Fix misc issues (#6275)

fix #3990 #6055 #6145 #6271
This commit is contained in:
Philip Dubé
2026-02-16 17:52:31 +00:00
committed by GitHub
parent c63f57850f
commit e987cdae24
4 changed files with 8 additions and 5 deletions

View File

@@ -359,7 +359,7 @@ void DrawInfoTab() {
PushStyleInput(THEME_COLOR);
ImGui::InputScalar("Bgs Day Count", ImGuiDataType_S32, &gSaveContext.bgsDayCount);
Tooltip("Total number of days elapsed since giving Biggoron the claim check");
Tooltip("Total number of days elapsed since receiving claim check from Biggoron");
PopStyleInput();
PushStyleInput(THEME_COLOR);

View File

@@ -57,7 +57,7 @@ void BuildEntranceHintMessage(uint16_t* textId, bool* loadFromMessageTable) {
entrance = ENTR_GROTTOS_13;
break;
case TEXT_DMT_DC_SIGN:
entrance = ENTR_DEATH_MOUNTAIN_TRAIL_OUTSIDE_DODONGOS_CAVERN;
entrance = ENTR_DODONGOS_CAVERN_ENTRANCE;
break;
case TEXT_DMT_GC_SIGN:
entrance = ENTR_GORON_CITY_UPPER_EXIT;

View File

@@ -2040,6 +2040,9 @@ void RandomizerOnActorInitHandler(void* actorRef) {
if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_DODONGOS_CAVERN_MQ_SILVER_RUPEES)) {
Flags_SetSwitch(gPlayState, 0x25);
}
if (isVanilla) { // make gossip stone fairy temp flag
Flags_UnsetSwitch(gPlayState, 0x11);
}
break;
case SCENE_JABU_JABU:
if (isVanilla && Flags_GetRandomizerInf(RAND_INF_JABU_JABUS_BELLY_FIRST_SWITCH)) {

View File

@@ -147,7 +147,7 @@ std::vector<RandomizerCheck> Rando::StaticData::GetSongFairyLocations() {
void Rando::StaticData::InitLocationTable() {
// clang-format off
// Randomizer Check Quest Type Area Actor ID Scene ID Params Flags Short Name Hint Text Key Vanilla Item Spoiler Collection Check Vanilla Progression Price
locationTable[RC_UNKNOWN_CHECK] = Location::Base(RC_UNKNOWN_CHECK, RCQUEST_BOTH, RCTYPE_STANDARD, RCAREA_INVALID, ACTOR_ID_MAX, SCENE_ID_MAX, 0x00, "Invalid Location", "Invalid Location", RHT_NONE, RG_NONE);
locationTable[RC_UNKNOWN_CHECK] = Location::Base(RC_UNKNOWN_CHECK, RCQUEST_BOTH, RCTYPE_STANDARD, RCAREA_INVALID, ACTOR_ID_MAX, SCENE_ID_MAX, 0x00, 0x00, "Invalid Location", RHT_NONE, RG_NONE);
// Kokiri Forest
locationTable[RC_KF_KOKIRI_SWORD_CHEST] = Location::Chest(RC_KF_KOKIRI_SWORD_CHEST, RCQUEST_BOTH, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_KOKIRI_FOREST, 1248, 0x00, "Kokiri Sword Chest", RHT_KF_KOKIRI_SWORD_CHEST, RG_KOKIRI_SWORD, true);
locationTable[RC_KF_MIDOS_TOP_LEFT_CHEST] = Location::Chest(RC_KF_MIDOS_TOP_LEFT_CHEST, RCQUEST_BOTH, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_MIDOS_HOUSE, 22944, 0x00, "Mido Top Left Chest", RHT_KF_MIDOS_TOP_LEFT_CHEST, RG_BLUE_RUPEE);
@@ -492,8 +492,8 @@ void Rando::StaticData::InitLocationTable() {
locationTable[RC_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, -30463, 0x01, "MQ Sun Block Room Chest", RHT_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM_CHEST, RG_RECOVERY_HEART);
locationTable[RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 23207, 0x07, "MQ Symphony Room Chest", RHT_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, RG_PURPLE_RUPEE);
locationTable[RC_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 31396, 0x04, "MQ Leever Room Chest", RHT_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST, RG_PURPLE_RUPEE);
locationTable[RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 24472, 0x19, "MQ Beamos Room Chest", RHT_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, RG_RECOVERY_HEART);
locationTable[RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 31097, 0x18, "MQ Chest Switch Chest", RHT_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, RG_ICE_TRAP);
locationTable[RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 31097, 0x19, "MQ Beamos Room Chest", RHT_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, RG_RECOVERY_HEART);
locationTable[RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, RCQUEST_MQ, RCTYPE_STANDARD, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 24472, 0x18, "MQ Chest Switch Chest", RHT_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, RG_ICE_TRAP);
locationTable[RC_SPIRIT_TEMPLE_MQ_BOSS_KEY_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_BOSS_KEY_CHEST, RCQUEST_MQ, RCTYPE_BOSS_KEY, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 10213, 0x05, "MQ Boss Key Chest", RHT_SPIRIT_TEMPLE_MQ_BOSS_KEY_CHEST, RG_SPIRIT_TEMPLE_BOSS_KEY, true);
locationTable[RC_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST] = Location::Chest(RC_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST, RCQUEST_MQ, RCTYPE_SMALL_KEY, ACTOR_EN_BOX, SCENE_SPIRIT_TEMPLE, 26706, 0x12, "MQ Mirror Puzzle Invisible Chest", RHT_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST, RG_SPIRIT_TEMPLE_SMALL_KEY, true);