* Bump LUS to include FileDropMgr's new registration system and initial cursor visibility changes.
* New LUS ref.
* Remove default on for cursor always visible.
Add option to camera controls next to enable mouse input for autocapture.
Set autocapture on startup.
* next LUS
* clang again
* Add "EnableMouse" CVar check to startup SetAutoCaptureMouse.
* Back to LUS main.
* lus version with fixes we need
* very wip
* get it building
* soh otr
* bump lus before fixing soh side stuff
* build
* still builds
* mac error
* bump otrexporter
* bump to lus main
* upstream otrexporter
---------
Co-authored-by: Malkierian <malkierian@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* add menu option
* VBify + add conditions
* oops wrong func
* clean up includes + casting
* move z_player externed functions
* better name
* correct menu text
* one last name final final
* maintain glitch-aiding selection
* 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
* Autosave interval based
* Move to save on soft reset, remove adjustable interval
* Use new BeforeExitGame hook to prevent non-existent data problems
* Fix check tracker crash, remove BeforeExitGame hook
* update comment
* Add names to start of typedefs
* Idle stuff
* 2 functions
* Player state flags
* Name functions + misc
* ActionChange => ActionHandler
* Some player unks
* More player unks
* Header misc
* Misc
* More misc
* Player Actions
* Missed comments
* Move ship specific stuff
* Fix build
* CsCmdActorAction to CsCmdActorCue
* Fix build
* Pause Warp Enhancement
This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.
- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.
* Warp Song Check
-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.
* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE
-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.
* Feedback Update
-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c
PR Change:
Changing to the main branch instead of sulu
* Feedback Update #2
-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some
* Linux Compile Issue
-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash
* Minor Bug Fix
-Now link won't get soft locked when warping to the same location twice
* Update libultraship
* Revert "Update libultraship"
This reverts commit 746fc234795c06261a4fb69484f4656676f1eaaa.
* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.
* WIP
* Done unless I'm missing headers
* now we done
* clean up, these arn't needed anymore
* Rename OnPauseMenu to OnKaleidoUpdate
* Add right-stick aiming to third-person aim
* Add Z-aiming CVar and inversion to Z-aiming
* Create calculation for rel.right_stick and apply it in Z-aiming
* Move option to First-Person section to match shield
* Fix max/min aiming heights
* Expand min/max + comment
* block out vanilla + comments
* block vanilla code better
* Remove extra space
* new documentation formatting
* rewrite ==0 and !=0
* The mother of all commits
* Removed `GI_SWORD_MASTER`;
"Master Sword" Items now actually give MS
* Removed dupe MS entries in item pool;
updated GIMESSAGE (should stop crashing on non-Windows);
re-added MS in item list
* Give Adult Link a freebie with shuffle MS on;
cihld -> adult no longer gives MS;
ToT Master Sword now gives correct item
* add master sword GI draw func based on ToT MS object
* Force `MasterSword` logic var to only update upon getting MS
* Dorf funny line now activates with LA and MS in inv
* Apply suggestions
* Updated RAND_INF;
Check Tracker changes;
Gave RAND_INF and ice trap logic to ToT MS check;
Fixed swordless behavior for HBA/fishing
* ToT MS Check now works in check tracker;
Visual bug where box hovers over non-existent MS gone;
Fixed RAND_INF check with ToT MS pedestal;
Ganon no longer gives free MS
* adult equips no longer reset in MS shuffle
* Apply (most) locacc review suggestions
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
* Reorganized swordless check for interface to fit edge cases;
getting master sword no longer highlights box
* Edge case for BGS but no bow
* Fix implicit declaration error for GI hooks (#9)
* Adjusted `CanAdultAttack/Damage`; applied logic suggestions
* Fixed build errors (hopefully)
* Cleanup merge
* get shit working again
* Tidied up remaining uses of DD flag as rando indicator
* make master sword invisible and fix ms flag (#10)
* Add text to sheik if go mode is obtained but barrier is still up
* overhaul swordless behavior in `func_80083108`
* reworked ToT MS Check to have an actual GI
* suggestions
* Apply suggestions
* Better swordless handling with temp B (#11)
* better swordless handling with temp B
* prevent auto save in fishing pond
* prevent auto save during bombchu bowling
* enum fix
---------
Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>