Merge branch 'develop-rando' into potsanity

This commit is contained in:
aMannus 2024-08-20 10:32:34 +02:00
commit 42d0aea6f5
771 changed files with 38805 additions and 33976 deletions

View file

@ -8,5 +8,9 @@ if(MSVC)
set_target_properties("${PROPS_TARGET}" PROPERTIES MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>DLL")
set_config_specific_property("DEFAULT_CXX_EXCEPTION_HANDLING" "/EHsc")
set_config_specific_property("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT" "/Zi")
if (CMAKE_C_COMPILER_LAUNCHER MATCHES "ccache|sccache")
set_config_specific_property("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT" "/Z7")
else()
set_config_specific_property("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT" "/Zi")
endif()
endif()

View file

@ -92,10 +92,6 @@ if (NOT TARGET libultraship)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../libultraship ${CMAKE_BINARY_DIR}/libultraship)
endif()
if (NOT TARGET ZAPDUtils)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../ZAPDTR/ZAPDUtils ${CMAKE_BINARY_DIR}/ZAPDUtils)
endif()
if (NOT TARGET ZAPDLib)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../ZAPDTR/ZAPD ${CMAKE_BINARY_DIR}/ZAPD)
endif()
@ -105,8 +101,8 @@ set(PROJECT_NAME soh)
################################################################################
# Sources
################################################################################
configure_file( ${CMAKE_CURRENT_SOURCE_DIR}/src/boot/build.c.in ${CMAKE_BINARY_DIR}/build.c @ONLY)
configure_file( ${CMAKE_CURRENT_SOURCE_DIR}/src/boot/properties.h.in ${CMAKE_CURRENT_SOURCE_DIR}/properties.h @ONLY)
configure_file( ${CMAKE_CURRENT_SOURCE_DIR}/src/boot/build.c.in ${CMAKE_CURRENT_SOURCE_DIR}/src/boot/build.c @ONLY)
configure_file( ${CMAKE_CURRENT_SOURCE_DIR}/properties.h.in ${CMAKE_CURRENT_SOURCE_DIR}/properties.h @ONLY)
set(Header_Files "resource.h")
source_group("headers" FILES ${Header_Files})
@ -217,8 +213,6 @@ source_group("soh\\resource\\importer\\scenecommand" REGULAR_EXPRESSION "soh/res
# src (decomp) {{{
file(GLOB_RECURSE src__ RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.c" "src/*.h")
list(APPEND src__ ${CMAKE_BINARY_DIR}/build.c)
list(APPEND src__ ${CMAKE_CURRENT_SOURCE_DIR}/properties.h)
list(APPEND src__ ${CMAKE_CURRENT_SOURCE_DIR}/Resource.rc)
list(FILTER src__ EXCLUDE REGEX "src/dmadata/*")
list(FILTER src__ EXCLUDE REGEX "src/elf_message/*")
@ -238,7 +232,6 @@ list(REMOVE_ITEM src__ "src/libultra/gu/sqrtf.c")
list(REMOVE_ITEM src__ "src/libultra/gu/us2dex.c")
source_group("src" REGULAR_EXPRESSION "src/*")
source_group("src\\build" FILES ${CMAKE_BINARY_DIR}/build.c ${CMAKE_CURRENT_SOURCE_DIR}/properties.h ${CMAKE_CURRENT_SOURCE_DIR}/Resource.rc)
source_group("src\\boot" REGULAR_EXPRESSION "src/boot/*")
source_group("src\\buffers" REGULAR_EXPRESSION "src/buffers/*")
source_group("src\\code" REGULAR_EXPRESSION "src/code/*")
@ -328,7 +321,7 @@ endif()
include(FetchContent)
FetchContent_Declare(
Boost
URL https://sourceforge.net/projects/boost/files/boost/1.81.0/boost_1_81_0.tar.gz
URL https://archives.boost.io/release/1.81.0/source/boost_1_81_0.tar.gz
URL_HASH SHA256=205666dea9f6a7cfed87c7a6dfbeb52a2c1b9de55712c9c1a87735d7181452b6
SOURCE_SUBDIR "null" # Set to a nonexistent directory so boost is not built (we don't need to build it)
DOWNLOAD_EXTRACT_TIMESTAMP false # supress timestamp warning, not needed since the url wont change
@ -356,7 +349,13 @@ set(SDL2-INCLUDE ${SDL2_INCLUDE_DIRS})
if (BUILD_REMOTE_CONTROL)
find_package(SDL2_net)
set(SDL2-NET-INCLUDE ${SDL_NET_INCLUDE_DIRS})
if(NOT SDL2_net_FOUND)
message(STATUS "SDL2_net not found (it's possible the version installed is too old). Disabling BUILD_REMOTE_CONTROL.")
set(BUILD_REMOTE_CONTROL 0)
else()
set(SDL2-NET-INCLUDE ${SDL_NET_INCLUDE_DIRS})
endif()
endif()
target_include_directories(${PROJECT_NAME} PRIVATE assets
@ -385,10 +384,8 @@ target_include_directories(${PROJECT_NAME} PRIVATE assets
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/extern/tinyxml2
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/libultraship/Lib/
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/libultraship/Lib/libjpeg/include/
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/libultraship/Lib/spdlog/include/
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/src/graphic/Fast3D/U64/PR
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/src/graphic
${CMAKE_CURRENT_SOURCE_DIR}/../ZAPDTR/ZAPDUtils
${CMAKE_CURRENT_SOURCE_DIR}/../ZAPDTR/ZAPD/resource/type
${SDL2-INCLUDE}
${SDL2-NET-INCLUDE}
@ -410,10 +407,12 @@ if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
">"
"$<$<BOOL:${BUILD_REMOTE_CONTROL}>:ENABLE_REMOTE_CONTROL>"
"INCLUDE_GAME_PRINTF;"
"F3DEX_GBI_2"
"UNICODE;"
"_UNICODE"
STORMLIB_NO_AUTO_LINK
"_CRT_SECURE_NO_WARNINGS;"
NOMINMAX
)
elseif("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "Win32")
target_compile_definitions(${PROJECT_NAME} PRIVATE
@ -427,10 +426,12 @@ if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
"NDEBUG;"
">"
"INCLUDE_GAME_PRINTF;"
"F3DEX_GBI_2"
"WIN32;"
"UNICODE;"
"_UNICODE"
STORMLIB_NO_AUTO_LINK
NOMINMAX
)
endif()
elseif (CMAKE_SYSTEM_NAME STREQUAL "CafeOS")
@ -441,6 +442,7 @@ elseif (CMAKE_SYSTEM_NAME STREQUAL "CafeOS")
"$<$<CONFIG:Release>:"
"NDEBUG"
">"
"F3DEX_GBI_2"
"SPDLOG_ACTIVE_LEVEL=3;"
"SPDLOG_NO_THREAD_ID;"
"SPDLOG_NO_TLS;"
@ -454,6 +456,7 @@ elseif ("${CMAKE_CXX_COMPILER_ID}" MATCHES "GNU|Clang|AppleClang")
"$<$<CONFIG:Release>:"
"NDEBUG"
">"
"F3DEX_GBI_2"
"$<$<BOOL:${BUILD_REMOTE_CONTROL}>:ENABLE_REMOTE_CONTROL>"
"SPDLOG_ACTIVE_LEVEL=0;"
"_CONSOLE;"
@ -548,6 +551,7 @@ if (CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang|AppleClang")
-Wno-parentheses
-Wno-narrowing
-Wno-missing-braces
-Wno-int-conversion
$<$<COMPILE_LANGUAGE:C>:
-Werror-implicit-function-declaration
-Wno-incompatible-pointer-types
@ -623,6 +627,8 @@ if (CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang|AppleClang")
-Wno-parentheses
-Wno-narrowing
-Wno-missing-braces
-Wno-int-conversion
-Wno-implicit-int
$<$<COMPILE_LANGUAGE:C>:
-Werror-implicit-function-declaration
-Wno-incompatible-pointer-types
@ -642,15 +648,6 @@ endif()
################################################################################
# Pre build events
################################################################################
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
add_custom_command_if(
TARGET ${PROJECT_NAME}
PRE_BUILD
COMMANDS
COMMAND $<CONFIG:Debug> copy /b $<SHELL_PATH:${CMAKE_BINARY_DIR}/>build.c +,,
)
endif()
if(NOT CMAKE_SYSTEM_NAME MATCHES "NintendoSwitch|CafeOS")
add_custom_command(
TARGET ${PROJECT_NAME}
@ -669,7 +666,6 @@ endif()
# Dependencies
################################################################################
add_dependencies(${PROJECT_NAME}
ZAPDUtils
libultraship
)
if(NOT CMAKE_SYSTEM_NAME MATCHES "NintendoSwitch|CafeOS")
@ -683,7 +679,6 @@ if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
if("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64")
set(ADDITIONAL_LIBRARY_DEPENDENCIES
"libultraship;"
"ZAPDUtils;"
"ZAPDLib;"
"glu32;"
"SDL2::SDL2;"
@ -698,7 +693,6 @@ if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
elseif("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "Win32")
set(ADDITIONAL_LIBRARY_DEPENDENCIES
"libultraship;"
"ZAPDUtils;"
"ZAPDLib;"
"glu32;"
"SDL2::SDL2;"
@ -716,7 +710,6 @@ elseif(CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch")
find_package(Threads REQUIRED)
set(ADDITIONAL_LIBRARY_DEPENDENCIES
"libultraship;"
"ZAPDUtils;"
SDL2::SDL2
-lglad
Threads::Threads
@ -738,7 +731,6 @@ else()
find_package(Threads REQUIRED)
set(ADDITIONAL_LIBRARY_DEPENDENCIES
"libultraship;"
"ZAPDUtils;"
"ZAPDLib;"
SDL2::SDL2
"$<$<BOOL:${BUILD_REMOTE_CONTROL}>:SDL2_net::SDL2_net>"

View file

@ -28,4 +28,10 @@
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<asmv3:application xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
<asmv3:windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware> <!-- legacy -->
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness> <!-- falls back to pm if pmv2 is not available -->
</asmv3:windowsSettings>
</asmv3:application>
</assembly>

View file

@ -0,0 +1,16 @@
<DisplayList Version="0">
<ClearGeometryMode G_LIGHTING="1" />
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_cull" VertexBufferIndex="0" VertexOffset="0" Count="8"/>
<CullDisplayList Start="0" End="7"/>
<CallDisplayList Path="objects/object_mystery_item/mat_gMysteryItemDL_f3dlite_mysteryItem_material"/>
<CallDisplayList Path="objects/object_mystery_item/gMysteryItemDL_tri_0"/>
<CallDisplayList Path="objects/object_mystery_item/mat_gMysteryItemDL_f3dlite_mysteryItem_light_material"/>
<CallDisplayList Path="objects/object_mystery_item/gMysteryItemDL_tri_1"/>
<PipeSync/>
<SetGeometryMode G_LIGHTING="1" />
<ClearGeometryMode G_TEXTURE_GEN="1" />
<SetCombineLERP A0="G_CCMUX_0" B0="G_CCMUX_0" C0="G_CCMUX_0" D0="G_CCMUX_SHADE" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_ENVIRONMENT" A1="G_CCMUX_0" B1="G_CCMUX_0" C1="G_CCMUX_0" D1="G_CCMUX_SHADE" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_ENVIRONMENT"/>
<Texture S="65535" T="65535" Level="0" Tile="0" On="0"/>
<EndDisplayList/>
</DisplayList>

View file

@ -0,0 +1,56 @@
<DisplayList Version="0">
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_0" VertexBufferIndex="0" VertexOffset="0" Count="32"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="0" V11="2" V12="3" Flag1="0"/>
<Triangles2 V00="2" V01="4" V02="3" Flag0="0" V10="0" V11="3" V12="5" Flag1="0"/>
<Triangles2 V00="3" V01="6" V02="5" Flag0="0" V10="3" V11="7" V12="6" Flag1="0"/>
<Triangles2 V00="3" V01="8" V02="7" Flag0="0" V10="3" V11="9" V12="8" Flag1="0"/>
<Triangles2 V00="7" V01="10" V02="6" Flag0="0" V10="7" V11="11" V12="10" Flag1="0"/>
<Triangles2 V00="7" V01="12" V02="11" Flag0="0" V10="13" V11="14" V12="0" Flag1="0"/>
<Triangles2 V00="15" V01="13" V02="0" Flag0="0" V10="16" V11="15" V12="0" Flag1="0"/>
<Triangles2 V00="17" V01="16" V02="0" Flag0="0" V10="0" V11="18" V12="17" Flag1="0"/>
<Triangles2 V00="0" V01="19" V02="18" Flag0="0" V10="0" V11="5" V12="19" Flag1="0"/>
<Triangles2 V00="17" V01="20" V02="16" Flag0="0" V10="20" V11="21" V12="16" Flag1="0"/>
<Triangles2 V00="21" V01="22" V02="16" Flag0="0" V10="21" V11="23" V12="22" Flag1="0"/>
<Triangles2 V00="23" V01="24" V02="22" Flag0="0" V10="23" V11="25" V12="24" Flag1="0"/>
<Triangles2 V00="23" V01="26" V02="25" Flag0="0" V10="23" V11="27" V12="26" Flag1="0"/>
<Triangles2 V00="26" V01="28" V02="25" Flag0="0" V10="15" V11="29" V12="13" Flag1="0"/>
<Triangles2 V00="30" V01="31" V02="15" Flag0="0" V10="16" V11="30" V12="15" Flag1="0"/>
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_0" VertexBufferIndex="0" VertexOffset="32" Count="32"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="3" V11="4" V12="0" Flag1="0"/>
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<Triangles2 V00="9" V01="11" V02="6" Flag0="0" V10="12" V11="13" V12="14" Flag1="0"/>
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<Triangles2 V00="14" V01="21" V02="20" Flag0="0" V10="14" V11="22" V12="21" Flag1="0"/>
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<Triangles2 V00="21" V01="25" V02="26" Flag0="0" V10="21" V11="26" V12="20" Flag1="0"/>
<Triangles2 V00="26" V01="27" V02="20" Flag0="0" V10="20" V11="28" V12="29" Flag1="0"/>
<Triangles2 V00="20" V01="29" V02="30" Flag0="0" V10="20" V11="30" V12="31" Flag1="0"/>
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_0" VertexBufferIndex="0" VertexOffset="64" Count="32"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="0" V11="3" V12="1" Flag1="0"/>
<Triangles2 V00="3" V01="4" V02="1" Flag0="0" V10="3" V11="5" V12="4" Flag1="0"/>
<Triangles2 V00="5" V01="6" V02="4" Flag0="0" V10="5" V11="7" V12="6" Flag1="0"/>
<Triangles2 V00="6" V01="8" V02="4" Flag0="0" V10="9" V11="10" V12="11" Flag1="0"/>
<Triangles2 V00="12" V01="9" V02="11" Flag0="0" V10="13" V11="12" V12="11" Flag1="0"/>
<Triangles2 V00="14" V01="13" V02="11" Flag0="0" V10="13" V11="15" V12="12" Flag1="0"/>
<Triangles2 V00="13" V01="16" V02="15" Flag0="0" V10="15" V11="17" V12="12" Flag1="0"/>
<Triangles2 V00="12" V01="18" V02="9" Flag0="0" V10="4" V11="19" V12="20" Flag1="0"/>
<Triangles2 V00="4" V01="20" V02="1" Flag0="0" V10="20" V11="21" V12="1" Flag1="0"/>
<Triangles2 V00="22" V01="2" V02="23" Flag0="0" V10="22" V11="23" V12="24" Flag1="0"/>
<Triangles2 V00="25" V01="26" V02="27" Flag0="0" V10="25" V11="27" V12="28" Flag1="0"/>
<Triangles2 V00="27" V01="29" V02="28" Flag0="0" V10="28" V11="30" V12="25" Flag1="0"/>
<Triangle1 V00="28" V01="31" V02="30"/>
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_0" VertexBufferIndex="0" VertexOffset="96" Count="21"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="2" V11="3" V12="4" Flag1="0"/>
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<Triangles2 V00="6" V01="8" V02="7" Flag0="0" V10="9" V11="10" V12="11" Flag1="0"/>
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<Triangles2 V00="12" V01="14" V02="9" Flag0="0" V10="12" V11="15" V12="14" Flag1="0"/>
<Triangles2 V00="12" V01="16" V02="15" Flag0="0" V10="15" V11="17" V12="14" Flag1="0"/>
<Triangles2 V00="14" V01="18" V02="19" Flag0="0" V10="14" V11="19" V12="9" Flag1="0"/>
<Triangle1 V00="19" V01="20" V02="9"/>
<EndDisplayList/>
</DisplayList>

View file

@ -0,0 +1,120 @@
<DisplayList Version="0">
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_1" VertexBufferIndex="0" VertexOffset="0" Count="30"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="3" V11="4" V12="5" Flag1="0"/>
<Triangles2 V00="6" V01="7" V02="8" Flag0="0" V10="6" V11="8" V12="9" Flag1="0"/>
<Triangles2 V00="10" V01="11" V02="12" Flag0="0" V10="10" V11="12" V12="13" Flag1="0"/>
<Triangles2 V00="14" V01="15" V02="16" Flag0="0" V10="14" V11="16" V12="17" Flag1="0"/>
<Triangles2 V00="18" V01="19" V02="20" Flag0="0" V10="18" V11="20" V12="21" Flag1="0"/>
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<Triangles2 V00="26" V01="27" V02="28" Flag0="0" V10="26" V11="28" V12="29" Flag1="0"/>
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_1" VertexBufferIndex="0" VertexOffset="30" Count="32"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="0" V11="2" V12="3" Flag1="0"/>
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<Triangles2 V00="24" V01="25" V02="26" Flag0="0" V10="24" V11="26" V12="27" Flag1="0"/>
<Triangles2 V00="28" V01="29" V02="30" Flag0="0" V10="28" V11="30" V12="31" Flag1="0"/>
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<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="0" V11="2" V12="3" Flag1="0"/>
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<Triangles2 V00="24" V01="25" V02="26" Flag0="0" V10="24" V11="26" V12="27" Flag1="0"/>
<Triangles2 V00="28" V01="29" V02="30" Flag0="0" V10="28" V11="30" V12="31" Flag1="0"/>
<LoadVertices Path="objects/object_mystery_item/gMysteryItemDL_vtx_1" VertexBufferIndex="0" VertexOffset="126" Count="32"/>
<Triangles2 V00="0" V01="1" V02="2" Flag0="0" V10="0" V11="2" V12="3" Flag1="0"/>
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<Triangles2 V00="8" V01="9" V02="10" Flag0="0" V10="8" V11="10" V12="11" Flag1="0"/>
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<Triangles2 V00="16" V01="17" V02="18" Flag0="0" V10="16" V11="18" V12="19" Flag1="0"/>
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<Vtx X="0" Y="-29" Z="-5" S="-320" T="185" R="245" G="167" B="166" A="255"/>
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<Vtx X="-5" Y="-33" Z="0" S="-386" T="244" R="245" G="167" B="166" A="255"/>
</Vertex>

View file

@ -0,0 +1,10 @@
<Vertex Version="0">
<Vtx X="-31" Y="-34" Z="-5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="-31" Y="-34" Z="5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="-31" Y="43" Z="5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="-31" Y="43" Z="-5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="31" Y="-34" Z="-5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="31" Y="-34" Z="5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="31" Y="43" Z="5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
<Vtx X="31" Y="43" Z="-5" S="-16" T="-16" R="0" G="0" B="0" A="0"/>
</Vertex>

View file

@ -0,0 +1,21 @@
<DisplayList Version="0">
<PipeSync/>
<SetCombineLERP A0="G_CCMUX_TEXEL0" B0="G_CCMUX_0" C0="G_CCMUX_SHADE" D0="G_CCMUX_0" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_1" A1="G_CCMUX_COMBINED" B1="G_CCMUX_0" C1="G_CCMUX_PRIMITIVE" D1="G_CCMUX_0" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_COMBINED"/>
<SetGeometryMode G_ZBUFFER="1" G_SHADE="1" G_CULL_BACK="1" G_FOG="1" G_LIGHTING="1" G_TEXTURE_GEN="1" G_SHADING_SMOOTH="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_H" Sft="4" Length="20" G_AD_NOISE="1" G_CD_MAGICSQ="1" G_CK_NONE="1" G_TC_FILT="1" G_TF_BILERP="1" G_TL_TILE="1" G_TD_CLAMP="1" G_TP_PERSP="1" G_CYC_2CYCLE="1" G_PM_NPRIMITIVE="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_L" Sft="0" Length="32" G_AC_NONE="1" G_ZS_PIXEL="1" G_RM_FOG_SHADE_A="1" G_RM_AA_ZB_OPA_SURF2="1" />
<Texture S="1984" T="1984" Level="0" Tile="0" On="1"/>
<SetTextureLUT Mode="G_TT_NONE"/>
<TileSync/>
<SetTextureImage Path="objects/object_mystery_item/noise_tex" Format="G_IM_FMT_I" Size="G_IM_SIZ_8b_LOAD_BLOCK" Width="1"/>
<SetTile Format="G_IM_FMT_I" Size="G_IM_SIZ_8b_LOAD_BLOCK" Line="0" TMem="0" Tile="7" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="5" ShiftS="0" MaskT="5" ShiftT="0"/>
<LoadSync/>
<LoadBlock Tile="7" Uls="0" Ult="0" Lrs="511" Dxt="512"/>
<PipeSync/>
<SetTile Format="G_IM_FMT_I" Size="G_IM_SIZ_8b" Line="4" TMem="0" Tile="0" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="5" ShiftS="0" MaskT="5" ShiftT="0"/>
<SetTileSize T="0" Uls="0" Ult="0" Lrs="124" Lrt="124"/>
<SetPrimColor M="0" L="0" R="220" G="220" B="220" A="255"/>
<EndDisplayList/>
</DisplayList>

View file

@ -0,0 +1,21 @@
<DisplayList Version="0">
<PipeSync/>
<SetCombineLERP A0="G_CCMUX_TEXEL0" B0="G_CCMUX_0" C0="G_CCMUX_SHADE" D0="G_CCMUX_0" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_1" A1="G_CCMUX_COMBINED" B1="G_CCMUX_0" C1="G_CCMUX_PRIMITIVE" D1="G_CCMUX_0" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_COMBINED"/>
<SetGeometryMode G_ZBUFFER="1" G_SHADE="1" G_CULL_BACK="1" G_FOG="1" G_LIGHTING="1" G_TEXTURE_GEN="1" G_SHADING_SMOOTH="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_H" Sft="4" Length="20" G_AD_NOISE="1" G_CD_MAGICSQ="1" G_CK_NONE="1" G_TC_FILT="1" G_TF_BILERP="1" G_TL_TILE="1" G_TD_CLAMP="1" G_TP_PERSP="1" G_CYC_2CYCLE="1" G_PM_NPRIMITIVE="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_L" Sft="0" Length="32" G_AC_NONE="1" G_ZS_PIXEL="1" G_RM_FOG_SHADE_A="1" G_RM_AA_ZB_OPA_SURF2="1" />
<Texture S="1984" T="1984" Level="0" Tile="0" On="1"/>
<SetTextureLUT Mode="G_TT_NONE"/>
<TileSync/>
<SetTextureImage Path="objects/object_mystery_item/noise_tex" Format="G_IM_FMT_I" Size="G_IM_SIZ_8b_LOAD_BLOCK" Width="1"/>
<SetTile Format="G_IM_FMT_I" Size="G_IM_SIZ_8b_LOAD_BLOCK" Line="0" TMem="0" Tile="7" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="5" ShiftS="0" MaskT="5" ShiftT="0"/>
<LoadSync/>
<LoadBlock Tile="7" Uls="0" Ult="0" Lrs="511" Dxt="512"/>
<PipeSync/>
<SetTile Format="G_IM_FMT_I" Size="G_IM_SIZ_8b" Line="4" TMem="0" Tile="0" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="5" ShiftS="0" MaskT="5" ShiftT="0"/>
<SetTileSize T="0" Uls="0" Ult="0" Lrs="124" Lrt="124"/>
<SetPrimColor M="0" L="0" R="114" G="114" B="114" A="255"/>
<EndDisplayList/>
</DisplayList>

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@ -80,6 +80,9 @@ static const ALIGN_ASSET(2) char gRandoPotDL[] = dgRandoPotDL;
#define dgFishingPoleGiDL "__OTR__objects/object_gi_fishing_pole/gFishingPoleGiDL"
static const ALIGN_ASSET(2) char gFishingPoleGiDL[] = dgFishingPoleGiDL;
#define dgMysteryItemDL "__OTR__objects/object_mystery_item/gMysteryItemDL"
static const ALIGN_ASSET(2) char gMysteryItemDL[] = dgMysteryItemDL;
// overlays
#define dgOptionsDividerChangeLangVtx "__OTR__overlays/ovl_file_choose/gOptionsDividerChangeLangVtx"
static const ALIGN_ASSET(2) char gOptionsDividerChangeLangVtx[] = dgOptionsDividerChangeLangVtx;

View file

@ -0,0 +1,15 @@
Complete triforce:
DL name: gTriforcePieceCompletedDL
Export Path: objects/object_triforce_completed
Shard 0:
DL name: gTriforcePiece0DL
Export Path: objects/object_triforce_piece_0
Shard 1:
DL name: gTriforcePiece1DL
Export Path: objects/object_triforce_piece_1
Shard 2:
DL name: gTriforcePiece2DL
Export Path: objects/object_triforce_piece_2

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After

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View file

@ -0,0 +1,5 @@
<Root>
<File Name="code" OutName="sys_matrix" RangeStart="0x110CC0" RangeEnd="0x110D00">
<Mtx Name="gMtxClear" Offset="0x110CC0"/>
</File>
</Root>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_scene" Segment="2">
<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13E00" TlutOffset="0x13BF8" AddedByScript="true"/>
<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x14600" TlutOffset="0x13BF8" AddedByScript="true"/>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_boss_scene" Segment="2">
<Scene Name="bdan_boss_scene" Offset="0x0"/>
</File>

View file

@ -0,0 +1,5 @@
<Root>
<File Name="code" OutName="sys_matrix" RangeStart="0xEAD00" RangeEnd="0xEAD40">
<Mtx Name="gMtxClear" Offset="0xEAD00"/>
</File>
</Root>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_scene" Segment="2">
<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13E00" TlutOffset="0x13BF8" AddedByScript="true"/>
<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x14600" TlutOffset="0x13BF8" AddedByScript="true"/>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_boss_scene" Segment="2">
<Scene Name="bdan_boss_scene" Offset="0x0"/>
</File>

View file

@ -0,0 +1,5 @@
<Root>
<File Name="code" OutName="sys_matrix" RangeStart="0x110CE0" RangeEnd="0x110D20">
<Mtx Name="gMtxClear" Offset="0x110CE0"/>
</File>
</Root>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_scene" Segment="2">
<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_boss_scene" Segment="2">
<Scene Name="bdan_boss_scene" Offset="0x0"/>
</File>

View file

@ -0,0 +1,5 @@
<Root>
<File Name="code" OutName="sys_matrix" RangeStart="0xEAD20" RangeEnd="0xEAD60">
<Mtx Name="gMtxClear" Offset="0xEAD20"/>
</File>
</Root>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_scene" Segment="2">
<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_boss_scene" Segment="2">
<Scene Name="bdan_boss_scene" Offset="0x0"/>
</File>

View file

@ -0,0 +1,5 @@
<Root>
<File Name="code" OutName="sys_matrix" RangeStart="0xEB620" RangeEnd="0xEB660">
<Mtx Name="gMtxClear" Offset="0xEB620"/>
</File>
</Root>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_scene" Segment="2">
<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_boss_scene" Segment="2">
<Scene Name="bdan_boss_scene" Offset="0x0"/>
</File>

View file

@ -0,0 +1,5 @@
<Root>
<File Name="code" OutName="sys_matrix" RangeStart="0xEB660" RangeEnd="0xEB6A0">
<Mtx Name="gMtxClear" Offset="0xEB660"/>
</File>
</Root>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_scene" Segment="2">
<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>

View file

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
<File Name="bdan_boss_scene" Segment="2">
<Scene Name="bdan_boss_scene" Offset="0x0"/>
</File>

View file

@ -46,10 +46,18 @@ template<> struct is_char_type<std::byte>: public boost::true_type {};
#endif // #if !BOOST_VERSION_HAS_HASH_RANGE
#if BOOST_USE_STD_TYPES
#define BOOST_ENABLE_IF std::enable_if
#define BOOST_IS_SAME std::is_same
#else
#define BOOST_ENABLE_IF boost::enable_if_
#define BOOST_IS_SAME is_same
#endif
template<class It>
inline typename boost::enable_if_<
inline typename BOOST_ENABLE_IF<
is_char_type<typename std::iterator_traits<It>::value_type>::value &&
is_same<typename std::iterator_traits<It>::iterator_category, std::random_access_iterator_tag>::value,
BOOST_IS_SAME<typename std::iterator_traits<It>::iterator_category, std::random_access_iterator_tag>::value,
std::size_t>::type
hash_range_32( uint32_t seed, It first, It last )
{
@ -114,4 +122,7 @@ std::size_t>::type
} // namespace hash_detail
} // namespace boost
#undef BOOST_ENABLE_IF
#undef BOOST_IS_SAME
#endif // #ifndef BOOST_HASH_DETAIL_HASH_RANGE_32_HPP

View file

@ -23,6 +23,18 @@
#endif // #if !BOOST_VERSION_HAS_HASH_RANGE
#if BOOST_USE_STD_TYPES
#define BOOST_ENABLE_IF std::enable_if
#define BOOST_IS_INTEGRAL hash_detail::is_integral
#define BOOST_IS_UNSIGNED is_unsigned
#define BOOST_MAKE_UNSIGNED make_unsigned
#else
#define BOOST_ENABLE_IF boost::enable_if_
#define BOOST_IS_INTEGRAL boost::is_integral
#define BOOST_IS_UNSIGNED boost::is_unsigned
#define BOOST_MAKE_UNSIGNED boost::make_unsigned
#endif
namespace boost
{
@ -36,7 +48,7 @@ namespace boost
{
template<class T,
bool bigger_than_size_t = (sizeof(T) > sizeof(uint32_t)),
bool is_unsigned = boost::is_unsigned<T>::value,
bool is_unsigned = BOOST_IS_UNSIGNED<T>::value,
std::size_t size_t_bits = sizeof(uint32_t) * CHAR_BIT,
std::size_t type_bits = sizeof(T) * CHAR_BIT>
struct hash_integral_impl_32;
@ -53,7 +65,7 @@ namespace boost
{
static uint32_t fn( T v )
{
typedef typename boost::make_unsigned<T>::type U;
typedef typename BOOST_MAKE_UNSIGNED<T>::type U;
if( v >= 0 )
{
@ -97,7 +109,7 @@ namespace boost
} // namespace hash_detail
template <typename T>
typename boost::enable_if_<boost::is_integral<T>::value, uint32_t>::type
typename BOOST_ENABLE_IF<BOOST_IS_INTEGRAL<T>::value, uint32_t>::type
hash_value_32( T v )
{
return hash_detail::hash_integral_impl_32<T>::fn( v );
@ -106,7 +118,7 @@ namespace boost
// contiguous ranges (string, vector, array)
#if BOOST_VERSION_HAS_HASH_RANGE
template <typename T>
typename boost::enable_if_<container_hash::is_contiguous_range<T>::value, uint32_t>::type
typename BOOST_ENABLE_IF<container_hash::is_contiguous_range<T>::value, uint32_t>::type
hash_value_32( T const& v )
{
return boost::hash_range_32( v.data(), v.data() + v.size() );
@ -168,5 +180,9 @@ namespace boost
} // namespace boost
#undef BOOST_HASH_CHAR_TRAITS
#undef BOOST_ENABLE_IF
#undef BOOST_IS_INTEGRAL
#undef BOOST_IS_UNSIGNED
#undef BOOST_MAKE_UNSIGNED
#endif // #ifndef BOOST_FUNCTIONAL_HASH_HASH_32_HPP

View file

@ -6,4 +6,6 @@
#define BOOST_VERSION_HAS_HASH_RANGE ((BOOST_VERSION / 100 % 1000) >= 81)
#define BOOST_USE_STD_TYPES ((BOOST_VERSION / 100 % 1000) >= 84)
#endif // #ifndef BOOST_CONTAINER_HASH_VERSION_HPP

View file

@ -22,12 +22,10 @@ extern "C"
void gSPSegment(void* value, int segNum, uintptr_t target);
void gSPSegmentLoadRes(void* value, int segNum, uintptr_t target);
void gDPSetTextureImage(Gfx* pkt, u32 f, u32 s, u32 w, uintptr_t i);
void gSPDisplayList(Gfx* pkt, Gfx* dl);
void gSPDisplayListOffset(Gfx* pkt, Gfx* dl, int offset);
void gSPVertex(Gfx* pkt, uintptr_t v, int n, int v0);
void gSPInvalidateTexCache(Gfx* pkt, uintptr_t texAddr);
void gDPSetTextureImageFB(Gfx* pkt, u32 format, u32 size, u32 width, int fb);
void cleararena(void);
@ -183,6 +181,8 @@ void __osSetWatchLo(u32);
EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params);
EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params);
void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry giEntry);
void EnItem00_SetupAction(EnItem00* this, EnItem00ActionFunc actionFunc);
void func_8001E5C8(EnItem00* this, PlayState* play);
void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
void EffectBlure_ChangeType(EffectBlure* this, int type);
void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
@ -415,6 +415,7 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2);
f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
f32 Player_GetHeight(Player* player);
s32 Player_ActionChange_2(Player* player, PlayState* play);
f32 func_8002DCE4(Player* player);
s32 func_8002DD6C(Player* player);
s32 func_8002DD78(Player* player);
@ -426,7 +427,7 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
s32 func_8002DEEC(Player* player);
void func_8002DF18(PlayState* play, Player* player);
s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode);
s32 func_8002DF54(PlayState* play, Actor* actor, u8 arg2);
s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 arg2);
void func_8002DF90(DynaPolyActor* dynaActor);
void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
s32 Player_IsFacingActor(Actor* actor, s16 angle, PlayState* play);
@ -454,11 +455,11 @@ u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
s8 func_8002F368(PlayState* play);
void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
u32 Actor_HasParent(Actor* actor, PlayState* play);
// TODO: Rename the follwing 3 functions using whatever scheme we use when we rename func_8002F434 and func_8002F554.
// TODO: Rename the follwing 3 functions using whatever scheme we use when we rename Actor_OfferGetItem and func_8002F554.
s32 GiveItemEntryWithoutActor(PlayState* play, GetItemEntry getItemEntry);
s32 GiveItemEntryFromActor(Actor* actor, PlayState* play, GetItemEntry getItemEntry, f32 xzRange, f32 yRange);
s32 GiveItemEntryFromActorWithFixedRange(Actor* actor, PlayState* play, GetItemEntry getItemEntry);
s32 func_8002F434(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange);
s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange);
void func_8002F554(Actor* actor, PlayState* play, s32 getItemId);
void func_8002F580(Actor* actor, PlayState* play);
u32 Actor_HasNoParent(Actor* actor, PlayState* play);
@ -572,8 +573,6 @@ void Flags_UnsetRandomizerInf(RandomizerInf flag);
u16 func_80037C30(PlayState* play, s16 arg1);
s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3);
s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4);
GetItemEntry GetChestGameRandoGetItem(s8 room, s16 ogDrawId, PlayState* play);
s16 GetChestGameRandoGiDrawId(s8 room, s16 ogDrawId, PlayState* play);
// ? func_80038600(?);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
@ -1106,6 +1105,7 @@ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
u8 PlayerGrounded(Player* player);
void Player_SetBootData(PlayState* play, Player* player);
s32 Player_InBlockingCsMode(PlayState* play, Player* player);
s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction);
s32 Player_InCsMode(PlayState* play);
s32 func_8008E9C4(Player* player);
s32 Player_IsChildWithHylianShield(Player* player);
@ -1230,8 +1230,8 @@ Gfx* Gfx_EnvColor(GraphicsContext* gfxCtx, s32 r, s32 g, s32 b, s32 a);
void Gfx_SetupFrame(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b);
void func_80095974(GraphicsContext* gfxCtx);
void func_80095AA0(PlayState* play, Room* room, Input* arg2, UNK_TYPE arg3);
void func_8009638C(Gfx** displayList, void* source, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 mode0,
u16 tlutCount, f32 frameX, f32 frameY);
void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode,
u16 tlutCount, f32 offsetX, f32 offsetY);
void func_80096FD4(PlayState* play, Room* room);
u32 func_80096FE8(PlayState* play, RoomContext* roomCtx);
s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum);
@ -1259,6 +1259,8 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
s32 dListIndex);
void SkelAnime_DrawSkeletonOpa(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg);
Gfx* SkelAnime_DrawSkeleton2(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
@ -1828,8 +1830,8 @@ MtxF* Matrix_CheckFloats(MtxF* mf, char* file, s32 line);
void Matrix_SetTranslateScaleMtx2(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY,
f32 translateZ);
uintptr_t SysUcode_GetUCodeBoot(void);
uintptr_t SysUcode_GetUCodeBootSize(void);
uintptr_t SysUcode_GetUCode(void);
size_t SysUcode_GetUCodeBootSize(void);
uint32_t SysUcode_GetUCode(void);
uintptr_t SysUcode_GetUCodeData(void);
void func_800D2E30(UnkRumbleStruct* arg0);
void func_800D3140(UnkRumbleStruct* arg0);
@ -2210,6 +2212,14 @@ s8 PadUtils_GetRelYImpl(Input* input);
s8 PadUtils_GetRelX(Input* input);
s8 PadUtils_GetRelY(Input* input);
void PadUtils_UpdateRelXY(Input* input);
s8 PadUtils_GetCurRX(Input* input);
s8 PadUtils_GetCurRY(Input* input);
void PadUtils_SetRelRXY(Input* input, s32 x, s32 y);
s8 PadUtils_GetRelRXImpl(Input* input);
s8 PadUtils_GetRelRYImpl(Input* input);
s8 PadUtils_GetRelRX(Input* input);
s8 PadUtils_GetRelRY(Input* input);
void PadUtils_UpdateRelRXY(Input* input);
s32 PadSetup_Init(OSMesgQueue* mq, u8* outMask, OSContStatus* status);
f32 Math_FTanF(f32 x);
f32 Math_FFloorF(f32 x);
@ -2346,7 +2356,6 @@ s32 __osCheckPackId(OSPfs* pfs, __OSPackId* check);
s32 __osGetId(OSPfs* pfs);
s32 __osCheckId(OSPfs* pfs);
s32 __osPfsRWInode(OSPfs* pfs, __OSInode* inode, u8 flag, u8 bank);
void guMtxL2F(MtxF* m1, Mtx* m2);
s32 osPfsFindFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* extName, s32* fileNo);
s32 osAfterPreNMI(void);
s32 osContStartQuery(OSMesgQueue* mq);
@ -2400,7 +2409,6 @@ u32 __osSpGetStatus(void);
void __osSpSetStatus(u32 status);
void osWritebackDCacheAll(void);
OSThread* __osGetCurrFaultedThread(void);
void guMtxF2L(MtxF* m1, Mtx* m2);
// ? __d_to_ll(?);
// ? __f_to_ll(?);
// ? __d_to_ull(?);
@ -2458,6 +2466,12 @@ void Message_DrawText(PlayState* play, Gfx** gfxP);
void Interface_CreateQuadVertexGroup(Vtx* vtxList, s32 xStart, s32 yStart, s32 width, s32 height, u8 flippedH);
void Interface_RandoRestoreSwordless(void);
s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW, bool* shouldDraw,
bool* shouldUpdate);
//Pause Warp
void PauseWarp_HandleSelection();
void PauseWarp_Execute();
// #endregion

View file

@ -94,6 +94,7 @@ extern "C"
extern u16 gEquipMasks[4];
extern u16 gEquipNegMasks[4];
extern u32 gUpgradeMasks[8];
extern u32 gUpgradeNegMasks[8];
extern u8 gEquipShifts[4];
extern u8 gUpgradeShifts[8];
extern u16 gUpgradeCapacities[8][4];
@ -172,7 +173,8 @@ extern "C"
extern u8 gWalkSpeedToggle2;
extern f32 iceTrapScale;
extern f32 triforcePieceScale;
extern f32 mysteryItemScale;
extern const s16 D_8014A6C0[];
#define gTatumsPerBeat (D_8014A6C0[1])
extern const AudioContextInitSizes D_8014A6C4;

View file

@ -744,7 +744,6 @@ typedef struct {
/* 0x0134 */ char** doActionSegment;
/* 0x0138 */ u8* iconItemSegment;
/* 0x013C */ char** mapSegment;
char** mapSegmentName;
/* 0x0140 */ u8 mapPalette[32];
/* 0x0160 */ DmaRequest dmaRequest_160;
/* 0x0180 */ DmaRequest dmaRequest_180;
@ -815,6 +814,10 @@ typedef struct {
/* 0x026C */ u8 dinsNayrus; // "m_magic"; din's fire and nayru's love
/* 0x026D */ u8 all; // "another"; enables all item restrictions
} restrictions;
// #region SOH [General]
/* */ char* mapSegmentName[2]; // Tracks the map segment texture by OTR sig name
/* */ u8 mapPalettesPulse[40][32]; // Used to have unique pointers per map pulse color for the shader backend. 40 for map pulse timer x2
// #endregion
} InterfaceContext; // size = 0x270
typedef struct {
@ -838,6 +841,9 @@ typedef enum {
#define PAUSE_CURSOR_PAGE_LEFT 10
#define PAUSE_CURSOR_PAGE_RIGHT 11
#define PAUSE_EQUIP_PLAYER_WIDTH 64
#define PAUSE_EQUIP_PLAYER_HEIGHT 112
typedef enum {
/* 0x00 */ PAUSE_ITEM,
/* 0x01 */ PAUSE_MAP,
@ -1478,6 +1484,8 @@ typedef struct PlayState {
/* 0x1242B */ u8 unk_1242B;
/* 0x1242C */ SceneTableEntry* loadedScene;
/* 0x12430 */ char unk_12430[0xE8];
// SOH [Custom Models] MTX tracker for flex based skeletons
Mtx** flexLimbOverrideMTX;
} PlayState; // size = 0x12518
typedef struct {

View file

@ -267,7 +267,12 @@ typedef enum {
/* 0x17 */ ITEM00_TUNIC_ZORA,
/* 0x18 */ ITEM00_TUNIC_GORON,
/* 0x19 */ ITEM00_BOMBS_SPECIAL,
/* 0x20 */ ITEM00_BOMBCHU,
/* 0x1A */ ITEM00_BOMBCHU,
/* 0x1B */ ITEM00_SOH_DUMMY,
/* 0x1C */ ITEM00_SOH_GIVE_ITEM_ENTRY,
/* 0x1D */ ITEM00_SOH_GIVE_ITEM_ENTRY_GI,
/* 0x1E */ ITEM00_MAX,
/* 0xFF */ ITEM00_NONE = 0xFF
} Item00Type;
struct EnItem00;
@ -285,10 +290,13 @@ typedef struct EnItem00 {
/* 0x15A */ s16 unk_15A;
/* 0x15C */ f32 scale;
/* 0x160 */ ColliderCylinder collider;
s16 ogParams;
// #region SOH [Randomizer]
GetItemEntry randoGiEntry;
RandomizerCheck randoCheck;
RandomizerInf randoInf;
/* */ s16 ogParams;
/* */ GetItemEntry itemEntry;
// #endregion
} EnItem00; // size = 0x1AC
// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.

View file

@ -311,6 +311,21 @@ typedef enum {
/* 0xFF */ ITEM_NONE = 0xFF
} ItemID;
typedef enum {
EQUIP_FLAG_SWORD_KOKIRI = 1 << 0,
EQUIP_FLAG_SWORD_MASTER = 1 << 1,
EQUIP_FLAG_SWORD_BGS = 1 << 2,
EQUIP_FLAG_SHIELD_DEKU = 1 << 4,
EQUIP_FLAG_SHIELD_HYLIAN = 1 << 5,
EQUIP_FLAG_SHIELD_MIRROR = 1 << 6,
EQUIP_FLAG_TUNIC_KOKIRI = 1 << 8,
EQUIP_FLAG_TUNIC_GORON = 1 << 9,
EQUIP_FLAG_TUNIC_ZORA = 1 << 10,
EQUIP_FLAG_BOOTS_KOKIRI = 1 << 12,
EQUIP_FLAG_BOOTS_IRON = 1 << 13,
EQUIP_FLAG_BOOTS_HOVER = 1 << 14,
} EquipmentFlag;
#define ITEM_TRADE_CHILD ITEM_WEIRD_EGG
#define ITEM_TRADE_ADULT ITEM_POCKET_EGG

View file

@ -345,7 +345,7 @@ typedef enum {
#define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
typedef struct {
/* 0x00 */ f32 unk_00;
/* 0x00 */ f32 ceilingCheckHeight;
/* 0x04 */ f32 unk_04;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
@ -359,7 +359,7 @@ typedef struct {
/* 0x2C */ f32 unk_2C;
/* 0x30 */ f32 unk_30;
/* 0x34 */ f32 unk_34;
/* 0x38 */ f32 unk_38;
/* 0x38 */ f32 wallCheckRadius;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ f32 unk_40;
/* 0x44 */ Vec3s unk_44;
@ -489,180 +489,187 @@ typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*);
typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
typedef struct Player {
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 itemChangeType;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 itemChangeType;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0174 */ DmaRequest giObjectDmaRequest;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s16 getItemId; // Upstream TODO: Document why this is s16 while it's s8 upstream
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csAction;
/* 0x0445 */ u8 prevCsAction;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* csActor;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s16 getItemId; // Upstream TODO: Document why this is s16 while it's s8 upstream
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csAction;
/* 0x0445 */ u8 prevCsAction;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x0498 */ ColliderCylinder cylinder;
/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
/* 0x05E4 */ ColliderQuad shieldQuad;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0674 */ PlayerActionFunc actionFunc;
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime upperSkelAnime;
/* 0x070C */ Vec3s upperJointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s upperMorphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime upperSkelAnime;
/* 0x070C */ Vec3s upperJointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s upperMorphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x082C */ UpperActionFunc upperActionFunc;
/* 0x0830 */ f32 upperAnimBlendWeight;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 linearVelocity;
/* 0x083C */ s16 currentYaw;
/* 0x083E */ s16 targetYaw;
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ s8 unk_84F;
/* 0x0850 */ s16 unk_850; // multipurpose timer
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s16 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall; // distance to the colliding wall plane
/* 0x088C */ u8 unk_88C;
/* 0x088D */ u8 unk_88D;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 shockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x0830 */ f32 upperAnimBlendWeight;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 linearVelocity;
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ union {
s8 actionVar1;
} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0x0850 */ union {
s16 actionVar2;
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s16 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType;
/* 0x088D */ u8 ledgeClimbDelayTimer;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 bodyShockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 bodyIsBurning;
/* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 unk_A79;
/* 0x0A7A */ u8 unk_A7A;
/* 0x0A7B */ u8 unk_A7B;
/* 0x0A7C */ f32 unk_A7C;
/* 0x0A80 */ s16 unk_A80;
/* 0x0A82 */ u16 unk_A82;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty;
/* 0x0A7B */ u8 prevFloorType;
/* 0x0A7C */ f32 prevControlStickMagnitude;
/* 0x0A80 */ s16 prevControlStickAngle;
/* 0x0A82 */ u16 prevFloorSfxOffset;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
// #region SOH [General]
// Upstream TODO: Rename these to be more obviously SoH specific
/* */ PendingFlag pendingFlag;
@ -670,7 +677,7 @@ typedef struct Player {
// #endregion
// #region SOH [Enhancements]
// Upstream TODO: Rename this to make it more obvious it is apart of an enhancement
/* */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
/* */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
// #endregion
u8 ivanFloating;
u8 ivanDamageMultiplier;

View file

@ -7,68 +7,6 @@ export RESPATH="${SNAME%/MacOS*}/Resources"
export LIBPATH="${SNAME%/MacOS*}/Frameworks"
export DYLD_FALLBACK_LIBRARY_PATH="$LIBPATH"
remap_hashes ()
{
# Remap v64 and n64 hashes to their z64 hash equivalent
# ZAPD will handle converting the data into z64 format
case "$ROMHASH" in
a9059b56e761c9034fbe02fe4c24985aaa835dac) # v64
ROMHASH=cee6bc3c2a634b41728f2af8da54d9bf8cc14099
;;
24708102dc504d3f375a37f4ae4e149c167dc515) # n64
ROMHASH=cee6bc3c2a634b41728f2af8da54d9bf8cc14099
;;
580dd0bd1b6d2c51cc20a764eece84dba558964c) # v64
ROMHASH=0227d7c0074f2d0ac935631990da8ec5914597b4
;;
d6342c59007e57c1194661ec6880b2f078403f4e) # n64
ROMHASH=0227d7c0074f2d0ac935631990da8ec5914597b4
;;
d0bdc2eb320668b4ba6893b9aefe4040a73123ff) # v64
ROMHASH=328a1f1beba30ce5e178f031662019eb32c5f3b5
;;
4946ab250f6ac9b32d76b21f309ebb8ebc8103d2) # n64
ROMHASH=328a1f1beba30ce5e178f031662019eb32c5f3b5
;;
663c34f1b2c05a09e5beffe4d0dcd440f7d49dc7) # v64
ROMHASH=cfbb98d392e4a9d39da8285d10cbef3974c2f012
;;
24c73d378b0620a380ce5ef9f2b186c6c157a68b) # n64
ROMHASH=cfbb98d392e4a9d39da8285d10cbef3974c2f012
;;
8ebf2e29313f44f2d49e5b4191971d09919e8e48) # v64
ROMHASH=f46239439f59a2a594ef83cf68ef65043b1bffe2
;;
4264bf7b875737b8fae77d52322a5099d051fc11) # n64
ROMHASH=f46239439f59a2a594ef83cf68ef65043b1bffe2
;;
973bc6fe56010a8d646166a1182a81b4f13b8cf9) # v64
ROMHASH=50bebedad9e0f10746a52b07239e47fa6c284d03
;;
d327752c46edc70ff3668b9514083dbbee08927c) # v64
ROMHASH=50bebedad9e0f10746a52b07239e47fa6c284d03
;;
ecdeb1747560834e079c22243febea7f6f26ba3b) # v64
ROMHASH=079b855b943d6ad8bd1eb026c0ed169ecbdac7da
;;
f19f8662ec7abee29484a272a6fda53e39efe0f1) # n64
ROMHASH=079b855b943d6ad8bd1eb026c0ed169ecbdac7da
;;
ab519ce04a33818ce2c39b3c514a751d807a494a) # v64
ROMHASH=cfecfdc58d650e71a200c81f033de4e6d617a9f6
;;
c19a34f7646305e1755249fca2071e178bd7cd00) # n64
ROMHASH=cfecfdc58d650e71a200c81f033de4e6d617a9f6
;;
25e8ae79ea0839ca5c984473f7460d8040c36f9c) # v64
ROMHASH=517bd9714c73cb96c21e7c2ef640d7b55186102f
;;
166c02770d67fcc3954c443eb400a6a3573d3fc0) # n64
ROMHASH=517bd9714c73cb96c21e7c2ef640d7b55186102f
;;
esac
}
if [ ! -e "$SHIP_HOME" ]; then mkdir "$SHIP_HOME"; fi
if [ ! -e "$SHIP_HOME"/mods ]; then
@ -76,178 +14,6 @@ if [ ! -e "$SHIP_HOME"/mods ]; then
touch "$SHIP_HOME"/mods/custom_otr_files_go_here.txt
fi
# If either OTR doesn't exist kick off the OTR gen process
if [ ! -e "$SHIP_HOME"/oot.otr ] || [ ! -e "$SHIP_HOME"/oot-mq.otr ]; then
# If no ROMs exist kick off the file selection prompts
while [ ! -e "$SHIP_HOME"/*.*64 ] && [ ! -e "$SHIP_HOME"/oot*.otr ]; do
SHOULD_PROMPT_FOR_ROM=1
while [ $SHOULD_PROMPT_FOR_ROM -eq 1 ]; do
SHOULD_PROMPT_FOR_ROM=0
# Use osascript to prompt the user to chose a file
DROPROM=`osascript <<-EOF
set romFile to choose file of type {"b64","n64","v64","z64"} with prompt "Please select your ROM:"
return POSIX path of romFile
EOF`
# If no rom was selected, the user cancelled, so exit
if [[ -z $DROPROM ]] && [[ -z "$UPLOAD_ANOTHER_RESULT" ]]; then
echo "No ROM selected. Exiting..."
exit 1
elif [[ -z $DROPROM ]]; then
break;
fi
# If an invalid rom was selected, let the user know and ask to try again
ROMHASH="$(shasum "$DROPROM" | awk '{ print $1 }')"
remap_hashes
case "$ROMHASH" in
cee6bc3c2a634b41728f2af8da54d9bf8cc14099)
ROM_TYPE=0;;
0227d7c0074f2d0ac935631990da8ec5914597b4)
ROM_TYPE=0;;
328a1f1beba30ce5e178f031662019eb32c5f3b5)
ROM_TYPE=0;;
cfbb98d392e4a9d39da8285d10cbef3974c2f012)
ROM_TYPE=0;;
f46239439f59a2a594ef83cf68ef65043b1bffe2)
ROM_TYPE=1;;
50bebedad9e0f10746a52b07239e47fa6c284d03)
ROM_TYPE=1;;
079b855b943d6ad8bd1eb026c0ed169ecbdac7da)
ROM_TYPE=1;;
cfecfdc58d650e71a200c81f033de4e6d617a9f6)
ROM_TYPE=1;;
517bd9714c73cb96c21e7c2ef640d7b55186102f)
ROM_TYPE=1;;
*)
TRY_AGAIN_RESULT=`osascript <<-EOF
set alertText to "Incompatible ROM hash"
set alertMessage to "Incompatible ROM provided, would you like to try again?"
return display alert alertText \
message alertMessage \
as critical \
buttons {"Cancel", "Try Again"}
EOF`
if [[ "$TRY_AGAIN_RESULT" == "button returned:Try Again" ]]; then
SHOULD_PROMPT_FOR_ROM=1
continue;
else
echo "No ROM selected. Exiting..."
exit 1
fi
esac
cp "$DROPROM" "$SHIP_HOME"
# Ask user if they would also like to select the other variant (MQ/Vanilla)
if [ $ROM_TYPE -eq 0 ] && [[ -z "$UPLOAD_ANOTHER_RESULT" ]]; then
UPLOAD_ANOTHER_RESULT=`osascript <<-EOF
set alertText to "Success"
set alertMessage to "Would you also like to provide a Master Quest ROM?"
return display alert alertText \
message alertMessage \
buttons {"No", "Yes"}
EOF`
elif [[ -z "$UPLOAD_ANOTHER_RESULT" ]]; then
UPLOAD_ANOTHER_RESULT=`osascript <<-EOF
set alertText to "Success"
set alertMessage to "Would you also like to provide a Vanilla (Non Master Quest) ROM?"
return display alert alertText \
message alertMessage \
buttons {"No", "Yes"}
EOF`
fi
if [[ "$UPLOAD_ANOTHER_RESULT" == "button returned:Yes" ]]; then
UPLOAD_ANOTHER_RESULT="button returned:No"
SHOULD_PROMPT_FOR_ROM=1
continue;
fi
break
done
done
# At this point we should now have 1 or more valid roms in $SHIP_HOME directory
# Prepare tmp dir
for ROMPATH in "$SHIP_HOME"/*.*64
do
ASSETDIR="$(mktemp -d /tmp/assets-XXXXX)"
export ASSETDIR
cp -r "$RESPATH/assets" "$ASSETDIR"
mkdir -p "$ASSETDIR"/tmp
cp "$ROMPATH" "$ASSETDIR"/tmp/rom.z64
cd "$ASSETDIR" || return
# If an invalid rom was detected, let the user know
ROMHASH="$(shasum "$ASSETDIR"/tmp/rom.z64 | awk '{ print $1 }')"
remap_hashes
case "$ROMHASH" in
cee6bc3c2a634b41728f2af8da54d9bf8cc14099)
ROM=GC_NMQ_D
OTRNAME="oot.otr";;
0227d7c0074f2d0ac935631990da8ec5914597b4)
ROM=GC_NMQ_PAL_F
OTRNAME="oot.otr";;
328a1f1beba30ce5e178f031662019eb32c5f3b5)
ROM=N64_PAL_10
OTRNAME="oot.otr";;
cfbb98d392e4a9d39da8285d10cbef3974c2f012)
ROM=N64_PAL_11
OTRNAME="oot.otr";;
f46239439f59a2a594ef83cf68ef65043b1bffe2)
ROM=GC_MQ_PAL_F
OTRNAME="oot-mq.otr";;
50bebedad9e0f10746a52b07239e47fa6c284d03)
ROM=GC_MQ_D
OTRNAME="oot-mq.otr";;
079b855b943d6ad8bd1eb026c0ed169ecbdac7da)
ROM=GC_MQ_D
OTRNAME="oot-mq.otr";;
cfecfdc58d650e71a200c81f033de4e6d617a9f6)
ROM=GC_MQ_D
OTRNAME="oot-mq.otr";;
517bd9714c73cb96c21e7c2ef640d7b55186102f)
ROM=GC_MQ_D
OTRNAME="oot-mq.otr";;
*)
osascript -e 'display notification "One or more invalid ROM provided" with title "Ship Of Harkinian"'
rm -r "$ASSETDIR"
cd "$SNAME"
continue;
esac
# Only generate OTR if we don't have on of this type yet
if [ -e "$SHIP_HOME"/"$OTRNAME" ]; then
rm -r "$ASSETDIR"
cd "$SNAME"
continue;
fi
osascript -e 'display notification "Generating OTR..." with title "Ship Of Harkinian"'
assets/extractor/ZAPD.out ed -i assets/extractor/xmls/"${ROM}" -b tmp/rom.z64 -fl assets/extractor/filelists -o placeholder -osf placeholder -gsf 1 -rconf assets/extractor/Config_"${ROM}".xml -se OTR --portVer "@CMAKE_PROJECT_VERSION@"
if [ -e "$ASSETDIR"/oot.otr ]; then
osascript -e 'display notification "OTR successfully generated" with title "Ship Of Harkinian"'
cp "$ASSETDIR"/oot.otr "$SHIP_HOME"/"$OTRNAME"
rm -r "$ASSETDIR"
cd "$SNAME"
fi
done
if [ ! -e "$SHIP_HOME"/oot*.otr ]; then
osascript -e 'display notification "OTR failed to generate" with title "Ship Of Harkinian"'
exit 1;
fi
fi
cd "$SNAME"
"$RESPATH"/soh-macos
exit

View file

@ -16,7 +16,7 @@ ActorDB* ActorDB::Instance;
#undef DEFINE_ACTOR_UNSET
struct AddPair {
std::string name;
const char* name;
ActorInit& init;
};
@ -24,7 +24,7 @@ struct AddPair {
#define DEFINE_ACTOR(name, _1, allocType) { #name, name##_InitVars },
#define DEFINE_ACTOR_UNSET(_0)
static const std::vector<AddPair> initialActorTable = {
static constexpr AddPair initialActorTable[] = {
#include "tables/actor_table.h"
};
@ -33,7 +33,7 @@ static const std::vector<AddPair> initialActorTable = {
#undef DEFINE_ACTOR
// https://wiki.cloudmodding.com/oot/Actor_List_(Variables)
static std::unordered_map<u16, const char*> actorDescriptions = {
static constexpr std::pair<u16, const char*> actorDescriptionData[] = {
{ ACTOR_PLAYER, "Link" },
{ ACTOR_EN_TEST, "Stalfos" },
{ ACTOR_EN_GIRLA, "Shop Items" },
@ -464,6 +464,7 @@ static std::unordered_map<u16, const char*> actorDescriptions = {
{ ACTOR_BG_JYA_BLOCK, "Silver Block (Child Era)" },
{ ACTOR_OBJ_WARP2BLOCK, "Navi Infospot (Green, Time Block)" }
};
static std::unordered_map<u16, const char*> actorDescriptions = std::unordered_map<u16, const char*>(std::begin(actorDescriptionData), std::end(actorDescriptionData));
ActorDB::ActorDB() {
db.reserve(ACTOR_NUMBER_MAX); // reserve size for all initial entries so we don't do it for each

View file

@ -0,0 +1,48 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "z64save.h"
#include "functions.h"
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
void SkipIntro_Register() {
REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
// If we're playing rando and if starting age is adult and/or overworld spawns are shuffled we need to skip
// the cutscene regardless of the enhancement being on.
bool adultStart = gSaveContext.linkAge == LINK_AGE_ADULT;
bool shuffleOverworldSpawns =
OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_OVERWORLD_SPAWNS).Is(true);
if ((CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) ||
(IS_RANDO && (adultStart || shuffleOverworldSpawns))) &&
gSaveContext.cutsceneIndex == 0xFFF1) {
// Calculate spawn location. Start with vanilla, Link's house.
int32_t spawnEntrance = ENTR_LINKS_HOUSE_0;
// If we're not in rando, we can skip all of the below.
if (IS_RANDO) {
// If starting age is shuffled, use vanilla adult spawn/prelude warp.
if (adultStart) {
spawnEntrance = ENTR_TEMPLE_OF_TIME_7;
}
// If we're shuffling overworld spawns we'll need to get the Entrance Override
if (shuffleOverworldSpawns) {
// If we're shuffling overworld spawns the adult spawn is ENTR_HYRULE_FIELD_10 instead of
// ENTR_TEMPLE_OF_TIME_7, so that spawn and Prelude don't share an entrance.
if (adultStart) {
spawnEntrance = ENTR_HYRULE_FIELD_10;
}
spawnEntrance = Entrance_PeekNextIndexOverride(spawnEntrance);
}
}
// Skip the intro cutscene for whatever the spawnEntrance is calculated to be.
if (gSaveContext.entranceIndex == spawnEntrance) {
gSaveContext.cutsceneIndex = 0;
*should = false;
}
}
});
}

View file

@ -0,0 +1,147 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "macros.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "z64save.h"
#include "functions.h"
#include "variables.h"
}
#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
/**
* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, void* opt) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
uint8_t isBlueWarp = 0;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_11;
isBlueWarp = 1;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_5;
isBlueWarp = 1;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_0 && gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_0;
isBlueWarp = 1;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT);
if (IS_RANDO) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_3;
} else {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarp = 1;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_0 && gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_5;
isBlueWarp = 1;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4800;
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_9;
isBlueWarp = 1;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_8;
isBlueWarp = 1;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_8;
isBlueWarp = 1;
}
if (isBlueWarp) {
if (gSaveContext.entranceIndex != ENTR_LAKE_HYLIA_9) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
}
*should = false;
gSaveContext.cutsceneIndex = 0;
if (IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF || RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF)) {
Entrance_OverrideBlueWarp();
}
}
}
}
/**
* While we could rely on the Item_Give that's normally called, it's not very clear to the player that they
* received the item when skipping the blue warp cutscene, so we'll prevent that and queue it up to be given
* to the player instead.
*/
void SkipBlueWarp_ShouldGiveItem(GIVanillaBehavior _, bool* should, void* opt) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
*should = false;
}
}
// Todo: Move item queueing here
/**
* This ensures the Kokiri blocking the forest exit checks if you are eligible to leave the forest
* every frame, instead of only at init. The reason we need to do this is when we skip the blue warp cutscene
* you end up getting the Kokiri Emerald after the actor has init'd, so the actor doesn't know you have it
*/
void EnKo_MoveWhenReady(EnKo* enKo, PlayState* play) {
func_80A995CC(enKo, play);
if ((enKo->actor.params & 0xFF) == ENKO_TYPE_CHILD_3) {
if (GameInteractor_Should(VB_OPEN_KOKIRI_FOREST, CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD), NULL)) {
enKo->collider.dim.height -= 200;
Path_CopyLastPoint(enKo->path, &enKo->actor.world.pos);
enKo->actionFunc = func_80A99384;
}
}
}
void SkipBlueWarp_OnActorUpdate(void* actorPtr) {
EnKo* enKo = static_cast<EnKo*>(actorPtr);
if (
(enKo->actor.params & 0xFF) == ENKO_TYPE_CHILD_3 &&
enKo->actionFunc == func_80A995CC &&
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)
) {
enKo->actionFunc = EnKo_MoveWhenReady;
}
}
/**
* This will ensure that the Deku Tree Sprout considers the Forest Temple finished when you skip the blue warp cutscene.
* Typically this checks for if you have the medallion, and when skipping the cutscene at this point you don't have it yet.
*/
void SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished(GIVanillaBehavior _, bool* should, void* opt) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_11 && gSaveContext.cutsceneIndex == 0xFFF1) {
*should = Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP);
}
}
}
void SkipBlueWarp_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorUpdate>(ACTOR_EN_KO, SkipBlueWarp_OnActorUpdate);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_TRANSITION_CS, SkipBlueWarp_ShouldPlayTransitionCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED, SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_GIVE_ITEM_FROM_BLUE_WARP, SkipBlueWarp_ShouldGiveItem);
}

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@ -0,0 +1,22 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h"
}
/**
* This will skip the Deku Tree intro, and simply open the mouth as you approach it.
*/
void SkipDekuTreeIntro_Register() {
REGISTER_VB_SHOULD(VB_PLAY_DEKU_TREE_INTRO_CS, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
BgTreemouth* treeMouth = static_cast<BgTreemouth*>(opt);
Flags_SetEventChkInf(EVENTCHKINF_DEKU_TREE_OPENED_MOUTH);
Audio_PlaySoundGeneral(NA_SE_EV_WOODDOOR_OPEN, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
BgTreemouth_SetupAction(treeMouth, func_808BC6F8);
*should = false;
}
});
}

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@ -0,0 +1,39 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "z64save.h"
#include "functions.h"
extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
void SkipLostWoodsBridge_Register() {
/**
* This skips the cutscene where you speak to Saria on the bridge in Lost Woods, where she gives you the Fairy Ocarina.
*/
REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if ((gSaveContext.entranceIndex == ENTR_LOST_WOODS_9) && !Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE)) {
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE);
if (GameInteractor_Should(VB_GIVE_ITEM_FAIRY_OCARINA, true, NULL)) {
Item_Give(gPlayState, ITEM_OCARINA_FAIRY);
}
*should = false;
}
}
});
/**
* While we could rely on the Item_Give that's normally called (and that we have above), it's not very clear to the player
* that they received the item when skipping the cutscene, so we'll prevent it, and queue it up to be given instead.
*/
REGISTER_VB_SHOULD(VB_GIVE_ITEM_FAIRY_OCARINA, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
*should = false;
}
});
// Todo: Move item queueing here
}

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@ -0,0 +1,45 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "src/overlays/actors/ovl_En_Zl4/z_en_zl4.h"
}
/**
* This overrides Zelda's update function to effectively skip the dialog and cutscenes played when
* you meet with her in Hyrule Castle Courtyard. As you approach her she will turn around, and talking
* with her will place you at the very last dialog option where she gives you the letter.
*/
u16 EnZl4_GiveItemTextId(PlayState* play, Actor* actor) {
return 0x207D;
}
void EnZl4_SkipToGivingZeldasLetter(EnZl4* enZl4, PlayState* play) {
if (enZl4->csState == 0 && enZl4->actor.xzDistToPlayer < 700.0f && EnZl4_SetNextAnim(enZl4, 3)) {
Audio_PlayFanfare(NA_BGM_APPEAR);
enZl4->csState = 8; // ZL4_CS_PLAN
} else {
Npc_UpdateTalking(play, &enZl4->actor, &enZl4->interactInfo.talkState, enZl4->collider.dim.radius + 60.0f, EnZl4_GiveItemTextId, func_80B5B9B0);
func_80B5BB78(enZl4, play);
if (enZl4->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
enZl4->talkState = 6;
enZl4->actionFunc = EnZl4_Cutscene;
}
}
}
void SkipToGivingZeldasLetter_OnActorInit(void* actorPtr) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
EnZl4* enZl4 = static_cast<EnZl4*>(actorPtr);
if (enZl4->actionFunc != EnZl4_Cutscene || enZl4->csState != 0) return;
enZl4->actionFunc = EnZl4_SkipToGivingZeldasLetter;
}
}
void SkipToGivingZeldasLetter_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(ACTOR_EN_ZL4, SkipToGivingZeldasLetter_OnActorInit);
}

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@ -0,0 +1,67 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "z64save.h"
#include "functions.h"
extern SaveContext gSaveContext;
}
void SkipZeldaFleeingCastle_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, void* opt) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
// Normally set in the cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4AAA;
gSaveContext.cutsceneIndex = 0;
*should = false;
}
}
}
/**
* When this cutscene is skipped, walking up to the bridge to castle town triggers a quick fade in/out
* which can be confusing to beginners, because they need to then fetch the Ocarina of Time from the water.
* To make it more obvious what happened, we'll play the sound of the Ocarina dropping into the water.
*/
static int framesSinceSpawn = 0;
static HOOK_ID itemOcarinaUpdateHook = 0;
static HOOK_ID sceneInitHook = 0;
void SkipZeldaFleeingCastle_OnActorUpdate(void* actorPtr) {
Actor* actor = static_cast<Actor*>(actorPtr);
framesSinceSpawn++;
if (framesSinceSpawn > 20) {
Audio_PlayActorSound2(actor, NA_SE_EV_BOMB_DROP_WATER);
GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::OnActorUpdate>(itemOcarinaUpdateHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(sceneInitHook);
itemOcarinaUpdateHook = 0;
sceneInitHook = 0;
}
}
void SkipZeldaFleeingCastle_OnActorInit(void* actorPtr) {
Actor* actor = static_cast<Actor*>(actorPtr);
if (
actor->params == 3 &&
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)
) {
framesSinceSpawn = 0;
itemOcarinaUpdateHook = GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::OnActorUpdate>((uintptr_t)actorPtr, SkipZeldaFleeingCastle_OnActorUpdate);
sceneInitHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>([] (int16_t sceneNum) {
GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::OnActorUpdate>(itemOcarinaUpdateHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(sceneInitHook);
itemOcarinaUpdateHook = 0;
sceneInitHook = 0;
});
}
}
void SkipZeldaFleeingCastle_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(ACTOR_ITEM_OCARINA, SkipZeldaFleeingCastle_OnActorInit);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_TRANSITION_CS, SkipZeldaFleeingCastle_ShouldPlayTransitionCS);
}

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@ -0,0 +1,30 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
extern "C" {
#include "z64save.h"
#include "macros.h"
#include "variables.h"
#include "functions.h"
extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
/**
* This simply skips the Mido interaction in Kokiri Forest, once you equip the Kokiri
* Sword and Deku Shield he will move out of the way without you needing to talk to him.
*/
void MoveMidoInKokiriForest_Register() {
REGISTER_VB_SHOULD(VB_MOVE_MIDO_IN_KOKIRI_FOREST, {
if (
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO) &&
!Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD) &&
(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU) &&
(CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_KOKIRI)
) {
Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
*should = true;
}
});
}

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@ -0,0 +1,14 @@
#include "TimeSavers.h"
void TimeSavers_Register() {
// SkipCutscene
// Story
SkipBlueWarp_Register();
SkipDekuTreeIntro_Register();
SkipLostWoodsBridge_Register();
SkipToGivingZeldasLetter_Register();
SkipZeldaFleeingCastle_Register();
SkipIntro_Register();
// SkipMiscInteractions
MoveMidoInKokiriForest_Register();
}

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@ -0,0 +1,17 @@
#ifndef TIME_SAVERS_H
#define TIME_SAVERS_H
void TimeSavers_Register();
// SkipCutscene
// Story
void SkipBlueWarp_Register();
void SkipDekuTreeIntro_Register();
void SkipLostWoodsBridge_Register();
void SkipToGivingZeldasLetter_Register();
void SkipZeldaFleeingCastle_Register();
void SkipIntro_Register();
// SkipMiscInteractions
void MoveMidoInKokiriForest_Register();
#endif // TIME_SAVERS_H

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@ -2,9 +2,10 @@
#include "sequence.h"
#include "sfx.h"
#include <vector>
#include <Utils/StringHelper.h>
#include <utils/StringHelper.h>
#include <libultraship/bridge.h>
#include <libultraship/classes.h>
#include <soh/OTRGlobals.h>
#include <locale>
#include <filesystem>
@ -330,11 +331,13 @@ AudioCollection::AudioCollection() {
}
std::string AudioCollection::GetCvarKey(std::string sfxKey) {
return "gAudioEditor.ReplacedSequences." + sfxKey + ".value";
auto prefix = CVAR_AUDIO("ReplacedSequences.");
return prefix + sfxKey + ".value";
}
std::string AudioCollection::GetCvarLockKey(std::string sfxKey) {
return "gAudioEditor.ReplacedSequences." + sfxKey + ".locked";
auto prefix = std::string(CVAR_AUDIO("ReplacedSequences."));
return prefix + sfxKey + ".locked";
}
void AudioCollection::AddToCollection(char* otrPath, uint16_t seqNum) {
@ -362,7 +365,7 @@ uint16_t AudioCollection::GetReplacementSequence(uint16_t seqId) {
// for Hyrule Field instead. Otherwise, leave it alone, so that without any sfx editor modifications we will
// play the normal track as usual.
if (seqId == NA_BGM_FIELD_MORNING) {
if (CVarGetInteger("gAudioEditor.ReplacedSequences.NA_BGM_FIELD_LOGIC.value", NA_BGM_FIELD_LOGIC) != NA_BGM_FIELD_LOGIC) {
if (CVarGetInteger(CVAR_AUDIO("ReplacedSequences.NA_BGM_FIELD_LOGIC.value"), NA_BGM_FIELD_LOGIC) != NA_BGM_FIELD_LOGIC) {
seqId = NA_BGM_FIELD_LOGIC;
}
}
@ -381,19 +384,19 @@ uint16_t AudioCollection::GetReplacementSequence(uint16_t seqId) {
}
void AudioCollection::RemoveFromShufflePool(SequenceInfo* seqInfo) {
const std::string cvarKey = "gAudioEditor.Excluded." + seqInfo->sfxKey;
const std::string cvarKey = std::string(CVAR_AUDIO("Excluded.")) + seqInfo->sfxKey;
excludedSequences.insert(seqInfo);
includedSequences.erase(seqInfo);
CVarSetInteger(cvarKey.c_str(), 1);
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
void AudioCollection::AddToShufflePool(SequenceInfo* seqInfo) {
const std::string cvarKey = "gAudioEditor.Excluded." + seqInfo->sfxKey;
const std::string cvarKey = std::string(CVAR_AUDIO("Excluded.")) + seqInfo->sfxKey;
includedSequences.insert(seqInfo);
excludedSequences.erase(seqInfo);
CVarClear(cvarKey.c_str());
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
void AudioCollection::InitializeShufflePool() {
@ -401,7 +404,7 @@ void AudioCollection::InitializeShufflePool() {
for (auto& [seqId, seqInfo] : sequenceMap) {
if (!seqInfo.canBeUsedAsReplacement) continue;
const std::string cvarKey = "gAudioEditor.Excluded." + seqInfo.sfxKey;
const std::string cvarKey = std::string(CVAR_AUDIO("Excluded.")) + seqInfo.sfxKey;
if (CVarGetInteger(cvarKey.c_str(), 0)) {
excludedSequences.insert(&seqInfo);
} else {

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@ -1,3 +1,4 @@
#pragma once
#ifdef __cplusplus
#include <map>
#include <string>

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@ -9,9 +9,10 @@
#include <functions.h>
#include "../randomizer/3drando/random.hpp"
#include "../../OTRGlobals.h"
#include <Utils/StringHelper.h>
#include <utils/StringHelper.h>
#include "../../UIWidgets.hpp"
#include "AudioCollection.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
Vec3f pos = { 0.0f, 0.0f, 0.0f };
f32 freqScale = 1.0f;
@ -78,7 +79,12 @@ void UpdateCurrentBGM(u16 seqKey, SeqType seqType) {
void RandomizeGroup(SeqType type) {
std::vector<u16> values;
// An empty IncludedSequences set means that the AudioEditor window has never been drawn
if (AudioCollection::Instance->GetIncludedSequences().empty()) {
AudioCollection::Instance->InitializeShufflePool();
}
// use a while loop to add duplicates if we don't have enough included sequences
while (values.size() < AuthenticCountBySequenceType(type)) {
for (const auto& seqData : AudioCollection::Instance->GetIncludedSequences()) {
@ -123,23 +129,51 @@ void ResetGroup(const std::map<u16, SequenceInfo>& map, SeqType type) {
}
}
void LockGroup(const std::map<u16, SequenceInfo>& map, SeqType type) {
for (const auto& [defaultValue, seqData] : map) {
if (seqData.category == type) {
// Only save authentic sequence CVars
if (seqData.category == SEQ_FANFARE && defaultValue >= MAX_AUTHENTIC_SEQID) {
continue;
}
const std::string cvarKey = AudioCollection::Instance->GetCvarKey(seqData.sfxKey);
const std::string cvarLockKey = AudioCollection::Instance->GetCvarLockKey(seqData.sfxKey);
CVarSetInteger(cvarLockKey.c_str(), 1);
}
}
}
void UnlockGroup(const std::map<u16, SequenceInfo>& map, SeqType type) {
for (const auto& [defaultValue, seqData] : map) {
if (seqData.category == type) {
// Only save authentic sequence CVars
if (seqData.category == SEQ_FANFARE && defaultValue >= MAX_AUTHENTIC_SEQID) {
continue;
}
const std::string cvarKey = AudioCollection::Instance->GetCvarKey(seqData.sfxKey);
const std::string cvarLockKey = AudioCollection::Instance->GetCvarLockKey(seqData.sfxKey);
CVarSetInteger(cvarLockKey.c_str(), 0);
}
}
}
void DrawPreviewButton(uint16_t sequenceId, std::string sfxKey, SeqType sequenceType) {
const std::string cvarKey = AudioCollection::Instance->GetCvarKey(sfxKey);
const std::string hiddenKey = "##" + cvarKey;
const std::string stopButton = ICON_FA_STOP + hiddenKey;
const std::string previewButton = ICON_FA_PLAY + hiddenKey;
if (CVarGetInteger("gAudioEditor.Playing", 0) == sequenceId) {
if (CVarGetInteger(CVAR_AUDIO("Playing"), 0) == sequenceId) {
if (ImGui::Button(stopButton.c_str())) {
func_800F5C2C();
CVarSetInteger("gAudioEditor.Playing", 0);
CVarSetInteger(CVAR_AUDIO("Playing"), 0);
}
UIWidgets::Tooltip("Stop Preview");
} else {
if (ImGui::Button(previewButton.c_str())) {
if (CVarGetInteger("gAudioEditor.Playing", 0) != 0) {
if (CVarGetInteger(CVAR_AUDIO("Playing"), 0) != 0) {
func_800F5C2C();
CVarSetInteger("gAudioEditor.Playing", 0);
CVarSetInteger(CVAR_AUDIO("Playing"), 0);
} else {
if (sequenceType == SEQ_SFX || sequenceType == SEQ_VOICE) {
Audio_PlaySoundGeneral(sequenceId, &pos, 4, &freqScale, &freqScale, &reverbAdd);
@ -149,7 +183,7 @@ void DrawPreviewButton(uint16_t sequenceId, std::string sfxKey, SeqType sequence
} else {
// TODO: Cant do both here, so have to click preview button twice
PreviewSequence(sequenceId);
CVarSetInteger("gAudioEditor.Playing", sequenceId);
CVarSetInteger(CVAR_AUDIO("Playing"), sequenceId);
}
}
}
@ -163,11 +197,13 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
const std::string hiddenTabId = "##" + tabId;
const std::string resetAllButton = "Reset All" + hiddenTabId;
const std::string randomizeAllButton = "Randomize All" + hiddenTabId;
const std::string lockAllButton = "Lock All" + hiddenTabId;
const std::string unlockAllButton = "Unlock All" + hiddenTabId;
if (ImGui::Button(resetAllButton.c_str())) {
auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
ResetGroup(map, type);
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
auto curReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
if (type == SEQ_BGM_WORLD && prevReplacement != curReplacement) {
ReplayCurrentBGM();
@ -178,7 +214,29 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
RandomizeGroup(type);
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
auto curReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
if (type == SEQ_BGM_WORLD && prevReplacement != curReplacement) {
ReplayCurrentBGM();
}
}
ImGui::SameLine();
if (ImGui::Button(lockAllButton.c_str())) {
auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
LockGroup(map, type);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
auto curReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
if (type == SEQ_BGM_WORLD && prevReplacement != curReplacement) {
ReplayCurrentBGM();
}
}
ImGui::SameLine();
if (ImGui::Button(unlockAllButton.c_str())) {
auto currentBGM = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
auto prevReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
UnlockGroup(map, type);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
auto curReplacement = AudioCollection::Instance->GetReplacementSequence(currentBGM);
if (type == SEQ_BGM_WORLD && prevReplacement != curReplacement) {
ReplayCurrentBGM();
@ -223,7 +281,7 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
if (ImGui::Selectable(seqData.label.c_str())) {
CVarSetInteger(cvarKey.c_str(), value);
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
UpdateCurrentBGM(defaultValue, type);
}
@ -243,7 +301,7 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
if (ImGui::Button(resetButton.c_str())) {
CVarClear(cvarKey.c_str());
CVarClear(cvarLockKey.c_str());
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
UpdateCurrentBGM(defaultValue, seqData.category);
}
UIWidgets::Tooltip("Reset to default");
@ -264,7 +322,7 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
if (locked) {
CVarClear(cvarLockKey.c_str());
}
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
UpdateCurrentBGM(defaultValue, type);
}
}
@ -277,7 +335,7 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
} else {
CVarSetInteger(cvarLockKey.c_str(), 1);
}
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
UIWidgets::Tooltip(locked ? "Sound locked" : "Sound unlocked");
}
@ -350,6 +408,19 @@ void DrawTypeChip(SeqType type) {
ImGui::EndDisabled();
}
void AudioEditorRegisterOnSceneInitHook() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>([](int16_t sceneNum) {
if (CVarGetInteger(CVAR_AUDIO("RandomizeAllOnNewScene"), 0)) {
AudioEditor_RandomizeAll();
}
});
}
void AudioEditor::InitElement() {
AudioEditorRegisterOnSceneInitHook();
}
void AudioEditor::DrawElement() {
AudioCollection::Instance->InitializeShufflePool();
@ -359,6 +430,28 @@ void AudioEditor::DrawElement() {
return;
}
float buttonSegments = ImGui::GetContentRegionAvail().x / 4;
if (ImGui::Button("Randomize All Groups", ImVec2(buttonSegments, 30.0f))) {
AudioEditor_RandomizeAll();
}
UIWidgets::Tooltip("Randomizes all unlocked music and sound effects across tab groups");
ImGui::SameLine();
if (ImGui::Button("Reset All Groups", ImVec2(buttonSegments, 30.0f))) {
AudioEditor_ResetAll();
}
UIWidgets::Tooltip("Resets all unlocked music and sound effects across tab groups");
ImGui::SameLine();
if (ImGui::Button("Lock All Groups", ImVec2(buttonSegments, 30.0f))) {
AudioEditor_LockAll();
}
UIWidgets::Tooltip("Locks all music and sound effects across tab groups");
ImGui::SameLine();
if (ImGui::Button("Unlock All Groups", ImVec2(buttonSegments, 30.0f))) {
AudioEditor_UnlockAll();
}
UIWidgets::Tooltip("Unlocks all music and sound effects across tab groups");
if (ImGui::BeginTabBar("SfxContextTabBar", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
if (ImGui::BeginTabItem("Background Music")) {
Draw_SfxTab("backgroundMusic", SEQ_BGM_WORLD);
@ -399,18 +492,18 @@ void AudioEditor::DrawElement() {
ImGui::TableNextColumn();
if (ImGui::BeginChild("SfxOptions", ImVec2(0, -8))) {
ImGui::PushItemWidth(-FLT_MIN);
UIWidgets::EnhancementCheckbox("Disable Enemy Proximity Music", "gEnemyBGMDisable");
UIWidgets::EnhancementCheckbox("Disable Enemy Proximity Music", CVAR_AUDIO("EnemyBGMDisable"));
UIWidgets::InsertHelpHoverText(
"Disables the music change when getting close to enemies. Useful for hearing "
"your custom music for each scene more often.");
UIWidgets::EnhancementCheckbox("Disable Leading Music in Lost Woods", "gLostWoodsConsistentVolume");
UIWidgets::EnhancementCheckbox("Disable Leading Music in Lost Woods", CVAR_AUDIO("LostWoodsConsistentVolume"));
UIWidgets::InsertHelpHoverText(
"Disables the volume shifting in the Lost Woods. Useful for hearing "
"your custom music in the Lost Woods if you don't need the navigation assitance "
"the volume changing provides. If toggling this while in the Lost Woods, reload "
"the area for the effect to kick in."
);
UIWidgets::EnhancementCheckbox("Display Sequence Name on Overlay", "gSeqNameOverlay");
UIWidgets::EnhancementCheckbox("Display Sequence Name on Overlay", CVAR_AUDIO("SeqNameOverlay"));
UIWidgets::InsertHelpHoverText(
"Displays the name of the current sequence in the corner of the screen whenever a new sequence "
"is loaded to the main sequence player (does not apply to fanfares or enemy BGM)."
@ -418,24 +511,28 @@ void AudioEditor::DrawElement() {
ImGui::SameLine();
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
UIWidgets::EnhancementSliderInt("Overlay Duration: %d seconds", "##SeqNameOverlayDuration",
"gSeqNameOverlayDuration", 1, 10, "", 5);
CVAR_AUDIO("SeqNameOverlayDuration"), 1, 10, "", 5);
ImGui::PopItemWidth();
ImGui::NewLine();
ImGui::PopItemWidth();
UIWidgets::EnhancementSliderFloat("Link's voice pitch multiplier: %f", "##linkVoiceFreqMultiplier",
"gLinkVoiceFreqMultiplier", 0.4, 2.5, "", 1.0, false, false);
UIWidgets::EnhancementSliderFloat("Link's voice pitch multiplier: %.1f %%", "##linkVoiceFreqMultiplier",
CVAR_AUDIO("LinkVoiceFreqMultiplier"), 0.4, 2.5, "", 1.0, true, true);
ImGui::SameLine();
const std::string resetButton = "Reset##linkVoiceFreqMultiplier";
if (ImGui::Button(resetButton.c_str())) {
CVarSetFloat("gLinkVoiceFreqMultiplier", 1.0f);
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
CVarSetFloat(CVAR_AUDIO("LinkVoiceFreqMultiplier"), 1.0f);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
ImGui::NewLine();
UIWidgets::EnhancementCheckbox("Randomize All Music and Sound Effects on New Scene", CVAR_AUDIO("RandomizeAllOnNewScene"));
UIWidgets::Tooltip("Enables randomizing all unlocked music and sound effects when you enter a new scene.");
ImGui::NewLine();
ImGui::PushItemWidth(-FLT_MIN);
UIWidgets::PaddedSeparator();
UIWidgets::PaddedText("The following options are experimental and may cause music\nto sound odd or have other undesireable effects.");
UIWidgets::EnhancementCheckbox("Lower Octaves of Unplayable High Notes", "gExperimentalOctaveDrop");
UIWidgets::EnhancementCheckbox("Lower Octaves of Unplayable High Notes", CVAR_AUDIO("ExperimentalOctaveDrop"));
UIWidgets::InsertHelpHoverText("Some custom sequences may have notes that are too high for the game's audio "
"engine to play. Enabling this checkbox will cause these notes to drop a "
"couple of octaves so they can still harmonize with the other notes of the "
@ -613,7 +710,14 @@ void AudioEditor_RandomizeAll() {
RandomizeGroup(type);
}
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
ReplayCurrentBGM();
}
void AudioEditor_RandomizeGroup(SeqType group) {
RandomizeGroup(group);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
ReplayCurrentBGM();
}
@ -622,6 +726,29 @@ void AudioEditor_ResetAll() {
ResetGroup(AudioCollection::Instance->GetAllSequences(), type);
}
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
ReplayCurrentBGM();
}
void AudioEditor_ResetGroup(SeqType group) {
ResetGroup(AudioCollection::Instance->GetAllSequences(), group);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
ReplayCurrentBGM();
}
void AudioEditor_LockAll() {
for (auto type : allTypes) {
LockGroup(AudioCollection::Instance->GetAllSequences(), type);
}
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
void AudioEditor_UnlockAll() {
for (auto type : allTypes) {
UnlockGroup(AudioCollection::Instance->GetAllSequences(), type);
}
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}

View file

@ -7,20 +7,25 @@
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include <ImGui/imgui.h>
#include <imgui.h>
#include "AudioCollection.h"
class AudioEditor : public LUS::GuiWindow {
class AudioEditor : public Ship::GuiWindow {
public:
using LUS::GuiWindow::GuiWindow;
using GuiWindow::GuiWindow;
void DrawElement() override;
void InitElement() override {};
void InitElement() override;
void UpdateElement() override {};
~AudioEditor() {};
};
void AudioEditor_RandomizeAll();
void AudioEditor_RandomizeGroup(SeqType group);
void AudioEditor_ResetAll();
void AudioEditor_ResetGroup(SeqType group);
void AudioEditor_LockAll();
void AudioEditor_UnlockAll();
extern "C" {
#endif

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