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699 Commits

Author SHA1 Message Date
briaguya 639e51bb8e bump version (#2174)
Co-authored-by: briaguya <briaguya@alice>
2022-12-12 23:59:05 -05:00
briaguya 9a9b4bd679 fix: set color picker alpha on reset (#2173)
* fix: set color picker alpha on reset

Fixes a bug where the colour picker enhancement widget without alpha uses a garbage value for alpha on reset

Co-authored-by: sonoftunk <sonoftunk@gmail.com>

* formatting

Co-authored-by: sonoftunk <sonoftunk@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2022-12-12 23:40:27 -05:00
Garrett Cox 99c1f046a6 Move entrance tracker button down one (#2172) 2022-12-12 23:07:46 -05:00
Adam Bird d2a5f6a06c Add missing randomizer options to default preset (#2171)
* add all randomizer options to the default preset clear

* fix typo in randomizer menu

* remove enhancements from randomizer preset clear list
2022-12-12 22:36:50 -05:00
Garrett Cox 389a3b1709 [#2165] Rename big key to boss key for spoiler files (#2170) 2022-12-12 21:58:32 -05:00
Garrett Cox 462eb6d25a Fix issue with hover boots interpolation when wearing bunny hood (#2167) 2022-12-12 21:32:24 -05:00
briaguya efd40d0b89 fix: show always shuffled scrubs on check tracker (#2161)
Co-authored-by: briaguya <briaguya@alice>
2022-12-12 21:14:16 -05:00
briaguya 7676cca589 fix: always add anju as adult and trade claim check to location tracker (#2162)
Co-authored-by: briaguya <briaguya@alice>
2022-12-12 20:53:13 -05:00
Christopher Leggett f80091af77 Prevents autosave during Ganon fight. (#2163)
* Prevents autosave during Ganon fight.

* Removes unnecessary switch case.
2022-12-12 20:50:13 -05:00
briaguya 0b24f3274a add rupee name (#2164)
add "Strawbs" from Celeste

Co-authored-by: briaguya <briaguya@alice>
2022-12-12 20:39:14 -05:00
briaguya a99892c09b fix: get gravedigging tour in check tracker working in rando (#2159) 2022-12-13 02:04:13 +01:00
frizzle101101 cabcfb009c improving free cam settings configurability (#1987)
* Initial camera distance slider

* works with freecam

* improving the settings configurability, adding distance slider and transition speed for the free camera
adding seperate sensitivity and invert settings for aiming/first person camera

* spelling

* tooltip msg on camera invvert

* typos

* removing the original free camera checkbox in experimental menu

* adding name change to new presets file

Co-authored-by: RaelCappra <rael.cappra@gmail.com>
2022-12-12 16:10:28 -05:00
frizzle101101 cb4a0aa21b added fix option to fix camera swing; (#1992)
* added fix option to fix camera swing; Fixes camera getting stuck on collision when standing still, also fixes slight shift back in camera when stop moving

* add option to fix hang off ledge swing rate; Fixes camera swing rate when player falls of a ledge and camera swings around

* adding camera fixes to preset list
2022-12-12 15:31:33 -05:00
Christopher Leggett e4ebdf76d9 Fixes crash due to OOB soundfont access. (#2157) 2022-12-12 13:35:34 -05:00
Adam Bird 72d53d61ed rename decouple entrances option (#2154) 2022-12-12 01:59:55 -05:00
Christopher Leggett 071e48f589 Removes problematic sequences from the list. (#2153)
* Removes problematic sequences from the list.

These sequences were part of the ending and credits and thus didn't loop correctly.

* Readds problematic sequences as `SEQ_NOSHUFFLE`
2022-12-12 00:54:17 -05:00
briaguya 43ff9713e9 fix: bool defintion causing fast file select crash (#2142)
Co-authored-by: briaguya <briaguya@alice>
2022-12-11 17:12:02 -05:00
sonoftunk 15c8ccd0cf Check Tracker - Fixes colours not initializing correctly in Check Tracker settings (#2141) 2022-12-11 13:14:50 -05:00
Adam Bird 41db15be48 Rando: Add Lake Hylia water control system (#2108)
* add lake hylia water control system

* fix actor spawn params

* remove non-working switch details

* adjust french translation

* fix object spawn

* use flag funcs

* use renamed eventchk flag for raise lh water
2022-12-11 01:00:18 -05:00
aMannus 6e70cff145 Customize behaviour cleanup (#2132) 2022-12-11 00:45:35 -05:00
Ralphie Morell cb232b87c7 Add QoL sneak option (#2128)
* Added sneak option

* fix french/german choices

* market sneak uses cvar instead of n64dd;
added toggle in gamebar

* whoops

* move enhancement from rando to regular

* address feedback

* accounted for entrance rando

* damn it archez

* added TODO about AI translated messages

* fix variable names
2022-12-10 23:28:22 -05:00
Amaro Martínez dc1b8f017e Add: Title Screen Translation (#1461)
* Add: PRESS START Translation

* Translate Title Screen

* Update z_en_mag.c
2022-12-10 23:07:43 -05:00
sonoftunk b56e8926f0 Randomizer Auto Location tracker (#1942)
* Initial Auto-Location Tracking

* Updates styling for checked items in Check Tracker

* Fixes crashing issues with Check Tracker rendering

* Auto scroll Check Tracker windows to current area

* Checks Tracker only shows checked locations once in game

* Fixes issue where Check Tracker would auto-scroll to wrong location when entering a grotto

* Fixes gerudo fortress checks showing in tracker when settings have them removed

* InfTable Check Location Fixes: Lost Dog Richard, Rolling Gorons, HBA 1000, Thawed Zora

* Fixes most Event Chk Inf Checks on Check Tracker, and Frogs

* Check Tracker - Song from Malon now works

* Check Tracker
- Fixes Claim Check check not tracking
- Fixes spoiler for Claim Check check when getting Biggoron's Sword
- Fixes LACS being spoiled and not tracking

* Check Tracker - Fixes #2 for Skull Mask and Mask of Truth checks

* Check Tracker
- Adds support for merchants
- Fixes #7 for Bomchu Salesman
- Fixes #12 for Medigoron

* Check Tracker - Fixes #8 for Song from Saria

* Check Tracker - Fixes #9 for Adult Shooting Gallery

* Check Tracker - Fixes #10 for Composer Grave

* Check Tracker - Fixes #14 for Song from Ocarina of Time

* Check Tracker - Fixes #16 for Shooting the Sun

* Check Tracker - Fixes #19 for Darunia's Joy

* Save Editor - Adds missing label for Treasure Chest Game

* Check Tracker - Fixes Great Faries checks

* Check Tracker - Fixes Sheik at Temple

* Check Tracker - Fixes Great Fairy auto-scroll to wrong location

* Check Tracker - Updates blue warp checks
- Fixes Bongo Bongo and Twinrova checks

* Check Tracker - Fixes Dampe's Gravedigging Tour

* Check Tracker - Fixes Prescription to King Zora

* Check Tracker - Fixes Bazaar showing under wrong area on tracker between adult/child

* Check Tracker - Fixes scroll for Hyrule Market and Bazaar

* Check Tracker - Fixes giving Adult Trade Items shown on tracker: Broken Sword, Saw, Cojiro, Eyeball Froge, and Eyedrops

* Cleans up item_location

* Check Tracker - Item List
- Fixes item list not updating when changing seeds/options
- Separates item exclusion list from item check list
- Clean up comments

* Check Tracker - Adds Skip functionality to buttons

* Check Tracker - Refactors adult trade items to RandomizerInf

* Check Tracker - Fixes an issue where any time an item is removed the tracker would cause an application crash

* Check Tracker - Item names are now dependent on file language

* Check Tracker - Fixes Gerudo Card check not showing in Fast setting

* Reorders headers to (hopefully) avoid CI build conflicts on linux/consoles

* Explicitly defines vector header in randomizer.h to fix compile errors

* Complete Refactor of Check Tracker ImGui

* Adds missing check tracker files to CMakeLists

* Reverts the Item_location whitespace cleanup from ad10807c

* Check Tracker - Loading Fixes
- Fixes a bug where loading a save file a second time would add all the checks again
- Fixes a bug where the check tracker would not render at all until in a save file

* Check Tracker - Fixes a bug where checks would sometimes fail to load

* Check Tracker - Fixes duplicated checks when using Only on Pause or Only on Combo

* Check Tracker - Works around issue where single characters don't show in EnhancementCombobox, and fixes a label for combo buttons held option

* Check Tracker - Applies all Check Tracker changes to Item Location

* Check Tracker - Updated Check List
- Adds Link's pocket, either in KF or HM depending on starting age
- Supports Scrubs and Merchants
- Uses enums instead of magic numbers
- Updates DC Scrub Short Names for MQ

* Check Tracker - Adds a performance mode option

* Check Tracker - List Fixes (requires new rando generation)
- Fixes Frogs Rupees always visible
- Fixes Kokiri Sword Chest not showing
- Fixes Weird Egg not showing

* Check Tracker - MQ List basic support

* Check Tracker - MQ/Vanilla anti-spoilers

* Check Tracker - Collecting a compass now spoils the area

* Check Tracker - Basic Vanilla Support and fixes
- Vanilla items show in check tracker, even if many won't auto check
- Fixes an issue with Gerudo Fortress Keys
- Refactors IsVisibleInCheckTracker to randomizer_check_tracjer

* Check Tracker - Fixes merge conflict from 08a487f35e

* Check Tracker - Fixes tracker loading as Floating when default value is set to Windowed

* Randomizer Location Exclusion List
- Adds Scrubs, Merchants, Shops. Adult Trade items, MQ Dungeons, and Bean Salesman
- Fixes Kokiri Sword Chest, Weird Egg, and Frog Song Rupees from misbehaving
- Updates Gerudo Fortress logic to be dependent on Open/Fast/Normal Fortress
- Removes Invalid Check
- Adds RO Enum for MQ settings
- Updates magic values to RO enum

* Location Exclusion List - Scrubs that are always randomized now always show on the list

* For now, removes some extra code only needed for a Check Tracker.

* Randomizer Location Exclusion List - Fixes Eyeball Frog from showing up when Adult Trade Items was off

* Location Tracker - Updates Eyedrops to use RandomizerInf instead of Chest

* Check Tracker - Fixes a bug where Link's Pocket item wasn't acting as checked for area item count

* Check Tracker - Fixes a bug where Locations would incorrectly say Vanilla due to the first check in the area being a non-MQ check

* Check Tracker - Fixes a crash when Check Tracker is docked but not visible

* Check Tracker - Fixes areas being spoiled when loading different save files

* Check Tracker - Only reset variables if they are initialized

* Check Tracker - Cleans up old comments, unused variables, methods, and macros, adds language TODOs,

* Check Tracker - Readds rainbow UI elements after Cosmetics Editor refactor

* Check Tracker - Removal of flag lookup that was refactored, no longer needed header, and some trivial whitespace fixes.

* Check Tracker - Refactors Index to Bitmask code to a macro

* Check Tracker - Changes ordering from alphabetical to RandomizerCheck ordering

* Check Tracker - Wraps everything in a namespace to avoid global variable usage

* Check Tracker - Explicitly defines for-loop scope

* Check Tracker - refactors dungeon lookup from static array to function

* Fixes a bug when using EnhancementColor with alpha

* Check Tracker - Refactors all colour to use direct conversions

* Check Tracker - refactors settings loading and check visibility for readability

* Check Tracker - Fixes a bug where the wrong label showed on the Check Tracker BG Color

* UIWidgets - Adds Alpha bar to EnhancementColor when using alpha parameter
2022-12-10 22:39:23 -05:00
sonoftunk 40cb4a6d7d Randomizer Location Exclusion List (#2070)
* Randomizer Location Exclusion List
- Adds Scrubs, Merchants, Shops. Adult Trade items, MQ Dungeons, and Bean Salesman
- Fixes Kokiri Sword Chest, Weird Egg, and Frog Song Rupees from misbehaving
- Updates Gerudo Fortress logic to be dependent on Open/Fast/Normal Fortress
- Removes Invalid Check
- Adds RO Enum for MQ settings
- Updates magic values to RO enum

* Location Exclusion List - Scrubs that are always randomized now always show on the list

* For now, removes some extra code only needed for a Check Tracker.

* Randomizer Location Exclusion List - Fixes Eyeball Frog from showing up when Adult Trade Items was off

* Apply suggestions from code review

Location Exclusion List - Applies suggested dungeon item defaults

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-10 18:21:36 -05:00
Josh Bodner 26ec69606a Don't autosave immediately after purchasing from a shop (#2079) 2022-12-10 21:39:26 +01:00
Sarge-117 8c23bcd67c Gameplay stats 1.1 (#2129) 2022-12-10 21:37:33 +01:00
Garrett Cox 8021f29c3e Add toggle for all locations reachable (#2125) 2022-12-10 21:36:17 +01:00
Garrett Cox fd20753849 Add docs for custom sequences (#2124) 2022-12-10 21:35:26 +01:00
Adam Bird 875b9aaff8 fix lab dive check with eye drops (#2119) 2022-12-10 21:28:11 +01:00
Oliver Schall c1e0db336d Disable potion menu elements when potion change is turned off (#2049) 2022-12-10 21:27:38 +01:00
AltoXorg 816122546b [Fix] ZAPD: Fix 1-core cpu machines in OTR generation tool (#2130) 2022-12-10 09:08:37 +01:00
briaguya 408143ec8c fix: prevent oob access of sequenceMap (#2123)
Co-authored-by: briaguya <briaguya@alice>
2022-12-09 02:25:45 -05:00
Garrett Cox 274c12f3cb Cosmetic Editor v3 (#1898)
* Cosmetic Editor v3

* Workaround for cvar_clear not working correctly

* Nest RGBA values under Value key

* Implement arrow cosmetics

* Implement keese cosmetics

* Tweaks to life meter

* Implement file choose color

* Remove old title fire colors

* A few more silly things

* Fix from upstream pulls

* Fix hilts and sword during ganon cutscene

* Add slingshot

* Add metal trap and red ice

* Add iron knuckles cosmetics

* Add navi cosmetics

* Attempt to fix linux error

* adjust some comments and alignment

* Implement trails cosmetics

* Implement charged sword spins

* Comment out options that haven't been implemented

* Fix exploded rupee color in shooting gallery

* Add two silly options

* Add comments and minor changes from feedback

* Adjust comment about boomerang gem

* Gracefully handle chest textures missing
2022-12-08 23:24:39 -05:00
Christopher Leggett 8c8c761726 Custom Sequences (#2066)
* Allows OTRExporter to parse pairs of .seq and .meta files

* Gets added sequences available to SfxEditor and playing in game.

* Some cleanup of the names appearing in the SfxEditor.

* Moves sequence swap lower in the audio command stack.

* Increases temp cache memory available on title/file-select screen.

Certain sequences wouldn't play on the file select and title screen
because they were too large to be cached.

* Introduces workaround for 255 sequence limit.

* Bug fixes and cleanup.

* Fixes bug where fanfares would sometimes disable the sequence player.

* Fixes bug causing certain areas to discard caches when loading enemy music.

* Fixes potential config-related crash by replacing invalid characters.

* Allows custom bgm to play in all BGM categories.

* Properly randomizes the custom tracks.

* Moves custom sequences to a patch OTR.

* If custom music was not loaded, fall back to default values.

* Prevents OOB crash on Synthwave array and adds octave drop feature.

Added octave drop to experimental features, which drops the octave of
a note that is too high for the audio engine to actually play. Without
this, some custom sequences have notes which cap at a specific value
and sound terrible. At least with this they will still harmonize with
the other notes. Experimental tab added to the SfxEditor to house
the checkbox for the octave drop feature.

* Adds more pool memory for a few tracks that couldn't fit.

* Some cleanup on the generated music archive process.

* Fixes missed memory boost from earlier.

* Adds ability to remove enemy proximity music.

* Applies correct cache policy to fanfares to prevent unloading sequences.

* Removes case-sensitiveness of the sequence type.

* Fixes not reverting to sequence after miniboss.

* Fixes transition to/from miniboss (again) and ocarina bug.

To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one.

* Finally properly fixes transitions between sequences

For miniboss fights and SfxEditor previews.

* Removes unneeded boolean expression.

* Adds randomize button to individual SFX Editor entries.

* Fixes lost woods music overwriting goron city music.

* Plays swapped Hyrule Field music when transitioning to daytime.

* Fixes swapping Gerudo Valley music when transitioning from daytime.

* Updates custom sequence OTRPath to match SequenceOTRizer.

* Reverts changes to OTRExporter in favor of external tool

* Fixes formatting issues.

* Attempts to fix formatting issue in git diff.

* Should actually fix formatting issues.

* Should fix mac/linux exclusive build error.

* Fixes segfault on macos.

* sort custom seqs

* Fixes audioseq crash when under 255 seqs

* Removes magic numbers.

* Removes commented out code.

* fixes formatting in SfxEditor.h

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Cleans up the one hardcoded QueueSeqCmd call.

* Fixes unneeded erroneous memory boost applied earlier.

* Applies additional formatting/cleanliness suggestions from review

* Fixes small logic bug

Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
briaguya 4a35b9e798 fix: correctly parse custom nocturne warp text (#2116)
This was causing an issue where hints were not being properly parsed,
because ParseHintLocationsFile was erroring out when trying to read
from a part of the json that didn't exist. Since that method is using
pokemon exception handling, it was failing silently.

This just makes it so the key in the spoiler log matches the key we're trying
to read (and brings it in line with the rest of the warp text names)

Co-authored-by: briaguya <briaguya>
2022-12-08 10:44:30 -05:00
briaguya fa4ffb5913 fix: ensure play isn't null when reading from it (#2115)
Co-authored-by: briaguya <briaguya>
2022-12-08 10:44:08 -05:00
Adam Bird 025e18e7e5 clear the rando generating cvar on launch to prevent softlocking generating a new seed (#2109) 2022-12-08 00:17:05 +01:00
aMannus b593e27384 ER - Shabom timer fix (#2110) 2022-12-08 00:16:08 +01:00
Adam Bird 924e9147aa Update OTRGui to extract MQ roms with the correct name (#2114)
* Extract MQ roms to oot-mq.otr as the game expects

* correctly export mq otrs and handle outside soh folder properly

* support mq export on old export method

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-12-07 16:40:12 -05:00
louist103 31947cd51b Copy cleanups (#1932) 2022-12-07 00:28:35 -05:00
Adam Bird 8337e4e24f Rando: Entrance Tracker v1 (#2005)
* initial pass for entrance tracker

* add search meta tags to entrance tracker data; clear entrance tracker on title screen

* rename to use playstate/play

* fix lus imports

* move discovered entrance info to SohStats struct

* Add scene info and highlighting to entrance tracker

* hide undiscovered text when searching

* add comments for entrance tracker

* fix merge conflict error

* account for zora river -> hyrule field water entrance in tracker

* fix assignement error

* remove unneeded defaults from debug file init

* adjust entrance tracker settings and add more search tags

* convert magic numbers to defines; add more comments to entrance tracker; clarify variable names

* add reverse index to entrance tracker data to compare with instead of using strings

* rename variables
2022-12-06 23:44:14 -05:00
briaguya f9fe3f8fb3 Merge Flynn Charlie into develop 2022-12-06 21:51:53 -05:00
briaguya 4f109178ff Merge branch 'develop-flynn' into flynn-to-dev 2022-12-06 21:29:27 -05:00
briaguya 00cbd347b2 bump version (#2104)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 20:21:38 -05:00
Adam Bird 77123196d1 fix lake hylia water level raised flag not being set in rando (#2103) 2022-12-06 20:09:05 -05:00
Amaro Martínez 52b896271c Fix Ganondorf boss battle ending (MQ only) (#2072) 2022-12-06 19:24:09 -05:00
Adam Bird d9f3844b2d [Feature] Entrance Rando v2 (#2071) 2022-12-07 00:37:50 +01:00
PurpleHato 7f4a19461c ADD: Rando German Custom Messages (#2102)
* ADD: Rando German Custom Messages

Thanks to Timmy_GamerNepgear on Discord for the translation, I basically just formatted the text

* TWEAK: Forgot a small breakline
2022-12-06 22:54:54 +01:00
PurpleHato b8465a9ef9 TWEAK: Rando french typos 2022-12-06 15:00:55 -05:00
lilDavid db4af238f2 Kaleidoscope: Fix C buttons when closing the menu (#2100) 2022-12-06 14:17:07 -05:00
aMannus 598cac725e [Feature] Rando: Enemy Randomizer V1 (#1781) 2022-12-06 10:33:50 +01:00
Oliver Schall d9a08d0747 Added bombchu minigame difficulty menu (#2080)
* Added bombchu bowling difficulty menu

* Removed incorrect diff

* Added bombchu bowling difficulty presets

* Shortened cucco removal logic
2022-12-06 01:17:20 -05:00
briaguya 3921f15264 use enum for boss keysanity (#2096)
* use enum for boss keysanity

* merge

Co-authored-by: briaguya <briaguya@alice>
2022-12-06 01:03:55 -05:00
briaguya 767b707a8c use enum for keyrings (#2095)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 01:00:36 -05:00
briaguya dbfdb42406 use enum for hint clarity (#2092)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 01:00:24 -05:00
briaguya 541d1d35a4 use enum for shuffle scrubs (#2089)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 01:00:12 -05:00
briaguya ca4875befc use enums for tokensanity (#2088)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:59:59 -05:00
briaguya a93728599d use enum values for maps and compasses (#2086)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:59:48 -05:00
briaguya d03e876289 use enum for logic (#2098)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:37:07 -05:00
briaguya 4ee0ddaa15 use enum for language (#2097)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:36:53 -05:00
briaguya 1e0e80f580 use enum for hint distribution (#2093)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:36:28 -05:00
briaguya 8b96c023fb use enum for gerudo keys (#2094)
* use enum for gerudo keys

* don't use cvar that doesn't exist

Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:36:13 -05:00
briaguya 52bf2d600b use enum for gossip stone hints (#2091)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:35:59 -05:00
briaguya 306183aa1b use enum for shuffle merchants (#2090)
* use enum for shuffle merchants

* remove comment that isn't needed anymore

Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:35:44 -05:00
briaguya 22c4b1afa3 use enum for shuffle songs (#2087)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:35:08 -05:00
briaguya 321e563c82 use enum for starting age (#2085)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:34:30 -05:00
briaguya acd07f2a07 add/use enum values for rando mq dungeon options (#2056)
Co-authored-by: briaguya <briaguya@alice>
2022-12-06 00:32:53 -05:00
aMannus d3bfc102fe [Fix} Small Crowd Control fixes (#2061) 2022-12-06 06:28:50 +01:00
Amaro Martínez 1a9898b918 Fix Ganondorf title card (#2082) 2022-12-05 14:38:28 -05:00
frizzle101101 da1aa270ad making edit and continue compiling in vs possible (#1988)
* making edit and continue compiling in vs possible

* fix tab spacing
2022-12-04 23:25:24 -05:00
Josh Bodner 656dcd2021 Don't autosave after obtaining bombchus if bombchu drops are enabled (#2077) 2022-12-04 20:54:23 -05:00
Josh Bodner 39b80137f6 Don't autosave in the Chamber of Sages (#2076) 2022-12-04 20:13:29 -05:00
aMannus 5d2b794c00 Fix hookshot retraction on dpad (#2065) 2022-12-04 19:27:15 -05:00
aMannus 5b5310ea92 Disable bunny hood NPC interactions with MM bunny hood on (#2058)
* Disable bunny hood NPC interactions

* Enum
2022-12-04 19:03:04 -05:00
aMannus d4aeb79341 Fix jabu skulltula check (#2062) 2022-11-30 10:13:00 -05:00
briaguya 8d398f7130 refactor: separate RandoOption enum, use max (#2055)
* refactor: separate RandoOption enum, use max

* missed a couple magic array sizes

* couple more

Co-authored-by: briaguya <briaguya@alice>
2022-11-30 01:40:55 -05:00
briaguya d6c528d9d0 use shopsanity enum (#2054)
* enums for rainbow bridge

* reorder enum

* use enums for shopsanity

* remove space

Co-authored-by: briaguya <briaguya@alice>
2022-11-30 00:30:51 -05:00
briaguya e193f0dc0e enums for rainbow bridge (#2052)
* enums for rainbow bridge

* reorder enum

Co-authored-by: briaguya <briaguya@alice>
2022-11-29 23:41:46 -05:00
briaguya 00a862a252 use trial enum instead of magic numbers (#2039)
* use trial enum instead of magic numbers

* simplify trial count/random trial logic

* set default to set number

Co-authored-by: briaguya <briaguya@alice>
2022-11-29 22:43:05 -05:00
Christopher Leggett 806b9dc84b Re-implements Ninja and CCache for Windows Builds (#2051)
* Keeps default compiler flags.

* Updates github actions to use ninja and ccache for windows builds.

* Fixes ghactions to use MSVC.

* Removes commented out CMake code.
2022-11-29 22:33:43 -05:00
briaguya 06df45efc7 use forest enum values instead of magic numbers (#2038) 2022-11-30 02:32:22 +01:00
briaguya 17c6a3653c use enum for keysanity (#2044) 2022-11-30 02:05:11 +01:00
briaguya b976ef58fe use enum for ganon's boss key (#2046) 2022-11-30 02:01:41 +01:00
briaguya a15f89a3e4 Use enum values for ice trap setting (#2041)
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: David Chavez <david@dcvz.io>
2022-11-30 00:40:35 +01:00
briaguya aba034ef53 Use enum for links pocket, dungeon reward shuffle (#2045)
Co-authored-by: briaguya <briaguya@alice>
2022-11-30 00:37:53 +01:00
briaguya ec8ec8d322 Use enum for kak gate (#2043)
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: David Chavez <david@dcvz.io>
2022-11-30 00:33:38 +01:00
briaguya bfc0ca5388 Use enum values for item pool (#2042)
* use enum values for item pool

* Update soh/soh/Enhancements/presets.h

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>

Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-11-30 00:31:59 +01:00
briaguya 7e9c5d428c Use gerudo fortress enum (#2040)
Co-authored-by: briaguya <briaguya@alice>
2022-11-30 00:30:52 +01:00
Garrett Cox 3cb9f93ff4 [docs] Pull upstream updates: SetupDL (#2048) 2022-11-30 00:29:36 +01:00
Garrett Cox d7c3522142 [docs] Upstream updates 1 (#1955)
* First round of upstream updates and commenting patternss

* Renames from z64player

* Renames from z64save

* Undo changes to legacy save struct

* Add missing reference from entrance rando

* Fixes from stat tracker

* More tweaks
2022-11-30 00:28:57 +01:00
briaguya aa1adc1a69 fix missing rom error (#2036)
* add an if

* don't rebuild

Co-authored-by: briaguya <briaguya@alice>
2022-11-28 19:40:22 -05:00
Oliver Schall 8064ad9dfe Add git submodule update to BUILDING.md (#2027)
* Added git submodule to building instructions

* Fixed git submodule build instruction order

* Removed --recursive flag from git submodule building instructions

* Removed windows git submodule instruction
2022-11-28 19:04:24 -05:00
Garrett Cox e3af07aa27 Fix PR artifacts workflow (#2028) 2022-11-28 18:48:09 -05:00
PurpleHato 453eb7af88 Missing space (#2024) 2022-11-28 18:21:25 -05:00
briaguya 5037b99740 rename 3drando dot enums to match soh enum naming (#2034) 2022-11-28 23:49:21 +01:00
Ada 9027d85671 TWEAK: Game controls menu simplification (#2007) 2022-11-28 23:45:07 +01:00
briaguya 0424c5aaf3 fix: rando door of time enum usage (#2032) 2022-11-28 22:41:33 +01:00
briaguya 97e612b921 flynn -> dev
flynn -> dev
2022-11-28 15:59:00 -05:00
David Chavez c10e4a98ca Bump version to Flynn: Bravo 2022-11-26 21:07:47 +01:00
Garrett Cox 091b6a2987 [Fix] Issue with first two rainbow bridge settings getting swapped (#2023)
Fixes #2022
2022-11-26 19:39:45 +01:00
briaguya 1bf5fb64a5 [Fix] Dodongo boss battle crashing with only mq otr (#2020)
Co-authored-by: briaguya <briaguya>
2022-11-26 08:19:33 +01:00
PurpleHato 80bb4577b0 Google Translation Strikes back (#2014) 2022-11-24 13:17:47 -05:00
sonoftunk bd54ac5d15 Removes duplicated rando option enum for merchant (#2008) 2022-11-23 21:05:48 -05:00
Sarge-117 67e325a0b9 Fix C-button counts and ice trap count (#2009) 2022-11-23 20:53:10 -05:00
frizzle101101 d65718db85 fix int sliders to fill the window like float sliders (#1984)
* fix int sliders to fill the window like float sliders

* add a spacer to make it consistent with float slider

* add a spacer to make it consistent with float slider

* adding pop width further constancy with float slider
2022-11-23 16:14:11 -05:00
Oliver Schall 4526550e95 [Enhancement] Added checkbox to disable finishing difficulty behavior changes (#1990) 2022-11-23 13:43:06 +01:00
sonoftunk c3f51fef2a [Format] Lines up checks in item_location (#2004) 2022-11-23 13:42:14 +01:00
m4xw 67453dd4f8 Use shallow clone for vcpkg (#2006) 2022-11-23 13:28:51 +01:00
Sarge-117 9c162fc0ec Gameplay Stat Tracker V1 (#1986)
* First test of gathering some gameplay stats

* timer changes and other stuff

* Move code to new files + rename

* Name change - gamePlayStats

* Finish rename, remove n64ddFlag checks

* Improve item get times

* Better time tracking, more stats,

* Put button under Enhancements

* Fix merge conflict

* Add pauseCount, fix bug with rando items

* Adjust inits/declarations

* step counter

* Name change: "itemGetTime" to "timestamp"

* Tidying + CI test

* Set up array for stat counts

* Macro

#define GAMEPLAYSTAT_TOTAL_TIME (gSaveContext.gameplayStats.playTimer / 2 + gSaveContext.gameplayStats.pauseTimer / 3)

* Add boss defeat timestamps

* Add sword swings, pots broken, bushes cut

* fix int type

* Add counts for enemies defeated

Broken down by enemy, with a total

* Add ammo used

* Hide breakdowns until count > 0

* Forgot Big Octo

* Count chests opened

* Update after LUS submodule

* Enemy count spacing

* Comments

* Count 3 mini Floormasters as 1 Floormaster

+ some cleanup

* Comments

* Colour coding for timestamps on quest items

i.e. medallions/stones/songs

* Move stat into the sohStats struct

+ rearrange the counts enum for easier addition of future counts

* Some documentation + count button presses

* Stop counting button presses when Ganon defeated

* Couple bugfixes

Add count for Gerudo Thief, fix step counter counting in some situations where it shouldn't

* Fix comment
2022-11-22 20:04:40 -05:00
Ralphie Morell 9cfe7bff47 Rando: Settings Enum (#1761)
* added rando option enum; added options to load from spoiler file

* whoops

* Moved to `randomizerTypes` header; fixed ammo drop enum

* Actually populated options with new enums

* Added add'l enums for ganon boss key
2022-11-22 17:11:05 -05:00
Amaro Martínez 0fca1019a2 Do not use Yes/No hardcoded options for Better Owl (#2002) 2022-11-22 14:23:48 -05:00
Garrett Cox 8461ea4abd Add s6 and hellmode presets for rando (#1904)
* Refactor how presets are created and used, and add presets for rando

* Add new enhancements to clear

* Tweaks and feedback
2022-11-22 12:30:18 -05:00
Alto1772 156f713e19 [Enhancement] Add option to hide build details on boot screen (#1948) 2022-11-22 09:42:01 +01:00
DeusVexus b843937b34 [Fix] Rando: Like Likes should not eat tunics (#1978) 2022-11-22 09:30:12 +01:00
DeusVexus 1ae4e2c1f7 [Enhancement] Include minigame ammo in infinite ammo cheat (#1973) 2022-11-22 09:18:23 +01:00
Adam Bird c87f066848 [Fix] Allow turning in Ruto's letter after rescuing her (#1999) 2022-11-22 09:17:51 +01:00
briaguya 15eb293e61 [Fix] Create MQ saves when only MQ OTR loaded (#2001)
Co-authored-by: briaguya <briaguya@alice>
2022-11-22 08:59:27 +01:00
frizzle101101 c569a46933 [Enhancement] Add fix camera drift option to fixes menu (#1983) 2022-11-22 08:57:26 +01:00
briaguya aa16a5388e chore: bump version 2022-11-21 21:55:14 -05:00
briaguya b50a3e842e update lus (#1994)
* update lus

* update lus

Co-authored-by: briaguya <briaguya>
2022-11-21 21:51:25 -05:00
Oliver Schall 8841e0b607 Fixed Shooting Gallery Difficulty Menu implementation issues (#1991) 2022-11-22 00:53:23 +01:00
David Chavez c44dec1e35 [cmake] Ask macOS to use deps after system (#1997) 2022-11-22 00:23:46 +01:00
GaryOderNichts 5dcc7e41b9 Display all game versions in build info (#1982) 2022-11-20 20:13:54 +01:00
briaguya d5b3cfe644 fix undefined symbol SDL_GameControllerHasRumble (#1981)
Co-authored-by: briaguya <briaguya>
2022-11-19 16:00:38 -05:00
Oliver Schall 82fff6486c Shooting gallery difficulty options menu (#1354)
* Added difficulty settings menu for shooting gallery

* Reverted linux assert fix for PR

* Added difficulty option to not randomize rupee order as adult

* Changed checkbox wording due to text overflow

* Reverted incorrect change from merge

* Update soh/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>

* Added Checkbox to turn on and off all customizations in shooting gallery behavior

* Added disable-switch for sliders, shooting gallery difficulty options are now disabled when customize behavior is turned off instead of hidden

Co-authored-by: Ralphie Morell <rafael.morell@techfield.us>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-11-18 18:55:22 -05:00
Josh Bodner 2c0ec96eff Fix credits timing (#1254)
* Fix credits timing

* Add documentation

* Fix typo
2022-11-18 18:42:58 -05:00
briaguya d141876af4 lus stormlib optimizations (#1980)
Co-authored-by: briaguya <briaguya@alice>
2022-11-18 18:00:00 -05:00
David Chavez 79d8e37cb1 [CI] Fix Windows build env (#1977) 2022-11-18 23:34:18 +01:00
aMannus dcd9ca56e6 Keyrings count fix (#1975) 2022-11-18 13:03:26 -05:00
Garrett Cox 283854c854 Implement option to start with a specific number of skulltula tokens (#1967) 2022-11-16 01:39:53 -05:00
Adam Bird adb1365200 add a toggle for multi viewports in imgui (#1896) 2022-11-15 01:02:48 -05:00
briaguya c9a3dcdb44 update lus (#1965)
* update lus

* rename things to fix build

Co-authored-by: briaguya <briaguya@alice>
2022-11-14 23:01:06 -05:00
Josh Bodner e7597bae30 Prevent autosave when first loading a file (#1792) 2022-11-14 20:02:07 -05:00
briaguya 8571545bf2 Cheat: Switch Age and Reload Link (#1963)
* Added button to switch age

* Added logic to switch link's age

Reloads link from last entrance he went through once his age is switched.

* Link now respawns where he last was

* Update game.c

* move setting to GameMenuBar.cpp, fix build issues

Co-authored-by: Jake Edvenson <77412657+JakeEdvenson@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
2022-11-14 19:29:16 -05:00
RaelCappra 6361a4c776 Fixes most known bugs associated with FreeCam (#1960)
* Fixes most known bugs associated with FreeCam

Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>

* Address review suggestions

Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
2022-11-14 17:59:17 -05:00
Garrett Cox 336d129114 Add workflow to add artifact links to PR descriptions (#1961) 2022-11-14 15:50:26 +01:00
Adam Bird 15a9975200 Entrance Rando (#1760) 2022-11-14 12:13:21 +01:00
Alto1772 8be2c4ddd7 Audio & Rendering backend option greyed out if theres only one (#1958) 2022-11-14 12:09:13 +01:00
briaguya 3914781ebf Import libultraship as a submodule (#1943)
Co-authored-by: briaguya <briaguya>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: David Chavez <davi@dcvz.io>
2022-11-14 11:22:34 +01:00
David Chavez 9eb29ed81c Remove Jenkins (#1956) 2022-11-13 23:45:12 +01:00
David Chavez 20cbebeed7 Allow BUILD_CROWD_CONTROL to overriden by command line 2022-11-10 16:26:33 +01:00
Ralphie Morell 341bc43daf Rando: Shuffle Merchants (#1720) 2022-11-08 19:54:51 +01:00
PurpleHato f050ba9ff7 TWEAK: Fix corrupted characters on French gossip hint (#1935) 2022-11-07 16:41:33 -05:00
David Chavez 2c6c1d2e46 [CI] Add Github build pipeline (#1688) 2022-11-07 20:34:03 +01:00
Garrett Cox 92b1730237 [#1931] Fix issue with ZF Gossip stones (#1933) 2022-11-07 14:14:24 -05:00
lilDavid e170407517 Enhancements for equipping magic arrows (#1022)
Skip Magic Arrow Equip Animation, Equip Multiple Arrows at Once
2022-11-07 09:05:56 +01:00
RaelCappra 8d57ef4bed Restore QPA glitched damage (#1789) 2022-11-07 09:02:42 +01:00
Dakota Brown 328ff0e8c4 Added Chests of Agony (#1885) 2022-11-06 22:07:58 +01:00
Alto1772 11497c393d Disable imgui cursor visibility control (#1905) 2022-11-06 11:59:22 +01:00
briaguya 498769c990 Remove colons from shopsanity messages (#1881) (#1887)
Co-authored-by: lilDavid <1337lilDavid@gmail.com>
2022-11-06 05:36:07 -05:00
David Chavez e6e7a7b549 Refactor CrowdControl Setup (#1890) 2022-11-06 11:00:34 +01:00
blackgamma7 be72f48cea Expanded Save Editor for Fishing Minigame (#1900) 2022-11-06 10:59:33 +01:00
Garrett Cox 2f6dea92c7 Add option to disable jump velocity boost with bunny hood (#1918) 2022-11-06 10:05:34 +01:00
Garrett Cox 99260acaf1 Use PlayState instead of GlobalContext (#1927)
* Use PlayState instead of GlobalContext
- GlobalContext -> PlayState
- globalCtx -> play
- GlobalCtx -> PlayState
- globalContext -> playState

* Find and replace Gameplay_ with Play_

* Correct some misnamed argument cases
2022-11-06 09:24:34 +01:00
PurpleHato 710a768d76 TWEAK: Some forgotten colors + google translation rewrite (#1919) 2022-11-05 16:09:03 -04:00
briaguya 274a108167 fix: add ShouldAdvanceSilent to functions.h (#1920)
The implicit declaration was causing issues on Linux when building in release mode. The call was getting optimized out which was preventing the "equip now?" message box from functioning as intended. Adding the `Message_ShouldAdvanceSilent` declaration to `functions.h`resolves the issue.
2022-11-05 15:33:04 -04:00
Garrett Cox 4396411d10 Add enhancement for making nuts explode bombs, similar to bombchus (#1906) 2022-11-05 14:37:32 +01:00
Garrett Cox 6d10e6b9f8 [rando] Pull gamestabled/OoT3D_Randomizer #540 fixes (#1917) 2022-11-05 14:31:25 +01:00
Garrett Cox d77e810aae Always show GTG & Ganons castle MQ status on tracker (#1913) 2022-11-05 03:11:04 -04:00
Garrett Cox 1dc28978fe Fix copy/paste for ganons castle keyring (#1916) 2022-11-05 03:00:34 -04:00
Garrett Cox dc758739f4 Add missing randomizer inf flags to save editor (#1909) 2022-11-05 01:57:36 -04:00
Garrett Cox 960c2732e5 Skip cutscenes for DOT and Rainbow bridge in rando (#1908) 2022-11-04 21:47:13 -04:00
Garrett Cox a40b7180d9 handle keyrings on sohStats (#1911) 2022-11-04 21:37:16 -04:00
Garrett Cox 763f3a5760 Tweaks to chest matches contents setting (#1902) 2022-11-03 18:07:11 -04:00
Garrett Cox a4697c6fcb Change lineup tick default to off (#1899) 2022-11-03 12:55:40 -04:00
Christopher Leggett 75af33a04c Fixes choose-quest with missing MQ crash. (#1903) 2022-11-03 12:29:25 -04:00
Garrett Cox c5940905e7 Add glitch line-up tick option (#1875) 2022-11-02 22:07:10 -04:00
Christopher Leggett 4156a1d2c7 Fixes bug preventing name entry with single OTR. (#1894) 2022-11-02 18:00:57 -04:00
Christopher Leggett d49a1cd6b3 Fixes bug with generating seed on the choose-quest screen. (#1892) 2022-11-02 17:30:44 -04:00
Garrett Cox 3b7b4913eb Track keys, heart pieces, and heart containers collected (#1849)
* Track keys, heart pieces, and heart containers collected

* Update soh/soh/Enhancements/randomizer/randomizer_item_tracker.cpp
2022-11-02 14:09:25 -04:00
Garrett Cox 897e70b6fc Sfx Editor - 3rd Pass (#1873)
* First pass on SFX Editor

* Fix crash at night in Colossus (and probably other undocumented issues)

The SFX editor was swapping out the bytes corresponding to the sequence
to be played regardless of the audio command being issued. This fix
ensures the swap will only happen on commands which actually treat those
bytes as a sequence identifier.

* enabling a few more songs/fanfares

* Removing a few broken bgms, fixing the preview button returning to the wrong bgm

* Fixes restoration from miniboss music to previous one

* add timed minigame into the sounds pool

* A few small tweaks

* More cleanup and add instruments

* adjust usage of getReverseReplacementSeq

* Changes from feedback and prefix external methods with SfxEditor

Co-authored-by: RaelCappra <rael.cappra@gmail.com>
2022-11-02 12:27:05 -04:00
Garrett Cox fab52d323b Implement hint for dungeon type on Map get item messages (#1852)
* Implement hint for dungeon type on Map get item messages

* Color dungeon name in item tracker when MQ and map is found

* No hint when all dungeons are MQ or non MQ

* TWEAK: French hint

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2022-11-02 12:03:26 -04:00
Christopher Leggett fd8a2c9483 Adds in-game menu for selecting a dungeon quest/randomizer (#1863)
* Adds most visuals and interactions for quest select menu.

* "Scrolling" menu, adds remaining sub/title textures, language support

* Tweak: ENG, FRA, GER title to match the original style

* ADD: Randomizer tex

* TWEAK: Randomizer ZAPD extension format

* Adds control stick prompts to the "scrolling" menu.

* Adds third entry for Randomizer.

* Bold text on randomizer subtitle.

* Ensures the game won't allow selecting an unsupported quest.

* Makes save files be created from the quest menu selection.

* Removes the master quest and randomizer checkboxes (no longer needed).

* Removes lock on MQ-only rando.

* Skips quest select if only one quest is playable.

* Adds ability to back out of quest select menu

* Show seed icons while Randomizer is selected on Quest Select Menu.

* Fixes custom hud colors and d-pad navigation.

* Implements backing up from name entry to quest select.

Also implements backwards rotations on the file select screen.

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2022-11-02 11:50:47 -04:00
Garrett Cox dda4a13bc3 Implement keyrings (#1869)
* Implement keyrings

* ADD: French GIMessage

* Remove cvar include

* Rename maxKeys to numOfKeysOnKeyring

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2022-11-02 11:36:02 -04:00
Sarge-117 fb0b71ea54 Show player state flags on the "Player" tab of Save Editor (#1851) 2022-11-02 14:39:45 +01:00
Adam Bird 57c1f4dce2 Fix rando save creation crash due to corrupted hint text (#1846) 2022-11-02 14:37:44 +01:00
briaguya e1a075268f zhora -> dev #1886 2022-11-02 00:06:21 -04:00
briaguya 2f96e28135 fix: show/hide cursors properly (#1829) 2022-11-01 22:58:09 -04:00
Garrett Cox e6150ea8da Add cheat: hookshot everything (#1874) 2022-10-31 22:28:03 +01:00
mergify[bot] 6c30d7a435 Fix Piece of Heart sound (#1862) (#1876) 2022-10-31 22:23:41 +01:00
Christopher Leggett 087f42a826 Fixes crash with toggling walk speed. (#1877) 2022-10-31 12:39:43 -04:00
Amaro Martínez 8932f30904 Fix Piece of Heart sound (#1862)
Fixes #1843.
2022-10-31 01:56:57 -04:00
vaguerant 76e4e97a72 Correct gNoRestrictAge for gTimelessEquipment (#1856) 2022-10-30 00:00:17 +02:00
mergify[bot] b1bb8fe8c0 Fix SDL issue (#1870) (#1871)
(cherry picked from commit cc7f831ec1)

Co-authored-by: David Chavez <david@dcvz.io>
2022-10-29 13:54:55 -04:00
Garrett Cox 4a686cf800 Redone fast file select (#1854)
* Redone fast file select

* Update soh/src/overlays/gamestates/ovl_title/z_title.c

* Prevent loading incompatible saves

* Dont change cvar on incompatible file
2022-10-29 13:53:39 -04:00
David Chavez cc7f831ec1 Fix SDL issue (#1870) 2022-10-29 18:23:26 +02:00
Christopher Leggett a9f73ee641 Makes merchant prices array size not depend on Rando Setting Values (#1860) 2022-10-26 15:57:14 -04:00
Christopher Leggett 4adfb93b48 Fixes bug in loading of MQ Dungeons. (#1859) 2022-10-26 14:41:22 -04:00
Garrett Cox f860d57c8c Fix freestanding POH in MQ Ice cavern (#1855) 2022-10-26 01:51:44 -04:00
Garrett Cox 0389c8084c Cleanup some of our uses of custom messages (#1847)
* Cleanup some of our uses of custom messages

* Fix some string escape warnings
2022-10-25 21:24:48 -04:00
Adam Bird 0819ad4f9c Fix LACS ganon's key hint text coloring and new lines (#1845)
* fix lacs hint text coloring and new lines

* missed a new line

* fix wrong control code

* TWEAK: French LACS + Vanilla

* more french hint fixes

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2022-10-25 11:56:35 -04:00
GaryOderNichts 32672e58e7 Ship::BinaryReader::ReadString: Fix endian issue 2022-10-25 15:40:48 +02:00
vaguerant 67e98d43b7 Time Savers: Ask to Equip New Items (#1133)
* Time Savers: Ask to Equip New Items

* Add to presets; fix early SFX

* Simplify text reading

* Shrug, does this fix it

* Merge error

* Merge develop
2022-10-24 14:16:59 -04:00
Christopher Leggett e2a9461005 Fixes saving isMasterQuest and fixes default values for rando sliders. (#1833)
* Fixes saving `isMasterQuest` and fixes default values for rando sliders.

* Changed slider default values

* Fixes default dropdown values for Ganon Trials and MQ Dungeons.

* Ensure's consistent default values are used for all `CVar_GetS32`'s
2022-10-23 14:32:35 -04:00
Christopher Leggett 60c9e869e3 Ensures MQ and Vanilla title Logos are saved with different names. (#1788)
This way either one can be loaded according to which OTR/whether or not MQ is enabled.
2022-10-23 04:04:20 -04:00
Amaro Martínez fc1a009953 Restore save confirmation screen when saving and in game over (N64) (#1750)
* Restore save confirmation screen

* Use correct time from NTSC decomp

* Apply suggested changes

* Update GameMenuBar.cpp
2022-10-23 03:40:47 -04:00
briaguya af5a780e63 Merge pull request #1836 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-22 16:50:23 -04:00
Garrett Cox de38e366a0 Fix issue for gerudo fortress keys lookup (#1835) 2022-10-22 15:52:26 -04:00
Garrett Cox 6a969d8283 Fix issue with freestanding key checks in MQ (#1834) 2022-10-22 15:15:29 -04:00
Christopher Leggett 6fe7728bd1 Fixes a crash on Switch and cleans up some rando ui interactions. (#1832) 2022-10-22 12:31:20 -04:00
Esras df646794f3 Add quotes around the romfile to capture spaces and other characters. (#1831)
Co-authored-by: Zachary Boerner <zach@branchcut.org>
2022-10-22 12:14:53 -04:00
Garrett Cox 1db4e9303e Enable MQ Dungeons in Randomizer (#1828)
* Refactor GetCheckFromActor, WIP currently broken

* Fixes build errors via forward declarations and emplace vs insert.

* Removes some unnecessary code.

* Fixes non-windows build errors.

* Fixes Deku Scrubs outside of grottos.

* Fixes DMC Deku Scrub Grotto Center

* Fixes Ruto Blue Warp

* Fix issue identifying blue warp rando checks

* Move identifyCow to randomizer.cpp

* Various updates to vanilla check objects

* Identify MQ checks in check object table

* Adjustments to how multimap is used and initialized

* Convert u16 in check object table to s16

* Fix a few issues with MQ checks

* Fix issue with TWO_ACTOR_PARAMS macro

* Fixes some scrubs and cows appearing as identical.

* Fixes known gossip stone issues (ToT, DC)

* Fixes Dampe's Gravedigging tour rcObject

* Fix crash on locations tab

* Enable master quest dungeons in rando

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2022-10-21 21:43:37 -04:00
Garrett Cox ef73aa4f8d Add command for giving item as if it was given from an actor (#1145)
* Add command for giving item as if it was given from an actor

* Add modID argument to give item command and add give from skull command

* Adjustment and remove skull option since this isn't pointed at rando-next

* Fix string compare
2022-10-21 03:03:47 -04:00
Garrett Cox e6e2184fe1 Add missed key count spot (#1820) 2022-10-21 01:32:35 -04:00
Ralphie Morell 5ce051e4ea Add: Clear Flags option (#1251)
* Added button to clear actorCtx flags

* Update soh/soh/Enhancements/debugger/debugSaveEditor.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-10-21 01:18:04 -04:00
Ada c914bd20b8 Adds camera sensitivity option back (#1817)
* Adds camera sensitivity option

* Fixes default values

* Fixes default values (for real this time)
2022-10-21 00:39:42 -04:00
vaguerant 76942aeaee Fix killer door textures (#1177)
* Fix killer door textures

* Remove todo as requested by @Rozelette
2022-10-21 00:28:40 -04:00
Cardboy777 5d29c4755e Add cheat for removing age restrictions on items (#1644)
* Add Cheat for disabling age check on equipment

* Add Cheat for disabling age check on equipment... pt 2

* cleanup some logic with macros

* Keep adult strength as child & prevent equipment greyout

* Timeless Equipment cleanup
2022-10-21 00:18:31 -04:00
RaelCappra af02623456 Adds option to lock a cosmetic from being randomized (#1812)
Resolves #1809
2022-10-21 00:05:08 -04:00
Josh Bodner 4fb78f9caa Add toggle option for walk speed modifiers (#1783)
* Add toggle option for walk speed modifiers

* Preserve toggle status between scene transitions

* Apply suggestions from code review

renaming from `gSpeedToggle` to `gWalkSpeedToggle`

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-10-20 23:55:15 -04:00
Ralphie Morell 262e036c22 Rando: Starting Age fixes (#1755)
* Updated starting age restrictions;
patched specific circumstances in 3d rando

* cleanup some testing stuff

* whoops

* become Sherlock Holmes; tooltip cleanup

* Explicit logic for forcing child age

* Apply bria's suggestion

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-10-20 23:22:58 -04:00
Garrett Cox dbd5585e15 Implement LACS settings for ganons boss key (#1802)
* Implement LACS settings for ganons boss key

* Add description
2022-10-20 23:10:29 -04:00
Garrett Cox e5cc09a96f Chest size and texture matches contents (#1778)
* Implement most of chest size and texture matches contents, just need an item table

* Add GetItemCategory to getItem tables

* Revert changes that tie chest size and texture to randomizer

* Support chest size & texture as an enhancement that works on outside of rando

* Add gChestSizeAndTextureMatchesContents to rando preset

* Prevent gChestSizeAndTextureMatchesContents in chest minigame

* Fix for forest temple boss key chest

* Add options for texture or size only
2022-10-20 22:33:04 -04:00
Christopher Leggett f756da02e5 Fixes a few bugs I introduced for MQ file select screen. (#1808)
* Fixes a few bugs I introduced for MQ file select screen.

- MQ Saves could not be loaded while only an mq otr is present, because `requiresOriginal` was true when `gSaveContext.mqDungeonCount` was less than 12. That value only ever gets set for rando saves, so I added a check for the rando flag to that conditional.
- The rando tag was not getting grayed out with the rest of the save file.
- Some necessary meta info wasn't getting loaded when the randomizer CVar was off. Removed that check so that the rando save data always gets loaded during InitMeta. That way the amount of mq dungeons can be checked for validity with the loaded set of OTRs even if randomizer isn't enabled.

* i not 1

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-10-20 22:13:08 -04:00
Garrett Cox f4ac37f54a Use macros for max key count (#1818) 2022-10-20 22:01:54 -04:00
briaguya 6e2c38895b chore: bump version 2022-10-20 18:28:43 -04:00
Christopher Leggett c60ad115cd Fixes equipment changes while in water. (#1814) 2022-10-20 18:14:20 -04:00
briaguya a920aea8de Merge pull request #1807 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-20 09:47:07 -04:00
briaguya 36b42635d6 chore: bump version 2022-10-20 09:45:12 -04:00
Alto1772 81b27d5b85 OTRGui: extractor run command fix (#1793) 2022-10-20 15:35:01 +02:00
Adam Bird 7d9a050a4d Fix better debug warp menu grottos (#1799) 2022-10-20 15:33:45 +02:00
Christopher Leggett 4a029cc6cf Cuts down on excess rando lookups in z_en_item00 (#1805)
* Cuts down on excess GetCheckFromActor lookups in z_en_item00

* Fixes non-windows build errors.
2022-10-19 23:29:28 -04:00
mergify[bot] 57ba36b063 Fixes crash (#1798) (#1806)
(cherry picked from commit 30c66439a4)

Co-authored-by: RaelCappra <rael.cappra@gmail.com>
2022-10-19 23:12:50 -04:00
RaelCappra 30c66439a4 Fixes crash (#1798) 2022-10-19 22:06:06 -04:00
Sarge-117 4173eadae2 Fix tunics/boots on C-buttons not always being enabled (#1782)
* Always enable C-buttons with equipment

* Fix for it still sometimes being disables
2022-10-19 21:51:42 -04:00
Christopher Leggett f300c02b63 Re-enables OTR patches from mods folder (#1785)
* Re-enables OTR patches from mods folder.

* Don't error if an OTR doesn't include a version file

Just info log and continue. If the patch fails to apply then we can error, and SoH can do it's own validation later.

* Fixes small error on my side
2022-10-17 18:44:10 -04:00
Garrett Cox e96df1649f Add mirror shield cosmetic option (#1705)
* Support for patching DLists outside of OTR, mostly for cosmetics and bug fixes

* Store original dlist instruction for unpatching

* Rename sandstorm patch variable

* Use unordered map for originalGfx;

* Add mirror shield option to the cosmetics menu

* Include GI model for mirror shield

* Changes from feedback
2022-10-17 17:26:14 +02:00
Christopher Leggett 7b08f98b8c Dual OTR MQ and Vanilla Support (#1694)
* Changes OTR Extraction to have specific mq and nonmq paths.

Also updates the game to load resources according to whether or not
Master Quest or Vanilla is loaded.

* Removes unneeded code from the last commit.

* Fixes some weird formatting in ZRom.c

* Loads oot-mq.otr and patches oot.otr on top, if both are present.

If only one or the other are present, it becomes the only and main OTR.

* Adds ImGui Logic for whether or an MQ Checkbox.

Checkbox checked only specifies whether new saves should be MQ or not.
Checkbox is disabled or force-enabled according to which OTRs are loaded.
Also as a necessity includes tracking what game versions have been loaded
from the OTRs.

* Adds MQ settings logic for Randomizer's ImGui menu.

* Writes Master Quest dungeons to the spoiler log

* Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate.

* Adds logic to prevent loading or creating incompatible rando saves.

* Fixdes some linux build issues and new rando save issues

* Makes appimage create both vanilla and mq otrs

If either rom is present, it makes the corresponding OTR. If both are present,
it will make both. If one OTR is present but both roms are present, it will
create the missing OTR.

* Makes it so a randomized save file will not be marked as MQ.

* Refactors to load all OTRs from MainPath or a specific list.

Also adds the ability to take a std::unordered_set of hashes to
validate each OTR's version file against.

* Fixes a syntax error

* Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present

* Fixes asset generation bug.

* Partially working fix for dual OTR extract_assets

Currently the cmake ExtractAssets target will return with a 1 if you
only end up exporting one type of OTR isntead of both. Haven't found
a great way to only attempt to copy a file if it exists from within
cmake. It does actually correctly copy the OTR that is generated,
despite the error from copying the other one.

Pushing as is for now but will keep investigating.

* Adds oot-mq.otr to the gitignore.

* Makes ExtractAssets not fail on only one rom/OTR.

* Removes PatchesPath from the constructors requiring OTRFiles vector.

* Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference.

* Removes randomizing MQ Dungeons and re-disables MQ rando.

Doing this so the PR can get merged quicker with just the Dual OTR
support and won't need to wait on rando logic to be updated. That
will happen in another PR directly after the merge.

* Update mac startup script for dual otr

* Update soh/macosx/soh-macos.sh

* Update soh/macosx/soh-macos.sh

* Update soh/macosx/soh-macos.sh

* Implements new BinaryReader to fix Linux build issue.

BinaryReader itself comes from https://github.com/Moneyl/BinaryTools
I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and
add Endianness checking. I also had to copy a handful of other bits and
pieces from ZAPD to make it all function as expected.

* A few edits to the updatream BinaryReader to compile it on Linux.

* Adds the Endianness to the first byte of the version file.

* Fixes Jenkins

* Addresses some of Kenix's comments

* Renames `ReadNullTerminatedString` to `ReadCString`

* Refactors Archive::LoadFile into a private method with more arguments.

* Removes BitConverter and extends existing endianness.h instead.

* Fixes an endianness issue with the version file.

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
Christopher Leggett 1b6dd8a0fe Adds extra entry to obj_lift FallTimerDurations. (#1777)
Prevents an OOB access that, as far as I know, was only causing issues
on the Switch, but this addition is harmless everywhere else.
2022-10-15 00:00:48 +02:00
briaguya 350315a5d1 Merge pull request #1769 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-13 14:55:19 -04:00
mergify[bot] dd6a8b5084 Tweak: Default to N64 colors (#1767) (#1768)
(cherry picked from commit 4ef7151721)

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2022-10-13 13:35:41 -04:00
PurpleHato 4ef7151721 Tweak: Default to N64 colors (#1767) 2022-10-13 13:02:24 -04:00
lilDavid f4c871e35c Fix Anju as Adult and Trade Pocket Cucco order (#1766) 2022-10-13 12:40:48 -04:00
briaguya 8e808c4305 chore: bump version 2022-10-13 12:13:51 -04:00
Rozelette 03c3eef193 Implement Color Clamping (#1753)
* q

* Adjust wrap spot, add directx

* Update comments
2022-10-13 11:15:18 -04:00
Amaro Martínez 42a5f46e5e Fix Gerudo Warrior Clothing (#1752)
* Fix Gerudo Warrior Clothing

* Update soh/soh/GameMenuBar.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-10-13 09:46:58 -04:00
Rozelette 7878b8f3e4 Fix animation in Ganon that is causing an OOB access during animation (#1764)
* Fix animation in Ganon that is causing an OOB access during animation

* Fix function args
2022-10-13 09:18:31 -04:00
aMannus 7906d70485 Fix: Pickup item cutscene logic fix (#1733)
* Fix: Fix for the pickup CS logic fix (fixed)

* Tiny cleanup

* More fixes + clarified comments

* Extract more logic into bool, clarified comments
2022-10-12 22:30:15 -04:00
Rozelette dd62d0882e Add hack for Ruto's earrings (#1759)
* Add hack for Ruto's earrings

* Add tag for the underlining issue for easy grepping

* typo
2022-10-12 22:18:35 -04:00
briaguya 595e105ef1 Merge pull request #1758 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-12 18:44:26 -04:00
aMannus 6e88a3706c Fix: "Developer Tools" button sizes (#1757)
* Small debug buttons fix

* Better fix for buttons
2022-10-12 17:35:40 -04:00
aMannus d102506fba Catch-all fix for mask select (#1728) 2022-10-12 17:21:04 -04:00
Garrett Cox 41bcad78a3 Support for patching DLists outside of OTR (#1696)
* Support for patching DLists outside of OTR, mostly for cosmetics and bug fixes

* Store original dlist instruction for unpatching

* Rename sandstorm patch variable

* Use unordered map for originalGfx;
2022-10-12 17:20:13 -04:00
Garrett Cox 98af2c468c [#1671] Re-create textures from scratch to fix format issues (#1702) 2022-10-12 16:47:26 -04:00
mergify[bot] 7c7f032e0e Implement G_CCMUX_NOISE (#1731) (#1754)
(cherry picked from commit 825af33b6a)

Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
2022-10-12 13:16:06 +02:00
Rozelette 825af33b6a Implement G_CCMUX_NOISE (#1731) 2022-10-11 19:32:51 -04:00
Rozelette da8f80bb28 Fix endianness, of a sort, of CS lighting command (#1735) 2022-10-11 20:44:55 +02:00
Rozelette 63f763a556 When testing if an animation is new, make sure we are using the loaded file pointers (#1748) 2022-10-11 18:58:28 +02:00
mergify[bot] 83541f4605 [#80] Fix for goron spin on wake up animation (#1714) (#1746) 2022-10-11 18:01:06 +02:00
mergify[bot] 43b7ca96d7 Fix Ruto softlock with fast text (fixes #96) (#1732) (#1745)
(cherry picked from commit e7ea2a3ae1)

Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
2022-10-11 17:17:41 +02:00
Rozelette e7ea2a3ae1 Fix Ruto softlock with fast text (fixes #96) (#1732) 2022-10-11 00:58:33 +02:00
Garrett Cox c00edb928b [#1716] Prevent infinite ammo cheat from filling bombchus unless the item is obtained (#1723) 2022-10-10 10:19:44 +02:00
Garrett Cox b0510d78f8 [#1712] Reset fileNum when returning to title screen and prevent saving when file = 0xFF (#1721) 2022-10-10 10:16:40 +02:00
Garrett Cox 14543d567a [#80] Fix for goron spin on wake up animation (#1714) 2022-10-10 10:16:27 +02:00
Garrett Cox fd3872ae30 [#1715] Fix crash when retrieving a merchant message while using fast file select (#1722) 2022-10-10 09:40:52 +02:00
Josh Bodner 8df4d640ac Add support for extra buttons to be used as walk speed modifiers (#449) 2022-10-10 08:28:19 +02:00
Garrett Cox aa00cba76e [#1718] Fix interpolation issue with bunny hood ears (#1724) 2022-10-10 08:27:22 +02:00
Amaro Martínez 18208cc993 Fix A cursor color in the Continue prompt (#1717) 2022-10-10 08:26:40 +02:00
Andrew Van Caem b310d675f1 Corrected inf entry label for Fado (#1711) 2022-10-09 08:46:11 +02:00
Garrett Cox eb081dc719 Add fix for ice traps while wearing bunny hood (#1713) 2022-10-09 08:38:25 +02:00
Ralphie Morell 242757777c Rando: Randomize Starting Age (#1685) 2022-10-09 08:37:22 +02:00
briaguya 7e841d6156 Merge pull request #1710 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-07 22:21:19 -04:00
Adam Bird e883f27436 reference generated build.c on windows (#1706) 2022-10-07 22:03:16 -04:00
aMannus f563ac733f Fix skipping "get item" cutscene logic 2022-10-07 19:24:58 -04:00
briaguya a133be625e chore: bump version 2022-10-06 20:06:27 -04:00
InfoManiac742 71e4448013 Edit "Quick Start" to mention Windows (#1208) 2022-10-06 14:57:15 +02:00
Garrett Cox 2a302a802f Enhanced debug warp screen (#1479) 2022-10-06 14:39:12 +02:00
briaguya 236cb0bfb0 Merge pull request #1690 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-03 21:12:58 -04:00
aMannus 06e8a5af41 Fix navi colors in cosmetics editor (#1684)
* Fix navi colors in cosmetics editor

* Fix navi description for props
2022-10-03 20:50:05 -04:00
Christopher Leggett 0720c37656 Randomized Ice trap models (#1648) 2022-10-04 01:15:36 +02:00
th-2021 f1070a2e74 set version in build.c from CmakeLists.txt version info (#1678) 2022-10-04 01:13:29 +02:00
aMannus db2e6164cb Add silver/golden gauntlets to Cosmetics Editor (#1683)
* Add golden gauntlets to Cosmetics Editor

* Removed extra space

* Fixed comment

* Changed comment again (helps if you save the file before committing)
2022-10-03 11:15:19 +02:00
Andrew Van Caem 6bdca84b90 Add heart line length adjustment and modified magic meter anchoring (#965) 2022-10-03 09:05:29 +02:00
Garrett Cox 02c0caff4f [#1567] Fix merchant message table being generated before items were loaded from save (#1674) 2022-10-03 08:50:19 +02:00
Garrett Cox 2ad0b37fa5 [#1675] Fix for business scrubs crashing on expensive scrub shuffle (#1676) 2022-10-03 08:49:53 +02:00
aMannus 6b6a352205 Rando: Fix "Scrubsanity Off" using mysterious text (#1679) 2022-10-02 20:32:05 +02:00
Garrett Cox 75d0402525 Update randomizer save format (#1635)
* Update randomizer save format

* Move changes to LoadRandomizerVersion2
2022-10-02 06:11:12 -04:00
Ada 37ffc8b9c8 Fixes Y-Axis inversion in C Up view 2022-10-01 19:19:23 -04:00
louis d75b38d457 fix MQ forest 2022-10-01 17:55:03 -04:00
louist103 f3f357c874 Merge pull request #1663 from HarbourMasters/develop-zhora
zhora -> dev
2022-10-01 17:19:12 -04:00
Garrett Cox ec88b90ed8 [OTR] Initial support for PNG textures (#1634) 2022-10-01 22:33:29 +02:00
briaguya 36e40665bb fix: don't hardcode path for global.sav (#1656)
Co-authored-by: briaguya <briaguya@alice>
2022-10-01 19:48:46 +02:00
briaguya 9804035dc0 fix: match auto center option text to behavior 2022-10-01 13:46:58 -04:00
briaguya 973ec52b2a chore: increment version to bravo 2022-10-01 13:46:27 -04:00
louis d61b398f41 Fix MQ not going away after deleting file 2022-10-01 13:22:24 -04:00
briaguya af13595aae fix: disable randomizer cvar when in master quest 2022-10-01 13:13:07 -04:00
GaryOderNichts 97211093f3 Wii U: Fix overflow for GX2CopySurfaceEx (#1655)
The max amount of rects is 25, everything larger silently overwrites the stack
2022-10-01 18:06:00 +02:00
aMannus fba4839705 Rando: Add randomized ice trap messages (#1559)
* Add: Randomized Ice Trap Messages

* Add text to freestanding items, other tweaks/fixes

* More messages

* ADD: French Translation + 1 Extra

* %w is not %UwU%

* TWEAK: One msall breakline

* Add German & small text tweak

* Minor code optimization

* Updated French

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2022-10-01 09:56:25 -04:00
Ada 15e22349df Fixes Master Quest on Mac and Linux (#1641) 2022-09-30 20:24:59 +02:00
briaguya 8888fb2ec1 Master Quest (#3) (#1632)
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>

Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>
2022-09-29 19:07:48 -04:00
louist103 dc3c0dd9c8 disable crit wiggle (#1629)
* disable crit wiggle

* Set to zero in default preset
2022-09-28 20:27:07 -04:00
aMannus 08915e5684 Update description for CC (#1626) 2022-09-28 02:40:29 -04:00
David Chavez 083ceb4423 Feature: Crowd Control Integration (#1568)
* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1df2.

* Revert "few fix and paper Link"

This reverts commit 65e76dcfee.

* Paper Link & few fixes (#28)

* Implement pacifist mode (#30)

* Implement cucco storm (#31)

* Add no UI functionality (#32)

* Enable CrowdControl on windows (#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (#38)

* Check for pause in pacifist and allow button presses (#39)

* Fix Pacifist mode (#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (#42)

* Small stalfos fix (#43)

* Syntax Improvements (#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
2022-09-27 22:41:17 -04:00
PurpleHato 87125ae334 FIX: Sword Trail not appearing when using custom color (#1625)
This was caused by the trail duration not being init properly until we change the duration manually.

cf this video: https://streamable.com/a9u4fm

- Also changed Lengh to Duration for clarity
2022-09-27 20:58:25 -04:00
Garrett Cox c487e4ba0b Shopsanity - fix regression from removing BUY_BOMBCHU_5 (#1624) 2022-09-27 19:56:25 -04:00
PurpleHato 1b141fd68c FIX: Missing custom colors on ENTER NAME (#1623) 2022-09-27 19:33:01 -04:00
PurpleHato 694c6c9832 FIX: Set back default comportment of some Views (#1615)
* FIX: Set back default comportment of some Views

- Renamed Auto-Center First Person View to Disable Auto-Centering in First Person View and make it necessary to be checked to take effect and not being active by default

- Disable gInvertYAxis being enabled by default (which it not vanilla)

* Tweak: small whoopsie
2022-09-27 19:32:28 -04:00
GaryOderNichts c6a875eb5c Change precision of float sliders (#1609)
* Change precision of float sliders

* Formatting

* Don't round non-percentage sliders
2022-09-27 19:30:50 -04:00
GaryOderNichts 677c4845f6 Wii U: Several fixes and improvements (#1608)
* WiiU: fix more scaling issues

* Wii U: batch depth reads

* Wii U: remove file buffering
Doesn't seem to to do much anymore

* Remove "missing_gcc_functions.c" to avoid conflicts

* Wii U: Fix random_device usage
random_device will always be seeded with a constant seed and will return the same number sequence every time

* Wii U: Improve software keyboard

* Wii U: Fix console input text width
2022-09-27 19:29:55 -04:00
Garrett Cox 7fb8902e7f [#1613] Resolve double message issue for gold skulltula tokens after you've spoken to skulltula parent (#1616) 2022-09-27 19:44:52 +02:00
louist103 58c097cfb9 Add a few meme hints (#1544)
* Add a few meme hints

* more
2022-09-26 23:07:57 -04:00
Garrett Cox 6265613bc7 Correct default value of gInvertYAxis and change default trials required to vanilla (#1610) 2022-09-26 20:09:01 -04:00
louist103 c21b2e8f00 Crash Handler 2.0 (#1466)
* Linux side done

* Win V2. need to fix message box.

* Fix message box.
2022-09-26 19:54:25 -04:00
Garrett Cox b3c7edcf76 [#1603] Ensure gFasterHeavyBlockLift only affects large silver rocks (#1607) 2022-09-26 19:51:19 -04:00
Garrett Cox c2ff12c3e8 [#1584] Undo the special rotation done for spiritual stones after they are purchased so the sold out sign isn't sideways (#1606) 2022-09-26 19:50:49 -04:00
David Chavez dbc4d8199e Feature: Allow choosing audio backend (#1588)
* Fix X11 being searched for on macOS

* Add ability to switch audio backends

* Fix issues with c arrays of std dynamic size items

* Fix old uses of sizeof()

* Remove current selected option from list

* Don’t show items if we only have one option
2022-09-26 19:48:47 -04:00
Garrett Cox 0e1248f840 [#1602] Fix crash when attempting to render a non-randomized item in bombchu bowling (#1604) 2022-09-27 00:24:19 +02:00
Garrett Cox 7a516c72c3 [#1597] Remove Buy Bombchu (5) from pool, 3ds-only shop item (#1605) 2022-09-27 00:23:49 +02:00
Christopher Leggett a927a881fc Fixes Happy Mask shop on the Switch. (#1591) 2022-09-27 00:05:46 +02:00
amekusa ac1a87730e [macOS] Fix launcher code in case with 'sysctl.proc_translated' returning empty (#1598) 2022-09-26 22:12:45 +02:00
Rozelette cf881d7d25 Fix Gohma disintegration (#1593) 2022-09-26 17:53:22 +02:00
Christopher Leggett 41eb6c585d Excludes the master sword in the Ganon Battle from triggering autosave. (#1594) 2022-09-26 17:52:53 +02:00
Christopher Leggett ee505fc47d Fixes ocarina textbox flashing (#1589) 2022-09-26 09:01:58 +02:00
aMannus 7758749770 Removed d-pad support for pause in preset (#1592) 2022-09-26 08:45:59 +02:00
GaryOderNichts da893a5b86 Fix save corruption on switch (#1585) 2022-09-25 12:19:53 -04:00
David Chavez e412a8b55e Only attempt to compile PulseAudioPlayer on Linux (#1581) 2022-09-25 12:18:26 -04:00
Rozelette 5a0b854c5c Fix Phantom Ganon not disintegrating (#1579) 2022-09-25 12:18:06 -04:00
Rozelette bf2420f7d3 Fix Ganondorf texture issues (#1578) 2022-09-25 12:16:16 -04:00
RaelCappra 50d6836b4a assert __THROW fix for Linux (#1575)
* assert __THROW fix for Linux

* Add check for Linux in changed definition
2022-09-25 12:15:36 -04:00
Garrett Cox da677682cd Don't disable keyboard when menuBar is shown and gControlNav is true (#1566) 2022-09-25 12:14:46 -04:00
David Chavez 11b6ce819d Update version in other remaining spots (#1558) 2022-09-25 12:13:23 -04:00
David Chavez 5ee86cb558 Remove obsolete and outdated xcode project (#1557) 2022-09-25 12:13:00 -04:00
David Chavez 3a2fcc9604 Handle window closing event to stop SoH (#1556)
* Handle window closing event to stop app

* Address PR comments
2022-09-25 12:12:38 -04:00
Jeffrey Crowell fde05e65c0 [macOS] Force native architecture to launch (#1554) 2022-09-22 13:30:47 +02:00
David Chavez 00fb12134a Fix macOS minimum deployment target (#1551) 2022-09-22 07:58:42 +02:00
David Chavez fa8d64ec3a Disable game input when typing into a textfield (#1398)
* Disable game input when typing into a textfield

* Only block keyboard input when typing in textfield

* Address PR comments

* Fix spacing

* Generalize check on input device

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-09-21 21:32:27 -04:00
Adam Bird b4740d131f reset gyro drift when gyro is turned off (#1542) 2022-09-21 21:29:35 -04:00
Garrett Cox ec2222347e Fix issue with 'auto' controller setting (#1548)
* Fix issue with 'auto' controller setting

* Combine inputs rather than overwrite for auto setting

* Swap condition checking for zeroed pads
2022-09-21 21:29:16 -04:00
Josh Bodner 3d0d97d6b5 Fix crash when creating rando files and autosave is enabled (#1550) 2022-09-22 00:28:07 +02:00
briaguya 2b78bea475 Randomizer v2 (#1065)
* Revert changes to GetItemFromGet

* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.

* Enum + combo box

* Add obtainability checks correctly

* combobox title rename + no number tracking

* Fix repeatable purchases and bottles rendering incorrectly

* Move shopsanity option in GUI

* Struct instead of ImVec + basic comportment for all case

* Attempt to fix odd build issue

* Cast randoGet for ganons boss key

* Remove redundancy in KD room

* Update logic Cvar names

* Fix Ganons Trials coming from old save files. Fixes #1365

* Fixes crash when entering Ganon's Castle lobby on linux.

* Makes `Item_Give` safe to use with a NULL globalCtx.

This should allow it's use for giving items to Link's Pocket
during rando save initialization.

* Converts Song from Impa to use `Item_Give`

* Adds more options for Link's starting item.

* Removes unneeded `GiveLinkItem` functions.

* and make it build

* bring back new rando dropdown

* gSaveContext access in GameMenuBar.cpp

* Implement Skip Scarecrow's Song

* Reimplement progressive Bombchus

* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390

* Fixes Link starting with BGS

* Persist item tracker notes

* Adjust Hooks include

* Use SohImGui::RequestCvarSaveOnNextTick

* Fix issues from LUS refactor

* Fix for overriding deku scrub messages

* Fix mistake from merge

oops

* Restore checkboxes to enhancements menu

These got lost in the merge

* Update location access logic

Including MQ locations in Spirit and GC now

* Implement rando bombchu drops

* Missing break

* Simplify mudwall collision check

There was no need to have a second collider specifically for Ice Arrow hits

* Update settings.cpp

* Simplify mudwall collision check

* Restore checkboxes in menu

Accidentally lost these during merge

* Clean up bool

* Update logic Cvar name

* Fixed capacity on ammmo tracking

* Fix for beans obtainability

* Hook into file delete and clear notes

* Incorporate magic arrows in rando settings

* Update tooltip

To inform the player that they might have to reload the room if they're enabling this for the first time.

* Update tooltip

* Add line break in tooltip

* Tooltip wording + line break

* tweak on main logic

* All color logic for all types

* Fix: changes to please new LUS

* Ensure itemTrackerNotes vector is not fully empty

* Implement's Tycoon Wallet.

* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options

* small tweaks and rename

* always display XX/YY when in ammo/capacity mode

* Move all merchant messages to be generated on file load

* added hovertext for the number display

* Swap german and french translations for shop messages

* Set key colors to be on by default

* Add another flag to skip mask shop

* Fix Sold Out bug

* Fix gerudo keys, add disabled checkbox

* tooltip line break

* Add trials required and merchant prices to save file instead of loading from active spoiler log

* Remove trialsRequired persisting in save manager

* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.

* Fix issue when merchantPrices is empty

* Fix for a single zeroed merchantPrice entry

* Fix #1417

* Implements items selling out and fixes issues with purchasing some items.

* Fixes order of operations so Rupees will be spent.

* Fixes sold out items not getting overwritten by the randomized info.

* Clarify var names and comments

Also preserve chain platform cutscene in spirit based on Link's position

* Remove !=0 from cvar check

* Clarify var names and comments

* Rename randomizerMerchantPrices to merchantPrices

* Handle shop items in SaveManager

* Fix merge mistake

* Base whats in the bazaar shop on entranceIndex instead of age

* Tidy up chain platform cutscene check

* Fix merge error

Didn't mean to have Zhora changes in here yet

* Use 3drando item table for parsing spoiler names

* Use another nested method instead of one at the top level to fetch the table

* Add missing newline

* Remove log

* Respect custom draw functions

* Fix issues with rendering songs

* Fix localized item names for shopsanity

* Implements a larger array of Sprites for the Icon Hash.

* Uses the hash instead of seed for spoilerfile name and icons.

* Removes some unused functions and variables in `spoiler_log.cpp`

* Prevents leading 0s added to hash from being in file name

* Changes filename format to icon indexes separated by dashes

* Hopefully makes Jenkins happy

* Hopefully makes Jenkins happy

* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071

* Add descriptions to save editor flags editor, and added randomizer flags (#1386)

* Add descriptions to save editor flags editor, and added randomizer flags

* Hide randomizer flags when not on a randomizer save

* Move flag descriptions to header file

* Update soh/soh/Enhancements/debugger/debugSaveEditor.h

* Update soh/soh/Enhancements/debugger/debugSaveEditor.h

* Fix merge error

* crash on pause menu on linux (only in appimage)
Fixes #1437

* Applies fix to Song from Impa as well.

* Allow buying tunics as child when shopsanity is on

* Fix for custom draw methods overriding sold out sign

* Simplify logic around shopsanity and fix some issues

* Fix dungeon reward stone rotation and add particles

* Fix some issues with ice traps

* Fix adult wallet having its own max capacity

* Fix amount of keys given for BotW

* format

* Use EnGirlAShopItem enum instead of raw hex values

* [#1434] Renders non-warp songs more consistently with warp songs

* A few changes around merchant messages

* Various changes from PR feedback

* Rando: Junk Hint missing french translation

* Typo

* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM

* Replace magic numbers in message handler

* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Fix BGS softlock for shopsanity

* Support tycoon wallet on tracker

* Revert "Fix BGS softlock for shopsanity"

This reverts commit 5fdb961ea4.

* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes

* Implements some necessary plumbing and resolves several Ice Trap Softlocks.

Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.

Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.

Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).

Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.

None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.

OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.

Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.

* fix bgs check in player

* move bgs logic for tokensanity into MOD_NONE check

* set bgs flag before `Item_Give`ing

* move bgs flag into `MOD_NONE` check in girla

* use existing check in `z_player`

* Adds comment explaining the decision to default ITEM_FROM_NPC.

* Rename pendingIceTraps to pendingIceTrapCount

* Adds some RANDOTODO comments about cleaning up a couple things.

* Merge branch 'develop-zhora' into ztornn

* manually restore changes to `z_player.c`

* Fix after some ice trap prepwork from earlier

* Actual fix

* Woops

* More rupee names

* Actually fix it

* Add back comment

* Fix Skip Scarecrow Song

* Fix ruto's letter and LH sun stick rendering

* Also fixes it for treasure chest game

* Tweak: Rando French Wallet

* ADD: French Tycoon

* Hide dungeon items/notes by default

* [#1301] Fix issue with UI not restoring after getting an item from biggoron

* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c

* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c

* Fix random crash that only affected one person for some reason

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
louist103 28b7f23769 Update extractor.cpp (#1541) 2022-09-21 00:38:54 -04:00
Christopher Leggett 784cb98d7f Cosmetics editor fixes (#1538)
* Fixes randomize all and randomize section buttons.

* Fixes individual randomize cosmetics buttons

* Fixes Navi Colors

* Inits srand(time(NULL)) for each individual randomize buttons
2022-09-21 00:17:04 -04:00
Garrett Cox d47746eab1 Fix issue with simulated input lag (#1535) 2022-09-20 23:25:01 -04:00
Garrett Cox 936c493b9e Add cheat for easy pause buffering (#1439)
* Add cheat for easy pause buffering

* Add pause input buffering

* Fix pause input buffering

* Changes from feedback

* Convert frame to bool

* Handle when pad is nullptr

* Add newline

* Split input buffering into it's own CVAR

* Split SetShouldBlockGameInput up into to methods
2022-09-20 23:24:06 -04:00
Kenix3 d628bafe29 Removes console from Windows release builds. (#1536) 2022-09-20 23:23:47 -04:00
MoriyaFaith d83c6f1753 [Bugfix + Enhancement] Sword Trail fixes and enhancements (#1473)
* Fix Trails, add more Trail Customization

* 3d Bombs; Bombchu now glow custom trail colors

* 3D Seed/Nut Model, Separate Sword Slash Colors

* Removed 3D Seeds/Nuts; Don't work properly

* restored previous removal of sword blur code

* Remove things not related to Trails

* Remove fix to random color code
2022-09-20 22:49:31 -04:00
Christopher Leggett e1b83b6eb4 Fixes crash on Switch/WiiU when attempting to show the ImGui menubar. (#1534)
* Fixes crash on Switch/WiiU when attempting to show the ImGui menubar.

* Fixes weird indentaion on GitHub?
2022-09-20 21:15:15 -04:00
Christopher Leggett d2153d601c Fixes Restore Old GS Cutscene to only trigger on Gold Skulltulas. (#1529) 2022-09-20 21:11:10 -04:00
aMannus 98be9a8472 Fix vanilla sun's song grave bug (#1532) 2022-09-20 20:09:23 -04:00
Josh Bodner 5d2b5559c8 Autosave improvements (#1247)
* Autosave improvements

* Update soh/src/code/z_play.c

* Removes a line break in building.md

Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
2022-09-20 20:08:43 -04:00
Josh Bodner b54f6daa27 Consolidate D-pad CVars and clean up presets (#1298)
* Consolidate D-pad CVars

* Update other tooltip

* Clean up presets

* Fix incorrect preset value

* Undo crouch
2022-09-20 08:15:07 +02:00
Christopher Leggett c5acef2957 Fixes laggy text boxes in Switch (#1527)
* Refactors message texture invalidation to remove lag on Switch.

* Removes unneeded commented out function calls.
2022-09-20 08:12:31 +02:00
Dan Lilja b5b5a58302 Bugfix/version file creation (#1475)
* Added creation of version file to OTRExporter

* Removed creation of version file from other places

* Made path to version file portable

* Changed spaces to tabs in OTRExporter/Main.cpp
2022-09-19 23:36:34 -04:00
Kenix3 d6d7ffd3da Update README.md 2022-09-19 23:27:16 -04:00
Rozelette 66c2fdaacd Fix unused dynamic link shadow for possible future enhancement (#1495)
* Fix unused dynamic link shadow for possible future enhancement

* No longer removing pritns

Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
2022-09-19 23:24:13 -04:00
MoriyaFaith f6fa3c74c7 Main commit (#1369) 2022-09-19 23:13:59 -04:00
MoriyaFaith 22c963c0a0 only change (#1474) 2022-09-19 23:06:51 -04:00
Josh Bodner e97ba37a5e Port Dampe behavior to vanilla (#1364)
* Port Dampe behavior to vanilla

* Add Dampe winning to Enhanced preset
2022-09-19 22:58:10 -04:00
briaguya b18cc9d628 Temporary Fishing Fixes for rando (#1525)
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2022-09-19 22:55:46 -04:00
Christopher Leggett 978b325a30 Fixes save lag on Switch (#1499)
* Greatly improves saving speed on the Switch.

* Fixes build on non-switch platforms.
2022-09-19 22:53:38 -04:00
qurious-pixel 006506240f [APPIMAGE] Disable AppImageLauncher integration (#1469) 2022-09-19 22:53:05 -04:00
Garrett Cox f712068a17 [579] Add simulated input lag option (#1438)
* [579] Add simulated input lag option

* Continue to clear buffer when inputs are blocked

* Changes from feedback
2022-09-19 22:49:13 -04:00
Josh Bodner 55e79cd9d2 Add ability to disable fish randomly escaping 2022-09-19 22:31:40 -04:00
Rozelette c9aafcf7c5 Add hack to load bss texture in ovl_En_Jsjutan (fixes #69) (#1482)
* Add hack to load bss texture in ovl_En_Jsjutan

* Remove (debug?) reference to jsjutanShadowTex in LUS
2022-09-19 22:30:27 -04:00
Garrett Cox 34d6212ab2 [#1336] Fix issues with gFasterHeavyBlockLift (#1476) 2022-09-19 20:08:47 -04:00
louist103 e76890a796 Update XMLs from upstream (#1448)
* litle less than half way

* done?

* revert ganon for now

* anime1

* anime 2-3

* object_ganon

* rest of gaBon

* missed some changes

* player
2022-09-18 23:29:24 -04:00
Christopher Leggett e2e0a070ea Fixes copying save files on the switch (#1478) 2022-09-16 18:23:31 +02:00
aMannus d53c8588e2 Fix: Unbreak Wii U sliders (#1486)
* Unbreak Wii U sliders

* #elseif -> #elif
2022-09-15 16:48:51 -04:00
briaguya 941cf65227 use strnlen for c string empty check (#1352)
* use strcmp for c string compare

* Update z_file_choose.c

Co-authored-by: briaguya <briaguya@alice>
2022-09-13 21:12:03 -04:00
aMannus e1f95a5ad9 ImGui Switch/Wii U slider fixes (#1371)
* Switch/Wii U slider fixes

* Attempt at better spacing

* Updated after ImGui merge
2022-09-13 20:47:00 -04:00
lilDavid 18a26b480e Use Color_RGB8 CVars in z_message_PAL (#1372) 2022-09-13 20:45:51 -04:00
Christopher Leggett 67bbeca809 Another fix for getting items near critters. (#1332) 2022-09-13 20:45:23 -04:00
Josh Bodner eda5a6ac91 Fix blocks not being pushed all the way (#1363) 2022-09-13 20:38:26 -04:00
Kenix3 a2d4f4766d Fixes crash handler for jenkins builds. (#1445)
* Fixes crash handler for jenkins builds.

We must include the pdb in redistributables.

* Properly selects PDB file path for inclusion

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2022-09-11 23:15:10 -04:00
Sarge-117 a9f3aedf8e Enhanced Magic Arrows (non-rando) (#1376)
* Add magic arrow enhancements, non-rando

Changes to red ice actor, sun switch actor, and mudwall actor to adjust their collision

* Update tooltip

* Simplify mudwall collision check

* Restore checkboxes in menu

Accidentally lost these during merge

* Update tooltip

* Add line break in tooltip

* Clarify var names and comments

Also preserve chain platform cutscene in spirit based on Link's position

* Remove !=0 from cvar check

* Missed a couple

* Clean up chain platform cutscene check
2022-09-08 22:58:08 -04:00
lilDavid 9686a7ca4c Add Items submenu to Enhancements > Gameplay (#1410) 2022-09-08 22:57:09 -04:00
GaryOderNichts e80e3440e1 wiiu: package SoH as a homebrew bundle (#1427) 2022-09-08 22:55:55 -04:00
Kenix3 4cda92462a Lowers severity of resource manager logging. 2022-09-08 20:25:44 -04:00
Kenix3 4a0269b3b1 Increment version 2022-09-08 19:10:03 -04:00
louist103 4d81c28738 boxes (#1428) 2022-09-08 19:05:16 -04:00
aMannus 3b844375b7 Add missing pendingFlags (#1414) 2022-09-06 11:27:26 +02:00
aMannus f1dc980de8 Fixed autobreak after ImGui cleanup 2022-09-03 05:52:01 -04:00
briaguya 6daf357fd9 fix include fix build (#1385)
Co-authored-by: briaguya <briaguya@alice>
2022-09-03 02:13:20 -04:00
Baoulettes d2fa0d6485 Rando: Fix Fast File Select seed loading (#1252)
* FixRandoLoading

* better methode
2022-09-03 01:33:24 -04:00
Ada b14fb37b81 Update libultraship/libultraship/Lib/Fast3D/gfx_pc.cpp
Co-authored-by: David Chavez <david@dcvz.io>
2022-09-03 01:33:24 -04:00
Ada edb5261b07 Fixes ToT Fog 2022-09-03 01:33:24 -04:00
louist103 8118947ab0 Windows crash handler. (#1383)
* Windows crash handler.

* Fix naming convention.
2022-09-03 01:15:43 -04:00
David Chavez 0ce0ab1260 Phase 1: Separate ImGui Drawing From LUS (#1310)
* Update LUS imported paths

* Introduce GameMenuBar

* Fix imports after LUS import paths change

* Move Randomizer

* Replace needs_save

* Migrate Developer Tools

* Migrate Cheats

* Migrate Enhancements

* Separate UIWidgets

* Add missing Hooks.cpp file

* Migrate Settings

* Remove UI methods from LUS

* Cleanup imports and exposed properties

* Cleanup more methods

* Fix project generation

* Fix CI compilation

* Remove resolved TODO
2022-09-03 00:00:04 -04:00
Christopher Leggett 64aca78450 Fixes Switch/Wii U crashes with Wonder Rupees and Bottleable Entities (#1360)
* Reorders switch statement to prevent some code that shouldn't execute.

* Potentially fixes bottleable entities crash

* Solves lack of ItemEntry for GI_MAX

* Adds comment clarifying new GetItemEntry
2022-09-02 19:19:12 +02:00
louist103 584a4ad818 Linux crash handler (#1209)
* crash handler linux

* cleanups

* missing underscore

* more cleanups

* cleanups

* 32 bit
2022-08-31 22:59:38 -04:00
Christopher Leggett bf505dba5c Fixes keys, maps, and compasses on develop-zhora rando (#1338)
* Fixes keys, maps, and compasses on develop-zhora rando.

* Adds randotodo comment as a note to adapt for the keysanity situation.
2022-08-31 15:25:58 +02:00
Christopher Leggett 776219fb52 Backports a fix for sheik checks from rando-next (#1340)
* Fixes some Sheik checks I had accidentally set the wrong flag for.

* Removes duplicate switch case from cherry-pick
2022-08-31 15:25:47 +02:00
Christopher Leggett a572c11f4f Fixes ice trap gidata not getting cleared after trap is sprung. (#1322) 2022-08-27 09:27:20 +02:00
Christopher Leggett 05136c13b7 Fixes Link getting Song as pocket item (#1326) 2022-08-27 02:46:19 +02:00
Christopher Leggett c2fed1a382 Fixes Lost Woods Bridge Ice Trap in Rando (#1313) 2022-08-25 20:16:43 +02:00
Christopher Leggett 90067be132 Fixes Dungeon Rewards from Song from Impa (#1311) 2022-08-25 17:19:17 +02:00
Kenix3 80863fc7f2 Moves class member functions from headers to compilation units. 2022-08-24 23:06:23 -04:00
Baoulettes c0b9171f98 Cosmetics Editor Fixes (#1287) 2022-08-25 01:28:27 +02:00
Ada b70ad81f57 Add platform specific OTR instructions to readme (#1291) 2022-08-24 22:02:20 +02:00
Kenix3 0573a1b2ac Adds const to DirtyDirectory std::string 2022-08-23 20:38:22 -04:00
Kenix3 b774252f0c ResourceMgr now decreases priority of load messages to trace. 2022-08-23 20:38:22 -04:00
Kenix3 3792b03a7d Cleans up InputEditor class. 2022-08-23 20:38:22 -04:00
Jake Edvenson 927ffd0b8b Enhancement: Scarecrow song skip (#1183)
* Added Skip Scarecrow Song

Added in the option for if the user has the time saver for Scarecrow song enabled and has their Ocarina pulled out in range of Pierre.
Added Skip Scarecrow Song
New enhancement under time-savers that allows the user to only pull out their ocarina to summon Pierre.

* Added Default for Scarecrow summon

The scarecrow summon option now defaults to 0 and can be turned on individually. I haven't included it in any other presets so people don't feel like they're cheating.

* Checks if scarecrow song is in possession

* Fixed positional Scarecrow logic

* Fixed style
2022-08-23 20:30:06 -04:00
Baoulettes d6ebce068d fixes only (#1255) 2022-08-23 20:20:56 -04:00
lilDavid 4680641514 Add bombchu drops (#1257)
* Add bombchu drops

* Force 3D bombchu drops

* Move bombchu drop conditions for better clarity

* Fix grouping on chu drop condition
2022-08-23 20:14:17 -04:00
aMannus ca08680a12 Add: Ability to disable ImGui checkboxes (#1272)
* Added ability to disable checkboxes

* Renamed args, added disabledGraphic option

* Moved checkbox out of ImGui source
2022-08-23 20:13:15 -04:00
David Chavez 70d7d66d0c Add multiviewport support for SDL (#1275) 2022-08-23 20:12:40 -04:00
Ada d735616020 Adds game specific camera options (#1212)
* Adds inversion options

* Fixes compilation

* Adds options to new detailed control editor

* Fixes inversion on C-Up view

* Fixes right stick aiming

* Fixes right stick aiming again

* Adds tooltip function + tooltips to gamecontroleditor.cpp

* Fixes tooltip for X axis

* Uses LUS tooltip function instead of new one

* Adds padding to camera control editor

To fit more in line with other enhancement checkboxes
2022-08-23 20:12:14 -04:00
Christopher Leggett 168e84498f Rework Get Item Table to be more flexible for adding custom items (#1050)
* Adds ItemTableManager class.

* Implements new getItem table in game.

* Adds rando item table and way to differentiate tables in GetItemEntry.

* Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge

* Change ItemTableID to be uint16_t so we can use ModIndex for it.

* Should fix switch build

* Should fix switch build pt 2

* Adds new files to CMakeLists.

* Implements fixes for competing getItem calls.

* Correctly renders freestanding items

Particle effects are probably broken, need to fix them still, I pretty
much know how I would do that.

* Fixed Particle effects in the new getItem system.

* Fixes item fanfares

* Partially fixes Ice Traps

Obtaining a freestanding Ice Trap causes link to slide forward
and receiving one from an NPC plays the sound effect and damage
animation but doesn't freeze link.

* Some more partial ice trap fixing that wasn't pushed earlier

* Removes unused function override

* Replaces ::find with ::at and adds exception handling

* Removes some commented out code.

* Refactors rando's GetItemEntry array into two arrays.

One array is for the vanilla items that don't have GetItemEntries in
vanilla, the other is for rando exclusive items. They are stored in
separate arrays before getting added to the table so that we can apply
different modIndexes. The items in the first table have are handled
by the vanilla Item_Give, and the second table needed a custom
`Randomizer_Item_Give` function.

* Renames, relocates, and implements ModIndex enum.

* Removes now unused ItemIDs and GetItemIDs

Also makes all the necessary changes to other code that was still
using them indirectly through the GI to GID map that was removed.
There's quite a lot of changes here and I haven't had time to test them
yet.

* Re-implements GIMESSAGE_UNTRANSLATED as macro

* Removes commented out function.

* Throws exception if an invalid itemID is used

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857

* Removes ARRAY_SIZE in favor of ARRAY_COUNT

ARRAY_COUNT already exists in `macros.h`, I just didn't find it before.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833

* Inverts CheckContainsRandoItem to CheckContainsVanillaItem.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135

* Cleanup, bugfixes, removing the `- 1`s from `z_player.c`

* Fixes some funky formatting that got committed earlier.

* Adds else if to added fanfare sound cases.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492

* Extends GetItemEntry to include getItemId

Also adapts some existing calls for both the entry and the id to only
get the entry.

* Extends GetItemEntry to include GID.

This allows for using it later when drawing freestanding items.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136

* Rando-specific items use new textId again.

This got lost when merging develop-zhora in because I didn't have custom
messages merged when I started this.

* Sets global modIndex to MOD_NONE on scene load

Fixes a crash when buying items in shops due to them
not triggering the rando code that normally sets these items.
May have also been crashing vanilla playthroughs.

* Realized I had the bgm conditions wrong.

* Fixes "static drops" (i.e. sticks from withered babas)

* Fixes LACS/Prelude situation... again.

* Fixes too many arguments error.

Not sure why this didn't fail to build on Windows before.

* Fixes Link's Pocket items.

* Simplifies sram init for rando-specific items

* Fixes issues with approaching bottleable items.

* Fixes Ruto's Letter.

It was accidentally getting classified as a rando item.

* Should re-fix freestanding ice traps

* Makes freestanding items set player->getItemEntry.

This prevents freestanding items from setting the global modIndex.
This is part of a larger transition that needs to happen to switch
to setting getItemEntries for all of the rando items. This prevents
some things that set getItemId of GI_MAX from granting a Fire Medallion
when the global modIndex is MOD_RANDOMIZER.

* Makes sure we aren't using getItemEntry when not randoed.

* Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck

* Introduce some new methods and migrate most actors to them

* Fixes ocarina game skull kids to set player->getItemEntry

* Sets `z_en_box.c` to set `player->getItemEntry`

* Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor

* Use GiveItemEntryFromActorWithFixedRange in item00

* Fixes Anju to set player->getItemEntry.

* Add a few missing cases

* Additional fix for Skull Kid

* Fixes vanilla ice traps and randomized ice smoke

* Fixes rendering of treasure chest game items.

* Removes unused `Randomizer_GetItemIdFromGetItemId`.

* Cleans up an if statement for item00.

* Cleans up another if statement in item00

* This should fix a bug with the Gerudo Archery minigame.

I wasn't able to get the bug to happen after making this change.

* Documents our new GiveItemEntry fuctions.

* Uses more descriptive type name for ItemIDs for creating custom messages.

* Fixes potential issue with if statement.

* Fixes missed type change.

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-08-23 20:11:38 -04:00
th-2021 ed1708508a add SHIP_HOME (Linux) (#1210) 2022-08-23 22:29:28 +02:00
Christopher Leggett e12e1d67c6 Prevents optimizations for debug configuration on Windows. (#1270) 2022-08-23 09:32:49 +02:00
th-2021 d39a1a0bdf [macos] Embed dependencies for ZAPD in bundle (#1271) 2022-08-22 10:43:50 +02:00
InfoManiac742 f87f636828 Update BUILDING.md (#1228) 2022-08-21 22:14:05 -04:00
louist103 eed3942b81 Restore Gold skulltula CS from the "0.9" version (#1217)
* GS CS

* add to defaults
2022-08-21 22:11:23 -04:00
Ralphie Morell f5112a709a Add'l Console Commands (#1207)
* Added console commands

* Style conformance
2022-08-21 22:01:51 -04:00
PurpleHato f6bb46a0dc FIX: Disable Draw Distance, Miniboss music could still play in DC with Lizalfos under certain conditions (#1170)
Thanks @jbodner09 for the report 💯
2022-08-21 21:57:55 -04:00
Kenix3 51e4485966 LUS Cleanup: Merge Window and GlobalCtx2 classes. (#1259)
* Merges GlobalCtx2 and Window classes.

* Includes condition variable in File.

* add mac specific include

* sstream to get past "implicit instantiation of undefined template" error

* switch/wiiu includes

* that file doesn't exist

* more wii u globalctx2 stuff

Co-authored-by: briaguya <briaguya@alice>
2022-08-21 21:08:01 -04:00
briaguya ad8179287e Fix controller nav on WiiU (#1258)
Co-authored-by: briaguya <briaguya@alice>
2022-08-20 02:03:28 +02:00
briaguya 0971b9aa78 only toggle menu with controller when controller nav enabled (#1043) 2022-08-19 15:46:11 +02:00
qurious-pixel 9bc6aac81e MacOS OTR (#973) 2022-08-18 19:40:41 +02:00
Kenix3 ad3efccb88 Merge pull request #1241 from GaryOderNichts/fix/wiiu-stick-input
Fix Wii U stick input
2022-08-17 17:54:33 -04:00
GaryOderNichts f4c1332159 Fix Wii U stick input 2022-08-17 17:27:33 +02:00
Kenix3 72981221ad Merge pull request #1226 from HarbourMasters/develop-rachael
rachael -> zhora
2022-08-16 23:40:06 -04:00
Kenix3 6723f4c7c2 Archive.createArchive error now passes in the error to SPDLOG. 2022-08-16 23:30:20 -04:00
Kenix3 f9621dcc17 Cleans up Window class. 2022-08-16 23:30:20 -04:00
Kenix3 10ce3c88fb Remove TestApp from LUS 2022-08-16 23:30:20 -04:00
Kenix3 ea92a2e123 Makes data in OverlayCommand private. 2022-08-16 22:45:33 -04:00
Kenix3 b43eb2d0bd Renames Camera Stick to Right Stick 2022-08-16 22:45:33 -04:00
Kenix3 d09172d74d LUS Cleanup: Fixes SDL axis handling. (#1220)
* Fixes SDL axis handling.

* Removes sensitivities from LUS

Should be a game specific feature.

* Updates Wii U Controllers to remove sensitivity

Also loads legacy controller profiles.

* Fixes memory leak in gfx_dxgi_get_key_name

Also fixes issue where wchars would be returned in dxgi when getting a key name.
2022-08-16 21:53:45 -04:00
David Chavez 6b0338a37d [zret] Port some documentation changes (#1164)
* zret: Documentation pass on scene/room commands #1226

* Update OTR scene

* zret: Document the lens system #1079

* zret: Misc. doc/cleanup 4 #1093

* zret: Fix misc 8 #1150

* zret: Document Distortions from z_camera and z_view #1102
2022-08-16 21:53:28 -04:00
briaguya 6206cd7db0 add ActorResetFunc for courtyard guards (#1213)
Co-authored-by: briaguya <briaguya@alice>
2022-08-16 21:50:52 -04:00
briaguya 01b7fedc35 clean up a few epochs that were missed (#1204)
Co-authored-by: briaguya <briaguya@alice>
2022-08-16 21:50:37 -04:00
briaguya 71b1db1fb6 volvagia interpolation fix (#1203)
Co-authored-by: briaguya <briaguya@alice>
2022-08-16 21:50:12 -04:00
aMannus b4614acf70 Update Enhancement Presets with new options (#1114) 2022-08-16 22:18:44 +02:00
aMannus cd37a56161 Rando: Fix being able to get Sun's Song check multiple times (#1185) 2022-08-16 22:16:44 +02:00
Josh Bodner eb632ccb50 Adjustable push speed (#1190) 2022-08-16 22:09:11 +02:00
Christopher Leggett 0f2e7db8e0 Fix Ice Traps on Windows and Mac (#1216) 2022-08-16 21:49:52 +02:00
GaryOderNichts a3d0962054 Fix ocarina right stick controls (#1211) 2022-08-16 13:47:41 +02:00
lilDavid 46a421f933 Add window to customize specific controls (#1122) 2022-08-16 09:43:09 +02:00
Zaxus125 b7f9960a60 [cmake] Improve OTRExporter asset extraction script, Lower required CMake to 3.16 (#1196)
* supply ZAPD.out path as an argument to extract_assets.py rather than regenerating the script

Generating an entirely new script file to change a string is excessive.
Instead, extract_assets.py takes in one optional positional argument that
contains the path to ZAPD.out, the original purpose for the string
replacement.

This also removes the need for the file(CHMOD ...) command, which bumps
the minimum cmake version all the way up to 3.19.

Additionally, there was an extra script being generated in
OTRExporter/CMakeLists.txt that used the same CHMOD logic, but did not
accurately declare its minimum version to 3.19, this removes that unused
logic.

* OTRExporter: accept a rom path as an argument to extract_assets.py
2022-08-16 09:34:30 +02:00
th-2021 b46c7a0607 [cmake] Use SDL2, GLEW and GLFW from vcpkg (Windows) (#1194) 2022-08-16 09:29:45 +02:00
briaguya ee9ea3f2bd add 3drando license (#1206)
Co-authored-by: briaguya <briaguya@alice>
2022-08-15 21:17:58 -04:00
briaguya a31256d956 controller menu cleanup (#1166) 2022-08-15 23:02:45 +02:00
Jeff Manian 7a9160ed78 Clarify how to build and run on Mac (#1195) 2022-08-14 23:21:16 -04:00
briaguya 42bce9d33e don't abuse epochs (#1179)
* don't abuse epochs

* update bongo hand trails

Co-authored-by: briaguya <briaguya@alice>
2022-08-14 23:18:12 -04:00
aMannus fabe051d3d Fix lost woods leading music in rando (#1155) 2022-08-14 23:04:40 -04:00
Julien Lemay 8945b2ed48 Fix Save Editor Event Check Inf "A" Row flags (#1138)
Fix Save Editor Event Check Inf Flags "A" Row flags not working. It was set to "eci1" instead of "eci10".
2022-08-14 23:02:14 -04:00
aMannus d575a3dda6 Fixed rotation of freestanding key checks in rando (#1135) 2022-08-14 23:01:30 -04:00
aMannus 37dd045bd2 Rando: Fix bomb/bombchu shops (#1134)
* Fix bomb shops in rando

* Addressed review comments
2022-08-14 23:01:00 -04:00
aMannus 651e0ddad4 Fixed 2 incorrect needs_save instances (#1115) 2022-08-14 22:59:12 -04:00
GaryOderNichts 68e7f2e6c1 Wii U support (#1097)
* Wii U support

* [WiiU] Combined Dockerfile

* [WiiU] Combined Dockerfile

* [WiiU] Combined Dockerfile

* Add Jenkins support

* wiiu: fix scissor clamp

* wiiu: improve button remapping

* wiiu: fix scaling issues

* Update Dockerfile after merge

* Pull assets before build

* Only stop container once

* Adjust logging sinks

* wiiu: Change button mapping to match PC version

* wiiu: Implement controller changes

* wiiu: Update BUILDING.md

Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
2022-08-14 22:57:24 -04:00
KiritoDev b989ef4f7f Fixed error screen (#1184) 2022-08-14 12:41:15 -04:00
sholdee 789cf13aae [ci] move asset gen timeout to steps block (#1163) 2022-08-12 18:59:20 +02:00
Kenix3 86faa42acf Make libultra OSContPad struct consistent with the one from libultraship 2022-08-11 19:41:53 -04:00
Kenix3 d623ac5918 Copy over right stick Y axis sensitivity in the UI when the X sensitivity is changed. 2022-08-11 19:41:53 -04:00
Kenix3 4a3e43f73f VirtualController -> DummyController in CMake 2022-08-11 19:41:53 -04:00
Kenix3 094388187f Cleans up Controllers
Renames VirtualController to DummyController.
Makes controller axis treated the same as buttons.
Made Controller class members private or protected
Made Controller class treat deadzones, sensitivities, and press thresholds consistently.
2022-08-11 19:41:53 -04:00
th-2021 791f7774a5 [cmake] Split OTRGui into it's own target (#1116) 2022-08-11 10:05:54 +02:00
sholdee e88000aeb0 [ci] asset stage tweaks (#1120) 2022-08-11 10:05:26 +02:00
Kenix3 d34a6d7666 Fixes error in LUS where there were multiple Vertex classes declared. 2022-08-10 23:14:29 -04:00
Kenix3 3bcc9514ab Cleanup ControlDeck class 2022-08-10 20:21:36 -04:00
Kenix3 15fba97949 Fixes some missed conversions of Console class singleton within the class itself. 2022-08-10 00:38:56 -04:00
Kenix3 6766719969 Fixes issue in Apple builds where imgui was referring directly to Console.Commands 2022-08-10 00:38:56 -04:00
Kenix3 6484d9354d Fixes incorrect command string when adding basic console commands. 2022-08-10 00:38:56 -04:00
Kenix3 23fb885e09 Console class is now a proper object oriented class. 2022-08-10 00:38:56 -04:00
Kenix3 81cd594704 Console now exposes commands with a reference to itself. 2022-08-10 00:38:56 -04:00
Kenix3 797d9fab7c GameOverlay command handler no longer uses SPDLOG and prints to console. 2022-08-10 00:38:56 -04:00
briaguya 96c2033361 fix linux release mode crash (#1124)
Co-authored-by: briaguya <briaguya@alice>
2022-08-09 22:50:25 -04:00
Kenix3 7b11509010 Fixes missed Switch specific invocation of old Console logging macros. 2022-08-09 22:34:16 -04:00
Kenix3 a4804d7290 No longer passing in C strings to SendInfoMessage formatted overload. 2022-08-09 22:34:16 -04:00
Kenix3 5751b5c278 debugconsole now uses console output functions. 2022-08-09 22:34:16 -04:00
Kenix3 f97f9ae422 Sets default value of ConsoleLine channel to "Console" 2022-08-09 22:34:16 -04:00
Kenix3 c7ccd6dbff LUS Cleanup: Strips out the logging system created for the console
Properly routes SPDLog to the console.
Creates an API to be able to send command responses back to the console.
Cleans up the console UI, hiding options when not needed.
Removes stdout console sink for Windows.
2022-08-09 22:34:16 -04:00
Kenix3 1f351418e1 Removes a couple printf in favour of SPDLOG calls. 2022-08-09 22:34:16 -04:00
aMannus e4b58e5a0c TWEAK: Layout/styling overhaul for the F1 menu (#1026)
* First pass of UX changes

* More padding/styling/layout

* More styling

* Moar styling

* Some more styling

* Implemented padding helpers

* More styling, added closing buttons to windows

* Fixed merge conflict mistake

* Fixed new enhancements

* Hopefully fix jenkins errors

* Changed button behaviour, more styling

* Tiny code cleanup

* Change buttons from close/open to > when open

* Small button spacing fix

* Small styling changes after merge

* Small fix after merge mistake
2022-08-09 02:16:45 -04:00
Kenix3 0d9c390526 Removes no longer desired commented code. (#1105) 2022-08-08 21:53:36 -04:00
Kenix3 b924831eba Merge pull request #1104 from briaguya-ai/rachael-to-zhora
rachael -> zhora
2022-08-08 21:53:04 -04:00
briaguya 317de33a8b Merge branch 'develop-rachael' into rachael-to-zhora 2022-08-08 21:43:04 -04:00
briaguya fa090c51f6 Merge pull request #831 from leggettc18/custom-messages
System for Creating and Storing Custom Messages
2022-08-08 21:24:48 -04:00
Christopher Leggett e63d84bd7d Adapts this branch for cmake building. 2022-08-08 21:14:29 -04:00
Kenix3 5581f45050 Adds instructions for Visuals Studio 2019 2022-08-08 21:01:46 -04:00
Josh Bodner b6934b34db Re-add Windows dependencies to build instructions (#1102) 2022-08-08 20:04:55 -04:00
sholdee 5453c68399 [ci] docker improvements (#1101) 2022-08-08 19:59:43 -04:00
aMannus 4ea7f8371f Rando: Zelda sequence fixes (#1095)
* Fixed zelda sequence oddities

* Fixed code inconsistency

* Adressed review comments

* Adressed review comments, removed unneccesary entrance skip

* Addressed some more review comments

* tiny cleanup
2022-08-08 19:59:06 -04:00
th-2021 c803ff65ce fix path to ZAPD (#1092) 2022-08-08 19:58:43 -04:00
InfoManiac742 0e10b59307 Update z_kaleido_item.c (#1046) 2022-08-08 19:58:01 -04:00
InfoManiac742 4bf4ad3359 Update z_en_ru1.c (#1042) 2022-08-08 19:56:56 -04:00
lilDavid f80ba4102a Add instant boomerang recall (#1006) 2022-08-08 19:55:07 -04:00
KiritoDev a4334ecb02 Changed input disable to only be forced on switch (#941)
* Changed input disable to only be forced on switch

* Inverted if

* Finally fixed validation

* Removed enhancement if its a switch build

* Input now only gets blocked when the device is not a keyboard or its on switch

* Input gets blocked when the controller view is opened

* gControlNav is enabled by default on switch

* Fixed compilation issues
2022-08-08 19:53:43 -04:00
aMannus a8fea61bda ADD: Enhancement presets (#926)
* Proof of concept

* Finished default preset

* Added v1 presets

* Overhauled implementation

Function has been moved out of ImGuilmpl.cpp, and all presets have been put in their own functions so they can be applied in a cascading manner.

Also did some slight changes to the presets themselves.

* Fixed link animation settings

* Deleted unneccesary change

* Fixed missing newlines

* Moved functions back to ImGuilmpl.cpp

* Removed Ironman preset
2022-08-08 19:52:34 -04:00
Dog 1f5d323d89 Randomizer: Skip Cutscenes (#846)
* Skip Jabu Jabu's fishy feeding time if rando is enabled Issue #757

Also skip the ganon tower fall cutscene if you died to ganon during the ganon fight for issue #773

* Immediately give control back to player when talon running cutscene starts.

* Fix case of not skipping Gannon
2022-08-08 19:48:53 -04:00
briaguya cf639b1d51 SDL/OpenGL - actually use the window resolution from the json (#1082)
* actually use the window resolution from the json

* switch fix

Co-authored-by: briaguya <briaguya@alice>
2022-08-08 19:46:37 -04:00
Christopher Leggett 59baf24dc6 Merge branch 'develop-zhora' of https://github.com/HarbourMasters/Shipwright into custom-messages 2022-08-08 19:46:09 -04:00
David Chavez 9b33827d02 [ci] Share Generated Assets Across All Platforms (#1074) 2022-08-09 00:02:35 +02:00
David Chavez 9afbe42720 Use -O2 for Release config builds (#1083) 2022-08-08 12:01:45 +02:00
Christopher Leggett 7f233de502 Fixes CMake to explicity launch python interpreter on Windows. (#1089) 2022-08-08 10:31:47 +02:00
th-2021 ed9378375d [cmake] Use static libraries with vcpkg on Windows (#1079) 2022-08-07 18:23:20 +02:00
th-2021 e51e7f3d45 [cmake] Fix Switch icon (#1084)
* Update CMakeLists.txt

* fix switch icon

* Update soh/CMakeLists.txt

* Update soh/CMakeLists.txt

Co-authored-by: David Chavez <david@dcvz.io>
2022-08-07 16:47:16 +02:00
GaryOderNichts cb2410d9c5 Handle audio thread properly 2022-08-06 21:52:42 -04:00
qurious-pixel b2ac01bc98 [CI] Link Updated SDL2 version (#1078) 2022-08-07 03:52:22 +02:00
David Chavez 1794683d3a Ignore build.c 2022-08-06 21:06:40 -04:00
David Chavez c70e3f38b1 Enable SPD logging in libultra 2022-08-06 21:06:40 -04:00
David Chavez aadabe1ecd Better instructions for VS solutions 2022-08-06 21:06:40 -04:00
briaguya 7f58ef14ee add a command to copy the otr to the build dir 2022-08-06 21:06:21 -04:00
briaguya 8efeceb236 formatting 2022-08-06 21:05:51 -04:00
briaguya 9a126dec4e add version requirements in building.md 2022-08-06 21:05:51 -04:00
th-2021 7ef3fff869 add soh icon for Windows (#1060) 2022-08-06 22:19:06 +02:00
th-2021 1ebca42f46 Move to cmake across all platforms (#363) 2022-08-05 07:59:19 +02:00
Kenix3 93d0d7443a LUS Cleanup: Removes GameSettings class. Moves code to Imgui. (#1036)
* LUS Cleanup: Removes GameSettings class. Moves code to Imgui.

* Fixes more strdup problems and finalized removal of GameSetting.

* Reverts changes to Directory.h

* Update Directory.h

* Fixes PR.

* Update Directory.h

* Update rando_main.cpp
2022-08-05 01:03:11 -04:00
Josh Bodner c23457d666 Automatically save after every scene transition (#984)
* Automatically save after every scene transition

* Refactor and don't save in grottos

* Don't save in cutscenes

* Save after getting items as well

* Fix paren
2022-08-05 00:15:49 -04:00
Kenix3 d397c1d871 Increment version 2022-08-04 17:35:49 -04:00
Kenix3 2f5f089e7f Increment version 2022-08-04 17:35:32 -04:00
briaguya facd1723f8 don't use signed ints for epochs (#1044)
Co-authored-by: briaguya <briaguya@alice>
2022-08-04 17:32:23 -04:00
Kenix3 5f913cb9bf Merge pull request #1037 from briaguya-ai/rachael-to-zhora
Rachael to zhora
2022-08-03 23:18:24 -04:00
briaguya 739434e3e4 Merge branch 'develop-rachael' into rachael-to-zhora 2022-08-03 23:01:11 -04:00
vaguerant 78ad282056 Fix Navi HUD text regression (#1020)
* Fix Navi HUD text regression

* Fix the fix
2022-08-03 22:47:54 -04:00
Baoulettes d61d4e508a fix same name controller entry being unselectable (#1031)
This fix being unable to select both entry of controller that has same ID and Name (for example Mayflash mf103 in my tests got two port both ports has same name and ID.
2022-08-03 22:45:02 -04:00
Ada bd86c792c3 Moves release version text (#1028) 2022-08-03 22:44:43 -04:00
Christopher Leggett dffcbb035e Fixes glitchy dungeon maps. (#1032) 2022-08-03 22:43:55 -04:00
Kenix3 0f7a88bd5a This should fix (all?) 60fps interpolation issues left. (#938)
* This should fix (all?) 60fps interpolation issues left.

Resolves #631 #917

* Update z_fishing.c

* Re-adds Emil's interpolation in certain places.

* move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child

* move disps out of ifs for morpha

* use recordopen/recordclose for volv

* recordopen/recordclose for ganondorf

* switch back to recordopen/recordclose for ganondorf floor

* Frame interpolation now uses a 64bit parameter rather than 32.

* More 60fps fixes

* Fix close child typo

* add todo calls to recordopen/recordclose

* fix build

* revert long long frame interpolation

* add some epochs

* add more epochs

* bongo epochs

* the rest of the epochs

* fix the typo fix the build

* interpolation fixes pr cleanup

* init/cleanup bongo epochs

* bongo hand trails

* Fixes niw feathers

* Fixes bongo bongo hands, and replaces epoch * i with epoch + i

* don't update epochs

Co-authored-by: briaguya <briaguya@alice>
2022-08-03 22:36:13 -04:00
Kenix3 97adc4a7f2 Changes string.h include in CVar.cpp 2022-08-03 21:48:51 -04:00
Kenix3 6190388164 Now using posix strdrup on non-msvc builds. 2022-08-03 21:48:51 -04:00
Kenix3 8c9d067657 LUS Cleanup: CVars functions are now consistent 2022-08-03 21:48:51 -04:00
Kenix3 6d3d5e7da5 LUS Cleanup: Removes unnecessary ModManager class. 2022-08-03 21:48:39 -04:00
Kenix3 212d774613 Clean up unnecessary compiler checks. 2022-08-03 21:12:51 -04:00
Kenix3 e68fac14c8 Uses correct audio player per platform now. 2022-08-03 21:12:51 -04:00
Kenix3 7675309e3f Moves specific audio player header file include to after the definition of AudioPlayer class in AudioPlayer.h 2022-08-03 21:12:51 -04:00
Kenix3 4ce19e1448 LUS Cleanup: Only including the correct audio player header file. 2022-08-03 21:12:51 -04:00
Kenix3 fd379896d6 LUS Cleanup: Clean up hooks system. 2022-08-03 21:12:51 -04:00
Kenix3 8431cddb14 LUS Cleanup: GameOverlay and moves various GUI related files to it's own filter. 2022-08-03 20:10:39 -04:00
Kenix3 2d60c772bf LUS Cleanup: Controllers cleanup (#1016) 2022-08-03 00:07:52 -04:00
Garrett Cox 6d0d608e38 Unrestricted warping in randomizer (#951) 2022-08-02 23:51:07 -04:00
Christopher Leggett fe02818d51 Randomizer: Ocarina of Time Ice Trap Fix (#964)
* Fixes Ice Trap on OoT check from preventing SoT check

* Removes unneeded GlobalContext argument.
2022-08-02 23:48:51 -04:00
Nycz db33604171 added Cheat Sync Time (#957)
* added Cheat Sync Time

This syncs the ingame time with the real world time.
I wasnt quite sure where to put the code so im sorry if this is bad i just wanted to contribute to this project.

* Update soh/src/code/z_play.c

Co-authored-by: Christopher Leggett <chris@leggett.dev>

* Update z_play.c

added suggestions from leggettc18

* Update z_play.c

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2022-08-02 23:48:41 -04:00
InfoManiac742 27e0f19dac Remember save location (#980)
* Remember save location

* Clarified grotto caveat

* Update ImGuiImpl.cpp
2022-08-02 23:47:57 -04:00
aMannus b89cc25df3 Fixed deku stick on B and horse swordless (#995) 2022-08-02 23:46:39 -04:00
Kenix3 7267b60a26 gfxFramebuffer is now only compared or set to 0 rather than NULL 2022-08-02 23:31:50 -04:00
Kenix3 67d5ba08ab Converts gfxFramebuffer to be a pointer. 2022-08-02 23:31:50 -04:00
Kenix3 1de525900d Removes unnecessary Environment.cpp file. 2022-08-02 23:31:50 -04:00
Kenix3 352b46c1f5 LUS Cleanup: Console class is now in the Ship namespace 2022-08-02 22:54:38 -04:00
Kenix3 1bf7771981 LUS Cleanup: Utils.cpp is now in namespace Ship. 2022-08-02 22:38:01 -04:00
Kenix3 c1659d3dcf Adds a function for grabbing physical device from virtual slot. 2022-08-02 22:37:42 -04:00
Kenix3 b3c3882b12 LUS Cleanup: Make ControlDeck a member of Window 2022-08-02 22:37:42 -04:00
Christopher Leggett d80742d882 Adds documentation comments to CustomMessageManager.h 2022-08-02 19:32:59 -04:00
Christopher Leggett a007bfd14a Merge changes from develop-zhora 2022-08-02 19:17:08 -04:00
Christopher Leggett 7eba85c3b4 Prevents blocking Song of Time check by shielding. (#1001) 2022-08-02 18:09:53 -04:00
David Chavez d9443d98f0 Store RGBA Cvar as JSON object (#996)
* Store RGBA Cvar as JSON object

* Use existing split string method

* Extract key setting to var
2022-08-02 18:09:33 -04:00
Christopher Leggett 73447f05ab Revert Goron Spin Fix (#1003)
* Fixes Goron Wakeup animations

* Cleanup of some unneeded code.

* Fixes comment spacing

* Revert goron's back to spinny behavior with smooth transitions.
2022-08-02 18:09:02 -04:00
aMannus 85c4cd3863 Re-added ImStrdup around string value (#1009) 2022-08-02 23:47:39 +02:00
David Chavez cec0bc6fca Merge pull request #999 from dcvz/rachael-zhora
Rachael -> Zhora
2022-08-02 20:15:26 +02:00
David Chavez 53229f0905 Merge branch 'develop-rachael' into rachael-zhora
# Conflicts:
#	libultraship/libultraship/ImGuiImpl.cpp
2022-08-02 20:05:40 +02:00
Josh Bodner 18013e1ae0 Do this in Rachael instead 2022-08-02 13:57:34 -04:00
David Chavez 61c68666d6 Closer align Makefiles & Dockerfiles (#748) 2022-08-02 16:22:20 +02:00
Christopher Leggett bb8152b376 Replaces string literal for BaseGameOverrides with const variable. 2022-08-01 23:16:16 -04:00
Christopher Leggett 480053dfaa Exposes FormatCustomMessage and uses it in FormatJsonHintText. 2022-08-01 23:05:29 -04:00
Christopher Leggett eae97cff79 Addresses most of bria's comments. 2022-08-01 21:44:28 -04:00
Christopher Leggett 4d30cc50a1 Adds newlines to the ends of some files. 2022-08-01 21:21:29 -04:00
David Chavez 4ed82c71dc Fix c++20 clang issue 2022-08-01 17:16:03 -04:00
Garrett Cox 9389ceb8c1 Speed up lifting silver rocks and obelisks by 5x (#953)
* Speed up lifting silver rocks and obelisks by 3x

* Increase rock lifting speed to 5x

* Fix bug that sped up picking up small rocks, grass, bombflowers

* Add enhancement checkbox for faster block lifting and reduced speed to 3x
2022-07-31 22:09:30 -04:00
David Chavez b4f4e36acb [macos] Disable buggy resolution scaling (#982) 2022-07-31 22:08:10 -04:00
Christopher Leggett d332c3d9d6 Randomizer Allows Skull Kid to accept Mask after receiving an ice trap. (#963)
* Allows Skull Kid to accept Mask after receiving an ice trap.

* Extracts obscure rando check into a clearly named function.

* Fixes missing semicolon...
2022-07-31 21:58:13 -04:00
Christopher Leggett b59c9cdf02 Randomizer: Fixes LACS and Prelude checks under certain conditions (#961)
* Prevents LACS flag from getting set when it shouldn't be.

* Fixes Prelude and LACS checks so they apply immediately if missed.

* Refactors the scene-flag-setting code into its own function.

* Renames new enums and props to be clearer and not specific to scene flags.

* Refactors pendingFlag data into a separate struct.
2022-07-31 21:57:30 -04:00
aMannus 8c25e9a992 Added line break (#958) 2022-07-31 21:54:26 -04:00
Kenix3 4f29833476 Adds beta quest Gameshark cheat. (#975)
* Adds beta quest Gameshark cheat.

* Fixes issue where lus was including a function from soh.

* Limits beta quest to 0-8
2022-07-31 21:52:10 -04:00
Garrett Cox d648c7275c Hide Dpad in minimal UI (#955) 2022-07-31 21:51:36 -04:00
KiritoDev a1ed35e5bd Fixed slowdown on dodongo (#945)
* Fixed slowdown on dodongo

* Invalidate only works on pc

* Added todo comment
2022-07-31 21:49:54 -04:00
InfoManiac742 206f63f9e6 Fix build link in README (#944)
Currently leads to a 404 page since there's no longer a branch called "develop", I've just sent it to the main page for the builds site
2022-07-31 21:48:43 -04:00
Josh Bodner 7a45380123 Automatically break long tooltip lines (#925)
* Remove manual newlines from the middle of sentences in tooltips and automatically break long lines instead

* Move split functionality into header so randomizer tooltips can use it

* Rewrite logic to be O(n)

* Found another typo

* Move helper function to libultraship to (hopefully) get Jenkins happy

* Fix typo I made when fixing the typo before

* Remove unneeded header

* Parameterize line length in case variable line length is desired in the future
2022-07-31 21:40:26 -04:00
GaryOderNichts 99ecccfaab Save scarecrow songs as OcarinaNotes (#918) 2022-07-31 21:39:24 -04:00
PurpleHato 7dd6f59b8b TWEAK: added 360hz support (#896)
* FIX: Increased the maximum actor limit for draw distance

Fix issue #529

* TWEAK: added 360hz support

Has been asked by an user who have a fancy 360hz laptop refresh rate
https://www.androidauthority.com/asus-rog-ces-2021-1191928/

* TWEAK: Forgot one value
2022-07-31 21:38:40 -04:00
vaguerant 361a986b8e Add bottle swipes to Fast Drops; rename to Skip Pickup Messages (#847)
* Add bottle-swipes to Fast Drops; rename to Fast Pickups

* More freecam friendly

* Resolve freecam interaction

* Rename to "Skip Pickup Messages"
2022-07-31 21:37:47 -04:00
Sarge-117 b98c8b4abb Minor enhancement: Allow toggling on equipment screen (#813)
* Allow Equipment Toggle

Allow player to toggle equipment on/off on the equipment subscreen.  For tunics and boots, this will revert them to Kokiri Tunic/Kokiri Boots.  For shields, it will un-equip the shield entirely.  For swords, only BGS/Giant's Knife is affected, and it will revert to Master Sword.

* Set up Cvar and check for MS

Set up the cvar/imgui and add a check that we own the Master Sword (in case we're in the Ganon fight)
2022-07-31 21:35:05 -04:00
David Chavez 582f084973 Use tex sizes from texture rather than hardcoded values (#610)
* Use tex sizes from texture rather than hardcoded values

* Dynamic do action tex sizes

* Remove unused minimap texture keys

* Restore MESSAGE_STATIC_TEX_SIZE

* Use dynamic offsets

* MACRO it up

* Enable SPDLOG in Xcode

* Handle non-existent texture
2022-07-31 21:32:40 -04:00
Christopher Leggett 2f9874c68f Cleanup. 2022-07-31 19:31:22 -04:00
Nicholas Estelami 47ad3bdc47 Fixed linux compile issue 2022-07-31 16:57:04 -04:00
Nicholas Estelami 9d12813282 Fixed merge/rebase issues 2022-07-31 16:57:04 -04:00
Nicholas Estelami 3bb234e6a6 Fixed merge issues. 2022-07-31 16:57:04 -04:00
Nicholas Estelami 44bf5af33a Fixed up merge issues and crash 2022-07-31 16:57:04 -04:00
Nicholas Estelami 0193489b00 RGBA8 CVar Support Added 2022-07-31 16:57:04 -04:00
Nicholas Estelami a6092c21d4 Merge with develop 2022-07-31 16:57:04 -04:00
aMannus 02c50cd0c4 Fix all VS filters for rando files 2022-07-29 21:49:01 -04:00
aMannus fa0a66695c Skips time travel cutscene in rando (#956) 2022-07-27 22:18:27 -04:00
GaryOderNichts 6818247317 Big-endian support (#909) 2022-07-27 23:50:56 +02:00
Christopher Leggett e8d2b0cceb Hopefully fixes build errors on Linux-CI. 2022-07-26 20:46:49 -04:00
Christopher Leggett 5a97e9f0de Factors away some raw textIDs into an enum with descriptive names. 2022-07-26 20:11:17 -04:00
Christopher Leggett d0968a99c1 Removes some unneeded function definitions (some of which were already commented out). 2022-07-26 19:25:17 -04:00
Christopher Leggett 0ed8c277e8 Renames some variables for clarity 2022-07-26 19:07:54 -04:00
PurpleHato 477cf7f6ec ADD: Rando Spiritual Stones Power (#910)
* ADD: Try to use Spiritual Stone alpha on altar

Not super advanced but it kinda work, n eeds to figure out why the gSaveContext.inventory.questItems doesn't seems to care

* TWEAK: Full working + added on child link side

* TWEAK: added else with comment

* frogot a }
2022-07-26 18:46:02 -04:00
Christopher Leggett 59dc52f394 Moves the NOGDI define to CustomMessageManager.h 2022-07-26 18:44:52 -04:00
Christopher Leggett 822476373b Renames CustomMessage to CustomMessageManager 2022-07-25 22:33:38 -04:00
Christopher Leggett 4c9e4b2d84 Puts CustomMessage files in filters in Visual Studio 2022-07-25 22:04:53 -04:00
Christopher Leggett 2ff5d54592 Merge in develop-zhora 2022-07-25 21:33:19 -04:00
Christopher Leggett cd01e8b778 Moves deku scrub messages into CustomMessageTable. 2022-07-25 21:31:17 -04:00
David Chavez 8bdc4458c7 Improve string split performance (#933) 2022-07-25 21:12:25 -04:00
KiritoDev 5f718932e6 Nintendo switch support (#935)
* Moved gfx effects to the gpu and removed loadtexbyname on some textures

* Readded empty if

* Added nintendo switch support

* Fixed compilation errors and window closing issue on linux

* Fixed kaleido on 64 bit

* Fixed audio on nintendo switch

* Implemented performance mode switcher

* Added suggestions from pr review

* Fixed ftruncate errors

* Fixed compilation errors

* Added missing include rule

* Fixed libstorm path

* Removed ftruncate extern to use a correct posix version

* Merge branch 'develop' from HarbourMasters into znx (#3)

* Add Support for macOS (#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 #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 #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 (#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 (#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 (#544)

* Controller Navigation Fix-Up

* [MISC] Fix typo

* Use Macro for __FILE__ & __LINE__ when possible (#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 0d85caaf7e.

* 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 (#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 (#566)

* Use unordered maps in some hot paths

* Address PR comments

* Cheat: Infinite Epona Boost (#577)

* Cheat: Infinite Epona Boost

* Edit for readability

* update pulseaudio for 44.1khz audio (#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 (#595)

* Allows players to set custom restoration values for potions and milk

* Fixed a dumb oversight

* implemented fairy sliders

* use ini window resolution (#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 (#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 (#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 (#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 (#597)

* [CI] Add patchelf

* [BUILD] Include Hi-Res icon

* Fix portability use of std::clamp (#596)

* Add N64 weird frames and OOB Bombchus cvars (#602)

* Add gN64WeirdFrames and gBombchuOOB cvars

* Rename gBombchuOOB to gBombchusOOB

* Fix pipeline

* [BUILD] Do not strip ZAPD (#598)

* [BUILD] Do not strip ZAPD

* [BUILD] Reuse Icon Asset

* [APPIMAGE] Handle paths with spaces

* [macos] Distribute optimized builds (#599)

* Cosmetics texts fixes (#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 (#613)

* first attempt

* force camera setting to be at least 0 (dirty!)

* -

* reverted something to just include fix

* Invalidate text box icon before drawing (#607)

* [APPIMAGE] Set lib path for ZAPD (#611)

* New drop runtime fix (#614)

* inital rework

* fixed default rotation for 2D sprites

* fix tab/space issues

* Fix Ganon's Castle title cards (#606)

* Checkered room crash workaround (#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 (#619)

* Fix 0xabababab crash (#617)

* Unconditionally setup the normal skybox

* Only call Skybox_Setup once ever

* Equipment upgrade text fix and any pause slot enhancement fix (#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 (#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 (#627)

* fixes

* forgot to add heart pieces in rotation logic

* Dodongo's Cavern blue warp crash fix (#622)

* Doodong's Cavern blue warp crash fix

* >= not >

* Don't waste a line of space

* add support for clang compiler (#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 711aba6db2.

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 (#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 (#639)

* Reimplements unused Barinade reset function.

* Removes the Jellyfish from Barinade's body on reset.

* add the ability to pull graves during the day (#637)

* change max internal res multiplier to 3x, use float and % instead of int (#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 #621

* fixes center docking (#652)

* testing out item replacement (#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 (#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 (#655)

Co-authored-by: briaguya <briaguya@alice>

* Removed legacy audio mode and fixed ganon sound bug (#657)

* Free Camera (#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] (#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 (#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 (#663)

* Skip gtg and carpenter prompt

For rando. Tested and just works.

* Fixed missing break

* Hide debug overlay behind gDebugEnabled (#660)

* Introduce App Directory Path (#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 (#744)

* Split damage multiplication into its own PR (#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. (#751)

* .xiF slebaL

* Update Keese labels

* Fixed soundfont issues

* Skip warp song cutscenes in rando (#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 (#675)

Co-authored-by: briaguya <briaguya@alice>

* Controller Configuration UI and JSON Config (#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 (#763)

* Fixed menubar items position

* Reverted tooltip tab position

* Fixes macOS randomizer functionality with App Directory (#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 (#765)

* Various controller fixes (#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:   "???"

* One more change from PR review

* Fix some paths

* Fix merge conflict messup

* More merge conflict fixes

* And another conflict fix

* And another fix

* Remove reference to removed build files

* Add full path to switch cmake

Co-authored-by: David Chavez <david@dcvz.io>
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>
Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: rozlette <Rozelette@users.noreply.github.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: vaguerant <vaguerant@users.noreply.github.com>
Co-authored-by: earthcrafterman <banddstudios@gmail.com>
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: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com>
Co-authored-by: modestposer <modestposer@gmail.com>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.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: Nicholas Estelami <NEstelami@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>

* Fixed switch compilation

* Fixed responsive on switch imgui

* Remove config save hook

* Added physical slots into controller name

* Add `ifdef` for switch specific code

* Add `ifdef` for switch specific code

* Added applet mode detection

* Replaced homebrew icon

* Fixed randomness on applet mode view

* Fixed clkrst initialization

* Switch profiles cleanup

* Cleaned code based on dcvz comments

* Remove unused hooks in Mercury

* Fixed compilation

* Use IMGUI_IMPL_OPENGL_LOADER_CUSTOM

* Fix up StormLib modifications

* Handle touch events at ImGui/SDL level

* Enable opening menu with -

* Load Nintendo Switch font

* Updates to window initiation

* Handle virtual keyboard via SDL

* Print OTR missing message to screen

* Rename makefile for Switch

* Some more additional fixes

* Branch creation plus edit

Changed ItemWidth & made label invisible (else issues)
Added a submit button next to the text field

* Removed set_texture_filter on imgui draw

* Readded nintendo switch font

* Fixed randomizer crash

* Fix issue with strdup windows

* [SWITCH] Update Jenkins file (#9)

* [SWITCH] Update Jenkins file

* [SWITCH] Dockerfile.switch

Can be combined with other Dockerfile

* [SWITCH] Add entrypoint file

* Update Jenkinsfile

* [SWITCH] Dockerfile mtab link 

link `/proc/self/mounts /etc/mtab`

Co-authored-by: David Chavez <david@dcvz.io>

* Cleaned code based on PR comments

* Fixed switch compilation

* Cleaned full texture cache instead of doing it per char

* Randomizer only saves when its not a vanilla save

* Disabled input when menubar is opened

* Removed return from SetupFont

* Cleaned code based on comments

* Cleaned up random texts on switch error screen

* Killed

* Removed debug and changed compilation flags

Co-authored-by: KiritoDv <nohomoboi01@gmail.com>
Co-authored-by: Felipe Guaycuru <guaycuru@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: rozlette <Rozelette@users.noreply.github.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: vaguerant <vaguerant@users.noreply.github.com>
Co-authored-by: earthcrafterman <banddstudios@gmail.com>
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: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com>
Co-authored-by: modestposer <modestposer@gmail.com>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.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: Nicholas Estelami <NEstelami@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>
2022-07-25 21:11:53 -04:00
Kenix3 3fc783b832 Merge branch 'develop-zhora' of https://github.com/HarbourMasters/Shipwright into develop-zhora 2022-07-25 19:10:34 -04:00
Jeffrey Crowell c36b891d9b add pkgconfig to the list of dependencies for mac (#923)
* add pkgconfig to the list of dependencies for mac

lots of people are trying to build and they don't have pkg-config in
their paths. hopefully this removes some confusion.

* add cmake to mac deps
2022-07-25 19:07:35 -04:00
Nickelbawker fb64a11d38 Update README.md (#882)
Just trying to prevent people asking what version and where to get the game. I got 2 other copies before finding the right one & I agree with the attitude of some of the people on discord it's not that much effort it didn't take me all that long to do I still think that this will save the world and people helping the project some times not to mention bans.
2022-07-25 19:07:35 -04:00
PurpleHato 26a4622982 ADD: Rando particles on NUTS and STICK Upgrade (#907)
* ADD: Rando particles on NUTS and STICK Upgrade

(Completely forgot they were a thing...)

* TWEAK:  spacing comment
2022-07-25 19:07:35 -04:00
TheLegendOfLame 257cd92208 Adds new features to the Equipment menu Link (#806)
* All features are for the equipment menu:
Added ability to use the right stick for rotate Link enhancement.
Added ability to have analog control on rotating Link.
Added ability to zoom into Link with right stick.
Added ability to have Link do random animations Idle only.

* Added RotationSpeed as a multiplier rather than a hardcoded 2.5
    -Allows for more custom control
    -Also gives purpose for the slider to still be present w/ RStick

* Specifically for the RStick, divided RotationSpeed by 150
    -Even at RotationSpeed 1 it was way too fast

* Added logic to play animations based on what Link has equipped & his age
 - If has sword and shield, all animations
    - Unless he's a kid with the Hylian shield equipped
 - If has sword no shield, all anims but shield anim
 - If has shield no sword, all anims but sword anim
    - Unless he's a kid with the Hylian shield equipped
 - If he has no sword or shield equipped no sword or shield anims

* Casted RotationSpeed to float for RStick and divded by 600.0f
    - Did this instead of dividing by 150, as at RotationSpeed of 20
        the rotation was so fast it was almost nauseating.
        I noticed at RotationSpeed of 5, it was still very quick.
        Logically, another division of 4 was necessary.

* Changed the spacing
2022-07-25 19:07:34 -04:00
Josh Bodner 2d9129084e Add an option to always win the Goron spinning pot jackpot (#913) 2022-07-25 19:07:34 -04:00
lilDavid d6ce37ce7e Add option to allow the ocarina to be played faster (#903)
* Add the ability to play the ocarina really fast like in MM3D

* Clean up CVar condition

* Rename Unlimited Ocarina Speed to Prevent Dropped Ocarina Inputs
2022-07-25 19:07:33 -04:00
GaryOderNichts 6da8ffae11 Controller: zero-initialize wCam values (#902) 2022-07-25 19:07:33 -04:00
vaguerant 62f56a4791 Bug fix: Water Temple gate & bootcommands.c cleanup (#618)
* Vanilla bug fix: child Water Temple gate

* Clean up bootcommands.c
2022-07-25 19:07:32 -04:00
vaguerant 294684213a Timer Savers: Mask Select in Inventory (#670)
* Timer Savers: Mask Select in Inventory

* Merge derp

* Implement suggestions per @briaguya-ai

* Fix cut & paste derp
2022-07-25 19:06:06 -04:00
vaguerant ab691e64db L-button cheats disable minimap toggle (#514)
* L-button cheats disable minimap toggle

* Add debug mode to exclusion list

per @briaguya-ai
2022-07-25 19:06:06 -04:00
earthcrafterman 3a9dd95abc Added a time saver option to allow players to instantly put items away (#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
2022-07-25 19:06:06 -04:00
David Chavez 706e57dd7b Adds Xcode project (#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
2022-07-25 19:06:06 -04:00
KiritoDev d180b8a299 Added 'Auto' controller backend (#850) 2022-07-25 19:06:05 -04:00
Baoulettes 50bc5de2da Cosmetics editor - Feature requested (#841)
* Precise positionning, reset margin and pos

* Fix big hearts issues

* add + and - to the editor

* add const to the char*

* Fix labels issues
2022-07-25 19:06:05 -04:00
lilDavid 4a15e113f7 Add fixes for power crouch stab to the Enhancements menu (#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>
2022-07-25 19:06:05 -04:00
vaguerant 1160fb2b15 Controller option: Navi on L (#861) 2022-07-25 19:06:05 -04:00
Christopher Leggett 27b3644335 Fixes naming discrepancy of textbox positions. (#854)
Equivalent to https://github.com/zeldaret/oot/pull/1329
2022-07-25 19:06:05 -04:00
Jeffrey Crowell b6af684583 allow roms with spaces to be extracted (#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.
2022-07-25 19:06:05 -04:00
Jeffrey Crowell 1ca64b1fdf add pkgconfig to the list of dependencies for mac (#923)
* add pkgconfig to the list of dependencies for mac

lots of people are trying to build and they don't have pkg-config in
their paths. hopefully this removes some confusion.

* add cmake to mac deps
2022-07-25 18:55:41 -04:00
Nickelbawker 3c1d28b081 Update README.md (#882)
Just trying to prevent people asking what version and where to get the game. I got 2 other copies before finding the right one & I agree with the attitude of some of the people on discord it's not that much effort it didn't take me all that long to do I still think that this will save the world and people helping the project some times not to mention bans.
2022-07-25 18:45:21 -04:00
PurpleHato 5d0452d1dc ADD: Rando particles on NUTS and STICK Upgrade (#907)
* ADD: Rando particles on NUTS and STICK Upgrade

(Completely forgot they were a thing...)

* TWEAK:  spacing comment
2022-07-25 18:44:38 -04:00
Christopher Leggett 87ed5fedfd Fixes Goron Wakeup animations (#897)
* Fixes Goron Wakeup animations

* Cleanup of some unneeded code.

* Fixes comment spacing
2022-07-25 18:30:40 -04:00
TheLegendOfLame d05295aad2 Adds new features to the Equipment menu Link (#806)
* All features are for the equipment menu:
Added ability to use the right stick for rotate Link enhancement.
Added ability to have analog control on rotating Link.
Added ability to zoom into Link with right stick.
Added ability to have Link do random animations Idle only.

* Added RotationSpeed as a multiplier rather than a hardcoded 2.5
    -Allows for more custom control
    -Also gives purpose for the slider to still be present w/ RStick

* Specifically for the RStick, divided RotationSpeed by 150
    -Even at RotationSpeed 1 it was way too fast

* Added logic to play animations based on what Link has equipped & his age
 - If has sword and shield, all animations
    - Unless he's a kid with the Hylian shield equipped
 - If has sword no shield, all anims but shield anim
 - If has shield no sword, all anims but sword anim
    - Unless he's a kid with the Hylian shield equipped
 - If he has no sword or shield equipped no sword or shield anims

* Casted RotationSpeed to float for RStick and divded by 600.0f
    - Did this instead of dividing by 150, as at RotationSpeed of 20
        the rotation was so fast it was almost nauseating.
        I noticed at RotationSpeed of 5, it was still very quick.
        Logically, another division of 4 was necessary.

* Changed the spacing
2022-07-25 12:36:06 +02:00
Christopher Leggett 9f2eb46663 Takes Ganondor's text & hint from CustomMessageTable 2022-07-24 19:43:11 -04:00
Christopher Leggett c1155bb08c Cleans up unused z_message_PAL code. 2022-07-24 19:35:24 -04:00
Christopher Leggett 661946b4f5 Pulls altar text from CustomMessageTable instead of gSaveContext. 2022-07-24 19:34:12 -04:00
Christopher Leggett 780e9f4669 Fixes storage of altar and ganon hints/text.
Only one language is stored in gSaveContext at the moment so store the one language in all 3 CustomMessageEntry languages.
2022-07-24 19:23:54 -04:00
Christopher Leggett a33c3d606a Fixes minor oversight from previous commit. 2022-07-24 18:54:05 -04:00
Christopher Leggett a21998c489 Does some refactoring of rando custom message registration
The goal was less verbosity when adding new get-item messages later.
2022-07-24 18:47:55 -04:00
Christopher Leggett dca922ade8 Merge branch 'develop-zhora' of https://github.com/HarbourMasters/Shipwright into custom-messages 2022-07-24 18:08:10 -04:00
Andrew Van Caem 5f6d0939bd Apply AA and resolution scale settings at startup (#911) 2022-07-24 22:01:28 +02:00
Josh Bodner ffb3523cb5 Add an option to always win the Goron spinning pot jackpot (#913) 2022-07-24 22:00:54 +02:00
Revo 01347dc9f9 Move Skulltula Debug functionality to its own checkbox option. (#912) 2022-07-24 18:12:34 +02:00
lilDavid 62d9390c9b Add option to allow the ocarina to be played faster (#903)
* Add the ability to play the ocarina really fast like in MM3D

* Clean up CVar condition

* Rename Unlimited Ocarina Speed to Prevent Dropped Ocarina Inputs
2022-07-24 09:48:06 -04:00
GaryOderNichts 44bdfe552c Fix height value for OptionsMenuSettings (#900) 2022-07-24 09:38:02 -04:00
GaryOderNichts d3c2c0ec7d Controller: zero-initialize wCam values (#902) 2022-07-24 09:37:17 -04:00
GaryOderNichts bd787719b8 Initialize staticSegment in Title_Init to NULL (#899) 2022-07-24 09:36:36 -04:00
Baoulettes d4bd953c0b Fix purple rupee issue (#895)
* moved few break to fix purple rupee issue

* fix breaks
2022-07-24 09:23:32 -04:00
briaguya 474eee5d98 set morpha reset function in initvars (#881)
Co-authored-by: briaguya <briaguya@alice>
2022-07-24 09:21:38 -04:00
vaguerant 38ecb6cfff Bug fix: Water Temple gate & bootcommands.c cleanup (#618)
* Vanilla bug fix: child Water Temple gate

* Clean up bootcommands.c
2022-07-24 09:15:33 -04:00
vaguerant ccf1bffd4f Timer Savers: Mask Select in Inventory (#670)
* Timer Savers: Mask Select in Inventory

* Merge derp

* Implement suggestions per @briaguya-ai

* Fix cut & paste derp
2022-07-24 09:14:36 -04:00
vaguerant 1de5b72802 L-button cheats disable minimap toggle (#514)
* L-button cheats disable minimap toggle

* Add debug mode to exclusion list

per @briaguya-ai
2022-07-24 09:13:43 -04:00
sholdee bd95fe616b Disable concurrent builds (#885) 2022-07-22 09:13:38 +02:00
David Chavez d299284751 Merge pull request #878 from dcvz/develop-zhora-merge
Rachael -> Zhora
2022-07-22 03:01:16 +02:00
David Chavez b3d3148383 Merge branch 'develop-rachael' into develop-zhora 2022-07-22 02:34:55 +02:00
earthcrafterman 2ad78887b9 Added a time saver option to allow players to instantly put items away (#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
2022-07-22 02:31:49 +02:00
David Chavez 1ca12feaed Adds Xcode project (#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
2022-07-21 20:15:45 -04:00
briaguya 84236e7ac3 stop floor under shadow statue opening immediately (#857)
* stop floor under shadow statue opening immediately

* use ActorResetFunc to reset sStatueRotY

Co-authored-by: briaguya <briaguya@alice>
2022-07-22 02:11:13 +02:00
KiritoDev 1cbaa592d0 Added 'Auto' controller backend (#850) 2022-07-22 01:36:28 +02:00
Baoulettes df756b2ce0 Cosmetics editor - Feature requested (#841)
* Precise positionning, reset margin and pos

* Fix big hearts issues

* add + and - to the editor

* add const to the char*

* Fix labels issues
2022-07-22 01:33:39 +02:00
lilDavid c7c16c39b0 Add fixes for power crouch stab to the Enhancements menu (#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>
2022-07-22 01:22:09 +02:00
vaguerant 059045481c Controller option: Navi on L (#861) 2022-07-22 01:21:18 +02:00
Christopher Leggett 44dbd3a8a9 Fixes naming discrepancy of textbox positions. (#854)
Equivalent to https://github.com/zeldaret/oot/pull/1329
2022-07-22 01:13:04 +02:00
Jeffrey Crowell 753031df17 allow roms with spaces to be extracted (#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.
2022-07-22 01:12:43 +02:00
Sarge-117 52f22275e3 Fix Giant's Knife unexpected behaviours (#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!
2022-07-22 00:39:04 +02:00
Baoulettes c19beca980 Fast Save Loader crashes fixes (#848) 2022-07-22 00:36:46 +02:00
briaguya eb49053e73 Prevent unrestricted items camera crash (#852) 2022-07-22 00:35:30 +02:00
RaelCappra d08b1d277e Savestate crash fix on Ubuntu (#843) 2022-07-22 00:34:35 +02:00
RaelCappra e41873fff4 Savestate crash fix on Ubuntu (#843) 2022-07-22 00:34:04 +02:00
briaguya dfa929a16f Reset var for shadow boss key room spike walls (#860) 2022-07-22 00:31:26 +02:00
Christopher Leggett 880e3928cf Fixes odd rando interaction with malon after receiving her check. (#867) 2022-07-22 00:28:43 +02:00
Jeffrey Crowell 41d1bbe137 Fix nullptr dereference in morpha (#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.
2022-07-22 00:27:44 +02:00
David Chavez e519caa554 Merge pull request #871 from jbodner09/fix-zelda-skip
Fix Child Zelda Skip rando setting always on
2022-07-22 00:23:53 +02:00
Josh Bodner 1d208c7dc2 Revert to using boolean in json 2022-07-21 11:04:37 -07:00
Josh Bodner 2edc81ee2d Attempt to restore formatting of randomizer.cpp 2022-07-21 11:03:28 -07:00
Christopher Leggett 21c585b2ce Removes randomizer_custom_messages, as I relocated its logic elsewhere. 2022-07-21 13:10:04 -04:00
Christopher Leggett b5dc097587 Cleanup and move most hint logic to CustomMessage.
Haven't removed where rando stores the hints for itself and the ganon and altar hints are still pulled from the randomizer class' local storage, but gossip stone hints are pulled from the custom message table now.
2022-07-21 13:05:15 -04:00
Josh Bodner cddca2700a Move Child Zelda spoiler write out of for loop so it's not repeatedly hit 2022-07-20 23:08:57 -07:00
Josh Bodner 17b3f65276 Fix the issue for real 2022-07-20 22:57:18 -07:00
Josh Bodner 75a4d2cf99 Actually use the same strings everywhere lol 2022-07-20 21:50:55 -07:00
Josh Bodner 795ee54f2b Remove use of std::format since Jenkins doesn't like it 2022-07-20 21:44:32 -07:00
Josh Bodner 3633bdeeaf Fix Child Zelda Skip rando setting always on 2022-07-20 19:57:38 -07:00
Christopher Leggett c5f66373c3 Adds ability to store and retrieve textbox size and position. 2022-07-19 22:51:39 -04:00
Christopher Leggett 2d1aa1d13a Merge in develop-zhora 2022-07-19 20:28:21 -04:00
Christopher Leggett 32abe61554 Implements a basic CreateMessage function for non-GetItem text. 2022-07-19 00:31:37 -04:00
PurpleHato 235cef6abf FIX: RetrictItem SunSong issue (#839)
Thanks @vaguerant
2022-07-18 22:47:37 -04:00
MelonSpeedruns e871b53afc Free cam collision v2 (#836) 2022-07-18 22:47:23 -04:00
qurious-pixel dabb83fccf [APPIMAGE] Use GUI dialog boxes (#829)
* [APPIMAGE] Use GUI dialog boxes

* [APPIMAGE] Adjust timing
2022-07-18 19:34:08 -04:00
GaryOderNichts 046b7e8949 Include game version in linux otr builds (#826) 2022-07-18 19:33:36 -04:00
GaryOderNichts 97d1f0e46c Fix ZAPDTR linking order for linux builds (#825)
* Fix ZAPDTR linking order for linux builds

* Fix linking on macos
2022-07-18 19:32:15 -04:00
Andrew Van Caem edfa369639 Add yShift position when displaying the positions of cylinders (#823) 2022-07-18 19:31:52 -04:00
Christopher Leggett 169f757954 Fixes ice trap chests to have short chest animations (#817) 2022-07-18 19:31:04 -04:00
David Chavez 4745f73655 [macOS] Bring support down to macOS 10.15 (#816)
* Pull out CC and CXX flags

* Set minimum deployment target

* Update version to 3.0.0
2022-07-18 19:30:29 -04:00
GaryOderNichts 660897ff63 Avoid UB on ocarinaAction shifts (#809) 2022-07-18 19:29:24 -04:00
David Chavez 37afdbd84c Fix: Respect Config Window Resolution (#807)
* Fix regression witn using config window res

* Fix fullscreen presets
2022-07-18 19:28:12 -04:00
Baoulettes 9679075cba - + button optionnal for Int and float sliders (#803) 2022-07-18 19:26:01 -04:00
Josh Bodner 5e5e57ea8f Add Windows x64 build instruction (#800) 2022-07-18 19:25:11 -04:00
PurpleHato 9118788149 ADD: SaveEditor Edit current D-Pad Item (#799)
* ADD: Dapd on "current Dpad equip

* TWEAK: Spelling

* TWEAK: Shows it only if gDpadEquips is enable

* TWEAK: Forgot one "D-pad"

* TWEAK: Spacing
2022-07-18 19:24:56 -04:00
Ada cc28a1444d Update README.md (#796) 2022-07-18 19:24:20 -04:00
Ada c65a40f432 Adds tooltip to free camera (#795) 2022-07-18 19:23:28 -04:00
briaguya 9e8335c1f0 fix non-rando non-3d-drops small key crash (#789)
Co-authored-by: briaguya <briaguya@alice>
2022-07-18 19:22:12 -04:00
qurious-pixel 10cb23ad74 [APPIMAGE] LibFuse removal fix (#780)
* [APPIMAGE] LibFuse removal fix

* [APPIMAGE] LibFuse 2 fix

Keep Original App name
2022-07-18 19:21:47 -04:00
KiritoDev 2daddd8a5a Added renderer api switch dropdown (#775)
* Added renderer api switch

* Joined backend api and names into a pair

* Added close button on input editor
2022-07-18 19:21:31 -04:00
briaguya d45968270a Address rando pr comments (#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>
2022-07-18 19:20:07 -04:00
Christopher Leggett e04b2c80b6 Implements the custom text for gInjectSkulltulaCount.
Also auto-dissmisses the textbox when gSkulltulaFreeze is on. When gInjectSkulltulaCount is off, text is not auto-dismissed just like before, since that is base game text still.
2022-07-17 22:02:22 -04:00
Christopher Leggett 1ed45e1433 Implements adding message tables and retrieving by an ID.
Basically, some external code can choos a unique id and create a message table for itself. The idea is that modders can hook into this as well so they can get their own message table and don't have to worry about conflicting with the base game's textIDs. I have also implemented this setup for Randomizer so that the pre-filled bottles (which didn't exist in the original outside of Ruto's letter) have unique text as compared to the text for the item they are filled with.
2022-07-17 21:03:32 -04:00
Christopher Leggett ee1270f346 more cleanup 2022-07-17 15:29:02 -04:00
Christopher Leggett 98c771cf2c Simplifies the function signature of CustomMessage_RetrieveIfExists. 2022-07-17 15:11:16 -04:00
Christopher Leggett 69d2b5b3a3 Implements function to return custom message if one exists.
`CustomMessage_RetrieveIfExists` is placed at the very beginning of the z_message_PAL.c `Message_OpenText` if statement after any special changes to textIds are made. This function will either return either true or false and if true it will populate the necessary values of font and msgCtx to display said message. It's placement at the beginning also allows for overriding existing textIds to have new information, which will come in handy later.
2022-07-17 15:02:08 -04:00
Christopher Leggett f57a912ca1 Does some cleanup of unecessary code and cases of no string provided. 2022-07-17 13:31:38 -04:00
Christopher Leggett 4eaf70b859 Refactors CustomMessages to not be rando specific.
Pulls the Custom Message related code out into it's own class, which has an initialization phase where other enhancements / future features can create messages during an initialization phase to be stored and retrieved later. Along with this refactoring, the 4 bottle messages from the previous rando-specific system are now created and stored during intialization and retrieved by their getItemId.

Now that it isn't rando specific, the goal is to move anything text changes that are hard-coded into z_message_PAL.c and refactor it so that future text additions/overrides can be done without modifying that file.
2022-07-17 12:34:56 -04:00
Christopher Leggett 3f2111a3e6 Adds text for Bottle with Blue Fire as a demo. 2022-07-15 19:48:49 -04:00
Christopher Leggett 1165e70434 Merge branch 'develop' of https://github.com/HarbourMasters/Shipwright into rando-custom-messages 2022-07-15 19:18:45 -04:00
M4xw 93bea4c151 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:   "???"
2022-07-14 20:47:48 -04:00
Christopher Leggett 46df17e29f Added an extra helper function and removed instant text control code from ITEM_OBTAINED 2022-07-14 11:17:43 -04:00
Christopher Leggett 9c57ed6642 Merge branch 'develop' of https://github.com/HarbourMasters/Shipwright into rando-custom-messages 2022-07-14 10:06:05 -04:00
Christopher Leggett cd096ce5e9 Fixes newline function to return correct character. 2022-07-14 00:56:47 -04:00
Christopher Leggett 873995199b Merge branch 'develop' of https://github.com/HarbourMasters/Shipwright into rando-custom-messages 2022-07-14 00:56:17 -04:00
Christopher Leggett 0ae5c4c0f2 Merge branch 'develop' of https://github.com/HarbourMasters/Shipwright into rando-custom-messages 2022-07-14 00:42:00 -04:00
Christopher Leggett a81ecfcfcc Renames the separated custom messages files to prevent conflict. 2022-07-14 00:41:04 -04:00
Christopher Leggett d9277530a2 Refactors custom message code to its own file 2022-07-13 23:35:45 -04:00
Christopher Leggett 14a87f83b3 Makes sure custom get item textboxes match.
Specifically, they are all bottom of the screen and blue.
2022-07-13 21:24:20 -04:00
Christopher Leggett e9ba8f734f Early version of custom messages. 2022-07-13 20:35:42 -04:00
2908 changed files with 114409 additions and 510096 deletions
+1
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libsdl2-dev libsdl2-net-dev libpng-dev libglew-dev ninja-build
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@@ -0,0 +1,263 @@
name: generate-builds
on:
push:
pull_request:
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
extract-assets:
runs-on: [ self-hosted, asset-builder ]
steps:
- uses: actions/checkout@v3
with:
submodules: true
- name: Extract assets
run: |
cp ../../../ZELOOTD.z64 OTRExporter/baserom_non_mq.z64
cmake --no-warn-unused-cli -H. -Bbuild-cmake -GNinja -DCMAKE_BUILD_TYPE:STRING=Release
cmake --build build-cmake --target ExtractAssets --config Release
zip -r assets.zip soh/assets
- uses: actions/upload-artifact@v3
with:
name: assets
path: assets.zip
retention-days: 1
build-macos:
needs: extract-assets
runs-on: macos-12
steps:
- uses: actions/checkout@v3
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-ccache
- name: Install gtar wrapper
run: |
sudo mv /usr/local/bin/gtar /usr/local/bin/gtar.orig
sudo cp .github/workflows//gtar /usr/local/bin/gtar
sudo chmod +x /usr/local/bin/gtar
- name: Cache MacPorts
id: cache-macports
uses: actions/cache@v2
with:
path: /opt/local/
key: ${{ runner.os }}-macports-${{ hashFiles('.github/workflows/macports-deps.txt') }}
restore-keys: |
${{ runner.os }}-macports-
- name: Install MacPorts (if necessary)
run: |
if [ -d /opt/local/ ]; then
echo "MacPorts already installed"
else
wget https://github.com/macports/macports-base/releases/download/v2.7.2/MacPorts-2.7.2-12-Monterey.pkg
sudo installer -pkg ./MacPorts-2.7.2-12-Monterey.pkg -target /
fi
echo "/opt/local/bin:/opt/local/sbin" >> $GITHUB_PATH
- name: Install dependencies
run: |
brew uninstall --ignore-dependencies libpng
sudo port install $(cat .github/workflows/macports-deps.txt)
brew install ninja
- name: Restore assets
uses: actions/download-artifact@v3
with:
name: assets
- name: Build SoH
run: |
unzip -o assets.zip
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
cmake --no-warn-unused-cli -H. -Bbuild-cmake -GNinja -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
cmake --build build-cmake --config Release --parallel 10
(cd build-cmake && cpack)
mv _packages/*.dmg SoH.dmg
mv README.md readme.txt
- name: Upload build
uses: actions/upload-artifact@v3
with:
name: soh-mac
path: |
SoH.dmg
readme.txt
build-linux:
needs: extract-assets
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
with:
submodules: true
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y $(cat .github/workflows/apt-deps.txt)
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-ccache
- name: Install latest SDL
run: |
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
wget https://www.libsdl.org/release/SDL2-2.24.1.tar.gz
tar -xzf SDL2-2.24.1.tar.gz
cd SDL2-2.24.1
./configure
make -j 10
sudo make install
sudo cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/
- name: Install latest SDL_net
run: |
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
wget https://www.libsdl.org/projects/SDL_net/release/SDL2_net-2.2.0.tar.gz
tar -xzf SDL2_net-2.2.0.tar.gz
cd SDL2_net-2.2.0
./configure
make -j 10
sudo make install
sudo cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/
- name: Restore assets
uses: actions/download-artifact@v3
with:
name: assets
- name: Build SoH
run: |
unzip -o assets.zip
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
cmake --no-warn-unused-cli -H. -Bbuild-cmake -GNinja -DCMAKE_BUILD_TYPE:STRING=Release
cmake --build build-cmake --target OTRGui -j3
cmake --build build-cmake --config Release -j3
(cd build-cmake && cpack -G External)
mv README.md readme.txt
mv build-cmake/*.appimage soh.appimage
env:
CC: gcc-10
CXX: g++-10
- name: Upload build
uses: actions/upload-artifact@v3
with:
name: soh-linux
path: |
soh.appimage
readme.txt
build-switch:
needs: extract-assets
runs-on: ubuntu-latest
container:
image: devkitpro/devkita64:latest
steps:
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y ninja-build
- uses: actions/checkout@v3
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-switch-ccache
- name: Restore assets
uses: actions/download-artifact@v3
with:
name: assets
- name: Build SoH
run: |
unzip -o assets.zip
cmake -H. -Bbuild-switch -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
cmake --build build-switch --target soh_nro -j3
mv build-switch/soh/*.nro soh.nro
mv README.md readme.txt
- name: Upload build
uses: actions/upload-artifact@v3
with:
name: soh-switch
path: |
soh.nro
readme.txt
build-wiiu:
needs: extract-assets
runs-on: ubuntu-latest
container:
image: devkitpro/devkitppc:latest
steps:
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y ninja-build
- uses: actions/checkout@v3
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-wiiu-ccache
- name: Restore assets
uses: actions/download-artifact@v3
with:
name: assets
- name: Build SoH
run: |
unzip -o assets.zip
cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
cmake --build build-wiiu --target soh_wuhb --config Release -j3
mv build-wiiu/soh/*.rpx soh.rpx
mv build-wiiu/soh/*.wuhb soh.wuhb
mv README.md readme.txt
env:
DEVKITPRO: /opt/devkitpro
DEVKITPPC: /opt/devkitpro/devkitPPC
- name: Upload build
uses: actions/upload-artifact@v3
with:
name: soh-wiiu
path: |
soh.rpx
soh.wuhb
readme.txt
build-windows:
needs: extract-assets
runs-on: windows-latest
steps:
- name: Install dependencies
run: |
choco install ninja
Remove-Item -Path "C:\ProgramData\Chocolatey\bin\ccache.exe" -Force
- uses: actions/checkout@v3
with:
submodules: true
- name: ccache
uses: dcvz/ccache-action@27b9f33213c0079872f064f6b6ba0233dfa16ba2
with:
key: ${{ runner.os }}-ccache
- name: Restore assets
uses: actions/download-artifact@v3
with:
name: assets
- uses: ilammy/msvc-dev-cmd@v1
- name: Setup 7-Zip
run: |
"C:\Program Files\7-Zip" >> $env:GITHUB_PATH
- name: Build SoH
run: |
7z x assets.zip -aoa
set $env:PATH="$env:USERPROFILE/.cargo/bin;$env:PATH"
cmake -S . -B build-windows -G Ninja -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
cmake --build build-windows --target OTRGui --config Release --parallel 10
cmake --build build-windows --config Release --parallel 10
cd build-windows
cpack -G ZIP
- name: Upload build
uses: actions/upload-artifact@v3
with:
name: soh-windows
path: _packages/*.zip
+2
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@@ -0,0 +1,2 @@
#!/bin/sh
exec sudo /usr/local/bin/gtar.orig "$@"
+1
View File
@@ -0,0 +1 @@
libsdl2 +universal libpng +universal glew +universal
+61
View File
@@ -0,0 +1,61 @@
name: pr-artifacts
on:
workflow_run:
workflows: [generate-builds]
types:
- completed
jobs:
pr-artifacts:
runs-on: ubuntu-latest
if: ${{ github.event.workflow_run.event == 'pull_request' }}
steps:
- id: 'pr-number'
uses: actions/github-script@v6
with:
result-encoding: string
script: |
const {owner, repo} = context.repo;
const pullHeadSHA = '${{github.event.workflow_run.head_sha}}';
const pullUserId = ${{github.event.sender.id}};
const prNumber = await (async () => {
const pulls = await github.rest.pulls.list({owner, repo});
for await (const {data} of github.paginate.iterator(pulls)) {
for (const pull of data) {
if (pull.head.sha === pullHeadSHA && pull.user.id === pullUserId) {
return pull.number;
}
}
}
})();
if (!prNumber) {
return core.error(`No matching pull request found`);
}
return prNumber;
- id: 'artifacts-text'
uses: actions/github-script@v6
with:
result-encoding: string
script: |
let allArtifacts = await github.rest.actions.listWorkflowRunArtifacts({
owner: context.repo.owner,
repo: context.repo.repo,
run_id: context.payload.workflow_run.id,
});
return allArtifacts.data.artifacts.reduce((acc, item) => {
if (item.name === "assets") return acc;
acc += `
- [${item.name}.zip](https://nightly.link/${context.repo.owner}/${context.repo.repo}/actions/artifacts/${item.id}.zip)`;
return acc;
}, '### Build Artifacts');
- id: 'add-to-pr'
uses: garrettjoecox/pr-section@3.1.0
with:
repo-token: '${{ secrets.GITHUB_TOKEN }}'
pr-number: ${{ steps.pr-number.outputs.result }}
section-name: 'artifacts'
section-value: '${{ steps.artifacts-text.outputs.result }}'
+43 -1
View File
@@ -9,6 +9,7 @@ __pycache__/
.idea/
cmake-build-debug
venv/
.cache/
# Project-specific ignores
build/
@@ -24,6 +25,10 @@ docs/doxygen/
*.map
*.dump
out.txt
*.sln
*.vcxproj
*.vcxproj.user
*.vcxproj.filters
# Tool artifacts
tools/mipspro7.2_compiler/
@@ -48,6 +53,8 @@ graphs/
!*_custom*
.extracted-assets.json
!OTRExporter/assets/**/*.png
# Docs
!docs/tutorial/
@@ -403,6 +410,41 @@ ReleaseObj/*
.tags
tags
oot.otr
oot-mq.otr
*.sav
shipofharkinian.ini
shipofharkinian.json
shipofharkinian.json
imgui.ini
# Switch Stuff
*.nro
*.nacp
ZAPDTR/ZAPDUtils/lib/*
!/soh/icon.jpg
# Xcode
xcuserdata/
*.xcconfig
*.xcodeproj/*
!*.xcodeproj/project.pbxproj
!*.xcodeproj/xcshareddata/
!*.xcworkspace/contents.xcworkspacedata
/*.gcno
**/xcshareddata/WorkspaceSettings.xcsettings
# cmake
CMakeLists.txt.user
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
Makefile
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
_deps
*/extract_assets_cmake*
/build*
build.c
+3
View File
@@ -0,0 +1,3 @@
[submodule "libultraship"]
path = libultraship
url = https://github.com/kenix3/libultraship.git
+173 -44
View File
@@ -2,71 +2,201 @@
## Windows
1. Requires [Python](https://www.python.org/downloads/) >= 3.6.
2. Install [Visual Studio 2022 Community Edition](https://visualstudio.microsoft.com/vs/community/)
3. In the Visual Studio Installer, install `MSVC v142 - VS 2019 C++`.
4. Clone the Ship of Harkinian repository.
5. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice.
6. Run `OTRExporter/OTRExporter.sln`.
7. Switch the solution to `Release x64`.
8. Build the solution.
9. Launching `OTRExporter/extract_assets.py` will generate an `oot.otr` archive file in `OTRExporter/oot.otr`.
10. Run `soh/soh.sln`
11. Switch the solution to `Release x86`.
12. Build the solution.
13. Copy the `OTRExporter/oot.otr` archive file to `soh/Release`.
14. Launch `soh.exe`.
Requires:
* At least 8GB of RAM (machines with 4GB have seen complier failures)
* Visual Studio 2022 Community Edition with the C++ feature set
* One of the Windows SDKs that comes with Visual Studio, for example the current Windows 10 version 10.0.19041.0
* The `MSVC v142 - VS 2019 C++ build tools` component of Visual Studio
* Python 3 (can be installed manually or as part of Visual Studio)
* Git (can be installed manually or as part of Visual Studio)
* Cmake (can be installed via chocolatey or manually)
During installation, check the "Desktop development with C++" feature set:
![image](https://user-images.githubusercontent.com/30329717/183511274-d11aceea-7900-46ec-acb6-3f2cc110021a.png)
Doing so should also check one of the Windows SDKs by default. Then, in the installation details in the right-hand column, make sure you also check the v142 toolset.
You can also find the v142 toolset by searching through the individual components tab:
![image](https://user-images.githubusercontent.com/30329717/183521169-ead6a73b-a1bf-4e99-aab8-441746d8f08e.png)
While you're there, you can also install Python 3 and Git if needed.
1. Clone the Ship of Harkinian repository
2. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice
_Note: Instructions assume using powershell_
```powershell
# Navigate to the Shipwright repo within powershell. ie: cd "C:\yourpath\Shipwright"
cd Shipwright
# Setup cmake project
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v142 -A x64 # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# or for VS2019
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 16 2019" -T v142 -A x64
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target ExtractAssets # --config Release (if you're packaging)
# Compile project
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 # --config Release (if you're packaging)
# Now you can run the executable in .\build\x64
# If you need to clean the project you can run
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target clean
```
### Developing SoH
With the cmake build system you have two options for working on the project:
#### Visual Studio
To develop using Visual Studio you only need to use cmake to generate the solution file:
```powershell
# Generates Ship.sln at `build/x64` for Visual Studio 2022
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v142 -A x64
# or for Visual Studio 2019
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 16 2019" -T v142 -A x64
```
#### Visual Studio Code or another editor
To develop using Visual Studio Code or another editor you only need to open the repository in it.
To build you'll need to follow the instructions from the building section.
_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
_Experimental: You can also use another build system entirely rather than MSVC like [Ninja](https://ninja-build.org/) for possibly better performance._
### Generating the distributable
After compiling the project you can generate the distributable by running:
```powershell
# Go to build folder
cd "build/x64"
# Generate
& 'C:\Program Files\CMake\bin\cpack.exe' -G ZIP
```
## Linux
Requires `gcc >= 10, x11, curl, python3, sdl2 >= 2.0.22, libpng, glew >= 2.2, ninja, cmake, lld`
**Important: For maximum performance make sure you have ninja build tools installed!**
_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
```bash
# Clone the repo
git clone https://github.com/HarbourMasters/Shipwright.git
cd Shipwright
# Clone the submodule libultraship
git submodule update --init
# Copy the baserom to the OTRExporter folder
cp <path to your ROM> OTRExporter
# Build the docker image
sudo docker build . -t soh
# Run the docker image with the working directory mounted to /soh
sudo docker run --rm -it -v $(pwd):/soh soh /bin/bash
```
Inside the Docker container:
```bash
# Clone and build StormLib
git clone https://github.com/ladislav-zezula/StormLib external/StormLib
cmake -B external/StormLib/build -S external/StormLib
cmake --build external/StormLib/build
cp external/StormLib/build/libstorm.a external
cp /usr/local/lib/libGLEW.a external
# Generate Ninja project
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
cmake --build build-cmake --target ExtractAssets
# Compile the project
cmake --build build-cmake # --config Release (if you're packaging)
cd soh
# Extract the assets/Compile the exporter/Run the exporter
make setup -j$(nproc) OPTFLAGS=-O2 DEBUG=0
# Compile the code
make -j $(nproc) OPTFLAGS=-O2 DEBUG=0
# Now you can run the executable in ./build-cmake/soh/soh.elf
# To develop the project open the repository in VSCode (or your preferred editor)
# If you need to clean the project you can run
cmake --build build-cmake --target clean
```
### Generating a distributable
After compiling the project you can generate a distributable by running of the following:
```bash
# Go to build folder
cd build-cmake
# Generate
cpack -G DEB
cpack -G ZIP
cpack -G External (creates appimage)
```
## macOS
Requires Xcode (or xcode-tools) && `sdl2, libpng, glew, ninja, cmake` (can be installed via homebrew, macports, etc)
**Important: For maximum performance make sure you have ninja build tools installed!**
_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
1. Requires Xcode (or xcode-tools) && `sdl2, libpng, glew, dylibbundler` (can be installed via brew, etc)
```bash
# Clone the repo
git clone https://github.com/HarbourMasters/Shipwright.git
cd ShipWright
# Clone the submodule libultraship
git submodule update --init
# Copy the baserom to the OTRExporter folder
cp <path to your ROM> OTRExporter
# Generate Ninja project
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
cmake --build build-cmake --target ExtractAssets
# Compile the project
cmake --build build-cmake # --config Release (if you're packaging)
cd soh
# Extract the assets/Compile the exporter/Run the exporter
# -jX defines number of cores to use for compilation - lower or remove entirely if having issues
make setup -j8 DEBUG=0
# Compile the code (watch the -j parameter as above)
make -j8 DEBUG=0
# Create macOS app bundle
make appbundle
# Copy oot.otr into the Application Support directory
cp build-cmake/soh/oot.otr ~/Library/Application\ Support/com.shipofharkinian.soh/
# Now you can run the executable file:
./build-cmake/soh/soh-macos
# To develop the project open the repository in VSCode (or your preferred editor)
# If you need to clean the project you can run
cmake --build build-cmake --target clean
```
### Generating a distributable
After compiling the project you can generate a distributable by running of the following:
```bash
# Go to build folder
cd build-cmake
# Generate
cpack
```
## Switch
1. Requires that your build machine is setup with the tools necessary for your platform above
2. Requires that you have the switch build tools installed
3. Clone the Ship of Harkinian repository
4. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice
```bash
cd Shipwright
# Setup cmake project for your host machine
cmake -H. -Bbuild-cmake -GNinja
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
cmake --build build-cmake --target ExtractAssets
# Setup cmake project for building for Switch
cmake -H. -Bbuild-switch -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake
# Build project and generate nro
cmake --build build-switch --target soh_nro
# Now you can run the executable in ./build-switch/soh/soh.nro
# To develop the project open the repository in VSCode (or your preferred editor)
```
## Wii U
1. Requires that your build machine is setup with the tools necessary for your platform above
2. Requires that you have the Wii U build tools installed
3. Clone the Ship of Harkinian repository
4. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice
```bash
cd Shipwright
# Setup cmake project for your host machine
cmake -H. -Bbuild-cmake -GNinja
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
cmake --build build-cmake --target ExtractAssets
# Setup cmake project for building for Wii U
cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# Build project and generate rpx
cmake --build build-wiiu --target soh # --target soh_wuhb (for building .wuhb)
# Now you can run the executable in ./build-wiiu/soh/soh.rpx or the Wii U Homebrew Bundle in ./build-wiiu/soh/soh.wuhb
# To develop the project open the repository in VSCode (or your preferred editor)
```
9. Copy your OTR file to ~/Library/Application\ Support/com.shipofharkinian.soh
10. Launch soh app in the soh folder!
# Compatible Roms
```
@@ -85,4 +215,3 @@ Use the `extract_assets.py` script file to run the exporter using any of the fol
4) In a terminal run `python3 extract_assets.py <path_to_rom>`
If the script finds multiple roms the user is prompted which to use. Selection is done using the number keys and then pressing the carriage return key.
+65
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@@ -0,0 +1,65 @@
################################################################################
# Command for variable_watch. This command issues error message, if a variable
# is changed. If variable PROPERTY_READER_GUARD_DISABLED is TRUE nothing happens
# variable_watch(<variable> property_reader_guard)
################################################################################
function(property_reader_guard VARIABLE ACCESS VALUE CURRENT_LIST_FILE STACK)
if("${PROPERTY_READER_GUARD_DISABLED}")
return()
endif()
if("${ACCESS}" STREQUAL "MODIFIED_ACCESS")
message(FATAL_ERROR
" Variable ${VARIABLE} is not supposed to be changed.\n"
" It is used only for reading target property ${VARIABLE}.\n"
" Use\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}\" \"<value>\")\n"
" or\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}_<CONFIG>\" \"<value>\")\n"
" instead.\n")
endif()
endfunction()
################################################################################
# Create variable <name> with generator expression that expands to value of
# target property <name>_<CONFIG>. If property is empty or not set then property
# <name> is used instead. Variable <name> has watcher property_reader_guard that
# doesn't allow to edit it.
# create_property_reader(<name>)
# Input:
# name - Name of watched property and output variable
################################################################################
function(create_property_reader NAME)
set(PROPERTY_READER_GUARD_DISABLED TRUE)
set(CONFIG_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}_$<UPPER_CASE:$<CONFIG>>>>")
set(IS_CONFIG_VALUE_EMPTY "$<STREQUAL:${CONFIG_VALUE},>")
set(GENERAL_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}>>")
set("${NAME}" "$<IF:${IS_CONFIG_VALUE_EMPTY},${GENERAL_VALUE},${CONFIG_VALUE}>" PARENT_SCOPE)
variable_watch("${NAME}" property_reader_guard)
endfunction()
################################################################################
# Set property $<name>_${PROPS_CONFIG_U} of ${PROPS_TARGET} to <value>
# set_config_specific_property(<name> <value>)
# Input:
# name - Prefix of property name
# value - New value
################################################################################
function(set_config_specific_property NAME VALUE)
set_target_properties("${PROPS_TARGET}" PROPERTIES "${NAME}_${PROPS_CONFIG_U}" "${VALUE}")
endfunction()
################################################################################
create_property_reader("TARGET_NAME")
create_property_reader("OUTPUT_DIRECTORY")
set_config_specific_property("TARGET_NAME" "${PROPS_TARGET}")
set_config_specific_property("OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("LIBRARY_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("RUNTIME_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("LIBRARY_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("RUNTIME_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
+12
View File
@@ -0,0 +1,12 @@
include("${CMAKE_CURRENT_LIST_DIR}/Default.cmake")
set_config_specific_property("OUTPUT_DIRECTORY" "${CMAKE_SOURCE_DIR}$<$<NOT:$<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>>:/${CMAKE_VS_PLATFORM_NAME}>/${PROPS_CONFIG}")
if(MSVC)
create_property_reader("DEFAULT_CXX_EXCEPTION_HANDLING")
create_property_reader("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT")
set_target_properties("${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")
endif()
+30
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@@ -0,0 +1,30 @@
set(CPACK_ARCHIVE_COMPONENT_INSTALL ON)
set(CPACK_COMPONENT_INCLUDE_TOPLEVEL_DIRECTORY 0)
set(CPACK_COMPONENTS_ALL "ship" "appimage")
if (NOT CPACK_GENERATOR STREQUAL "External")
list(REMOVE_ITEM CPACK_COMPONENTS_ALL "appimage")
endif()
if (CPACK_GENERATOR MATCHES "DEB|RPM")
# https://unix.stackexchange.com/a/11552/254512
set(CPACK_PACKAGING_INSTALL_PREFIX "/opt/ship/bin")#/${CMAKE_PROJECT_VERSION}")
set(CPACK_COMPONENT_INCLUDE_TOPLEVEL_DIRECTORY 0)
elseif (CPACK_GENERATOR MATCHES "ZIP")
set(CPACK_PACKAGING_INSTALL_PREFIX "")
endif()
if (CPACK_GENERATOR MATCHES "External")
set(CPACK_ARCHIVE_COMPONENT_INSTALL ON)
SET(CPACK_MONOLITHIC_INSTALL 1)
set(CPACK_PACKAGING_INSTALL_PREFIX "/usr/bin")
endif()
if (CPACK_GENERATOR MATCHES "Bundle")
set(CPACK_BUNDLE_NAME "soh")
set(CPACK_BUNDLE_PLIST "macosx/Info.plist")
set(CPACK_BUNDLE_ICON "macosx/soh.icns")
set(CPACK_BUNDLE_STARTUP_COMMAND "../soh/macosx/soh-macos.sh")
set(CPACK_BUNDLE_APPLE_CERT_APP "-")
endif()
+90
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@@ -0,0 +1,90 @@
# these are cache variables, so they could be overwritten with -D,
set(CPACK_PACKAGE_NAME "${PROJECT_NAME}"
CACHE STRING "The resulting package name"
)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Simple C++ application"
CACHE STRING "Package description for the package metadata"
)
set(CPACK_PACKAGE_VENDOR "Some Company")
set(CPACK_VERBATIM_VARIABLES YES)
set(CPACK_PACKAGE_INSTALL_DIRECTORY ${CPACK_PACKAGE_NAME})
SET(CPACK_OUTPUT_FILE_PREFIX "${CMAKE_SOURCE_DIR}/_packages")
set(CPACK_PACKAGE_VERSION_MAJOR ${PROJECT_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${PROJECT_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${PROJECT_VERSION_PATCH})
set(CPACK_PACKAGE_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
set(CPACK_PACKAGE_CONTACT "YOUR@E-MAIL.net")
set(CPACK_DEBIAN_PACKAGE_MAINTAINER "YOUR NAME")
#set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_RESOURCE_FILE_README "${CMAKE_SOURCE_DIR}/README.md")
if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(CPACK_SYSTEM_NAME ${LSB_RELEASE_CODENAME_SHORT})
# package name for deb
# if set, then instead of some-application-0.9.2-Linux.deb
# you'll get some-application_0.9.2_amd64.deb (note the underscores too)
#set(CPACK_DEBIAN_FILE_NAME DEB-DEFAULT)
execute_process(COMMAND dpkg --print-architecture OUTPUT_VARIABLE ARCHITECTURE OUTPUT_STRIP_TRAILING_WHITESPACE)
set( CPACK_DEBIAN_FILE_NAME ${CPACK_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}-${CPACK_SYSTEM_NAME}-${ARCHITECTURE}.deb )
# if you want every group to have its own package,
# although the same happens if this is not sent (so it defaults to ONE_PER_GROUP)
# and CPACK_DEB_COMPONENT_INSTALL is set to YES
set(CPACK_COMPONENTS_GROUPING ALL_COMPONENTS_IN_ONE)#ONE_PER_GROUP)
# without this you won't be able to pack only specified component
set(CPACK_DEB_COMPONENT_INSTALL YES)
set(CPACK_EXTERNAL_ENABLE_STAGING YES)
set(CPACK_EXTERNAL_PACKAGE_SCRIPT "${PROJECT_BINARY_DIR}/appimage-generate.cmake")
file(GENERATE
OUTPUT "${PROJECT_BINARY_DIR}/appimage-generate.cmake"
CONTENT [[
include(CMakePrintHelpers)
cmake_print_variables(CPACK_TEMPORARY_DIRECTORY)
cmake_print_variables(CPACK_TOPLEVEL_DIRECTORY)
cmake_print_variables(CPACK_PACKAGE_DIRECTORY)
cmake_print_variables(CPACK_PACKAGE_FILE_NAME)
find_program(LINUXDEPLOY_EXECUTABLE
NAMES linuxdeploy linuxdeploy-x86_64.AppImage
PATHS ${CPACK_PACKAGE_DIRECTORY}/linuxdeploy)
if (NOT LINUXDEPLOY_EXECUTABLE)
message(STATUS "Downloading linuxdeploy")
set(LINUXDEPLOY_EXECUTABLE ${CPACK_PACKAGE_DIRECTORY}/linuxdeploy/linuxdeploy)
file(DOWNLOAD
https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-x86_64.AppImage
${LINUXDEPLOY_EXECUTABLE}
INACTIVITY_TIMEOUT 10
LOG ${CPACK_PACKAGE_DIRECTORY}/linuxdeploy/download.log
STATUS LINUXDEPLOY_DOWNLOAD)
execute_process(COMMAND chmod +x ${LINUXDEPLOY_EXECUTABLE} COMMAND_ECHO STDOUT)
endif()
execute_process(
COMMAND
${CMAKE_COMMAND} -E env
OUTPUT=${CPACK_PACKAGE_FILE_NAME}.appimage
VERSION=$<IF:$<BOOL:${CPACK_PACKAGE_VERSION}>,${CPACK_PACKAGE_VERSION},0.1.0>
${LINUXDEPLOY_EXECUTABLE}
--appimage-extract-and-run
--appdir=${CPACK_TEMPORARY_DIRECTORY}
--executable=$<TARGET_FILE:soh>
$<$<BOOL:$<TARGET_PROPERTY:soh,APPIMAGE_DESKTOP_FILE>>:--desktop-file=$<TARGET_PROPERTY:soh,APPIMAGE_DESKTOP_FILE>>
$<$<BOOL:$<TARGET_PROPERTY:soh,APPIMAGE_ICON_FILE>>:--icon-file=$<TARGET_PROPERTY:soh,APPIMAGE_ICON_FILE>>
--output=appimage
# --verbosity=2
)
]])
endif()
include(CPack)
+248
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@@ -0,0 +1,248 @@
# utils file for projects came from visual studio solution with cmake-converter.
################################################################################
# Wrap each token of the command with condition
################################################################################
cmake_policy(PUSH)
cmake_policy(SET CMP0054 NEW)
macro(prepare_commands)
unset(TOKEN_ROLE)
unset(COMMANDS)
foreach(TOKEN ${ARG_COMMANDS})
if("${TOKEN}" STREQUAL "COMMAND")
set(TOKEN_ROLE "KEYWORD")
elseif("${TOKEN_ROLE}" STREQUAL "KEYWORD")
set(TOKEN_ROLE "CONDITION")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(TOKEN_ROLE "COMMAND")
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
set(TOKEN_ROLE "ARG")
endif()
if("${TOKEN_ROLE}" STREQUAL "KEYWORD")
list(APPEND COMMANDS "${TOKEN}")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(CONDITION ${TOKEN})
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
list(APPEND COMMANDS "$<$<NOT:${CONDITION}>:${DUMMY}>$<${CONDITION}:${TOKEN}>")
elseif("${TOKEN_ROLE}" STREQUAL "ARG")
list(APPEND COMMANDS "$<${CONDITION}:${TOKEN}>")
endif()
endforeach()
endmacro()
cmake_policy(POP)
################################################################################
# Transform all the tokens to absolute paths
################################################################################
macro(prepare_output)
unset(OUTPUT)
foreach(TOKEN ${ARG_OUTPUT})
if(IS_ABSOLUTE ${TOKEN})
list(APPEND OUTPUT "${TOKEN}")
else()
list(APPEND OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${TOKEN}")
endif()
endforeach()
endmacro()
################################################################################
# Parse add_custom_command_if args.
#
# Input:
# PRE_BUILD - Pre build event option
# PRE_LINK - Pre link event option
# POST_BUILD - Post build event option
# TARGET - Target
# OUTPUT - List of output files
# DEPENDS - List of files on which the command depends
# COMMANDS - List of commands(COMMAND condition1 commannd1 args1 COMMAND
# condition2 commannd2 args2 ...)
# Output:
# OUTPUT - Output files
# DEPENDS - Files on which the command depends
# COMMENT - Comment
# PRE_BUILD - TRUE/FALSE
# PRE_LINK - TRUE/FALSE
# POST_BUILD - TRUE/FALSE
# TARGET - Target name
# COMMANDS - Prepared commands(every token is wrapped in CONDITION)
# NAME - Unique name for custom target
# STEP - PRE_BUILD/PRE_LINK/POST_BUILD
################################################################################
function(add_custom_command_if_parse_arguments)
cmake_parse_arguments("ARG" "PRE_BUILD;PRE_LINK;POST_BUILD" "TARGET;COMMENT" "DEPENDS;OUTPUT;COMMANDS" ${ARGN})
if(WIN32)
set(DUMMY "cd.")
elseif(UNIX)
set(DUMMY "true")
endif()
prepare_commands()
prepare_output()
set(DEPENDS "${ARG_DEPENDS}")
set(COMMENT "${ARG_COMMENT}")
set(PRE_BUILD "${ARG_PRE_BUILD}")
set(PRE_LINK "${ARG_PRE_LINK}")
set(POST_BUILD "${ARG_POST_BUILD}")
set(TARGET "${ARG_TARGET}")
if(PRE_BUILD)
set(STEP "PRE_BUILD")
elseif(PRE_LINK)
set(STEP "PRE_LINK")
elseif(POST_BUILD)
set(STEP "POST_BUILD")
endif()
set(NAME "${TARGET}_${STEP}")
set(OUTPUT "${OUTPUT}" PARENT_SCOPE)
set(DEPENDS "${DEPENDS}" PARENT_SCOPE)
set(COMMENT "${COMMENT}" PARENT_SCOPE)
set(PRE_BUILD "${PRE_BUILD}" PARENT_SCOPE)
set(PRE_LINK "${PRE_LINK}" PARENT_SCOPE)
set(POST_BUILD "${POST_BUILD}" PARENT_SCOPE)
set(TARGET "${TARGET}" PARENT_SCOPE)
set(COMMANDS "${COMMANDS}" PARENT_SCOPE)
set(STEP "${STEP}" PARENT_SCOPE)
set(NAME "${NAME}" PARENT_SCOPE)
endfunction()
################################################################################
# Add conditional custom command
#
# Generating Files
# The first signature is for adding a custom command to produce an output:
# add_custom_command_if(
# <OUTPUT output1 [output2 ...]>
# <COMMANDS>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [DEPENDS [depends...]]
# [COMMENT comment]
#
# Build Events
# add_custom_command_if(
# <TARGET target>
# <PRE_BUILD | PRE_LINK | POST_BUILD>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [COMMENT comment]
#
# Input:
# output - Output files the command is expected to produce
# condition - Generator expression for wrapping the command
# command - Command-line(s) to execute at build time.
# args - Command`s args
# depends - Files on which the command depends
# comment - Display the given message before the commands are executed at
# build time.
# PRE_BUILD - Run before any other rules are executed within the target
# PRE_LINK - Run after sources have been compiled but before linking the
# binary
# POST_BUILD - Run after all other rules within the target have been
# executed
################################################################################
function(add_custom_command_if)
add_custom_command_if_parse_arguments(${ARGN})
if(OUTPUT AND TARGET)
message(FATAL_ERROR "Wrong syntax. A TARGET and OUTPUT can not both be specified.")
endif()
if(OUTPUT)
add_custom_command(OUTPUT ${OUTPUT}
${COMMANDS}
DEPENDS ${DEPENDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
elseif(TARGET)
if(PRE_BUILD AND NOT ${CMAKE_GENERATOR} MATCHES "Visual Studio")
add_custom_target(
${NAME}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
add_dependencies(${TARGET} ${NAME})
else()
add_custom_command(
TARGET ${TARGET}
${STEP}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
endif()
else()
message(FATAL_ERROR "Wrong syntax. A TARGET or OUTPUT must be specified.")
endif()
endfunction()
################################################################################
# Use props file for a target and configs
# use_props(<target> <configs...> <props_file>)
# Inside <props_file> there are following variables:
# PROPS_TARGET - <target>
# PROPS_CONFIG - One of <configs...>
# PROPS_CONFIG_U - Uppercase PROPS_CONFIG
# Input:
# target - Target to apply props file
# configs - Build configurations to apply props file
# props_file - CMake script
################################################################################
macro(use_props TARGET CONFIGS PROPS_FILE)
set(PROPS_TARGET "${TARGET}")
foreach(PROPS_CONFIG ${CONFIGS})
string(TOUPPER "${PROPS_CONFIG}" PROPS_CONFIG_U)
get_filename_component(ABSOLUTE_PROPS_FILE "${PROPS_FILE}" ABSOLUTE BASE_DIR "${CMAKE_CURRENT_LIST_DIR}")
if(EXISTS "${ABSOLUTE_PROPS_FILE}")
include("${ABSOLUTE_PROPS_FILE}")
else()
message(WARNING "Corresponding cmake file from props \"${ABSOLUTE_PROPS_FILE}\" doesn't exist")
endif()
endforeach()
endmacro()
################################################################################
# Add compile options to source file
# source_file_compile_options(<source_file> [compile_options...])
# Input:
# source_file - Source file
# compile_options - Options to add to COMPILE_FLAGS property
################################################################################
function(source_file_compile_options SOURCE_FILE)
if("${ARGC}" LESS_EQUAL "1")
return()
endif()
get_source_file_property(COMPILE_OPTIONS "${SOURCE_FILE}" COMPILE_OPTIONS)
if(COMPILE_OPTIONS)
list(APPEND COMPILE_OPTIONS ${ARGN})
else()
set(COMPILE_OPTIONS "${ARGN}")
endif()
set_source_files_properties("${SOURCE_FILE}" PROPERTIES COMPILE_OPTIONS "${COMPILE_OPTIONS}")
endfunction()
################################################################################
# Default properties of visual studio projects
################################################################################
set(DEFAULT_CXX_PROPS "${CMAKE_CURRENT_LIST_DIR}/DefaultCXX.cmake")
function(get_linux_lsb_release_information)
find_program(LSB_RELEASE_EXEC lsb_release)
if(NOT LSB_RELEASE_EXEC)
message(FATAL_ERROR "Could not detect lsb_release executable, can not gather required information")
endif()
execute_process(COMMAND "${LSB_RELEASE_EXEC}" --short --id OUTPUT_VARIABLE LSB_RELEASE_ID_SHORT OUTPUT_STRIP_TRAILING_WHITESPACE)
execute_process(COMMAND "${LSB_RELEASE_EXEC}" --short --release OUTPUT_VARIABLE LSB_RELEASE_VERSION_SHORT OUTPUT_STRIP_TRAILING_WHITESPACE)
execute_process(COMMAND "${LSB_RELEASE_EXEC}" --short --codename OUTPUT_VARIABLE LSB_RELEASE_CODENAME_SHORT OUTPUT_STRIP_TRAILING_WHITESPACE)
set(LSB_RELEASE_ID_SHORT "${LSB_RELEASE_ID_SHORT}" PARENT_SCOPE)
set(LSB_RELEASE_VERSION_SHORT "${LSB_RELEASE_VERSION_SHORT}" PARENT_SCOPE)
set(LSB_RELEASE_CODENAME_SHORT "${LSB_RELEASE_CODENAME_SHORT}" PARENT_SCOPE)
endfunction()
+191
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@@ -0,0 +1,191 @@
#------------------------------------------------------------------------------------------------------------
#
# Automate-VCPKG by Andre Taulien
# ===============================
#
# Project Repository: https://github.com/REGoth-project/Automate-VCPKG
# License ..........: MIT, see end of file.
#
# Based on: https://github.com/sutambe/cpptruths/blob/vcpkg_cmake_blog/cpp0x/vcpkg_test/CMakeLists.txt
#
#
# While [Vcpkg](https://github.com/microsoft/vcpkg) on it's own is awesome, it does add
# a little bit of complexity to getting a project to build. Even more if the one trying
# to compile your application is not too fond of the commandline. Additionally, CMake
# commands tend to get rather long with the toolchain path.
#
# To keep things simple for new users who just want to get the project to build, this
# script offers a solution.
#
# Lets assume your main `CMakelists.txt` looks something like this:
#
# cmake_minimum_required (VERSION 3.12.0)
# project (MyProject)
#
# add_executable(MyExecutable main.c)
#
# To integrate Vcpkg into that `CMakelists.txt`, simple put the following lines before the
# call to `project(MyProject)`:
#
# include(cmake/automate-vcpkg.cmake)
#
# vcpkg_bootstrap()
# vcpkg_install_packages(libsquish physfs)
#
# The call to `vcpkg_bootstrap()` will clone the official Vcpkg repository and bootstrap it.
# If it detected an existing environment variable defining a valid `VCPKG_ROOT`, it will
# update the existing installation of Vcpkg.
#
# Arguments to `vcpkg_install_packages()` are the packages you want to install using Vcpkg.
#
# If you want to keep the possibility for users to chose their own copy of Vcpkg, you can
# simply not run the code snippet mentioned above, something like this will work:
#
# option(SKIP_AUTOMATE_VCPKG "When ON, you will need to built the packages
# required by MyProject on your own or supply your own vcpkg toolchain.")
#
# if (NOT SKIP_AUTOMATE_VCPKG)
# include(cmake/automate-vcpkg.cmake)
#
# vcpkg_bootstrap()
# vcpkg_install_packages(libsquish physfs)
# endif()
#
# Then, the user has to supply the packages on their own, be it through Vcpkg or manually
# specifying their locations.
#------------------------------------------------------------------------------------------------------------
cmake_minimum_required (VERSION 3.12)
if(WIN32)
set(VCPKG_FALLBACK_ROOT ${CMAKE_CURRENT_BINARY_DIR}/vcpkg CACHE STRING "vcpkg configuration directory to use if vcpkg was not installed on the system before")
else()
set(VCPKG_FALLBACK_ROOT ${CMAKE_CURRENT_BINARY_DIR}/.vcpkg CACHE STRING "vcpkg configuration directory to use if vcpkg was not installed on the system before")
endif()
# On Windows, Vcpkg defaults to x86, even on x64 systems. If we're
# doing a 64-bit build, we need to fix that.
if (WIN32)
# Since the compiler checks haven't run yet, we need to figure
# out the value of CMAKE_SIZEOF_VOID_P ourselfs
include(CheckTypeSize)
enable_language(C)
check_type_size("void*" SIZEOF_VOID_P BUILTIN_TYPES_ONLY)
if (SIZEOF_VOID_P EQUAL 8)
message(STATUS "Using Vcpkg triplet 'x64-windows'")
set(VCPKG_TRIPLET x64-windows)
endif()
endif()
if(NOT DEFINED VCPKG_ROOT)
if(NOT DEFINED ENV{VCPKG_ROOT})
set(VCPKG_ROOT ${VCPKG_FALLBACK_ROOT})
else()
set(VCPKG_ROOT $ENV{VCPKG_ROOT})
endif()
endif()
# Installs a new copy of Vcpkg or updates an existing one
macro(vcpkg_bootstrap)
_install_or_update_vcpkg()
# Find out whether the user supplied their own VCPKG toolchain file
if(NOT DEFINED ${CMAKE_TOOLCHAIN_FILE})
# We know this wasn't set before so we need point the toolchain file to the newly found VCPKG_ROOT
set(CMAKE_TOOLCHAIN_FILE ${VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake CACHE STRING "")
# Just setting vcpkg.cmake as toolchain file does not seem to actually pull in the code
include(${VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake)
set(AUTOMATE_VCPKG_USE_SYSTEM_VCPKG OFF)
else()
# VCPKG_ROOT has been defined by the toolchain file already
set(AUTOMATE_VCPKG_USE_SYSTEM_VCPKG ON)
endif()
message(STATUS "Automate VCPKG status:")
message(STATUS " VCPKG_ROOT.....: ${VCPKG_ROOT}")
message(STATUS " VCPKG_EXEC.....: ${VCPKG_EXEC}")
message(STATUS " VCPKG_BOOTSTRAP: ${VCPKG_BOOTSTRAP}")
endmacro()
macro(_install_or_update_vcpkg)
if(NOT EXISTS ${VCPKG_ROOT})
message(STATUS "Cloning vcpkg in ${VCPKG_ROOT}")
execute_process(COMMAND git clone https://github.com/Microsoft/vcpkg.git ${VCPKG_ROOT} --depth 1)
# If a reproducible build is desired (and potentially old libraries are # ok), uncomment the
# following line and pin the vcpkg repository to a specific githash.
# execute_process(COMMAND git checkout 745a0aea597771a580d0b0f4886ea1e3a94dbca6 WORKING_DIRECTORY ${VCPKG_ROOT})
else()
# The following command has no effect if the vcpkg repository is in a detached head state.
message(STATUS "Auto-updating vcpkg in ${VCPKG_ROOT}")
execute_process(COMMAND git pull WORKING_DIRECTORY ${VCPKG_ROOT})
endif()
if(NOT EXISTS ${VCPKG_ROOT}/README.md)
message(FATAL_ERROR "***** FATAL ERROR: Could not clone vcpkg *****")
endif()
if(WIN32)
set(VCPKG_EXEC ${VCPKG_ROOT}/vcpkg.exe)
set(VCPKG_BOOTSTRAP ${VCPKG_ROOT}/bootstrap-vcpkg.bat)
else()
set(VCPKG_EXEC ${VCPKG_ROOT}/vcpkg)
set(VCPKG_BOOTSTRAP ${VCPKG_ROOT}/bootstrap-vcpkg.sh)
endif()
if(NOT EXISTS ${VCPKG_EXEC})
message("Bootstrapping vcpkg in ${VCPKG_ROOT}")
execute_process(COMMAND ${VCPKG_BOOTSTRAP} WORKING_DIRECTORY ${VCPKG_ROOT})
endif()
if(NOT EXISTS ${VCPKG_EXEC})
message(FATAL_ERROR "***** FATAL ERROR: Could not bootstrap vcpkg *****")
endif()
endmacro()
# Installs the list of packages given as parameters using Vcpkg
macro(vcpkg_install_packages)
# Need the given list to be space-separated
#string (REPLACE ";" " " PACKAGES_LIST_STR "${ARGN}")
message(STATUS "Installing/Updating the following vcpkg-packages: ${PACKAGES_LIST_STR}")
if (VCPKG_TRIPLET)
set(ENV{VCPKG_DEFAULT_TRIPLET} "${VCPKG_TRIPLET}")
endif()
execute_process(
COMMAND ${VCPKG_EXEC} install ${ARGN}
WORKING_DIRECTORY ${VCPKG_ROOT}
)
endmacro()
# MIT License
#
# Copyright (c) 2019 REGoth-project
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
+187
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@@ -0,0 +1,187 @@
cmake_minimum_required(VERSION 3.16.0 FATAL_ERROR)
set(CMAKE_SYSTEM_VERSION 10.0 CACHE STRING "" FORCE)
set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
#set(CMAKE_C_STANDARD 11 CACHE STRING "The C standard to use") - issue with soh compile with MSVC
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version" FORCE)
project(Ship LANGUAGES C CXX
VERSION 5.1.0)
set(PROJECT_BUILD_NAME "BRADLEY ALFA" CACHE STRING "")
set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "")
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT soh)
add_compile_options($<$<CXX_COMPILER_ID:MSVC>:/MP>)
if (CMAKE_SYSTEM_NAME MATCHES "Windows|Linux")
if(NOT DEFINED BUILD_CROWD_CONTROL)
set(BUILD_CROWD_CONTROL ON)
endif()
endif()
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
include(CMake/automate-vcpkg.cmake)
set(VCPKG_TRIPLET x64-windows-static)
set(VCPKG_TARGET_TRIPLET x64-windows-static)
vcpkg_bootstrap()
vcpkg_install_packages(zlib bzip2 libpng SDL2 SDL2-net GLEW glfw3)
endif()
################################################################################
# Set target arch type if empty. Visual studio solution generator provides it.
################################################################################
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
if(NOT CMAKE_VS_PLATFORM_NAME)
set(CMAKE_VS_PLATFORM_NAME "x64")
endif()
message("${CMAKE_VS_PLATFORM_NAME} architecture in use")
if(NOT ("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64"
OR "${CMAKE_VS_PLATFORM_NAME}" STREQUAL "Win32"))
message(FATAL_ERROR "${CMAKE_VS_PLATFORM_NAME} arch is not supported!")
endif()
endif()
################################################################################
# Global configuration types
################################################################################
if (CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch")
set(CMAKE_C_FLAGS_DEBUG "-O3 -ffast-math")
set(CMAKE_CXX_FLAGS_DEBUG "-O3 -ffast-math")
set(CMAKE_C_FLAGS_RELEASE "-O3 -ffast-math -DNDEBUG")
set(CMAKE_CXX_FLAGS_RELEASE "-O3 -ffast-math -DNDEBUG")
else()
set(CMAKE_C_FLAGS_RELEASE "-O2 -DNDEBUG")
set(CMAKE_CXX_FLAGS_RELEASE "-O2 -DNDEBUG")
set(CMAKE_OBJCXX_FLAGS_RELEASE "-O2 -DNDEBUG")
endif()
if(NOT CMAKE_BUILD_TYPE )
set(CMAKE_BUILD_TYPE "Debug" CACHE STRING "Choose the type of build." FORCE)
endif()
################################################################################
# Common utils
################################################################################
include(CMake/Utils.cmake)
if(CMAKE_SYSTEM_NAME MATCHES "Linux")
get_linux_lsb_release_information()
message(STATUS "Linux ${LSB_RELEASE_ID_SHORT} ${LSB_RELEASE_VERSION_SHORT} ${LSB_RELEASE_CODENAME_SHORT}")
else()
message(STATUS ${CMAKE_SYSTEM_NAME})
endif()
################################################################################
# Additional Global Settings(add specific info there)
################################################################################
include(CMake/GlobalSettingsInclude.cmake OPTIONAL)
################################################################################
# Use solution folders feature
################################################################################
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
################################################################################
# Sub-projects
################################################################################
add_subdirectory(libultraship ${CMAKE_BINARY_DIR}/libultraship)
add_subdirectory(ZAPDTR/ZAPD ${CMAKE_BINARY_DIR}/ZAPD)
add_subdirectory(OTRExporter)
add_subdirectory(soh)
if(NOT CMAKE_SYSTEM_NAME MATCHES "Darwin|NintendoSwitch|CafeOS")
add_subdirectory(OTRGui)
endif()
set_property(TARGET soh PROPERTY APPIMAGE_DESKTOP_FILE_TERMINAL YES)
set_property(TARGET soh PROPERTY APPIMAGE_DESKTOP_FILE "${CMAKE_SOURCE_DIR}/scripts/linux/appimage/soh.desktop")
set_property(TARGET soh PROPERTY APPIMAGE_ICON_FILE "${CMAKE_BINARY_DIR}/sohIcon.png")
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Linux")
install(PROGRAMS "${CMAKE_SOURCE_DIR}/scripts/linux/appimage/soh.sh" DESTINATION . COMPONENT appimage)
endif()
find_package(Python3 COMPONENTS Interpreter)
add_custom_target(
ExtractAssets
# CMake versions prior to 3.17 do not have the rm command, use remove instead for older versions
COMMAND ${CMAKE_COMMAND} -E $<IF:$<VERSION_LESS:${CMAKE_VERSION},3.17>,remove,rm> -f oot.otr oot-mq.otr
COMMAND ${Python3_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/OTRExporter/extract_assets.py -z "$<TARGET_FILE:ZAPD>" --non-interactive
COMMAND ${CMAKE_COMMAND} -DSOURCE_DIR=${CMAKE_CURRENT_SOURCE_DIR} -DBINARY_DIR=${CMAKE_BINARY_DIR} -P ${CMAKE_CURRENT_SOURCE_DIR}/copy-existing-otrs.cmake
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/OTRExporter
COMMENT "Running asset extraction..."
DEPENDS ZAPD
BYPRODUCTS oot.otr ${CMAKE_SOURCE_DIR}/oot.otr oot-mq.otr ${CMAKE_SOURCE_DIR}/oot-mq.otr
)
if(CMAKE_SYSTEM_NAME MATCHES "Linux")
find_package(ImageMagick COMPONENTS convert)
if (ImageMagick_FOUND)
execute_process (
COMMAND ${ImageMagick_convert_EXECUTABLE} soh/macosx/sohIcon.png -resize 512x512 ${CMAKE_BINARY_DIR}/sohIcon.png
OUTPUT_VARIABLE outVar
)
endif()
endif()
if(CMAKE_SYSTEM_NAME MATCHES "Darwin")
add_custom_target(CreateOSXIcons
COMMAND mkdir -p ${CMAKE_BINARY_DIR}/macosx/soh.iconset
COMMAND sips -z 16 16 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_16x16.png
COMMAND sips -z 32 32 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_16x16@2x.png
COMMAND sips -z 32 32 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_32x32.png
COMMAND sips -z 64 64 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_32x32@2x.png
COMMAND sips -z 128 128 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_128x128.png
COMMAND sips -z 256 256 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_128x128@2x.png
COMMAND sips -z 256 256 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_256x256.png
COMMAND sips -z 512 512 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_256x256@2x.png
COMMAND sips -z 512 512 soh/macosx/sohIcon.png --out ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_512x512.png
COMMAND cp soh/macosx/sohIcon.png ${CMAKE_BINARY_DIR}/macosx/soh.iconset/icon_512x512@2x.png
COMMAND iconutil -c icns -o ${CMAKE_BINARY_DIR}/macosx/soh.icns ${CMAKE_BINARY_DIR}/macosx/soh.iconset
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Creating OSX icons ..."
)
add_dependencies(soh CreateOSXIcons)
add_custom_target(Assets ALL
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/OTRGui/assets/extractor" -Ddst_dir="${CMAKE_BINARY_DIR}/assets/extractor" -P "${CMAKE_SOURCE_DIR}/OTRGui/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/OTRExporter/assets" -Ddst_dir="${CMAKE_BINARY_DIR}/assets/game" -P "${CMAKE_SOURCE_DIR}/OTRGui/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/soh/assets/xml" -Ddst_dir="${CMAKE_BINARY_DIR}/assets/extractor/xmls" -P "${CMAKE_SOURCE_DIR}/OTRGui/Overwrite.cmake"
)
add_dependencies(soh Assets)
install(TARGETS ZAPD DESTINATION ${CMAKE_BINARY_DIR}/assets/extractor)
set(PROGRAM_PERMISSIONS_EXECUTE OWNER_EXECUTE OWNER_WRITE OWNER_READ GROUP_EXECUTE GROUP_READ WORLD_EXECUTE WORLD_READ)
install(DIRECTORY ${CMAKE_BINARY_DIR}/assets
DESTINATION .
PATTERN ZAPD.out
PERMISSIONS ${PROGRAM_PERMISSIONS_EXECUTE}
)
install(CODE "
include(BundleUtilities)
fixup_bundle(\"\${CMAKE_INSTALL_PREFIX}/soh-macos\" \"\" \"${dirs}\")
")
endif()
if(CMAKE_SYSTEM_NAME MATCHES "Windows|NintendoSwitch|CafeOS")
install(FILES ${CMAKE_SOURCE_DIR}/README.md DESTINATION . COMPONENT ship RENAME readme.txt )
endif()
if(CMAKE_SYSTEM_NAME MATCHES "Linux")
set(CPACK_GENERATOR "External")
elseif(CMAKE_SYSTEM_NAME MATCHES "Windows|NintendoSwitch|CafeOS")
set(CPACK_GENERATOR "ZIP")
elseif(CMAKE_SYSTEM_NAME MATCHES "Darwin")
set(CPACK_GENERATOR "Bundle")
endif()
set(CPACK_PROJECT_CONFIG_FILE ${CMAKE_SOURCE_DIR}/CMake/Packaging-2.cmake)
include(CMake/Packaging.cmake)
+45 -15
View File
@@ -3,17 +3,18 @@ FROM ubuntu:20.04 as build
ENV LANG C.UTF-8
ARG DEBIAN_FRONTEND=noninteractive
ENV GCCVER=10
RUN apt-get update && \
apt-get upgrade -y && \
apt-get install -y \
binutils \
gcc-10 \
g++-10 \
gcc-${GCCVER} \
g++-${GCCVER} \
patchelf \
p7zip-full \
python3.9 \
make \
python3 \
cmake \
make \
curl \
git \
lld \
@@ -21,27 +22,56 @@ RUN apt-get update && \
zlib1g-dev \
libbz2-dev \
libpng-dev \
libgles2-mesa-dev && \
ln -s /usr/bin/g++-10 /usr/bin/g++ && \
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-10 10 && \
gcc --version && \
g++ --version
RUN apt-get clean autoclean && apt-get autoremove --yes && rm -rf /var/lib/apt /var/lib/cache /var/lib/log
libgles2-mesa-dev \
wget \
gpg \
imagemagick \
ninja-build && \
apt-get install -y software-properties-common && \
wget -O - https://apt.kitware.com/keys/kitware-archive-latest.asc 2>/dev/null | gpg --dearmor - | tee /etc/apt/trusted.gpg.d/kitware.gpg >/dev/null && \
apt-add-repository "deb https://apt.kitware.com/ubuntu/ focal main" && \
apt-get update && \
apt-get upgrade -y && \
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-${GCCVER} 10 && \
update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-${GCCVER} 10
RUN git clone https://github.com/Perlmint/glew-cmake.git && \
cmake glew-cmake && \
make -j$(nproc) && \
make install
ENV SDL2VER=2.0.22
RUN curl -sLO https://libsdl.org/release/SDL2-${SDL2VER}.tar.gz && \
tar -xzf SDL2-${SDL2VER}.tar.gz && \
cd SDL2-${SDL2VER} && \
./configure --prefix=/usr && \
make && make install && \
./configure --build=x86_64-linux-gnu && \
make -j$(nproc) && make install && \
rm ../SDL2-${SDL2VER}.tar.gz && \
cp -av /lib/libSDL* /lib/x86_64-linux-gnu/
cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/
ENV SDL2NETVER=2.2.0
RUN curl -sLO https://www.libsdl.org/projects/SDL_net/release/SDL2_net-${SDL2NETVER}.tar.gz && \
tar -xzf SDL2_net-${SDL2NETVER}.tar.gz && \
cd SDL2_net-${SDL2NETVER} && \
./configure --build=x86_64-linux-gnu && \
make -j$(nproc) && make install && \
rm ../SDL2_net-${SDL2NETVER}.tar.gz && \
cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/
RUN \
ln -sf /proc/self/mounts /etc/mtab && \
mkdir -p /usr/local/share/keyring/ && \
wget -O /usr/local/share/keyring/devkitpro-pub.gpg https://apt.devkitpro.org/devkitpro-pub.gpg && \
echo "deb [signed-by=/usr/local/share/keyring/devkitpro-pub.gpg] https://apt.devkitpro.org stable main" > /etc/apt/sources.list.d/devkitpro.list && \
apt-get update -y && \
apt-get install -y devkitpro-pacman && \
yes | dkp-pacman -Syu switch-dev switch-portlibs wiiu-dev wiiu-portlibs --noconfirm
ENV DEVKITPRO=/opt/devkitpro
ENV DEVKITARM=/opt/devkitpro/devkitARM
ENV DEVKITPPC=/opt/devkitpro/devkitPPC
ENV PATH=$PATH:/opt/devkitpro/portlibs/switch/bin/:$DEVKITPPC/bin
ENV WUT_ROOT=$DEVKITPRO/wut
RUN mkdir /soh
WORKDIR /soh
Vendored
-158
View File
@@ -1,158 +0,0 @@
pipeline {
agent none
options {
timestamps()
skipDefaultCheckout(true)
}
stages {
stage('Build SoH') {
parallel {
stage ('Build Windows') {
options {
timeout(time: 20)
}
environment {
MSBUILD='C:\\Program Files\\Microsoft Visual Studio\\2022\\Community\\Msbuild\\Current\\Bin\\msbuild.exe'
CONFIG='Release'
OTRPLATFORM='x64'
PLATFORM='x64'
ZIP='C:\\Program Files\\7-Zip\\7z.exe'
PYTHON='C:\\Users\\jenkins\\AppData\\Local\\Programs\\Python\\Python310\\python.exe'
CMAKE='C:\\Program Files\\CMake\\bin\\cmake.exe'
TOOLSET='v142'
}
agent {
label "SoH-Builders"
}
steps {
checkout([
$class: 'GitSCM',
branches: scm.branches,
doGenerateSubmoduleConfigurations: scm.doGenerateSubmoduleConfigurations,
extensions: scm.extensions,
userRemoteConfigs: scm.userRemoteConfigs
])
catchError(buildResult: 'FAILURE', stageResult: 'FAILURE') {
bat """
"${env.MSBUILD}" ".\\OTRExporter\\OTRExporter.sln" -t:build -p:Configuration=${env.CONFIG};Platform=${env.OTRPLATFORM};PlatformToolset=${env.TOOLSET};RestorePackagesConfig=true /restore /nodeReuse:false /m
xcopy "..\\..\\ZELOOTD.z64" "OTRExporter\\"
cd "OTRExporter"
"${env.PYTHON}" ".\\extract_assets.py"
cd "..\\"
"${env.MSBUILD}" ".\\soh\\soh.sln" -t:build -p:Configuration=${env.CONFIG};Platform=${env.PLATFORM};PlatformToolset=${env.TOOLSET} /nodeReuse:false /m
cd OTRGui
mkdir build
cd build
"${env.CMAKE}" ..
"${env.CMAKE}" --build . --config Release
cd "..\\..\\"
move "soh\\x64\\Release\\soh.exe" ".\\"
move "OTRGui\\build\\assets" ".\\"
move ".\\OTRExporter\\x64\\Release\\ZAPD.exe" ".\\assets\\extractor\\"
move ".\\OTRGui\\build\\Release\\OTRGui.exe" ".\\"
rename README.md readme.txt
"${env.ZIP}" a soh.7z soh.exe OTRGui.exe assets readme.txt
"""
archiveArtifacts artifacts: 'soh.7z', followSymlinks: false, onlyIfSuccessful: true
}
}
post {
always {
step([$class: 'WsCleanup']) // Clean workspace
}
}
}
stage ('Build Linux') {
options {
timeout(time: 20)
}
agent {
label "SoH-Linux-Builders"
}
steps {
checkout([
$class: 'GitSCM',
branches: scm.branches,
doGenerateSubmoduleConfigurations: scm.doGenerateSubmoduleConfigurations,
extensions: scm.extensions,
userRemoteConfigs: scm.userRemoteConfigs
])
catchError(buildResult: 'FAILURE', stageResult: 'FAILURE') {
sh '''
cp ../../ZELOOTD.z64 OTRExporter/baserom_non_mq.z64
docker build . -t soh
docker run --name sohcont -dit --rm -v $(pwd):/soh soh /bin/bash
cp ../../buildsoh.bash soh
docker exec sohcont soh/buildsoh.bash
mkdir build
mv soh/soh.elf build/
mv OTRGui/build/OTRGui build/
mv OTRGui/build/assets build/
mv ZAPDTR/ZAPD.out build/assets/extractor/
mv README.md readme.txt
docker exec sohcont appimage/appimage.sh
7z a soh-linux.7z SOH-Linux.AppImage readme.txt
'''
}
sh 'sudo docker container stop sohcont'
archiveArtifacts artifacts: 'soh-linux.7z', followSymlinks: false, onlyIfSuccessful: true
}
post {
always {
step([$class: 'WsCleanup']) // Clean workspace
}
}
}
stage ('Build macOS') {
agent {
label "SoH-Mac-Builders"
}
steps {
checkout([
$class: 'GitSCM',
branches: scm.branches,
doGenerateSubmoduleConfigurations: scm.doGenerateSubmoduleConfigurations,
extensions: scm.extensions,
userRemoteConfigs: scm.userRemoteConfigs
])
catchError(buildResult: 'FAILURE', stageResult: 'FAILURE') {
sh '''
cp ../../ZELOOTD.z64 OTRExporter/baserom_non_mq.z64
cd soh
export CC="clang -arch arm64 -arch x86_64"; export CXX="clang++ -arch arm64 -arch x86_64"; make setup -j4 OPTFLAGS=-O2 DEBUG=0 LD="ld"
export CC="clang -arch arm64 -arch x86_64"; export CXX="clang++ -arch arm64 -arch x86_64"; make -j4 DEBUG=0 OPTFLAGS=-O2 LD="ld"
make -j4 appbundle
mv ../README.md readme.txt
7z a soh-mac.7z soh.app readme.txt
'''
}
archiveArtifacts artifacts: 'soh/soh-mac.7z', followSymlinks: false, onlyIfSuccessful: true
}
post {
always {
step([$class: 'WsCleanup']) // Clean workspace
}
}
}
}
}
}
}
+65
View File
@@ -0,0 +1,65 @@
################################################################################
# Command for variable_watch. This command issues error message, if a variable
# is changed. If variable PROPERTY_READER_GUARD_DISABLED is TRUE nothing happens
# variable_watch(<variable> property_reader_guard)
################################################################################
function(property_reader_guard VARIABLE ACCESS VALUE CURRENT_LIST_FILE STACK)
if("${PROPERTY_READER_GUARD_DISABLED}")
return()
endif()
if("${ACCESS}" STREQUAL "MODIFIED_ACCESS")
message(FATAL_ERROR
" Variable ${VARIABLE} is not supposed to be changed.\n"
" It is used only for reading target property ${VARIABLE}.\n"
" Use\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}\" \"<value>\")\n"
" or\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}_<CONFIG>\" \"<value>\")\n"
" instead.\n")
endif()
endfunction()
################################################################################
# Create variable <name> with generator expression that expands to value of
# target property <name>_<CONFIG>. If property is empty or not set then property
# <name> is used instead. Variable <name> has watcher property_reader_guard that
# doesn't allow to edit it.
# create_property_reader(<name>)
# Input:
# name - Name of watched property and output variable
################################################################################
function(create_property_reader NAME)
set(PROPERTY_READER_GUARD_DISABLED TRUE)
set(CONFIG_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}_$<UPPER_CASE:$<CONFIG>>>>")
set(IS_CONFIG_VALUE_EMPTY "$<STREQUAL:${CONFIG_VALUE},>")
set(GENERAL_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}>>")
set("${NAME}" "$<IF:${IS_CONFIG_VALUE_EMPTY},${GENERAL_VALUE},${CONFIG_VALUE}>" PARENT_SCOPE)
variable_watch("${NAME}" property_reader_guard)
endfunction()
################################################################################
# Set property $<name>_${PROPS_CONFIG_U} of ${PROPS_TARGET} to <value>
# set_config_specific_property(<name> <value>)
# Input:
# name - Prefix of property name
# value - New value
################################################################################
function(set_config_specific_property NAME VALUE)
set_target_properties("${PROPS_TARGET}" PROPERTIES "${NAME}_${PROPS_CONFIG_U}" "${VALUE}")
endfunction()
################################################################################
create_property_reader("TARGET_NAME")
create_property_reader("OUTPUT_DIRECTORY")
set_config_specific_property("TARGET_NAME" "${PROPS_TARGET}")
set_config_specific_property("OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("LIBRARY_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("RUNTIME_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("LIBRARY_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("RUNTIME_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
+12
View File
@@ -0,0 +1,12 @@
include("${CMAKE_CURRENT_LIST_DIR}/Default.cmake")
set_config_specific_property("OUTPUT_DIRECTORY" "${CMAKE_SOURCE_DIR}$<$<NOT:$<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>>:/${CMAKE_VS_PLATFORM_NAME}>/${PROPS_CONFIG}")
if(MSVC)
create_property_reader("DEFAULT_CXX_EXCEPTION_HANDLING")
create_property_reader("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT")
set_target_properties("${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")
endif()
+233
View File
@@ -0,0 +1,233 @@
# utils file for projects came from visual studio solution with cmake-converter.
################################################################################
# Wrap each token of the command with condition
################################################################################
cmake_policy(PUSH)
cmake_policy(SET CMP0054 NEW)
macro(prepare_commands)
unset(TOKEN_ROLE)
unset(COMMANDS)
foreach(TOKEN ${ARG_COMMANDS})
if("${TOKEN}" STREQUAL "COMMAND")
set(TOKEN_ROLE "KEYWORD")
elseif("${TOKEN_ROLE}" STREQUAL "KEYWORD")
set(TOKEN_ROLE "CONDITION")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(TOKEN_ROLE "COMMAND")
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
set(TOKEN_ROLE "ARG")
endif()
if("${TOKEN_ROLE}" STREQUAL "KEYWORD")
list(APPEND COMMANDS "${TOKEN}")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(CONDITION ${TOKEN})
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
list(APPEND COMMANDS "$<$<NOT:${CONDITION}>:${DUMMY}>$<${CONDITION}:${TOKEN}>")
elseif("${TOKEN_ROLE}" STREQUAL "ARG")
list(APPEND COMMANDS "$<${CONDITION}:${TOKEN}>")
endif()
endforeach()
endmacro()
cmake_policy(POP)
################################################################################
# Transform all the tokens to absolute paths
################################################################################
macro(prepare_output)
unset(OUTPUT)
foreach(TOKEN ${ARG_OUTPUT})
if(IS_ABSOLUTE ${TOKEN})
list(APPEND OUTPUT "${TOKEN}")
else()
list(APPEND OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${TOKEN}")
endif()
endforeach()
endmacro()
################################################################################
# Parse add_custom_command_if args.
#
# Input:
# PRE_BUILD - Pre build event option
# PRE_LINK - Pre link event option
# POST_BUILD - Post build event option
# TARGET - Target
# OUTPUT - List of output files
# DEPENDS - List of files on which the command depends
# COMMANDS - List of commands(COMMAND condition1 commannd1 args1 COMMAND
# condition2 commannd2 args2 ...)
# Output:
# OUTPUT - Output files
# DEPENDS - Files on which the command depends
# COMMENT - Comment
# PRE_BUILD - TRUE/FALSE
# PRE_LINK - TRUE/FALSE
# POST_BUILD - TRUE/FALSE
# TARGET - Target name
# COMMANDS - Prepared commands(every token is wrapped in CONDITION)
# NAME - Unique name for custom target
# STEP - PRE_BUILD/PRE_LINK/POST_BUILD
################################################################################
function(add_custom_command_if_parse_arguments)
cmake_parse_arguments("ARG" "PRE_BUILD;PRE_LINK;POST_BUILD" "TARGET;COMMENT" "DEPENDS;OUTPUT;COMMANDS" ${ARGN})
if(WIN32)
set(DUMMY "cd.")
elseif(UNIX)
set(DUMMY "true")
endif()
prepare_commands()
prepare_output()
set(DEPENDS "${ARG_DEPENDS}")
set(COMMENT "${ARG_COMMENT}")
set(PRE_BUILD "${ARG_PRE_BUILD}")
set(PRE_LINK "${ARG_PRE_LINK}")
set(POST_BUILD "${ARG_POST_BUILD}")
set(TARGET "${ARG_TARGET}")
if(PRE_BUILD)
set(STEP "PRE_BUILD")
elseif(PRE_LINK)
set(STEP "PRE_LINK")
elseif(POST_BUILD)
set(STEP "POST_BUILD")
endif()
set(NAME "${TARGET}_${STEP}")
set(OUTPUT "${OUTPUT}" PARENT_SCOPE)
set(DEPENDS "${DEPENDS}" PARENT_SCOPE)
set(COMMENT "${COMMENT}" PARENT_SCOPE)
set(PRE_BUILD "${PRE_BUILD}" PARENT_SCOPE)
set(PRE_LINK "${PRE_LINK}" PARENT_SCOPE)
set(POST_BUILD "${POST_BUILD}" PARENT_SCOPE)
set(TARGET "${TARGET}" PARENT_SCOPE)
set(COMMANDS "${COMMANDS}" PARENT_SCOPE)
set(STEP "${STEP}" PARENT_SCOPE)
set(NAME "${NAME}" PARENT_SCOPE)
endfunction()
################################################################################
# Add conditional custom command
#
# Generating Files
# The first signature is for adding a custom command to produce an output:
# add_custom_command_if(
# <OUTPUT output1 [output2 ...]>
# <COMMANDS>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [DEPENDS [depends...]]
# [COMMENT comment]
#
# Build Events
# add_custom_command_if(
# <TARGET target>
# <PRE_BUILD | PRE_LINK | POST_BUILD>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [COMMENT comment]
#
# Input:
# output - Output files the command is expected to produce
# condition - Generator expression for wrapping the command
# command - Command-line(s) to execute at build time.
# args - Command`s args
# depends - Files on which the command depends
# comment - Display the given message before the commands are executed at
# build time.
# PRE_BUILD - Run before any other rules are executed within the target
# PRE_LINK - Run after sources have been compiled but before linking the
# binary
# POST_BUILD - Run after all other rules within the target have been
# executed
################################################################################
function(add_custom_command_if)
add_custom_command_if_parse_arguments(${ARGN})
if(OUTPUT AND TARGET)
message(FATAL_ERROR "Wrong syntax. A TARGET and OUTPUT can not both be specified.")
endif()
if(OUTPUT)
add_custom_command(OUTPUT ${OUTPUT}
${COMMANDS}
DEPENDS ${DEPENDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
elseif(TARGET)
if(PRE_BUILD AND NOT ${CMAKE_GENERATOR} MATCHES "Visual Studio")
add_custom_target(
${NAME}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
add_dependencies(${TARGET} ${NAME})
else()
add_custom_command(
TARGET ${TARGET}
${STEP}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
endif()
else()
message(FATAL_ERROR "Wrong syntax. A TARGET or OUTPUT must be specified.")
endif()
endfunction()
################################################################################
# Use props file for a target and configs
# use_props(<target> <configs...> <props_file>)
# Inside <props_file> there are following variables:
# PROPS_TARGET - <target>
# PROPS_CONFIG - One of <configs...>
# PROPS_CONFIG_U - Uppercase PROPS_CONFIG
# Input:
# target - Target to apply props file
# configs - Build configurations to apply props file
# props_file - CMake script
################################################################################
macro(use_props TARGET CONFIGS PROPS_FILE)
set(PROPS_TARGET "${TARGET}")
foreach(PROPS_CONFIG ${CONFIGS})
string(TOUPPER "${PROPS_CONFIG}" PROPS_CONFIG_U)
get_filename_component(ABSOLUTE_PROPS_FILE "${PROPS_FILE}" ABSOLUTE BASE_DIR "${CMAKE_CURRENT_LIST_DIR}")
if(EXISTS "${ABSOLUTE_PROPS_FILE}")
include("${ABSOLUTE_PROPS_FILE}")
else()
message(WARNING "Corresponding cmake file from props \"${ABSOLUTE_PROPS_FILE}\" doesn't exist")
endif()
endforeach()
endmacro()
################################################################################
# Add compile options to source file
# source_file_compile_options(<source_file> [compile_options...])
# Input:
# source_file - Source file
# compile_options - Options to add to COMPILE_FLAGS property
################################################################################
function(source_file_compile_options SOURCE_FILE)
if("${ARGC}" LESS_EQUAL "1")
return()
endif()
get_source_file_property(COMPILE_OPTIONS "${SOURCE_FILE}" COMPILE_OPTIONS)
if(COMPILE_OPTIONS)
list(APPEND COMPILE_OPTIONS ${ARGN})
else()
set(COMPILE_OPTIONS "${ARGN}")
endif()
set_source_files_properties("${SOURCE_FILE}" PROPERTIES COMPILE_OPTIONS "${COMPILE_OPTIONS}")
endfunction()
################################################################################
# Default properties of visual studio projects
################################################################################
set(DEFAULT_CXX_PROPS "${CMAKE_CURRENT_LIST_DIR}/DefaultCXX.cmake")
+96
View File
@@ -0,0 +1,96 @@
cmake_minimum_required(VERSION 3.16.0 FATAL_ERROR)
set(CMAKE_SYSTEM_VERSION 10.0 CACHE STRING "" FORCE)
set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
#set(CMAKE_C_STANDARD 11 CACHE STRING "The C standard to use")
set(CMAKE_C_STANDARD 11)
project(OTRExporter C CXX)
################################################################################
# Set target arch type if empty. Visual studio solution generator provides it.
################################################################################
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
if(NOT CMAKE_VS_PLATFORM_NAME)
set(CMAKE_VS_PLATFORM_NAME "x64")
endif()
message("${CMAKE_VS_PLATFORM_NAME} architecture in use")
if(NOT ("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64"
OR "${CMAKE_VS_PLATFORM_NAME}" STREQUAL "Win32"))
message(FATAL_ERROR "${CMAKE_VS_PLATFORM_NAME} arch is not supported!")
endif()
endif()
################################################################################
# Global configuration types
################################################################################
set(CMAKE_CONFIGURATION_TYPES
"Debug"
"Release"
CACHE STRING "" FORCE
)
################################################################################
# Global compiler options
################################################################################
if(MSVC)
# remove default flags provided with CMake for MSVC
set(CMAKE_C_FLAGS "")
set(CMAKE_C_FLAGS_DEBUG "")
set(CMAKE_C_FLAGS_RELEASE "")
set(CMAKE_CXX_FLAGS "")
set(CMAKE_CXX_FLAGS_DEBUG "")
set(CMAKE_CXX_FLAGS_RELEASE "")
endif()
################################################################################
# Global linker options
################################################################################
if(MSVC)
# remove default flags provided with CMake for MSVC
set(CMAKE_EXE_LINKER_FLAGS "")
set(CMAKE_MODULE_LINKER_FLAGS "")
set(CMAKE_SHARED_LINKER_FLAGS "")
set(CMAKE_STATIC_LINKER_FLAGS "")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "${CMAKE_MODULE_LINKER_FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS}")
set(CMAKE_STATIC_LINKER_FLAGS_DEBUG "${CMAKE_STATIC_LINKER_FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "${CMAKE_MODULE_LINKER_FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS}")
set(CMAKE_STATIC_LINKER_FLAGS_RELEASE "${CMAKE_STATIC_LINKER_FLAGS}")
endif()
################################################################################
# Common utils
################################################################################
include(CMake/Utils.cmake)
################################################################################
# Additional Global Settings(add specific info there)
################################################################################
include(CMake/GlobalSettingsInclude.cmake OPTIONAL)
################################################################################
# Use solution folders feature
################################################################################
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
################################################################################
# Sub-projects
################################################################################
if (NOT TARGET libultraship)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../libultraship ${CMAKE_BINARY_DIR}/libultraship)
endif()
if (NOT TARGET ZAPD)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../ZAPDTR/ZAPD ${CMAKE_BINARY_DIR}/ZAPD)
endif()
if (NOT TARGET ZAPDUtils)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../libultraship/extern/ZAPDUtils ${CMAKE_BINARY_DIR}/ZAPDUtils)
endif()
add_subdirectory(OTRExporter)
-79
View File
@@ -1,79 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.30320.27
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OTRExporter", "OTRExporter\OTRExporter.vcxproj", "{A6103FD3-0709-4FC7-B066-1A6E056D6306}"
ProjectSection(ProjectDependencies) = postProject
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8} = {6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libultraship", "..\libultraship\libultraship\libultraship.vcxproj", "{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ZAPD", "..\ZAPDTR\ZAPD\ZAPD.vcxproj", "{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}"
ProjectSection(ProjectDependencies) = postProject
{78424708-1F6E-4D4B-920C-FB6D26847055} = {78424708-1F6E-4D4B-920C-FB6D26847055}
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8} = {6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}
{A2E01C3E-D647-45D1-9788-043DEBC1A908} = {A2E01C3E-D647-45D1-9788-043DEBC1A908}
{A6103FD3-0709-4FC7-B066-1A6E056D6306} = {A6103FD3-0709-4FC7-B066-1A6E056D6306}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ZAPDUtils", "..\ZAPDTR\ZAPDUtils\ZAPDUtils.vcxproj", "{A2E01C3E-D647-45D1-9788-043DEBC1A908}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "StormLib", "..\StormLib\StormLib_vs19.vcxproj", "{78424708-1F6E-4D4B-920C-FB6D26847055}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Debug|x64.ActiveCfg = Debug|x64
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Debug|x64.Build.0 = Debug|x64
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Debug|x86.ActiveCfg = Debug|Win32
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Debug|x86.Build.0 = Debug|Win32
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Release|x64.ActiveCfg = Release|x64
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Release|x64.Build.0 = Release|x64
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Release|x86.ActiveCfg = Release|Win32
{A6103FD3-0709-4FC7-B066-1A6E056D6306}.Release|x86.Build.0 = Release|Win32
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Debug|x64.ActiveCfg = Debug|x64
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Debug|x64.Build.0 = Debug|x64
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Debug|x86.ActiveCfg = Debug|Win32
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Debug|x86.Build.0 = Debug|Win32
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Release|x64.ActiveCfg = Release|x64
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Release|x64.Build.0 = Release|x64
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Release|x86.ActiveCfg = Release|Win32
{6DA9B521-65B7-41E2-8F8A-F0451CC18ED8}.Release|x86.Build.0 = Release|Win32
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Debug|x64.ActiveCfg = Debug|x64
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Debug|x64.Build.0 = Debug|x64
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Debug|x86.ActiveCfg = Debug|Win32
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Debug|x86.Build.0 = Debug|Win32
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Release|x64.ActiveCfg = Release|x64
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Release|x64.Build.0 = Release|x64
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Release|x86.ActiveCfg = Release|Win32
{B53F9E5B-0A58-4BAE-9AFE-856C8CBB8D36}.Release|x86.Build.0 = Release|Win32
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Debug|x64.ActiveCfg = Debug|x64
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Debug|x64.Build.0 = Debug|x64
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Debug|x86.ActiveCfg = Debug|Win32
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Debug|x86.Build.0 = Debug|Win32
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Release|x64.ActiveCfg = Release|x64
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Release|x64.Build.0 = Release|x64
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Release|x86.ActiveCfg = Release|Win32
{A2E01C3E-D647-45D1-9788-043DEBC1A908}.Release|x86.Build.0 = Release|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|x64.ActiveCfg = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|x64.Build.0 = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|x86.ActiveCfg = DebugAD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|x86.Build.0 = DebugAD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|x64.ActiveCfg = ReleaseUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|x64.Build.0 = ReleaseUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|x86.ActiveCfg = ReleaseAS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|x86.Build.0 = ReleaseAS|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {DCE19FF1-37C0-49CD-915A-DD695E15F00B}
EndGlobalSection
EndGlobal
+242
View File
@@ -0,0 +1,242 @@
set(PROJECT_NAME OTRExporter)
################################################################################
# Source groups
################################################################################
set(Header_Files
"AnimationExporter.h"
"ArrayExporter.h"
"AudioExporter.h"
"BackgroundExporter.h"
"BlobExporter.h"
"CollisionExporter.h"
"command_macros_base.h"
"CutsceneExporter.h"
"DisplayListExporter.h"
"Exporter.h"
"Main.h"
"MtxExporter.h"
"PathExporter.h"
"PlayerAnimationExporter.h"
"RoomExporter.h"
"SkeletonExporter.h"
"SkeletonLimbExporter.h"
"TextExporter.h"
"TextureExporter.h"
"VersionInfo.h"
"VtxExporter.h"
"z64cutscene.h"
"z64cutscene_commands.h"
)
source_group("Header Files" FILES ${Header_Files})
set(Source_Files
"AnimationExporter.cpp"
"ArrayExporter.cpp"
"AudioExporter.cpp"
"BackgroundExporter.cpp"
"BlobExporter.cpp"
"CollisionExporter.cpp"
"CutsceneExporter.cpp"
"DisplayListExporter.cpp"
"Exporter.cpp"
"Main.cpp"
"MtxExporter.cpp"
"PathExporter.cpp"
"PlayerAnimationExporter.cpp"
"RoomExporter.cpp"
"SkeletonExporter.cpp"
"SkeletonLimbExporter.cpp"
"TextExporter.cpp"
"TextureExporter.cpp"
"VersionInfo.cpp"
"VtxExporter.cpp"
)
source_group("Source Files" FILES ${Source_Files})
set(ALL_FILES
${Header_Files}
${Source_Files}
)
################################################################################
# Target
################################################################################
add_library(${PROJECT_NAME} STATIC ${ALL_FILES})
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
use_props(${PROJECT_NAME} "${CMAKE_CONFIGURATION_TYPES}" "${DEFAULT_CXX_PROPS}")
endif()
set(ROOT_NAMESPACE OTRExporter)
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
set_target_properties(${PROJECT_NAME} PROPERTIES
VS_GLOBAL_KEYWORD "Win32Proj"
)
if("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64")
set_target_properties(${PROJECT_NAME} PROPERTIES
INTERPROCEDURAL_OPTIMIZATION_RELEASE "TRUE"
)
elseif("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x86")
set_target_properties(${PROJECT_NAME} PROPERTIES
INTERPROCEDURAL_OPTIMIZATION_RELEASE "TRUE"
)
endif()
endif()
################################################################################
# MSVC runtime library
################################################################################
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
get_property(MSVC_RUNTIME_LIBRARY_DEFAULT TARGET ${PROJECT_NAME} PROPERTY MSVC_RUNTIME_LIBRARY)
if("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64")
string(CONCAT "MSVC_RUNTIME_LIBRARY_STR"
$<$<CONFIG:Debug>:
MultiThreadedDebug
>
$<$<CONFIG:Release>:
MultiThreaded
>
$<$<NOT:$<OR:$<CONFIG:Debug>,$<CONFIG:Release>>>:${MSVC_RUNTIME_LIBRARY_DEFAULT}>
)
endif()
set_target_properties(${PROJECT_NAME} PROPERTIES MSVC_RUNTIME_LIBRARY ${MSVC_RUNTIME_LIBRARY_STR})
endif()
################################################################################
# Compile definitions
################################################################################
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
if("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64")
target_compile_definitions(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Debug>:"
"_DEBUG"
">"
"$<$<CONFIG:Release>:"
"NDEBUG"
">"
"_CONSOLE;"
"_CRT_SECURE_NO_WARNINGS;"
"UNICODE;"
"_UNICODE"
STORMLIB_NO_AUTO_LINK
)
elseif("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x86")
target_compile_definitions(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Debug>:"
"_DEBUG;"
"_CRT_SECURE_NO_WARNINGS"
">"
"$<$<CONFIG:Release>:"
"NDEBUG"
">"
"WIN32;"
"_CONSOLE;"
"UNICODE;"
"_UNICODE"
STORMLIB_NO_AUTO_LINK
)
endif()
endif()
if ("${CMAKE_CXX_COMPILER_ID}" MATCHES "GNU|Clang|AppleClang")
target_compile_definitions(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Debug>:"
"_DEBUG"
">"
"$<$<CONFIG:Release>:"
"NDEBUG"
">"
"_CONSOLE;"
"_CRT_SECURE_NO_WARNINGS;"
"UNICODE;"
"_UNICODE"
)
endif()
################################################################################
# Compile and link options
################################################################################
target_include_directories(${PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../../ZAPDTR/ZAPD/
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/extern/ZAPDUtils
${CMAKE_CURRENT_SOURCE_DIR}/../../ZAPDTR/lib/tinyxml2
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/src
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/src/resource
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/src/resource/types
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/extern
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/extern/spdlog/include
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/src/graphic/Fast3D/U64
${CMAKE_CURRENT_SOURCE_DIR}/../../libultraship/extern/StormLib/src
.
)
if(MSVC)
if("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64")
target_compile_options(${PROJECT_NAME} PRIVATE
$<$<CONFIG:Release>:
/Oi;
/Gy
>
/permissive-;
/sdl;
/W3;
${DEFAULT_CXX_DEBUG_INFORMATION_FORMAT};
${DEFAULT_CXX_EXCEPTION_HANDLING}
)
elseif("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x86")
target_compile_options(${PROJECT_NAME} PRIVATE
$<$<CONFIG:Release>:
/Oi;
/Gy
>
/permissive-;
/sdl;
/W3;
${DEFAULT_CXX_DEBUG_INFORMATION_FORMAT};
${DEFAULT_CXX_EXCEPTION_HANDLING}
)
endif()
if("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x64")
target_link_options(${PROJECT_NAME} PRIVATE
$<$<CONFIG:Release>:
/OPT:REF;
/OPT:ICF
>
/SUBSYSTEM:CONSOLE
)
elseif("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "x86")
target_link_options(${PROJECT_NAME} PRIVATE
$<$<CONFIG:Release>:
/DEBUG;
/OPT:REF;
/OPT:ICF;
/INCREMENTAL:NO
>
/SUBSYSTEM:CONSOLE
)
endif()
endif()
if ("${CMAKE_CXX_COMPILER_ID}" MATCHES "GNU|Clang|AppleClang")
target_compile_options(${PROJECT_NAME} PRIVATE
-Wall -Wextra -Wno-error
-Wno-unused-parameter
-Wno-unused-function
-Wno-unused-variable
-Wno-missing-field-initializers
-Wno-parentheses
-Wno-narrowing
$<$<COMPILE_LANGUAGE:CXX>:-Wno-deprecated-enum-enum-conversion>
)
endif()
################################################################################
# Dependencies
################################################################################
add_dependencies(${PROJECT_NAME}
libultraship
)
# Link with other targets.
target_link_libraries(${PROJECT_NAME} PUBLIC "${ADDITIONAL_LIBRARY_DEPENDENCIES}")
@@ -3,7 +3,7 @@
#include "../ZAPD/ZFile.h"
#include <Utils/MemoryStream.h>
#include <Utils/BitConverter.h>
#include "Lib/StrHash64.h"
#include "StrHash64/StrHash64.h"
#include "spdlog/spdlog.h"
#include "PR/ultra64/gbi.h"
#include <Globals.h>
@@ -653,8 +653,13 @@ void OTRExporter_DisplayList::Save(ZResource* res, const fs::path& outPath, Bina
uint32_t seg = data & 0xFFFFFFFF;
int32_t texAddress = Seg2Filespace(data, dList->parent->baseAddress);
if (!Globals::Instance->HasSegment(GETSEGNUM(seg), res->parent->workerID))
if (!Globals::Instance->HasSegment(GETSEGNUM(seg), res->parent->workerID) || (res->GetName() == "sShadowMaterialDL"))
{
if (res->GetName() == "sShadowMaterialDL") {
// sShadowMaterialDL (In ovl_En_Jsjutan) has a texture in bss. This is a hack to override the reference to one
// to segment C. The actor has been modified to load the texture into segment C.
seg = 0x0C000000;
}
int32_t __ = (data & 0x00FF000000000000) >> 48;
int32_t www = (data & 0x00000FFF00000000) >> 32;
@@ -877,8 +882,14 @@ std::string OTRExporter_DisplayList::GetPrefix(ZResource* res)
std::string prefix = "";
std::string xmlPath = StringHelper::Replace(res->parent->GetXmlFilePath().string(), "\\", "/");
if (StringHelper::Contains(oName, "_scene") || StringHelper::Contains(oName, "_room"))
if (StringHelper::Contains(oName, "_scene") || StringHelper::Contains(oName, "_room")) {
prefix = "scenes";
if (Globals::Instance->rom->IsMQ()) {
prefix += "/mq";
} else {
prefix += "/nonmq";
}
}
else if (StringHelper::Contains(xmlPath, "objects/"))
prefix = "objects";
else if (StringHelper::Contains(xmlPath, "textures/"))
+1 -1
View File
@@ -3,7 +3,7 @@
void OTRExporter::WriteHeader(ZResource* res, const fs::path& outPath, BinaryWriter* writer, Ship::ResourceType resType, Ship::Version resVersion)
{
writer->Write((uint8_t)Endianess::Little); // 0x00
writer->Write((uint8_t)Endianness::Little); // 0x00
writer->Write((uint8_t)0); // 0x01
writer->Write((uint8_t)0); // 0x02
writer->Write((uint8_t)0); // 0x03
+56 -3
View File
@@ -21,6 +21,7 @@
#include <Utils/Directory.h>
#include <Utils/MemoryStream.h>
#include <Utils/BinaryWriter.h>
#include <bit>
std::string otrFileName = "oot.otr";
std::shared_ptr<Ship::Archive> otrArchive;
@@ -63,13 +64,45 @@ static void ExporterProgramEnd()
{
if (Globals::Instance->fileMode == ZFileMode::ExtractDirectory)
{
printf("Creating version file...\n");
// Get crc from rom
std::string romPath = Globals::Instance->baseRomPath.string();
std::vector<uint8_t> romData = File::ReadAllBytes(romPath);
uint32_t crc = BitConverter::ToUInt32BE(romData, 0x10);
uint8_t endianness = (uint8_t)Endianness::Big;
// Write crc to version file
fs::path versionPath("Extract/version");
MemoryStream* versionStream = new MemoryStream();
BinaryWriter writer(versionStream);
writer.SetEndianness(Endianness::Big);
writer.Write(endianness);
writer.Write(crc);
std::ofstream versionFile(versionPath.c_str(), std::ios::out | std::ios::binary);
versionFile.write(versionStream->ToVector().data(), versionStream->GetLength());
versionFile.flush();
versionFile.close();
writer.Close();
printf("Created version file.\n");
printf("Generating OTR Archive...\n");
otrArchive = Ship::Archive::CreateArchive(otrFileName, 40000);
for (auto item : files)
{
for (auto item : files) {
std::string fName = item.first;
if (fName.find("gTitleZeldaShieldLogoMQTex") != std::string::npos && !ZRom(romPath).IsMQ())
{
size_t pos = 0;
if ((pos = fName.find("gTitleZeldaShieldLogoMQTex", 0)) != std::string::npos)
{
fName.replace(pos, 27, "gTitleZeldaShieldLogoTex");
}
}
auto fileData = item.second;
otrArchive->AddFile(item.first, (uintptr_t)fileData.data(), fileData.size());
otrArchive->AddFile(fName, (uintptr_t)fileData.data(),
fileData.size());
}
// Add any additional files that need to be manually copied...
@@ -77,7 +110,27 @@ static void ExporterProgramEnd()
for (auto item : lst)
{
std::vector<std::string> splitPath = StringHelper::Split(item, ".");
if (splitPath.size() >= 3) {
std::string extension = splitPath.at(splitPath.size() - 1);
std::string format = splitPath.at(splitPath.size() - 2);
splitPath.pop_back();
splitPath.pop_back();
std::string afterPath = std::accumulate(splitPath.begin(), splitPath.end(), std::string(""));
if (extension == "png" && (format == "rgba32" || format == "rgb5a1" || format == "i4" || format == "i8" || format == "ia4" || format == "ia8" || format == "ia16" || format == "ci4" || format == "ci8")) {
Globals::Instance->buildRawTexture = true;
Globals::Instance->BuildAssetTexture(item, ZTexture::GetTextureTypeFromString(format), afterPath);
Globals::Instance->buildRawTexture = false;
auto fileData = File::ReadAllBytes(afterPath);
printf("otrArchive->AddFile(%s)\n", StringHelper::Split(afterPath, "Extract/")[1].c_str());
otrArchive->AddFile(StringHelper::Split(afterPath, "Extract/")[1], (uintptr_t)fileData.data(), fileData.size());
}
}
auto fileData = File::ReadAllBytes(item);
printf("otrArchive->AddFile(%s)\n", StringHelper::Split(item, "Extract/")[1].c_str());
otrArchive->AddFile(StringHelper::Split(item, "Extract/")[1], (uintptr_t)fileData.data(), fileData.size());
}
-72
View File
@@ -1,72 +0,0 @@
# Only used for standalone compilation, usually inherits these from the main makefile
CXX ?= g++
AR := ar
FORMAT := clang-format-11
ASAN ?= 0
DEBUG ?= 1
OPTFLAGS ?= -O0
LTO ?= 0
WARN := -Wall -Wextra -Werror \
-Wno-unused-parameter \
-Wno-unused-function \
-Wno-unused-variable \
-Wno-error=multichar
CXXFLAGS := $(WARN) -std=c++17
CPPFLAGS := -MMD
ifneq ($(DEBUG),0)
CXXFLAGS += -g
endif
ifneq ($(ASAN),0)
CXXFLAGS += -fsanitize=address
endif
ifneq ($(LTO),0)
CXXFLAGS += -flto
endif
SRC_DIRS := $(shell find . -type d -not -path "*build*")
CXX_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp))
H_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.h))
O_FILES := $(CXX_FILES:%.cpp=build/%.o)
D_FILES := $(O_FILES:%.o=%.d)
LIB := OTRExporter.a
INC_DIRS := $(addprefix -I, \
../../ZAPDTR/ZAPD \
../../ZAPDTR/lib/tinyxml2 \
../../ZAPDTR/lib/libgfxd \
../../ZAPDTR/ZAPDUtils \
../../libultraship/libultraship \
../../libultraship/libultraship/Lib/spdlog/include \
../../libultraship/libultraship/Lib/Fast3D/U64 \
../../StormLib/src \
)
# create build directories
$(shell mkdir -p $(SRC_DIRS:%=build/%))
all: $(LIB)
clean:
rm -rf build $(LIB)
format:
$(FORMAT) -i $(CXX_FILES) $(H_FILES)
.PHONY: all clean format
build/%.o: %.cpp
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-222
View File
@@ -1,222 +0,0 @@
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<Link>
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<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
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<PreprocessorDefinitions>NDEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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@@ -1,150 +0,0 @@
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<ClCompile Include="PathExporter.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="TextExporter.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="BlobExporter.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="MtxExporter.cpp">
<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<ClCompile Include="AudioExporter.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
+1 -1
View File
@@ -2,7 +2,7 @@
#include <map>
#include <vector>
#include "Resource.h"
#include "src/resource/Resource.h"
#define MAJOR_VERSION Ship::Version::Deckard
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+26 -10
View File
@@ -4,15 +4,23 @@ import os, sys, shutil
import shutil
from rom_info import Z64Rom
import rom_chooser
import struct
import subprocess
import argparse
def BuildOTR(xmlPath, rom):
def BuildOTR(xmlPath, rom, zapd_exe=None):
shutil.copytree("assets", "Extract/assets")
execStr = "x64\\Release\\ZAPD.exe" if sys.platform == "win32" else "../ZAPDTR/ZAPD.out"
execStr += " ed -i %s -b %s -fl CFG/filelists -o placeholder -osf placeholder -gsf 1 -rconf CFG/Config.xml -se OTR" % (xmlPath, rom)
if not zapd_exe:
zapd_exe = "x64\\Release\\ZAPD.exe" if sys.platform == "win32" else "../ZAPDTR/ZAPD.out"
print(execStr)
exitValue = os.system(execStr)
exec_cmd = [zapd_exe, "ed", "-i", xmlPath, "-b", rom, "-fl", "CFG/filelists",
"-o", "placeholder", "-osf", "placeholder", "-gsf", "1",
"-rconf", "CFG/Config.xml", "-se", "OTR", "--otrfile",
"oot-mq.otr" if Z64Rom.isMqRom(rom) else "oot.otr"]
print(exec_cmd)
exitValue = subprocess.call(exec_cmd)
if exitValue != 0:
print("\n")
print("Error when building the OTR file...", file=os.sys.stderr)
@@ -20,13 +28,21 @@ def BuildOTR(xmlPath, rom):
print("\n")
def main():
rom_path = rom_chooser.chooseROM()
rom = Z64Rom(rom_path)
parser = argparse.ArgumentParser()
parser.add_argument("-z", "--zapd", help="Path to ZAPD executable", dest="zapd_exe", type=str)
parser.add_argument("rom", help="Path to the rom", type=str, nargs="?")
parser.add_argument("--non-interactive", help="Runs the script non-interactively for use in build scripts.", dest="non_interactive", action="store_true")
if (os.path.exists("Extract")):
shutil.rmtree("Extract")
args = parser.parse_args()
BuildOTR("../soh/assets/xml/" + rom.version.xml_ver + "/", rom_path)
rom_paths = [ args.rom ] if args.rom else rom_chooser.chooseROM(args.non_interactive)
for rom_path in rom_paths:
rom = Z64Rom(rom_path)
if (os.path.exists("Extract")):
shutil.rmtree("Extract")
BuildOTR("../soh/assets/xml/" + rom.version.xml_ver + "/", rom_path, zapd_exe=args.zapd_exe)
if __name__ == "__main__":
main()
+17 -3
View File
@@ -2,7 +2,7 @@ import os, sys, glob
from rom_info import Z64Rom
def chooseROM():
def chooseROM(non_interactive=False):
roms = []
for file in glob.glob("*.z64"):
@@ -14,7 +14,21 @@ def chooseROM():
sys.exit(1)
if (len(roms) == 1):
return roms[0]
return roms
if non_interactive:
romsToExtract = []
foundMq = False
foundOot = False
for rom in roms:
isMq = Z64Rom.isMqRom(rom)
if isMq and not foundMq:
romsToExtract.append(rom)
foundMq = True
elif not isMq and not foundOot:
romsToExtract.append(rom)
foundOot = True
return romsToExtract
print(str(len(roms))+ " roms found, please select one by pressing 1-"+str(len(roms)))
@@ -34,4 +48,4 @@ def chooseROM():
else: break
return roms[selection - 1]
return [ roms[selection - 1] ]
+10
View File
@@ -36,6 +36,7 @@ class RomVersion:
ROM_INFO_TABLE = dict()
ROM_INFO_TABLE[Checksums.OOT_PAL_GC] = RomVersion("CFG/filelists/gamecube_pal.txt", 0x7170, "GC_NMQ_PAL_F")
ROM_INFO_TABLE[Checksums.OOT_PAL_GC_DBG1] = RomVersion("CFG/filelists/dbg.txt", 0x12F70, "GC_NMQ_D")
ROM_INFO_TABLE[Checksums.OOT_PAL_GC_MQ_DBG] = RomVersion("CFG/filelists/dbg.txt", 0x12F70, "GC_MQ_D")
class RomDmaEntry:
def __init__(self, rom, i):
@@ -72,6 +73,11 @@ class Z64Rom:
if self.checksum == Checksums.OOT_UNKNOWN:
self.is_valid = False
return
if self.checksum in [Checksums.OOT_NTSC_JP_MQ, Checksums.OOT_NTSC_US_MQ, Checksums.OOT_PAL_GC_MQ_DBG, Checksums.OOT_PAL_MQ]:
self.isMq = True
else:
self.isMq = False
# get rom version
self.version = ROM_INFO_TABLE[self.checksum]
@@ -85,3 +91,7 @@ class Z64Rom:
@staticmethod
def isValidRom(rom_path):
return Z64Rom(rom_path).is_valid
@staticmethod
def isMqRom(rom_path):
return Z64Rom(rom_path).isMq
+65
View File
@@ -0,0 +1,65 @@
################################################################################
# Command for variable_watch. This command issues error message, if a variable
# is changed. If variable PROPERTY_READER_GUARD_DISABLED is TRUE nothing happens
# variable_watch(<variable> property_reader_guard)
################################################################################
function(property_reader_guard VARIABLE ACCESS VALUE CURRENT_LIST_FILE STACK)
if("${PROPERTY_READER_GUARD_DISABLED}")
return()
endif()
if("${ACCESS}" STREQUAL "MODIFIED_ACCESS")
message(FATAL_ERROR
" Variable ${VARIABLE} is not supposed to be changed.\n"
" It is used only for reading target property ${VARIABLE}.\n"
" Use\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}\" \"<value>\")\n"
" or\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}_<CONFIG>\" \"<value>\")\n"
" instead.\n")
endif()
endfunction()
################################################################################
# Create variable <name> with generator expression that expands to value of
# target property <name>_<CONFIG>. If property is empty or not set then property
# <name> is used instead. Variable <name> has watcher property_reader_guard that
# doesn't allow to edit it.
# create_property_reader(<name>)
# Input:
# name - Name of watched property and output variable
################################################################################
function(create_property_reader NAME)
set(PROPERTY_READER_GUARD_DISABLED TRUE)
set(CONFIG_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}_$<UPPER_CASE:$<CONFIG>>>>")
set(IS_CONFIG_VALUE_EMPTY "$<STREQUAL:${CONFIG_VALUE},>")
set(GENERAL_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}>>")
set("${NAME}" "$<IF:${IS_CONFIG_VALUE_EMPTY},${GENERAL_VALUE},${CONFIG_VALUE}>" PARENT_SCOPE)
variable_watch("${NAME}" property_reader_guard)
endfunction()
################################################################################
# Set property $<name>_${PROPS_CONFIG_U} of ${PROPS_TARGET} to <value>
# set_config_specific_property(<name> <value>)
# Input:
# name - Prefix of property name
# value - New value
################################################################################
function(set_config_specific_property NAME VALUE)
set_target_properties("${PROPS_TARGET}" PROPERTIES "${NAME}_${PROPS_CONFIG_U}" "${VALUE}")
endfunction()
################################################################################
create_property_reader("TARGET_NAME")
create_property_reader("OUTPUT_DIRECTORY")
set_config_specific_property("TARGET_NAME" "${PROPS_TARGET}")
set_config_specific_property("OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("LIBRARY_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("RUNTIME_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("LIBRARY_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("RUNTIME_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
+12
View File
@@ -0,0 +1,12 @@
include("${CMAKE_CURRENT_LIST_DIR}/Default.cmake")
set_config_specific_property("OUTPUT_DIRECTORY" "${CMAKE_SOURCE_DIR}$<$<NOT:$<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>>:/${CMAKE_VS_PLATFORM_NAME}>/${PROPS_CONFIG}")
if(MSVC)
create_property_reader("DEFAULT_CXX_EXCEPTION_HANDLING")
create_property_reader("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT")
set_target_properties("${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")
endif()
+234
View File
@@ -0,0 +1,234 @@
# utils file for projects came from visual studio solution with cmake-converter.
################################################################################
# Wrap each token of the command with condition
################################################################################
cmake_policy(PUSH)
cmake_policy(SET CMP0054 NEW)
macro(prepare_commands)
unset(TOKEN_ROLE)
unset(COMMANDS)
foreach(TOKEN ${ARG_COMMANDS})
if("${TOKEN}" STREQUAL "COMMAND")
set(TOKEN_ROLE "KEYWORD")
elseif("${TOKEN_ROLE}" STREQUAL "KEYWORD")
set(TOKEN_ROLE "CONDITION")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(TOKEN_ROLE "COMMAND")
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
set(TOKEN_ROLE "ARG")
endif()
if("${TOKEN_ROLE}" STREQUAL "KEYWORD")
list(APPEND COMMANDS "${TOKEN}")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(CONDITION ${TOKEN})
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
list(APPEND COMMANDS "$<$<NOT:${CONDITION}>:${DUMMY}>$<${CONDITION}:${TOKEN}>")
elseif("${TOKEN_ROLE}" STREQUAL "ARG")
list(APPEND COMMANDS "$<${CONDITION}:${TOKEN}>")
endif()
endforeach()
endmacro()
cmake_policy(POP)
################################################################################
# Transform all the tokens to absolute paths
################################################################################
macro(prepare_output)
unset(OUTPUT)
foreach(TOKEN ${ARG_OUTPUT})
if(IS_ABSOLUTE ${TOKEN})
list(APPEND OUTPUT "${TOKEN}")
else()
list(APPEND OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${TOKEN}")
endif()
endforeach()
endmacro()
################################################################################
# Parse add_custom_command_if args.
#
# Input:
# PRE_BUILD - Pre build event option
# PRE_LINK - Pre link event option
# POST_BUILD - Post build event option
# TARGET - Target
# OUTPUT - List of output files
# DEPENDS - List of files on which the command depends
# COMMANDS - List of commands(COMMAND condition1 commannd1 args1 COMMAND
# condition2 commannd2 args2 ...)
# Output:
# OUTPUT - Output files
# DEPENDS - Files on which the command depends
# COMMENT - Comment
# PRE_BUILD - TRUE/FALSE
# PRE_LINK - TRUE/FALSE
# POST_BUILD - TRUE/FALSE
# TARGET - Target name
# COMMANDS - Prepared commands(every token is wrapped in CONDITION)
# NAME - Unique name for custom target
# STEP - PRE_BUILD/PRE_LINK/POST_BUILD
################################################################################
function(add_custom_command_if_parse_arguments)
cmake_parse_arguments("ARG" "PRE_BUILD;PRE_LINK;POST_BUILD" "TARGET;COMMENT" "DEPENDS;OUTPUT;COMMANDS" ${ARGN})
if(WIN32)
set(DUMMY "cd.")
elseif(UNIX)
set(DUMMY "true")
endif()
prepare_commands()
prepare_output()
set(DEPENDS "${ARG_DEPENDS}")
set(COMMENT "${ARG_COMMENT}")
set(PRE_BUILD "${ARG_PRE_BUILD}")
set(PRE_LINK "${ARG_PRE_LINK}")
set(POST_BUILD "${ARG_POST_BUILD}")
set(TARGET "${ARG_TARGET}")
if(PRE_BUILD)
set(STEP "PRE_BUILD")
elseif(PRE_LINK)
set(STEP "PRE_LINK")
elseif(POST_BUILD)
set(STEP "POST_BUILD")
endif()
set(NAME "${TARGET}_${STEP}")
set(OUTPUT "${OUTPUT}" PARENT_SCOPE)
set(DEPENDS "${DEPENDS}" PARENT_SCOPE)
set(COMMENT "${COMMENT}" PARENT_SCOPE)
set(PRE_BUILD "${PRE_BUILD}" PARENT_SCOPE)
set(PRE_LINK "${PRE_LINK}" PARENT_SCOPE)
set(POST_BUILD "${POST_BUILD}" PARENT_SCOPE)
set(TARGET "${TARGET}" PARENT_SCOPE)
set(COMMANDS "${COMMANDS}" PARENT_SCOPE)
set(STEP "${STEP}" PARENT_SCOPE)
set(NAME "${NAME}" PARENT_SCOPE)
endfunction()
################################################################################
# Add conditional custom command
#
# Generating Files
# The first signature is for adding a custom command to produce an output:
# add_custom_command_if(
# <OUTPUT output1 [output2 ...]>
# <COMMANDS>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [DEPENDS [depends...]]
# [COMMENT comment]
#
# Build Events
# add_custom_command_if(
# <TARGET target>
# <PRE_BUILD | PRE_LINK | POST_BUILD>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [COMMENT comment]
#
# Input:
# output - Output files the command is expected to produce
# condition - Generator expression for wrapping the command
# command - Command-line(s) to execute at build time.
# args - Command`s args
# depends - Files on which the command depends
# comment - Display the given message before the commands are executed at
# build time.
# PRE_BUILD - Run before any other rules are executed within the target
# PRE_LINK - Run after sources have been compiled but before linking the
# binary
# POST_BUILD - Run after all other rules within the target have been
# executed
################################################################################
function(add_custom_command_if)
add_custom_command_if_parse_arguments(${ARGN})
if(OUTPUT AND TARGET)
message(FATAL_ERROR "Wrong syntax. A TARGET and OUTPUT can not both be specified.")
endif()
if(OUTPUT)
add_custom_command(OUTPUT ${OUTPUT}
${COMMANDS}
DEPENDS ${DEPENDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
elseif(TARGET)
if(PRE_BUILD AND NOT ${CMAKE_GENERATOR} MATCHES "Visual Studio")
add_custom_target(
${NAME}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
add_dependencies(${TARGET} ${NAME})
else()
add_custom_command(
TARGET ${TARGET}
${STEP}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
endif()
else()
message(FATAL_ERROR "Wrong syntax. A TARGET or OUTPUT must be specified.")
endif()
endfunction()
################################################################################
# Use props file for a target and configs
# use_props(<target> <configs...> <props_file>)
# Inside <props_file> there are following variables:
# PROPS_TARGET - <target>
# PROPS_CONFIG - One of <configs...>
# PROPS_CONFIG_U - Uppercase PROPS_CONFIG
# Input:
# target - Target to apply props file
# configs - Build configurations to apply props file
# props_file - CMake script
################################################################################
macro(use_props TARGET CONFIGS PROPS_FILE)
set(PROPS_TARGET "${TARGET}")
foreach(PROPS_CONFIG ${CONFIGS})
string(TOUPPER "${PROPS_CONFIG}" PROPS_CONFIG_U)
get_filename_component(ABSOLUTE_PROPS_FILE "${PROPS_FILE}" ABSOLUTE BASE_DIR "${CMAKE_CURRENT_LIST_DIR}")
if(EXISTS "${ABSOLUTE_PROPS_FILE}")
include("${ABSOLUTE_PROPS_FILE}")
else()
message(WARNING "Corresponding cmake file from props \"${ABSOLUTE_PROPS_FILE}\" doesn't exist")
endif()
endforeach()
endmacro()
################################################################################
# Add compile options to source file
# source_file_compile_options(<source_file> [compile_options...])
# Input:
# source_file - Source file
# compile_options - Options to add to COMPILE_FLAGS property
################################################################################
function(source_file_compile_options SOURCE_FILE)
if("${ARGC}" LESS_EQUAL "1")
return()
endif()
get_source_file_property(COMPILE_OPTIONS "${SOURCE_FILE}" COMPILE_OPTIONS)
if(COMPILE_OPTIONS)
list(APPEND COMPILE_OPTIONS ${ARGN})
else()
set(COMPILE_OPTIONS "${ARGN}")
endif()
set_source_files_properties("${SOURCE_FILE}" PROPERTIES COMPILE_OPTIONS "${COMPILE_OPTIONS}")
endfunction()
################################################################################
# Default properties of visual studio projects
################################################################################
set(DEFAULT_CXX_PROPS "${CMAKE_CURRENT_LIST_DIR}/DefaultCXX.cmake")
set(DEFAULT_Fortran_PROPS "${CMAKE_CURRENT_LIST_DIR}/DefaultFortran.cmake")
+49 -10
View File
@@ -3,27 +3,66 @@ project(OTRGui)
set(PLATFORM "Desktop")
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
#set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
set(APP_ICON_RESOURCE_WINDOWS ${CMAKE_CURRENT_SOURCE_DIR}/appicon.rc)
add_subdirectory(libs/raylib)
if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(OpenGL_GL_PREFERENCE "GLVND")
endif()
include(CMake/Utils.cmake)
add_subdirectory(libs/raylib EXCLUDE_FROM_ALL)
include_directories(src)
include_directories(src/game)
include_directories(include)
include_external_msproject(ZAPD ../../ZAPDTR/ZAPD/ZAPD.vcproj)
include_external_msproject(ZAPDUtils ../../ZAPDTR/ZAPDUtils/ZAPDUtils.vcproj)
include_external_msproject(libultraship ../../libultraship/libultraship/libultraship.vcproj)
include_external_msproject(OTRExporter ../../OTRExporter/OTRExporter/OTRExporter.vcproj)
if (NOT TARGET libultraship)
add_subdirectory(../libultraship ${CMAKE_BINARY_DIR}/libultraship)
endif()
if (NOT TARGET ZAPD)
add_subdirectory(../ZAPDTR/ZAPD ${CMAKE_BINARY_DIR}/ZAPD)
endif()
if (NOT TARGET ZAPDUtils)
add_subdirectory(../libultraship/extern/ZAPDUtils ${CMAKE_BINARY_DIR}/ZAPDUtils)
endif()
if (NOT TARGET OTRExporter)
add_subdirectory(../OTRExporter/OTRExporter ${CMAKE_BINARY_DIR}/OTRExporter)
endif()
if (NOT TARGET storm)
add_subdirectory(../libultraship/extern/StormLib ${CMAKE_BINARY_DIR}/StormLib)
endif()
file(GLOB_RECURSE HEADERS src/*.h)
file(GLOB_RECURSE SOURCES src/*.cpp)
file(GLOB_RECURSE C_SOURCES src/*.c)
add_executable(${PROJECT_NAME} ${SOURCES} ${C_SOURCES} ${HEADERS} ${APP_ICON_RESOURCE_WINDOWS})
add_custom_command(TARGET ${PROJECT_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/assets" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake")
add_custom_command(TARGET ${PROJECT_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/../OTRExporter/assets" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets/game" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake")
add_custom_command(TARGET ${PROJECT_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/../soh/assets/xml" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets/extractor/xmls" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake")
add_executable(${PROJECT_NAME} EXCLUDE_FROM_ALL ${SOURCES} ${C_SOURCES} ${HEADERS} ${APP_ICON_RESOURCE_WINDOWS})
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
use_props(${PROJECT_NAME} "${CMAKE_CONFIGURATION_TYPES}" "${DEFAULT_CXX_PROPS}")
endif()
add_custom_target(Assets ALL
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_CURRENT_SOURCE_DIR}/assets" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_CURRENT_SOURCE_DIR}/../OTRExporter/assets" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets/game" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_CURRENT_SOURCE_DIR}/../soh/assets/xml" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets/extractor/xmls" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake"
)
add_dependencies(OTRGui Assets)
target_link_libraries(${PROJECT_NAME} PUBLIC raylib)
target_include_directories(${PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship
.
)
INSTALL(TARGETS OTRGui DESTINATION . COMPONENT ship)
install(DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/assets
DESTINATION .
COMPONENT ship
)
INSTALL(TARGETS ZAPD DESTINATION assets/extractor COMPONENT ship)
+9 -4
View File
@@ -1,10 +1,15 @@
file(GLOB_RECURSE _file_list RELATIVE "${src_dir}" "${src_dir}/*")
include(CMakePrintHelpers)
string(REPLACE "\\ " " " sources_dir "${src_dir}")
string(REPLACE "\\ " " " destination_dir "${dst_dir}")
file(GLOB_RECURSE _file_list RELATIVE "${sources_dir}" "${sources_dir}/*")
foreach( each_file ${_file_list} )
set(destinationfile "${dst_dir}/${each_file}")
set(sourcefile "${src_dir}/${each_file}")
set(destinationfile "${destination_dir}/${each_file}")
set(sourcefile "${sources_dir}/${each_file}")
if(NOT EXISTS ${destinationfile} OR ${sourcefile} IS_NEWER_THAN ${destinationfile})
get_filename_component(destinationdir ${destinationfile} DIRECTORY)
file(COPY ${sourcefile} DESTINATION ${destinationdir})
endif()
endforeach(each_file)
endforeach(each_file)
+4 -4
View File
@@ -67,7 +67,7 @@ void OTRGame::init(){
mat.shader = shader;
}
if((fs::exists("soh.exe") || fs::exists("soh.elf")) && !fs::exists("oot.otr")) {
if (fs::exists("soh.exe") || fs::exists("soh.elf")) {
hide_second_btn = true;
sohFolder = ".";
}
@@ -83,7 +83,8 @@ void ExtractRom()
result.error = NULLSTR;
if (result.error == NULLSTR) {
if (MoonUtils::exists("oot.otr")) MoonUtils::rm("oot.otr");
if (MoonUtils::exists("oot.otr") && !version.isMQ) MoonUtils::rm("oot.otr");
if (MoonUtils::exists("oot-mq.otr") && version.isMQ) MoonUtils::rm("oot-mq.otr");
if (MoonUtils::exists("Extract")) MoonUtils::rm("Extract");
MoonUtils::mkdir("Extract");
@@ -91,7 +92,6 @@ void ExtractRom()
//MoonUtils::copy("tmp/baserom/Audioseq", "Extract/Audioseq");
//MoonUtils::copy("tmp/baserom/Audiotable", "Extract/Audiotable");
//MoonUtils::copy("tmp/baserom/version", "Extract/version");
MoonUtils::write("Extract/version", (char*)&version.crc, sizeof(version.crc));
MoonUtils::copy("assets/game/", "Extract/assets/");
@@ -101,7 +101,7 @@ void ExtractRom()
}
void OTRGame::update(){
updateWorker(sohFolder);
updateWorker(sohFolder, version);
this->ModelRotation += 50 * GetFrameTime();
UpdateLightValues(shader, light);
@@ -60,86 +60,103 @@ RomVersion GetVersion(FILE* rom) {
version.version = "N64 NTSC 1.0";
version.listPath = "ntsc_oot.txt";
version.offset = OOT_OFF_NTSC_10;
version.isMQ = false;
break;
case OOT_NTSC_11:
version.version = "N64 NTSC 1.1";
version.listPath = "ntsc_oot.txt";
version.offset = OOT_OFF_NTSC_11;
version.isMQ = false;
break;
case OOT_NTSC_12:
version.version = "N64 NTSC 1.2";
version.listPath = "ntsc_oot.txt";
version.offset = OOT_OFF_NTSC_12;
version.isMQ = false;
break;
case OOT_PAL_10:
version.version = "N64 PAL 1.0";
version.listPath = "pal_oot.txt";
version.offset = OOT_OFF_PAL_10;
version.isMQ = false;
break;
case OOT_PAL_11:
version.version = "N64 PAL 1.1";
version.listPath = "pal_oot.txt";
version.offset = OOT_OFF_PAL_11;
version.isMQ = false;
break;
case OOT_NTSC_JP_GC:
version.version = "JP GameCube (MQ Disk)";
version.listPath = "gamecube.txt";
version.offset = OOT_OFF_JP_GC;
version.isMQ = true;
break;
case OOT_NTSC_JP_GC_CE:
version.version = "GameCube (Collectors Edition Disk)";
version.listPath = "gamecube.txt";
version.offset = OOT_OFF_JP_GC_CE;
version.isMQ = false;
break;
case OOT_NTSC_JP_MQ:
version.version = "JP Master Quest";
version.listPath = "gamecube.txt";
version.offset = OOT_OFF_JP_MQ;
version.isMQ = true;
break;
case OOT_NTSC_US_MQ:
version.version = "NTSC Master Quest";
version.listPath = "gamecube.txt";
version.offset = OOT_OFF_JP_MQ;
version.isMQ = true;
break;
case OOT_NTSC_US_GC:
version.version = "NTSC GameCube";
version.listPath = "gamecube.txt";
version.offset = OOT_OFF_US_MQ;
version.isMQ = true;
break;
case OOT_PAL_GC:
version.version = "PAL GameCube";
version.listPath = "gamecube_pal.txt";
version.offset = OOT_OFF_PAL_GC;
version.isMQ = false;
break;
case OOT_PAL_MQ:
version.version = "PAL Master Quest";
version.listPath = "gamecube_pal.txt";
version.offset = OOT_OFF_PAL_MQ;
version.isMQ = true;
break;
case OOT_PAL_GC_DBG1:
version.version = "GameCube Debug 1.0";
version.listPath = "dbg.txt";
version.offset = OOT_OFF_PAL_GC_DBG1;
version.isMQ = false;
break;
case OOT_PAL_GC_DBG2:
version.version = "GameCube Debug 2.0";
version.listPath = "dbg.txt";
version.offset = OOT_OFF_PAL_GC_DBG2;
version.isMQ = false;
break;
case OOT_PAL_GC_MQ_DBG:
version.version = "GameCube MQ-Debug";
version.listPath = "dbg.txt";
version.offset = OOT_OFF_PAL_MQ_DBG;
version.isMQ = true;
break;
case OOT_IQUE_CN:
version.version = "OoT IQue";
version.listPath = "ique.txt";
version.offset = OOT_OFF_CN_IQUE;
version.isMQ = false;
break;
case OOT_IQUE_TW:
version.version = "TW IQue";
version.listPath = "ique.txt";
version.offset = OOT_OFF_TW_IQUE;
version.isMQ = false;
break;
default:
version.error = MoonUtils::format("Unknown CRC %x given: ", version.crc);
@@ -1,7 +1,7 @@
#ifndef EXTRACT_BASEROM_H_
#define EXTRACT_BASEROM_H_
#include "../../libultraship/libultraship/GameVersions.h"
#include "src/resource/GameVersions.h"
#include <cstdio>
#include <string>
@@ -9,6 +9,7 @@ struct RomVersion {
std::string version = "None";
std::string error = "None";
std::string listPath = "None";
bool isMQ;
int offset;
uint32_t crc;
};
+26 -13
View File
@@ -29,14 +29,14 @@ std::string GetXMLVersion(RomVersion version)
switch (version.crc)
{
case OOT_PAL_GC_DBG1: return "GC_NMQ_D";
case OOT_PAL_GC_DBG2: return "GC_MQ_D";
case OOT_PAL_GC_MQ_DBG: return "GC_MQ_D";
case OOT_PAL_GC: return "GC_NMQ_PAL_F";
}
return "ERROR";
}
void BuildOTR(const std::string output) {
void BuildOTR(const std::string output, RomVersion version) {
if (oldExtractMode)
{
std::string execStr = Util::format("assets/extractor/%s", isWindows() ? "ZAPD.exe" : "ZAPD.out") + " botr -se OTR";
@@ -49,16 +49,28 @@ void BuildOTR(const std::string output) {
setCurrentStep("Done!");
if (output == ".") return;
const std::string outputPath = MoonUtils::join(output, "oot.otr");
if(MoonUtils::exists(outputPath)) MoonUtils::rm(outputPath);
// If a custom SoH folder was not selected, or the custom SOH folder is the same location as OTRGui,
// then the otr file should already be where it is expected
if (output == "." || output == MoonUtils::absolute(".")) {
return;
}
MoonUtils::copy("oot.otr", outputPath);
// Otherwise an outside SoH folder was selected so we need to copy the exported otr to the correct folder
const std::string otrName = version.isMQ ? "oot-mq.otr" : "oot.otr";
const std::string outputPath = MoonUtils::join(output, otrName);
if (MoonUtils::exists(outputPath)) MoonUtils::rm(outputPath);
MoonUtils::copy(otrName, outputPath);
}
void ExtractFile(std::string xmlPath, std::string outPath, std::string outSrcPath, RomVersion version) {
std::string otrExporterArgs = Util::format("--otrfile %s", version.isMQ ? "oot-mq.otr" : "oot.otr");
if (xmlPath.find("overlays") != std::string::npos) {
otrExporterArgs += " --static";
}
std::string execStr = Util::format("assets/extractor/%s", isWindows() ? "ZAPD.exe" : "ZAPD.out");
std::string args = Util::format(" e -eh -i %s -b tmp/baserom/ -o %s -osf %s -gsf 1 -rconf assets/extractor/Config_%s.xml -se OTR %s", xmlPath.c_str(), outPath.c_str(), outSrcPath.c_str(), GetXMLVersion(version).c_str(), xmlPath.find("overlays") != std::string::npos ? "--static" : "");
std::string args = Util::format(" e -eh -i %s -b tmp/baserom/ -o %s -osf %s -gsf 1 -rconf assets/extractor/Config_%s.xml -se OTR %s", xmlPath.c_str(), outPath.c_str(), outSrcPath.c_str(), GetXMLVersion(version).c_str(), otrExporterArgs);
ProcessResult result = NativeFS->LaunchProcess(execStr + args);
if (result.exitCode != 0) {
@@ -81,7 +93,7 @@ void startWorker(RomVersion version) {
path += GetXMLVersion(version);
Util::write("tmp/baserom/version", (char*)&version.crc, sizeof(version.crc));
// Util::write("tmp/baserom/version", (char*)&version.crc, sizeof(version.crc));
if (oldExtractMode)
{
@@ -110,8 +122,9 @@ void startWorker(RomVersion version) {
}
else
{
std::string otrExporterArgs = Util::format("--otrfile %s", version.isMQ ? "oot-mq.otr" : "oot.otr");
std::string execStr = Util::format("assets/extractor/%s", isWindows() ? "ZAPD.exe" : "ZAPD.out");
std::string args = Util::format(" ed -eh -i %s -b tmp/rom.z64 -fl assets/extractor/filelists -o %s -osf %s -gsf 1 -rconf assets/extractor/Config_%s.xml -se OTR %s", path.c_str(), path + "../", path + "../", GetXMLVersion(version).c_str(), "");
std::string args = Util::format(" ed -eh -i %s -b tmp/rom.z64 -fl assets/extractor/filelists -o %s -osf %s -gsf 1 -rconf assets/extractor/Config_%s.xml -se OTR %s", path.c_str(), (path + "/../").c_str(), (path + "/../").c_str(), GetXMLVersion(version).c_str(), otrExporterArgs.c_str());
ProcessResult result = NativeFS->LaunchProcess(execStr + args);
if (result.exitCode != 0) {
@@ -127,7 +140,7 @@ void startWorker(RomVersion version) {
}
}
void updateWorker(const std::string& output) {
void updateWorker(const std::string& output, RomVersion version) {
if (maxResources > 0 && !buildingOtr && (extractedResources >= maxResources || !oldExtractMode))
{
setCurrentStep("Building OTR...");
@@ -138,10 +151,10 @@ void updateWorker(const std::string& output) {
buildingOtr = true;
if (single_thread || !oldExtractMode){
BuildOTR(output);
BuildOTR(output, version);
return;
}
std::thread otr(BuildOTR, output);
std::thread otr(BuildOTR, output, version);
otr.detach();
}
}
}
+1 -1
View File
@@ -8,4 +8,4 @@ enum Platforms {
struct RomVersion;
void startWorker(RomVersion version);
void updateWorker(const std::string& output);
void updateWorker(const std::string& output, RomVersion version);
+4
View File
@@ -102,6 +102,10 @@ namespace MoonUtils {
else fs::remove(path);
}
string absolute(string path) {
return normalize(fs::absolute(path).string());
}
string relative(string parent, string child){
return normalize(fs::relative(child, parent).string());
}
+1
View File
@@ -37,6 +37,7 @@ namespace MoonUtils {
bool exists(std::string path);
void mkdir(std::string path);
void rm(std::string path);
std::string absolute(std::string path);
std::string relative(std::string parent, std::string child);
void move(std::string src, std::string dst);
void copy(std::string src, std::string dst);
+78 -8
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@@ -4,7 +4,7 @@ A PC port of OoT allowing you to enjoy the game with modern controls, widescreen
The Ship does not include assets and as such requires a prior copy of the game to play.
## Quick Start
## Quick Start (Windows)
1) Download The Ship of Harkinian from [Discord](https://discord.com/invite/BtBmd55HVH).
2) Requires a supported copy of the game (See supported games below).
@@ -12,7 +12,7 @@ The Ship does not include assets and as such requires a prior copy of the game t
4) Launch `soh.exe`
### Supported Games
#### Ocarina of Time Debug (not Master Quest)
#### Ocarina of Time Debug PAL GC (not Master Quest)
> Currently the recommended option
```
Build team: `zelda@srd022j`
@@ -24,6 +24,13 @@ sha1: cee6bc3c2a634b41728f2af8da54d9bf8cc14099
```
sha1: 0227d7c0074f2d0ac935631990da8ec5914597b4
```
#### Ocarina of Time Debug PAL GC MQ (Dungeons will be Master Quest)
```
Build team: `zelda@srd022j`
Build date: `03-02-21 00:16:31` (year-month-day)
sha1: 079b855b943d6ad8bd1eb026c0ed169ecbdac7da (Produced by decomp)
sha1: 50bebedad9e0f10746a52b07239e47fa6c284d03 (Alternate)
```
Congratulations, you are now sailing with the Ship of Harkinian! Have fun!
@@ -31,10 +38,10 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun!
The Ship of Harkinian uses a proprietary versioning system consisting of a sci-fi film character followed by a phonetic alphabet code word. The film character represents a major release version which increments with the addition of many new features and bug fixes. The code word represents a minor release version which increments with small updates mainly comprised of bug fixes. For example, `DECKARD ALFA`.
### The Extraction Tool
### Windows Rom Extraction
* Open a rom to initiate generating the `oot.otr` archive file.
* If a second button exists then `oot.otr` already exists. To prevent overwriting the old `oot.otr` use this button to choose a new game directory. The new directory must not already contain an `oot.otr` to prevent an error.
* Open OTRGui.exe, and select one of the supported roms listed above, to generate the `oot.otr` archive file.
* If a second button already exits then `oot.otr` already exists. To prevent overwriting the old `oot.otr` use this button to choose a new game directory. The new directory must not already contain an `oot.otr` to prevent an error.
* When the process completes, place `oot.otr` beside `soh.exe` if it is not already.
This packaging process can take up to **5 minutes**.
@@ -42,6 +49,37 @@ This packaging process can take up to **5 minutes**.
Close the OTRGui when the `Done!` message appears.
If you get another message, then you might have selected the wrong rom. Make sure to use a rom consistent with the above checksum.
### Linux Rom Extraction
* Place one of the supported roms in the same folder as the appimage.
* When you run the soh appimage, it should begin generating the `oot.otr` archive file.
* When the process completes, place `oot.otr` in the same folder as the appimage, if it is not already, then run the appimage.
The packaging process can take up to **5 minutes**.
If you get any errors, then you might have selected the wrong rom. Make sure to use a rom consistent with the above checksum.
### MacOS Rom Extraction
* Run `soh.app`, and when prompted, select one of the supported roms listed above.
* 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.
The packing process can take up to **5 minutes**.
If you get an error saying `Incompatible ROM hash`, you have selected the wrong rom, make sure the checksum matches one of the ones listed above.
### Nintendo Switch Rom Extraction
* Download the latest PC release of the Ship of Harkinian, and follow the instructions above for generating the `oot.otr` archive on that platform.
* Place the `.nro` and the `oot.otr` archive into a folder called `soh` in your Switch folder on your Switch
### Nintendo Wii U Rom Extraction
* Download the latest PC release of the Ship of Harkinian, and follow the instructions above for generating the `oot.otr` archive on that platform.
* Copy the `.rpx` and the `oot.otr` archive to `wiiu/apps/soh`
---
If you still cannot get the tool to work, join our [Discord Server](https://discord.com/invite/BtBmd55HVH) and ask for help in the `#support` text channel. Keep-in-mind that we do not condone piracy in any way.
### Running The Ship of Harkinian
@@ -64,7 +102,31 @@ Other shortcuts:
| Alt+Enter | Fullscreen (DirectX) |
| Ctrl+R | Reset |
Currently, DirectX 11 and OpenGL are supported. Change the renderer by opening the `shipofharkinian.ini` configuration file in notepad and add `sdl` to `gfx backend` for OpenGL or leave blank for DirectX.
Currently, DirectX 11 and OpenGL are supported. Change the renderer by opening the `shipofharkinian.json` configuration file in notepad and add `sdl` to the quotes in `"GfxBackend": ""` for OpenGL or leave blank for DirectX.
### Custom Music
We support importing custom [Seq64](https://github.com/sauraen/seq64) files to replace the in game music and fanfares (Not sound effects yet currently).
First you will need to prepare a folder with the desired sequences, in which every sequence will have two files with the same name and different extensions, a `.seq` Seq64 file and a `.meta` plaintext file. These files can be categorically nested in folders if desired, they will still be consumed as if they were all at the top level.
The meta file will have two lines, the first line is the name that will be displayed in the SFX editor, and the second line will be the instrument set number, in base 16. For example, if there is a sequence file `Foo.seq` then you need a meta file `Foo.meta` that could contain:
```
Awesome Name
C
```
Once you have prepared your sequences folder:
1. Download and open [Retro](https://github.com/HarbourMasters/retro/releases).
1. Choose the "Create OTR" option
1. Choose the "Custom Sequences" option
1. Using the file select, choose the sequences folder you prepared in the previous instructions.
1. Click the "Stage Files" button (Reminder: SoH can handle 1024 custom sequence in total, this number include the count of the original music with it so be sure to take this into account)
1. Click the "Finalize OTR" text in the green footer.
1. Finally click "Generate OTR" and for the source destination it needs to go in the `mods` folder of your SoH installation.
- This `mods` folder should be a sibling of your `oot.otr` file.
Assuming you have done everything correctly, boot up SoH and open up the SFX Editor (In the Enhancements dropdown). You should now be able to swap out any of the in game sequences/fanfares for the sequences added in your newly generated OTR file. If you have any trouble with this process please reach out in the support section of the Discord
## Take The Survey
Want to use cartridge readers in tandem with the OTRGui?
@@ -78,12 +140,19 @@ Official Discord: https://discord.com/invite/BtBmd55HVH
Refer to the [building instructions](BUILDING.md) to compile SoH.
## Getting CI to work on your fork
The CI works via [Github Actions](https://github.com/features/actions) where we mostly make use of machines hosted by Github; except for the very first step of the CI process called "Extract assets". This steps extracts assets from the game file and generates an "assets" folder in `soh/`.
To get this step working on your fork, you'll need to add a machine to your own repository as a self-hosted runner via "Settings > Actions > Runners" in your repository settings. If you're on macOS or Linux take a look at `macports-deps.txt` or `apt-deps.txt` to see the dependencies expected to be on your machine. For Windows, deps get installed as part of the CI process. To setup your runner as a service read the docs [here](https://docs.github.com/en/actions/hosting-your-own-runners/configuring-the-self-hosted-runner-application-as-a-service?platform=linux).
## Troubleshooting The Exporter
- Confirm that you have an `/assets` folder filled with XMLs in the same directory as OTRGui.exe
- Confirm that `zapd.exe` exists in the `/assets/extractor` folder
## Nightly Builds
Nightly builds of Ship of Harkinian are available [here](https://builds.shipofharkinian.com/job/SoH_Multibranch/job/develop)
Nightly builds of Ship of Harkinian are available here: [Windows](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-windows.zip), [macOS](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-mac.zip), [Linux](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux.zip), [Switch](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-switch.zip), [Wii U](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-wiiu.zip)
## The Harbour Masters Are...
@@ -123,7 +192,8 @@ Nightly builds of Ship of Harkinian are available [here](https://builds.shipofha
## Video Credits
Kenix | Producer / Writer
rainbow_fash | Executive Producer
briaguya | Writer
rainbow_fash | Executive Producer
ReveriePass | Editor
MicTheMicrophone | Gwonam / The King
Amphibibro | Link
-167
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@@ -1,167 +0,0 @@
#################
## Eclipse
#################
*.pydevproject
.project
.metadata
bin/
tmp/
*.tmp
*.bak
*.swp
*~.nib
local.properties
.classpath
.settings/
.loadpath
# External tool builders
.externalToolBuilders/
# Locally stored "Eclipse launch configurations"
*.launch
# CDT-specific
.cproject
# PDT-specific
.buildpath
#################
## Visual Studio
#################
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.vspscc
.builds
*.dotCover
*.o
*.dylib
## TODO: If you have NuGet Package Restore enabled, uncomment this
#packages/
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
# Visual Studio profiler
*.psess
*.vsp
# ReSharper is a .NET coding add-in
_ReSharper*
# Installshield output folder
[Ee]xpress
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish
# Others
[Bb]in
[Oo]bj
sql
TestResults
*.Cache
ClientBin
stylecop.*
~$*
*.dbmdl
Generated_Code #added for RIA/Silverlight projects
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
############
## Windows
############
# Windows image file caches
Thumbs.db
# Folder config file
Desktop.ini
#############
## Python
#############
*.py[co]
# Packages
*.egg
*.egg-info
dist
build
eggs
parts
bin
var
sdist
develop-eggs
.installed.cfg
# Installer logs
pip-log.txt
# Unit test / coverage reports
.coverage
.tox
#Translations
*.mo
#Mr Developer
.mr.developer.cfg
# Mac crap
.DS_Store
**/project.xcworkspace
**/xcuserdata
-395
View File
@@ -1,395 +0,0 @@
project(StormLib)
cmake_minimum_required(VERSION 3.10)
set(LIBRARY_NAME storm)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(CMakeDependentOption)
option(BUILD_SHARED_LIBS "Compile shared libraries" OFF)
option(STORM_SKIP_INSTALL "Skip installing files" OFF)
option(STORM_BUILD_TESTS
"Compile StormLib test application" OFF
# "BUILD_TESTING" OFF # Stay coherent with CTest variables
)
set(SRC_FILES
src/adpcm/adpcm.cpp
src/huffman/huff.cpp
src/jenkins/lookup3.c
src/lzma/C/LzFind.c
src/lzma/C/LzmaDec.c
src/lzma/C/LzmaEnc.c
src/pklib/explode.c
src/pklib/implode.c
src/sparse/sparse.cpp
src/FileStream.cpp
src/SBaseCommon.cpp
src/SBaseDumpData.cpp
src/SBaseFileTable.cpp
src/SBaseSubTypes.cpp
src/SCompression.cpp
src/SFileAddFile.cpp
src/SFileAttributes.cpp
src/SFileCompactArchive.cpp
src/SFileCreateArchive.cpp
src/SFileExtractFile.cpp
src/SFileFindFile.cpp
src/SFileGetFileInfo.cpp
src/SFileListFile.cpp
src/SFileOpenArchive.cpp
src/SFileOpenFileEx.cpp
src/SFilePatchArchives.cpp
src/SFileReadFile.cpp
src/SFileVerify.cpp
src/libtomcrypt/src/pk/rsa/rsa_verify_simple.c
src/libtomcrypt/src/misc/crypt_libc.c
)
if(MSVC)
# This file is used to create a DLL on windows
# Use BUILD_SHARED_LIBS to create StormLib.dll
set(STORM_DEF_FILES
src/DllMain.def
)
endif()
set(TOMCRYPT_FILES
src/libtomcrypt/src/hashes/hash_memory.c
src/libtomcrypt/src/hashes/md5.c
src/libtomcrypt/src/hashes/sha1.c
src/libtomcrypt/src/math/ltm_desc.c
src/libtomcrypt/src/math/multi.c
src/libtomcrypt/src/math/rand_prime.c
src/libtomcrypt/src/misc/base64_decode.c
src/libtomcrypt/src/misc/crypt_argchk.c
src/libtomcrypt/src/misc/crypt_find_hash.c
src/libtomcrypt/src/misc/crypt_find_prng.c
src/libtomcrypt/src/misc/crypt_hash_descriptor.c
src/libtomcrypt/src/misc/crypt_hash_is_valid.c
src/libtomcrypt/src/misc/crypt_ltc_mp_descriptor.c
src/libtomcrypt/src/misc/crypt_prng_descriptor.c
src/libtomcrypt/src/misc/crypt_prng_is_valid.c
src/libtomcrypt/src/misc/crypt_register_hash.c
src/libtomcrypt/src/misc/crypt_register_prng.c
src/libtomcrypt/src/misc/zeromem.c
src/libtomcrypt/src/pk/asn1/der_decode_bit_string.c
src/libtomcrypt/src/pk/asn1/der_decode_boolean.c
src/libtomcrypt/src/pk/asn1/der_decode_choice.c
src/libtomcrypt/src/pk/asn1/der_decode_ia5_string.c
src/libtomcrypt/src/pk/asn1/der_decode_integer.c
src/libtomcrypt/src/pk/asn1/der_decode_object_identifier.c
src/libtomcrypt/src/pk/asn1/der_decode_octet_string.c
src/libtomcrypt/src/pk/asn1/der_decode_printable_string.c
src/libtomcrypt/src/pk/asn1/der_decode_sequence_ex.c
src/libtomcrypt/src/pk/asn1/der_decode_sequence_flexi.c
src/libtomcrypt/src/pk/asn1/der_decode_sequence_multi.c
src/libtomcrypt/src/pk/asn1/der_decode_short_integer.c
src/libtomcrypt/src/pk/asn1/der_decode_utctime.c
src/libtomcrypt/src/pk/asn1/der_decode_utf8_string.c
src/libtomcrypt/src/pk/asn1/der_encode_bit_string.c
src/libtomcrypt/src/pk/asn1/der_encode_boolean.c
src/libtomcrypt/src/pk/asn1/der_encode_ia5_string.c
src/libtomcrypt/src/pk/asn1/der_encode_integer.c
src/libtomcrypt/src/pk/asn1/der_encode_object_identifier.c
src/libtomcrypt/src/pk/asn1/der_encode_octet_string.c
src/libtomcrypt/src/pk/asn1/der_encode_printable_string.c
src/libtomcrypt/src/pk/asn1/der_encode_sequence_ex.c
src/libtomcrypt/src/pk/asn1/der_encode_sequence_multi.c
src/libtomcrypt/src/pk/asn1/der_encode_set.c
src/libtomcrypt/src/pk/asn1/der_encode_setof.c
src/libtomcrypt/src/pk/asn1/der_encode_short_integer.c
src/libtomcrypt/src/pk/asn1/der_encode_utctime.c
src/libtomcrypt/src/pk/asn1/der_encode_utf8_string.c
src/libtomcrypt/src/pk/asn1/der_length_bit_string.c
src/libtomcrypt/src/pk/asn1/der_length_boolean.c
src/libtomcrypt/src/pk/asn1/der_length_ia5_string.c
src/libtomcrypt/src/pk/asn1/der_length_integer.c
src/libtomcrypt/src/pk/asn1/der_length_object_identifier.c
src/libtomcrypt/src/pk/asn1/der_length_octet_string.c
src/libtomcrypt/src/pk/asn1/der_length_printable_string.c
src/libtomcrypt/src/pk/asn1/der_length_sequence.c
src/libtomcrypt/src/pk/asn1/der_length_utctime.c
src/libtomcrypt/src/pk/asn1/der_sequence_free.c
src/libtomcrypt/src/pk/asn1/der_length_utf8_string.c
src/libtomcrypt/src/pk/asn1/der_length_short_integer.c
src/libtomcrypt/src/pk/ecc/ltc_ecc_map.c
src/libtomcrypt/src/pk/ecc/ltc_ecc_mul2add.c
src/libtomcrypt/src/pk/ecc/ltc_ecc_mulmod.c
src/libtomcrypt/src/pk/ecc/ltc_ecc_points.c
src/libtomcrypt/src/pk/ecc/ltc_ecc_projective_add_point.c
src/libtomcrypt/src/pk/ecc/ltc_ecc_projective_dbl_point.c
src/libtomcrypt/src/pk/pkcs1/pkcs_1_mgf1.c
src/libtomcrypt/src/pk/pkcs1/pkcs_1_oaep_decode.c
src/libtomcrypt/src/pk/pkcs1/pkcs_1_pss_decode.c
src/libtomcrypt/src/pk/pkcs1/pkcs_1_pss_encode.c
src/libtomcrypt/src/pk/pkcs1/pkcs_1_v1_5_decode.c
src/libtomcrypt/src/pk/pkcs1/pkcs_1_v1_5_encode.c
src/libtomcrypt/src/pk/rsa/rsa_exptmod.c
src/libtomcrypt/src/pk/rsa/rsa_free.c
src/libtomcrypt/src/pk/rsa/rsa_import.c
src/libtomcrypt/src/pk/rsa/rsa_make_key.c
src/libtomcrypt/src/pk/rsa/rsa_sign_hash.c
src/libtomcrypt/src/pk/rsa/rsa_verify_hash.c
)
set(TOMMATH_FILES
src/libtommath/bncore.c
src/libtommath/bn_fast_mp_invmod.c
src/libtommath/bn_fast_mp_montgomery_reduce.c
src/libtommath/bn_fast_s_mp_mul_digs.c
src/libtommath/bn_fast_s_mp_mul_high_digs.c
src/libtommath/bn_fast_s_mp_sqr.c
src/libtommath/bn_mp_2expt.c
src/libtommath/bn_mp_abs.c
src/libtommath/bn_mp_add.c
src/libtommath/bn_mp_addmod.c
src/libtommath/bn_mp_add_d.c
src/libtommath/bn_mp_and.c
src/libtommath/bn_mp_clamp.c
src/libtommath/bn_mp_clear.c
src/libtommath/bn_mp_clear_multi.c
src/libtommath/bn_mp_cmp.c
src/libtommath/bn_mp_cmp_d.c
src/libtommath/bn_mp_cmp_mag.c
src/libtommath/bn_mp_cnt_lsb.c
src/libtommath/bn_mp_copy.c
src/libtommath/bn_mp_count_bits.c
src/libtommath/bn_mp_div.c
src/libtommath/bn_mp_div_2.c
src/libtommath/bn_mp_div_2d.c
src/libtommath/bn_mp_div_3.c
src/libtommath/bn_mp_div_d.c
src/libtommath/bn_mp_dr_is_modulus.c
src/libtommath/bn_mp_dr_reduce.c
src/libtommath/bn_mp_dr_setup.c
src/libtommath/bn_mp_exch.c
src/libtommath/bn_mp_exptmod.c
src/libtommath/bn_mp_exptmod_fast.c
src/libtommath/bn_mp_expt_d.c
src/libtommath/bn_mp_exteuclid.c
src/libtommath/bn_mp_fread.c
src/libtommath/bn_mp_fwrite.c
src/libtommath/bn_mp_gcd.c
src/libtommath/bn_mp_get_int.c
src/libtommath/bn_mp_grow.c
src/libtommath/bn_mp_init.c
src/libtommath/bn_mp_init_copy.c
src/libtommath/bn_mp_init_multi.c
src/libtommath/bn_mp_init_set.c
src/libtommath/bn_mp_init_set_int.c
src/libtommath/bn_mp_init_size.c
src/libtommath/bn_mp_invmod.c
src/libtommath/bn_mp_invmod_slow.c
src/libtommath/bn_mp_is_square.c
src/libtommath/bn_mp_jacobi.c
src/libtommath/bn_mp_karatsuba_mul.c
src/libtommath/bn_mp_karatsuba_sqr.c
src/libtommath/bn_mp_lcm.c
src/libtommath/bn_mp_lshd.c
src/libtommath/bn_mp_mod.c
src/libtommath/bn_mp_mod_2d.c
src/libtommath/bn_mp_mod_d.c
src/libtommath/bn_mp_montgomery_calc_normalization.c
src/libtommath/bn_mp_montgomery_reduce.c
src/libtommath/bn_mp_montgomery_setup.c
src/libtommath/bn_mp_mul.c
src/libtommath/bn_mp_mulmod.c
src/libtommath/bn_mp_mul_2.c
src/libtommath/bn_mp_mul_2d.c
src/libtommath/bn_mp_mul_d.c
src/libtommath/bn_mp_neg.c
src/libtommath/bn_mp_n_root.c
src/libtommath/bn_mp_or.c
src/libtommath/bn_mp_prime_fermat.c
src/libtommath/bn_mp_prime_is_divisible.c
src/libtommath/bn_mp_prime_is_prime.c
src/libtommath/bn_mp_prime_miller_rabin.c
src/libtommath/bn_mp_prime_next_prime.c
src/libtommath/bn_mp_prime_rabin_miller_trials.c
src/libtommath/bn_mp_prime_random_ex.c
src/libtommath/bn_mp_radix_size.c
src/libtommath/bn_mp_radix_smap.c
src/libtommath/bn_mp_rand.c
src/libtommath/bn_mp_read_radix.c
src/libtommath/bn_mp_read_signed_bin.c
src/libtommath/bn_mp_read_unsigned_bin.c
src/libtommath/bn_mp_reduce.c
src/libtommath/bn_mp_reduce_2k.c
src/libtommath/bn_mp_reduce_2k_l.c
src/libtommath/bn_mp_reduce_2k_setup.c
src/libtommath/bn_mp_reduce_2k_setup_l.c
src/libtommath/bn_mp_reduce_is_2k.c
src/libtommath/bn_mp_reduce_is_2k_l.c
src/libtommath/bn_mp_reduce_setup.c
src/libtommath/bn_mp_rshd.c
src/libtommath/bn_mp_set.c
src/libtommath/bn_mp_set_int.c
src/libtommath/bn_mp_shrink.c
src/libtommath/bn_mp_signed_bin_size.c
src/libtommath/bn_mp_sqr.c
src/libtommath/bn_mp_sqrmod.c
src/libtommath/bn_mp_sqrt.c
src/libtommath/bn_mp_sub.c
src/libtommath/bn_mp_submod.c
src/libtommath/bn_mp_sub_d.c
src/libtommath/bn_mp_toom_mul.c
src/libtommath/bn_mp_toom_sqr.c
src/libtommath/bn_mp_toradix.c
src/libtommath/bn_mp_toradix_n.c
src/libtommath/bn_mp_to_signed_bin.c
src/libtommath/bn_mp_to_signed_bin_n.c
src/libtommath/bn_mp_to_unsigned_bin.c
src/libtommath/bn_mp_to_unsigned_bin_n.c
src/libtommath/bn_mp_unsigned_bin_size.c
src/libtommath/bn_mp_xor.c
src/libtommath/bn_mp_zero.c
src/libtommath/bn_prime_tab.c
src/libtommath/bn_reverse.c
src/libtommath/bn_s_mp_add.c
src/libtommath/bn_s_mp_exptmod.c
src/libtommath/bn_s_mp_mul_digs.c
src/libtommath/bn_s_mp_mul_high_digs.c
src/libtommath/bn_s_mp_sqr.c
src/libtommath/bn_s_mp_sub.c
)
set(BZIP2_FILES
src/bzip2/blocksort.c
src/bzip2/bzlib.c
src/bzip2/compress.c
src/bzip2/crctable.c
src/bzip2/decompress.c
src/bzip2/huffman.c
src/bzip2/randtable.c
)
set(ZLIB_FILES
src/zlib/adler32.c
src/zlib/compress.c
src/zlib/crc32.c
src/zlib/deflate.c
src/zlib/inffast.c
src/zlib/inflate.c
src/zlib/inftrees.c
src/zlib/trees.c
src/zlib/zutil.c
)
set(TEST_SRC_FILES
test/StormTest.cpp
)
add_definitions(-D_7ZIP_ST -DBZ_STRICT_ANSI)
set(LINK_LIBS)
find_package(ZLIB)
if (ZLIB_FOUND)
set(LINK_LIBS ${LINK_LIBS} ZLIB::ZLIB)
add_definitions(-D__SYS_ZLIB)
else()
set(SRC_FILES ${SRC_FILES} ${ZLIB_FILES})
endif()
find_package(BZip2)
if (BZIP2_FOUND)
set(LINK_LIBS ${LINK_LIBS} BZip2::BZip2)
add_definitions(-D__SYS_BZLIB)
else()
set(SRC_FILES ${SRC_FILES} ${BZIP2_FILES})
endif()
if(WIN32)
set(SRC_ADDITIONAL_FILES ${TOMCRYPT_FILES} ${TOMMATH_FILES})
set(LINK_LIBS ${LINK_LIBS} wininet)
else()
option(WITH_LIBTOMCRYPT "Use system LibTomCrypt library" OFF)
if(WITH_LIBTOMCRYPT)
include(FindPkgConfig)
pkg_check_modules(PC_LIBTOMCRYPT libtomcrypt REQUIRED)
find_path(LIBTOMCRYPT_INCLUDE_DIR NAMES tomcrypt.h HINTS ${PC_LIBTOMCRYPT_INCLUDE_DIRS} REQUIRED)
find_library(LIBTOMCRYPT_LIBRARY NAMES tomcrypt HINTS ${PC_LIBTOMCRYPT_LIBRARY_DIRS} REQUIRED)
set(LINK_LIBS ${LINK_LIBS} ${LIBTOMCRYPT_LIBRARY})
include_directories(${LIBTOMCRYPT_INCLUDE_DIR})
else()
set(SRC_ADDITIONAL_FILES ${TOMCRYPT_FILES} ${TOMMATH_FILES})
endif()
endif()
if(${CMAKE_SYSTEM_NAME} STREQUAL FreeBSD)
message(STATUS "Using FreeBSD port")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DO_LARGEFILE=0 -Dstat64=stat -Dlstat64=lstat -Dlseek64=lseek -Doff64_t=off_t -Dfstat64=fstat -Dftruncate64=ftruncate")
endif()
add_library(${LIBRARY_NAME} ${LIB_TYPE} ${SRC_FILES} ${SRC_ADDITIONAL_FILES} ${STORM_DEF_FILES})
if(WIN32)
set_target_properties(${LIBRARY_NAME} PROPERTIES OUTPUT_NAME "StormLib")
endif()
target_link_libraries(${LIBRARY_NAME} ${LINK_LIBS})
target_compile_definitions(${LIBRARY_NAME} INTERFACE STORMLIB_NO_AUTO_LINK) #CMake will take care of the linking
target_include_directories(${LIBRARY_NAME} PUBLIC src/)
set_target_properties(${LIBRARY_NAME} PROPERTIES PUBLIC_HEADER "src/StormLib.h;src/StormPort.h")
if(BUILD_SHARED_LIBS)
message(STATUS "Linking against dependent libraries dynamically")
if(APPLE)
set_target_properties(${LIBRARY_NAME} PROPERTIES FRAMEWORK true)
set_target_properties(${LIBRARY_NAME} PROPERTIES LINK_FLAGS "-framework Carbon")
endif()
if(UNIX)
SET(VERSION_MAJOR "9")
SET(VERSION_MINOR "22")
SET(VERSION_PATCH "0")
SET(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}")
set_target_properties(${LIBRARY_NAME} PROPERTIES VERSION "${VERSION_STRING}")
set_target_properties(${LIBRARY_NAME} PROPERTIES SOVERSION "${VERSION_MAJOR}")
endif()
else()
message(STATUS "Linking against dependent libraries statically")
endif()
if (NOT STORM_SKIP_INSTALL)
install(TARGETS ${LIBRARY_NAME}
RUNTIME DESTINATION bin
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib
FRAMEWORK DESTINATION /Library/Frameworks
PUBLIC_HEADER DESTINATION include
INCLUDES DESTINATION include)
#CPack configurtion
SET(CPACK_GENERATOR "DEB" "RPM")
SET(CPACK_PACKAGE_NAME ${PROJECT_NAME})
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "MPQ manipulation library")
SET(CPACK_PACKAGE_VENDOR "Ladislav Zezula")
SET(CPACK_PACKAGE_DESCRIPTION_FILE "${CMAKE_CURRENT_SOURCE_DIR}/README.md")
SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
SET(CPACK_PACKAGE_VERSION_MAJOR "${VERSION_MAJOR}")
SET(CPACK_PACKAGE_VERSION_MINOR "${VERSION_MINOR}")
SET(CPACK_PACKAGE_VERSION "${VERSION_MAJOR}.${VERSION_MINOR}")
#DEB configuration
SET(CPACK_DEBIAN_PACKAGE_SECTION "libs")
SET(CPACK_DEBIAN_PACKAGE_HOMEPAGE "http://www.zezula.net/en/mpq/stormlib.html")
SET(CPACK_DEBIAN_PACKAGE_MAINTAINER "imbacen@gmail.com")
SET(CPACK_DEBIAN_PACKAGE_ARCHITECTURE "amd64")
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "zlib1g,bzip2")
#RPM configuration
SET(CPACK_RPM_PACKAGE_RELEASE 1)
SET(CPACK_RPM_PACKAGE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
SET(CPACK_RPM_PACKAGE_GROUP "${PROJECT_NAME}")
SET(CPACK_RPM_PACKAGE_URL "http://www.zezula.net/en/mpq/stormlib.html")
SET(CPACK_RPM_PACKAGE_REQUIRES "zlib,bzip2")
INCLUDE(CPack)
endif()
if(STORM_BUILD_TESTS)
add_executable(StormLib_test ${TEST_SRC_FILES})
target_link_libraries(StormLib_test ${LIBRARY_NAME})
install(TARGETS StormLib_test RUNTIME DESTINATION bin)
endif()
-22
View File
@@ -1,22 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>net.zezula.${PRODUCT_NAME:rfc1034Identifier}</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>8.01</string>
</dict>
</plist>
-21
View File
@@ -1,21 +0,0 @@
The MIT License (MIT)
Copyright (c) 1999-2013 Ladislav Zezula
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-34
View File
@@ -1,34 +0,0 @@
@echo off
rem Post-build batch for StormLib project
rem Called as PostBuild.bat $(ProjectName) $(PlatformName) $(ConfigurationName) [vs2008]
rem Example: PostBuild.bat StormLib_dll x64 Debug vs2008
rem Select build type
if "%1" == "StormLib_dll" goto PostBuild_DLL
if "%1" == "StormLib" goto PostBuild_LIB
goto:eof
:PostBuild_DLL
rem Build steps for the DLL. On 32-bit Release version, increment the build number
if not "x%2" == "xWin32" goto:eof
if not "x%3" == "xRelease" goto:eof
PostBuild.exe .\src\DllMain.rc
goto:eof
:PostBuild_LIB
rem Set target folders
if "x%2" == "xWin32" set TARGET_DIR_LEVEL2=lib32
if "x%2" == "xx64" set TARGET_DIR_LEVEL2=lib64
if "x%4" == "xvs2008" set TARGET_DIR_LEVEL3=vs2008
rem Check & create target folder structure
if not exist ..\aaa goto:eof
if not exist ..\aaa\%TARGET_DIR_LEVEL2% md ..\aaa\%TARGET_DIR_LEVEL2%
if not exist ..\aaa\%TARGET_DIR_LEVEL2%\%TARGET_DIR_LEVEL3% md ..\aaa\%TARGET_DIR_LEVEL2%\%TARGET_DIR_LEVEL3%
rem Copy include and LIB files to the target folder
copy /Y .\src\StormLib.h ..\aaa\inc >nul
copy /Y .\src\StormPort.h ..\aaa\inc >nul
copy /Y .\bin\%1\%2\%3\StormLib???.lib ..\aaa\%TARGET_DIR_LEVEL2%\%TARGET_DIR_LEVEL3% >nul
-132
View File
@@ -1,132 +0,0 @@
solution 'StormLib'
location 'build'
language 'C++'
configurations { 'Debug', 'Release', }
platforms { 'x32', 'x64' }
targetdir 'bin'
objdir 'bin'
files {
'src/**.h',
'src/**.c',
'src/**.cpp',
'doc/*.txt',
}
removefiles {
'src/adpcm/*_old.*',
'src/huffman/*_old.*',
'src/huffman/huff_patch.*',
'src/pklib/crc32.c',
'src/zlib/compress.c',
}
filter 'configurations:Debug*'
flags { 'Symbols' }
defines { '_DEBUG' }
optimize 'Debug'
filter 'configurations:Release*'
defines { 'NDEBUG' }
optimize 'Full'
filter 'system:windows'
links { 'wininet', }
defines { 'WINDOWS', '_WINDOWS' }
filter { 'system:windows', 'platforms:x32' }
defines { 'WIN32', '_WIN32' }
filter { 'system:windows', 'platforms:x64' }
defines { 'WIN64', '_WIN64' }
filter 'system:linux'
defines { '_7ZIP_ST', 'BZ_STRICT_ANSI' }
removefiles {
'src/lzma/C/LzFindMt.*',
'src/lzma/C/Threads.*',
}
--------------------------------------------------------------------------------
project 'StormLib'
kind 'StaticLib'
removefiles 'src/SBaseDumpData.cpp'
configurations {
'DebugAD', -- Debug Ansi Dynamic
'DebugAS', -- Debug Ansi Static
'DebugUD', -- Debug Unicode Dynamic
'DebugUS', -- Debug Unicode Static
'ReleaseAD', -- Release Ansi Dynamic
'ReleaseAS', -- Release Ansi Static
'ReleaseUD', -- Release Unicode Dynamic'
'ReleaseUS', -- Release Unicode Static
}
configmap {
['Debug'] = 'DebugUS',
['Release'] = 'ReleaseUS',
}
filter 'configurations:*S'
flags { 'StaticRuntime' }
filter { 'configurations:*U*', 'action:vs*' }
flags { 'Unicode' }
filter { 'configurations:*U*', 'not action:vs*' }
defines { 'UNICODE', '_UNICODE' }
filter 'DebugAD'
targetsuffix 'DAD'
filter 'ReleaseAD'
targetsuffix 'RAD'
filter 'DebugAS'
targetsuffix 'DAS'
filter 'ReleaseAS'
targetsuffix 'RAS'
filter 'DebugUD'
targetsuffix 'DUD'
filter 'ReleaseUD'
targetsuffix 'RUD'
filter 'DebugUS'
targetsuffix 'DUS'
filter 'ReleaseUS'
targetsuffix 'RUS'
--------------------------------------------------------------------------------
project 'StormLib_dll'
kind 'SharedLib'
targetname 'Stormlib'
files {
'stormlib_dll/DllMain.c',
'stormlib_dll/StormLib.def',
}
removefiles 'src/SBaseDumpData.cpp'
filter { 'system:windows', 'action:gmake' }
linkoptions {
'-Xlinker --enable-stdcall-fixup',
'../stormlib_dll/StormLib.def',
}
filter 'Debug'
targetsuffix '_d'
--------------------------------------------------------------------------------
project 'StormLib_test'
kind 'ConsoleApp'
files {
'test/StormTest.cpp',
}
-25
View File
@@ -1,25 +0,0 @@
@echo off
rem This BAT file updates the ZIP file that is to be uploaded to web
rem Only use when both 32-bit and 64-bit are properly compiled
set STORMLIB_NAME=stormlib-9.00
echo Creating %STORMLIB_NAME%.zip ...
cd \Ladik\Appdir
zip.exe -ur9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\doc\*
zip.exe -ur9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\src\*
zip.exe -ur9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\storm_dll\*
zip.exe -ur9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\StormLib.xcodeproj\*
zip.exe -ur9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\stormlib_dll\*
zip.exe -ur9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\test\*
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\CMakeLists.txt
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\makefile.*
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\Info.plist
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\*.bat
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\*.sln
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\*.vcproj
zip.exe -u9 ..\WWW\web\download\%STORMLIB_NAME%.zip StormLib\*.vcxproj
echo.
echo Press any key to exit ...
pause >nul
-39
View File
@@ -1,39 +0,0 @@
# StormLib
This is official repository for the StomLib library, an open-source project that can work with Blizzard MPQ archives.
## Installation and basic usage
### Linux
1. Download latest release
2. Install StormLib:
```
$ cd <path-to-StormLib>
$ cmake CMakeLists.txt
$ make
$ make install
```
3. Include StormLib in your project: `#include <StormLib.h>`
4. Make sure you compile your project with `-lstorm -lz -lbz2`
### Windows (Visual Studio 2008)
1. Download the latest release of StormLib
2. Open the solution file `StormLib_vs08.sln` in Visual Studio 2008
3. Choose "Build / Batch Build" and select every build of "StormLib"
4. Choose "Rebuild"
5. The result libraries are in `.\bin\Win32` and `.\bin\x64`
### Windows (Visual Studio 2017 or 2019)
0. Make sure you have SDK 10.0.17134.0 installed
1. Download the latest release of StormLib
2. Open the solution file `StormLib_vs19.sln` in Visual Studio 2017/2019
3. Choose "Build / Batch Build" and select every build of "StormLib"
4. Choose "Rebuild"
5. The result libraries are in `.\bin\Win32` and `.\bin\x64`
### Windows (Test Project)
1. Include the main StormLib header: `#include <StormLib.h>`
2. Set the correct library directory for StormLibXYZ.lib:
* X: D = Debug, R = Release
* Y: A = ANSI build, U = Unicode build
* Z: S = Using static CRT library, D = Using Dynamic CRT library
3. Rebuild
-3
View File
@@ -1,3 +0,0 @@
[Project]
Manager=KDevCMakeManager
Name=StormLib
File diff suppressed because it is too large Load Diff
-139
View File
@@ -1,139 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "StormLib", "StormLib_vs08.vcproj", "{78424708-1F6E-4D4B-920C-FB6D26847055}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "StormLib_dll", "StormLib_vs08_dll.vcproj", "{CB385198-50B1-4CF4-883B-11F042DED6AA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "StormLib_test", "StormLib_vs08_test.vcproj", "{AA561A7B-26EA-49AF-90E8-C53C1FA2965D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
DebugAD|Win32 = DebugAD|Win32
DebugAD|x64 = DebugAD|x64
DebugAS|Win32 = DebugAS|Win32
DebugAS|x64 = DebugAS|x64
DebugUD|Win32 = DebugUD|Win32
DebugUD|x64 = DebugUD|x64
DebugUS|Win32 = DebugUS|Win32
DebugUS|x64 = DebugUS|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
ReleaseAD|Win32 = ReleaseAD|Win32
ReleaseAD|x64 = ReleaseAD|x64
ReleaseAS|Win32 = ReleaseAS|Win32
ReleaseAS|x64 = ReleaseAS|x64
ReleaseUD|Win32 = ReleaseUD|Win32
ReleaseUD|x64 = ReleaseUD|x64
ReleaseUS|Win32 = ReleaseUS|Win32
ReleaseUS|x64 = ReleaseUS|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|Win32.ActiveCfg = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|x64.ActiveCfg = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Debug|x64.Build.0 = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAD|Win32.ActiveCfg = DebugAD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAD|Win32.Build.0 = DebugAD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAD|x64.ActiveCfg = DebugAD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAD|x64.Build.0 = DebugAD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAS|Win32.ActiveCfg = DebugAS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAS|Win32.Build.0 = DebugAS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAS|x64.ActiveCfg = DebugAS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugAS|x64.Build.0 = DebugAS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUD|Win32.ActiveCfg = DebugUD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUD|Win32.Build.0 = DebugUD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUD|x64.ActiveCfg = DebugUD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUD|x64.Build.0 = DebugUD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUS|Win32.ActiveCfg = DebugUS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUS|Win32.Build.0 = DebugUS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUS|x64.ActiveCfg = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.DebugUS|x64.Build.0 = DebugUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|Win32.ActiveCfg = ReleaseUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|x64.ActiveCfg = ReleaseUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.Release|x64.Build.0 = ReleaseUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAD|Win32.ActiveCfg = ReleaseAD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAD|Win32.Build.0 = ReleaseAD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAD|x64.ActiveCfg = ReleaseAD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAD|x64.Build.0 = ReleaseAD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAS|Win32.ActiveCfg = ReleaseAS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAS|Win32.Build.0 = ReleaseAS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAS|x64.ActiveCfg = ReleaseAS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseAS|x64.Build.0 = ReleaseAS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUD|Win32.ActiveCfg = ReleaseUD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUD|Win32.Build.0 = ReleaseUD|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUD|x64.ActiveCfg = ReleaseUD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUD|x64.Build.0 = ReleaseUD|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUS|Win32.ActiveCfg = ReleaseUS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUS|Win32.Build.0 = ReleaseUS|Win32
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUS|x64.ActiveCfg = ReleaseUS|x64
{78424708-1F6E-4D4B-920C-FB6D26847055}.ReleaseUS|x64.Build.0 = ReleaseUS|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Debug|Win32.ActiveCfg = Debug|Win32
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Debug|Win32.Build.0 = Debug|Win32
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Debug|x64.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Debug|x64.Build.0 = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugAD|Win32.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugAD|x64.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugAD|x64.Build.0 = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugAS|Win32.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugAS|x64.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugAS|x64.Build.0 = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugUD|Win32.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugUD|x64.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugUD|x64.Build.0 = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugUS|Win32.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugUS|x64.ActiveCfg = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.DebugUS|x64.Build.0 = Debug|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Release|Win32.ActiveCfg = Release|Win32
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Release|Win32.Build.0 = Release|Win32
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Release|x64.ActiveCfg = Release|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.Release|x64.Build.0 = Release|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.ReleaseAD|Win32.ActiveCfg = Release|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.ReleaseAD|x64.ActiveCfg = Release|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.ReleaseAD|x64.Build.0 = Release|x64
{CB385198-50B1-4CF4-883B-11F042DED6AA}.ReleaseAS|Win32.ActiveCfg = Release|x64
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Microsoft Visual Studio Solution File, Format Version 12.00
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StormLib history
================
Version 9.11
- Fixed bug in processing HET table.
Version 9.10
- Support for weak-signing
- Anti-protector: New Spazzler
Version 9.00
- Support for streaming (master-mirror)
- Support for multi-file MPQs used by some WoW versions
- Opening maps protected by Spazzler protector
- Opening maps protected by BOBA protector
Version 8.02
- Support for UNICODE encoding for on-disk files
- Optimized file deleting
Version 8.01
- SFileFindFirstFile and SFileFindNextFile no longer find files that have
patch file in the oldest MPQ in the patch chain
- Write support for MPQs version 4
Version 8.00
- Updated support for protected maps from Warcraft III
Version 7.11
- Support for MPQs v 3.0 (WOW-Cataclysm BETA)
- StormLib now deals properly with files that have MPQ_SECTOR_CHECKSUM missing,
but have sector checksum entry present in the sector offset table
Version 7.10
- Support for partial MPQs ("interface.MPQ.part")
- The only operation that is externally allowed to do with internal files
("(listfile)", "(attributes)" and "(signature)") is reading. Attempt to modify any of the file
fails and GetLastError returns ERROR_INTERNAL_FILE
- Fixed memory leak that has occured when writing more than one sector to the file at once
Version 7.01
- Support for adding files from memory
- Fixed improper validation of handles to MPQ file and MPQ archive
- Fixed bug where StormLib didn't save CRC32 of the file when added to archive
Version 7.00
- Properly deals with MPQs protected by w3xMaster
- Major rewrite
- Fixed support for (attributes)
- Added file verification
- Added MPQ signature verification
Version 6.22
- Properly deals with MPQs protected by w3xMaster
Version 6.21
- SFileRenameFile now properly re-crypts the file if necessary.
- SFileFindFirstFile correctly deals with deleted files
Version 6.20
- Fixed lots of bugs when processing files with same names but different locales
- Fixed bugs when repeately extracts the same file with MPQ_FILE_SINGLE_UNIT flag
- Added SFileFlushArchive
- Fixed issue opening AVI files renamed to MPQ using SFileCreateArchiveEx
-318
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@@ -1,318 +0,0 @@
THE MOPAQ ARCHIVE FORMAT
v0.9 (Thursday, June 30, 2005)
by Justin Olbrantz(Quantam)
Distribution and reproduction of this specification are allowed without limitation, as long as it is not altered. Quoting
in other works is freely allowed, as long as the source and author of the quote is stated.
TABLE OF CONTENTS
1. Introduction to the MoPaQ Format
2. The MoPaQ Format
2.1 General Archive Layout
2.2 Archive Header
2.3 Block Table
2.4 Hash Table
2.5 File Data
2.6 Listfile
2.7 Extended Attributes
2.8 Weak (Old) Digital Signature
2.9 Strong (New) Digital Signature
3. Algorithm Source Code
3.1 Encryption/Decryption
3.2 Hashing
3.3 Conversion of FILETIME and time_t
1. INTRODUCTION TO THE MOPAQ FORMAT
The MoPaQ (or MPQ) format is an archive file format designed by Mike O'Brien (hence the name Mike O'brien PaCK) at Blizzard
Entertainment. The format has been used in all Blizzard games since (and including) Diablo. It is heavily optimized to be
a read-only game archive format, and excels at this role.
The Blizzard MoPaQ-reading functions are contained in the Storm module, which my be either statically or dynamically linked.
The Blizzard MoPaQ-writing functions are contained in the MPQAPI module, which is always statically linked.
2. THE MOPAQ FORMAT
All numbers in the MoPaQ format are in little endian. Data types are listed either as int (integer, the number of bits specified),
byte (8 bits), and char (bytes which contain ASCII characters). All sizes and offsets are in bytes, unless specified otherwise.
Structure members are listed in the following general form:
offset from the beginning of the structure: data type(array size) member name : member description
2.1 GENERAL ARCHIVE LAYOUT
- Archive Header
- File Data
- File Data - Special Files
- Hash Table
- Block Table
- Strong Digital signature
This is the usual archive format, and is not absolutely essential. Some archives have been observed placing the hash table
and file table after the archive header, and before the file data.
2.2 ARCHIVE HEADER
00h: char(4) Magic : Indicates that the file is a MoPaQ archive. Must be ASCII "MPQ" 1Ah.
04h: int32 HeaderSize : Size of the archive header. Should be 32.
08h: int32 ArchiveSize : Size of the whole archive, including the header. Does not include the strong digital signature, if present.
This size is used, among other things, for determining the region to hash in computing the digital signature.
0Ch: int16 Unknown : Unknown
0Eh: int8 SectorSizeShift : Power of two exponent specifying the number of 512-byte disk sectors in each logical sector
in the archive. The size of each logical sector the archive is 512 * 2^SectorSizeShift. Bugs in the Storm library dictate
that this should always be 3 (4096 byte sectors).
10h: int32 HashTableOffset : Offset to the beginning of the hash table, relative to the beginning of the archive.
14h: int32 BlockTableOffset : Offset to the beginning of the block table, relative to the beginning of the archive.
18h: int32 HashTableEntries : Number of entries in the hash table. Must be a power of two, and must be less than 2^16.
1Ch: int32 BlockTableEntries : Number of entries in the block table.
The archive header is the first structure in the archive, at archive offset 0, but the archive does not need to be at offset
0 of the containing file. The offset of the archive in the file is referred to here as ArchiveOffset. If the archive is not
at the beginning of the file, it must begin at a disk sector boundary (512 bytes). Early versions of Storm require that the
archive be at the end of the containing file (ArchiveOffset + ArchiveSize = file size), but this is not required in newer
versions (due to the strong digital signature not being considered a part of the archive).
2.3 BLOCK TABLE
The block table contains entries for each region in the archive. Regions may be either files or empty space, which may be
overwritten by new files (typically this space is from deleted file data). The block table is encrypted, using the hash
of "(block table)" as the key. Each entry is structured as follows:
00h: int32 BlockOffset : Offset of the beginning of the block, relative to the beginning of the archive. Meaningless if the block size is 0.
04h: int32 BlockSize : Size of the block in the archive.
08h: int32 FileSize : Size of the file data stored in the block. Only valid if the block is a file, otherwise meaningless, and should be 0. If the file is compressed, this is the size of the uncompressed file data.
0Ch: int32 Flags : Bit mask of the flags for the block. The following values are conclusively identified:
80000000h: Block is a file, and follows the file data format; otherwise, block is free space, and may be overwritten. If the block is not a file, all other flags should be cleared.
01000000h: File is stored as a single unit, rather than split into sectors.
00020000h: The file's encryption key is adjusted by the block offset and file size (explained in detail in the File Data section). File must be encrypted.
00010000h: File is encrypted.
00000200h: File is compressed. Mutually exclusive to file imploded.
00000100h: File is imploded. Mutually exclusive to file compressed.
2.4 HASH TABLE
Instead of storing file names, for quick access MoPaQs use a fixed, power of two-size hash table of files in the archive. A file is uniquely identified by its file path, its language, and its platform. The home entry for a file in the hash table is computed as a hash of the file path. In the event of a collision (the home entry is occupied by another file), progressive overflow is used, and the file is placed in the next available hash table entry. Searches for a desired file in the hash table proceed from the home entry for the file until either the file is found, the entire hash table is searched, or an empty hash table entry (FileBlockIndex of FFFFFFFFh) is encountered. The hash table is encrypted using the hash of "(hash table)" as the key. Each entry is structured as follows:
00h: int32 FilePathHashA : The hash of the file path, using method A.
04h: int32 FilePathHashB : The hash of the file path, using method B.
08h: int16 Language : The language of the file. This is a Windows LANGID data type, and uses the same values. 0 indicates the default language (American English), or that the file is language-neutral.
0Ah: int8 Platform : The platform the file is used for. 0 indicates the default platform. No other values have been observed.
0Ch: int32 FileBlockIndex : If the hash table entry is valid, this is the index into the block table of the file. Otherwise, one of the following two values:
FFFFFFFFh: Hash table entry is empty, and has always been empty. Terminates searches for a given file.
FFFFFFFEh: Hash table entry is empty, but was valid at some point (in other words, the file was deleted). Does not terminate searches for a given file.
2.5 FILE DATA
00h: int32(SectorsInFile + 1) SectorOffsetTable : Offsets to the start of each sector's data, relative to the beginning of the file data. Not present if this information is calculatable (see details below).
immediately following SectorOffsetTable: SectorData : Data of each sector in the file, packed end to end (see details below).
Normally, file data is split up into sectors, for simple streaming. All sectors, save for the last, will contain as many bytes of file data as specified in the archive header's SectorSizeShift; the last sector may be smaller than this, depending on the size of the file data. This sector size is the size of the raw file data; if the file is compressed, the compressed sector will be smaller or the same size as the uncompressed sector size. Individual sectors in a compressed file may be stored uncompressed; this occurs if and only if the sector could not be compressed by the algorithm used (if the compressed sector size was greater than or equal to the size of the raw data), and is indicated by the sector's compressed size in SectorOffsetTable being equal to the uncompressed size of the sector (which may be calculated from the FileSize).
If the sector is compressed (but not imploded), a bit mask byte of the compression algorithm(s) used to compress the sector is appended to the beginning of the compressed sector data. This additional byte counts towards the total size of the sector; if the size of the sector (including this byte) exceeds or matches the uncompressed size of the sector data, the sector will be stored uncompressed, and this byte omitted. Multiple compression algorithms may be used on the same sector; in this case, successive compression occurs in the order the algorithms are listed below, and decompression occurs in the opposite order. For implimentations of all of these algorithms, see StormLib.
40h: IMA ADPCM mono
80h: IMA ADPCM stereo
01h: Huffman encoded
02h: Deflated (see ZLib)
08h: Imploded (see PKWare Data Compression Library)
10h: BZip2 compressed (see BZip2)
If the file is stored as a single unit (indicated in the file's Flags), there is effectively only a single sector, which
contains the entire file.
If the file is encrypted, each sector (after compression and appendage of the compression type byte, if applicable)
is encrypted with the file's key. The base key for a file is determined by a hash of the file name stripped of the
directory (i.e. the key for a file named "directory\file" would be computed as the hash of "file"). If this key is
adjusted, as indicated in the file's Flags, the final key is calculated as ((base key + BlockOffset - ArchiveOffset)
XOR FileSize) (StormLib - an open-source implementation of the MoPaQ reading and writing functions,
by Ladislav Zezula - incorrectly uses an AND in place of the XOR). Each sector is encrypted using the key + the
0-based index of the sector in the file. The SectorOffsetTable, if present, is encrypted using the key - 1.
The SectorOffsetTable is omitted when the sizes and offsets of all sectors in the file are calculatable from the FileSize.
This can happen in several circumstances. If the file is not compressed/imploded, then the size and offset of all sectors
is known, based on the archive's SectorSizeShift. If the file is stored as a single unit compressed/imploded, then the
SectorOffsetTable is omitted, as the single file "sector" corresponds to BlockSize and FileSize, as mentioned previously.
Note that the SectorOffsetTable will always be present if the file is compressed/imploded and the file is not stored as
a single unit, even if there is only a single sector in the file (the size of the file is less than or equal to the
archive's sector size).
2.6 LISTFILE
The listfile is a very simple extension to the MoPaQ format that contains the file paths of (most) files in the archive.
The languages and platforms of the files are not stored in the listfile. The listfile is contained in the file "(listfile)",
and is simply a non-Unix-style text file with one file path on each line, lines terminated with the bytes 0Dh 0Ah. The file
"(listfile)" may not be listed in the listfile.
2.7 EXTENDED ATTRIBUTES
The extended attributes are optional file attributes for files in the block table. These attributes were added at times after
the MoPaQ format was already finalized, and it is not necessary for every archive to have all (or any) of the extended attributes.
If an archive contains a given attribute, there will be an instance of that attribute for every block in the block table, although
the attribute will be meaningless if the block is not a file. The order of the attributes for blocks correspond to the order of the
blocks in the block table, and are of the same number. The attributes are stored in parallel arrays in the "(attributes)" file,
in the archive. The attributes corresponding to this file need not be valid (and logically cannot be). Unlike all the other
structures in the MoPaQ format, entries in the extended attributes are NOT guaranteed to be aligned. Also note that in some
archives, malicious zeroing of the attributes has been observed, perhaps with the intent of breaking archive viewers. This
file is structured as follows:
00h: int32 Version : Specifies the extended attributes format version. For now, must be 100.
04h: int32 AttributesPresent : Bit mask of the extended attributes present in the archive:
00000001h: File CRC32s.
00000002h: File timestamps.
00000004h: File MD5s.
08h: int32(BlockTableEntries) CRC32s : CRC32s of the (uncompressed) file data for each block in the archive. Omitted if the
archive does not have CRC32s. immediately after CRC32s: FILETIME(BlockTableEntries) Timestamps : Timestamps for each block
in the archive. The format is that of the Windows FILETIME structure. Omitted if the archive does not have timestamps.
immediately after Timestamps: MD5(BlockTableEntries) MD5s : MD5s of the (uncompressed) file data for each block in the archive.
Omitted if the archive does not have MD5s.
2.8 WEAK DIGITAL SIGNATURE
The weak digital signature is a digital signature using Microsoft CryptoAPI. It is an implimentation of the RSASSA-PKCS1-v1_5
digital signature protocol, using the MD5 hashing algorithm and a 512-bit (weak) RSA key (for more information about this
protocol, see the RSA Labs PKCS1 specification). The public key and exponent are stored in a resource in Storm. The signature
is stored uncompressed, unencrypted in the file "(signature)" in the archive. The archive is hashed from the beginning of the
archive (ArchiveOffset in the containing file) to the end of the archive (the length indicated by ArchiveSize); the signature
file is added to the archive before signing, and the space occupied by the file is considered to be all binary 0s during
signing/verification. This file is structured as follows:
00h: int32 Unknown : Must be 0.
04h: int32 Unknown : must be 0.
08h: int512 Signature : The digital signature. Like all other numbers in the MoPaQ format, this is stored in little-endian order.
2.9 STRONG DIGITAL SIGNATURE
The strong digital signature uses a simple proprietary implementation of RSA signing, using the SHA-1 hashing algorithm and
a 2048-bit (strong) RSA key. The default public key and exponent are stored in Storm, but other keys may be used as well.
The strong digital signature is stored immediately after the archive, in the containing file; the entire archive (ArchiveSize
bytes, starting at ArchiveOffset in the containing file) is hashed as a single block. The signature has the following format:
00h: char(4) Magic : Indicates the presence of a digital signature. Must be "NGIS" ("SIGN" backwards).
04h: int2048 Signature : The digital signature, stored in little-endian format.
When the Signature field is decrypted with the public key and exponent, and the result stored in little-endian order, it is structured as follows:
00h: byte Padding : Must be 0Bh.
01h: byte(235) Padding : Must be BBh.
ECh: byte(20) SHA-1 : SHA-1 hash of the archive, in standard SHA-1 format.
3. ALGORITHM SOURCE CODE
3.1 ENCRYPTION/DECRYPTION
I believe this was derived at some point from code in StormLib. Assumes the long type to be 32 bits, and the machine to be little endian order.
unsigned long dwCryptTable[0x500];
void InitializeCryptTable()
{
unsigned long seed = 0x00100001;
unsigned long index1 = 0;
unsigned long index2 = 0;
int i;
for (index1 = 0; index1 < 0x100; index1++)
{
for (index2 = index1, i = 0; i < 5; i++, index2 += 0x100)
{
unsigned long temp1, temp2;
seed = (seed * 125 + 3) % 0x2AAAAB;
temp1 = (seed & 0xFFFF) << 0x10;
seed = (seed * 125 + 3) % 0x2AAAAB;
temp2 = (seed & 0xFFFF);
dwCryptTable[index2] = (temp1 | temp2);
}
}
}
void EncryptData(void *lpbyBuffer, unsigned long dwLength, unsigned long dwKey)
{
unsigned long *lpdwBuffer = (unsigned long *)lpbyBuffer;
unsigned long seed = 0xEEEEEEEE;
unsigned long ch;
assert(lpbyBuffer);
dwLength /= sizeof(unsigned long);
while(dwLength-- > 0)
{
seed += dwCryptTable[0x400 + (dwKey & 0xFF)];
ch = *lpdwBuffer ^ (dwKey + seed);
dwKey = ((~dwKey << 0x15) + 0x11111111) | (dwKey >> 0x0B);
seed = *lpdwBuffer + seed + (seed << 5) + 3;
*lpdwBuffer++ = ch;
}
}
void DecryptData(void *lpbyBuffer, unsigned long dwLength, unsigned long dwKey)
{
unsigned long *lpdwBuffer = (unsigned long *)lpbyBuffer;
unsigned long seed = 0xEEEEEEEE;
unsigned long ch;
assert(lpbyBuffer);
dwLength /= sizeof(unsigned long);
while(dwLength-- > 0)
{
seed += dwCryptTable[0x400 + (dwKey & 0xFF)];
ch = *lpdwBuffer ^ (dwKey + seed);
dwKey = ((~dwKey << 0x15) + 0x11111111) | (dwKey >> 0x0B);
seed = ch + seed + (seed << 5) + 3;
*lpdwBuffer++ = ch;
}
}
3.2 HASHING
Based on code from StormLib.
// Different types of hashes to make with HashString
#define MPQ_HASH_TABLE_OFFSET 0
#define MPQ_HASH_NAME_A 1
#define MPQ_HASH_NAME_B 2
#define MPQ_HASH_FILE_KEY 3
unsigned long HashString(const char *lpszString, unsigned long dwHashType)
{
unsigned long seed1 = 0x7FED7FED;
unsigned long seed2 = 0xEEEEEEEE;
int ch;
while (*lpszString != 0)
{
ch = toupper(*lpszString++);
seed1 = dwCryptTable[(dwHashType * 0xFF) + ch] ^ (seed1 + seed2);
seed2 = ch + seed1 + seed2 + (seed2 << 5) + 3;
}
return seed1;
}
3.3 CONVERSION OF FILETIME AND time_t
#define EPOCH_OFFSET 116444736000000000ULL // Number of 100 ns units between 01/01/1601 and 01/01/1970
bool GetTimeFromFileTime(FILETIME &fileTime, time_t &time)
{
// The FILETIME represents a 64-bit integer: the number of 100 ns units since January 1, 1601
unsigned long long nTime = ((unsigned long long)fileTime.dwHighDateTime << 32) + fileTime.dwLowDateTime;
if (nTime < EPOCH_OFFSET)
return false;
nTime -= EPOCH_OFFSET; // Convert the time base from 01/01/1601 to 01/01/1970
nTime /= 10000000ULL; // Convert 100 ns to sec
time = (time_t)nTime;
// Test for overflow (FILETIME is 64 bits, time_t is 32 bits)
if ((nTime - (unsigned long long)time) > 0)
return false;
return true;
}
void GetFileTimeFromTime(time_t &time, FILETIME &fileTime)
{
unsigned long long nTime = (unsigned long long)time;
nTime *= 10000000ULL;
nTime += EPOCH_OFFSET;
fileTime.dwLowDateTime = (DWORD)nTime;
fileTime.dwHighDateTime = (DWORD)(nTime >> 32);
}
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THE MOPAQ ARCHIVE FORMAT
v1.0 (Friday, September 1, 2006)
by Justin Olbrantz(Quantam)
Distribution and reproduction of this specification are allowed without limitation, as long as it is not altered. Quotation in other works is freely allowed, as long as the source and author of the quote are stated.
TABLE OF CONTENTS
1. Introduction to the MoPaQ Format
2. The MoPaQ Format
2.1 General Archive Layout
2.2 Archive Header
2.3 Block Table
2.4 Extended Block Table
2.5 Hash Table
2.6 File Data
2.7 Listfile
2.8 Extended Attributes
2.9 Weak (Old) Digital Signature
2.10 Strong (New) Digital Signature
3. Algorithm Source Code
3.1 Encryption/Decryption
3.2 Hashing and File Key Computation
3.3 Finding Files
3.4 Deleting Files
3.5 Conversion of FILETIME and time_t
3.6 Forming a 64-bit Large Archive Offset from 32-bit and 16-bit Components
4. Revision History
1. INTRODUCTION TO THE MOPAQ FORMAT
The MoPaQ (or MPQ) format is an archive file format designed by Mike O'Brien (hence the name Mike O'brien PaCK) at Blizzard Entertainment. The format has been used in all Blizzard games since (and including) Diablo. It is heavily optimized to be a read-only game archive format, and excels at this role.
The Blizzard MoPaQ-reading functions are contained in the Storm module, which my be either statically or dynamically linked. The Blizzard MoPaQ-writing functions are contained in the MPQAPI module, which is always statically linked.
StormLib - mentioned several times in this specification - is an open-source MoPaQ reading and writing library written by Ladislav Zezula (no affiliation with Blizzard Entertainment). While it's a bit dated, and does not support all of the newer MoPaQ features, it contains source code to the more exotic compression methods used by MoPaQ, such as the PKWare implode algorithm, MoPaQ's huffman compression algorithm, and the IMA ADPCM compression used by MoPaQ.
2. THE MOPAQ FORMAT
All numbers in the MoPaQ format are in little endian byte order; signed numbers use the two's complement system. Data types are listed either as int (integer, the number of bits specified), byte (8 bits), or char (bytes which contain ASCII characters). All sizes and offsets are in bytes, unless specified otherwise. Structure members are listed in the following general form:
offset from the beginning of the structure: data type(array size) member name : member description
2.1 GENERAL ARCHIVE LAYOUT
- Archive Header
- File Data
- File Data - Special Files
- Hash Table
- Block Table
- Extended Block Table
- Strong Digital signature
This is the usual archive format, but it is not mandatory. Some archives have been observed placing the hash table and file table after the archive header, and before the file data.
2.2 ARCHIVE HEADER
00h: char(4) Magic : Indicates that the file is a MoPaQ archive. Must be ASCII "MPQ" 1Ah.
04h: int32 HeaderSize : Size of the archive header.
08h: int32 ArchiveSize : Size of the whole archive, including the header. Does not include the strong digital signature, if present. This size is used, among other things, for determining the region to hash in computing the digital signature. This field is deprecated in the Burning Crusade MoPaQ format, and the size of the archive is calculated as the size from the beginning of the archive to the end of the hash table, block table, or extended block table (whichever is largest).
0Ch: int16 FormatVersion : MoPaQ format version. MPQAPI will not open archives where this is negative. Known versions:
0000h: Original format. HeaderSize should be 20h, and large archives are not supported.
0001h: Burning Crusade format. Header size should be 2Ch, and large archives are supported.
0Eh: int8 SectorSizeShift : Power of two exponent specifying the number of 512-byte disk sectors in each logical sector in the archive. The size of each logical sector in the archive is 512 * 2^SectorSizeShift. Bugs in the Storm library dictate that this should always be 3 (4096 byte sectors).
10h: int32 HashTableOffset : Offset to the beginning of the hash table, relative to the beginning of the archive.
14h: int32 BlockTableOffset : Offset to the beginning of the block table, relative to the beginning of the archive.
18h: int32 HashTableEntries : Number of entries in the hash table. Must be a power of two, and must be less than 2^16 for the original MoPaQ format, or less than 2^20 for the Burning Crusade format.
1Ch: int32 BlockTableEntries : Number of entries in the block table.
Fields only present in the Burning Crusade format and later:
20h: int64 ExtendedBlockTableOffset : Offset to the beginning of the extended block table, relative to the beginning of the archive.
28h: int16 HashTableOffsetHigh : High 16 bits of the hash table offset for large archives.
2Ah: int16 BlockTableOffsetHigh : High 16 bits of the block table offset for large archives.
The archive header is the first structure in the archive, at archive offset 0; however, the archive does not need to be at offset 0 of the containing file. The offset of the archive in the file is referred to here as ArchiveOffset. If the archive is not at the beginning of the file, it must begin at a disk sector boundary (512 bytes). Early versions of Storm require that the archive be at the end of the containing file (ArchiveOffset + ArchiveSize = file size), but this is not required in newer versions (due to the strong digital signature not being considered a part of the archive).
2.3 BLOCK TABLE
The block table contains entries for each region in the archive. Regions may be either files, empty space, which may be overwritten by new files (typically this space is from deleted file data), or unused block table entries. Empty space entries should have BlockOffset and BlockSize nonzero, and FileSize and Flags zero; unused block table entries should have BlockSize, FileSize, and Flags zero. The block table is encrypted, using the hash of "(block table)" as the key. Each entry is structured as follows:
00h: int32 BlockOffset : Offset of the beginning of the block, relative to the beginning of the archive.
04h: int32 BlockSize : Size of the block in the archive.
08h: int32 FileSize : Size of the file data stored in the block. Only valid if the block is a file; otherwise meaningless, and should be 0. If the file is compressed, this is the size of the uncompressed file data.
0Ch: int32 Flags : Bit mask of the flags for the block. The following values are conclusively identified:
80000000h: Block is a file, and follows the file data format; otherwise, block is free space or unused. If the block is not a file, all other flags should be cleared, and FileSize should be 0.
01000000h: File is stored as a single unit, rather than split into sectors.
00020000h: The file's encryption key is adjusted by the block offset and file size (explained in detail in the File Data section). File must be encrypted.
00010000h: File is encrypted.
00000200h: File is compressed. File cannot be imploded.
00000100h: File is imploded. File cannot be compressed.
2.4 EXTENDED BLOCK TABLE
The extended block table was added to support archives larger than 4 gigabytes (2^32 bytes). The table contains the upper bits of the archive offsets for each block in the block table. It is simply an array of int16s, which become bits 32-47 of the archive offsets for each block, with bits 48-63 being zero. Individual blocks in the archive are still limited to 4 gigabytes in size. This table is only present in Burning Crusade format archives that exceed 4 gigabytes size.
As of the Burning Crusade Friends and Family beta, this table is not encrypted.
2.5 HASH TABLE
Instead of storing file names, for quick access MoPaQs use a fixed, power of two-size hash table of files in the archive. A file is uniquely identified by its file path, its language, and its platform. The home entry for a file in the hash table is computed as a hash of the file path. In the event of a collision (the home entry is occupied by another file), progressive overflow is used, and the file is placed in the next available hash table entry. Searches for a desired file in the hash table proceed from the home entry for the file until either the file is found, the entire hash table is searched, or an empty hash table entry (FileBlockIndex of FFFFFFFFh) is encountered. The hash table is encrypted using the hash of "(hash table)" as the key. Each entry is structured as follows:
00h: int32 FilePathHashA : The hash of the file path, using method A.
04h: int32 FilePathHashB : The hash of the file path, using method B.
08h: int16 Language : The language of the file. This is a Windows LANGID data type, and uses the same values. 0 indicates the default language (American English), or that the file is language-neutral.
0Ah: int8 Platform : The platform the file is used for. 0 indicates the default platform. No other values have been observed.
0Ch: int32 FileBlockIndex : If the hash table entry is valid, this is the index into the block table of the file. Otherwise, one of the following two values:
FFFFFFFFh: Hash table entry is empty, and has always been empty. Terminates searches for a given file.
FFFFFFFEh: Hash table entry is empty, but was valid at some point (in other words, the file was deleted). Does not terminate searches for a given file.
2.6 FILE DATA
The data for each file is composed of the following structure:
00h: int32(SectorsInFile + 1) SectorOffsetTable : Offsets to the start of each sector, relative to the beginning of the file data. The last entry contains the file size, making it possible to easily calculate the size of any given sector. This table is not present if this information can be calculated (see details below).
immediately following SectorOffsetTable: SECTOR Sectors(SectorsInFile) : Data of each sector in the file, packed end to end (see details below).
Normally, file data is split up into sectors, for simple streaming. All sectors, save for the last, will contain as many bytes of file data as specified in the archive header's SectorSizeShift; the last sector may contain less than this, depending on the size of the entire file's data. If the file is compressed or imploded, the sector will be smaller or the same size as the file data it contains. Individual sectors in a compressed or imploded file may be stored uncompressed; this occurs if and only if the file data the sector contains could not be compressed by the algorithm(s) used (if the compressed sector size was greater than or equal to the size of the file data), and is indicated by the sector's size in SectorOffsetTable being equal to the size of the file data in the sector (which may be calculated from the FileSize).
The format of each sector depends on the kind of sector it is. Uncompressed sectors are simply the the raw file data contained in the sector. Imploded sectors are the raw compressed data following compression with the implode algorithm (these sectors can only be in imploded files). Compressed sectors (only found in compressed - not imploded - files) are compressed with one or more compression algorithms, and have the following structure:
00h: byte CompressionMask : Mask of the compression types applied to this sector. If multiple compression types are used, they are applied in the order listed below, and decompression is performed in the opposite order. This byte counts towards the total sector size, meaning that the sector will be stored uncompressed if the data cannot be compressed by at least two bytes; as well, this byte is encrypted with the sector data, if applicable. The following compression types are defined (for implementations of these algorithms, see StormLib):
40h: IMA ADPCM mono
80h: IMA ADPCM stereo
01h: Huffman encoded
02h: Deflated (see ZLib)
08h: Imploded (see PKWare Data Compression Library)
10h: BZip2 compressed (see BZip2)
01h: byte(SectorSize - 1) SectorData : The compressed data for the sector.
If the file is stored as a single unit (indicated in the file's Flags), there is effectively only a single sector, which contains the entire file data.
If the file is encrypted, each sector (after compression/implosion, if applicable) is encrypted with the file's key. The base key for a file is determined by a hash of the file name stripped of the directory (i.e. the key for a file named "directory\file" would be computed as the hash of "file"). If this key is adjusted, as indicated in the file's Flags, the final key is calculated as ((base key + BlockOffset - ArchiveOffset) XOR FileSize) (StormLib incorrectly uses an AND in place of the XOR). Each sector is encrypted using the key + the 0-based index of the sector in the file. The SectorOffsetTable, if present, is encrypted using the key - 1.
The SectorOffsetTable is omitted when the sizes and offsets of all sectors in the file are calculatable from the FileSize. This can happen in several circumstances. If the file is not compressed/imploded, then the size and offset of all sectors is known, based on the archive's SectorSizeShift. If the file is stored as a single unit compressed/imploded, then the SectorOffsetTable is omitted, as the single file "sector" corresponds to BlockSize and FileSize, as mentioned previously. However, the SectorOffsetTable will be present if the file is compressed/imploded and the file is not stored as a single unit, even if there is only a single sector in the file (the size of the file is less than or equal to the archive's sector size).
2.7 LISTFILE
The listfile is a very simple extension to the MoPaQ format that contains the file paths of (most) files in the archive. The languages and platforms of the files are not stored in the listfile. The listfile is contained in the file "(listfile)" (default language and platform), and is simply a text file with file paths separated by ';', 0Dh, 0Ah, or some combination of these. The file "(listfile)" may not be listed in the listfile.
2.8 EXTENDED ATTRIBUTES
The extended attributes are optional file attributes for files in the block table. These attributes were added at times after the MoPaQ format was already finalized, and it is not necessary for every archive to have all (or any) of the extended attributes. If an archive contains a given attribute, there will be an instance of that attribute for every block in the block table, although the attribute will be meaningless if the block is not a file. The order of the attributes for blocks correspond to the order of the blocks in the block table, and are of the same number. The attributes are stored in parallel arrays in the "(attributes)" file (default language and platform), in the archive. The attributes corresponding to this file need not be valid (and logically cannot be). Unlike all the other structures in the MoPaQ format, entries in the extended attributes are NOT guaranteed to be aligned. Also note that in some archives, malicious zeroing of the attributes has been observed, perhaps with the intent of breaking archive viewers. This file is structured as follows:
00h: int32 Version : Specifies the extended attributes format version. For now, must be 100.
04h: int32 AttributesPresent : Bit mask of the extended attributes present in the archive:
00000001h: File CRC32s.
00000002h: File timestamps.
00000004h: File MD5s.
08h: int32(BlockTableEntries) CRC32s : CRC32s of the (uncompressed) file data for each block in the archive. Omitted if the archive does not have CRC32s.
immediately after CRC32s: FILETIME(BlockTableEntries) Timestamps : Timestamps for each block in the archive. The format is that of the Windows FILETIME structure. Omitted if the archive does not have timestamps.
immediately after Timestamps: MD5(BlockTableEntries) MD5s : MD5s of the (uncompressed) file data for each block in the archive. Omitted if the archive does not have MD5s.
2.9 WEAK DIGITAL SIGNATURE
The weak digital signature is a digital signature using Microsoft CryptoAPI. It is an implimentation
of the RSASSA-PKCS1-v1_5 digital signature protocol, using the MD5 hashing algorithm and a 512-bit (weak)
RSA key (for more information about this protocol, see the RSA Labs PKCS1 specification). The public key
and exponent are stored in a resource in Storm, the private key is stored in a separate file, whose filename
is passed to MPQAPI (the private key is not stored in MPQAPI). The signature is stored uncompressed,
unencrypted in the file "(signature)" (default language and platform) in the archive. The archive
is hashed from the beginning of the archive (ArchiveOffset in the containing file) to the end of
the archive (the length indicated by ArchiveSize, or calculated in the Burning Crusade MoPaQ format);
the signature file is added to the archive before signing, and the space occupied by the file is considered
to be all binary 0s during signing/verification. This file is structured as follows:
00h: int32 Unknown : Must be 0.
04h: int32 Unknown : Must be 0.
08h: int512 Signature : The digital signature. Like all other numbers in the MoPaQ format, this is stored
in little-endian order. The structure of this, when decrypted, follows the RSASSA-PKCS1-v1_5 specification;
this format is rather icky to work with (I wrote a program to verify this signature using nothing but an MD5
function and huge integer functions; it wasn't pleasant), and best left to an encryption library such as Cryto++.
2.10 STRONG DIGITAL SIGNATURE
The strong digital signature uses a simple proprietary implementation of RSA signing, using the SHA-1 hashing algorithm and a 2048-bit (strong) RSA key. The default public key and exponent are stored in Storm, but other keys may be used as well. The strong digital signature is stored immediately after the archive, in the containing file; the entire archive (ArchiveSize bytes, starting at ArchiveOffset in the containing file) is hashed as a single block. The signature has the following format:
00h: char(4) Magic : Indicates the presence of a digital signature. Must be "NGIS" ("SIGN" backwards).
04h: int2048 Signature : The digital signature, stored in little-endian format.
When the Signature field is decrypted with the public key and exponent, and the resulting large integer is stored in little-endian order, it is structured as follows:
00h: byte Padding : Must be 0Bh.
01h: byte(235) Padding : Must be BBh.
ECh: byte(20) SHA-1 : SHA-1 hash of the archive, in standard SHA-1 byte order.
3. ALGORITHM SOURCE CODE
All of the sample code here assumes little endian machine byte order, that the short type is 16 bits, that the long type is 32 bits, and that the long long type is 64 bits. Adjustments must be made if these assumptions are not correct on a given platform. All code not credited otherwise was written by myself in the writing of this specification.
3.1 ENCRYPTION/DECRYPTION
Based on code from StormLib.
unsigned long dwCryptTable[0x500];
// The encryption and hashing functions use a number table in their procedures. This table must be initialized before the functions are called the first time.
void InitializeCryptTable()
{
unsigned long seed = 0x00100001;
unsigned long index1 = 0;
unsigned long index2 = 0;
int i;
for (index1 = 0; index1 < 0x100; index1++)
{
for (index2 = index1, i = 0; i < 5; i++, index2 += 0x100)
{
unsigned long temp1, temp2;
seed = (seed * 125 + 3) % 0x2AAAAB;
temp1 = (seed & 0xFFFF) << 0x10;
seed = (seed * 125 + 3) % 0x2AAAAB;
temp2 = (seed & 0xFFFF);
dwCryptTable[index2] = (temp1 | temp2);
}
}
}
void EncryptData(void *lpbyBuffer, unsigned long dwLength, unsigned long dwKey)
{
assert(lpbyBuffer);
unsigned long *lpdwBuffer = (unsigned long *)lpbyBuffer;
unsigned long seed = 0xEEEEEEEE;
unsigned long ch;
dwLength /= sizeof(unsigned long);
while(dwLength-- > 0)
{
seed += dwCryptTable[0x400 + (dwKey & 0xFF)];
ch = *lpdwBuffer ^ (dwKey + seed);
dwKey = ((~dwKey << 0x15) + 0x11111111) | (dwKey >> 0x0B);
seed = *lpdwBuffer + seed + (seed << 5) + 3;
*lpdwBuffer++ = ch;
}
}
void DecryptData(void *lpbyBuffer, unsigned long dwLength, unsigned long dwKey)
{
assert(lpbyBuffer);
unsigned long *lpdwBuffer = (unsigned long *)lpbyBuffer;
unsigned long seed = 0xEEEEEEEEL;
unsigned long ch;
dwLength /= sizeof(unsigned long);
while(dwLength-- > 0)
{
seed += dwCryptTable[0x400 + (dwKey & 0xFF)];
ch = *lpdwBuffer ^ (dwKey + seed);
dwKey = ((~dwKey << 0x15) + 0x11111111L) | (dwKey >> 0x0B);
seed = ch + seed + (seed << 5) + 3;
*lpdwBuffer++ = ch;
}
}
3.2 HASHING AND FILE KEY COMPUTATION
These functions may have been derived from StormLib code at some point in the very distant past. It was so long ago that I don't remember for certain.
// Different types of hashes to make with HashString
#define MPQ_HASH_TABLE_OFFSET 0
#define MPQ_HASH_NAME_A 1
#define MPQ_HASH_NAME_B 2
#define MPQ_HASH_FILE_KEY 3
// Based on code from StormLib.
unsigned long HashString(const char *lpszString, unsigned long dwHashType)
{
assert(lpszString);
assert(dwHashType <= MPQ_HASH_FILE_KEY);
unsigned long seed1 = 0x7FED7FEDL;
unsigned long seed2 = 0xEEEEEEEEL;
int ch;
while (*lpszString != 0)
{
ch = toupper(*lpszString++);
seed1 = dwCryptTable[(dwHashType * 0x100) + ch] ^ (seed1 + seed2);
seed2 = ch + seed1 + seed2 + (seed2 << 5) + 3;
}
return seed1;
}
#define BLOCK_OFFSET_ADJUSTED_KEY 0x00020000L
unsigned long ComputeFileKey(const char *lpszFilePath, const BlockTableEntry &blockEntry, unsigned long nArchiveOffset)
{
assert(lpszFilePath);
// Find the file name part of the path
const char *lpszFileName = strrchr(lpszFilePath, '\\');
if (lpszFileName)
lpszFileName++; // Skip the \
else
lpszFileName = lpszFilePath;
// Hash the name to get the base key
unsigned long nFileKey = HashString(lpszFileName, MPQ_HASH_FILE_KEY);
// Offset-adjust the key if necessary
if (blockEntry.Flags & BLOCK_OFFSET_ADJUSTED_KEY)
nFileKey = (nFileKey + blockEntry.BlockOffset) ^ blockEntry.FileSize;
return nFileKey;
}
3.3 FINDING FILES
#define MPQ_HASH_ENTRY_EMPTY 0xFFFFFFFFL
#define MPQ_HASH_ENTRY_DELETED 0xFFFFFFFEL
bool FindFileInHashTable(const HashTableEntry *lpHashTable, unsigned long nHashTableSize, const char *lpszFilePath, unsigned short nLang, unsigned char nPlatform, unsigned long &iFileHashEntry)
{
assert(lpHashTable);
assert(nHashTableSize);
assert(lpszFilePath);
// Find the home entry in the hash table for the file
unsigned long iInitEntry = HashString(lpszFilePath, MPQ_HASH_TABLE_OFFSET) & (nHashTableSize - 1);
// Is there anything there at all?
if (lpHashTable[iInitEntry].FileBlockIndex == MPQ_HASH_ENTRY_EMPTY)
return false;
// Compute the hashes to compare the hash table entry against
unsigned long nNameHashA = HashString(lpszFilePath, MPQ_HASH_NAME_A),
nNameHashB = HashString(lpszFilePath, MPQ_HASH_NAME_B),
iCurEntry = iInitEntry;
// Check each entry in the hash table till a termination point is reached
do
{
if (lpHashTable[iCurEntry].FileBlockIndex != MPQ_HASH_ENTRY_DELETED)
{
if (lpHashTable[iCurEntry].FilePathHashA == nNameHashA
&& lpHashTable[iCurEntry].FilePathHashB == nNameHashB
&& lpHashTable[iCurEntry].Language == nLang
&& lpHashTable[iCurEntry].Platform == nPlatform)
{
iFileHashEntry = iCurEntry;
return true;
}
}
iCurEntry = (iCurEntry + 1) & (nHashTableSize - 1);
} while (iCurEntry != iInitEntry && lpHashTable[iCurEntry].FileBlockIndex != MPQ_HASH_ENTRY_EMPTY);
return false;
}
3.4 DELETING FILES
bool DeleteFile(HashTableEntry *lpHashTable, unsigned long nHashTableSize, BlockTableEntry *lpBlockTable, const char *lpszFilePath, unsigned short nLang, unsigned char nPlatform)
{
assert(lpHashTable);
assert(nHashTableSize);
assert(lpBlockTable);
// Find the file in the hash table
unsigned long iFileHashEntry;
if (!FindFileInHashTable(lpHashTable, nHashTableSize, lpszFilePath, nLang, nPlatform, iFileHashEntry))
return false;
// Get the block table index before we nuke the hash table entry
unsigned long iFileBlockEntry = lpHashTable[iFileHashEntry].FileBlockIndex;
// Delete the file's entry in the hash table
memset(&lpHashTable[iFileHashEntry], 0xFF, sizeof(HashTableEntry));
// If the next entry is empty, mark this one as empty; otherwise, mark this as deleted.
if (lpHashTable[(iFileHashEntry + 1) & (nHashTableSize - 1)].FileBlockIndex == MPQ_HASH_ENTRY_EMPTY)
lpHashTable[iFileHashEntry].FileBlockIndex = MPQ_HASH_ENTRY_EMPTY;
else
lpHashTable[iFileHashEntry].FileBlockIndex = MPQ_HASH_ENTRY_DELETED;
// If the block occupies space, mark the block as free space; otherwise, clear the block table entry.
if (lpBlockTable[iFileBlockEntry].BlockSize > 0)
{
lpBlockTable[iFileBlockEntry].FileSize = 0;
lpBlockTable[iFileBlockEntry].Flags = 0;
}
else
memset(&lpBlockTable[iFileBlockEntry], 0, sizeof(BlockTableEntry);
return true;
}
3.5 CONVERSION OF FILETIME AND time_t
This code assumes that the base ("zero") date for time_t is 01/01/1970. This is true on Windows, Unix System V systems, and Mac OS X. It is unknown whether this is true on all other platforms. You'll need to research this yourself, if you plan on porting it somewhere else.
#define EPOCH_OFFSET 116444736000000000ULL // Number of 100 ns units between 01/01/1601 and 01/01/1970
bool GetTimeFromFileTime(const FILETIME &fileTime, time_t &time)
{
// The FILETIME represents a 64-bit integer: the number of 100 ns units since January 1, 1601
unsigned long long nTime = ((unsigned long long)fileTime.dwHighDateTime << 32) + fileTime.dwLowDateTime;
if (nTime < EPOCH_OFFSET)
return false;
nTime -= EPOCH_OFFSET; // Convert the time base from 01/01/1601 to 01/01/1970
nTime /= 10000000ULL; // Convert 100 ns to sec
time = (time_t)nTime;
// Test for overflow (FILETIME is 64 bits, time_t is 32 bits)
if ((nTime - (unsigned long long)time) > 0)
return false;
return true;
}
void GetFileTimeFromTime(const time_t &time, FILETIME &fileTime)
{
unsigned long long nTime = (unsigned long long)time;
nTime *= 10000000ULL;
nTime += EPOCH_OFFSET;
fileTime.dwLowDateTime = (DWORD)nTime;
fileTime.dwHighDateTime = (DWORD)(nTime >> 32);
}
3.6 FORMING A 64-BIT LARGE ARCHIVE OFFSET FROM 32-BIT AND 16-BIT COMPONENTS
unsigned long long MakeLargeArchiveOffset(unsigned long nOffsetLow, unsigned short nOffsetHigh)
{
return ((unsigned long long)nOffsetHigh << 32) + (unsigned long long)nOffsetLow;
}
4. REVISION HISTORY
1.0
- Updated to include most of the changes found in the Burning Crusade Friends and Family beta
0.91.
- Updated several structure member descriptions
- Listed the full set of characters that can separate list file entries
- Noted that (attributes), (listfile), and (signature) use the default language and platform codes
- Redid part of the file data specs to clarify the format of sectors
- Enhanced descriptions of the different kinds of block table entries
- Added ComputeFileKey, FindFileInHashTable, and DeleteFile source
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