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Malkierian 99c3fa6006
Preset Manager (#5459)
* Add presets sidebar, proof of concept row-based listing.

* Complete and unify section check/x drawing.

* Add error state to InputString, and corresponding members and builders to InputOptions.
Implement saving and loading of preset files.

* Implement `Config::SetBlock()`.
Implement Apply.
Implement Delete.
Some json structure changes.

* Apply `CVarClear()` calls in CVar-prefixed widget functions.

* Comment out satellite preset pickers for now.

* clang

* Fix ButtonOptions initializer list.

* I hate clang...

* Loop new preset checkbox creation.
Restore auto-resizing to new preset popup.
Remove errant BeginDisabled in randomizer (merge artifact?).

* Add BlockInfo struct to make array with all info for each block.
Setup loops for all other same-ish situations (applying presets, setting up columns, etc) based on blockInfo.

* Save tracker windows info for later restoration.
Lay the groundwork for said restoration.

* Complete tracker window restoration on preset application.

* Fix RadioButtonsOptions builder parameter type.
Add race lockout to new and apply buttons.

* Revert application of CVarClear on UIWidgets widgets (need to preserve manually-set default states).

* Remove enhancements satellite picker.
Swap randomizer satellite picker to use the manager presets, only displays presets with randomizer section included.
Move built-in presets to the asset archive, and remove delete button on them.
Remove PresetEntries.cpp.

* Fix locations and tricks tabs not updating live when applying preset with new system.

* Apply RandoGenerating lockout to rando preset Apply button.

* Fix new presets not being properly filtered in satellite selectors.

* Fix currently selected presets getting deleted still being selected in satellite selectors.

* Change BigPoeTargetCount in preset files to 1.
2025-05-23 14:57:49 -07:00
.devcontainer [Dev] Add Support for Github Codespaces (#2551) 2023-02-28 01:11:56 -05:00
.github/workflows Add clang-format scripts and github runner action (#5270) 2025-04-01 17:09:44 -04:00
.vscode Dev Feature - Create VS Code Build tasks and update build documentation (#4895) 2025-01-19 13:49:23 -05:00
CMake bump lus (#5500) 2025-05-17 15:35:51 -04:00
docs NTSC GC Support (#5254) 2025-03-31 00:16:24 +02:00
libultraship@6a3f6cd327 bump lus (to bump imgui) (#5501) 2025-05-17 17:12:05 -04:00
OTRExporter@41052efcdf NTSC GC Support (#5254) 2025-03-31 00:16:24 +02:00
scripts NTSC GC Support (#5254) 2025-03-31 00:16:24 +02:00
soh Preset Manager (#5459) 2025-05-23 14:57:49 -07:00
ZAPDTR@2aeababbfb NTSC GC Support (#5254) 2025-03-31 00:16:24 +02:00
.gitattributes Simplify Asset Headers (#2474) 2023-03-02 15:37:47 +01:00
.gitignore Add clang-format scripts and github runner action (#5270) 2025-04-01 17:09:44 -04:00
.gitmodules Move ZAPDTR and OTRExporter to sub modules (#3298) 2023-10-17 00:32:42 -04:00
CMakeLists.txt set soh c standard to 23 (#5498) 2025-05-17 02:16:59 -04:00
copy-existing-otrs.cmake Opt-in for an easy-way CMake target to create soh.otr file (#3057) 2023-08-15 19:26:23 -05:00
Dockerfile Refactor CrowdControl Setup (#1890) 2022-11-06 11:00:34 +01:00
README.md ESC now toggles menubar (#5293) 2025-04-03 17:33:02 -07:00
run-clang-format.ps1 Exclude build dependencies from clang format (#5490) 2025-05-23 14:06:19 -07:00
run-clang-format.sh clang-format .hpp files (#5307) 2025-04-03 23:33:35 -04:00

Ship of Harkinian Ship of Harkinian

Website

Official Website: https://www.shipofharkinian.com/

Discord

Official Discord: https://discord.com/invite/shipofharkinian

If you're having any trouble after reading through this README, feel free to ask for help in the Support text channels. Please keep in mind that we do not condone piracy.

Quick Start

The Ship does not include any copyrighted assets. You are required to provide a supported copy of the game.

1. Verify your ROM dump

You can verify you have dumped a supported copy of the game by using the compatibility checker at https://ship.equipment/. If you'd prefer to manually validate your ROM dump, you can cross-reference its sha1 hash with the hashes here.

2. Download The Ship of Harkinian from Releases

3. Launch the Game!

Windows

  • Extract the zip
  • Launch soh.exe

Linux

  • Place your supported copy of the game in the same folder as the appimage.
  • Execute soh.appimage. You may have to chmod +x the appimage via terminal.

macOS

  • Run soh.app. When prompted, select your supported copy of the game.
  • You should see a notification saying Processing OTR, then, once the process is complete, you should get a notification saying OTR Successfully Generated, then the game should start.

Nintendo Switch

  • Run one of the PC releases to generate an oot.otr and/or oot-mq.otr file. After launching the game on PC, you will be able to find these files in the same directory as soh.exe or soh.appimage. On macOS, these files can be found in /Users/<username>/Library/Application Support/com.shipofharkinian.soh/
  • Copy the files to your sd card
sdcard
└── switch
    └── soh
        ├── oot-mq.otr
        ├── oot.otr
        ├── soh.nro
        └── soh.otr
  • Launch via Atmosphere's Game+R launcher method.

4. Play!

Congratulations, you are now sailing with the Ship of Harkinian! Have fun!

Configuration

Default keyboard configuration

N64 A B Z Start Analog stick C buttons D-Pad
Keyboard X C Z Space WASD Arrow keys TFGH

Other shortcuts

Keys Action
ESC Toggle menu
F2 Toggle capture mouse input
F5 Save state
F6 Change state
F7 Load state
F9 Toggle Text-to-Speech (Windows and Mac only)
F11 Fullscreen
Tab Toggle Alternate assets
Ctrl+R Reset

Project Overview

Ship of Harkinian (SOH) is built atop a custom library dubbed libultraship (LUS). Back in the N64 days, there was an SDK distributed to developers named libultra; LUS is designed to mimic the functionality of libultra on modern hardware. In addition, we are dependant on the source code provided by the OOT decompilation project.

In order for the game to function, you will require a legally acquired ROM for Ocarina of Time. Click here to check the compatibility of your specific rom. Any copyrighted assets are extracted from the ROM and reformatted as a .otr archive file which the code uses.

Graphics Backends

Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (MacOS). You can change which API to use in the Settings menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the shipofharkinian.json file by finding the line gfxbackend:"" and changing the value to sdl for OpenGL. DirectX 11 is the default on Windows.

Custom Assets

Custom assets are packed in .otr archive files. To use custom assets, place them in the mods folder.

If you're interested in creating and/or packing your own custom asset .otr files, check out the following tools:

Development

Building

If you want to manually compile SoH, please consult the building instructions.

Playtesting

If you want to playtest a continuous integration build, you can find them at the links below. Keep in mind that these are for playtesting only, and you will likely encounter bugs and possibly crashes.

Further Reading

More detailed documentation can be found in the 'docs' directory, including the aforementioned building instructions.

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