Merge branch 'HarbourMasters:develop-blair' into develop-blair

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Extloga 2025-04-08 17:51:55 +02:00 committed by GitHub
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13 changed files with 120 additions and 57 deletions

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@ -18,6 +18,12 @@ static const ALIGN_ASSET(2) char gTitleCopyright19982002Tex[] = dgTitleCopyright
#define dgTitleCopyright19982003Tex "__OTR__objects/object_mag/gTitleCopyright19982003Tex" #define dgTitleCopyright19982003Tex "__OTR__objects/object_mag/gTitleCopyright19982003Tex"
static const ALIGN_ASSET(2) char gTitleCopyright19982003Tex[] = dgTitleCopyright19982003Tex; static const ALIGN_ASSET(2) char gTitleCopyright19982003Tex[] = dgTitleCopyright19982003Tex;
#define dgTitleCopyright19982004EngTex "__OTR__objects/object_mag/gTitleCopyright19982004EngTex"
static const ALIGN_ASSET(2) char gTitleCopyright19982004EngTex[] = dgTitleCopyright19982004EngTex;
#define dgTitleCopyright19982004JpnTex "__OTR__objects/object_mag/gTitleCopyright19982004JpnTex"
static const ALIGN_ASSET(2) char gTitleCopyright19982004JpnTex[] = dgTitleCopyright19982004JpnTex;
#define dgTitleMasterQuestSubtitleTex "__OTR__objects/object_mag/gTitleMasterQuestSubtitleTex" #define dgTitleMasterQuestSubtitleTex "__OTR__objects/object_mag/gTitleMasterQuestSubtitleTex"
static const ALIGN_ASSET(2) char gTitleMasterQuestSubtitleTex[] = dgTitleMasterQuestSubtitleTex; static const ALIGN_ASSET(2) char gTitleMasterQuestSubtitleTex[] = dgTitleMasterQuestSubtitleTex;

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@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_mag" Segment="6"> <File Name="object_mag" Segment="6">
<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/> <Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19000"/> <Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1B600"/> <Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1B600"/>
<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1BE00"/> <Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1BE00"/>
<Texture Name="gTitleEffectMask02Tex" OutName="title_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0x1C600"/> <Texture Name="gTitleEffectMask02Tex" OutName="title_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0x1C600"/>

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@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_mag" Segment="6"> <File Name="object_mag" Segment="6">
<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/> <Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19000"/> <Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x19A00"/> <Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x19A00"/>
<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x19D00"/> <Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x19D00"/>
<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1A500"/> <Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1A500"/>

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@ -1,8 +1,8 @@
<Root> <Root>
<File Name="object_mag" Segment="6"> <File Name="object_mag" Segment="6">
<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/> <Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
<Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/> <Texture Name="gTitleCopyright19982004JpnTex" OutName="title_copyright_19982004_jpn" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19A00"/> <Texture Name="gTitleCopyright19982004EngTex" OutName="title_copyright_19982004_eng" Format="ia8" Width="160" Height="16" Offset="0x19A00"/>
<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1A400"/> <Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1A400"/>
<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1A700"/> <Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1A700"/>
<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1AF00"/> <Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1AF00"/>

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@ -946,6 +946,14 @@ typedef enum {
// - `*VBFishingData` // - `*VBFishingData`
VB_GIVE_RANDO_FISHING_PRIZE, VB_GIVE_RANDO_FISHING_PRIZE,
// #### `result`
// ```c
// false
// ```
// #### `args`
// - '*Fishing' (&this)
VB_GIVE_RANDO_GLITCH_FISHING_PRIZE,
// #### `result` // #### `result`
// ```c // ```c
// true // true

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@ -1591,6 +1591,17 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
} }
break; break;
} }
case VB_GIVE_RANDO_GLITCH_FISHING_PRIZE: {
if (IS_RANDO) {
Fishing* fishing = va_arg(args, Fishing*);
if (!Flags_GetRandomizerInf(RAND_INF_ADULT_FISHING)) {
Flags_SetRandomizerInf(RAND_INF_ADULT_FISHING);
}
*should = true;
fishing->stateAndTimer = 0;
}
break;
}
case VB_TRADE_TIMER_EYEDROPS: { case VB_TRADE_TIMER_EYEDROPS: {
EnMk* enMk = va_arg(args, EnMk*); EnMk* enMk = va_arg(args, EnMk*);
Flags_SetRandomizerInf(RAND_INF_ADULT_TRADES_LH_TRADE_FROG); Flags_SetRandomizerInf(RAND_INF_ADULT_TRADES_LH_TRADE_FROG);

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@ -50,7 +50,7 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_LEFT_FAKE_WALL_CHEST, true), LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_LEFT_FAKE_WALL_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_FAKE_WALL_CHEST, true), LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_FAKE_WALL_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_COMPASS_CHEST, true), LOCATION(RC_BOTTOM_OF_THE_WELL_COMPASS_CHEST, true),
//N64 has no extra check here, but I can't get past without dealing with the spider or taking a hit, they probably assume sticks //You can just barely pass the spider on the right side without damage or items, but it's probably tight enough to count as as a trick
LOCATION(RC_BOTTOM_OF_THE_WELL_CENTER_SKULLTULA_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage()), LOCATION(RC_BOTTOM_OF_THE_WELL_CENTER_SKULLTULA_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage()),
//Not technically behind a wall, but still logically needs lens due to pits //Not technically behind a wall, but still logically needs lens due to pits
LOCATION(RC_BOTTOM_OF_THE_WELL_BACK_LEFT_BOMBABLE_CHEST, logic->HasExplosives()), LOCATION(RC_BOTTOM_OF_THE_WELL_BACK_LEFT_BOMBABLE_CHEST, logic->HasExplosives()),
@ -160,7 +160,7 @@ void RegionTable_Init_BottomOfTheWell() {
}, { }, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}), Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
//It's possible top abuse boulder's limited range of collision detection to detonate the flowers through the boulder with bow, but this is a glitch //It's possible to abuse boulder's limited range of collision detection to detonate the flowers through the boulder with bow, but this is a glitch
//the exact range is just past the furthest away plank in the green goo section //the exact range is just past the furthest away plank in the green goo section
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS, []{return Here(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE) || (logic->CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_BASEMENT));});}), Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS, []{return Here(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE) || (logic->CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_BASEMENT));});}),
}); });

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@ -14,18 +14,19 @@ void RegionTable_Init_Market() {
areaTable[RR_THE_MARKET] = Region("Market", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_THE_MARKET] = Region("Market", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_MARKET_GRASS_1, logic->IsChild && logic->CanCutShrubs()), //RANDOTODO add item avalibility to regions to remove need to hardcode logic in limited item use situations
LOCATION(RC_MARKET_GRASS_2, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_1, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_3, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_2, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_4, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_3, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_5, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_4, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_6, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_5, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_7, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_6, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_8, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_7, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_1, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MARKET_GRASS_8, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_2, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MK_NEAR_BAZAAR_CRATE_1, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_1, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MK_NEAR_BAZAAR_CRATE_2, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_2, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_1, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_2, logic->IsChild /*&& logic->CanRoll()*/),
}, { }, {
//Exits //Exits
Entrance(RR_MARKET_ENTRANCE, []{return true;}), Entrance(RR_MARKET_ENTRANCE, []{return true;}),

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@ -558,9 +558,8 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
} }
return killed; return killed;
case RE_DODONGO: case RE_DODONGO:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || CanUse(RG_MEGATON_HAMMER) || (quantity <= 5 && CanUse(RG_STICKS)) ||
CanUse(RG_MEGATON_HAMMER) || (quantity <= 5 && CanUse(RG_STICKS)) || HasExplosives() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_LIZALFOS: case RE_LIZALFOS:
return CanJumpslash() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW); return CanJumpslash() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_KEESE: case RE_KEESE:
@ -604,11 +603,9 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
(CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield())); (CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield()));
case RE_DEAD_HAND: case RE_DEAD_HAND:
// RANDOTODO change Dead Hand trick to be sticks Dead Hand // RANDOTODO change Dead Hand trick to be sticks Dead Hand
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || (CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_CHILD_DEADHAND));
(CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_CHILD_DEADHAND));
case RE_WITHERED_DEKU_BABA: case RE_WITHERED_DEKU_BABA:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || CanUse(RG_BOOMERANG);
CanUse(RG_BOOMERANG);
case RE_LIKE_LIKE: case RE_LIKE_LIKE:
case RE_FLOORMASTER: case RE_FLOORMASTER:
return CanDamage(); return CanDamage();
@ -645,8 +642,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
// bow and sling can wake them and damage after they shed their armour, so could reduce ammo requirements for // bow and sling can wake them and damage after they shed their armour, so could reduce ammo requirements for
// explosives to 10. requires 8 sticks to kill so would be a trick unless we apply higher stick bag logic // explosives to 10. requires 8 sticks to kill so would be a trick unless we apply higher stick bag logic
case RE_IRON_KNUCKLE: case RE_IRON_KNUCKLE:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || CanUse(RG_MEGATON_HAMMER) || HasExplosives();
CanUse(RG_MEGATON_HAMMER) || HasExplosives();
// To stun flare dancer with chus, you have to hit the flame under it while it is spinning. It should eventually // To stun flare dancer with chus, you have to hit the flame under it while it is spinning. It should eventually
// return to spinning after dashing for a while if you miss the window it is possible to damage the core with // return to spinning after dashing for a while if you miss the window it is possible to damage the core with
// explosives, but difficult to get all 4 hits in even with chus, and if it reconstructs the core heals, so it // explosives, but difficult to get all 4 hits in even with chus, and if it reconstructs the core heals, so it
@ -695,9 +691,8 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_DINS_FIRE) || CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_DINS_FIRE) ||
CanUse(RG_FIRE_ARROWS); CanUse(RG_FIRE_ARROWS);
case RE_SHELL_BLADE: case RE_SHELL_BLADE:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanJumpslash() || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) ||
CanUse(RG_MEGATON_HAMMER) || CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_DINS_FIRE);
CanUse(RG_FAIRY_BOW) || CanUse(RG_DINS_FIRE);
case RE_SPIKE: case RE_SPIKE:
return CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_MEGATON_HAMMER) || return CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_MEGATON_HAMMER) ||
CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) ||
@ -744,25 +739,20 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
case RE_BARINADE: case RE_BARINADE:
return HasBossSoul(RG_BARINADE_SOUL) && CanUse(RG_BOOMERANG) && CanJumpslashExceptHammer(); return HasBossSoul(RG_BARINADE_SOUL) && CanUse(RG_BOOMERANG) && CanJumpslashExceptHammer();
case RE_PHANTOM_GANON: case RE_PHANTOM_GANON:
return HasBossSoul(RG_PHANTOM_GANON_SOUL) && return HasBossSoul(RG_PHANTOM_GANON_SOUL) && CanUseSword() &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) &&
(CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT)); (CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT));
case RE_VOLVAGIA: case RE_VOLVAGIA:
return HasBossSoul(RG_VOLVAGIA_SOUL) && CanUse(RG_MEGATON_HAMMER); return HasBossSoul(RG_VOLVAGIA_SOUL) && CanUse(RG_MEGATON_HAMMER);
case RE_MORPHA: case RE_MORPHA:
return HasBossSoul(RG_MORPHA_SOUL) && CanUse(RG_HOOKSHOT) && return HasBossSoul(RG_MORPHA_SOUL) && CanUse(RG_HOOKSHOT) && (CanUseSword() || CanUse(RG_MEGATON_HAMMER));
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_MEGATON_HAMMER));
case RE_BONGO_BONGO: case RE_BONGO_BONGO:
return HasBossSoul(RG_BONGO_BONGO_SOUL) && return HasBossSoul(RG_BONGO_BONGO_SOUL) &&
(CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_BONGO)) && (CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_BONGO)) && CanUseSword() &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) &&
(CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) || (CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) ||
ctx->GetTrickOption(RT_SHADOW_BONGO)); ctx->GetTrickOption(RT_SHADOW_BONGO));
case RE_TWINROVA: case RE_TWINROVA:
return HasBossSoul(RG_TWINROVA_SOUL) && CanUse(RG_MIRROR_SHIELD) && return HasBossSoul(RG_TWINROVA_SOUL) && CanUse(RG_MIRROR_SHIELD) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || (CanUseSword() || CanUse(RG_MEGATON_HAMMER));
CanUse(RG_MEGATON_HAMMER));
case RE_GANONDORF: case RE_GANONDORF:
// RANDOTODO: Trick to use hammer (no jumpslash) or stick (only jumpslash) instead of a sword to reflect the // RANDOTODO: Trick to use hammer (no jumpslash) or stick (only jumpslash) instead of a sword to reflect the
// energy ball and either of them regardless of jumpslashing to damage and kill ganondorf // energy ball and either of them regardless of jumpslashing to damage and kill ganondorf
@ -771,8 +761,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
// for killing ganondorf and all of those can reflect the energy ball // for killing ganondorf and all of those can reflect the energy ball
// This will not be the case once ammo logic in taken into account as // This will not be the case once ammo logic in taken into account as
// sticks are limited and using a bottle might become a requirement in that case // sticks are limited and using a bottle might become a requirement in that case
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) && return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) && CanUseSword();
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD));
case RE_GANON: case RE_GANON:
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_MASTER_SWORD); return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_MASTER_SWORD);
case RE_DARK_LINK: case RE_DARK_LINK:
@ -792,8 +781,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
return CanUse(RG_BOOMERANG); return CanUse(RG_BOOMERANG);
case RE_BARI: case RE_BARI:
return HookshotOrBoomerang() || CanUse(RG_FAIRY_BOW) || HasExplosives() || CanUse(RG_MEGATON_HAMMER) || return HookshotOrBoomerang() || CanUse(RG_FAIRY_BOW) || HasExplosives() || CanUse(RG_MEGATON_HAMMER) ||
CanUse(RG_STICKS) || CanUse(RG_DINS_FIRE) || CanUse(RG_STICKS) || CanUse(RG_DINS_FIRE) || (TakeDamage() && CanUseSword());
(TakeDamage() && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)));
case RE_SHABOM: case RE_SHABOM:
// RANDOTODO when you add better damage logic, you can kill this by taking hits // RANDOTODO when you add better damage logic, you can kill this by taking hits
return CanUse(RG_BOOMERANG) || CanUse(RG_NUTS) || CanJumpslash() || CanUse(RG_DINS_FIRE) || return CanUse(RG_BOOMERANG) || CanUse(RG_NUTS) || CanJumpslash() || CanUse(RG_DINS_FIRE) ||
@ -962,7 +950,7 @@ bool Logic::CanBreakMudWalls() {
} }
bool Logic::CanGetDekuBabaSticks() { bool Logic::CanGetDekuBabaSticks() {
return (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_BOOMERANG)); return CanUseSword() || CanUse(RG_BOOMERANG);
} }
bool Logic::CanGetDekuBabaNuts() { bool Logic::CanGetDekuBabaNuts() {
@ -1060,9 +1048,13 @@ bool Logic::HasBottle() {
return BottleCount() >= 1; return BottleCount() >= 1;
} }
bool Logic::CanUseSword() {
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD);
}
bool Logic::CanJumpslashExceptHammer() { bool Logic::CanJumpslashExceptHammer() {
// Not including hammer as hammer jump attacks can be weird; // Not including hammer as hammer jump attacks can be weird;
return CanUse(RG_STICKS) || CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD); return CanUse(RG_STICKS) || CanUseSword();
} }
bool Logic::CanJumpslash() { bool Logic::CanJumpslash() {

View file

@ -209,6 +209,7 @@ class Logic {
uint8_t BottleCount(); uint8_t BottleCount();
uint8_t OcarinaButtons(); uint8_t OcarinaButtons();
bool HasBottle(); bool HasBottle();
bool CanUseSword();
bool CanJumpslashExceptHammer(); bool CanJumpslashExceptHammer();
bool CanJumpslash(); bool CanJumpslash();
bool CanHitSwitch(EnemyDistance distance = ED_CLOSE, bool inWater = false); bool CanHitSwitch(EnemyDistance distance = ED_CLOSE, bool inWater = false);

View file

@ -2014,16 +2014,16 @@ void Settings::UpdateOptionProperties() {
} }
} }
int dungeonShuffle = bool dungeonShuffle =
CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleDungeonsEntrances"), RO_DUNGEON_ENTRANCE_SHUFFLE_OFF); CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleDungeonsEntrances"), RO_DUNGEON_ENTRANCE_SHUFFLE_OFF);
int bossShuffle = bool bossShuffle =
CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleBossEntrances"), RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF); CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleBossEntrances"), RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
int overworldShuffle = CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleOverworldEntrances"), RO_GENERIC_OFF); bool overworldShuffle = CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleOverworldEntrances"), RO_GENERIC_OFF);
int interiorShuffle = CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleInteriorsEntrances"), RO_GENERIC_OFF); bool interiorShuffle = CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleInteriorsEntrances"), RO_GENERIC_OFF);
int grottoShuffle = CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleGrottosEntrances"), RO_GENERIC_OFF); bool grottoShuffle = CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleGrottosEntrances"), RO_GENERIC_OFF);
// Hide Mixed Entrances option if no applicable entrance shuffles are visible // Hide Mixed Entrances option if 1 or no applicable entrance shuffles are visible
if (!dungeonShuffle && !bossShuffle && !overworldShuffle && !interiorShuffle && !grottoShuffle) { if (dungeonShuffle + bossShuffle + overworldShuffle + interiorShuffle + grottoShuffle <= 1) {
mOptions[RSK_MIXED_ENTRANCE_POOLS].Hide(); mOptions[RSK_MIXED_ENTRANCE_POOLS].Hide();
} else { } else {
mOptions[RSK_MIXED_ENTRANCE_POOLS].Unhide(); mOptions[RSK_MIXED_ENTRANCE_POOLS].Unhide();
@ -2782,6 +2782,36 @@ void Context::FinalizeSettings(const std::set<RandomizerCheck>& excludedLocation
trials[i]->SetAsRequired(); trials[i]->SetAsRequired();
} }
bool dungeonShuffle = !mOptions[RSK_SHUFFLE_DUNGEON_ENTRANCES].Is(RO_GENERIC_OFF);
bool bossShuffle = !mOptions[RSK_SHUFFLE_BOSS_ENTRANCES].Is(RO_GENERIC_OFF);
bool overworldShuffle = !mOptions[RSK_SHUFFLE_OVERWORLD_ENTRANCES].Is(RO_GENERIC_OFF);
bool interiorShuffle = !mOptions[RSK_SHUFFLE_INTERIOR_ENTRANCES].Is(RO_INTERIOR_ENTRANCE_SHUFFLE_OFF);
bool grottoShuffle = !mOptions[RSK_SHUFFLE_GROTTO_ENTRANCES].Is(RO_GENERIC_OFF);
if (dungeonShuffle + bossShuffle + overworldShuffle + interiorShuffle + grottoShuffle <= 1) {
mOptions[RSK_MIXED_ENTRANCE_POOLS].Set(RO_GENERIC_OFF);
}
if (!mOptions[RSK_MIXED_ENTRANCE_POOLS] || !dungeonShuffle) {
mOptions[RSK_MIX_DUNGEON_ENTRANCES].Set(RO_GENERIC_OFF);
}
if (!mOptions[RSK_MIXED_ENTRANCE_POOLS] || !bossShuffle) {
mOptions[RSK_MIX_BOSS_ENTRANCES].Set(RO_GENERIC_OFF);
}
if (!mOptions[RSK_MIXED_ENTRANCE_POOLS] || !overworldShuffle) {
mOptions[RSK_MIX_OVERWORLD_ENTRANCES].Set(RO_GENERIC_OFF);
}
if (!mOptions[RSK_MIXED_ENTRANCE_POOLS] || !interiorShuffle) {
mOptions[RSK_MIX_INTERIOR_ENTRANCES].Set(RO_GENERIC_OFF);
}
if (!mOptions[RSK_MIXED_ENTRANCE_POOLS] || !grottoShuffle) {
mOptions[RSK_MIX_GROTTO_ENTRANCES].Set(RO_GENERIC_OFF);
}
if (mOptions[RSK_FOREST].Is(RO_CLOSED_FOREST_ON) && if (mOptions[RSK_FOREST].Is(RO_CLOSED_FOREST_ON) &&
(mOptions[RSK_SHUFFLE_INTERIOR_ENTRANCES].Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL) || (mOptions[RSK_SHUFFLE_INTERIOR_ENTRANCES].Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL) ||
mOptions[RSK_SHUFFLE_OVERWORLD_ENTRANCES] || mOptions[RSK_SHUFFLE_OVERWORLD_SPAWNS] || mOptions[RSK_SHUFFLE_OVERWORLD_ENTRANCES] || mOptions[RSK_SHUFFLE_OVERWORLD_SPAWNS] ||

View file

@ -484,8 +484,17 @@ bool EnMag_ShouldDrawPressStart(Font* font, Gfx** gfxP, bool isActualText) {
// Title logo is shifted to the left in Master Quest // Title logo is shifted to the left in Master Quest
#define LOGO_X_SHIFT (isMQ ? 0 : -8) #define LOGO_X_SHIFT (isMQ ? 0 : -8)
#define LOGO_TEX (isMQ ? gTitleZeldaShieldLogoMQTex : gTitleZeldaShieldLogoTex) #define LOGO_TEX (isMQ ? gTitleZeldaShieldLogoMQTex : gTitleZeldaShieldLogoTex)
// Copyright texture is different depending on the version
// JPN CE displays two slightly different 2004 copyrights when lang is jpn or not
// Otherwise the other GC JPN versions either display 2002 for JPN or 2003 for others
// Else fallback to 2003 for GC or 1998 for N64
#define COPYRIGHT_TEX \
(isJpnGC_CE \
? (gSaveContext.language == LANGUAGE_JPN ? gTitleCopyright19982004JpnTex : gTitleCopyright19982004EngTex) \
: (isGC ? ((isJpnGC_notCE || gSaveContext.language == LANGUAGE_JPN) ? gTitleCopyright19982002Tex \
: gTitleCopyright19982003Tex) \
: gTitleCopyright1998Tex))
// Copyright texture is larger on GC // Copyright texture is larger on GC
#define COPYRIGHT_TEX (isGC ? gTitleCopyright19982003Tex : gTitleCopyright1998Tex)
#define COPYRIGHT_TEX_WIDTH (isGC ? 160 : 128) #define COPYRIGHT_TEX_WIDTH (isGC ? 160 : 128)
#define COPYRIGHT_TEX_LEFT (isGC ? 78 : 94) #define COPYRIGHT_TEX_LEFT (isGC ? 78 : 94)
@ -515,6 +524,9 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
u16 rectTop; u16 rectTop;
bool isMQ = ResourceMgr_IsGameMasterQuest(); bool isMQ = ResourceMgr_IsGameMasterQuest();
bool isGC = ResourceMgr_GetGamePlatform(0) == GAME_PLATFORM_GC; bool isGC = ResourceMgr_GetGamePlatform(0) == GAME_PLATFORM_GC;
bool isJpnGC_CE = isGC && ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_GC_CE;
bool isJpnGC_notCE =
isGC && (ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_GC || ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_MQ);
gSPSegment(gfx++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment); gSPSegment(gfx++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);

View file

@ -5170,8 +5170,10 @@ void Fishing_HandleOwnerDialog(Fishing* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) { if (Actor_HasParent(&this->actor, play)) {
this->stateAndTimer = 24; this->stateAndTimer = 24;
} else { } else {
if (!GameInteractor_Should(VB_GIVE_RANDO_GLITCH_FISHING_PRIZE, false, &this)) {
Actor_OfferGetItem(&this->actor, play, GI_SCALE_GOLDEN, 2000.0f, 1000.0f); Actor_OfferGetItem(&this->actor, play, GI_SCALE_GOLDEN, 2000.0f, 1000.0f);
} }
}
break; break;
case 24: case 24: