NTSC Support (N64) (#4198)
* copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * quicktext more closely aligned with decomp * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64
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@@ -2850,5 +2850,62 @@ static const ALIGN_ASSET(2) char gFishSkelLimbsLimb_018FB0DL_018950[] = dgFishSk
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#define dgFishSkelLimbsLimb_018FBCDL_0188B0 "__OTR__objects/gameplay_keep/gFishSkelLimbsLimb_018FBCDL_0188B0"
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static const ALIGN_ASSET(2) char gFishSkelLimbsLimb_018FBCDL_0188B0[] = dgFishSkelLimbsLimb_018FBCDL_0188B0;
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// #region NTSC
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#define dgameplay_keep_DL_0C8B0 "__OTR__objects/gameplay_keep/gameplay_keep_DL_0C8B0"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_0C8B0[] = dgameplay_keep_DL_0C8B0;
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#define dgameplay_keep_Tex_0CE60 "__OTR__objects/gameplay_keep/gameplay_keep_Tex_0CE60"
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static const ALIGN_ASSET(2) char gameplay_keep_Tex_0CE60[] = dgameplay_keep_Tex_0CE60;
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#define dgameplay_keep_DL_39890 "__OTR__objects/gameplay_keep/gameplay_keep_DL_39890"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_39890[] = dgameplay_keep_DL_39890;
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#define dgameplay_keep_DL_399B0 "__OTR__objects/gameplay_keep/gameplay_keep_DL_399B0"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_399B0[] = dgameplay_keep_DL_399B0;
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#define dgameplay_keep_DL_39A80 "__OTR__objects/gameplay_keep/gameplay_keep_DL_39A80"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_39A80[] = dgameplay_keep_DL_39A80;
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#define dgameplay_keep_DL_39B50 "__OTR__objects/gameplay_keep/gameplay_keep_DL_39B50"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_39B50[] = dgameplay_keep_DL_39B50;
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#define dgameplay_keep_DL_3CFD0 "__OTR__objects/gameplay_keep/gameplay_keep_DL_3CFD0"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_3CFD0[] = dgameplay_keep_DL_3CFD0;
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#define dgameplay_keep_DL_3D108 "__OTR__objects/gameplay_keep/gameplay_keep_DL_3D108"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_3D108[] = dgameplay_keep_DL_3D108;
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#define dgameplay_keep_DL_3D260 "__OTR__objects/gameplay_keep/gameplay_keep_DL_3D260"
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static const ALIGN_ASSET(2) char gameplay_keep_DL_3D260[] = dgameplay_keep_DL_3D260;
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#define dgUnusedDropBombchuTex "__OTR__objects/gameplay_keep/gUnusedDropBombchuTex"
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static const ALIGN_ASSET(2) char gUnusedDropBombchuTex[] = dgUnusedDropBombchuTex;
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#define dgUnusedWalletTex "__OTR__objects/gameplay_keep/gUnusedWalletTex"
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static const ALIGN_ASSET(2) char gUnusedWalletTex[] = dgUnusedWalletTex;
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#define dgUnusedHeartPieceTex "__OTR__objects/gameplay_keep/gUnusedHeartPieceTex"
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static const ALIGN_ASSET(2) char gUnusedHeartPieceTex[] = dgUnusedHeartPieceTex;
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#define dgUnusedDropRecoveryHeartTex "__OTR__objects/gameplay_keep/gUnusedDropRecoveryHeartTex"
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static const ALIGN_ASSET(2) char gUnusedDropRecoveryHeartTex[] = dgUnusedDropRecoveryHeartTex;
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#define dgUnusedDropBombTex "__OTR__objects/gameplay_keep/gUnusedDropBombTex"
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static const ALIGN_ASSET(2) char gUnusedDropBombTex[] = dgUnusedDropBombTex;
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#define dgUnusedDropArrows1Tex "__OTR__objects/gameplay_keep/gUnusedDropArrows1Tex"
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static const ALIGN_ASSET(2) char gUnusedDropArrows1Tex[] = dgUnusedDropArrows1Tex;
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#define dgUnusedRupeeLightBlueTex "__OTR__objects/gameplay_keep/gUnusedRupeeLightBlueTex"
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static const ALIGN_ASSET(2) char gUnusedRupeeLightBlueTex[] = dgUnusedRupeeLightBlueTex;
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#define dgUnusedHeartContainerTex "__OTR__objects/gameplay_keep/gUnusedHeartContainerTex"
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static const ALIGN_ASSET(2) char gUnusedHeartContainerTex[] = dgUnusedHeartContainerTex;
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#define dgUnusedTreeBarkTex "__OTR__objects/gameplay_keep/gUnusedTreeBarkTex"
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static const ALIGN_ASSET(2) char gUnusedTreeBarkTex[] = dgUnusedTreeBarkTex;
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#endif // OBJECTS_GAMEPLAY_KEEP_H
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@@ -9,6 +9,9 @@ static const ALIGN_ASSET(2) char gTitleZeldaShieldLogoMQTex[] = dgTitleZeldaShie
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#define dgTitleZeldaShieldLogoTex "__OTR__objects/object_mag/gTitleZeldaShieldLogoTex"
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static const ALIGN_ASSET(2) char gTitleZeldaShieldLogoTex[] = dgTitleZeldaShieldLogoTex;
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#define dgTitleCopyright1998Tex "__OTR__objects/object_mag/gTitleCopyright1998Tex"
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static const ALIGN_ASSET(2) char gTitleCopyright1998Tex[] = dgTitleCopyright1998Tex;
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#define dgTitleCopyright19982002Tex "__OTR__objects/object_mag/gTitleCopyright19982002Tex"
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static const ALIGN_ASSET(2) char gTitleCopyright19982002Tex[] = dgTitleCopyright19982002Tex;
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