branch diff is reviewable" This reverts commit 28f41138d6e7bc587000703d367203845433e12e. * Run clang-format Renaming CallZapd to CallTorch made the call sites one character longer and left their continuation lines under-indented. Co-Authored-By: Claude <noreply@anthropic.com> * Temporarily pin torch to the fork carrying the Windows fixes HarbourMasters/Torch#234 fixes three Windows-only defects in the OoT factories: a 64 KiB over-read past the code segment that crashes extraction, backslashes in exported scene resource names that crash at scene load, and external_files being keyed differently from the directory walk, which processed every dependency twice. Without them a Windows build of this branch cannot extract a rom. Goes back to a HarbourMasters sha once that PR merges. Co-Authored-By: Claude <noreply@anthropic.com> * Point torch back at upstream HarbourMasters/Torch#234 landed as 65eb11c, squashing the three Windows fixes this branch was pinned to a fork for. The squashed tree is identical to the fork commit that was tested, and extraction output is unchanged: 35,386 entries, same CRCs. Co-Authored-By: Claude <noreply@anthropic.com> * Vendor the asset yml instead of submoduling it The submodule existed only so this PR's diff stayed reviewable; squash-merging it would have put a submodule on develop. This replaces it with the 20,353 files themselves, from briaguya0/soh-asset-yml@523be1d. The submodule's own README is dropped rather than vendored, since it describes that repo and was showing up in the assets folder of release downloads. Co-Authored-By: Claude <noreply@anthropic.com> * Bump torch to pick up the yaml-cpp 0.9.0 bump HarbourMasters/Torch#235 landed as e92c210. The pinned yaml-cpp predated jbeder/yaml-cpp@4fe2fb8, so every scalar conversion constructed a named std::locale; cheap on glibc, expensive on MSVC. Windows extraction of a PAL GC rom drops from 49.0s to 13.9s on the same machine, which also puts it ahead of ZAPDTR's 48.4s rather than fractionally behind. The merged commit is tree-identical to the fork commit those numbers were measured on. Extraction output is unchanged: 35,386 entries, same CRCs. Co-Authored-By: Claude <noreply@anthropic.com> * Consume torch as a submodule instead of FetchContent Reviewer feedback on #6989: FetchContent makes iterating on torch itself awkward, since testing a change means pushing it somewhere the pin can reach. A submodule is editable in place, which is how libultraship already works. Nothing else changes -- FetchContent_MakeAvailable was already doing add_subdirectory, so the include topology and every build option are the same. The pin moves from GIT_TAG into the gitlink, at the same sha. Co-Authored-By: Claude <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com>
2 daysDecomp, naming (OnePointCS, itemAction, blure, wall/floor types) (#7007)djevangelia
4 daysFix startup crash from over-long "Speak Hylian" stat name (#6995)David Racine
itemTimestampDisplayName rows are char[24], sized for the 23-char column the table uses. #6978 corrected "SpeakHylian:" to "Speak Hylian:" but kept the original padding, making the string 24 chars + NUL = 25 bytes. That overflows the buffer, so the strcpy in SetupDisplayNames aborts (__strcpy_chk) at GUI init on any _FORTIFY_SOURCE build, crashing before the main menu. Drop one trailing space to restore the 23-char column. Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
8 days[Enhancement] Dampe's Race awards both rewards at once (#6980)Jordan Longstaff
9 daysIngo Race: skip rematch (#6991)Jordan Longstaff
9 daysFix Horseback Archery Instant Win glitch (#6985)Jordan Longstaff
9 daysAdd ASAN cmake option (#6981)louist103
9 daysBetterSaveMenu: Less redundant override and run exit and load hooks (#6984)Christopher Leggett
Running the OnExitGame and OnLoadGame Hooks fixes some interactions this menu had on the Check Tracker and the Available Checks system. OnLoadGame overwrote the menu's changes to the next entrance override which were needed for Return to Spawn to work correctly, so I needed to add a new gSaveContext flag for it so that the menu code can set the spawn entrance after all the other entrance overriding code has executed. This also allows any future changes to `Entrance_SetSavewarpEntrance` to take effect when using this menu.
9 days[Enhancement] Award both prizes for high score in Horseback Archery (#6982)Jordan Longstaff
9 daysRando: Mark checks as seen in the Check Tracker from explicit item hints (#6946)Mark Eldridge
Only apply with clear hints & when hint is for a unique RHT
9 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
9 daysIngo Race Once: add option to skip both races (#6975)Jordan Longstaff
9 daysHookify Lost Woods Ocarina game (#6976)Jordan Longstaff
9 daysRando: Adds Bombchu Refills to junk pool if drops are on (#6949)Christopher Leggett
Also lock junk chus behind bombchu bags being on Exclude RG_BOMBCHUS_20 from junk pool for balancing
9 daysVanilla bugfix, allow fishing with blank B (#6826)djevangelia
10 daysFix typos (#6978)Philip Dubé
10 daysProgressive Shuffle Open Chest (#6971)Philip Dubé
10 daysHookify Shooting Gallery options (#6972)Jordan Longstaff
10 daysMove minigame hooks into Minigames folder (#6973)Jordan Longstaff
10 daysHookify frogs' Ocarina game (#6969)Jordan Longstaff
11 days[Enhancement] Ingo Race Once (#6965)Jordan Longstaff
11 daysRespect the Better Save Menu enable toggle (#6970)Mark Eldridge
RegisterBetterSave registered its VB_LOAD_SAVE_MENU and VB_DRAW_SAVE_MENU hooks unconditionally, and hardcoded the save/continue text overrides to `true`, so the feature applied regardless of the enable checkbox and toggling it off did nothing. CVAR_BETTERSAVE_VALUE was defined but never read. Gate all five hooks on CVAR_BETTERSAVE_VALUE (COND_VB_SHOULD for the two vanilla-behavior hooks, the condition arg for the three OnOpenText hooks). RegisterShipInitFunc already re-runs RegisterBetterSave when CVAR_BETTERSAVE changes, so the COND_* macros unregister the hooks when it is off and re-register them when it is on. Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
11 daysbump lus (#6966)Jameriquiah
11 daysHookify Bombchu Bowling options (#6968)Jordan Longstaff
Cuccos get destroyed when options turned on
11 daysFix some issues found with the BetterSaveMenu (#6963)Christopher Leggett
Fix starting health and music bugs with BetterSaveMenu Better interaction with RememberSaveLocation
12 daysFix a crash when opening the debug menu with a corrupted savegame (#6958)David Racine
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
13 daysfix climb requirements for MQ DC Torch room (#6950)Pepper0ni
14 daysMove AddElementsToPool/ElementInContainer to ShipUtils as generic utilities ↵Philip Dubé
(#6948)
14 daysrandomizer/rng.h (#6947)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
2026-07-19Fix Sail network hooks (#6944)Philip Dubé
isConnected is constant, unnecessary. IsSaveLoaded is inappropriate for OnLoadGame/OnExitGame
2026-07-19Bugfix, make CC invisible Link equips invisible (#6926)djevangelia
2026-07-19Bugfix, make entrance tracker track blue warps (#6888)djevangelia
2026-07-19cleanup region names (#6943)Philip Dubé
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
2026-07-19Rando: Hint tracker journal improvements (#6934)Mark Eldridge
Journal ranking of not-yet-obtainable major items. The Journal ranks item hints by item category, but the rank lookup called Context::GetFinalGIEntry with checkObtainability = true. For any hinted item that isn't currently obtainable, that helper substitutes a blue rupee, so genuine major items (e.g. Anju's Lens of Truth while adult) were categorized as junk and sorted below Pieces of Heart and Gold Skulltula Tokens. Pass checkObtainability = false so hints rank by the true placed item's value regardless of current reachability. Ice-trap disguises still rank as their cover item (handled by the separate overrides path in GetFinalGIEntry), and Mysterious Shuffle still disables the ranking. Follow-up fix to the in-game Hint Tracker feature. Add found-item handling to the Hint Tracker Journal. Once every location an item hint points at has been collected, the hint is "found": it sinks to the bottom of its group, renders dimmed with a tick prefix, and can be removed entirely via a new "Hide Found Items" toggle. A "Found (collected)" colour picker sets the dim colour. Only item and item-area hints in the Journal are affected; Way of the Hero, Foolish and area hints are untouched, and the Locations view is unchanged. Found state is derived from each location's collection status (ItemLocation::HasObtained), so no new save data is introduced. Make Hint Tracker settings searchable, matching the Check Tracker. The Check Tracker registers its checkbox settings as searchable menu widgets (WidgetInfo + AddSearchWidget); the Hint Tracker only did so for its colours and window type, leaving every checkbox reachable only from the dedicated settings window. Convert the checkboxes (Enable Dragging, Only Enable While Paused, Expand/Collapse Buttons, Search Input, Hint Totals, Hide Found Items) to the same searchable widget pattern. The Font Size slider stays inline, as the Check Tracker leaves its own font slider inline too. Items group out into the seven categories. The tier collapse functions are replaced by a single label lookup in ItemCategoryRank order, and the type-priority key scaling grows from 4 to 8 slots to fit the extra groups. Category labels reuse the established translations from the hint text tables. Mysterious Shuffle still keeps the single "Items" group.
2026-07-18Savestates, player serialization (#6927)djevangelia
2026-07-18cleanup redundant code + fix waist dl (#6928)Jameriquiah
2026-07-18Vanilla bugfix, ladder cutscene softlock (#6804)djevangelia
2026-07-13Fix mixed up StartingItemGive between Weird Egg & Zelda's Letter (#6921)Philip Dubé
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
2026-07-13Bugfix, restore A alpha on pause menu age change (#6853)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