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Add custom save path to .ini file #110
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Good suggestion! I will be taking this on. |
linkian209
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Also added functions that allow soh to interact with the current context's config with the Config_getValue and Config_setValue function. Closes HarbourMasters#110
linkian209
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Apr 1, 2022
Allowing users to set custom paths for their save files and names. This also adds in new functions to allow access at the C level to the current context's config Closes HarbourMasters#110
linkian209
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MelonSpeedruns
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Feature: Count Golden Skulltulas
Kenix3
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Jun 20, 2022
* Added save filename and path to config file Closes #110 * Moved FileIO to libultraship * Moved OOT Specific Code to OTRGlobals and made libultraship for general file IO. Combined config options. * Moved filesystem include into GlobalCtx2.h
KiritoDv
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* Uncommented item_24 print on z_message_PAL * Fixed z_player_lib corruption on 64 bit * Audio decompiled and WIP custom sample support * Replaced StormLib .lib files with source code. Some modifications to handle backslashes and forward slashes, along with some optimizations to speed up OTR generation. * Fix function prototypes and types * Added missing function on OTRGlobals * Fixed audio font loading * Increased initial audio pool size and fixed types * Disabled RTC on soh and lus * Add StormLib CMakeLists.txt for building on Linux/Mac * fix compilation * change OSMesg definition and fix memory corruptions * fix Makefile typo * Update z_en_go.c * Update z_en_go2.c * Audio support nearly complete. * Commented out NTSC test * Commented out additional test code * Fixed resample and corrupt audio bug. Minor documentation updates. * Code cleanup and fixes on 64bits * Fixed conflicts with develop * Updated ResourceMgr to develop changes * Moved .o files into x64/DebugObj * Moved .o files to DebugObj - Debug * Fix detection of arm64, fix warnings * Changed audio freq from 32KHZ to 44KHZ on SDLAudioPlayer * Fixed crackling issues * Updated sample rate to 44100hz * Fixed last remaining audio bugs * Audio decompiled and WIP custom sample support * Replaced StormLib .lib files with source code. Some modifications to handle backslashes and forward slashes, along with some optimizations to speed up OTR generation. * Audio support nearly complete. * Commented out NTSC test * Commented out additional test code * Fixed resample and corrupt audio bug. Minor documentation updates. * Fixed crackling issues * Updated sample rate to 44100hz * Fixed last remaining audio bugs * Added names for the soundfonts. * Added XML attributes and fixed odd crash * GC PAL Audio XML * Added GetSampleRate function * Fixed StormLib Forward Slash BackSlash issues * Fixed Ganondorf's lair and Spirit Temple crashes on 64 bits * Disabled ASAN on release * Fixed x64 release compilation * Audio decompiled and WIP custom sample support * Replaced StormLib .lib files with source code. Some modifications to handle backslashes and forward slashes, along with some optimizations to speed up OTR generation. * Audio support nearly complete. * Commented out NTSC test * Commented out additional test code * Fixed resample and corrupt audio bug. Minor documentation updates. * Fixed crackling issues * Updated sample rate to 44100hz * Fixed last remaining audio bugs * Added names for the soundfonts. * Added XML attributes and fixed odd crash * GC PAL Audio XML * Fixed StormLib Forward Slash BackSlash issues * Updated sequence file format and updated resource version to Rachael * Updated resource types * Fixed Linux issues (I think) * Let's try again * Ready for round 2? * Additional fixes * Update libultraship/libultraship/Lib/Fast3D/U64/PR/ultra64/gbi.h * Added mp3 support for samples * Code cleanup * Fixed indentation caused because of tabs * Added fixes based on the reviews * Removed ifdefs for audio heap sizes * Extract StormLib building from soh to ZAPDTR (HarbourMasters#505) * Extract StormLib building from soh to ZAPDTR ZAPDTR is currently where we have everything… though this might not make the most sense. * Do not import storm as a relative * Skip first-time pickup messages for consumable items (HarbourMasters#495) * Minor Actor Viewer tweaks and fixes (HarbourMasters#491) * Show new Actor description, fix window opening * Play error sound when spawning invalid actor * Add reset button, don't reset actor when changing scene * TWEAK: Kokiri Draw distance V2 (HarbourMasters#486) * ADD: Saria's logic * TWEAK: Kokiri Draw Distance change doesn't need a reload anymore * ADD: Mido's logic * Fix grayscale Biggoron's Sword (HarbourMasters#485) * Added three sliders for multiplying damage (HarbourMasters#478) * Added three sliders for multiplying damage: 1) Generic Slider, includes everything not multiplied by other sliders 2) Fall Damage Slider, includes all fall damage 3) Void Damage Slider, includes all void out damage * Included tooltips * Modified func_80837B18 to handle the modified flag the same as Player_InflictDamage does * hotfix of a dumb oversight * Fixed an oversight that led to compile failure on Linux and probably more things that weren't noticeable in unit testing * I keep missing dumb mistakes. I keep missing dumb mistakes. Is this the last dumb mistake I've missed? * Oh crud it's because I declared func_80837B18_modified after func_80837B18 isn't it? I am the ultimate dumbus. * Added save filename and path to config file (HarbourMasters#130) * Added save filename and path to config file Closes HarbourMasters#110 * Moved FileIO to libultraship * Moved OOT Specific Code to OTRGlobals and made libultraship for general file IO. Combined config options. * Moved filesystem include into GlobalCtx2.h * Fixed audio_heap_size * Update soh/src/code/audio_load.c * Update soh/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c Thanks I overlooked it :) Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Add all slots * Fix Anubis fireballs * Jenkins: Fix path to soh.exe * Two-hand shield cheat fix: use 1-handed reflect anim (HarbourMasters#504) * Add Support for macOS (HarbourMasters#441) * Fixed soh filters * add more makefile changes * almost ready * more updates * update * update * Update Makefiles to handle both platforms * Allow for overriding the CXX and CC executables * Restore original structure while supporting custom CXX flags * Remove some platform specific libs * Dynamic target name * Make X11 paths package-agnostic * Remove changes to `gfx_opengl.cpp` * Use OpenGL2 on MacOS instead of OpenGL3 * make it actually render something * render at least the first texture, still need to figure out the second one * Let’s use OpenGL 3 again * maybe this works to get the right texture? link's eyes still look off a bit * did this work? * set the platform to macos * actual numbers are right, but logic is ugly XXX/TODO, i know * add zlib to ldflags for ZAPDUtils * A bit of cleanup * Revert unneeded changes * Remove GL_CHECK * Fix issues with z64 branch * use an std::map instead of a giant array * three point filter fix (#2) * Fix mac compilation * fix audio for 64 bit * revert audio heap size, keep bigger pools * Add more Apple specific checks to our modifications * Add building instructions for macOS * Remove unecessary step from building instructions * Add missing SDL2 & GLEW to Linux LDLIBS * Update BUILDING.md Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Update soh/.gitignore to include other arch binaries Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Use right platform name for debugging window Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Fix stormlib on macos (arm64) * Simplify some of the ifdef checks * Revert an older no longer necessary fix * Remove remaining unecessary deviations * Update building instructions after StormLib changes * Feature: Use OpenGL 4.1 (#1) * Further tweak the BUILDING * Tidy up * reword -j message * Add Jenkins CI Support (#2) * Fix type issues * add target <appbundle> and <filledappbundle> add makefile targets to create an .app `filledappbundle` creates the target with the .otr included this should perhaps be moved to Application Support though * pull gcc's rpath from otool output * move make target to the end so it's not default * Add Jenkins and make exe in par with other platforms * Actually save build artefacts * Fix artefact path * Remove x11 mentions and linking (not used) * Update building instructions for generating app * use appsupport directory * Add new app icon * Update target to match macOS types * Update more audio types * fix null deref in Audio_PlayFanfare * Remove old import from z64 * address final nit with apple ifdefs Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com> Co-authored-by: Jeffrey Crowell <github@crowell.biz> Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Move macOS to parallel stage * fix linux crash * Ignore all named saves Necessary after new save format * DPad items * Move UI location arrays from static to global to accomodate customizable UI * FIX: Increased the maximum actor limit for draw distance Fix issue HarbourMasters#529 * FIX: Remove duplicates of gNewDrops from the enhancements menu * Get rid of erroneous int casts * casts jya_cobra's shadowTexture pointer to uintptr_t instead of s32. * Fix ability to assign equipment you don't own * Fix title cards for market potion shop and bombchu shop * Invalidate message item icon texture before drawing * Add margins for dpad * Fixed some instances where the original OOT save is erroneously preserved or recreated, leading to another conversion next time you launched the game * Headphones setting in game should now work. Resolves HarbourMasters#13 * Map Select name fixes * Change Power to Upgrades * Rename Soh* files * Update names * Add more files * Add more files * Add toggles for disabling heart drops and random drops (HarbourMasters#507) * Adds toggles for disabling random drops and fixed heart drops * Changed the "No Fixed Heart Drops" toggle to the more useful "No Random Heart Drops" toggle * Adds an explanation that the no heart drops option is similar to Hero Mode * Moved difficulty options into their own sub-menu Moved time saver options into their own sub-menu Moved clutter reducing options into their own sub-menu * fixed the tag name of mweep speed * Moved Skip Text to Experimental * Fix testing masks of DPad * Fix audio, boot commands, and save staes. * add menu from https://github.com/PurpleHato/Shipwright/tree/ResetMenu * implement reset * Update README.md * command on mac * special char doesn't work with default imgui font * change name based on PR comment * missed a couple spots * change sunset in save editor so dampe is out * Update to latest `docking` imgui (HarbourMasters#582) * Update to latest `docking` imgui commit: 67410d53f739b6a0df138e2252f0e5136b42062f * Fix modified import for SDL * Update imgui_impl_sdl.cpp * Add Imgui include path for better imports * Controller Navigation Fix-Up (HarbourMasters#544) * Controller Navigation Fix-Up * [MISC] Fix typo * Use Macro for __FILE__ & __LINE__ when possible (HarbourMasters#559) * First batch some overlay * Almost all overlay * effect & gamestate * kaleido stuffs * more overlay * more left over from code folder * remaining hardcoded line and file * Open & Close _DISP __FILE__ & __LINE__ clean up * Some if (1) {} remove * LOG_xxxx __FILE__ , __LINE__ cleaned * ASSERT macro __FILE__ __LINE__ * mtx without line/file in functions * " if (1) {} " & "if (0) {}" and tab/white place * LogUtils as macro * GameState_, GameAlloc_, SystemArena_ & ZeldaArena_ * Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_" This reverts commit 0d85caa. * Like last commit but as macro * Fix matrix not using macros * use function not macro * DebugArena_* functions GameAlloc_MallocDebug BgCheck_PosErrorCheck as macros removed issues with ; in macro file * MM Bunny Hood enhancements: no age restrictions & wear across entrances (HarbourMasters#560) * Remove age restriction on MM Bunny Hood * Handle mask slot changing; init Link wearing mask * Reset mask state after selling * Use unordered maps in some hot paths (HarbourMasters#566) * Use unordered maps in some hot paths * Address PR comments * Cheat: Infinite Epona Boost (HarbourMasters#577) * Cheat: Infinite Epona Boost * Edit for readability * update pulseaudio for 44.1khz audio (HarbourMasters#587) * use pulseaudio defaults * spaces/tabs * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate Co-authored-by: briaguya <briaguya@alice> * Restoration Item Sliders (HarbourMasters#595) * Allows players to set custom restoration values for potions and milk * Fixed a dumb oversight * implemented fairy sliders * use ini window resolution (HarbourMasters#410) * use ini window resolution * use arguments for directx window size * default 640x480 not 320x240 * kick off a build * and revert * default config 640x480 not 320x240 * add todo Co-authored-by: briaguya <briaguya@alice> * 3D Drops & Projectiles update (HarbourMasters#548) * Fix remaining rupee and keys * fix tabs -> spaces * more fix about tabs -> spaces * Better up <-> down mouvement for hearts * remove useless comment * Cosmetics menu rework (HarbourMasters#589) * - * DPad/some margin fix(left side) * various ImGui stuff and fixes * disabled kaleido menu (non working) * fix win being dumb * same for C btn this time * Fix windows build * Beating hearts fix * Default win size and some placement fix * Fix Dpad Ammo & C notes, Kaleido, white dog * some texts fix and tab move * Add stone of agony, some fixes and build correctly * precise item place with Dpad * Gamecube -> GameCube Co-authored-by: Baoulettes <iMacWin10> * [CI] Create an Appimage for 64bit builds (HarbourMasters#570) * [CI] Create AppImage file * [CI] Updated Jenkinsfile * [MISC] fix indentation * [MISC] Fix indentation * [MISC] Fix indentation * [CI] 7z appimage and readme * [CI] AppImage icon file (HarbourMasters#597) * [CI] Add patchelf * [BUILD] Include Hi-Res icon * Fix portability use of std::clamp (HarbourMasters#596) * Add N64 weird frames and OOB Bombchus cvars (HarbourMasters#602) * Add gN64WeirdFrames and gBombchuOOB cvars * Rename gBombchuOOB to gBombchusOOB * Fix pipeline * [BUILD] Do not strip ZAPD (HarbourMasters#598) * [BUILD] Do not strip ZAPD * [BUILD] Reuse Icon Asset * [APPIMAGE] Handle paths with spaces * [macos] Distribute optimized builds (HarbourMasters#599) * Cosmetics texts fixes (HarbourMasters#604) * branch init + few fixes * Reset button * Several texts fixes and default color to GameCube * space issues * some more extra space that was not needed. * space yes last time ... * Arrows being able to be rainbow some more texts fixes * more texts fixes * c-buttons some plurial fix * Fixes bug in demo effect due to removed display list set. * King dodongo room crash (HarbourMasters#613) * first attempt * force camera setting to be at least 0 (dirty!) * - * reverted something to just include fix * Invalidate text box icon before drawing (HarbourMasters#607) * [APPIMAGE] Set lib path for ZAPD (HarbourMasters#611) * New drop runtime fix (HarbourMasters#614) * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * Fix Ganon's Castle title cards (HarbourMasters#606) * Checkered room crash workaround (HarbourMasters#615) * Increase poly and vertex count for dyna actors * Add TODO * Only apply fix in Forest Temple * Enable globally * Match case of 'Shipwright' in Linux build (HarbourMasters#619) * Fix 0xabababab crash (HarbourMasters#617) * Unconditionally setup the normal skybox * Only call Skybox_Setup once ever * Equipment upgrade text fix and any pause slot enhancement fix (HarbourMasters#620) * Fix upgrade name text not rendering * Use cvar and don't render equip help for empty item slots * Fix rendering logic * Fix incorrect item name rendered for one frame * Reorder comparison * Remove extra indent * Remove accidental changes * ImGui grammer, consistency, and clarity fixes (HarbourMasters#625) * ImGui grammer, consistency, and clarity fixes Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com> * Adds more new lines for users on smaller displays Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com> Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com> * New drops shadows & rotation fixes (HarbourMasters#627) * fixes * forgot to add heart pieces in rotation logic * Dodongo's Cavern blue warp crash fix (HarbourMasters#622) * Doodong's Cavern blue warp crash fix * >= not > * Don't waste a line of space * add support for clang compiler (HarbourMasters#592) * hacks to align strings for clang... wow just wow * start work to getting built with clang * fix issues with struct constructors, all builds, doesn't link still * fix some narrowing issues that clang complains about * fix compliation of zapd * fix null deref in VersionInfo * builds with clang * make stringbuilding use StringHelper instead of addition * fix linking * add CLANG SHIP overlay on clang built versions * doesn't need to be volatile * mark unknown strings as extern * rename some stuff * can't align extern * hopefully fix compilation for everythign * expandtab * allow setting LD * Revert "allow setting LD" This reverts commit 711aba6. maybe to use lld it should be a LDFLAG? * -Wno-deprecated-declarations is required for newer versions of clang on macOS 13 beta sdk, the version of apple clang requires this * Add jenkins support for clang * Forward CXX flags to stormlib compilation * Move GCC only flags to check * use exports to set multiarch setup * Fix Jenkins forever * use make instead of cmake --build add some flags to build with clang-11 as well * address review coments - rework extraction to allow multi thread - misc readability cleanup * update makefile to add WARN on linux+clang Co-authored-by: David Chavez <david@dcvz.io> * Fix develop * Fixes grey screen issue + tooltip for 2 handed shield * Don't close controller after SDL has quit (HarbourMasters#642) * Don't close controller after SDL has quit * Don't check if controller can rumble if null * Fixes Barinade's set whenever boss fight is reloaded (HarbourMasters#639) * Reimplements unused Barinade reset function. * Removes the Jellyfish from Barinade's body on reset. * add the ability to pull graves during the day (HarbourMasters#637) * change max internal res multiplier to 3x, use float and % instead of int (HarbourMasters#638) * change max internal res multiplier to 3x, use float and % instead of int * Update libultraship/libultraship/ImGuiImpl.cpp Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> * Fixes crash on Biggoron trade failure screen wipe Resolves HarbourMasters#621 * fixes center docking (HarbourMasters#652) * testing out item replacement (HarbourMasters#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so 🤷 * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com> * Cosmetics hotfixes (HarbourMasters#640) * Initial branch creation * Revert Main Game so it do not conflict later * should fix window build, made namespace for Cosmetics * forgot to edit one title * Ability to add hidden window (usefull for Rainbow) Fix building issues * Line break, unused bool remove * add descriptive todo for death crash bandaid (HarbourMasters#655) Co-authored-by: briaguya <briaguya@alice> * Removed legacy audio mode and fixed ganon sound bug (HarbourMasters#657) * Free Camera (HarbourMasters#337) * wip free cam * Almost done, needs collision still * Added free cam behind cvar * added WIP collision * Fixed & implemented "Manual mode" from WW & TP * Fixed camera not rotating when Link is moving * fixed initialized camera rotation * Fixed camera getting stuck + made it smoother * reduced deadzone * fixed epona camera height + added WW z-target free camera * Adjusted player camera height & fixed fov * Fixed camera roll * fixed fov when moving the camera while in z-target * Camera resets to Auto when going through doors or changing maps * Fixed building * touch * more touch work * Added WIP mouse support to the free cam * gui stuff * fixed building * fixed building error * ok fixed building for real this time * oops * Fix compilation issues * removed mouse stuff that magically appeared in this branch * smoothed out stick values & removed remains of mouse support * re-added manual camera when pressing Z * reduced minimum Y position of camera * Addressed dcsv's nitpicks * part 2 * oops Co-authored-by: David Chavez <david@dcvz.io> * Rando: Allows Malon's Item Check to be obtained by pulling out the Ocarina. [FIXED PR] (HarbourMasters#672) * Fixes using the Ocarina to get the check from Malon. Still some cleanup to do here. For some reason the player can shield before receiving the check. It doesn't set the flag if the player does that so they can still try again, but would prefer a different solution if possible. * Prevents Shielding from blocking the Item_Give from happening. * Code Cleanup and comments explaining the new rando flow. * Removes inventory check when pulling out Ocarina This allows OI to properly give the check, which is important for Glitched logic later down the line. Talking to Malon still requires the Ocarina in your inventory. * Prevents non-malon textboxes from triggering the check. Also adds a comment explaining the condtional for getting the check from talking to Malon since it got pretty long. * Actually fixes checking for text boxes. * Relocates a comment for improved clarity. * Fix Rando Water Temple Softlock (HarbourMasters#665) We use 3DS logic to generate item placement, but didn't have this specific door in Water Temple unlocked from the beginning like 3DS does. This meant that if people took specific paths through the temple, they could softlock themselves by missing a key. * Rando: GtG and carpenter prompts skip (HarbourMasters#663) * Skip gtg and carpenter prompt For rando. Tested and just works. * Fixed missing break * Hide debug overlay behind gDebugEnabled (HarbourMasters#660) * Introduce App Directory Path (HarbourMasters#572) * Introduce app directory path concept * macos: Remove hacky way of using applicaiton directory * Update the new SaveManager * Address stack user after return * Remove unecessary property * Use std::string for filepath * Improve clang specific detections * Use new path system for imgui files * Improve helper for getting relative paths * fix hidden wnd (HarbourMasters#744) * Split damage multiplication into its own PR (HarbourMasters#656) * Split damage multiplication into its own PR * Found a more elegant implementation of the powers char*[] * Fixes Maps, Compasses, and Boss Keys in Vanilla. (HarbourMasters#751) * .xiF slebaL * Update Keese labels * Fixed soundfont issues * Skip warp song cutscenes in rando (HarbourMasters#664) Does it by skipping to the last part of the cutscene data. Tested on all songs, both adult and child. * don't spawn blocking mido after we've already shown him the sword/shield (HarbourMasters#675) Co-authored-by: briaguya <briaguya@alice> * Controller Configuration UI and JSON Config (HarbourMasters#760) * Initial controller hud ui * Reverted fbdemo changes * Moved config to json and implemented controller config * fix build on linux, gitignore new config file * fix build * Fix compilation and file directory paths * Call save on cvar save * Fixed cvar loading and added deck slots to the config * Changed control deck port 0 to use a physical device by default * Added gyro and rumble & fixed loading errors * Save config on toggle menubar * fix linux build * Fixed drift calculation * Controller config now saves when pressing F1 * Removed ExitGame hook from ImGuiImpl * Moved mappings to a map * Added GetKeyName * untranslate scancodes * Fixed hud layout on keyboard device * Fixed keyboard read on hud * Fixed crash when reloading controllers * Removed ConfigFile and changed file extension * Changed Dummy to Disconnected and fixed filters * Removed function leftover * Changed ControllerHud to InputEditor Co-authored-by: briaguya <briaguya@alice> Co-authored-by: David Chavez <david@dcvz.io> * Enough! My ship sails in the morning. * Fixed menubar items position (HarbourMasters#763) * Fixed menubar items position * Reverted tooltip tab position * Fixes macOS randomizer functionality with App Directory (HarbourMasters#761) * Fixes macOS randomizer functionality with App Directory * Fix windows build * Update soh/soh/Enhancements/randomizer/3drando/rando_main.cpp * Update soh/soh/Enhancements/randomizer/3drando/spoiler_log.cpp * Revert band-aid fix Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> * Fix migration cvar deletion path (HarbourMasters#765) * Various controller fixes (HarbourMasters#771) * Fix controller * Also fix rumble strength being a bool * Remove ControllerHud.cpp * Downgrade platform toolset back to previous version * Fix gyro * Fix bug that makes binding axes difficult and clear buttons before reading * Exaggerate gyro display and adjust stick binding threshold * Initialize drift thresholds * git subrepo push soh subrepo: subdir: "soh" merged: "75ccbade8" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "75ccbade8" git-subrepo: version: "0.4.1" origin: "???" commit: "???" * Address rando pr comments (HarbourMasters#742) * prefix randomizer methods with Randomizer_ * make filename a local var * remove unused file, update malon to use new names * move randomizertypes to randomizer directory * rename to Randomizer_GetSettingValue Co-authored-by: briaguya <briaguya@alice> * Added renderer api switch dropdown (HarbourMasters#775) * Added renderer api switch * Joined backend api and names into a pair * Added close button on input editor * [APPIMAGE] LibFuse removal fix (HarbourMasters#780) * [APPIMAGE] LibFuse removal fix * [APPIMAGE] LibFuse 2 fix Keep Original App name * fix non-rando non-3d-drops small key crash (HarbourMasters#789) Co-authored-by: briaguya <briaguya@alice> * Adds tooltip to free camera (HarbourMasters#795) * Update README.md (HarbourMasters#796) * ADD: SaveEditor Edit current D-Pad Item (HarbourMasters#799) * ADD: Dapd on "current Dpad equip * TWEAK: Spelling * TWEAK: Shows it only if gDpadEquips is enable * TWEAK: Forgot one "D-pad" * TWEAK: Spacing * Add Windows x64 build instruction (HarbourMasters#800) * - + button optionnal for Int and float sliders (HarbourMasters#803) * Fix: Respect Config Window Resolution (HarbourMasters#807) * Fix regression witn using config window res * Fix fullscreen presets * Avoid UB on ocarinaAction shifts (HarbourMasters#809) * [macOS] Bring support down to macOS 10.15 (HarbourMasters#816) * Pull out CC and CXX flags * Set minimum deployment target * Update version to 3.0.0 * Fixes ice trap chests to have short chest animations (HarbourMasters#817) * Add yShift position when displaying the positions of cylinders (HarbourMasters#823) * Fix ZAPDTR linking order for linux builds (HarbourMasters#825) * Fix ZAPDTR linking order for linux builds * Fix linking on macos * Include game version in linux otr builds (HarbourMasters#826) * [APPIMAGE] Use GUI dialog boxes (HarbourMasters#829) * [APPIMAGE] Use GUI dialog boxes * [APPIMAGE] Adjust timing * Free cam collision v2 (HarbourMasters#836) * FIX: RetrictItem SunSong issue (HarbourMasters#839) Thanks @vaguerant * Fix Child Zelda Skip rando setting always on * Remove use of std::format since Jenkins doesn't like it * Actually use the same strings everywhere lol * Fix the issue for real * Move Child Zelda spoiler write out of for loop so it's not repeatedly hit * Attempt to restore formatting of randomizer.cpp * Revert to using boolean in json * Fix nullptr dereference in morpha (HarbourMasters#870) reported on discord, i don't have the ability to reproduce this, but it appears to be a benign fix, as the only time that the tent2 is checked down later is guarded by a null check. * Fixes odd rando interaction with malon after receiving her check. (HarbourMasters#867) * Reset var for shadow boss key room spike walls (HarbourMasters#860) * Savestate crash fix on Ubuntu (HarbourMasters#843) * Savestate crash fix on Ubuntu (HarbourMasters#843) * Prevent unrestricted items camera crash (HarbourMasters#852) * Fast Save Loader crashes fixes (HarbourMasters#848) * Fix Giant's Knife unexpected behaviours (HarbourMasters#834) * Giant's Knife Behaviour Fixes Fixes a case where Giant's Knife (specifically, breaking and re-buying it) can behave unexpectedly if you don't have a Kokiri Sword in your inventory. Also fixes the broken icon not showing up in inventory after you break it. * less whitespace * fix 0xE check Accidentally committed with the wrong check * Move the grayscale code up Moved the grayscaling portion up higher in the function and renamed "bool not_acquired" to "bool age_restricted". Thanks to @vaguerant for the suggestion! * allow roms with spaces to be extracted (HarbourMasters#868) using subprocess instead of os.system() is a little safer, and allows for roms with spaces to be extraced. i've noticed this is somewhat common in people reporting issues on discord. * Fixes naming discrepancy of textbox positions. (HarbourMasters#854) Equivalent to zeldaret/oot#1329 * Controller option: Navi on L (HarbourMasters#861) * Add fixes for power crouch stab to the Enhancements menu (HarbourMasters#874) * Add optional fixes for power crouch stab * Add line break in "Fix Megaton Hammer" tooltip Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> * Cosmetics editor - Feature requested (HarbourMasters#841) * Precise positionning, reset margin and pos * Fix big hearts issues * add + and - to the editor * add const to the char* * Fix labels issues * Added 'Auto' controller backend (HarbourMasters#850) * stop floor under shadow statue opening immediately (HarbourMasters#857) * stop floor under shadow statue opening immediately * use ActorResetFunc to reset sStatueRotY Co-authored-by: briaguya <briaguya@alice> * Adds Xcode project (HarbourMasters#769) * Add Xcode project Add dynamic lib paths Generate resources scripts Fix after rebase tweak targets Set min deployment target * remove project * readd project with correct gitignore * Added a time saver option to allow players to instantly put items away (HarbourMasters#600) * Added a time saver option to allow players to instantly put items away Expanded the range of damage multiplication to 80 (20 hearts of damage for each quarter heart) so players can play a sudden death challenge * The damage sliders are now comboboxes Damage multiplication is now exponential instead of incremental The FPS slider is now a text input * Splitting into solely being a quick putaway PR * Removed some leftover code from the split * TWEAK: Textureloader now build successfully Co-authored-by: Kevin Alexis Contreras <36680385+KiritoDv@users.noreply.github.com> Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: Random06457 <28494085+Random06457@users.noreply.github.com> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: vaguerant <vaguerant@users.noreply.github.com> Co-authored-by: ajanhallinta <4janhallinta@gmail.com> Co-authored-by: earthcrafterman <banddstudios@gmail.com> Co-authored-by: Ian Drake <linkian209@gmail.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> Co-authored-by: louist103 <louist103@gmail.com> Co-authored-by: Jeffrey Crowell <github@crowell.biz> Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com> Co-authored-by: rozlette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com> Co-authored-by: modestposer <modestposer@gmail.com> Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com> Co-authored-by: Sirius902 <3645979-Sirius902@users.noreply.gitlab.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: ChristopherJTrent <ChristopherJTrent@outlook.com> Co-authored-by: agamache <aaroncgamache@gmail.com> Co-authored-by: M4xw <m4x@m4xw.net> Co-authored-by: Josh Bodner <30329717+jbodner09@users.noreply.github.com> Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com> Co-authored-by: Andrew Van Caem <andrewwvc@gmail.com> Co-authored-by: Josh Bodner <jbodner09@outlook.com> Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: lilDavid <1337lilDavid@gmail.com>
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* vb bombchu bowling * don't need it * it's drawing the right thing but it's tiny * scale * no need to should, don't rescale every draw * slightly safer
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The option to have remote saves would be beneficial to players, and seems like it would be an easy feature to implement.
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