Commit Graph

1529 Commits

Author SHA1 Message Date
djevangelia d1d6a564e5 Bugfix, grotto boulder block respawn from water voidout (#6854) 2026-07-13 15:02:11 +00:00
David Racine fdb7e194cc fix(audio): bounds-check fontId to stop OOB crash with large SAF packs (#6916)
AudioLoad_IsFontLoadComplete had a stub `return true` that bypassed all
load-status checks, masking an out-of-bounds write: for large SAF packs
(many custom sequences) SetFontLoadStatus indexed fontLoadStatus[] with
fontId values larger than the fontMapSize-sized array, causing heap
corruption and semi-random crashes.

Remove the stub. Add a (size_t)fontId >= fontMapSize guard in both the
check and the setter: out-of-range IDs (custom SAF sequences that carry
no associated soundfont) are treated as "loaded" in the check and
silently skipped in the write, matching prior observable behavior while
eliminating the OOB access.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 12:12:43 +00:00
Philip Dubé ff7eb482d4 Don't point free cam at sky coming out of crawlspace (#6920) 2026-07-13 04:56:00 +00:00
Philip Dubé 66bb7888b0 Add save state wiring for Barinade, Bongo Bongo, & Morpha (#6914)
Rename various variables across codebase to match decomp,
many had been renamed when exposed for previous save state mechanism
2026-07-12 22:35:19 +00:00
djevangelia a44197712c Bugfix, prevent looping fanfares from softlocking HBA (#6874) 2026-07-12 17:51:26 +00:00
Philip Dubé c94ae8ccf3 wire decomp static savestates with macros (#6904) 2026-07-12 15:09:47 +00:00
Amber Burton 2b423c36aa GIM Restoration (#6865)
All edge cases for bottle combinations and replacement/filling mirrors the real game, as well we produce the compass text, and does not render the item exactly as the original game does. (I would have preferred rendering the item since its only cosmetic but I couldn't find a way to do it).

This also swaps the table redirect stuff for using the direct item id's which is a lot more clear and does not substitute anything for 'good enough' and covers all the edge case ids that have been documented.

This is purely a cosmetic change to present the visual of the item without affecting the cutscene making any tricks for GIM still work and just looks more polished.

This supplies effects of ALL game versions (including MZX build) as well as providing text table.

To note: we still can crash with GIM even when returning item None EVEN at least with returning Kokiri Tunic (I can't really figure out why) and there are a few items in the table that use extra data that I don't know how to implement here just yet but the info is in the docs under "Variable".

In the case of disabling the gim restoration, the game would still crash. This change adds a text id protection to prevent crashing, as well prevents invalid items from crashing directly, and also makes it so the game will no longer crash when having GIM disabled in the menu.

Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
2026-07-12 15:09:06 +00:00
djevangelia 1003c462a8 Decomp pull, some z_player and global changes (#6908) 2026-07-12 14:59:10 +00:00
Jordan Longstaff b81d47d795 Hookify text speed options (#6881) 2026-07-11 18:01:02 +00:00
djevangelia 847e3cd323 Maintenance, edits and addition to Lake Hylia water control (#6884) 2026-07-11 15:18:55 +00:00
djevangelia 50837308b7 Decomp, update z_en_holl.c (#6890) 2026-07-09 15:44:29 +00:00
djevangelia 73df35c6ab Bugfix, child Hookshot first person in Hylia lab (#6847) 2026-07-08 19:58:24 +00:00
djevangelia 2fc787d64b Enhancement, add SoT blocks to one point cutscene skip (#6848) 2026-07-08 16:04:29 +00:00
Philip Dubé 3a12eeaa71 cleanup lake hylia swim spawn hook (#6887) 2026-07-08 13:58:23 +00:00
djevangelia 1133ae221a Bugfix, rando Domain to Lake entry air swim (#6873) 2026-07-08 13:46:34 +00:00
Philip Dubé 5cf03a4cda pull decomp changes: actor functions, z_en_horse.c (#6877) 2026-07-07 01:51:44 +00:00
Philip Dubé 015440fdff Decouple GBK from LACS (#5838)
Triforce Pieces can now be tokens for bridge or ganon's soul. & can be tokens for multiple rewards

Wincon can now be arbitrary conditions

Ganon's Soul (removed from existing boss soul options) can now be arbitrary conditions

Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
2026-07-04 20:04:09 +00:00
Philip Dubé 618b7694b1 SpeedModifiers.cpp (#6861)
Prevent speed modifiers affecting dive speed when bunny jump not enabled
2026-07-04 13:25:44 +00:00
Shishu the Dragon b09c0733e2 Ivan: Move ActorDB registration into IvanCoop.cpp (#6815) 2026-07-04 01:51:28 +00:00
djevangelia 2385603496 Bugfix, add Dodongo fire in enemy randomizer (#6855) 2026-07-03 18:14:01 +00:00
djevangelia 1580d7c3d1 Bugfix, Bigocto softlock on early damage (#6842) 2026-07-01 15:40:48 +00:00
Chris c5835669fe Hookifying Various Cheats and FixVineFall (#6827) 2026-06-30 04:10:56 +00:00
Reppan 55b804a673 Add Easy Butterfly Fairy Cvar (#6833) 2026-06-29 19:13:39 +00:00
djevangelia 984ccf80e4 Vanilla bugfix, Goron Link first talk softlock (#6834) 2026-06-29 16:17:49 +00:00
Amber Burton aedddc21e9 Sync's Ganons Trials and Fixes Softlock (#6828)
Previous co op softlock fix introduced a possible trial softlock making barrier never dissappear. This not only ensures that softlock cant happen, it syncs the trial flags in real time and allows all cutscenes to finish playing to properly remove the barrier even if the beams are physically visible in your game.
2026-06-29 04:48:27 +00:00
Reppan a629af2e9f [Enhancement] Improved Roll (#6604) 2026-06-28 13:41:59 +00:00
jdperos 003a009ebc Better Octave Drop logic (#6796) 2026-06-27 15:28:40 +00:00
Tim Schneeberger 633e920969 Cleanup unused includes & remove remaining LUS umbrella includes (#6813) 2026-06-27 00:20:03 +00:00
djevangelia 4b6678b82c Vanilla bugfix, Deku Shield burning drop crash (#6810) 2026-06-24 21:57:28 +00:00
Philip Dubé f95c23ef69 No FMA (#6811) 2026-06-24 19:28:09 +00:00
djevangelia 53b9db5b92 Vanilla bugfix, Hookshot with parent + Hookshot nospawn (#6805) 2026-06-24 18:32:03 +00:00
David Racine 8cf4ff5f14 fix: free look continues from forced view when leaving a fixed camera (#4953) (#6808)
When a scene-forced/fixed camera (e.g. the Spirit Temple boulder-room
alcoves, CAM_SET_PREREND_FIXED / Camera_Fixed3) drives the view, the Free
Look angles in play->camX/camY are left untouched while manualCamera stays
set. On exit, Camera_Free resumed from those stale pre-alcove angles, so
the camera snapped/reversed instead of following the player out.

This does NOT change the forced-camera behavior: the alcove still clamps
exactly as the game intends. It only fixes the hand-off back to Free Look:
when Camera_Free resumes after another camera function drove the previous
frame (detected via a frame-number gap), the free-look yaw/pitch are
re-seeded from the camera's current orientation so the view continues from
where it was left.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 16:24:19 +00:00
OtherBlue cb215ede87 Custom Bottle Contents (#6780) 2026-06-22 05:09:41 +00:00
David Racine 497d34570b fix: free look releases the door peek camera (#6756)
* fix(camera): let free look release the door peek camera

After walking through a door, the door camera (CAM_SET_DOORC) held the view and
only handed control back once the player moved or pressed a button, so the right
stick did nothing until then. With free look the camera appeared frozen after
every door.

Treat right-stick movement as a release condition too, using the same stick
threshold as free-look activation.

* refactor(camera): move door-cam free-look release to a VB_SHOULD hook

Reimplements the door peek camera free-look release as a vanilla-behavior
hook instead of inline logic in z_camera.c, keeping the decomp file close
to upstream.

- Add VB_RELEASE_DOORC_CAMERA wrapping the existing Camera_Special9 release
  condition; the vanilla button/xzSpeed expression is left untouched.
- Move the right-stick / free-look threshold logic into a new enhancement,
  FreeLookDoorCamRelease.cpp, registered with COND_VB_SHOULD and gated on
  FreeLook.Enabled so the hook only exists while Free Look is on.

Behavior is unchanged from the previous fix; this only relocates the logic.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 13:58:12 +00:00
David Racine 100bae3b9f feat(camera): option for free look to follow the default camera distance (#6757)
Free Look pinned the camera to the fixed "Camera Distance" setting, so it never
pulled in or out the way the vanilla camera does for the current situation.

Add an opt-in "Follow Default Camera Distance" setting (FreeLook.UseGameDistance)
that uses the game's per-mode default distance instead. The fixed distance slider
is hidden while it is enabled.

Closes #4050

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 13:34:29 +00:00
nickel246 0744396e0e Redo Fishing Pole Gi Model (#6759)
Replaces the gi model for the randomizer Fishing Pole to be more consistent with the rest of the game's gi models
2026-06-18 13:32:50 +00:00
Pepper0ni 6e6fee8871 Fix Nabooru despawning from spirit when collecting an unrelated check (#6751)
Fix nabooru cutscene skip setting the kidnapped flag too often
2026-06-18 13:32:04 +00:00
David Racine ebdd2c34c7 fix(audio): replace stray custom-sequence printf with a debug log (#6752)
The custom-sequence registration loop printed each assigned seqNum to
stdout via a bare printf, spamming the console with context-free numbers
on every launch. Convert it to LUSLOG_DEBUG and include the sequence name
so it is hidden by default yet useful for diagnosing music-pack loading.
2026-06-18 13:29:45 +00:00
Shishu the Dragon 37ac3d51d3 Ivan: Megaton Hammer rework (#6753) 2026-06-18 03:10:58 +00:00
Reppan 0e5083931f [Modding] Refactor CustomEquipment (#6708) 2026-06-15 14:23:48 +00:00
ph fc2f525052 fix halfmilk RBA (#6670) 2026-06-14 18:55:37 +00:00
Jordan Longstaff 3250cc27f5 [Enhancement] Restore Saria's gesture animation in her house (#6569)
under Graphical Restorations
2026-06-14 18:14:17 +00:00
Philip Dubé 360f4882d2 rando: option to allow swordless epona items (#6727) 2026-06-14 14:21:16 +00:00
Shishu the Dragon 8a1547a6e5 Ivan: New Farore’s Wind (#6735) 2026-06-13 04:41:50 +00:00
David Racine eb4142835e Fix custom music corruption past 256 sequences (#5989) (#6736)
The resolved replacement id (which can exceed 255) rode a single
per-player seqToPlay slot, written at enqueue but consumed
asynchronously on the audio thread; back-to-back starts and
priority-queue promotions clobbered it. sSeqFlags[0x6F] was also indexed
by raw id, reading out of bounds past the authentic range.

- func_800F9280 resolves the replacement and packs the full 16-bit id
  into the 0x82/0x85 play command; the handler reads opArgs & 0xFFFF.
  Audio_QueueSeqCmd no longer pre-writes the shared slot.
- SyncInitSeqPlayerInternal uses the command-carried id and bounds-checks
  it against the calloc'd sequence map (+0xF headroom for reserved-range
  skips).
- Route sSeqFlags reads through a bounded Audio_GetSeqFlags helper.
- Warn and skip gracefully past the 16-bit id limit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 03:36:25 +00:00
Philip Dubé 739225d222 Add 6th notch to text speed which makes text speed instant (#6694)
Helps frustration trying to read hints faster without skipping
2026-06-12 05:09:24 +00:00
Pepe20129 7c42a63ceb Add the 2 "decoy" crates as NL crates (#6672) 2026-06-11 12:49:55 +00:00
Shishu the Dragon 1c58bcc3e9 Ivan: Hookify and improve spawning (#6707)
Spawn/despawn Ivan immediately (not on next scene)

Move Ivan’s boomerang code out of z_player.c
2026-06-10 01:41:38 +00:00
Philip Dubé de170e9746 skip text: cancel in shops (#6703) 2026-06-10 01:24:15 +00:00
Demur Rumed 17f5983771 Merge remote-tracking branch 'origin/develop' into develop-ackbar 2026-06-09 22:57:16 +00:00