Mark Eldridge 1445da3376 Add Hint Tracker window for randomizer saves (#6906)
A new dockable tracker window (Randomizer menu, alongside the other
trackers) that records every hint the player has been shown and
presents them in two tabs:

- Locations: every hint location grouped by area, with hint text
  masked as "???" until the stone or NPC has actually been read.
  Auto-scrolls to the current area on scene transitions.
- Journal: only hints the player has already read, grouped by hint
  type with the most valuable first. Way of the Hero and Foolish
  entries render as compact area lines in configurable colors
  defaulting to the in-game textbox palette; item hints are ordered
  by the same adjusted item category that drives chest appearance,
  so ice trap disguises rank as their cover item, and Mysterious
  Shuffle disables the ranking.

The design is strictly spoiler-free: the tracker only ever shows what
the player has been told in-game. There is no reveal option, the
Journal hides unread hints entirely (its headers show read counts
only, never totals), and requirements like Mask of Truth are
respected because detection sits on the exact message-resolution
paths that decide whether a hint is shown.

Detection: a new OnRandoHintRevealed GameInteractor hook fires from
ReadHintMessage helpers in the gossip stone and static hint message
builders whenever a hint message is resolved for display; the tracker
subscribes to it. Read state persists per save file in a new
"hintTrackerData" SaveManager section as canonical hint names (robust
against enum reordering; unknown or malformed entries are skipped on
load), with the read set mutex-guarded against the threaded save path.

The window follows the sibling trackers' conventions: BeginFloatWindows
window/floating modes with combo-button and pause gating, a two-column
settings popout matching the Check Tracker's layout (behavior settings
left, colors right), header visibility toggles, font scaling, search
filtering, and per-save scoping with a placeholder on vanilla saves.
User-facing strings go through CustomMessage with EN/DE/FR text.

Co-authored-by: meldridge <meldridge@users.noreply.github.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:49:24 +00:00
2026-06-21 16:10:25 +00:00
2025-11-09 18:27:19 -07:00
2025-06-23 21:29:40 -04:00
2023-03-02 15:37:47 +01:00
2026-06-22 12:12:57 +00:00
2026-06-24 19:28:09 +00:00
2025-06-23 21:29:40 -04:00
2022-11-06 11:00:34 +01:00

Ship of Harkinian Ship of Harkinian

Website

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

Discord

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

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

Quick Start

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

1. Verify your ROM dump

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

2. Download The Ship of Harkinian from Releases

3. Launch the Game!

Windows

  • Extract the zip
  • Launch soh.exe

Linux

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

macOS

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

Nintendo Switch

  • Run one of the PC releases to generate an oot.o2r and/or oot-mq.o2r file. After launching the game on PC, you will be able to find these files in the same directory as soh.exe or soh.appimage. On macOS, these files can be found in /Users/<username>/Library/Application Support/com.shipofharkinian.soh/
  • Copy the files to your sd card
sdcard
└── switch
    └── soh
        ├── oot-mq.o2r
        ├── oot.o2r
        ├── soh.nro
        └── soh.o2r
  • Launch via Atmosphere's Game+R launcher method.

4. Play!

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

Configuration

Default keyboard configuration

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

Other shortcuts

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

Project Overview

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

In order for the game to function, you will require a legally acquired ROM for Ocarina of Time. Click here to check the compatibility of your specific rom. Any copyrighted assets are extracted from the ROM and reformatted as a .o2r archive file which the code uses.

Graphics Backends

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

Custom Assets

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

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

Development

Building

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

Playtesting

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

Further Reading

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

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