Adds an enhancement that changes targeting behavior, allowing
Switching targets with the chosen button combo
(In Switch mode) Untargeting by just pressing Z
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.
Personal Notes is awkward with Combo Button Hold, but should be allowed
This avoids disabling drop down when it could otherwise be changed to Main Window
Besides, some people might be able to type while holding button combos, long live artsey.io
PreFunc for map/compass coloring & jabber nut coloring doesn't work in file select menu,
could make them always enabled in file select, but this seems simpler
Also fix map colors & ice cavern compass color
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
Caused by spawning in Zora's River with entrance rando,
going downstream to different room, then swimvoid
Before the area by waterfall would not be loaded,
instead downstream still loaded
When entering a dungeon like well at night, defeating a boss that changes time to day, Kakariko Village would load with daylight but act like it's night
Skipping the blue warp cutscene meant dayTime and nightFlag weren't properly in sync. Clear `gSaveContext.nightFlag` when adjusting time of day