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13 Commits

Author SHA1 Message Date
Luke Street fbe7b57132 Refactor command console UI lifecycle 2026-08-20 17:49:00 -06:00
Luke Street d3f10221b8 Merge remote-tracking branch 'origin/main' into better-tools
# Conflicts:
#	files.cmake
#	src/dusk/game_clock.cpp
#	src/dusk/imgui/ImGuiConsole.cpp
#	src/dusk/settings.cpp
#	src/dusk/settings.h
#	src/m_Do/m_Do_main.cpp
2026-08-20 17:21:22 -06:00
madeline 75fd5ad1c4 pending clos 2026-08-08 19:47:51 -07:00
madeline bf4c727d04 Merge branch 'main' of https://github.com/TakaRikka/dusk into better-tools 2026-08-08 19:36:21 -07:00
madeline ea1f50fe27 speedrun mode reset returns you to file screen 2026-08-08 19:21:47 -07:00
madeline 99180d02f7 Merge branch 'better-tools' of https://github.com/TakaRikka/dusk into better-tools 2026-08-08 19:21:07 -07:00
madeline 5b64e4fd2c trigger viewer, more commands 2026-08-08 19:20:46 -07:00
Luke Street 692c04e936 Merge branch 'main' into better-tools 2026-06-07 22:37:14 -06:00
Luke Street e17d0f21fc Console focus & closing fixes 2026-06-02 00:40:49 -06:00
madeline 91e77b1051 eight (8) spaces 2026-06-01 23:18:56 -07:00
madeline 0b1a2c10b6 spaces 2026-06-01 23:13:49 -07:00
madeline e855e6471f Merge branch 'main' of https://github.com/TakaRikka/dusk into better-tools 2026-06-01 23:05:09 -07:00
madeline 848f635798 better tools 2026-06-01 22:56:14 -07:00
385 changed files with 2855 additions and 90957 deletions
+4 -46
View File
@@ -411,47 +411,7 @@ if (DUSK_ENABLE_CODE_MODS)
setup_symbol_manifest(dusklight)
endif ()
# Hook reliability: prevent auto-inlining, guarantee patchable function entries,
# and disable identical-code folding for game functions.
set(DUSK_GAME_ABI_INLINE_OPTIONS)
if (CMAKE_CXX_COMPILER_FRONTEND_VARIANT STREQUAL "GNU")
if (CMAKE_CXX_COMPILER_ID MATCHES "Clang")
list(APPEND DUSK_GAME_ABI_INLINE_OPTIONS
$<$<COMPILE_LANGUAGE:CXX>:-finline-hint-functions>)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
list(APPEND DUSK_GAME_ABI_INLINE_OPTIONS
$<$<COMPILE_LANGUAGE:CXX>:-flive-patching=inline-clone>
$<$<COMPILE_LANGUAGE:CXX>:-fno-inline-functions>
$<$<COMPILE_LANGUAGE:CXX>:-fno-inline-small-functions>
$<$<COMPILE_LANGUAGE:CXX>:-fno-inline-functions-called-once>
$<$<COMPILE_LANGUAGE:CXX>:-fno-early-inlining>
$<$<COMPILE_LANGUAGE:CXX>:-fno-ipa-cp>
$<$<COMPILE_LANGUAGE:CXX>:-fno-ipa-cp-clone>
$<$<COMPILE_LANGUAGE:CXX>:-fno-ipa-sra>
$<$<COMPILE_LANGUAGE:CXX>:-fno-partial-inlining>)
endif ()
endif ()
if (DUSK_GAME_ABI_INLINE_OPTIONS)
set(_game_abi_files ${GAME_BASE_FILES} ${GAME_DEBUG_FILES})
list(FILTER _game_abi_files EXCLUDE REGEX "^src/dusk/")
set_property(SOURCE ${_game_abi_files} APPEND PROPERTY
COMPILE_OPTIONS ${DUSK_GAME_ABI_INLINE_OPTIONS})
foreach(jsystem_lib IN LISTS JSYSTEM_LIBRARIES)
target_compile_options(${jsystem_lib} PRIVATE ${DUSK_GAME_ABI_INLINE_OPTIONS})
endforeach()
foreach(_sdk_lib aurora_card aurora_core aurora_dvd aurora_gd aurora_gx aurora_mtx
aurora_os aurora_pad aurora_si aurora_vi)
if (TARGET ${_sdk_lib})
get_target_property(_sdk_lib_imported ${_sdk_lib} IMPORTED)
if (NOT _sdk_lib_imported)
target_compile_options(${_sdk_lib} PRIVATE ${DUSK_GAME_ABI_INLINE_OPTIONS})
endif ()
endif ()
endforeach ()
endif ()
# Hook reliability: guaranteed patchable entries on the game ABI surface, and no identical-code folding.
if (MSVC)
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(DUSK_PATCHABLE_ENTRY_FLAG $<$<COMPILE_LANGUAGE:C,CXX>:/hotpatch>)
@@ -461,11 +421,11 @@ if (MSVC)
else ()
target_link_options(dusklight PRIVATE /FUNCTIONPADMIN /OPT:NOICF)
endif ()
elseif (CMAKE_CXX_COMPILER_ID MATCHES "^(AppleClang|Clang|GNU)$")
if (CMAKE_SYSTEM_PROCESSOR MATCHES "^(arm64|aarch64)$" OR CMAKE_OSX_ARCHITECTURES MATCHES "arm64")
elseif (CMAKE_CXX_COMPILER_ID MATCHES "^(AppleClang|Clang)$")
if (CMAKE_SYSTEM_PROCESSOR STREQUAL "arm64" OR CMAKE_OSX_ARCHITECTURES MATCHES "arm64")
set(DUSK_PATCHABLE_ENTRY_FLAG $<$<COMPILE_LANGUAGE:C,CXX>:-fpatchable-function-entry=2,1>)
else ()
set(DUSK_PATCHABLE_ENTRY_FLAG $<$<COMPILE_LANGUAGE:C,CXX>:-fpatchable-function-entry=10,4>)
set(DUSK_PATCHABLE_ENTRY_FLAG $<$<COMPILE_LANGUAGE:C,CXX>:-fpatchable-function-entry=10,5>)
endif ()
endif ()
@@ -560,8 +520,6 @@ if (DUSK_ENABLE_CODE_MODS AND CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR
add_subdirectory(mods/shadow_mod)
add_subdirectory(mods/window_demo)
add_subdirectory(mods/flow_demo)
add_subdirectory(mods/basic_cosmetics_mod)
add_subdirectory(mods/randomizer)
endif ()
if (APPLE)
+9 -9
View File
@@ -2,7 +2,7 @@ include_guard(GLOBAL)
get_filename_component(_SYMBOL_MANIFEST_CMAKE_DIR "${CMAKE_CURRENT_LIST_FILE}" DIRECTORY)
set(_SYMGEN_VERSION "1.3.3")
set(_SYMGEN_VERSION "1.3.2")
set(_SYMGEN_RELEASE_BASE_URL "https://github.com/encounter/symgen/releases/download/v${_SYMGEN_VERSION}")
set(SYMGEN_PATH "" CACHE FILEPATH "Path to a symgen executable; empty downloads the pinned release")
mark_as_advanced(SYMGEN_PATH)
@@ -15,32 +15,32 @@ function(symgen_host_asset out_name out_hash)
if (CMAKE_HOST_SYSTEM_NAME STREQUAL "Darwin")
if (_host_processor MATCHES "^(arm64|aarch64)$")
set(_asset "symgen-macos-arm64")
set(_asset_hash "SHA256=e8420df1160242c83bd0e5197efeeb25ceb9fecc69dbc82bdc4927476381e948")
set(_asset_hash "SHA256=0344838d1674df09c17c3eeddcf26eb89c333fdb85dfd78f68adc436070eccbe")
elseif (_host_processor MATCHES "^(x86_64|amd64)$")
set(_asset "symgen-macos-x86_64")
set(_asset_hash "SHA256=e51d13bbf0e982d1519f56850ff3c7b5910ca5a7095dd5a82cd8e59750e2d013")
set(_asset_hash "SHA256=ae0674f4a1e9d0dedfa02d35939ac28cdd229276b331c1f507df5df809cbec7e")
endif ()
elseif (CMAKE_HOST_SYSTEM_NAME STREQUAL "Linux")
if (_host_processor MATCHES "^(aarch64|arm64)$")
set(_asset "symgen-linux-aarch64")
set(_asset_hash "SHA256=331190dd21ecee12a52e857b7f90a8b3e0a114608173813f7df74a31cf783f70")
set(_asset_hash "SHA256=af766de2bfaeb0a06f6d7bc17bb2510b4a9c40f44a56e49bc4a4b798a6223042")
elseif (_host_processor MATCHES "^(x86_64|amd64)$")
set(_asset "symgen-linux-x86_64")
set(_asset_hash "SHA256=d727e0ba43242f92a92865af1b69c47aa9d81a0242c4570ce53b90e1ecd15e84")
set(_asset_hash "SHA256=ebd62fb9623acc942b6295609e2306f85a73043b0a8a117f2072b761dd08e68f")
elseif (_host_processor MATCHES "^(i[3-6]86|x86)$")
set(_asset "symgen-linux-i686")
set(_asset_hash "SHA256=0c9f94d36b7fa46d15a199c9d0f1a633b73eb7d9c02621a6a76a676b83a135c7")
set(_asset_hash "SHA256=07780a4513fd29726578efc4ff2d88736b22f407ed821b32a68e35ff1e9af5f4")
endif ()
elseif (CMAKE_HOST_WIN32)
if (_host_processor MATCHES "^(arm64|aarch64)$")
set(_asset "symgen-windows-arm64.exe")
set(_asset_hash "SHA256=c699192957e2086ed68912ed39fa77858e1ae894476ab8b557711804cf2aa7cb")
set(_asset_hash "SHA256=5bb22b4a4a9b5ad45646af411bfb09b8321a732ff3a077eb4c9de1feaef27d2b")
elseif (_host_processor MATCHES "^(x86_64|amd64)$")
set(_asset "symgen-windows-x86_64.exe")
set(_asset_hash "SHA256=6d56a45617c75065ab7a3192d09ca52ff735baf5637b0899f446138d46acc310")
set(_asset_hash "SHA256=1d1ac087f991a96932d108969e15998becfec643e88f3e7d182ca97ebfc6a46f")
elseif (_host_processor MATCHES "^(i[3-6]86|x86)$")
set(_asset "symgen-windows-x86.exe")
set(_asset_hash "SHA256=6cccc3a8d29e7525a4d1ade1dc4d89327b7c3002a604ab1c7decb43eea6fd4ab")
set(_asset_hash "SHA256=c113f4cd05f813efe2b1878dbfcf44d6302aee3974271736e0036430b0cced78")
endif ()
endif ()
+9 -82
View File
@@ -474,8 +474,8 @@ per-window RCSS. A non-`MOD_OK` result from `build`/`update` fails your mod, as
callback.
**Controls:** `pane_add_control` adds an input row described by a `UiControlDesc`: `UI_CONTROL_BUTTON`,
`UI_CONTROL_GROUP`, `UI_CONTROL_TOGGLE`, `UI_CONTROL_NUMBER`, `UI_CONTROL_STRING`, `UI_CONTROL_SELECT`, or
`UI_CONTROL_COLOR`. Values bind with callbacks or directly to a config var.
`UI_CONTROL_TOGGLE`, `UI_CONTROL_NUMBER`, `UI_CONTROL_STRING`, or `UI_CONTROL_SELECT`. Values bind with callbacks or
directly to a config var.
```cpp
UiControlDesc control = UI_CONTROL_DESC_INIT;
@@ -488,56 +488,9 @@ svc_ui->pane_add_control(mod_ctx, leftPane, &control, nullptr);
```
`UI_BINDING_CONFIG_VAR` wires persistence, change notifications, and the modified indicator automatically. The var
type must match the control: `TOGGLE` = bool, `NUMBER` and `SELECT` = int, `STRING` and `COLOR` = string. Float vars
are not bindable; use callbacks and convert. `help_rml` and `SELECT` option lists render in a help pane, so `SELECT`
controls are only available inside window tabs.
`pane_add_group` adds a category button to a window tab's left pane. Focusing the button clears the paired right pane
and calls the group's build callback with that pane, which is useful for organizing related controls without adding
more tabs.
**Lists:** `pane_add_list` adds a scrollable virtualized list of items that can be efficiently updated and filtered.
Keys must be unique and remain stable across replacements.
```cpp
UiListHandle locationList = 0;
void replace_locations(std::string_view query) {
std::vector<UiListItem> items;
for (uint64_t i = 0; i < locations.size(); ++i) {
if (matches(locations[i], query)) {
UiListItem item = UI_LIST_ITEM_INIT;
item.key = i;
item.label = locations[i].c_str();
items.push_back(item);
}
}
svc_ui->list_set_items(mod_ctx, locationList, items.data(), items.size());
}
void set_filter(ModContext*, void*, const UiControlValue* value) {
replace_locations(value->string_value);
}
bool location_selected(ModContext*, UiListHandle, uint64_t key, void*) {
return selected_locations.contains(key);
}
UiControlDesc filter = UI_CONTROL_DESC_INIT;
filter.kind = UI_CONTROL_STRING;
filter.label = "Filter";
filter.get = get_filter;
filter.set = set_filter;
filter.string_set_mode = UI_STRING_SET_ON_CHANGE; /* invoke `set` while typing */
svc_ui->pane_add_control(mod_ctx, pane, &filter, nullptr);
UiListDesc list = UI_LIST_DESC_INIT;
/* items may be passed as a part of list creation, or set afterwards */
list.on_pressed = location_pressed;
list.is_selected = location_selected;
svc_ui->pane_add_list(mod_ctx, pane, &list, &locationList);
replace_locations(""); /* calls `list_set_items` */
```
type must match the control: `TOGGLE` = bool, `NUMBER` and `SELECT` = int, `STRING` = string. Float vars are not
bindable; use callbacks and convert. `help_rml` and `SELECT` option lists render in a help pane, so `SELECT` controls
are only available inside window tabs.
**Windows:** `window_push` pushes a tabbed two-pane window onto the document stack and shows it. Each tab's `build`
receives the window handle plus fresh left and right pane handles on every activation. The optional per-tab `update`
@@ -559,36 +512,10 @@ svc_ui->window_push(mod_ctx, &desc, &window);
```
**Dialogs:** `dialog_push` shows a modal dialog. `variant` picks the style, `icon` optionally overrides the variant's
default icon, and actions become buttons. The optional `build` callback allows you to add controls to a pane between
the body and actions. It uses the same text, progress, and control builders as panels.
```cpp
ModResult build_dialog(ModContext*, UiElementHandle pane, void*, ModError*) {
UiControlDesc input = UI_CONTROL_DESC_INIT;
input.kind = UI_CONTROL_STRING;
input.label = "Name";
input.get = get_name;
input.set = set_name;
return svc_ui->pane_add_control(mod_ctx, pane, &input, nullptr);
}
UiDialogAction action = UI_DIALOG_ACTION_INIT;
action.label = "Save";
action.on_pressed = save;
action.is_disabled = is_save_disabled;
UiDialogDesc dialog = UI_DIALOG_DESC_INIT;
dialog.title = "New Preset";
dialog.body_rml = "Choose a name for the preset.";
dialog.actions = &action;
dialog.action_count = 1;
dialog.build = build_dialog;
svc_ui->dialog_push(mod_ctx, &dialog, nullptr);
```
After an action's `on_pressed`, the dialog closes unless the action sets `keep_open`. It can then be closed later
(or immediately) with `dialog_close`. Cancel fires `on_dismiss` and always closes. `dialog_set_body` and
`dialog_set_icon` mutate a live dialog.
default icon, and actions become buttons. After an action's `on_pressed` returns, the dialog closes unless the action
sets `keep_open`. A `keep_open` action can close it later (or immediately) with `dialog_close`. Cancel fires
`on_dismiss` if present and always closes. `dialog_set_body`, `dialog_set_icon`, and `dialog_add_action` mutate a live
dialog.
**Toasts:** `push_toast` enqueues a notification. Titles and bodies accept RML. The optional `type` is applied as an
RCSS class; `warning` uses the built-in warning appearance, and mods can define their own types. A duration of 0 uses
+1 -1
+12 -15
View File
@@ -244,7 +244,7 @@ set(DOLZEL_FILES
src/CaptureScreen.cpp
)
if(DEBUG)
list(APPEND DOLZEL_FILES src/d/d_event_debug.cpp)
list(APPEND DOLZEL_FILES src/d/d_event_debug.cpp)
endif(DEBUG)
set(Z2AUDIOLIB_FILES
@@ -1404,10 +1404,10 @@ set(REL_FILES
)
set(DOLPHIN_FILES
libs/dolphin/src/gf/GFGeometry.cpp
libs/dolphin/src/gf/GFLight.cpp
libs/dolphin/src/gf/GFPixel.cpp
libs/dolphin/src/gf/GFTev.cpp
libs/dolphin/src/gf/GFGeometry.cpp
libs/dolphin/src/gf/GFLight.cpp
libs/dolphin/src/gf/GFPixel.cpp
libs/dolphin/src/gf/GFTev.cpp
)
set(DUSK_FILES
@@ -1433,11 +1433,16 @@ set(DUSK_FILES
src/dusk/dvd_asset.hpp
src/dusk/extras.c
src/dusk/frame_interpolation.cpp
src/dusk/commands.cpp
src/dusk/commands.hpp
src/dusk/game_clock.cpp
src/dusk/game_mode.cpp
src/dusk/gamepad_color.cpp
src/dusk/globals.cpp
src/dusk/gyro.cpp
src/dusk/game_combos.cpp
src/dusk/d_trigger_view.cpp
#src/dusk/m_Do_ext_dusk.cpp
src/dusk/hq_minimap.cpp
src/dusk/imgui/ImGuiActorSpawner.cpp
src/dusk/imgui/ImGuiBloomWindow.cpp
@@ -1521,12 +1526,12 @@ set(DUSK_FILES
src/dusk/touch_camera.cpp
src/dusk/ui/achievements.cpp
src/dusk/ui/achievements.hpp
src/dusk/ui/command_console.cpp
src/dusk/ui/command_console.hpp
src/dusk/ui/bool_button.cpp
src/dusk/ui/bool_button.hpp
src/dusk/ui/button.cpp
src/dusk/ui/button.hpp
src/dusk/ui/color_input.cpp
src/dusk/ui/color_input.hpp
src/dusk/ui/component.cpp
src/dusk/ui/component.hpp
src/dusk/ui/controller_config.cpp
@@ -1540,16 +1545,12 @@ set(DUSK_FILES
src/dusk/ui/event.hpp
src/dusk/ui/graphics_tuner.cpp
src/dusk/ui/graphics_tuner.hpp
src/dusk/ui/group_button.cpp
src/dusk/ui/group_button.hpp
src/dusk/ui/icon_provider.cpp
src/dusk/ui/icon_provider.hpp
src/dusk/ui/input.cpp
src/dusk/ui/input.hpp
src/dusk/ui/logs_window.cpp
src/dusk/ui/logs_window.hpp
src/dusk/ui/list.cpp
src/dusk/ui/list.hpp
src/dusk/ui/menu_bar.cpp
src/dusk/ui/menu_bar.hpp
src/dusk/ui/mod_texture_provider.cpp
@@ -1561,16 +1562,12 @@ set(DUSK_FILES
src/dusk/ui/mods_window.cpp
src/dusk/ui/mods_window.hpp
src/dusk/ui/nav_types.hpp
src/dusk/ui/nav_group.cpp
src/dusk/ui/nav_group.hpp
src/dusk/ui/number_button.cpp
src/dusk/ui/number_button.hpp
src/dusk/ui/overlay.cpp
src/dusk/ui/overlay.hpp
src/dusk/ui/pane.cpp
src/dusk/ui/pane.hpp
src/dusk/ui/popover.cpp
src/dusk/ui/popover.hpp
src/dusk/ui/prelaunch.cpp
src/dusk/ui/prelaunch.hpp
src/dusk/ui/preset.cpp
+1 -1
View File
@@ -47,7 +47,7 @@ public:
s32 getBgmLoadStatus(u32 wave) { return getWaveLoadStatus(wave, 1); }
u8 getDemoSeWaveNum() { return loadedDemoWave; }
// private:
private:
/* 0x00 */ JAISoundID BGM_ID;
/* 0x04 */ int sceneNum;
/* 0x08 */ int timer;
-2
View File
@@ -8449,10 +8449,8 @@ struct daAlink_cutHorseParamTbl {
/* 0xA */ u8 m_cutType;
}; // Size: 0xC
#if !TARGET_PC
inline BOOL dComIfGs_isTransformLV(int i_no);
inline BOOL dComIfGs_isEventBit(const u16);
#endif
static fopAc_ac_c* daAlink_searchPortal(fopAc_ac_c* i_actor, void* i_data);
static fopAc_ac_c* daAlink_searchCanoe(fopAc_ac_c* i_actor, void* i_data);
+1 -1
View File
@@ -123,7 +123,7 @@ public:
bool checkFlag(u16 flag) { return field_0x68e & flag; }
void setAction(u8 action) { mAction = action; }
// private:
private:
/* 0x56C */ request_of_phase_process_class mPhase1;
/* 0x574 */ request_of_phase_process_class mPhase2;
/* 0x57C */ J3DModel* mModel1;
+1 -1
View File
@@ -97,7 +97,7 @@ public:
/* 0xDEC */ u8 field_0xdec[0xdf9 - 0xdec];
/* 0xDF9 */ u8 field_0xdf9;
#if TARGET_PC
bool mItemCheckHandled;
bool mItemCheckOverridden;
#endif
};
-9
View File
@@ -32,12 +32,6 @@ struct daItemBase_data {
class daItemBase_c : public fopAc_ac_c {
public:
u8 getItemNo();
#if TARGET_PC
u8 getDisplayItemNo() const {
return mDisplayItemNo != 0xFF ? mDisplayItemNo : m_itemNo;
}
void setDisplayItemNo(u8 itemNo) { mDisplayItemNo = itemNo; }
#endif
void hide();
void show();
void changeDraw();
@@ -85,9 +79,6 @@ public:
/* 0x928 */ s16 m_get_timer;
/* 0x92A */ u8 m_itemNo;
/* 0x92B */ u8 field_0x92b;
#if TARGET_PC
u8 mDisplayItemNo = 0xFF;
#endif
};
#endif /* D_A_D_A_ITEMBASE_H */
+1 -1
View File
@@ -423,7 +423,7 @@ public:
static DUSK_GAME_DATA daMidna_texData_s const m_texDataTable[21];
static DUSK_GAME_DATA daMidna_anmData_s const m_anmDataTable[53];
// private:
private:
/* 0x568 */ request_of_phase_process_class mPhase;
/* 0x570 */ J3DModel* mpModel;
/* 0x574 */ J3DModel* mpShadowModel;
+1 -1
View File
@@ -296,7 +296,7 @@ public:
static DUSK_GAME_DATA char DUSK_CONST* DUSK_CONST mCutNameList[18];
static DUSK_GAME_DATA cutFunc DUSK_CONST mCutList[18];
// private:
private:
/* 0x0E40 */ NPC_FAIRY_HIO_CLASS* mHIO;
/* 0x0E44 */ dCcD_Cyl mCyl;
/* 0x0F80 */ u8 mType;
+1 -1
View File
@@ -287,7 +287,7 @@ public:
static DUSK_GAME_DATA char DUSK_CONST* DUSK_CONST mCutNameList[10];
static DUSK_GAME_DATA cutFunc DUSK_CONST mCutList[10];
// private:
private:
/* 0x0E40 */ mDoExt_McaMorfSO* mFishModelMorf;
/* 0x0E44 */ mDoExt_McaMorfSO* mLeafModelMorf;
/* 0x0E48 */ NPC_YKM_HIO_CLASS* mpHIO;
+1 -1
View File
@@ -96,7 +96,7 @@ public:
static DUSK_GAME_DATA char DUSK_CONST* DUSK_CONST mEvtCutNameList[2];
static DUSK_GAME_DATA EventFn DUSK_CONST mEvtCutList[2];
// private:
private:
/* 0xB48 */ Z2Creature mCreatureSound;
/* 0xBD8 */ daNpcF_MatAnm_c* mpMatAnm;
/* 0xBDC */ daNpcF_Lookat_c mLookat;
+1 -1
View File
@@ -114,7 +114,7 @@ public:
void himoCalc();
void adjustShapeAngle() {}
// private:
private:
/* 0x0B48 */ Z2Creature mCreatureSound;
/* 0x0BD8 */ daNpcF_MatAnm_c* mpMatAnm;
/* 0x0BDC */ mDoExt_invisibleModel mInvisibleModel;
+1 -1
View File
@@ -60,7 +60,7 @@ public:
bool isFirst() { return fopAcM_GetParamBit(this, 0x1b, 1); }
void setAction(u8 action) { mAction = action; }
// private:
private:
/* 0x568 */ request_of_phase_process_class mPhaseReq;
/* 0x570 */ J3DModel* mpModel;
/* 0x574 */ mDoExt_btkAnm* mpBtkAnm[2];
+1 -2
View File
@@ -64,7 +64,7 @@ public:
current.pos = new_pos;
}
// private:
private:
/* 0x92C */ fpc_ProcID mItemId;
/* 0x930 */ int mCounter;
/* 0x934 */ u8 mStatus;
@@ -92,7 +92,6 @@ public:
u8 mOriginalItemNo;
bool mItemOverridden;
bool mOverrideHover;
bool mGoldenWolfItem;
#endif
};
+1 -1
View File
@@ -51,7 +51,7 @@ public:
static DUSK_GAME_DATA daObjMasterSword_Attr_c const mAttr;
static DUSK_GAME_DATA actionFunc ActionTable[];
// private:
private:
/* 0x568 */ J3DModel* mpModel;
/* 0x56C */ request_of_phase_process_class mPhase;
/* 0x574 */ mDoExt_btkAnm mBtk;
-2
View File
@@ -311,11 +311,9 @@ private:
class daMidna_c;
class daSpinner_c;
class daPy_py_c;
#if !TARGET_PC
inline daPy_py_c* dComIfGp_getLinkPlayer();
inline BOOL dComIfGs_isEventBit(const u16);
inline u32 dComIfGs_getLastSceneMode();
#endif
class daPy_py_c : public fopAc_ac_c {
public:
+1 -1
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@@ -67,7 +67,7 @@ public:
u8 getModelType() { return fopAcM_GetParamBit(this, 8, 4); }
u8 getItemNo() { return fopAcM_GetParamBit(this, 0, 8); }
// private:
private:
/* 0x718 */ u8 mReturnRupee;
/* 0x71C */ request_of_phase_process_class mPhase;
/* 0x724 */ J3DModel* mpModel;
-5
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@@ -1,15 +1,10 @@
#ifndef D_A_D_A_ITEMBASE_STATIC_H
#define D_A_D_A_ITEMBASE_STATIC_H
#include "dolphin/types.h"
class fopAc_ac_c;
int CheckFieldItemCreateHeap(fopAc_ac_c* actor);
int CheckItemCreateHeap(fopAc_ac_c* i_this);
#if TARGET_PC
const char* dItem_fieldModelArc(u8 itemNo);
#endif
#endif /* D_A_D_A_ITEMBASE_STATIC_H */
File diff suppressed because it is too large Load Diff
+1 -1
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@@ -37,7 +37,7 @@ public:
CPaneMgrAlpha* getNoDatBase() { return mNoDatBase; }
void draw() { _draw(); }
// private:
private:
/* 0x04 */ JKRArchive* mArchive;
/* 0x08 */ dDlst_FileInfo_c mFileInfo;
/* 0x1C */ u8 field_0x1c[4];
+33
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@@ -16,6 +16,39 @@
class dFile_info_c;
class J2DPicture;
#if TARGET_PC
static PaneCache mSelDtPanes[] = {
{MULTI_CHAR('tate_n0'), 0.0f, 0.0f, false},
{MULTI_CHAR('tate_n1'), 0.0f, 0.0f, false},
{MULTI_CHAR('ken_n0'), 0.0f, 0.0f, false},
{MULTI_CHAR('ken_n1'), 0.0f, 0.0f, false},
{MULTI_CHAR('fuku_n0'), 0.0f, 0.0f, false},
{MULTI_CHAR('fuku_n1'), 0.0f, 0.0f, false},
{MULTI_CHAR('fuku_n2'), 0.0f, 0.0f, false},
{MULTI_CHAR('gray_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('b_base'), 0.0f, 0.0f, false},
{MULTI_CHAR('b_base1'), 0.0f, 0.0f, false},
};
static PaneCache fileSelPanes[] = {
{MULTI_CHAR('w_uzu00'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu01'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu02'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu03'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu04'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu05'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu06'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu07'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu08'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_uzu09'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_er_msg'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_er_msE'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_er_msR'), 0.0f, 0.0f, false},
{MULTI_CHAR('er_for0'), 0.0f, 0.0f, false},
{MULTI_CHAR('er_for1'), 0.0f, 0.0f, false},
};
#endif
class dDlst_FileSel_c : public dDlst_base_c {
public:
void draw();
-5
View File
@@ -142,12 +142,7 @@ enum {
/* 0x2F */ dItemNo_WEAR_KOKIRI_e,
/* 0x30 */ dItemNo_ARMOR_e,
/* 0x31 */ dItemNo_WEAR_ZORA_e,
#if TARGET_PC
/* 0x32 */ dItemNo_MAGIC_LV1_e,
dItemNo_SHADOW_CRYSTAL_e = dItemNo_MAGIC_LV1_e,
#else
/* 0x32 */ dItemNo_MAGIC_LV1_e,
#endif
/* 0x33 */ dItemNo_DUNGEON_EXIT_2_e,
/* 0x34 */ dItemNo_WALLET_LV1_e,
/* 0x35 */ dItemNo_WALLET_LV2_e,
+1 -1
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@@ -30,7 +30,7 @@ public:
void drawSelf() { mpKanteraIcon->draw(); }
// private:
private:
/* 0x04 */ dDlst_KanteraIcon_c* mpKanteraIcon;
/* 0x08 */ CPaneMgr* mpParent;
/* 0x0C */ CPaneMgr* mpGauge;
+44 -1
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@@ -15,6 +15,49 @@ class dMenu_Fishing_c;
class dMenu_Skill_c;
class dMenu_Insect_c;
class dSelect_cursor_c;
#if TARGET_PC
struct PaneCache {
u64 tag;
f32 origTransX;
f32 origTransY;
bool cached;
};
static PaneCache mpScreenPanes[] = {
{MULTI_CHAR('sa_tex_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('op_tex_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('heart_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('wolf_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('item_0_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('item_1_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('item_2_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('fish_3_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('lett_4_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('maki_5_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('fuku_n0'), 0.0f, 0.0f, false},
{MULTI_CHAR('fuku_n1'), 0.0f, 0.0f, false},
{MULTI_CHAR('fuku_n2'), 0.0f, 0.0f, false},
{MULTI_CHAR('tate_n0'), 0.0f, 0.0f, false},
{MULTI_CHAR('tate_n1'), 0.0f, 0.0f, false},
{MULTI_CHAR('ken_n0'), 0.0f, 0.0f, false},
{MULTI_CHAR('ken_n1'), 0.0f, 0.0f, false},
{MULTI_CHAR('kabu_6n'), 0.0f, 0.0f, false},
{MULTI_CHAR('t_t00'), 0.0f, 0.0f, false},
{MULTI_CHAR('f_t00'), 0.0f, 0.0f, false},
{MULTI_CHAR('itemn_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('infotxtn'), 0.0f, 0.0f, false},
{MULTI_CHAR('sa_op_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('title_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('menu_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('w_er_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('center_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('info_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('lavel_n'), 0.0f, 0.0f, false},
{MULTI_CHAR('modelbgn'), 0.0f, 0.0f, false},
};
#endif
class dMenu_Collect2D_c;
class dMenu_Collect2DTop_c : public dDlst_base_c {
public:
@@ -129,7 +172,7 @@ public:
J2DPicture* getBlackTex() { return mpBlackTex; }
u8 getSubWindowOpenCheck() { return mSubWindowOpenCheck; }
// private:
private:
/* 0x004 */ JKRExpHeap* mpHeap;
/* 0x008 */ JKRExpHeap* mpSubHeap;
/* 0x00C */ void* field_0xc;
+1 -1
View File
@@ -43,7 +43,7 @@ public:
u8 getStatus() { return mStatus; }
// private:
private:
/* 0x004 */ JKRExpHeap* mpHeap;
/* 0x008 */ JKRArchive* mpArchive;
/* 0x00C */ STControl* mpStick;
+1 -1
View File
@@ -270,7 +270,7 @@ public:
static DUSK_GAME_DATA dMenu_Fmap_c* MyClass;
// private:
private:
/* 0x004 */ JKRExpHeap* mpHeap;
/* 0x008 */ JKRExpHeap* mpTalkHeap;
/* 0x00C */ STControl* mpStick;
+1 -1
View File
@@ -60,7 +60,7 @@ public:
u8 getStatus() { return mStatus; }
// private:
private:
/* 0x04 */ JKRExpHeap* mpHeap;
/* 0x08 */ JKRArchive* mpArchive;
/* 0x0C */ STControl* mpStick;
+1 -1
View File
@@ -64,7 +64,7 @@ public:
u8 getStatus() { return mStatus; }
// private:
private:
/* 0x004 */ JKRExpHeap* mpHeap;
/* 0x008 */ JKRArchive* mpArchive;
/* 0x00C */ STControl* mpStick;
+1 -1
View File
@@ -117,7 +117,7 @@ public:
return ((u8)mUseFlag & (u8)i_flag) != 0 ? true : false;
}
// private:
private:
/* 0x004 */ J2DScreen* mpBackScreen;
/* 0x008 */ J2DScreen* mpScreen;
/* 0x00C */ J2DScreen* mpClipScreen;
+1 -1
View File
@@ -84,7 +84,7 @@ public:
void drawFlag0() { mDrawFlag = 0; }
void setStatus(u8 i_status) { mStatus = i_status; }
// private:
private:
/* 0x004 */ JKRExpHeap* mpHeap;
/* 0x008 */ STControl* mpStick;
/* 0x00C */ CSTControl* mpCStick;
+1 -1
View File
@@ -278,7 +278,7 @@ public:
u8 getEndStatus() { return mEndStatus; }
void setUseType(u8 type) { mUseType = type; }
// private:
private:
/* 0x0004 */ JKRArchive* mpArchive;
/* 0x0008 */ mDoDvdThd_mountArchive_c* mpMount;
/* 0x000C */ STControl* stick;
+1 -1
View File
@@ -58,7 +58,7 @@ public:
u8 getStatus() { return mStatus; }
// private:
private:
/* 0x004 */ JKRExpHeap* mpHeap;
/* 0x008 */ JKRArchive* mpArchive;
/* 0x00C */ STControl* mpStick;
+1 -1
View File
@@ -154,7 +154,7 @@ public:
}
#endif
// private:
private:
/* 0x004 */ item_params mItemParams[4];
/* 0x074 */ JKRExpHeap* heap;
/* 0x078 */ J2DScreen* mpScreen;
-146
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@@ -328,150 +328,6 @@ void dMeter2Info_onWide2D();
void dMeter2Info_offWide2D();
#endif
#if TARGET_PC
DUSK_NOINLINE void dMeter2Info_Initialize();
DUSK_NOINLINE dMeterMap_c* dMeter2Info_getMeterMapClass();
DUSK_NOINLINE dMw_c* dMeter2Info_getMenuWindowClass();
DUSK_NOINLINE void dMeter2Info_setWindowStatus(u8 i_status);
DUSK_NOINLINE CPaneMgr* dMeter2Info_getMeterItemPanePtr(s32 i_idx);
DUSK_NOINLINE void dMeter2Info_getString(
u32 i_stringID, TEXT_SPAN o_string, JMSMesgEntry_c* i_msgEntry);
DUSK_NOINLINE void dMeter2Info_getStringKanji(
u32 i_stringID, TEXT_SPAN o_string, JMSMesgEntry_c* i_msgEntry);
DUSK_NOINLINE void dMeter2Info_getStringKana(
u32 i_stringID, TEXT_SPAN o_string, JMSMesgEntry_c* i_msgEntry);
DUSK_NOINLINE f32 dMeter2Info_getStringLength(
JUTFont* i_font, f32 param_2, f32 param_3, char* i_string);
DUSK_NOINLINE f32 dMeter2Info_getStringLength(J2DTextBox* i_textbox, char* i_string);
DUSK_NOINLINE void dMeter2Info_setHotSpringTimer(u8 i_slotNo);
DUSK_NOINLINE u16 dMeter2Info_getOilGaugeBackUp();
DUSK_NOINLINE void dMeter2Info_setOilGaugeBackUp(u16 param_1);
DUSK_NOINLINE void dMeter2Info_setSaveStageName(const char* i_stageName);
DUSK_NOINLINE u8 dMeter2Info_getInsectSelectType();
DUSK_NOINLINE void dMeter2Info_setInsectSelectType(u8 i_type);
DUSK_NOINLINE u8 dMeter2Info_getWarpStatus();
DUSK_NOINLINE void dMeter2Info_setWarpStatus(u8 i_status);
DUSK_NOINLINE int dMeter2Info_readItemTexture(u8 i_itemNo, void* i_texBuf1, J2DPicture* i_pic1,
void* i_texBuf2, J2DPicture* i_pic2, void* i_texBuf3, J2DPicture* i_pic3, void* i_texBuf4,
J2DPicture* i_pic4, int param_9);
DUSK_NOINLINE void dMeter2Info_setItemColor(
u8 i_itemNo, J2DPicture* i_pic1, J2DPicture* i_pic2, J2DPicture* i_pic3, J2DPicture* i_pic4);
DUSK_NOINLINE u8 dMeter2Info_getWarpRoomNo();
DUSK_NOINLINE u8 dMeter2Info_getWarpPlayerNo();
DUSK_NOINLINE cXyz& dMeter2Info_getWarpPos();
DUSK_NOINLINE const char* dMeter2Info_getWarpStageName();
DUSK_NOINLINE void dMeter2Info_setNowCount(u8 i_count);
DUSK_NOINLINE void dMeter2Info_setMaxCount(u8 i_count);
DUSK_NOINLINE BOOL dMeter2Info_isDirectUseItem(int param_0);
DUSK_NOINLINE bool dMeter2Info_isUseButton(int i_buttonBit);
DUSK_NOINLINE void dMeter2Info_setMeterMapClass(dMeterMap_c* i_map);
DUSK_NOINLINE void dMeter2Info_decHotSpringTimer();
DUSK_NOINLINE void dMeter2Info_allUseButton();
DUSK_NOINLINE void dMeter2Info_offUseButton(int i_buttonBit);
DUSK_NOINLINE void dMeter2Info_resetGameStatus();
DUSK_NOINLINE void dMeter2Info_onGameStatus(int i_status);
DUSK_NOINLINE void dMeter2Info_setMapStatus(u8 i_status);
DUSK_NOINLINE u8 dMeter2Info_getMapStatus();
DUSK_NOINLINE void dMeter2Info_setPauseStatus(u8 i_status);
DUSK_NOINLINE void dMeter2Info_resetPauseStatus();
DUSK_NOINLINE u8 dMeter2Info_getPauseStatus();
DUSK_NOINLINE bool dMeter2Info_isGameStatus(int i_status);
DUSK_NOINLINE bool dMeter2Info_isTouchKeyCheck(int i_status);
DUSK_NOINLINE void dMeter2Info_setMapKeyDirection(u16 i_direction);
DUSK_NOINLINE bool dMeter2Info_isSub2DStatus(int i_flag);
DUSK_NOINLINE void dMeter2Info_offMenuInForce(int i_flag);
DUSK_NOINLINE bool dMeter2Info_isMenuInForce(int i_flag);
DUSK_NOINLINE void dMeter2Info_setMenuWindowClass(dMw_c* i_menu);
DUSK_NOINLINE void dMeter2Info_resetWarpStatus();
DUSK_NOINLINE u16 dMeter2Info_getMapKeyDirection();
DUSK_NOINLINE u8 dMeter2Info_getWindowStatus();
DUSK_NOINLINE void dMeter2Info_setMsgResource(void* i_res);
DUSK_NOINLINE void dMeter2Info_setStageMsgResource(void* i_res);
DUSK_NOINLINE void dMeter2Info_setMsgUnitResource(void* i_res);
DUSK_NOINLINE void* dMeter2Info_getMsgResource();
DUSK_NOINLINE void* dMeter2Info_getStageMsgResource();
DUSK_NOINLINE void* dMeter2Info_getMsgUnitResource();
DUSK_NOINLINE u8 dMeter2Info_getLightDropGetFlag(int i_no);
DUSK_NOINLINE s32 dMeter2Info_getMeterStringType();
DUSK_NOINLINE void dMeter2Info_setMeterClass(dMeter2_c* i_meter);
DUSK_NOINLINE void dMeter2Info_onLifeGaugeSE();
DUSK_NOINLINE void dMeter2Info_offLifeGaugeSE();
DUSK_NOINLINE u8 dMeter2Info_getLifeGaugeSE();
DUSK_NOINLINE const char* dMeter2Info_getSaveStageName();
DUSK_NOINLINE void dMeter2Info_onShopTalkFlag();
DUSK_NOINLINE void dMeter2Info_setLightDropGetFlag(int i_no, u8 i_flag);
DUSK_NOINLINE u8 dMeter2Info_getRentalBombBag();
DUSK_NOINLINE u8 dMeter2Info_getMiniGameItemSetFlag();
DUSK_NOINLINE void dMeter2Info_setMiniGameItem(u8 i_minigameFlag);
DUSK_NOINLINE void dMeter2Info_resetMiniGameItem(bool i_saveItem);
DUSK_NOINLINE void dMeter2Info_setTableMapRegionNo(u8 i_regionNo);
DUSK_NOINLINE void dMeter2Info_setGoldWolfMapType(u8 i_mapType);
DUSK_NOINLINE void dMeter2Info_changeWater(u8 i_slotNo);
DUSK_NOINLINE void dMeter2Info_warpInProc();
DUSK_NOINLINE void dMeter2Info_warpOutProc();
DUSK_NOINLINE dMeter2_c* dMeter2Info_getMeterClass();
DUSK_NOINLINE s16 dMeter2Info_getMsgKeyWaitTimer();
DUSK_NOINLINE void dMeter2Info_onDirectUseItem(int param_0);
DUSK_NOINLINE void dMeter2Info_setFloatingFlow(u16 i_flowID, s16 i_msgTimer, bool i_wakuVisible);
DUSK_NOINLINE u8 dMeter2Info_getGameOverType();
DUSK_NOINLINE void dMeter2Info_setGameOverType(u8 i_gameoverType);
DUSK_NOINLINE void dMeter2Info_setMsgKeyWaitTimer(s16 i_waitTimer);
DUSK_NOINLINE s32 dMeter2Info_getMsgTimeMs();
DUSK_NOINLINE s32 dMeter2Info_getTimeMs();
DUSK_NOINLINE void dMeter2Info_setMsgTimeMs(s32 i_msgTime);
DUSK_NOINLINE void dMeter2Info_setTimeMs(s32 i_time);
DUSK_NOINLINE u8 dMeter2Info_getNowCount();
DUSK_NOINLINE u8 dMeter2Info_getMaxCount();
DUSK_NOINLINE void dMeter2Info_setScopeZoomPointer(u8 param_0);
DUSK_NOINLINE void dMeter2Info_decMsgKeyWaitTimer();
DUSK_NOINLINE bool dMeter2Info_isFloatingMessageVisible();
DUSK_NOINLINE u8 dMeter2Info_getItemExplainWindowStatus();
DUSK_NOINLINE void dMeter2Info_setItemExplainWindowStatus(u8 i_value);
DUSK_NOINLINE void dMeter2Info_resetDirectUseItem();
DUSK_NOINLINE u16 dMeter2Info_getFloatingFlowID();
DUSK_NOINLINE u8 dMeter2Info_getCollectCursorPosX();
DUSK_NOINLINE u8 dMeter2Info_getCollectCursorPosY();
DUSK_NOINLINE void dMeter2Info_setCollectCursorPosXY(u8 x, u8 y);
DUSK_NOINLINE void dMeter2Info_onBlinkButton(int i_flag);
DUSK_NOINLINE bool dMeter2Info_isFloatingMessageWakuVisible();
DUSK_NOINLINE bool dMeter2Info_isBlinkButton(int i_flag);
DUSK_NOINLINE void dMeter2Info_resetBlinkButton();
DUSK_NOINLINE void dMeter2Info_resetFloatingMessage();
DUSK_NOINLINE s16 dMeter2Info_decFloatingMessageTimer();
DUSK_NOINLINE s16 dMeter2Info_getFloatingMessageTimer();
DUSK_NOINLINE u16 dMeter2Info_getFloatingMessageID();
DUSK_NOINLINE s16 dMeter2Info_getHorseLifeCount();
DUSK_NOINLINE void dMeter2Info_setMeterString(s32 i_string);
DUSK_NOINLINE void dMeter2Info_resetMeterString();
DUSK_NOINLINE void dMeter2Info_setMeterItemPanePtr(int i_no, CPaneMgr* i_pane);
DUSK_NOINLINE bool dMeter2Info_isShopTalkFlag();
DUSK_NOINLINE void dMeter2Info_setMapDrugFlag(bool i_flag);
DUSK_NOINLINE bool dMeter2Info_isTempBit(int i_bit);
DUSK_NOINLINE void dMeter2Info_offSub2DStatus(int i_bit);
DUSK_NOINLINE void dMeter2Info_onSub2DStatus(int i_bit);
DUSK_NOINLINE void dMeter2Info_set2DWidth(f32 i_width);
DUSK_NOINLINE void dMeter2Info_set2DHeight(f32 i_height);
DUSK_NOINLINE void dMeter2Info_set2DPosH(f32 i_posH);
DUSK_NOINLINE void dMeter2Info_set2DPosV(f32 i_posV);
DUSK_NOINLINE void dMeter2Info_offShopTalkFlag();
DUSK_NOINLINE void dMeter2Info_onUseButton(int i_button);
DUSK_NOINLINE f32 dMeter2Info_get2DWidth();
DUSK_NOINLINE f32 dMeter2Info_get2DHeight();
DUSK_NOINLINE void dMeter2Info_setWarpInfo(const char* i_stageName, const cXyz& i_position,
s16 i_angle, u8 i_roomNo, u8 param_4, u8 i_warpPlayerNo);
DUSK_NOINLINE u8 dMeter2Info_getTableMapRegionNo();
DUSK_NOINLINE u8 dMeter2Info_getGoldWolfMapType();
DUSK_NOINLINE bool dMeter2Info_isWindowAccept(int param_0);
DUSK_NOINLINE void dMeter2Info_setHorseLifeCount(s16 i_count);
DUSK_NOINLINE void dMeter2Info_offTempBit(int i_bit);
DUSK_NOINLINE void dMeter2Info_onTempBit(int i_bit);
DUSK_NOINLINE void dMeter2Info_setFloatingMessage(u16 i_msgID, s16 i_msgTimer, bool i_wakuVisible);
DUSK_NOINLINE void dMeter2Info_setMiniGameCount(s8 i_count);
DUSK_NOINLINE void dMeter2Info_onWindowAccept(int param_0);
DUSK_NOINLINE void dMeter2Info_offWindowAccept(int param_0);
DUSK_NOINLINE void dMeter2Info_onMenuInForce(int param_0);
#else
inline void dMeter2Info_Initialize() {
g_meter2_info.init();
}
@@ -1009,6 +865,4 @@ inline void dMeter2Info_onMenuInForce(int param_0) {
g_meter2_info.onMenuInForce(param_0);
}
#endif
#endif /* D_METER_D_METER2_INFO_H */
-33
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@@ -121,25 +121,6 @@ struct jmessage_tReference : public JMessage::TReference {
void setDemoFrame(u32 i_frame) { mDemoFrame = i_frame; }
void setTopColorType(u8 i_colorType) { mTopColorType = i_colorType; }
void setNowColorType(u8 i_colorType) { mNowColorType = i_colorType; }
#if TARGET_PC
void resetColors() {
mNowCCColor = 0xFFFFFFFF;
mNowGCColor = 0xFFFFFFFF;
mTopCCColor = 0xFFFFFFFF;
mTopGCColor = 0xFFFFFFFF;
mNowFullColor = false;
mTopFullColor = false;
}
void setFullColor(u32 ccColor, u32 gcColor) {
mNowCCColor = ccColor;
mNowGCColor = gcColor;
mNowFullColor = true;
}
void clearNowFullColor() { mNowFullColor = false; }
bool hasTopFullColor() { return mTopFullColor; }
u32 getTopCCColor() { return mTopCCColor; }
u32 getTopGCColor() { return mTopGCColor; }
#endif
void setTopTagScale(u16 i_tagScale) { mTopTagScale = i_tagScale; }
void setNowTagScale(u16 i_tagScale) { mNowTagScale = i_tagScale; }
void setRevoMessageID(u32 i_msgID) { mRevoMessageID = i_msgID; }
@@ -384,14 +365,6 @@ struct jmessage_tReference : public JMessage::TReference {
/* 0x1274 */ bool mSelectSetCancelFlag;
/* 0x1275 */ bool mBombNameUseFlag;
/* 0x1276 */ u8 mBatchColorFlag;
#if TARGET_PC
u32 mNowCCColor;
u32 mNowGCColor;
u32 mTopCCColor;
u32 mTopGCColor;
bool mNowFullColor;
bool mTopFullColor;
#endif
}; // Size: 0x1278
struct jmessage_tMeasureProcessor : public JMessage::TRenderingProcessor {
@@ -489,9 +462,6 @@ struct jmessage_tRenderingProcessor : public JMessage::TRenderingProcessor {
void do_selwidthcenter(int);
void do_heightcenter();
void do_color(u8);
#if TARGET_PC
void do_fullcolor(u32 ccColor, u32 gcColor);
#endif
void do_scale(f32);
void do_linedown(s16);
void do_transY(s16, bool);
@@ -670,9 +640,6 @@ struct jmessage_string_tRenderingProcessor : public JMessage::TRenderingProcesso
void do_rubystrcat(char*);
void do_outfont(u8);
void do_color(u8);
#if TARGET_PC
void do_fullcolor(u32 ccColor, u32 gcColor);
#endif
void do_scale(f32);
void do_linedown(s16);
void do_numset(s16);
+2 -2
View File
@@ -25,7 +25,7 @@ public:
void setTextBoxPtr(J2DTextBox* p_textBox) { mpTextBoxPtr = p_textBox; }
void resetType() { mType = 0x47; }
// private:
private:
/* 0x04 */ J2DTextBox* mpTextBoxPtr;
/* 0x08 */ f32 mPosX;
/* 0x0C */ f32 mPosY;
@@ -53,7 +53,7 @@ public:
void setRupeeColor(u8 color) { mRupeeColor = color; }
// private:
private:
/* 0x004 */ COutFontSet_c* mpOfs[35];
/* 0x090 */ J2DPicture* mpPane[70];
/* 0x1A8 */ f32 mAlphaRatio;
+28
View File
@@ -12,6 +12,34 @@ class J2DTextBox;
class JUTFont;
class STControl;
#if TARGET_PC
struct PaneCache {
u64 tag;
f32 origTransX;
f32 origTransY;
bool cached;
};
static PaneCache l_tagName[] = {
{MULTI_CHAR('m_00_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_00_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_00_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_00_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_00_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_01_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_01_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_01_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_01_3'), 0.0f, 0.0f, false},
{MULTI_CHAR('m_01_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_02_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_02_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_02_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_02_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_02_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m03_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m03_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m03_2'), 0.0f, 0.0f, false},
{MULTI_CHAR('m03_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m03_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_04_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_04_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_04_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_04_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_04_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_05_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_05_1'), 0.0f, 0.0f, false},
{MULTI_CHAR('m_05_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_05_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_05_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_06_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_06_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_06_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_06_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_06_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_07_0'), 0.0f, 0.0f, false},
{MULTI_CHAR('m_07_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_07_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_07_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_07_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_08_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_08_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_08_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_08_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_08_4'), 0.0f, 0.0f, false},
{MULTI_CHAR('m_09_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_09_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_09_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_09_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_09_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_10_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_10_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_10_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_10_3'), 0.0f, 0.0f, false},
{MULTI_CHAR('m_10_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_11_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_11_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_11_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_11_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m_11_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('m12_0'), 0.0f, 0.0f, false}, {MULTI_CHAR('m12_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('m12_2'), 0.0f, 0.0f, false},
{MULTI_CHAR('m12_3'), 0.0f, 0.0f, false}, {MULTI_CHAR('m12_4'), 0.0f, 0.0f, false}, {MULTI_CHAR('p_end_2'), 0.0f, 0.0f, false}, {MULTI_CHAR('p_end_1'), 0.0f, 0.0f, false}, {MULTI_CHAR('p_end_0'), 0.0f, 0.0f, false},
};
static PaneCache l_nameTagName[] = {
{MULTI_CHAR('name_00'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_01'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_02'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_03'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_04'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_05'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_06'), 0.0f, 0.0f, false}, {MULTI_CHAR('name_07'), 0.0f, 0.0f, false},
};
static PaneCache l_nameCurTagName[] = {
{MULTI_CHAR('s__n_00'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_01'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_02'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_03'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_04'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_05'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_06'), 0.0f, 0.0f, false}, {MULTI_CHAR('s__n_07'), 0.0f, 0.0f, false},
};
#endif
class dNm_HIO_c {
public:
dNm_HIO_c();
+3 -1
View File
@@ -1291,7 +1291,6 @@ public:
}
void set(const char*, s8, s16, s8, s8, u8);
void offEnable() { enabled = 0; }
void onEnable() { enabled = 1; }
BOOL isEnable() const { return enabled; }
s8 getWipe() const { return wipe; }
u8 getWipeSpeed() const { return wipe_speed; }
@@ -1352,6 +1351,9 @@ enum dStage_SaveTbl {
const char* dStage_getName2(s16, s8);
dStage_objectNameInf* dStage_searchName(const char*);
#if TARGET_PC
dStage_objectNameInf* dStage_searchNameCI(const char*);
#endif
static int dStage_stageKeepTresureInit(dStage_dt_c*, void*, int, void*);
static int dStage_filiInfo2Init(dStage_dt_c*, void*, int, void*);
static int dStage_mapPathInitCommonLayer(dStage_dt_c*, void*, int, void*);
+2 -4
View File
@@ -532,12 +532,10 @@ s32 fopAcM_delete(fpc_ProcID i_actorID);
fpc_ProcID fopAcM_create(s16 i_procName, u16 i_setId, u32 i_parameters, const cXyz* i_pos,
int i_roomNo, const csXyz* i_angle, const cXyz* i_scale, s8 i_argument,
createFunc i_createFunc IF_DUSK_ARG(u32 i_itemGiveTag = 0)
IF_DUSK_ARG(u8 i_itemOriginalNo = 0xFF));
createFunc i_createFunc IF_DUSK_ARG(u32 i_itemGiveTag = 0));
fpc_ProcID fopAcM_create(s16 i_procName, u32 i_parameters, const cXyz* i_pos, int i_roomNo,
const csXyz* i_angle, const cXyz* i_scale, s8 i_argument IF_DUSK_ARG(u32 i_itemGiveTag = 0)
IF_DUSK_ARG(u8 i_itemOriginalNo = 0xFF));
const csXyz* i_angle, const cXyz* i_scale, s8 i_argument IF_DUSK_ARG(u32 i_itemGiveTag = 0));
inline fpc_ProcID fopAcM_Create(s16 i_procName, createFunc i_createFunc, void* params) {
return fpcM_Create(i_procName, i_createFunc,params);
+1 -15
View File
@@ -123,14 +123,6 @@ inline int __builtin_clz(unsigned int v) {
#endif
#define DUSK_GAME_EXTERN extern DUSK_GAME_DATA
#if defined(_MSC_VER)
#define DUSK_NOINLINE __declspec(noinline)
#elif defined(__GNUC__)
#define DUSK_NOINLINE __attribute__((noinline))
#else
#define DUSK_NOINLINE
#endif
#define FAST_DIV(x, n) (x >> (n / 2))
#define SQUARE(x) ((x) * (x))
@@ -267,19 +259,13 @@ using std::isnan;
#if TARGET_PC && defined(DUSK_BUILDING_GAME)
#include "dusk/mods/item.hpp"
#define DUSK_ITEM_CHECK(name, item_no, giver) \
(item_no) = ::dusk::mods::item_check_commit(name, (item_no), giver).itemNo
#define DUSK_ITEM_CHECK_EXPR(name, item_no, giver) \
(::dusk::mods::item_check_commit(name, (item_no), giver).itemNo)
#define DUSK_ITEM_CHECK_PREVIEW(name, item_no, giver) \
(item_no) = ::dusk::mods::item_check(name, (item_no), giver)
#define DUSK_ITEM_CHECK_PREVIEW_EXPR(name, item_no, giver) \
#define DUSK_ITEM_CHECK_EXPR(name, item_no, giver) \
(::dusk::mods::item_check(name, (item_no), giver))
#define DUSK_GIVE_TAG(name) IF_DUSK_ARG(::dusk::mods::item_give_tag(name))
#else
#define DUSK_ITEM_CHECK(name, item_no, giver)
#define DUSK_ITEM_CHECK_EXPR(name, item_no, giver) (item_no)
#define DUSK_ITEM_CHECK_PREVIEW(name, item_no, giver)
#define DUSK_ITEM_CHECK_PREVIEW_EXPR(name, item_no, giver) (item_no)
#define DUSK_GIVE_TAG(name)
#endif
+1 -1
View File
@@ -68,7 +68,7 @@ public:
JKRMemArchive* getArchive() const { return mArchive; }
JKRHeap* getHeap() const { return mHeap; }
// private:
private:
/* 0x14 */ u8 mMountDirection;
/* 0x18 */ s32 mEntryNumber;
/* 0x1C */ JKRMemArchive* mArchive;
@@ -9,7 +9,6 @@
class J3DModelData;
class J3DMaterialTable;
struct J3DModelHierarchy;
class J3DVertexData;
#if TARGET_PC
#define OFFSET_PTR_V0 BE(u32)
@@ -7,7 +7,6 @@
#include <new>
#include <utility>
#include <cstdint>
#include <type_traits>
class JKRHeap;
typedef void (*JKRErrorHandler)(void*, u32, int);
-35
View File
@@ -1,35 +0,0 @@
cmake_minimum_required(VERSION 3.25)
project(basic_cosmetics_mod CXX)
if (CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
set(DUSK_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../.." CACHE PATH "Path to dusk source root")
option(DUSK_MOD_USE_FULL_TREE "Use full build instead of the minimal mod SDK" OFF)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
if (DUSK_MOD_USE_FULL_TREE)
add_subdirectory("${DUSK_DIR}" dusk EXCLUDE_FROM_ALL)
else ()
add_subdirectory("${DUSK_DIR}/sdk" dusk-sdk EXCLUDE_FROM_ALL)
endif ()
endif ()
include(FetchContent)
message(STATUS "basic_cosmetics_mod: Fetching xxhash")
FetchContent_Declare(
xxhash
GIT_REPOSITORY https://github.com/Cyan4973/xxHash.git
GIT_TAG v0.8.3
)
FetchContent_MakeAvailable(xxhash)
set(COSMETIC_SOURCES src/color_utils.cpp src/midna_hair_color.cpp src/texture_utils.cpp src/hooks.cpp)
add_mod(basic_cosmetics_mod
FEATURES game fmt
SOURCES src/mod.cpp ${COSMETIC_SOURCES}
MOD_JSON mod.json
RES_DIR res
BUNDLE
)
target_link_libraries(basic_cosmetics_mod PRIVATE xxHash::xxhash)
-7
View File
@@ -1,7 +0,0 @@
{
"id": "dev.twilitrealm.basic_cosmetics",
"name": "Basic Cosmetics",
"version": "1.0.0",
"author": "Twilit Realm",
"description": "Change Basic Cosmetic Colors"
}
@@ -1,88 +0,0 @@
#include "color_utils.hpp"
uint8_t desaturate_rgb_565(uint16_t rgb565Val) {
const uint32_t r = (rgb565Val & 0xf800) >> 11;
const uint32_t g = (rgb565Val & 0x7e0) >> 5;
const uint32_t b = rgb565Val & 0x1f;
// Here we are doing a quicker (0.22 * r + 0.72 * g + 0.06 * b) which
// uses multiplies and shifts rather than division.
const uint32_t combined = 30480413 * r + 49085341 * g + 8312839 * b;
uint8_t shifted = (combined >> 24) & 0xff;
// Check if should round up shifted value.
if (shifted < 0xff && combined & 0x00800000) {
shifted += 1;
}
return shifted;
}
uint16_t blend_overlay_rgb_565(uint8_t grayVal, GXColor color) {
uint32_t rTimes255, gTimes255, bTimes255;
if (grayVal <= 0x7f) {
const uint32_t grayTimesTwo = 2 * grayVal;
rTimes255 = grayTimesTwo * color.r;
gTimes255 = grayTimesTwo * color.g;
bTimes255 = grayTimesTwo * color.b;
} else {
const uint32_t multiplier = 2 * (255 - grayVal);
rTimes255 = 255 * 255 - multiplier * (255 - color.r);
gTimes255 = 255 * 255 - multiplier * (255 - color.g);
bTimes255 = 255 * 255 - multiplier * (255 - color.b);
}
// Divide each by 255
const uint32_t r = (rTimes255 + 1 + (rTimes255 >> 8)) >> 8;
const uint32_t g = (gTimes255 + 1 + (gTimes255 >> 8)) >> 8;
const uint32_t b = (bTimes255 + 1 + (bTimes255 >> 8)) >> 8;
return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | ((b & 0xf8) >> 3);
}
// Helper function to perform overlay blending on a single 8-bit color channel
uint8_t blend_overlay_channel(uint8_t base, uint8_t blend) {
if (base < 128) {
return static_cast<uint8_t>((2 * base * blend) / 255);
}
return static_cast<uint8_t>(255 - (2 * (255 - base) * (255 - blend)) / 255);
}
bool is_valid_hex_color_str(std::string_view hexStr) {
return hexStr.find_first_not_of("0123456789ABCDEFabcdef") == std::string_view::npos &&
hexStr.length() == 6;
}
GXColor hex_color_str_to_gx_color(const std::string& hexColorStr) {
u8 r = std::stoi(hexColorStr.substr(0, 2), nullptr, 16);
u8 g = std::stoi(hexColorStr.substr(2, 2), nullptr, 16);
u8 b = std::stoi(hexColorStr.substr(4, 2), nullptr, 16);
return GXColor{r, g, b};
}
static f32 rainbowPhaseAngle = 0.f;
GXColor get_rainbow_rgb(f32 amplitude) {
f32 phase_rad = rainbowPhaseAngle * M_PI / 180.0f;
u8 r_val = (u8)(amplitude * (sinf(phase_rad) + 1.0f) + 0.5f);
u8 g_val = (u8)(amplitude * (sinf(phase_rad + 2.0f * M_PI / 3.0f) + 1.0f) + 0.5f);
u8 b_val = (u8)(amplitude * (sinf(phase_rad + 4.0f * M_PI / 3.0f) + 1.0f));
GXColor rgbColor;
rgbColor.r = r_val;
rgbColor.g = g_val;
rgbColor.b = b_val;
rgbColor.a = 0xff;
return rgbColor;
}
void update_rainbow_rgb(f32 increment) {
rainbowPhaseAngle += increment;
if (rainbowPhaseAngle >= 360.0f) {
rainbowPhaseAngle -= 360.0f;
}
}
@@ -1,30 +0,0 @@
#pragma once
/**
* File originally copied from console TPR with permission from isaac
* https://github.com/zsrtp/libtp_rel/blob/master/include/util/color_utils.h
*/
#include <gx.h>
#include <cstdint>
#include <string>
// Desaturates an RGB565 color to a u8 gray value (0xFF being white and 0x00
// being black).
uint8_t desaturate_rgb_565(uint16_t rgb565Val);
// Performs an "Overlay" blend of a u8 gray value and a pointer to a u8
// array of {r,g,b}. Returns the result as an RGB565.
uint16_t blend_overlay_rgb_565(uint8_t grayVal, GXColor color);
// Perform overlay blending on a single 8-bit color channel
uint8_t blend_overlay_channel(uint8_t base, uint8_t blend);
bool is_valid_hex_color_str(std::string_view hexStr);
GXColor hex_color_str_to_gx_color(const std::string& hexColorStr);
GXColor get_rainbow_rgb(f32 amplitude);
void update_rainbow_rgb(f32 increment);
-745
View File
@@ -1,745 +0,0 @@
#include "hooks.hpp"
#include "color_utils.hpp"
#include "midna_hair_color.hpp"
#include "mod.hpp"
#include "types.h"
#include "mods/svc/hook.hpp"
#include "mods/svc/log.hpp"
#include "SSystem/SComponent/c_phase.h"
#include "d/actor/d_a_alink.h"
#include "d/actor/d_a_midna.h"
#include "d/d_a_item_static.h"
#include "d/d_bright_check.h"
#include "d/d_file_sel_info.h"
#include "d/d_file_select.h"
#include "d/d_kankyo.h"
#include "d/d_kantera_icon_meter.h"
#include "d/d_menu_collect.h"
#include "d/d_menu_dmap.h"
#include "d/d_menu_fishing.h"
#include "d/d_menu_fmap2D.h"
#include "d/d_menu_insect.h"
#include "d/d_menu_letter.h"
#include "d/d_menu_option.h"
#include "d/d_menu_ring.h"
#include "d/d_menu_save.h"
#include "d/d_menu_skill.h"
#include "d/d_meter2.h"
#include "d/d_meter2_draw.h"
#include "d/d_meter2_info.h"
#include "d/d_meter_button.h"
#include "d/d_meter_hakusha.h"
#include "d/d_msg_object.h"
#include "d/d_msg_out_font.h"
#include "d/d_msg_scrn_base.h"
#include "d/d_pane_class.h"
// Lantern ambience color
DEFINE_HOOK(&dKy_WolfEyeLight_set, WolfEyeLightSet);
void wolf_eye_light_set_post(ModContext*, void*, void*, void*) {
auto maybeLanternColor = get_config_var_color(get_cvars().lanternGlowColor, true);
if (maybeLanternColor.has_value()) {
auto lanternColor = maybeLanternColor.value();
dScnKy_env_light_c* kankyo = dKy_getEnvlight();
kankyo->field_0x0c18[0].mColor.r = lanternColor.r;
kankyo->field_0x0c18[0].mColor.g = lanternColor.g;
kankyo->field_0x0c18[0].mColor.b = lanternColor.b;
}
}
// Lantern Sphere color
DEFINE_HOOK(&daAlink_c::preKandelaarDraw, PreKandelaarDraw);
void pre_kandelaar_draw_post(ModContext*, void*, void*, void*) {
auto maybeLanternColor = get_config_var_color(get_cvars().lanternGlowColor, true);
if (maybeLanternColor.has_value()) {
auto lanternColor = maybeLanternColor.value();
J3DMaterial* mat_p = daAlink_getAlinkActorClass()
->mpKanteraGlowModel->getModelData()
->getMaterialNodePointer(0);
J3DGXColorS10 color;
color.r = lanternColor.r;
color.g = lanternColor.g;
color.b = lanternColor.b;
color.a = 255;
mat_p->setTevColor(1, &color);
color.r = lanternColor.r;
color.g = lanternColor.g;
color.b = lanternColor.b;
mat_p->setTevColor(2, &color);
}
}
// Main Lantern Meter Color
DEFINE_HOOK(&CPaneMgr::setBlackWhite, CPaneMgrSetBlackWhite);
HookAction cpane_mgr_set_black_white_pre(ModContext*, void* args, void*, void*) {
// Check for magic meter
auto pane = mods::arg<CPaneMgr*>(args, 0);
if (dMeter2Info_getMeterClass() == NULL ||
pane != dMeter2Info_getMeterClass()->getMeterDrawPtr()->mpMagicMeter)
{
return HOOK_CONTINUE;
}
// If magic meter, check to see we're setting lantern colors
auto& black = mods::arg_ref<JUtility::TColor>(args, 1);
auto& white = mods::arg_ref<JUtility::TColor>(args, 2);
if (black != JUtility::TColor(255, 255, 140, 255) &&
white != JUtility::TColor(230, 170, 0, 255))
{
return HOOK_CONTINUE;
}
auto maybeLanternColor = get_config_var_color(get_cvars().lanternGlowColor, true);
if (maybeLanternColor.has_value()) {
auto lanternColor = maybeLanternColor.value();
black = JUtility::TColor(lanternColor.r, lanternColor.g, lanternColor.b, 255);
white = JUtility::TColor(lanternColor.r, lanternColor.g, lanternColor.b, 255);
}
return HOOK_CONTINUE;
}
// Lantern Icon Meter Color
DEFINE_HOOK(&dKantera_icon_c::setNowGauge, KanteraIconSetNowGauge);
void kantera_icon_set_now_gauge_post(ModContext*, void* args, void*, void*) {
auto maybeLanternColor = get_config_var_color(get_cvars().lanternGlowColor, true);
if (maybeLanternColor.has_value()) {
auto lanternColor = maybeLanternColor.value();
auto kanteraIcon = mods::arg<dKantera_icon_c*>(args, 0);
kanteraIcon->mpGauge->setBlackWhite(
JUtility::TColor(lanternColor.r, lanternColor.g, lanternColor.b, 255),
JUtility::TColor(lanternColor.r, lanternColor.g, lanternColor.b, 255));
}
}
// Light Sword Effect Color
DEFINE_HOOK(&daAlink_c::setLightningSwordEffect, SetLightningSwordEffect);
void set_lightning_sword_effect_post(ModContext*, void* args, void*, void*) {
auto maybeGlowColor = get_config_var_color(get_cvars().lightSwordGlowColor, true);
if (maybeGlowColor.has_value()) {
auto glowColor = maybeGlowColor.value();
auto link = mods::arg<daAlink_c*>(args, 0);
// Check copied from inside the hooked function
if (link->mEquipItem == 0x103 && link->checkNoResetFlg3(daPy_py_c::FLG3_UNK_100000)) {
for (size_t i = 0; i < 3; i++) {
auto emitter = dComIfGp_particle_getEmitter(link->field_0x327c[i]);
if (emitter != NULL) {
emitter->setGlobalEnvColor(glowColor.r, glowColor.g, glowColor.b);
emitter->setGlobalPrmColor(glowColor.r, glowColor.g, glowColor.b);
}
}
}
}
}
void recolor_ui_button(ConfigVarHandle option, u64 tag, J2DScreen* screen) {
auto buttonColorStr = get_str_option(option, "");
if (is_valid_hex_color_str(buttonColorStr)) {
auto color = hex_color_str_to_gx_color(buttonColorStr);
auto element = static_cast<J2DPicture*>(screen->search(tag));
if (element != nullptr) {
element->setBlackWhite(
JUtility::TColor(0, 0, 0, 0), JUtility::TColor(color.r, color.g, color.b, 0xFF));
}
}
}
// Main gameplay UI. Top left hearts and top right buttons
DEFINE_HOOK(&dMeter2Draw_c::init, dMeter2Init);
void d_meter_2_init_post(ModContext*, void* args, void*, void*) {
auto dMeter2Draw = mods::arg<dMeter2Draw_c*>(args, 0);
auto screen = dMeter2Draw->getMainScreenPtr();
// Heart tags on main UI
static constexpr std::array kHeartTags = {MULTI_CHAR('hear_00'), MULTI_CHAR('hear_01'),
MULTI_CHAR('hear_02'), MULTI_CHAR('hear_03'), MULTI_CHAR('hear_04'), MULTI_CHAR('hear_05'),
MULTI_CHAR('hear_06'), MULTI_CHAR('hear_07'), MULTI_CHAR('hear_08'), MULTI_CHAR('hear_09'),
MULTI_CHAR('hear_10'), MULTI_CHAR('hear_11'), MULTI_CHAR('hear_12'), MULTI_CHAR('hear_13'),
MULTI_CHAR('hear_14'), MULTI_CHAR('hear_15'), MULTI_CHAR('hear_16'), MULTI_CHAR('hear_17'),
MULTI_CHAR('hear_18'), MULTI_CHAR('hear_19'), MULTI_CHAR('bigh_00'), MULTI_CHAR('bigh_01'),
MULTI_CHAR('bigh_02'), MULTI_CHAR('bigh_03')};
auto maybeHeartColor = get_config_var_color(get_cvars().heartColor);
if (maybeHeartColor.has_value()) {
auto heartColor = maybeHeartColor.value();
for (auto tag : kHeartTags) {
auto element = static_cast<J2DPicture*>(screen->search(tag));
if (element != nullptr) {
element->setBlackWhite(heartColor, JUtility::TColor(200, 200, 200, 255));
}
}
}
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
recolor_ui_button(get_cvars().xButtonColor, MULTI_CHAR('x_btn'), screen);
recolor_ui_button(get_cvars().yButtonColor, MULTI_CHAR('y_btn'), screen);
recolor_ui_button(get_cvars().zButtonColor, MULTI_CHAR('zbtn'), screen);
}
// Hearts on the file select screen
DEFINE_HOOK(&dFile_info_c::setHeartCnt, FileInfoSetHeartCount);
void file_info_set_heart_count_post(ModContext*, void* args, void*, void*) {
auto fileInfo = mods::arg<dFile_info_c*>(args, 0);
// Heart tags on file select
static constexpr std::array kFileSelectHeartTags{
MULTI_CHAR('hear_20'),
MULTI_CHAR('hear_21'),
MULTI_CHAR('hear_22'),
MULTI_CHAR('hear_23'),
MULTI_CHAR('hear_24'),
MULTI_CHAR('hear_25'),
MULTI_CHAR('hear_26'),
MULTI_CHAR('hear_27'),
MULTI_CHAR('hear_28'),
MULTI_CHAR('hear_29'),
MULTI_CHAR('hear_30'),
MULTI_CHAR('hear_31'),
MULTI_CHAR('hear_32'),
MULTI_CHAR('hear_33'),
MULTI_CHAR('hear_34'),
MULTI_CHAR('hear_35'),
MULTI_CHAR('hear_36'),
MULTI_CHAR('hear_37'),
MULTI_CHAR('hear_38'),
MULTI_CHAR('hear_39'),
};
auto maybeHeartColor = get_config_var_color(get_cvars().heartColor);
if (maybeHeartColor.has_value()) {
auto heartColor = maybeHeartColor.value();
for (auto tag : kFileSelectHeartTags) {
auto element = static_cast<J2DPicture*>(fileInfo->mFileInfo.Scr->search(tag));
if (element != nullptr) {
element->setBlackWhite(heartColor, JUtility::TColor(200, 200, 200, 255));
}
}
}
}
// Buttons that appear contextually at the bottom of the screen during gameplay
// (Are X, Y ever used there?)
DEFINE_HOOK(&dMeterButton_c::screenInitButton, ScreenInitButton);
void screen_init_button_post(ModContext*, void* args, void*, void*) {
auto meterButton = mods::arg<dMeterButton_c*>(args, 0);
auto screen = meterButton->mpButtonScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn1'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
recolor_ui_button(get_cvars().xButtonColor, MULTI_CHAR('x_btn'), screen);
recolor_ui_button(get_cvars().yButtonColor, MULTI_CHAR('y_btn'), screen);
recolor_ui_button(get_cvars().zButtonColor, MULTI_CHAR('zbtn'), screen);
}
// A and B buttons when saving a file
DEFINE_HOOK(&dMenu_save_c::screenSet, MenuSaveScreenSet);
void menu_save_screen_set_post(ModContext*, void* args, void*, void*) {
auto menuSave = mods::arg<dMenu_save_c*>(args, 0);
auto screen = menuSave->mSaveSel.Scr;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('wabtn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('wbbtn'), screen);
}
// A and B buttons when selecting a file
DEFINE_HOOK(&dFile_select_c::screenSet, FileSelectScreenSet);
void file_select_screen_set_post(ModContext*, void* args, void*, void*) {
auto fileSelect = mods::arg<dFile_select_c*>(args, 0);
auto screen = fileSelect->fileSel.Scr;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('wabtn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('wbbtn'), screen);
}
// A button on brightness check screen
DEFINE_HOOK(&dBrightCheck_c::screenSet, BrightCheckScreenSet);
void bright_check_screen_set_post(ModContext*, void* args, void*, void*) {
auto brightCheck = mods::arg<dBrightCheck_c*>(args, 0);
auto screen = brightCheck->mBrightCheck.Scr;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn1'), screen);
}
// X and Y buttons on the item wheel screen
DEFINE_HOOK(&dMenu_Ring_c::_create, MenuRingCreate);
void menu_ring_create_post(ModContext*, void* args, void*, void*) {
auto menuRing = mods::arg<dMenu_Ring_c*>(args, 0);
auto screen = menuRing->mpScreen;
recolor_ui_button(get_cvars().xButtonColor, MULTI_CHAR('xbtn'), screen);
recolor_ui_button(get_cvars().yButtonColor, MULTI_CHAR('ybtn'), screen);
}
// A and B buttons on the main pause screen
DEFINE_HOOK(&dMenu_Collect2D_c::_create, MenuCollect2DCreate);
void menu_collect_2D_create_post(ModContext*, void* args, void*, void*) {
auto menuCollect2D = mods::arg<dMenu_Collect2D_c*>(args, 0);
auto screen = menuCollect2D->mpScreenIcon;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
}
// A and B buttons on the fishing journal screen
DEFINE_HOOK(&dMenu_Fishing_c::screenSetDoIcon, MenuFishingScreenSetDoIcon);
void menu_fishing_screen_set_do_icon_post(ModContext*, void* args, void*, void*) {
auto menuFishing = mods::arg<dMenu_Fishing_c*>(args, 0);
auto screen = menuFishing->mpIconScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
}
// A and B buttons on the insect collection screen
DEFINE_HOOK(&dMenu_Insect_c::screenSetDoIcon, MenuInsectScreenSetDoIcon);
void menu_insect_screen_set_do_icon_post(ModContext*, void* args, void*, void*) {
auto menuInsect = mods::arg<dMenu_Insect_c*>(args, 0);
auto screen = menuInsect->mpIconScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
}
// A and B buttons on the letters screen
DEFINE_HOOK(&dMenu_Letter_c::screenSetDoIcon, MenuLetterScreenSetDoIcon);
void menu_letter_screen_set_do_icon_post(ModContext*, void* args, void*, void*) {
auto menuLetter = mods::arg<dMenu_Letter_c*>(args, 0);
auto screen = menuLetter->mpIconScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
}
// A, B, and Z buttons on option screen
DEFINE_HOOK(&dMenu_Option_c::_create, MenuOptionCreate);
void menu_option_create_post(ModContext*, void* args, void*, void*) {
auto menuOption = mods::arg<dMenu_Option_c*>(args, 0);
auto screen = menuOption->mpScreenIcon;
auto backScreen = menuOption->mpBackScreen;
auto tvScreen = menuOption->mpTVScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
recolor_ui_button(get_cvars().zButtonColor, MULTI_CHAR('g_zbtn'), backScreen);
// A Button on option's brightness check screen
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn1'), tvScreen);
}
// A and B buttons on the hidden skills screen
DEFINE_HOOK(&dMenu_Skill_c::screenSetDoIcon, MenuSkillScreenSetDoIcon);
void menu_skill_screen_set_do_icon_post(ModContext*, void* args, void*, void*) {
auto menuSkill = mods::arg<dMenu_Skill_c*>(args, 0);
auto screen = menuSkill->mpIconScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
}
// A, B, and Z buttons on the field map screen
DEFINE_HOOK(&dMenu_Fmap_c::_create, MenuFMapCreate);
void menu_fmap_create_post(ModContext*, void* args, void*, void*) {
auto menuFMap = mods::arg<dMenu_Fmap_c*>(args, 0);
auto screen = menuFMap->mpDraw2DTop->mpTitleScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn1'), screen);
recolor_ui_button(get_cvars().zButtonColor, MULTI_CHAR('zbtn'), screen);
}
// A and B buttons on the dungeon map screen
DEFINE_HOOK_SYMBOL("dMenu_DmapBg_c::buttonIconScreenInit", void(dMenu_DmapBg_c*), MenuDMapButtonIconScreenInit);
void menu_dmap_button_icon_screen_init_post(ModContext*, void* args, void*, void*) {
auto menuDMap = mods::arg<dMenu_DmapBg_c*>(args, 0);
auto screen = menuDMap->mButtonScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn'), screen);
recolor_ui_button(get_cvars().bButtonColor, MULTI_CHAR('b_btn'), screen);
}
// A button on the howling screen
DEFINE_HOOK(&dMsgObject_c::talkStartInit, MsgObjectTalkStartInit);
void msg_object_talk_start_init_post(ModContext*, void* args, void*, void*) {
auto msgObject = mods::arg<dMsgObject_c*>(args, 0);
// If textbox kind is howling
if (msgObject->mFukiKind == 17) {
auto screen = msgObject->mpScrnDraw->mpScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('abtn'), screen);
}
}
// A button when on Epona
DEFINE_HOOK(&dMeterHakusha_c::_create, MeterHakushaCreate);
void meter_hakusha_create_post(ModContext*, void* args, void*, void*) {
auto meterHakusha = mods::arg<dMeterHakusha_c*>(args, 0);
auto screen = meterHakusha->mpButtonScreen;
recolor_ui_button(get_cvars().aButtonColor, MULTI_CHAR('a_btn1'), screen);
}
// A, B, X, and Y button icons in text
DEFINE_HOOK(&COutFont_c::createPane, OutFontCreatePane);
void out_font_create_pane_post(ModContext*, void* args, void*, void*) {
auto outFont = mods::arg<COutFont_c*>(args, 0);
auto paneArr = outFont->mpPane;
auto maybeAButtonColor = get_config_var_color(get_cvars().aButtonColor);
if (maybeAButtonColor.has_value()) {
auto aButtonColor = maybeAButtonColor.value();
paneArr[0]->setBlackWhite(JUtility::TColor(255, 255, 255, 0),
JUtility::TColor(aButtonColor.r, aButtonColor.g, aButtonColor.b, 255));
}
auto maybeBButtonColor = get_config_var_color(get_cvars().bButtonColor);
if (maybeBButtonColor.has_value()) {
auto bButtonColor = maybeBButtonColor.value();
paneArr[1]->setBlackWhite(JUtility::TColor(255, 255, 255, 0),
JUtility::TColor(bButtonColor.r, bButtonColor.g, bButtonColor.b, 255));
}
// Condition copied from hooked function
auto xyBlack = JUtility::TColor(255, 255, 255, 0);
if (outFont->field_0x242 == 1) {
xyBlack = JUtility::TColor(0, 0, 0, 0);
}
auto maybeXButtonColor = get_config_var_color(get_cvars().xButtonColor);
if (maybeXButtonColor.has_value()) {
auto xButtonColor = maybeXButtonColor.value();
paneArr[5]->setBlackWhite(
xyBlack, JUtility::TColor(xButtonColor.r, xButtonColor.g, xButtonColor.b, 255));
}
auto maybeYButtonColor = get_config_var_color(get_cvars().yButtonColor);
if (maybeYButtonColor.has_value()) {
auto yButtonColor = maybeYButtonColor.value();
paneArr[6]->setBlackWhite(
xyBlack, JUtility::TColor(yButtonColor.r, yButtonColor.g, yButtonColor.b, 255));
}
}
// Heart icon in text
DEFINE_HOOK(&COutFontSet_c::drawFont, OutFontSetDrawFont);
void out_font_set_draw_font_post(ModContext*, void* args, void*, void*) {
auto outFontSet = mods::arg<COutFontSet_c*>(args, 0);
auto maybeHeartColor = get_config_var_color(get_cvars().heartColor);
if (maybeHeartColor.has_value()) {
auto heartColor = maybeHeartColor.value();
u32 heartColor_u32 = heartColor.r << 24 | heartColor.g << 16 | heartColor.b << 8 | 0xFF;
if (outFontSet->getType() == 0x1B) { // Heart icon type
outFontSet->mColor = heartColor_u32;
}
}
}
// Heart Drop/Piece of Heart/Heart Container model color
DEFINE_HOOK(&daItemBase_c::CreateItemHeap, ItemBaseCreateItemHeap);
void item_base_create_item_heap_post(ModContext*, void* args, void*, void*) {
auto itemBase = mods::arg<daItemBase_c*>(args, 0);
if (itemBase == NULL) {
return;
}
auto itemNo = itemBase->m_itemNo;
if (itemNo == dItemNo_HEART_e || itemNo == dItemNo_UTAWA_HEART_e ||
itemNo == dItemNo_KAKERA_HEART_e)
{
auto maybeHeartColor = get_config_var_color(get_cvars().heartColor);
if (maybeHeartColor.has_value()) {
auto heartColor = maybeHeartColor.value();
auto heartColorS10 = GXColorS10(heartColor.r, heartColor.g, heartColor.b, heartColor.a);
// Edit inner heart material color for Piece of Heart / Heart Container
if (itemNo == dItemNo_UTAWA_HEART_e || itemNo == dItemNo_KAKERA_HEART_e) {
*itemBase->mpModel->getModelData()->getMaterialNodePointer(3)->getTevKColor(1) =
heartColor;
*itemBase->mpModel->getModelData()->getMaterialNodePointer(3)->getTevColor(1) =
heartColorS10;
}
const u8 heartColorRGB[3] = {heartColor.r, heartColor.g, heartColor.b};
u8** cRegTable =
reinterpret_cast<u8**>(&itemBase->mpBrkAnm->getBrkAnm()->mAnmCRegDataR);
u8** kRegTable =
reinterpret_cast<u8**>(&itemBase->mpBrkAnm->getBrkAnm()->mAnmKRegDataR);
for (int i = 0; i < 3; i++) {
u8* cReg = cRegTable[i];
u8* kReg = kRegTable[i];
auto curColor = heartColorRGB[i];
// Set heart drop inner heart color
cReg[0x3] = curColor;
cReg[0xB] = curColor;
// Set heart drop outer heart color
kReg[0x3] = curColor;
kReg[0xB] = curColor;
if (itemNo == dItemNo_KAKERA_HEART_e) {
cReg[0x13] = curColor;
cReg[0x1B] = curColor;
kReg[0x13] = curColor;
kReg[0x1B] = curColor;
}
if (itemNo == dItemNo_UTAWA_HEART_e) {
cReg[0x13] = curColor;
kReg[0x13] = curColor;
kReg[0x1B] = curColor;
kReg[0x23] = curColor;
kReg[0x2B] = curColor;
}
}
}
}
}
// Midna Hair Color
DEFINE_HOOK(&daMidna_c::create, MidnaCreate);
void midna_create_post(ModContext*, void* args, void* retval, void*) {
auto step = reinterpret_cast<int*>(retval);
// Don't set colors if midna isn't done loading
if (*step != cPhs_COMPLEATE_e) {
return;
}
auto midna = mods::arg<daMidna_c*>(args, 0);
midna->field_0x6e0 = g_currentMidnaHairColors.normalColor;
if (dKy_darkworld_check()) {
midna->field_0x6e8 = g_currentMidnaHairColors.normalKColor;
midna->field_0x6ec = g_currentMidnaHairColors.normalKColor2;
} else {
midna->field_0x6e8 = g_currentMidnaHairColors.lNormalKColor;
midna->field_0x6ec = g_currentMidnaHairColors.lNormalKColor2;
}
}
// Override Midna Hair Color Part 2
DEFINE_HOOK(&daMidna_c::setBodyPartMatrix, MidnaSetBodyPartMatrix);
static GXColorS10 midnaField0x6e0{};
static GXColor midnaField0x6e8{};
static GXColor midnaField0x6ec{};
// Copy the original values before setBodyPartMatrix runs
HookAction midna_set_body_part_matrix_pre(ModContext*, void* args, void* retval, void* userdata) {
auto midna = mods::arg<daMidna_c*>(args, 0);
midnaField0x6e0 = midna->field_0x6e0;
midnaField0x6e8 = midna->field_0x6e8;
midnaField0x6ec = midna->field_0x6ec;
return HOOK_CONTINUE;
}
void midna_set_body_part_matrix_post(ModContext*, void* args, void* retval, void* userdata) {
auto midna = mods::arg<daMidna_c*>(args, 0);
if (midna->mpHairhandBmd != NULL) {
// Restore the original values from before setBodyPartMatrix ran (this undoes the chase)
midna->field_0x6e0 = midnaField0x6e0;
midna->field_0x6e8 = midnaField0x6e8;
midna->field_0x6ec = midnaField0x6ec;
// Statement copied from inside function to determine colors
bool bigColors =
midna->checkStateFlg0(daMidna_c::FLG0_UNK_10000000) ||
midna->mBckHeap[2].getIdx() == daMidna_c::m_anmDataTable[daMidna_c::ANM_HAIR].mResID ||
midna->mBckHeap[2].getIdx() ==
daMidna_c::m_anmDataTable[daMidna_c::ANM_S_TAKES].mResID ||
midna->mBckHeap[2].getIdx() ==
daMidna_c::m_anmDataTable[daMidna_c::ANM_S_WAITS].mResID ||
midna->mBckHeap[2].getIdx() ==
daMidna_c::m_anmDataTable[daMidna_c::ANM_S_PACKAWAY].mResID ||
midna->mBckHeap[2].getIdx() ==
daMidna_c::m_anmDataTable[daMidna_c::ANM_GRABST].mResID ||
midna->checkEndResetStateFlg0(daMidna_c::ERFLG0_UNK_40) ||
dComIfGp_checkPlayerStatus1(0, 0x800000);
GXColorS10 color{};
GXColor kcolor1{};
GXColor kcolor2{};
// Set our own colors
if (bigColors) {
kcolor1 = g_currentMidnaHairColors.bigKColor;
if (dKy_darkworld_check()) {
color = g_currentMidnaHairColors.bigColor;
kcolor2 = g_currentMidnaHairColors.normalKColor2;
} else {
color = g_currentMidnaHairColors.lBigColor;
kcolor2 = g_currentMidnaHairColors.lBigKColor2;
}
} else {
color = g_currentMidnaHairColors.normalColor;
if (dKy_darkworld_check()) {
kcolor1 = g_currentMidnaHairColors.normalKColor;
kcolor2 = g_currentMidnaHairColors.normalKColor2;
} else {
kcolor1 = g_currentMidnaHairColors.lNormalKColor;
kcolor2 = g_currentMidnaHairColors.lNormalKColor2;
}
}
// Reapply the chase that happens in the function
cLib_chaseS(&midna->field_0x6e0.r, color.r, 10);
cLib_chaseS(&midna->field_0x6e0.g, color.g, 10);
cLib_chaseS(&midna->field_0x6e0.b, color.b, 10);
cLib_chaseUC(&midna->field_0x6e8.r, kcolor1.r, 10);
cLib_chaseUC(&midna->field_0x6e8.g, kcolor1.g, 10);
cLib_chaseUC(&midna->field_0x6e8.b, kcolor1.b, 10);
cLib_chaseUC(&midna->field_0x6ec.r, kcolor2.r, 10);
cLib_chaseUC(&midna->field_0x6ec.g, kcolor2.g, 10);
cLib_chaseUC(&midna->field_0x6ec.b, kcolor2.b, 10);
}
}
// Midna Charge Ring Color
DEFINE_HOOK(&daAlink_c::setWolfLockDomeModel, SetWolfLockDomeModel);
void wolf_lock_dome_model_post(ModContext*, void*, void*, void*) {
auto domeRingColorStr = get_str_option(get_cvars().midnaChargeRingColor, "");
if (is_valid_hex_color_str(domeRingColorStr)) {
auto domeRingColor = hex_color_str_to_gx_color(domeRingColorStr);
const u8 domeWave1RGBA[3] = {domeRingColor.r, domeRingColor.g, domeRingColor.b};
const u8 domeWave2RGBA[3] = {domeRingColor.r, domeRingColor.g, domeRingColor.b};
u8** chromaRegisterTable =
reinterpret_cast<u8**>(&daAlink_getAlinkActorClass()->field_0x0724->mAnmCRegDataR);
for (int i = 0; i < 3; i++) {
u8* currentTable = chromaRegisterTable[i];
const u8 currentWave1Color = domeWave1RGBA[i];
const u8 currentWave2Color = domeWave2RGBA[i];
const u8 currentBaseColor = (currentWave1Color + currentWave2Color) / 2;
currentTable[0x3] = currentBaseColor; // Set Alpha for the ring base
currentTable[0x13] = currentWave1Color; // Set Alpha for ring wave 1
currentTable[0x23] = currentWave2Color; // Set Alpha for ring wave 2
currentTable[0xB] = currentBaseColor; // Set Alpha for darkworld ring base
currentTable[0x1B] = currentWave1Color; // Set Alpha for darkworld ring wave 1
currentTable[0x2B] = currentWave2Color; // Set Alpha for darkworld ring wave 2
}
}
}
#define ADD_POST_HOOK(defined_hook, function, original) \
result = mods::hook::add_post<defined_hook>(function); \
if (result != MOD_OK) { \
mods::log::debug( \
"failed to add post hook to" #original ", Result {}", static_cast<int>(result)); \
return result; \
}
#define ADD_PRE_HOOK(defined_hook, function, original) \
result = mods::hook::add_pre<defined_hook>(function); \
if (result != MOD_OK) { \
mods::log::debug( \
"failed to add pre hook to" #original ", Result {}", static_cast<int>(result)); \
return result; \
}
ModResult add_all_hooks() {
ModResult result{};
// Hooks for lantern glow
ADD_POST_HOOK(WolfEyeLightSet, wolf_eye_light_set_post, dKy_WolfEyeLight_set)
ADD_POST_HOOK(PreKandelaarDraw, pre_kandelaar_draw_post, daAlink_c::preKandelaarDraw)
// Hooks for lantern meter color
ADD_PRE_HOOK(CPaneMgrSetBlackWhite, cpane_mgr_set_black_white_pre, CPaneMgr::setBlackWhite)
ADD_POST_HOOK(
KanteraIconSetNowGauge, kantera_icon_set_now_gauge_post, dKantera_icon_c::setNowGauge)
// Hook for midna charge ring
ADD_POST_HOOK(SetWolfLockDomeModel, wolf_lock_dome_model_post, daAlink_c::setWolfLockDomeModel)
// Hook for light sword glow
ADD_POST_HOOK(SetLightningSwordEffect, set_lightning_sword_effect_post,
daAlink_c::setLightningSwordEffect)
// Hooks for Midna Hair Color
ADD_POST_HOOK(MidnaCreate, midna_create_post, daMidna_c::create)
ADD_PRE_HOOK(
MidnaSetBodyPartMatrix, midna_set_body_part_matrix_pre, daMidna_c::setBodyPartMatrix)
ADD_POST_HOOK(
MidnaSetBodyPartMatrix, midna_set_body_part_matrix_post, daMidna_c::setBodyPartMatrix)
// Hooks for UI colors
ADD_POST_HOOK(dMeter2Init, d_meter_2_init_post, dMeter2Draw_c::init)
ADD_POST_HOOK(FileInfoSetHeartCount, file_info_set_heart_count_post, dFile_info_c::setHeartCnt)
ADD_POST_HOOK(ScreenInitButton, screen_init_button_post, dMeterButton_c::screenInitButton)
ADD_POST_HOOK(MenuSaveScreenSet, menu_save_screen_set_post, dMenu_save_c::screenSet)
ADD_POST_HOOK(FileSelectScreenSet, file_select_screen_set_post, dFile_select_c::screenSet)
ADD_POST_HOOK(BrightCheckScreenSet, bright_check_screen_set_post, dBrightCheck_c::screenSet)
ADD_POST_HOOK(MenuRingCreate, menu_ring_create_post, dMenu_Ring_c::_create)
ADD_POST_HOOK(MenuCollect2DCreate, menu_collect_2D_create_post, dMenu_Collect2D_c::_create)
ADD_POST_HOOK(MenuFishingScreenSetDoIcon, menu_fishing_screen_set_do_icon_post,
dMenu_Fishing_c::screenSetDoIcon)
ADD_POST_HOOK(MenuInsectScreenSetDoIcon, menu_insect_screen_set_do_icon_post,
dMenu_Insect_c::screenSetDoIcon)
ADD_POST_HOOK(MenuLetterScreenSetDoIcon, menu_letter_screen_set_do_icon_post,
dMenu_Letter_c::screenSetDoIcon)
ADD_POST_HOOK(MenuOptionCreate, menu_option_create_post, dMenu_Option_c::_create)
ADD_POST_HOOK(MenuSkillScreenSetDoIcon, menu_skill_screen_set_do_icon_post,
dMenu_Skill_c::screenSetDoIcon)
ADD_POST_HOOK(OutFontCreatePane, out_font_create_pane_post, COutFont_c::createPane)
ADD_POST_HOOK(OutFontSetDrawFont, out_font_set_draw_font_post, COutFontSet_c::drawFont)
ADD_POST_HOOK(MenuFMapCreate, menu_fmap_create_post, dMenu_Fmap_c::_create)
ADD_POST_HOOK(MenuDMapButtonIconScreenInit, menu_dmap_button_icon_screen_init_post,
dMenu_DmapBg_c::buttonIconScreenInit)
ADD_POST_HOOK(
MsgObjectTalkStartInit, msg_object_talk_start_init_post, dMsgObject_c::talkStartInit)
ADD_POST_HOOK(MeterHakushaCreate, meter_hakusha_create_post, dMeterHakusha_c::_create)
// Heart Model Color
ADD_POST_HOOK(
ItemBaseCreateItemHeap, item_base_create_item_heap_post, daItemBase_c::CreateItemHeap)
return MOD_OK;
}
#define UNINSTALL_HOOK(defined_hook) mods::hook::uninstall<defined_hook>(svc_hook);
ModResult remove_all_hooks() {
UNINSTALL_HOOK(WolfEyeLightSet)
UNINSTALL_HOOK(PreKandelaarDraw)
UNINSTALL_HOOK(CPaneMgrSetBlackWhite)
UNINSTALL_HOOK(KanteraIconSetNowGauge)
UNINSTALL_HOOK(SetWolfLockDomeModel)
UNINSTALL_HOOK(SetLightningSwordEffect)
UNINSTALL_HOOK(MidnaCreate)
UNINSTALL_HOOK(MidnaSetBodyPartMatrix)
UNINSTALL_HOOK(MidnaSetBodyPartMatrix)
UNINSTALL_HOOK(dMeter2Init)
UNINSTALL_HOOK(FileInfoSetHeartCount)
UNINSTALL_HOOK(ScreenInitButton)
UNINSTALL_HOOK(MenuSaveScreenSet)
UNINSTALL_HOOK(FileSelectScreenSet)
UNINSTALL_HOOK(BrightCheckScreenSet)
UNINSTALL_HOOK(MenuRingCreate)
UNINSTALL_HOOK(MenuCollect2DCreate)
UNINSTALL_HOOK(MenuFishingScreenSetDoIcon)
UNINSTALL_HOOK(MenuInsectScreenSetDoIcon)
UNINSTALL_HOOK(MenuLetterScreenSetDoIcon)
UNINSTALL_HOOK(MenuOptionCreate)
UNINSTALL_HOOK(MenuSkillScreenSetDoIcon)
UNINSTALL_HOOK(OutFontCreatePane)
UNINSTALL_HOOK(OutFontSetDrawFont)
UNINSTALL_HOOK(MenuFMapCreate)
UNINSTALL_HOOK(MenuDMapButtonIconScreenInit)
UNINSTALL_HOOK(MsgObjectTalkStartInit)
UNINSTALL_HOOK(MeterHakushaCreate)
UNINSTALL_HOOK(ItemBaseCreateItemHeap)
return MOD_OK;
}
-7
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@@ -1,7 +0,0 @@
#pragma once
#include "mods/service.hpp"
ModResult add_all_hooks();
ModResult remove_all_hooks();
@@ -1,115 +0,0 @@
#include "midna_hair_color.hpp"
#include "mod.hpp"
#include "mods/svc/log.hpp"
#include <array>
namespace {
constexpr std::array<std::array<GXColor, 9>, 10> kMidnaHairColors = {{
// Default
{{
/*l_lNormalKColor*/ /*l_normalKColor*/ /*l_normalColor*/
{0xFF, 0xDC, 0x00}, {0xB4, 0x87, 0x00}, {0x50, 0x00, 0x00},
/*l_bigKColor*/ /*l_lBigColor*/ /*l_bigColor*/
{0x1E, 0x00, 0x00}, {0xFF, 0x78, 0x00}, {0xFF, 0x64, 0x78},
/*l_lNormalKColor2*//*l_normalKColor2*/ /*l_lBigKColor2*/
{0x00, 0xC3, 0xEB}, {0x00, 0xC3, 0xC3}, {0xAA, 0xFF, 0xC3}
}},
// Pink
{{
{0xF5, 0xCF, 0xF3}, {0xAD, 0x7F, 0x7F}, {0x1B, 0x00, 0x20},
{0x3C, 0x02, 0x58}, {0xE3, 0x72, 0xF2}, {0xE3, 0x5F, 0xF8},
{0xDD, 0x00, 0xEB}, {0xDD, 0x00, 0xC3}, {0xF6, 0x4C, 0xFF}
}},
// Red
{{
{0xE4, 0x65, 0x41}, {0xA1, 0x3E, 0x22}, {0x21, 0x00, 0x00},
{0x4F, 0x02, 0x01}, {0xF0, 0x3A, 0x25}, {0xF0, 0x30, 0x8C},
{0xEB, 0x00, 0x00}, {0xEB, 0x00, 0x00}, {0xFF, 0x4F, 0x3A}
}},
// Yellow
{{
{0x91, 0x83, 0x0E}, {0x66, 0x50, 0x07}, {0x0E, 0x0B, 0x00},
{0x24, 0x25, 0x02}, {0xCB, 0xB7, 0x00}, {0xCB, 0x99, 0x78},
{0xEB, 0xDE, 0x00}, {0xEB, 0xDE, 0x00}, {0xFF, 0xF8, 0xBF}
}},
// Green
{{
{0x35, 0x79, 0x53}, {0x25, 0x4A, 0x2B}, {0x00, 0x0E, 0x05},
{0x0A, 0x29, 0x10}, {0x00, 0xB6, 0x6F}, {0x00, 0x98, 0xB3},
{0x1F, 0xEB, 0x00}, {0x1F, 0xEB, 0x00}, {0x9A, 0xFF, 0x81}
}},
// Blue
{{
{0x00, 0x72, 0xFF}, {0x00, 0x46, 0x85}, {0x00, 0x08, 0x28},
{0x16, 0x1B, 0x5D}, {0x00, 0x60, 0xFF}, {0x00, 0x50, 0xFF},
{0x00, 0x48, 0xEB}, {0x00, 0x48, 0xC3}, {0x3A, 0x66, 0xFF}
}},
// Purple
{{
{0x6F, 0x34, 0xFF}, {0x4E, 0x20, 0x85}, {0x0D, 0x00, 0x34},
{0x15, 0x08, 0x79}, {0x62, 0x00, 0xFF}, {0x62, 0x00, 0xFF},
{0x7B, 0x00, 0xEB}, {0x7B, 0x00, 0xC3}, {0x94, 0x3E, 0xFF}
}},
// Brown
{{
{0x00, 0x00, 0x00}, {0x00, 0x00, 0x00}, {0x1A, 0x05, 0x00},
{0x3C, 0x19, 0x0E}, {0x3F, 0x1D, 0x0B}, {0x3F, 0x18, 0x7E},
{0x3F, 0x1D, 0x0B}, {0x3F, 0x1D, 0x09}, {0x59, 0x32, 0x1E}
}},
// White
{{
{0xF0, 0xF1, 0xF1}, {0xA9, 0x94, 0x7E}, {0x09, 0x0B, 0x0C},
{0x22, 0x24, 0x24}, {0xFF, 0xFF, 0xFF}, {0xFF, 0xD5, 0xFF},
{0xEA, 0xEA, 0xEA}, {0xEA, 0xEA, 0xC2}, {0xF3, 0xF3, 0xF3}
}},
// Black
{{
{0x00, 0x00, 0x00}, {0x00, 0x00, 0x00}, {0x0B, 0x0B, 0x0B},
{0x23, 0x23, 0x23}, {0x00, 0x00, 0x00}, {0x00, 0x00, 0x78},
{0x00, 0x00, 0x00}, {0x00, 0x00, 0x00}, {0x00, 0x00, 0x00}
}}
}};
size_t get_midna_hair_color_index(ConfigVarHandle handle) {
const auto optionIndex = get_int_option(handle, 0);
if (optionIndex < 0 || optionIndex >= static_cast<int64_t>(kMidnaHairColors.size())) {
return 0;
}
return static_cast<size_t>(optionIndex);
}
}
MidnaHairColors g_currentMidnaHairColors = {
.normalColor = {0x50, 0x00, 0x00, 0x00},
.normalKColor = {0xB4, 0x87, 0x00, 0x00},
.normalKColor2 = {0x00, 0xC3, 0xC3, 0x00},
.bigColor = {0xFF, 0x64, 0x78, 0x00},
.bigKColor = {0x1E, 0x00, 0x00, 0x00},
.lNormalKColor = {0xFF, 0xDC, 0x00, 0x00},
.lNormalKColor2 = {0x00, 0xC3, 0xEB, 0x00},
.lBigColor = {0xFF, 0x78, 0x00, 0x00},
.lBigKColor2 = {0xAA, 0xFF, 0xC3, 0x00},
};
void set_all_midna_hair_colors() {
auto& g_cvars = get_cvars();
auto hairBaseColor = get_midna_hair_color_index(g_cvars.midnaHairBaseColor);
auto hairTipsColor = get_midna_hair_color_index(g_cvars.midnaHairTipsColor);
// Colors we have to convert to GXColorS10
auto& normalColor = kMidnaHairColors.at(hairBaseColor)[2];
auto& bigColor = kMidnaHairColors.at(hairBaseColor)[5];
auto& lBigColor = kMidnaHairColors.at(hairBaseColor)[4];
g_currentMidnaHairColors.normalColor = GXColorS10{normalColor.r, normalColor.g, normalColor.b};
g_currentMidnaHairColors.normalKColor = kMidnaHairColors.at(hairBaseColor)[1];
g_currentMidnaHairColors.normalKColor2 = kMidnaHairColors.at(hairTipsColor)[7];
g_currentMidnaHairColors.bigColor = GXColorS10{bigColor.r, bigColor.g, bigColor.b};
g_currentMidnaHairColors.bigKColor = kMidnaHairColors.at(hairBaseColor)[3];
g_currentMidnaHairColors.lNormalKColor = kMidnaHairColors.at(hairBaseColor)[0];
g_currentMidnaHairColors.lNormalKColor2 = kMidnaHairColors.at(hairTipsColor)[6];
g_currentMidnaHairColors.lBigColor = GXColorS10{lBigColor.r, lBigColor.g, lBigColor.b};
g_currentMidnaHairColors.lBigKColor2 = kMidnaHairColors.at(hairTipsColor)[8];
}
@@ -1,19 +0,0 @@
#pragma once
#include <gx.h>
struct MidnaHairColors {
GXColorS10 normalColor;
GXColor normalKColor;
GXColor normalKColor2;
GXColorS10 bigColor;
GXColor bigKColor;
GXColor lNormalKColor;
GXColor lNormalKColor2;
GXColorS10 lBigColor;
GXColor lBigKColor2;
};
extern MidnaHairColors g_currentMidnaHairColors;
void set_all_midna_hair_colors();
-653
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@@ -1,653 +0,0 @@
#include "mod.hpp"
#include "color_utils.hpp"
#include "hooks.hpp"
#include "midna_hair_color.hpp"
#include "texture_utils.hpp"
#include "mods/service.hpp"
#include "mods/svc/config.h"
#include "mods/svc/hook.hpp"
#include "mods/svc/log.h"
#include "mods/svc/log.hpp"
#include "mods/svc/ui.h"
#include "d/d_com_inf_game.h"
#include <xxhash.h>
#include <optional>
#include <ranges>
#include <string>
DEFINE_MOD();
IMPORT_SERVICE(LogService, svc_log);
IMPORT_SERVICE(ConfigService, svc_config);
IMPORT_SERVICE(HookService, svc_hook);
IMPORT_SERVICE(TextureService, svc_texture);
IMPORT_SERVICE(UiService, svc_ui);
static cvars g_cvars;
cvars& get_cvars() {
return g_cvars;
}
std::string get_str_option(ConfigVarHandle handle, const std::string& fallback) {
std::string value{};
size_t outLength{};
svc_config->get_string(mod_ctx, handle, NULL, 0, &outLength);
value.resize(outLength);
if (handle == 0 || svc_config->get_string(
mod_ctx, handle, value.data(), value.size() + 1, &outLength) != MOD_OK)
{
return fallback;
}
return value;
}
int64_t get_int_option(ConfigVarHandle handle, int64_t fallback) {
int64_t value = fallback;
if (handle == 0 || svc_config->get_int(mod_ctx, handle, &value) != MOD_OK) {
return fallback;
}
return value;
}
// Helper for getting configVar color
std::optional<GXColor> get_config_var_color(ConfigVarHandle handle, bool allowRainbow) {
auto colorStr = get_str_option(handle, "");
// Convert to lowercase
for (auto& c : colorStr) {
c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
}
if (colorStr == "rainbow" && allowRainbow) {
auto color = get_rainbow_rgb(127.5f);
color.r /= 2;
color.g /= 2;
color.b /= 2;
return color;
}
if (is_valid_hex_color_str(colorStr)) {
return hex_color_str_to_gx_color(colorStr);
}
return std::nullopt;
}
namespace {
UiWindowHandle g_cosmeticsWindow = 0;
bool g_loadedAllBaseTextures = false;
constexpr uint32_t kTextureLoadRetryFrames = 30;
uint32_t g_textureLoadRetryCountdown = 0;
constexpr const char* kOverlayPresets[] = {
"ab706e",
"6382a0",
"94749a",
"ec8644",
"b9ab00",
"ec9fc8",
"505154",
"f8f7f4",
"91723e",
};
constexpr const char* kLightPresets[] = {
"ff0000",
"f68821",
"f6f321",
"00ff00",
"0000ff",
"8000ff",
"a0a0a0",
"30d0d0",
};
constexpr const char* kRainbowLightPresets[] = {
"rainbow",
"ff0000",
"f68821",
"f6f321",
"00ff00",
"0000ff",
"8000ff",
"a0a0a0",
};
constexpr const char* kAButtonPresets[] = {
"ff0000",
"ff5000",
"ffaf00",
"0080ff",
"0000ff",
"8000ff",
"5555ff",
"ff20ff",
};
constexpr const char* kBButtonPresets[] = {
"ffff40",
"ffa0ff",
"00e87b",
"00aaff",
"6078ff",
"000000",
"00f3ff",
};
constexpr const char* kXyButtonPresets[] = {
"ff0000",
"ff8200",
"f7df00",
"70ff00",
"00bd11",
"0000ff",
"800088",
"000000",
"ff00aa",
"00ffff",
};
constexpr const char* kZButtonPresets[] = {
"ff0000",
"ff8200",
"f7df00",
"70ff00",
"00bd11",
"800088",
"000000",
"00ffff",
};
constexpr const char* kChargeRingPresets[] = {
"ff9f9f",
"ff0000",
"ffff00",
"00ff00",
"0000ff",
"ff00ff",
"331900",
"feffff",
"000000",
};
ModResult register_str_option(
const char* name, const char* defaultValue, ConfigVarHandle& outHandle, ModError* error) {
ConfigVarDesc cvarDesc = CONFIG_VAR_DESC_INIT;
cvarDesc.name = name;
cvarDesc.type = CONFIG_VAR_STRING;
cvarDesc.default_string = defaultValue;
if (svc_config->register_var(mod_ctx, &cvarDesc, &outHandle) != MOD_OK) {
return mods::set_error(error, MOD_ERROR, "failed to register cosmetics option");
}
return MOD_OK;
}
ModResult register_int_option(
const char* name, int64_t defaultValue, ConfigVarHandle& outHandle, ModError* error) {
ConfigVarDesc cvarDesc = CONFIG_VAR_DESC_INIT;
cvarDesc.name = name;
cvarDesc.type = CONFIG_VAR_INT;
cvarDesc.default_int = defaultValue;
if (svc_config->register_var(mod_ctx, &cvarDesc, &outHandle) != MOD_OK) {
return mods::set_error(error, MOD_ERROR, "failed to register cosmetics option");
}
return MOD_OK;
}
void add_control(UiElementHandle pane, const UiControlDesc& desc) {
auto result = svc_ui->pane_add_control(mod_ctx, pane, &desc, nullptr);
if (result != MOD_OK) {
mods::log::debug("pane_add_control failed {}", static_cast<int>(result));
}
}
template <size_t N>
void add_cosmetic_option(
UiElementHandle pane, ConfigVarHandle cvar, const char* name, const char* const (&presets)[N]) {
UiControlDesc control = UI_CONTROL_DESC_INIT;
control.kind = UI_CONTROL_COLOR;
control.label = name;
control.binding = UI_BINDING_CONFIG_VAR;
control.config_var = cvar;
control.color_presets = presets;
control.color_preset_count = N;
add_control(pane, control);
}
void add_midna_hair_option(UiElementHandle left, ConfigVarHandle cvar, const std::string& name) {
static const char* kMidnaHairOptions[] = {
"Default", "Pink", "Red", "Yellow", "Green", "Blue", "Purple", "Brown", "White", "Black"};
UiControlDesc control = UI_CONTROL_DESC_INIT;
control.kind = UI_CONTROL_SELECT;
control.label = name.c_str();
control.help_rml = "Choose Midna's hair color.";
control.binding = UI_BINDING_CONFIG_VAR;
control.config_var = cvar;
control.options = kMidnaHairOptions;
control.option_count = 10;
add_control(left, control);
}
void add_group(
UiElementHandle groups, UiElementHandle colors, const char* label, UiGroupBuildFn build) {
UiGroupDesc group = UI_GROUP_DESC_INIT;
group.label = label;
group.build = build;
const auto result = svc_ui->pane_add_group(mod_ctx, groups, colors, &group, nullptr);
if (result != MOD_OK) {
mods::log::debug("pane_add_group failed {}", static_cast<int>(result));
}
}
ModResult build_hero_tunic_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Hero's Tunic");
add_cosmetic_option(pane, g_cvars.herosTunicCapColor, "Cap", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.herosTunicTorsoColor, "Body", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.herosTunicSkirtColor, "Skirt", kOverlayPresets);
return MOD_OK;
}
ModResult build_zora_armor_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Zora Armor");
add_cosmetic_option(pane, g_cvars.zoraArmorCapColor, "Cap", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.zoraArmorHelmetColor, "Helmet", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.zoraArmorTorsoColor, "Torso", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.zoraArmorScalesColor, "Scales", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.zoraArmorFlippersColor, "Flippers", kOverlayPresets);
return MOD_OK;
}
ModResult build_sword_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Swords");
add_cosmetic_option(pane, g_cvars.woodenSwordColor, "Wooden Sword", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.ordonSwordBladeColor, "Ordon Blade", kLightPresets);
add_cosmetic_option(pane, g_cvars.ordonSwordHandleColor, "Ordon Handle", kLightPresets);
add_cosmetic_option(pane, g_cvars.msBladeColor, "Master Sword Blade", kLightPresets);
add_cosmetic_option(pane, g_cvars.msHandleColor, "Master Sword Handle", kLightPresets);
add_cosmetic_option(
pane, g_cvars.lightSwordGlowColor, "Light Sword Glow", kRainbowLightPresets);
return MOD_OK;
}
ModResult build_equipment_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Equipment");
add_cosmetic_option(pane, g_cvars.lanternGlowColor, "Lantern Glow", kRainbowLightPresets);
add_cosmetic_option(pane, g_cvars.boomerangColor, "Gale Boomerang", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.ironBootsColor, "Iron Boots", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.spinnerColor, "Spinner", kOverlayPresets);
return MOD_OK;
}
ModResult build_button_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Buttons");
add_cosmetic_option(pane, g_cvars.aButtonColor, "A Button", kAButtonPresets);
add_cosmetic_option(pane, g_cvars.bButtonColor, "B Button", kBButtonPresets);
add_cosmetic_option(pane, g_cvars.xButtonColor, "X Button", kXyButtonPresets);
add_cosmetic_option(pane, g_cvars.yButtonColor, "Y Button", kXyButtonPresets);
add_cosmetic_option(pane, g_cvars.zButtonColor, "Z Button", kZButtonPresets);
return MOD_OK;
}
ModResult build_hud_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "HUD");
add_cosmetic_option(pane, g_cvars.heartColor, "Hearts", kBButtonPresets);
return MOD_OK;
}
ModResult build_link_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Link");
add_cosmetic_option(pane, g_cvars.linkHairColor, "Hair", kOverlayPresets);
return MOD_OK;
}
ModResult build_midna_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Midna");
add_cosmetic_option(pane, g_cvars.midnaChargeRingColor, "Charge Ring", kChargeRingPresets);
return MOD_OK;
}
ModResult build_companion_colors(ModContext*, UiElementHandle pane, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, pane, "Companions");
add_cosmetic_option(pane, g_cvars.wolfLinkColor, "Wolf Link", kOverlayPresets);
add_cosmetic_option(pane, g_cvars.eponaColor, "Epona", kOverlayPresets);
return MOD_OK;
}
ModResult build_equipment_colors_tab(
ModContext*, UiWindowHandle, UiElementHandle left, UiElementHandle right, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, left, "Color Groups");
add_group(left, right, "Hero's Tunic", build_hero_tunic_colors);
add_group(left, right, "Zora Armor", build_zora_armor_colors);
add_group(left, right, "Swords", build_sword_colors);
add_group(left, right, "Equipment", build_equipment_colors);
return MOD_OK;
}
ModResult build_ui_colors_tab(
ModContext*, UiWindowHandle, UiElementHandle left, UiElementHandle right, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, left, "Color Groups");
add_group(left, right, "Buttons", build_button_colors);
add_group(left, right, "HUD", build_hud_colors);
return MOD_OK;
}
ModResult build_misc_colors_tab(
ModContext*, UiWindowHandle, UiElementHandle left, UiElementHandle right, void*, ModError*) {
svc_ui->pane_add_section(mod_ctx, left, "Hair Presets");
add_midna_hair_option(left, g_cvars.midnaHairBaseColor, "Midna's Hair Base Color");
add_midna_hair_option(left, g_cvars.midnaHairTipsColor, "Midna's Hair Tips Color");
svc_ui->pane_add_section(mod_ctx, left, "Color Groups");
add_group(left, right, "Link", build_link_colors);
add_group(left, right, "Midna", build_midna_colors);
add_group(left, right, "Companions", build_companion_colors);
return MOD_OK;
}
void on_cosmetics_menu_window_closed(ModContext*, UiWindowHandle, void*) {
g_cosmeticsWindow = 0;
}
void on_open_cosmetics_menu(ModContext*, void*) {
if (g_cosmeticsWindow != 0) {
return;
}
UiTabDesc tabs[] = {UI_TAB_DESC_INIT, UI_TAB_DESC_INIT, UI_TAB_DESC_INIT};
tabs[0].title = "Equipment";
tabs[0].build = build_equipment_colors_tab;
tabs[1].title = "Interface";
tabs[1].build = build_ui_colors_tab;
tabs[2].title = "Characters";
tabs[2].build = build_misc_colors_tab;
UiWindowDesc desc = UI_WINDOW_DESC_INIT;
desc.tabs = tabs;
desc.tab_count = ARRAY_SIZE(tabs);
desc.on_closed = on_cosmetics_menu_window_closed;
if (svc_ui->window_push(mod_ctx, &desc, &g_cosmeticsWindow) != MOD_OK) {
svc_log->error(mod_ctx, "failed to open basic cosmetics window");
}
}
ModResult build_panel(ModContext*, UiElementHandle panel, void*, ModError*) {
UiControlDesc control = UI_CONTROL_DESC_INIT;
control.kind = UI_CONTROL_GROUP;
control.label = "Open Cosmetics Menu";
control.on_pressed = on_open_cosmetics_menu;
add_control(panel, control);
return MOD_OK;
}
} // namespace
void load_base_texture_data() {
// Go through each texture we can recolor and attempt to load and store
// the texture data for future recoloring
for (auto& replacements : get_texture_replacements() | std::views::values) {
for (auto& replacement : replacements) {
// If we've already loaded the texture data, don't load it again
if (replacement.loadedTextureData) {
continue;
}
// Avoid noisy resource lookups until the archive has finished loading.
auto* resInfo = dComIfG_getObjectResInfo(replacement.arc);
if (resInfo == nullptr || resInfo->getArchive() == nullptr) {
continue;
}
// Try to get the model this texture is part of. If we can't get it, try again later
auto model = static_cast<J3DModelData*>(
dComIfG_getObjectRes(replacement.arc, replacement.modelFileName));
if (model == nullptr) {
continue;
}
J3DTexture* tex = model->getTexture();
JUTNameTab* nametable = model->getTextureName();
if (tex != nullptr && nametable != nullptr) {
for (u16 i = 0; i < tex->getNum(); i++) {
const char* texName = nametable->getName(i);
if (texName != nullptr && std::strcmp(texName, replacement.textureName) == 0) {
// Once we've found the texture, set all our TextureKey and TextureData
// fields that we can set right now.
auto imageHeader = tex->getResTIMG(i);
auto& key = replacement.key;
auto& data = replacement.data;
key.kind = TEXTURE_KEY_SOURCE;
key.has_tlut = imageHeader->numColors > 0;
key.width = imageHeader->width;
key.height = imageHeader->height;
key.gx_format = imageHeader->format;
// Currently, no replaced textures have a tlut
key.tlut_hash = replacement.tlutHash;
// Calculate the size of the image data
const uint32_t mipCount =
imageHeader->mipmapEnabled ?
std::max<uint32_t>(imageHeader->mipmapCount, 1) :
1;
auto size = get_image_data_size(
imageHeader->format, imageHeader->width, imageHeader->height, mipCount);
replacement.baseTextureData.resize(size);
std::memcpy(
replacement.baseTextureData.data(), tex->getImgDataPtr(i), size);
// Source texture keys hash only the base mip level.
const auto baseMipSize = get_image_data_size(
imageHeader->format, imageHeader->width, imageHeader->height, 1);
auto textureHash =
XXH64(replacement.baseTextureData.data(), baseMipSize, 0);
replacement.key.texture_hash = textureHash;
mods::log::debug("Loaded base texture data for {}. size: {:X} hash: {:X}",
replacement.textureName, size, textureHash);
replacement.loadedTextureData = true;
data.width = imageHeader->width;
data.height = imageHeader->height;
data.mip_count = mipCount;
data.size = size;
data.gx_format = imageHeader->format;
break;
}
}
}
}
}
// If we've loaded all base textures for recoloring, then we don't need to call this function
// again
g_loadedAllBaseTextures = std::ranges::all_of(
get_texture_replacements() | std::views::values, [](auto& replacementList) {
return std::ranges::all_of(
replacementList, [](const TextureReplacementData& replacement) {
return replacement.loadedTextureData;
});
});
}
ModResult check_and_set_recolored_textures() {
for (auto& [configVar, replacements] : get_texture_replacements()) {
// If the configvar hasn't been set, don't continue
if (configVar == 0) {
continue;
}
auto maybeColor = get_config_var_color(configVar);
if (!maybeColor.has_value()) {
// An empty or invalid option means the original texture should be restored.
for (auto& replacement : replacements) {
if (replacement.handle != 0) {
auto result = svc_texture->unregister(mod_ctx, replacement.handle);
if (result != MOD_OK) {
mods::log::debug("Could not unregister replacement for {}. Result: {}",
replacement.textureName, static_cast<int>(result));
}
replacement.handle = 0;
}
replacement.curColor.reset();
}
continue;
}
auto color = maybeColor.value();
for (auto& replacement : replacements) {
// If we haven't loaded the base texture yet, don't try to recolor it
if (!replacement.loadedTextureData) {
continue;
}
// If our color hasn't changed, don't try to recolor
auto& curColor = replacement.curColor;
if (curColor == std::nullopt || curColor.value().r != color.r ||
curColor.value().g != color.g || curColor.value().b != color.b)
{
// Make a copy of the base texture data to recolor
auto newTexture = replacement.baseTextureData;
recolor_texture(replacement, color, newTexture);
TextureData newTextureData = replacement.data;
newTextureData.data = newTexture.data();
newTextureData.size = newTexture.size();
// Keep the current replacement active if registering the new one fails.
TextureReplacementHandle newHandle{};
auto result = svc_texture->register_data(
mod_ctx, &replacement.key, &newTextureData, &newHandle);
if (result != MOD_OK) {
mods::log::debug("Could not register_data for {}. Result: {}",
replacement.textureName, static_cast<int>(result));
} else {
mods::log::debug("Registered replacement for {}.", replacement.textureName,
static_cast<int>(result));
auto oldHandle = replacement.handle;
replacement.handle = newHandle;
curColor = color;
if (oldHandle != 0) {
result = svc_texture->unregister(mod_ctx, oldHandle);
if (result != MOD_OK) {
mods::log::debug(
"Could not unregister previous replacement for {}. Result: {}",
replacement.textureName, static_cast<int>(result));
}
}
}
}
}
}
return MOD_OK;
}
void unregister_all_texture_handles() {
for (auto& replacements : get_texture_replacements() | std::views::values) {
for (auto& replacement : replacements) {
if (replacement.handle != 0) {
svc_texture->unregister(mod_ctx, replacement.handle);
replacement.handle = 0;
}
replacement.curColor.reset();
}
}
}
#define REGISTER_COSMETIC_OPTION(option) \
result = register_str_option(#option, NULL, g_cvars.option, error); \
if (result != MOD_OK) { \
return result; \
}
extern "C" {
MOD_EXPORT ModResult mod_initialize(ModError* error) {
svc_log->info(mod_ctx, "basic_cosmetics_mod initialized");
ModResult result{};
REGISTER_COSMETIC_OPTION(herosTunicCapColor)
REGISTER_COSMETIC_OPTION(herosTunicTorsoColor)
REGISTER_COSMETIC_OPTION(herosTunicSkirtColor)
REGISTER_COSMETIC_OPTION(zoraArmorCapColor)
REGISTER_COSMETIC_OPTION(zoraArmorHelmetColor)
REGISTER_COSMETIC_OPTION(zoraArmorTorsoColor)
REGISTER_COSMETIC_OPTION(zoraArmorScalesColor)
REGISTER_COSMETIC_OPTION(zoraArmorFlippersColor)
REGISTER_COSMETIC_OPTION(lanternGlowColor)
REGISTER_COSMETIC_OPTION(woodenSwordColor)
REGISTER_COSMETIC_OPTION(ordonSwordBladeColor)
REGISTER_COSMETIC_OPTION(ordonSwordHandleColor)
REGISTER_COSMETIC_OPTION(msBladeColor)
REGISTER_COSMETIC_OPTION(msHandleColor)
REGISTER_COSMETIC_OPTION(lightSwordGlowColor)
REGISTER_COSMETIC_OPTION(boomerangColor)
REGISTER_COSMETIC_OPTION(ironBootsColor)
REGISTER_COSMETIC_OPTION(spinnerColor)
REGISTER_COSMETIC_OPTION(aButtonColor)
REGISTER_COSMETIC_OPTION(bButtonColor)
REGISTER_COSMETIC_OPTION(xButtonColor)
REGISTER_COSMETIC_OPTION(yButtonColor)
REGISTER_COSMETIC_OPTION(zButtonColor)
REGISTER_COSMETIC_OPTION(heartColor)
result = register_int_option("midnaHairBaseColor", 0, g_cvars.midnaHairBaseColor, error);
if (result != MOD_OK) {
return result;
}
result = register_int_option("midnaHairTipsColor", 0, g_cvars.midnaHairTipsColor, error);
if (result != MOD_OK) {
return result;
}
REGISTER_COSMETIC_OPTION(midnaChargeRingColor)
REGISTER_COSMETIC_OPTION(linkHairColor)
REGISTER_COSMETIC_OPTION(wolfLinkColor)
REGISTER_COSMETIC_OPTION(eponaColor)
UiModsPanelDesc panelDesc = UI_MODS_PANEL_DESC_INIT;
panelDesc.build = build_panel;
svc_ui->register_mods_panel(mod_ctx, &panelDesc);
// Add all our hooks
result = add_all_hooks();
if (result != MOD_OK) {
return result;
}
g_loadedAllBaseTextures = false;
g_textureLoadRetryCountdown = 0;
return MOD_OK;
}
MOD_EXPORT ModResult mod_update(ModError*) {
update_rainbow_rgb(1.0f);
set_all_midna_hair_colors();
if (!g_loadedAllBaseTextures) {
if (g_textureLoadRetryCountdown == 0) {
load_base_texture_data();
g_textureLoadRetryCountdown = kTextureLoadRetryFrames;
} else {
--g_textureLoadRetryCountdown;
}
}
check_and_set_recolored_textures();
return MOD_OK;
}
MOD_EXPORT ModResult mod_shutdown(ModError*) {
svc_log->info(mod_ctx, "basic_cosmetics_mod unloaded");
g_cosmeticsWindow = 0;
remove_all_hooks();
unregister_all_texture_handles();
get_texture_replacements().clear();
g_loadedAllBaseTextures = false;
g_textureLoadRetryCountdown = 0;
return MOD_OK;
}
}
-65
View File
@@ -1,65 +0,0 @@
#pragma once
#include "mods/svc/config.h"
#include "mods/svc/texture.h"
#include <gx.h>
#include <optional>
#include <string>
#include <vector>
struct cvars {
ConfigVarHandle herosTunicCapColor = 0;
ConfigVarHandle herosTunicTorsoColor = 0;
ConfigVarHandle herosTunicSkirtColor = 0;
ConfigVarHandle zoraArmorCapColor = 0;
ConfigVarHandle zoraArmorHelmetColor = 0;
ConfigVarHandle zoraArmorTorsoColor = 0;
ConfigVarHandle zoraArmorScalesColor = 0;
ConfigVarHandle zoraArmorFlippersColor = 0;
ConfigVarHandle lanternGlowColor = 0;
ConfigVarHandle woodenSwordColor = 0;
ConfigVarHandle ordonSwordBladeColor = 0;
ConfigVarHandle ordonSwordHandleColor = 0;
ConfigVarHandle msBladeColor = 0;
ConfigVarHandle msHandleColor = 0;
ConfigVarHandle lightSwordGlowColor = 0;
ConfigVarHandle boomerangColor = 0;
ConfigVarHandle ironBootsColor = 0;
ConfigVarHandle spinnerColor = 0;
ConfigVarHandle heartColor = 0;
ConfigVarHandle aButtonColor = 0;
ConfigVarHandle bButtonColor = 0;
ConfigVarHandle xButtonColor = 0;
ConfigVarHandle yButtonColor = 0;
ConfigVarHandle zButtonColor = 0;
ConfigVarHandle midnaHairBaseColor = 0;
ConfigVarHandle midnaHairTipsColor = 0;
ConfigVarHandle midnaChargeRingColor = 0;
ConfigVarHandle linkHairColor = 0;
ConfigVarHandle wolfLinkColor = 0;
ConfigVarHandle eponaColor = 0;
};
struct TextureReplacementData {
const char* arc{};
const char* modelFileName{};
const char* textureName{};
uint64_t textureHash{};
uint64_t tlutHash{};
TextureKey key = TEXTURE_KEY_INIT;
TextureData data = TEXTURE_DATA_INIT;
TextureReplacementHandle handle{};
std::vector<u8> baseTextureData{};
bool loadedTextureData = false;
std::optional<GXColor> curColor{};
};
cvars& get_cvars();
std::string get_str_option(ConfigVarHandle handle, const std::string& fallback);
int64_t get_int_option(ConfigVarHandle handle, int64_t fallback);
std::optional<GXColor> get_config_var_color(ConfigVarHandle handle, bool allowRainbow = false);
@@ -1,682 +0,0 @@
#include "texture_utils.hpp"
#include "color_utils.hpp"
#include "mod.hpp"
#include "mods/svc/config.h"
#include "mods/svc/log.hpp"
#include "JSystem/J3DGraphLoader/J3DModelLoader.h"
#include "JSystem/JSupport/JSupport.h"
#include "JSystem/JUtility/JUTNameTab.h"
#include "d/actor/d_a_alink.h"
static void get_gx_tile_info(uint8_t format, uint32_t& tileWidth, uint32_t& tileHeight, uint32_t& tileSize) {
switch (format) {
case GX_TF_I8:
case GX_TF_IA4:
case GX_TF_C8:
tileWidth = 8; tileHeight = 4; tileSize = 32;
break;
case GX_TF_IA8:
case GX_TF_RGB565:
case GX_TF_RGB5A3:
case GX_TF_C14X2:
tileWidth = 4; tileHeight = 4; tileSize = 32;
break;
case GX_TF_RGBA8:
tileWidth = 4; tileHeight = 4; tileSize = 64;
break;
case GX_TF_I4:
case GX_TF_C4:
case GX_TF_CMPR:
default:
tileWidth = 8; tileHeight = 8; tileSize = 32;
break;
}
}
uint32_t get_image_data_size(uint32_t format, uint32_t width, uint32_t height, uint32_t mipmapCount) {
uint32_t tileWidth, tileHeight, tileSize;
get_gx_tile_info(format, tileWidth, tileHeight, tileSize);
uint32_t totalSize = 0;
for (uint8_t i = 0; i < mipmapCount; ++i) {
// Round dimensions up to nearest tile boundary
uint32_t paddedWidth = (width + tileWidth - 1) & ~(tileWidth - 1);
uint32_t paddedHeight = (height + tileHeight - 1) & ~(tileHeight - 1);
uint32_t tilesX = paddedWidth / tileWidth;
uint32_t tilesY = paddedHeight / tileHeight;
totalSize += tilesX * tilesY * tileSize;
// Downscale dimensions for next mipmap level
width = std::max(1u, width >> 1);
height = std::max(1u, height >> 1);
}
return totalSize;
}
// When left is greater than right
// 0b00 points to the left color
// 0b01 points to the right color
// 0b10 is closer to left color
// 0b11 is closer to right color
// When left is not greater than right
// 0b00 points to the left color
// 0b01 points to the right color
// 0b10 is midway between the colors
// 0b11 is transparent
// That means when maintaining the relative order, if we have to swap the colors:
// in the case of left being greater than right:
// 0b00 will swap to 0b01
// 0b01 will swap to 0b00
// 0b10 will swap to 0b11
// 0b11 will swap to 0b10
// So the left bit stays the same, and the right bit changes
// Can do xor (^) like 0b01010101 or 0x55 for each u16
// in the case of left not being greater than right:
// 0b00 will swap to 0b01
// 0b01 will swap to 0b00
// 0b10 will stay the same
// 0b11 will stay the same
// so if the left bit is a 0, the right bit will change
uint32_t swap_index_bits(bool leftIsGreater, uint32_t bits) {
if (leftIsGreater) {
return bits ^ 0x55555555;
}
const uint32_t mask = ((bits >> 1) & 0x55555555) ^ 0x55555555;
return bits ^ mask;
}
void recolor_cmpr_texture(const TextureReplacementData& replacementData, const GXColor color, std::vector<u8>& newTextureDataOut)
{
uint16_t recolors[0x100];
for (int32_t i = 0; i < 0x100; i++) {
recolors[i] = blend_overlay_rgb_565(i, color);
}
const uint8_t mipCount = (replacementData.data.mip_count > 0) ? replacementData.data.mip_count : 1;
uint32_t mipWidth = replacementData.key.width;
uint32_t mipHeight = replacementData.key.height;
uint8_t* currentAddr = newTextureDataOut.data();
for (uint8_t mip = 0; mip < mipCount; ++mip) {
// Round dimensions up to the nearest 8x8 tile boundary
const uint32_t roundedWidth = (mipWidth + 7) & ~7;
const uint32_t roundedHeight = (mipHeight + 7) & ~7;
const uint32_t numBlocks = (roundedWidth / 8) * (roundedHeight / 8);
const uint32_t iterations = numBlocks * 4; // 4 CMPR sub-blocks per 8x8 tile
for (uint32_t i = 0; i < iterations; i++) {
auto* rgb565Ptr = reinterpret_cast<BE<uint16_t>*>(currentAddr);
auto leftRgb565 = rgb565Ptr[0];
auto rightRgb565 = rgb565Ptr[1];
const bool leftIsGreater = leftRgb565 > rightRgb565;
const uint32_t leftGrayVal = desaturate_rgb_565(leftRgb565);
const uint32_t rightGrayVal = desaturate_rgb_565(rightRgb565);
uint16_t leftNewRgb565 = recolors[leftGrayVal];
uint16_t rightNewRgb565 = recolors[rightGrayVal];
bool needsBitSwap = false;
if (leftIsGreater) {
if (leftNewRgb565 == rightNewRgb565) {
// Need to make sure that subtracting 1 does not mess
// everything up. For example, 0x1000 - 1 => 0x0fff which is
// a completely different color.
if ((leftNewRgb565 & 0x1f) == 0) {
// If left value has 0 blue, we change its blue to 1.
leftNewRgb565 += 1;
}
rightNewRgb565 = leftNewRgb565 - 1;
}
else if (leftNewRgb565 < rightNewRgb565) {
needsBitSwap = true;
}
}
else if (leftNewRgb565 > rightNewRgb565) {
needsBitSwap = true;
}
if (needsBitSwap) {
// The left and right colors are swapping so that their values
// are relative in the same way. We need to update the bits
// referencing the palette entries to handle the swap.
const uint16_t temp = leftNewRgb565;
leftNewRgb565 = rightNewRgb565;
rightNewRgb565 = temp;
auto wordPtr = reinterpret_cast<BE<uint32_t>*>(currentAddr);
const uint32_t bits = wordPtr[1];
const uint32_t newBits = swap_index_bits(leftIsGreater, bits);
wordPtr[1] = newBits;
}
rgb565Ptr[0] = leftNewRgb565;
rgb565Ptr[1] = rightNewRgb565;
currentAddr += 8;
}
// Halve dimensions for the next mipmap level
mipWidth = std::max(1u, mipWidth >> 1);
mipHeight = std::max(1u, mipHeight >> 1);
}
}
void recolor_rgb5a3_texture(const TextureReplacementData& replacementData, const GXColor color, std::vector<u8>& newTextureDataOut)
{
// Precompute lookup tables for both RGB555 (opaque) and RGB444 (translucent) modes
uint16_t recolors_rgb555[0x100];
uint16_t recolors_rgb444[0x100];
for (int32_t i = 0; i < 0x100; i++) {
const uint8_t r = blend_overlay_channel(i, color.r);
const uint8_t g = blend_overlay_channel(i, color.g);
const uint8_t b = blend_overlay_channel(i, color.b);
// Pack as RGB555: Bit 15 set to 1 + 5 bits R, G, B
recolors_rgb555[i] = 0x8000 | ((r >> 3) << 10) | ((g >> 3) << 5) | (b >> 3);
// Pack as RGB444: 4 bits R, G, B (Bit 15 remains 0)
recolors_rgb444[i] = ((r >> 4) << 8) | ((g >> 4) << 4) | (b >> 4);
}
const uint8_t mipCount =
replacementData.data.mip_count > 0 ? replacementData.data.mip_count : 1;
uint32_t mipWidth = replacementData.key.width;
uint32_t mipHeight = replacementData.key.height;
auto* pixelPtr = reinterpret_cast<BE<uint16_t>*>(newTextureDataOut.data());
for (uint8_t mip = 0; mip < mipCount; ++mip) {
const uint32_t roundedWidth = (mipWidth + 3) & ~3;
const uint32_t roundedHeight = (mipHeight + 3) & ~3;
const uint32_t totalPixels = roundedWidth * roundedHeight;
for (uint32_t i = 0; i < totalPixels; i++) {
const uint16_t rawPixel = pixelPtr[i];
// MSB determines if pixel is opaque or translucent
if (rawPixel & 0x8000) {
// Pixel is opaque
const uint8_t r5 = (rawPixel >> 10) & 0x1F;
const uint8_t g5 = (rawPixel >> 5) & 0x1F;
const uint8_t b5 = rawPixel & 0x1F;
// Expand 5-bit to 8-bit
const uint8_t r8 = (r5 << 3) | (r5 >> 2);
const uint8_t g8 = (g5 << 3) | (g5 >> 2);
const uint8_t b8 = (b5 << 3) | (b5 >> 2);
const uint8_t grayVal = static_cast<uint8_t>((r8 * 77 + g8 * 150 + b8 * 29) >> 8);
pixelPtr[i] = recolors_rgb555[grayVal];
} else {
// Pixel is translucent
const uint16_t alpha3 = rawPixel & 0x7000;
const uint8_t r4 = (rawPixel >> 8) & 0x0F;
const uint8_t g4 = (rawPixel >> 4) & 0x0F;
const uint8_t b4 = rawPixel & 0x0F;
// Expand 4-bit to 8-bit
const uint8_t r8 = (r4 << 4) | r4;
const uint8_t g8 = (g4 << 4) | g4;
const uint8_t b8 = (b4 << 4) | b4;
const uint8_t grayVal = static_cast<uint8_t>((r8 * 77 + g8 * 150 + b8 * 29) >> 8);
// Combine original alpha with recolored RGB444
pixelPtr[i] = alpha3 | recolors_rgb444[grayVal];
}
}
pixelPtr += totalPixels;
mipWidth = std::max(1u, mipWidth >> 1);
mipHeight = std::max(1u, mipHeight >> 1);
}
}
// Function to encode a single 4x4 sub-block (16 pixels) into an 8-byte CMPR block
static void encode_cmpr_sub_block(uint8_t* dst, const uint8_t pixels[16]) {
uint8_t min_val = 255;
uint8_t max_val = 0;
for (int i = 0; i < 16; ++i) {
if (pixels[i] < min_val) min_val = pixels[i];
if (pixels[i] > max_val) max_val = pixels[i];
}
auto intensity_to_rgb565 = [](uint8_t val) -> uint16_t {
uint16_t r5 = val >> 3;
uint16_t g6 = val >> 2;
uint16_t b5 = val >> 3;
return static_cast<uint16_t>((r5 << 11) | (g6 << 5) | b5);
};
uint16_t c0_565 = intensity_to_rgb565(max_val);
uint16_t c1_565 = intensity_to_rgb565(min_val);
uint32_t indices = 0;
if (max_val > min_val) {
// Enforce c0_565 > c1_565 in unsigned 16-bit representation to use 4-color mode
if (c0_565 == c1_565) {
if ((c0_565 & 0x001F) < 0x001F) {
c0_565 += 1;
} else {
c1_565 -= 1;
}
}
// Interpolated 8-bit intensity values for quantization
const int c0 = max_val;
const int c1 = min_val;
const int c2 = (2 * max_val + min_val) / 3;
const int c3 = (max_val + 2 * min_val) / 3;
// Map each pixel to the nearest palette entry
for (int i = 0; i < 16; ++i) {
const int p = pixels[i];
const int d0 = std::abs(p - c0);
const int d1 = std::abs(p - c1);
const int d2 = std::abs(p - c2);
const int d3 = std::abs(p - c3);
uint32_t best_idx = 0;
int min_d = d0;
if (d1 < min_d) { min_d = d1; best_idx = 1; }
if (d2 < min_d) { min_d = d2; best_idx = 2; }
if (d3 < min_d) { min_d = d3; best_idx = 3; }
indices |= (best_idx << (30 - (2 * i)));
}
}
// Account for big endian data expectation
dst[0] = static_cast<uint8_t>(c0_565 >> 8);
dst[1] = static_cast<uint8_t>(c0_565 & 0xFF);
dst[2] = static_cast<uint8_t>(c1_565 >> 8);
dst[3] = static_cast<uint8_t>(c1_565 & 0xFF);
dst[4] = static_cast<uint8_t>(indices >> 24);
dst[5] = static_cast<uint8_t>((indices >> 16) & 0xFF);
dst[6] = static_cast<uint8_t>((indices >> 8) & 0xFF);
dst[7] = static_cast<uint8_t>(indices & 0xFF);
}
bool convert_i8_to_cmpr(TextureReplacementData& replacementData, std::vector<u8>& cmprOut) {
if (cmprOut.empty()) {
return false;
}
const uint8_t mipCount = (replacementData.data.mip_count > 0) ? replacementData.data.mip_count : 1;
const auto expectedInputSize = get_image_data_size(
GX_TF_I8, replacementData.key.width, replacementData.key.height, mipCount);
if (cmprOut.size() < expectedInputSize) {
return false;
}
const auto sourceData = cmprOut;
std::vector<u8> convertedData(get_image_data_size(
GX_TF_CMPR, replacementData.key.width, replacementData.key.height, mipCount));
uint32_t mipWidth = replacementData.key.width;
uint32_t mipHeight = replacementData.key.height;
const uint8_t* readPtr = sourceData.data();
uint8_t* writePtr = convertedData.data();
for (uint8_t mip = 0; mip < mipCount; ++mip) {
const uint32_t paddedWidthI8 = (mipWidth + 7) & ~7;
const uint32_t paddedHeightI8 = (mipHeight + 3) & ~3;
const uint32_t tilesX_I8 = paddedWidthI8 / 8;
const uint32_t paddedWidthCMPR = (mipWidth + 7) & ~7;
const uint32_t paddedHeightCMPR = (mipHeight + 7) & ~7;
const uint32_t blocksX_CMPR = paddedWidthCMPR / 8;
const uint32_t blocksY_CMPR = paddedHeightCMPR / 8;
for (uint32_t by = 0; by < blocksY_CMPR; ++by) {
for (uint32_t bx = 0; bx < blocksX_CMPR; ++bx) {
uint8_t subBlockPixels[4][16]{};
for (uint32_t subBlockY = 0; subBlockY < 2; ++subBlockY) {
for (uint32_t subBlockX = 0; subBlockX < 2; ++subBlockX) {
const uint32_t subBlock = subBlockY * 2 + subBlockX;
for (uint32_t row = 0; row < 4; ++row) {
for (uint32_t col = 0; col < 4; ++col) {
const uint32_t x = bx * 8 + subBlockX * 4 + col;
const uint32_t y = by * 8 + subBlockY * 4 + row;
if (x >= mipWidth || y >= mipHeight) {
continue;
}
const uint32_t tile = (y / 4) * tilesX_I8 + (x / 8);
const uint32_t tileOffset = (y % 4) * 8 + (x % 8);
subBlockPixels[subBlock][row * 4 + col] =
readPtr[tile * 32 + tileOffset];
}
}
}
}
for (const auto& subBlockPixel : subBlockPixels) {
encode_cmpr_sub_block(writePtr, subBlockPixel);
writePtr += 8;
}
}
}
const uint32_t tilesY_I8 = paddedHeightI8 / 4;
readPtr += tilesX_I8 * tilesY_I8 * 32;
mipWidth = std::max(1u, mipWidth >> 1);
mipHeight = std::max(1u, mipHeight >> 1);
}
cmprOut.swap(convertedData);
// Update format
replacementData.data.gx_format = GX_TF_CMPR;
return true;
}
void recolor_texture(TextureReplacementData& replacementData, GXColor color, std::vector<u8>& newTextureDataOut) {
switch (replacementData.key.gx_format) {
case GX_TF_CMPR:
recolor_cmpr_texture(replacementData, color, newTextureDataOut);
break;
case GX_TF_RGB5A3:
recolor_rgb5a3_texture(replacementData, color, newTextureDataOut);
break;
case GX_TF_I8:
if (convert_i8_to_cmpr(replacementData, newTextureDataOut)) {
recolor_cmpr_texture(replacementData, color, newTextureDataOut);
} else {
mods::log::debug("Could not convert {} from i8 to cmpr", replacementData.textureName);
}
break;
default:
break;
}
}
std::unordered_map<ConfigVarHandle, std::list<TextureReplacementData>>& get_texture_replacements() {
static std::unordered_map<ConfigVarHandle, std::list<TextureReplacementData>> replacements{};
if (replacements.empty()) {
replacements = {
{get_cvars().herosTunicCapColor, {
{
.arc = "Kmdl",
.modelFileName = "al_head.bmd",
.textureName = "al_cap",
}
}},
{get_cvars().herosTunicTorsoColor, {
{
.arc = "Kmdl",
.modelFileName = "al.bmd",
.textureName = "al_upbody",
}
}},
{get_cvars().herosTunicSkirtColor, {
{
.arc = "Kmdl",
.modelFileName = "al.bmd",
.textureName = "al_lowbody",
}
}},
{get_cvars().zoraArmorCapColor, {
{
.arc = "Zmdl",
.modelFileName = "zl_head.bmd",
.textureName = "zl_cap",
}
}},
{get_cvars().zoraArmorHelmetColor, {
{
.arc = "Zmdl",
.modelFileName = "zl_head.bmd",
.textureName = "zl_helmet",
}
}},
{get_cvars().zoraArmorTorsoColor, {
{
.arc = "Zmdl",
.modelFileName = "zl.bmd",
.textureName = "zl_armor",
},
{
.arc = "Zmdl",
.modelFileName = "zl.bmd",
.textureName = "zl_armL",
}
}},
{get_cvars().zoraArmorScalesColor, {
{
.arc = "Zmdl",
.modelFileName = "zl.bmd",
.textureName = "zl_body",
}
}},
{get_cvars().zoraArmorFlippersColor, {
{
.arc = "Zmdl",
.modelFileName = "zl.bmd",
.textureName = "zl_boots",
}
}},
{get_cvars().woodenSwordColor, {
{
.arc = "Bmdl", // Ordon Clothes Model
.modelFileName = "al_swb.bmd",
.textureName = "al_SWB",
},
{
.arc = "Kmdl", // Hero's Tunic Model
.modelFileName = "al_swb.bmd",
.textureName = "al_SWB",
},
{
.arc = "Zmdl", // Zora Armor Model
.modelFileName = "al_swb.bmd",
.textureName = "al_SWB",
},
{
.arc = "Mmdl", // Magic Armor Model
.modelFileName = "al_swb.bmd",
.textureName = "al_SWB",
},
{
.arc = "O_gD_SWB", // Get Item Model
.modelFileName = "o_gd_al_swb.bmd",
.textureName = "al_SWB",
}
}},
{get_cvars().ordonSwordHandleColor, {
{
.arc = "Alink",
.modelFileName = "al_swa.bmd",
.textureName = "al_SWgripA",
},
{
.arc = "O_gD_SWA", // Get Item Model
.modelFileName = "o_gd_al_swa.bmd",
.textureName = "al_SWgripA",
}
}},
{get_cvars().ordonSwordBladeColor, {
{
.arc = "Alink",
.modelFileName = "al_swa.bmd",
.textureName = "al_SWA",
}
}},
{get_cvars().msHandleColor, {
{
.arc = "Alink",
.modelFileName = "al_swm.bmd",
.textureName = "al_SWgripM",
}
}},
{get_cvars().msBladeColor, {
{
.arc = "Alink",
.modelFileName = "al_swm.bmd",
.textureName = "al_SWM",
}
}},
{get_cvars().boomerangColor, {
{
.arc = "Alink", // Boomerang in Link's hand
.modelFileName = "al_boom.bmd",
.textureName = "L_al_boom00",
},
{
.arc = "E_mk", // Boomerang in Ook's hand
.modelFileName = "bm.bmd",
.textureName = "L_al_boom00",
},
{
.arc = "E_mk", // Boomerang in Ook's hand
.modelFileName = "bm.bmd",
.textureName = "bm_boom",
},
{
.arc = "O_gD_boom", // Get Item Model
.modelFileName = "o_gd_boom.bmd",
.textureName = "L_al_boom00",
}
}},
{get_cvars().ironBootsColor, {
{
.arc = "Bmdl", // Ordon Clothes Model
.modelFileName = "al_bootsh.bmd",
.textureName = "al_bootsH",
},
{
.arc = "Kmdl", // Hero's Tunic Model
.modelFileName = "al_bootsh.bmd",
.textureName = "al_bootsH",
},
{
.arc = "Zmdl", // Zora Armor Model
.modelFileName = "al_bootsh.bmd",
.textureName = "al_bootsH",
},
{
.arc = "Mmdl", // Magic Armor Model
.modelFileName = "al_bootsh.bmd",
.textureName = "al_bootsH",
},
{
.arc = "O_gD_boot", // Get Item Model
.modelFileName = "o_gd_al_bootsh.bmd",
.textureName = "al_bootsH",
}
}},
{get_cvars().spinnerColor, {
{
.arc = "Alink", // Spinner used by Link
.modelFileName = "al_sp.bmd",
.textureName = "al_SP",
},
{
.arc = "O_gD_SP", // Get Item Model
.modelFileName = "o_gd_al_sp.bmd",
.textureName = "al_SP",
}
}},
{get_cvars().linkHairColor, {
{
.arc = "Bmdl", // Ordon Clothes Model
.modelFileName = "bl_head.bmd",
.textureName = "bl_hair",
},
{
.arc = "Kmdl", // Hero's Tunic Model
.modelFileName = "al_head.bmd",
.textureName = "al_hair",
},
{
.arc = "Mmdl", // Magic Armor Model
.modelFileName = "ml_head.bmd",
.textureName = "al_hair",
}
}},
{get_cvars().wolfLinkColor, {
{
.arc = "Wmdl",
.modelFileName = "wl.bmd",
.textureName = "wl_body",
},
{
.arc = "Wmdl",
.modelFileName = "wl.bmd",
.textureName = "wl_eye.1",
},
{
.arc = "Wmdl",
.modelFileName = "wl.bmd",
.textureName = "wl_eye.2",
},
{
.arc = "Wmdl",
.modelFileName = "wl.bmd",
.textureName = "wl_eye.3",
},
{
.arc = "Wmdl",
.modelFileName = "wl.bmd",
.textureName = "wl_eye.4",
},
{
.arc = "Wmdl",
.modelFileName = "wl.bmd",
.textureName = "wl_eye.5",
}
}},
{get_cvars().eponaColor, {
{
.arc = "Horse",
.modelFileName = "hs.bmd",
.textureName = "hs_body",
},
{
.arc = "Horse",
.modelFileName = "hs.bmd",
.textureName = "hs_eye.1",
},
{
.arc = "Horse",
.modelFileName = "hs.bmd",
.textureName = "hs_eye.2",
},
{
.arc = "Horse",
.modelFileName = "hs.bmd",
.textureName = "hs_eye.3",
},
}},
};
}
return replacements;
}
@@ -1,21 +0,0 @@
#pragma once
/**
* File originally copied from console TPR with permission from isaac
* https://github.com/zsrtp/libtp_rel/blob/master/include/util/texture_utils.h
*/
#include "mod.hpp"
#include <gx.h>
#include <list>
#include <unordered_map>
uint32_t get_image_data_size(
uint32_t format, uint32_t width, uint32_t height, uint32_t mipmapCount);
void recolor_texture(
TextureReplacementData& replacementData, GXColor color, std::vector<u8>& newTextureDataOut);
std::unordered_map<ConfigVarHandle, std::list<TextureReplacementData>>& get_texture_replacements();
+6 -8
View File
@@ -177,20 +177,18 @@ MOD_EXPORT ModResult mod_initialize(ModError* outError) {
if (result == MOD_OK) {
result = add_message(mods::flow::MessageBuilder{kResponseStyle}
.text_color(MESSAGE_COLOR_DEFAULT)
.text("Custom ")
.text_color(0xFF0000FF)
.text("colors")
.text_color(MESSAGE_COLOR_DEFAULT)
.text(" and even ")
.text_color(0x00FF00FF, 0x00FFFFFF)
.text("gradients")
.text("Hello from ")
.text_color(MESSAGE_COLOR_RED)
.text("FlowService")
.text_color(MESSAGE_COLOR_DEFAULT)
.text(", ")
.player_name()
.text("!\n")
.character_delay(3)
.text("This text is slow. ")
.character_delay(0)
.pause(12)
.text_scale(150)
.text_scale(125)
.text("Big")
.text_scale(100)
.text(" text too.")
-158
View File
@@ -1,158 +0,0 @@
cmake_minimum_required(VERSION 3.25)
project(randomizer CXX)
set(CMAKE_CXX_STANDARD 23)
if (CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
set(DUSK_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../.." CACHE PATH "Path to dusk source root")
option(DUSK_MOD_USE_FULL_TREE "Use full build instead of the minimal mod SDK" OFF)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
if (DUSK_MOD_USE_FULL_TREE)
add_subdirectory("${DUSK_DIR}" dusk EXCLUDE_FROM_ALL)
else ()
add_subdirectory("${DUSK_DIR}/sdk" dusk-sdk EXCLUDE_FROM_ALL)
endif ()
endif ()
# Synchronize MSVC runtime library in debug builds
if (MSVC AND CMAKE_BUILD_TYPE STREQUAL "Debug")
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreadedDLL")
endif ()
# Generator dependencies, linked statically into the mod library (no CRT crossing).
include(FetchContent)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(YAML_CPP_BUILD_TOOLS OFF CACHE BOOL "" FORCE)
set(YAML_CPP_BUILD_CONTRIB OFF CACHE BOOL "" FORCE)
set(YAML_BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
message(STATUS "randomizer: Fetching yaml-cpp")
FetchContent_Declare(
yaml-cpp
GIT_REPOSITORY https://github.com/jbeder/yaml-cpp.git
GIT_TAG yaml-cpp-0.9.0
)
message(STATUS "randomizer: Fetching base64pp")
FetchContent_Declare(
base64pp
GIT_REPOSITORY https://github.com/matheusgomes28/base64pp.git
GIT_TAG v0.2.0-rc0
)
message(STATUS "randomizer: Fetching battery-embed")
FetchContent_Declare(
battery-embed
GIT_REPOSITORY https://github.com/batterycenter/embed.git
GIT_TAG fdbae3f
)
FetchContent_MakeAvailable(yaml-cpp base64pp battery-embed)
set(RANDOMIZER_GENERATOR_SOURCES
generator/logic/area.cpp
generator/logic/dungeon.cpp
generator/logic/entrance.cpp
generator/logic/entrance_shuffle.cpp
generator/logic/fill.cpp
generator/logic/flatten/bits.cpp
generator/logic/flatten/flatten.cpp
generator/logic/flatten/simplify_algebraic.cpp
generator/logic/hints.cpp
generator/logic/item.cpp
generator/logic/item_pool.cpp
generator/logic/location.cpp
generator/logic/plandomizer.cpp
generator/logic/requirement.cpp
generator/logic/search.cpp
generator/logic/spoiler_log.cpp
generator/logic/world.cpp
generator/randomizer.cpp
generator/seedgen/config.cpp
generator/seedgen/seed.cpp
generator/seedgen/settings.cpp
generator/utility/color.cpp
generator/utility/common.cpp
generator/utility/endian.cpp
generator/utility/file.cpp
generator/utility/log.cpp
generator/utility/path.cpp
generator/utility/platform.cpp
generator/utility/random.cpp
generator/utility/string.cpp
generator/utility/text.cpp
generator/utility/time.cpp
)
set(RANDOMIZER_SOURCES
src/flags.cpp
src/messages.cpp
src/randomizer_context.cpp
src/stages.cpp
src/tools.cpp
src/verify_item_functions.cpp
src/paths.cpp
src/session.cpp
src/hooks.cpp
src/item.cpp
src/ui/config_store.cpp
src/ui/rando_seed_generation.cpp
src/ui/rando_config.cpp
src/ui/ui.cpp
)
# Embed the generator's YAML data into the mod library. Paths are relative to this
# directory and must match the RANDO_DATA_PATH-based b::embed<> identifiers in code.
file(GLOB_RECURSE RANDOMIZER_DATA RELATIVE "${CMAKE_CURRENT_SOURCE_DIR}"
"${CMAKE_CURRENT_SOURCE_DIR}/generator/data/*")
# Create an OBJECT library to hold all battery-embed generated files so we can add it
# to both the mod and the standalone generator
add_library(randomizer_embeds OBJECT)
foreach (RANDOMIZER_FILE IN LISTS RANDOMIZER_DATA)
if (RANDOMIZER_FILE MATCHES "^generator/data/tests")
continue()
endif ()
b_embed(randomizer_embeds "${RANDOMIZER_FILE}")
endforeach ()
add_mod(randomizer
FEATURES game fmt
SOURCES src/mod.cpp ${RANDOMIZER_GENERATOR_SOURCES} ${RANDOMIZER_SOURCES}
MOD_JSON mod.json
RES_DIR res
BUNDLE
)
target_link_libraries(randomizer PRIVATE yaml-cpp::yaml-cpp base64pp randomizer_embeds)
string(LENGTH "${CMAKE_CURRENT_SOURCE_DIR}/" RANDOMIZER_SOURCE_PATH_SIZE)
target_compile_definitions(randomizer PRIVATE
RANDOMIZER_VERSION="1.0.0"
RANDO_DATA_PATH="generator/data/"
SOURCE_PATH_SIZE=${RANDOMIZER_SOURCE_PATH_SIZE}
)
# standalone randomizer generator for testing
add_executable(randomizer_generator ${CMAKE_CURRENT_SOURCE_DIR}/generator/generator_only.cpp ${RANDOMIZER_GENERATOR_SOURCES})
target_link_libraries(randomizer_generator PRIVATE
dusklight_mod_api yaml-cpp::yaml-cpp base64pp fmt::fmt randomizer_embeds)
target_compile_definitions(randomizer_generator PRIVATE
RANDOMIZER_VERSION="1.0.0"
RANDO_DATA_PATH="generator/data/"
SOURCE_PATH_SIZE=${RANDOMIZER_SOURCE_PATH_SIZE}
RANDO_SAVE_PATH="${CMAKE_BINARY_DIR}/randomizer/"
RANDOMIZER_ONLY)
# standalone tests
add_executable(randomizer_generator_tests ${CMAKE_CURRENT_SOURCE_DIR}/generator/test/test.cpp ${RANDOMIZER_GENERATOR_SOURCES})
target_link_libraries(randomizer_generator_tests PRIVATE
dusklight_mod_api yaml-cpp::yaml-cpp base64pp fmt::fmt randomizer_embeds)
target_compile_definitions(randomizer_generator_tests PRIVATE
RANDOMIZER_VERSION="1.0.0"
RANDO_DATA_PATH="generator/data/"
SOURCE_PATH_SIZE=${RANDOMIZER_SOURCE_PATH_SIZE}
RANDO_SAVE_PATH="${CMAKE_BINARY_DIR}/randomizer/"
RANDO_LOGIC_TESTS_PATH="${CMAKE_SOURCE_DIR}/mods/randomizer/generator/data/tests/logic"
SETTINGS_PATH="${RANDO_SAVE_PATH}/randomizer_settings.yaml.test"
PREFERENCES_PATH="${RANDO_SAVE_PATH}/randomizer_preferences.yaml.test"
RANDOMIZER_ONLY)
File diff suppressed because it is too large Load Diff
@@ -1,711 +0,0 @@
# Patches for NPC text flows
0: # zel_00.bmg
# Change the following indices of Midna's flows to jump to our custom choices
# instead. These are all the flow jumps that normally determine which "Talk to Midna"
# text is displayed.
- index:
- 0x1
- 0x9
- 0xC
- 0x8F
- 0x192
- 0x1A4
- 0x18F
- 0x197
- 0x1BC
- 0x1C9
type: event
event: no-op
parameters: 0x00000000
next: Custom Midna Call Begin
1: # zel_01.bmg - Ordon Village
# Patch the flow in Bo's house that normally prevents us from leaving without
# having the iron boots. Patch it so we take the flow which allows us to leave
# no matter what
- index: 0x8F
type: branch
query: item owned
parameters: 0x0045
results:
- 0x90
- 0x90
2: # zel_02.bmg
# Patch Barnes to use the randomizer purchase flag instead of counting bomb bags.
- index: 0x47C
type: branch
query: randomizer event flag
parameters: 0x004D
results:
- 0x47D
- 0x485
# Change the flow of buying the red potion item in Kak Malo Mart to not check for an empty bottle first
# if the item is randomized. Change both branch paths to lead to the same next node
- only if: Shop_Items == On
index: 0x43F
type: branch
query: empty bottles
parameters: 0x00000001
results:
- 0x440
- 0x440
# Change the flow of buying the red potion item in Kak Malo Mart to set the sold out flag if shop
# items are randomized
- only if: Shop_Items == On
index: 0x445
type: event
event: remove rupees
parameters: 0x0000001E
next: Kakariko Malo Mart Red Potion Sold Out
# Change the flow of buying the wooden shield in Kak Malo Mart to set the sold out flag if shop
# items are randomized
- only if: Shop_Items == On
index: 0x417
type: event
event: remove rupees
parameters: 0x00000032
next: Kakariko Malo Mart Wooden Shield Sold Out
#3: # zel_03.bmg
4: # zel_04.bmg - Castle Town
# Patch Charlo to check for 100 rupees instead of 30
- index: 0x34A
type: branch
query: rupees
parameters: 0x0064
results:
- 0x34E
- 0x342
# Patch Charlo to take 100 rupees from Link instead of 30
- index: 0x34E
type: event
event: add donation
parameters: 0x00000064
next: 0x357
# Patch Charlo to add 100 rupees to his counter instead of 30
- index: 0x357
type: event
event: remove rupees
parameters: 0x00000064
next: 0x350
# Patch Malo Mart door person to not check for time of day.
# Change from branch node that checks time of day to event node
# that does nothing.
- index: 0x1A5
type: event
event: no-op
parameters: 0x00000000
next: 0x1A4
# Patch Jovani flow so that we can turn in poe souls before completing MDH
- index: 0x832
type: branch
query: event flag
parameters: 0x01C8
results:
- 0x834 # Skip over 0x833 and go directly to 0x834
- 0x84E
# Patch Jovani to skip checking whether we've received the first
# or second reward and skip straight to the second reward if we're
# talking to him for the first time with 60 souls
- index: 0x844
type: message
message: 0x322
next: 0x851
# Patch Jovani to check if we've received the 20 reward yet at
# the end of the 60 reward sequence.
- index: 0x81F
type: event
event: set switch
parameters: 0x00000063
next: Jovani Check 20 Reward Obtained
# Patch the flow of showing the Doctor the Invoice to call our custom
# event which calls offWarashibeItem instead of setWarashibeItem
- index: 0x2D7
type: event
event: randomizer remove trade item
parameters: 0x00000081
next: 0x2D8
# Check custom flag for Goron selling Hylian Shield
- only if: Shop_Items == On
index: 0xA16
type: branch
query: event flag
parameters: 0x032F
results:
- 0xA10
- 0xA02
# Set custom flag when buying item from Goron selling Hylian Shield
- only if: Shop_Items == On
index: 0xA1C
type: event
event: set event flag
parameters: 0x032F
next: 0xA1A
# Check custom flag for Goron selling Red Potion
- only if: Shop_Items == On
index: 0x9BF
type: branch
query: event flag
parameters: 0x0330
results:
- 0x9B7
- 0x9AA
# Set custom flag when buying item from Goron selling Red Potion
- only if: Shop_Items == On
index: 0x9BD
type: event
event: set event flag
parameters: 0x0330
next: 0x9BE
# Make the empty bottle check always proceed to the rupee check
- only if: Shop_Items == On
index: 0x9A8
type: branch
query: empty bottles
parameters: 0x0001
results:
- 0x9B6
- 0x9B6
# Check custom flag for Goron selling lantern oil
- only if: Shop_Items == On
index: 0x9A6
type: branch
query: event flag
parameters: 0x0331
results:
- 0x9A2
- 0x97C
# Set custom flag when buying item from Goron selling red potion
- only if: Shop_Items == On
index: 0x97D
type: event
event: set event flag
parameters: 0x0331
next: 0x997
# Make the empty bottle check always proceed to the rupee check
- only if: Shop_Items == On
index: 0x97F
type: branch
query: empty bottles
parameters: 0x0001
results:
- 0x980
- 0x980
# Always branch the same direction regardless of whether we've gone through MDH
- only if: Shop_Items == On
index: 0x988
type: branch
query: event flag
parameters: 0x00FA
results:
- 0x998
- 0x998
# Check custom flag for Goron who sells 30 Arrows
- only if: Shop_Items == On
index: 0x9C1
type: branch
query: event flag
parameters: 0x0332
results:
- 0x9CD
- 0x9DD
# Set custom flag when buying item from Goron selling 30 Arrows
- only if: Shop_Items == On
index: 0x9FC
type: event
event: set event flag
parameters: 0x0332
next: 0x9FD
# Skip directly to the rupee check when buying from the Goron who sells arrows
- only if: Shop_Items == On
index: 0x9C4
type: branch
query: select 2
parameters: 0x0000
results:
- 0x9C5
- 0x9FB
# Always branch the same direction regardless of whether we've gone through MDH
- only if: Shop_Items == On
index: 0x9DD
type: branch
query: event flag
parameters: 0x00FA
results:
- 0x9E8
- 0x9E8
5: # zel_05.bmg
# Patch Yeta flow to always give the map check even if the player has obtained the Ordon Cheese
- index: 0x8
type: event
event: no-op
parameters: 0x00000000
next: 0x6
# Patch Yeta flow to always give the map check even if the player has obtained the Ordon Cheese
- index: 0x5
type: event
event: no-op
parameters: 0x00000000
next: 0xC
# Patch Gor Liggs to not set the flag for the third key shard.
- index: 0x258
type: event
event: no-op
parameters: 0x00000000
next: 0x248
# Patch Cave of Ordeals Great Fairy to skip over the check
# for an empty bottle the first time
- index: 0x850
type: message
message: 0x25B
next: 0x202
#6: # zel_06.bmg
#7: # zel_07.bmg
8: # zel_08.bmg - HF, Outside CT, LH, UZR, Zora's River, KB2, Title Screen
# Skip over the node which deletes auru's memo from the inventory after showing it to Fyer
- index: 0x53
type: message
message: 0xA7
next: 0x54 # Go directly to 0x54 instead of 0x5D
# Custom Flow Nodes
custom:
# Start of custom midna call tree. Begin by checking if we can change time
# of day to see if we show that choice
- name: Custom Midna Call Begin
group: 0
type: branch
query: randomizer change time
parameters: 0x0000
results:
- Custom Midna Call 3 Choice Select Setup # Can change time of day
- Custom Midna Call 2 Choice Select Setup # Can not change time of day
#################################################
# CUSTOM MIDNA CALL 2 CHOICE FLOW #
#################################################
- name: Custom Midna Call 2 Choice Select Setup
group: 0
type: event
event: select vertical
parameters: 0x00000003
next: Custom Midna Call 2 Choice Intro
- name: Custom Midna Call 2 Choice Intro
group: 0
type: message
message: Custom Midna Call Need Something Text
next: Custom Midna Call 2 Choice
- name: Custom Midna Call 2 Choice
group: 0
type: message
message: Custom Midna Call 2 Choice Text
next: Custom Midna Call 2 Choice Branch
- name: Custom Midna Call 2 Choice Branch
group: 0
type: branch
query: select 2 cancel
parameters: 0x0000
results:
- Custom Midna Call Hints # Hints
- Custom Midna Call Return to Spawn Branch # Return to Spawn
- 0xFFFF # (B button pressed)
#################################################
# CUSTOM MIDNA CALL 3 CHOICE FLOW #
#################################################
- name: Custom Midna Call 3 Choice Select Setup
group: 0
type: event
event: select vertical
parameters: 0x00000004
next: Custom Midna Call 3 Choice Intro
- name: Custom Midna Call 3 Choice Intro
group: 0
type: message
message: Custom Midna Call Need Something Text
next: Custom Midna Call 3 Choice
- name: Custom Midna Call 3 Choice
group: 0
type: message
message: Custom Midna Call 3 Choice Text
next: Custom Midna Call 3 Choice Branch
- name: Custom Midna Call 3 Choice Branch
group: 0
type: branch
query: select 3 cancel
parameters: 0x0000
results:
- Custom Midna Call Hints # Hints
- Custom Midna Call Change Time # Change time of day
- Custom Midna Call Return to Spawn Branch # Return to Spawn
- 0xFFFF # (B button pressed)
#################################################
# CUSTOM MIDNA CALL CHOICE OPTIONS #
#################################################
- name: Custom Midna Call Hints
group: 0
type: message
message: Custom Midna Call Hints Text
next: 0xFFFF
- name: Custom Midna Call Change Time
group: 0
type: event
event: randomizer change time
parameters: 0x00000000
next: 0xFFFF
- name: Custom Midna Call Return to Spawn Branch
group: 0
type: branch
query: randomizer return to spawn
parameters: 0x0000
results:
- Return to Spawn Dungeon Choice Select Setup
- Return to Spawn Dungeon No Choice Select Setup
- Return to Base Spawn
#################################################
# RETURN TO SPAWN DUNGEON CHOICE FLOW #
#################################################
- name: Return to Spawn Dungeon Choice Select Setup
group: 0
type: event
event: select vertical
parameters: 0x00000004
next: Return to Spawn Dungeon Choice Intro
- name: Return to Spawn Dungeon Choice Intro
group: 0
type: message
message: Return to Spawn Dungeon Intro Text
next: Return to Spawn Dungeon Choice
- name: Return to Spawn Dungeon Choice
group: 0
type: message
message: Return to Spawn Dungeon Choice Text
next: Return to Spawn Dungeon Choice Branch
- name: Return to Spawn Dungeon Choice Branch
group: 0
type: branch
query: select 3 cancel
parameters: 0x0000
results:
- Return to Dungeon Spawn # Dungeon entrance
- 0xFFFF # Nevermind
- Return to Base Spawn # Spawn
- 0xFFFF # (B button pressed)
#################################################
# RETURN TO SPAWN DUNGEON NO CHOICE FLOW #
#################################################
- name: Return to Spawn Dungeon No Choice Select Setup
group: 0
type: event
event: select vertical
parameters: 0x00000003
next: Return to Spawn Dungeon No Choice Intro
- name: Return to Spawn Dungeon No Choice Intro
group: 0
type: message
message: Return to Spawn Dungeon Intro Text
next: Return to Spawn Dungeon No Choice
- name: Return to Spawn Dungeon No Choice
group: 0
type: message
message: Return to Spawn Dungeon No Choice Text
next: Return to Spawn Dungeon No Choice Branch
- name: Return to Spawn Dungeon No Choice Branch
group: 0
type: branch
query: select 2 cancel
parameters: 0x0000
results:
- 0xFFFF # Nevermind
- Return to Base Spawn # Spawn
- 0xFFFF # (B button pressed)
#################################################
# RETURN TO SPAWN EVENTS #
#################################################
# A non-zero parameter uses the current stage's place override when one exists.
- name: Return to Dungeon Spawn
group: 0
type: event
event: randomizer return to spawn
parameters: 0x00000001
next: 0xFFFF
# A zero parameter always returns to the starting spawn.
- name: Return to Base Spawn
group: 0
type: event
event: randomizer return to spawn
parameters: 0x00000000
next: 0xFFFF
#################################################
# KAKARIKO MALO MART #
#################################################
# Set the shop sold-out flag.
- name: Kakariko Malo Mart Red Potion Sold Out
only if: Shop_Items == On
group: 2
type: event
event: shop sold out
parameters: 0x00000000
next: 0x449
# Set the shop sold-out flag.
- name: Kakariko Malo Mart Wooden Shield Sold Out
only if: Shop_Items == On
group: 2
type: event
event: shop sold out
parameters: 0x00000000
next: 0x41C
#################################################
# JOVANI #
#################################################
# Check to see if we've obtained the 20 Poe Soul Reward.
# If we haven't then branch to giving the reward
- name: Jovani Check 20 Reward Obtained
group: 4
type: branch
query: event flag
parameters: 0x0272
results:
- 0xFFFF # Yes, we've obtained the reward, do nothing
- Jovani Give 20 Reward
- name: Jovani Give 20 Reward
group: 4
type: event
event: start event
parameters: 0x00010075
next: 0x851
#################################################
# HINT SIGNS #
#################################################
- name: Ordon Hint Sign
type: message
message: Ordon Hint Sign Text
next: 0xFFFF
- name: South Faron Woods Hint Sign
type: message
message: South Faron Woods Hint Sign Text
next: 0xFFFF
- name: Sacred Grove Hint Sign
type: message
message: Sacred Grove Hint Sign Text
next: 0xFFFF
- name: Faron Field Hint Sign
type: message
message: Faron Field Hint Sign Text
next: 0xFFFF
- name: Kakariko Gorge Hint Sign
type: message
message: Kakariko Gorge Hint Sign Text
next: 0xFFFF
- name: Kakariko Village Hint Sign
type: message
message: Kakariko Village Hint Sign Text
next: 0xFFFF
- name: Kakariko Graveyard Hint Sign
type: message
message: Kakariko Graveyard Hint Sign Text
next: 0xFFFF
- name: Eldin Field Hint Sign
type: message
message: Eldin Field Hint Sign Text
next: 0xFFFF
- name: North Eldin Field Hint Sign
type: message
message: North Eldin Field Hint Sign Text
next: 0xFFFF
- name: Hidden Village Hint Sign
type: message
message: Hidden Village Hint Sign Text
next: 0xFFFF
- name: Lanayru Field Hint Sign
type: message
message: Lanayru Field Hint Sign Text
next: 0xFFFF
- name: Beside Castle Town Hint Sign
type: message
message: Beside Castle Town Hint Sign Text
next: 0xFFFF
- name: Castle Town Center Hint Sign
type: message
message: Castle Town Center Hint Sign Text
next: 0xFFFF
- name: Outside South Castle Town Hint Sign
type: message
message: Outside South Castle Town Hint Sign Text
next: 0xFFFF
- name: Lake Hylia Bridge Hint Sign
type: message
message: Lake Hylia Bridge Hint Sign Text
next: 0xFFFF
- name: Lake Hylia Hint Sign
type: message
message: Lake Hylia Hint Sign Text
next: 0xFFFF
- name: Lanayru Spring Hint Sign
type: message
message: Lanayru Spring Hint Sign Text
next: 0xFFFF
- name: Lake Lantern Cave Hint Sign
type: message
message: Lake Lantern Cave Hint Sign Text
next: 0xFFFF
- name: Fishing Hole Hint Sign
type: message
message: Fishing Hole Hint Sign Text
next: 0xFFFF
- name: Zoras Domain Hint Sign
type: message
message: Zoras Domain Hint Sign Text
next: 0xFFFF
- name: Snowpeak Hint Sign
type: message
message: Snowpeak Hint Sign Text
next: 0xFFFF
- name: Gerudo Desert Hint Sign
type: message
message: Gerudo Desert Hint Sign Text
next: 0xFFFF
- name: Bulblin Camp Hint Sign
type: message
message: Bulblin Camp Hint Sign Text
next: 0xFFFF
- name: Forest Temple Hint Sign
type: message
message: Forest Temple Hint Sign Text
next: 0xFFFF
- name: Goron Mines Hint Sign
type: message
message: Goron Mines Hint Sign Text
next: 0xFFFF
- name: Lakebed Temple Hint Sign
type: message
message: Lakebed Temple Hint Sign Text
next: 0xFFFF
- name: Arbiters Grounds Hint Sign
type: message
message: Arbiters Grounds Hint Sign Text
next: 0xFFFF
- name: Snowpeak Ruins Hint Sign
type: message
message: Snowpeak Ruins Hint Sign Text
next: 0xFFFF
- name: Temple of Time First Hint Sign
type: message
message: Temple of Time First Hint Sign Text
next: 0xFFFF
- name: Temple of Time Second Hint Sign
type: message
message: Temple of Time Second Hint Sign Text
next: 0xFFFF
- name: City in the Sky Hint Sign
type: message
message: City in the Sky Hint Sign Text
next: 0xFFFF
- name: Palace of Twilight Hint Sign
type: message
message: Palace of Twilight Hint Sign Text
next: 0xFFFF
- name: Hyrule Castle Hint Sign
type: message
message: Hyrule Castle Hint Sign Text
next: 0xFFFF
- name: Cave of Ordeals Hint Sign
type: message
message: Cave of Ordeals Hint Sign Text
next: 0xFFFF
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# Macros are a way to shorten or make more explicit the logical requirements
# for certain things. Macros can be used on logic statements like any item and do
# not need any code modifications to run. Simply add them here and they can be used
# in the world graph files.
Can Open Doors: Human_Link
Can Climb Ladders: Human_Link
Can Climb Vines: Human_Link
Can Talk to Humans: Human_Link
Can Swing on Monkeys: Human_Link
Can Pickup Bomblings: Human_Link
Can Pull Lakebed Levers: Human_Link
Can Pull Blocks: Human_Link
Can Ride Boars: Human_Link
Can Summon Hawk: Human_Link
Can Talk to Animals: Wolf_Link
Can Use Senses: Wolf_Link
Can Dig: Wolf_Link
Can Howl: Wolf_Link
Can Sniff: Wolf_Link
Can Midna Jump: Wolf_Link
Can Use Tightrope: Wolf_Link
Not Twilight: Human_Link or Wolf_Link
Slingshot: Slingshot and 'Can_Refill_Slingshot_Seeds' and Human_Link
Lantern: Lantern and 'Can_Refill_Lantern_Oil' and Human_Link
Gale Boomerang: Gale_Boomerang and Human_Link
Iron Boots: Iron_Boots and Human_Link
Bow: Progressive_Bow and 'Can_Refill_Arrows' and Human_Link
Regular Bombs: Bomb_Bag and 'Can_Refill_Regular_Bombs' and Human_Link
Water Bombs: Bomb_Bag and 'Can_Refill_Water_Bombs' and Human_Link
Bombs: Regular_Bombs or Water_Bombs
Bomb Arrows: Bow and Bombs
Spinner: Spinner and Human_Link
Ball and Chain: Ball_and_Chain and Human_Link
Zora Armor: Zora_Armor and Human_Link
Magic Armor: Magic_Armor and Human_Link
Shield: Hylian_Shield or 'Can_Buy_Wooden_Shield'
Bottle: Empty_Bottle and Lantern # Can't empty lantern oil from a bottle until you have the lantern
Asheis Sketch: Asheis_Sketch and Human_Link
Aurus Memo: Aurus_Memo and Human_Link
Renados Letter: Renados_Letter and Human_Link
Invoice: Invoice and Human_Link
Wooden Statue: Wooden_Statue and Human_Link
Ilias Charm: Ilias_Charm and Human_Link
Fishing Rod: Progressive_Fishing_Rod and Human_Link
Coral Earring: count(Progressive_Fishing_Rod, 2) and Human_Link
Sword: Progressive_Sword and Human_Link
Ordon Sword: count(Progressive_Sword, 2) and Human_Link
Master Sword: count(Progressive_Sword, 3) and Human_Link
Light Sword: count(Progressive_Sword, 4) and Human_Link
Big Quiver: count(Progressive_Bow, 2) and 'Can_Refill_Arrows' and Human_Link
Giant Quiver: count(Progressive_Bow, 3) and 'Can_Refill_Arrows' and Human_Link
Clawshot: Progressive_Clawshot and Human_Link
Double Clawshots: count(Progressive_Clawshot, 2) and Human_Link
Dominion Rod: Progressive_Dominion_Rod and Human_Link
Restored Dominion Rod: count(Progressive_Dominion_Rod, 2) and Human_Link
Big Wallet: Progressive_Wallet
Giant Wallet: count(Progressive_Wallet, 2)
Collosal Wallet: count(Progressive_Wallet, 3)
Ending Blow: Sword and Progressive_Hidden_Skill
Shield Attack: Shield and count(Progressive_Hidden_Skill, 2)
Back Slice: Sword and count(Progressive_Hidden_Skill, 3)
Helm Splitter: Sword and Shield_Attack and count(Progressive_Hidden_Skill, 4)
Mortal Draw: Sword and count(Progressive_Hidden_Skill, 5)
Jump Strike: Sword and count(Progressive_Hidden_Skill, 6)
Great Spin: Sword and count(Progressive_Hidden_Skill, 7)
Can Use Back Slice as Sword: Back_Slice_as_Sword == On and count(Progressive_Hidden_Skill, 3)
Can Do Niche Stuff: Impossible # TODO: Make settings for all of these
Can Do Difficult Combat: Impossible # TODO: Make settings for all of these
Can Use Hot Spring Water: Bottle and 'Can_Buy_Hot_Spring_Water'
Can Use Bottled Fairy: Bottle and 'Fairy_Access'
# This will have to change if we allow players to start with less than 3 hearts
Can Survive Damage: Logic_Damage_Multiplier != OHKO or Can_Use_Bottled_Fairy
Can Survive One Bonk: Bonks_Do_Damage == Off or Can_Survive_Damage
Can Survive Two Bonks: Bonks_Do_Damage == Off or Logic_Damage_Multiplier != OHKO or
(Can_Use_Bottled_Fairy and count(Empty_Bottle, 2))
Can Survive Three Bonks: Bonks_Do_Damage == Off or Logic_Damage_Multiplier != OHKO or
(Can_Use_Bottled_Fairy and count(Empty_Bottle, 3))
Can Smash: Bombs or Ball_and_Chain
Can Break Webs: Lantern or Bombs or (Ball_and_Chain and Ball_and_Chain_Webs == On)
Can Light Torches: Lantern
Can Extinguish Torches: Gale_Boomerang
Can Launch Bombs: Bombs and (Gale_Boomerang or Bow)
Can Break Monkey Cage: Sword or Iron_Boots or Spinner or Ball_and_Chain or Wolf_Link or Bombs or
Bow or Clawshot or (Can_Do_Niche_Stuff and Shield_Attack)
Can Cut Hanging Web: Clawshot or Bow or Gale_Boomerang or Ball_and_Chain
Can Break Wooden Barrier: Sword or Can_Smash or Wolf_Link or Can_Use_Back_Slice_as_Sword
Can Refill Air: Zora_Armor # or glitched logic water bombs
Can Cross Quicksand: Wolf_Link or Spinner
Can Break Armor: Ball_and_Chain
Can Break Ice: Ball_and_Chain
Can Launch Canonball: Bombs
Can Knock Down Hyrule Castle Painting: Bow or (Can_Do_Niche_Stuff and (Bombs or Jump_Strike))
Can Knock Down Hanging Baba: Bow or Clawshot or Gale_Boomerang or Slingshot
Has Damaging Item: Sword or Ball_and_Chain or Bow or Bombs or Iron_Boots or Wolf_Link or Spinner
Can Hit Crystal Switch: Clawshot or Has_Damaging_Item
Can Hit Crystal Switch at Range: Clawshot or Bow
Can Complete MDH: Skip_Midna's_Desparate_Hour == On or ('Can_Access_Castle_Town_South' and 'Can_Complete_Lakebed_Temple')
# REGULAR ENEMIES
# A lot of enemies use this identical logical requirement
Can Defeat Generic Enemy: Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Shadow Beast: Sword or (Wolf_Link and Can_Complete_MDH)
Can Defeat Keese: Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link or Slingshot or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Fire Keese: Can_Defeat_Keese
Can Defeat Ice Keese: Can_Defeat_Keese
Can Defeat Shadow Keese: Can_Defeat_Keese
Can Defeat Rat: Slingshot or Can_Defeat_Generic_Enemy
Can Defeat Ghoul Rat: Can_Use_Senses
Can Defeat Bokoblin: Can_Defeat_Generic_Enemy or Slingshot
Can Defeat Red Bokoblin: Sword or Ball_and_Chain or Giant_Quiver or Wolf_Link or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Difficult_Combat and (Iron_Boots or Spinner))
Can Defeat Bulblin: Can_Defeat_Generic_Enemy
Can Defeat Deku Baba: Sword or Ball_and_Chain or Bow or Spinner or Shield_Attack or Slingshot or Clawshot or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Big Baba: Can_Defeat_Generic_Enemy
Can Defeat Baba Serpent: Can_Defeat_Generic_Enemy
Can Defeat Walltula: Ball_and_Chain or Slingshot or Bow or Gale_Boomerang or Clawshot
Can Defeat Skulltula: Can_Defeat_Generic_Enemy
Can Defeat Deku Like: Bombs
Can Launch Tileworm: Gale_Boomerang
Can Defeat Tileworm: Gale_Boomerang and Can_Defeat_Generic_Enemy
Can Defeat Stalhound: Can_Defeat_Generic_Enemy
Can Defeat Kargarok: Can_Defeat_Generic_Enemy
Can Defeat Goron: Sword or Ball_and_Chain or Bow or Spinner or Shield_Attack or Slingshot or Clawshot or Bombs or
(Can_Do_Niche_Stuff and Iron_Boots) or (Can_Do_Difficult_Combat and Lantern) or Can_Use_Back_Slice_as_Sword
Can Defeat Torch Slug: Sword or Ball_and_Chain or Bow or Wolf_Link or Bombs
Can Defeat Dodongo: Can_Defeat_Generic_Enemy
Can Defeat Beamos: Ball_and_Chain or Bow or Bombs
Can Defeat Leever: Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link or Bombs or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Helmasaur: Can_Defeat_Generic_Enemy
Can Defeat Tektite: Can_Defeat_Generic_Enemy
Can Defeat Toado: Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link
Can Defeat Water Toadpoli: Sword or Ball_and_Chain or Bow or Shield_Attack or (Can_Do_Difficult_Combat and Wolf_Link)
Can Defeat Shell Blade: Water_Bombs or (Sword and (Iron_Boots or (Can_Do_Niche_Stuff and Magic_Armor)))
Can Defeat Lizalfos: Sword or Ball_and_Chain or Bow or Wolf_Link or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Dinalfos: Sword or Ball_and_Chain or Wolf_Link
Can Defeat Chu: Can_Defeat_Generic_Enemy or Clawshot
Can Defeat Chu Worm: (Bombs or Clawshot) and (Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link or Can_Use_Back_Slice_as_Sword)
Can Defeat Bubble: Can_Defeat_Generic_Enemy
Can Defeat Fire Bubble: Can_Defeat_Bubble
Can Defeat Ice Bubble: Can_Defeat_Bubble
Can Defeat Skull Kid: Bow
Can Defeat Poe: Can_Use_Senses
Can Defeat Stalchild: Can_Defeat_Generic_Enemy
Can Defeat Stalfos: Can_Smash
Can Defeat Redead Knight: Sword or Ball_and_Chain or Bow or Wolf_Link or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat White Wolfos: Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link or Bombs or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Chilfos: Can_Defeat_Generic_Enemy
Can Defeat Mini Freezard: Can_Defeat_Generic_Enemy
Can Defeat Freezard: Ball_and_Chain
Can Defeat Young Gohma: Sword or Ball_and_Chain or Bow or Spinner or Wolf_Link or Bombs or
(Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Baby Gohma: Can_Defeat_Generic_Enemy or Slingshot or Clawshot
Can Defeat Armos: Can_Defeat_Generic_Enemy or Clawshot
Can Defeat Zant Head: Sword or Wolf_Link or Can_Use_Back_Slice_as_Sword
# MINIBOSSES
Can Defeat Ook: Sword or Ball_and_Chain or Bow or Wolf_Link or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Dangoro: Iron_Boots and (Sword or Wolf_Link or Bomb_Arrows or (Can_Do_Niche_Stuff and Ball_and_Chain))
Can Defeat Deku Toad: Sword or Ball_and_Chain or Bow or Wolf_Link or Bombs or
Can_Use_Back_Slice_as_Sword or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat King Bulblin Desert: Sword or Ball_and_Chain or Wolf_Link or Giant_Quiver or Can_Use_Back_Slice_as_Sword or
(Can_Do_Difficult_Combat and (Spinner or Iron_Boots or Bombs or Big_Quiver))
Can Defeat Deathsword: Can_Use_Senses and Sword and (Clawshot or Bow or Gale_Boomerang)
Can Defeat Darkhammer: Sword or Ball_and_Chain or Bow or Wolf_Link or Bombs or
(Can_Use_Back_Slice_as_Sword and Can_Do_Difficult_Combat) or (Can_Do_Niche_Stuff and Iron_Boots)
Can Defeat Darknut: Sword or (Can_Do_Difficult_Combat and (Bombs or Ball_and_Chain))
Can Defeat Aerolfos: Clawshot and (Sword or Ball_and_Chain or Wolf_Link or (Can_Do_Niche_Stuff and Iron_Boots))
Can Defeat Phantom Zant: Sword or Wolf_Link
Can Defeat King Bulblin Castle: Sword or Ball_and_Chain or Wolf_Link or Big_Quiver or (Can_Do_Difficult_Combat and
(Spinner or Iron_Boots or Bombs or Can_Use_Back_Slice_as_Sword))
# BOSSES
Can Defeat Diababa: Can_Launch_Bombs or (Gale_Boomerang and
(Sword or Ball_and_Chain or Wolf_Link or Bombs or
(Can_Do_Difficult_Combat and Can_Use_Back_Slice_as_Sword) or (Can_Do_Niche_Stuff and Iron_Boots)))
Can Defeat Fyrus: Bow and Iron_Boots and (Sword or (Can_Do_Difficult_Combat and Can_Use_Back_Slice_as_Sword))
Can Defeat Morpheel: Iron_Boots and Clawshot and Sword and Can_Refill_Air
Can Defeat Stallord: Spinner and (Sword or Can_Do_Difficult_Combat)
Can Defeat Blizzeta: Ball_and_Chain
Can Defeat Armogohma: Bow and Dominion_Rod
Can Defeat Argorok: Double_Clawshots and Ordon_Sword and (Iron_Boots or (Can_Do_Niche_Stuff and Magic_Armor))
Can Defeat Zant: Master_Sword and Gale_Boomerang and (Iron_Boots or (Can_Do_Niche_Stuff and Magic_Armor)) and
Can_Refill_Air and Clawshot and Ball_and_Chain
Can Open North Faron Woods Gate: North_Faron_Woods_Gate_Key or Small_Keys == Keysy
Can Complete Prologue: Skip_Prologue == On or (Sword and Slingshot and Can_Open_North_Faron_Woods_Gate)
# You can only use warp portals from certain stages.
# 'Can_Warp' is an event added to any logical area
# which is part of a stage that players can warp from.
Can Use Warp Portals: Wolf_Link and 'Can_Warp' and Can_Complete_Prologue
Can Free All Monkeys in Forest Temple: "'Can_Free_Monkey_in_Entrance_Room' and 'Can_Free_Monkey_on_Totem' and
'Can_Free_Monkey_in_Big_Baba_Room' and 'Can_Free_Monkey_in_West_Tileworm_Room' and
'Can_Free_Monkey_in_East_Tileworm_Room' and 'Can_Free_Monkey_in_Dark_Spider_Room' and
'Can_Free_Monkey_in_North_Deku_Like_Room'"
Has Sword For Temple of Time: Temple_of_Time_Sword_Requirement == None or
(Temple_of_Time_Sword_Requirement == Wooden_Sword and Sword) or
(Temple_of_Time_Sword_Requirement == Ordon_Sword and Ordon_Sword) or
(Temple_of_Time_Sword_Requirement == Master_Sword and Master_Sword) or
(Temple_of_Time_Sword_Requirement == Light_Sword and Light_Sword)
Can Complete Faron Twilight: Faron_Twilight_Cleared == On or count(Faron_Twilight_Tear, 16)
Can Complete Eldin Twilight: Eldin_Twilight_Cleared == On or count(Eldin_Twilight_Tear, 16)
Can Complete Lanayru Twilight: Lanayru_Twilight_Cleared == On or count(Lanayru_Twilight_Tear, 16)
Can Complete All Twilight: Can_Complete_Faron_Twilight and Can_Complete_Eldin_Twilight and Can_Complete_Lanayru_Twilight
Can Defeat Faron Twilit Insect: Twilight
Can Defeat Eldin Twilit Insect: Twilight
Can Defeat Lanayru Twilit Insect: Twilight and Can_Complete_Eldin_Twilight
Can Clear Forest: Can_Complete_Faron_Twilight and ('Can_Complete_Forest_Temple' or Faron_Woods_Logic == Open)
Can Complete All Dungeons: "'Can_Complete_Forest_Temple' and 'Can_Complete_Goron_Mines' and 'Can_Complete_Lakebed_Temple' and
'Can_Complete_Arbiters_Grounds' and 'Can_Complete_Snowpeak_Ruins' and 'Can_Complete_Temple_of_Time' and
'Can_Complete_City_in_the_Sky' and 'Can_Complete_Palace_of_Twilight'"
Can Break Hyrule Castle Barrier: Hyrule_Barrier_Requirements == Open or
(Hyrule_Barrier_Requirements == Vanilla and 'Can_Complete_Palace_of_Twilight') or
(Hyrule_Barrier_Requirements == Fused_Shadows and count(Progressive_Fused_Shadow, Hyrule_Barrier_Fused_Shadows)) or
(Hyrule_Barrier_Requirements == Mirror_Shards and count(Progressive_Mirror_Shard, Hyrule_Barrier_Mirror_Shards)) or
(Hyrule_Barrier_Requirements == Dungeons and dungeons_completed(Hyrule_Barrier_Dungeons)) or
(Hyrule_Barrier_Requirements == Poe_Souls and count(Poe_Soul, Hyrule_Barrier_Poe_Souls)) or
(Hyrule_Barrier_Requirements == Hearts and hearts(Hyrule_Barrier_Hearts))
Can Open Hyrule Castle Big Key Gate: Hyrule_Castle_Big_Key_Requirements == None or
(Hyrule_Castle_Big_Key_Requirements == Fused_Shadows and count(Progressive_Fused_Shadow, Hyrule_Castle_Big_Key_Fused_Shadows)) or
(Hyrule_Castle_Big_Key_Requirements == Mirror_Shards and count(Progressive_Mirror_Shard, Hyrule_Castle_Big_Key_Mirror_Shards)) or
(Hyrule_Castle_Big_Key_Requirements == Dungeons and dungeons_completed(Hyrule_Castle_Big_Key_Dungeons)) or
(Hyrule_Castle_Big_Key_Requirements == Poe_Souls and count(Poe_Soul, Hyrule_Castle_Big_Key_Poe_Souls)) or
(Hyrule_Castle_Big_Key_Requirements == Hearts and hearts(Hyrule_Castle_Big_Key_Hearts))
Can Talk to Springwater Goron: Nothing # TODO
File diff suppressed because it is too large Load Diff
@@ -1,652 +0,0 @@
######################
## Logic Settings ##
######################
- Name: Logic Rules
Default Option: All Locations Reachable
Options:
- All Locations Reachable: "Logic is considered when placing items. Tricks and Glitches can be enabled for consideration below."
- Beatable Only: "Logic is considered when placing items only until the world is beatable. Remaining items are placed without logic consideration. Tricks and Glitches can be enabled for consideration below."
- No Logic: "Maximize randomization, logic is not considered when placing items. MAY BE IMPOSSIBLE TO BEAT."
# - Vanilla: "Items are placed in their vanilla locations."
######################
## Access Options ##
######################
- Name: Hyrule Barrier Requirements
Need In Game: True
Tracker Important: True
Default Option: Vanilla
Options:
- Open: "The barrier around Hyrule Castle is dispelled from the beginning."
- Vanilla: "The barrier will be dispelled once Palace of Twilight is cleared."
- Fused Shadows: "The barrier will be dispelled once the required number of Fused Shadows have been collected."
- Mirror Shards: "The barrier will be dispelled once the required number of Mirror Shards have been collected."
- Dungeons: "The barrier will be dispelled once the required number of Dungeons have been cleared."
- Poe Souls: "The barrier will be dispelled once the required number of Poe Souls have been collected."
- Hearts: "The barrier will be dispelled once the required number of Hearts have been reached."
- Name: Hyrule Barrier Fused Shadows
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-3: No description available.
- Name: Hyrule Barrier Mirror Shards
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-4: No description available.
- Name: Hyrule Barrier Dungeons
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-8: No description available.
- Name: Hyrule Barrier Poe Souls
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-60: No description available.
- Name: Hyrule Barrier Hearts
Need In Game: True
Tracker Important: True
Default Option: 4
Options:
- 4-20: No description available. # Hehe 420
- Name: Palace of Twilight Requirements
Need In Game: True
Tracker Important: True
Default Option: Vanilla
Options:
- Open: "The Mirror of Twilight is open at the start of the game."
- Fused Shadows: "The player must collect all 3 Fused Shadows."
- Mirror Shards: "The player must collect all 4 Mirror Shards."
- Vanilla: "The player must complete City in the Sky."
- Name: Faron Woods Logic
Tracker Important: True
Default Option: Closed
Options:
- Closed: "Midna will block the player from leaving Faron Woods until Forest Temple is completed."
- Open: "Midna will not prevent the player from leaving Faron Woods."
- Name: Mirror Chamber Access
Need In Game: True
Tracker Important: True
Default Option: Open
Options:
- Open: "The entrance is open and operates like normal. If you start with the Mirror Chamber Portal, you can access the Stallord boss fight without going through Arbiter's Grounds."
- Barrier: "A barrier is placed in front of the Mirror Chamber entrance and goes away once Stallord is defeated."
- Closed: "The Mirror Chamber is isolated from the world and cannot be reached from the Stallord boss room. To access it, players will either need the portal or access from Palace of Twilight."
######################
## Item Pool ##
######################
- Name: Golden Bugs
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The Golden Bug locations across Hyrule will give the golden bug at that location in the base game."
- "On": "The Golden Bug locations across Hyrule will be randomized."
- Name: Sky Characters
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The Sky Character locations across Hyrule will give Sky Characters."
- "On": "The Sky Character locations across Hyrule will be randomized."
- Name: Gifts From NPCs
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Locations which involve an NPC giving you a gift will give the item expected from the base game."
- "On": "Locations which involve an NPC giving you a gift will be randomized."
- Name: Shop Items
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Shop item locations will contain the item they have in the base game."
- "On": "Shop items will be randomized."
- Name: Hidden Skills
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The golden wolf locations across Hyrule will give you Hidden Skills. You will be required to get at least one of them to obtain the Ending Blow."
- "On": "The golden wolf locations across Hyrule will be randomized."
- Name: Hidden Rupees
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Rupees hidden in tricky locations will not be randomized."
- "On": "Rupees hidden in tricky locations will be randomized."
- Name: Freestanding Rupees
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Rupees out in the open will not be randomized."
- "On": "Rupees out in the open will be randomized."
- Name: Poe Souls
Tracker Important: True
Default Option: Vanilla
Options:
- Vanilla: "All poes will give poe souls as the item for beating them."
- Overworld: "Overworld poes will give randomized items. Poes in dungeons will still give poe souls."
- Dungeon: "Poes in dungeons will give randomized items. Overworld poes will will give poe souls."
- All: "All poes will be randomized."
- Name: Ilia Memory Quest
Tracker Important: True
Default Option: Vanilla
Options:
- Vanilla: "The Ilia Memory Quest will work the same way as the base game. You'll start it by beating Temple of Time and then talking to Renado in Kakariko Village."
- Letter: "Renado's Letter will be shuffled into the world somewhere. You'll start the quest by finding Renado's Letter and then showing it to Telma in her bar."
- Invoice: "The Invoice will be shuffled into the world somewhere. You'll start the quest by finding the Invoice and showing it to the Doctor in Castle Town."
- Statue: "The Wooden Statue will be shuffled into the world somewhere. You'll start the quest by finding the Wooden Statue and then showing it to Ilia in Kakariko Village."
- Charm: "Ilia's Charm will be shuffled into the world somewhere. You'll start the quest by finding Ilia's Charm and then showing it to Ilia in Kakariko Village to complete the quest."
- Name: Item Scarcity
Default Option: Vanilla
Options:
- Vanilla: "No changes to the item pool."
- Minimal: "Removes unrequired items such as Heart Containers and Pieces, Hawkeye, etc. Has as few items as possible for Bomb Bags, Bows, Hidden Skills, and Wallets. No Magic Armor and 1 Hidden Skill if Glitchless logic."
- Plentiful: "One extra copy of major items. There are 17 Heart Containers but no Pieces of Heart. Extra keys if `Keysanity` or `Any Dungeon`."
- Name: Trap Item Frequency
Default Option: None
Options:
- None: "All items in the game will be genuine."
- Few: "Approximately 12.5% of non-major items will be replaced with 'traps' that don't give the item they appear to be."
- Many: "Approximately 39.1% of non-major items will be replaced with 'traps' that don't give the item they appear to be."
- Mayhem: "Approximately 62.7% of non-major items will be replaced with 'traps' that don't give the item they appear to be."
- Nightmare: "All of the non-major items will be replaced with 'traps' that don't give the item they appear to be."
######################
## Dungeon Items ##
######################
- Name: Small Keys
Tracker Important: True
Default Option: Vanilla
Random Low: Own Dungeon
Random High: Anywhere
Options:
- Vanilla: "Small Keys will appear in their vanilla locations."
- Own Dungeon: "Small Keys will appear inside their respective dungeon."
- Any Dungeon: "Small Keys can appear inside any dungeon."
# - Own Region: "Small Keys will appear in their dungeon's region."
- Overworld: "Small Keys will only appear in the overworld."
- Anywhere: "Small Keys can appear anywhere."
- Keysy: "Small Keys will not appear anywhere in the world and their locks will start opened."
- Name: Big Keys
Tracker Important: True
Default Option: Vanilla
Options:
- Vanilla: "Big Keys will appear in their vanilla locations."
- Own Dungeon: "Big Keys will appear inside their respective dungeon."
- Any Dungeon: "Big Keys can appear inside any dungeon."
# - Own Region: "Big Keys appear in their dungeon's region."
- Overworld: "Big Keys will only appear in the overworld."
- Anywhere: "Big Keys can appear anywhere."
- Keysy: "Big Keys will not appear anywhere in the world and boss doors will start opened."
- Name: Maps and Compasses
Default Option: Vanilla
Options:
- Vanilla: "Maps and Compasses will appear in their vanilla locations."
- Own Dungeon: "Maps and Compasses can appear anywhere inside their respective dungeon."
- Any Dungeon: "Maps and Compasses can appear inside any dungeon."
# - Own Region: "Maps and Compasses will appear in their dungeon's region."
- Overworld: "Maps and Compasses will only appear in the overworld."
- Anywhere: "Maps and Compasses can appear anywhere."
- Start With: "The player starts with all Maps and Compasses."
- Name: Hyrule Castle Big Key Requirements
Need In Game: True
Tracker Important: True
Default Option: None
Options:
- None: "The gate is opened and the key is randomized according to the respective Big Key settings."
- Fused Shadows: "The gate will open once the required number of Fused Shadows have been collected."
- Mirror Shards: "The gate will open once the required number of Mirror Shards have been collected."
- Dungeons: "The gate will open once the required number of Dungeons have been cleared."
- Poe Souls: "The gate will open once the required number of Poe Souls have been collected."
- Hearts: "The gate will open once the required number of Hearts have been reached."
- Name: Hyrule Castle Big Key Fused Shadows
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-3: No description available.
- Name: Hyrule Castle Big Key Mirror Shards
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-4: No description available.
- Name: Hyrule Castle Big Key Dungeons
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-8: No description available.
- Name: Hyrule Castle Big Key Poe Souls
Need In Game: True
Tracker Important: True
Default Option: 1
Options:
- 1-60: No description available.
- Name: Hyrule Castle Big Key Hearts
Need In Game: True
Tracker Important: True
Default Option: 4
Options:
- 4-20: No description available. # Hehe 420
- Name: Dungeon Rewards Can Be Anywhere
Default Option: "Off"
Options:
- "Off": "Dungeon reward items (Fused Shadows and Mirror Shards) will only appear at the end of dungeons."
- "On": "Dungeon reward items (Fused Shadows and Mirror Shards) can appear anywhere."
- Name: No Small Keys on Bosses
Default Option: "Off"
Options:
- "Off": "Small keys will not be placed on boss heart container or dungeon reward checks."
- "On": "Small keys can potentially be placed on boss heart container or dungeon reward checks. You may be expected to defeat a dungeon's boss before progressing further into the dungeon."
- Name: Unrequired Dungeons Are Barren
Tracker Important: True
Default Option: "On"
Options:
- "Off": "Unrequired dungeons may contain items needed to beat the game."
- "On": "Unrequired dungeons will not contain any items necessary to beat the game."
######################
## Timesavers ##
######################
- Name: Skip Prologue
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "You will be required to play through the prologue section of the game to begin the randomizer. This includes everything up to the second goat herding sequence."
- "On": "The prologue section of the game will be completed from the start."
- Name: Faron Twilight Cleared
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "You will be required to complete the Castle Sewers and Faron Twilight section of the game."
- "On": "The Castle Sewers and Faron Twilight section of the game will be completed from the start."
- Name: Eldin Twilight Cleared
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "You will be required to complete the Eldin Twilight section of the game."
- "On": "The Eldin Twilight section of the game will be completed from the start."
- Name: Lanayru Twilight Cleared
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "You will be required to complete the Lanayru Twilight section of the game."
- "On": "The Lanayru Twilight section of the game will be completed from the start."
- Name: Skip Midna's Desparate Hour
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "After completing Lakebed Temple, you will be required to complete the Midna's Desperate Hour section of the game. Note that some overworld poes require Midna's Desperate Hour to be completed before they spawn in. The Midna Charge Attack will also not be available in the light world until Midna's Desperate Hour is completed."
- "On": "The Midna's Desperate Hour section of the game will be completed from the start."
- Name: Skip Minor Cutscenes
Need In Game: True
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Minor cutscenes such as area introduction cutscenes and Midna text explanations will not be skipped."
- "On": "Minor cutscenes such as area introduction cutscenes and Midna text explanations will not play."
- Name: Skip Major Cutscenes
Need In Game: True
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "If you want to skip a skippable cutscene, you must press the start button twice while the cutscene is playing."
- "On": "The randomizer will automatically skip any skippable cutscene as fast as possible."
- Name: Unlock Map Regions
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The map will not start filled in at the beginning of the randomizer. You will have to travel to the different sections of the world to get them on the map."
- "On": "The map will start as filled in as possible. Certain sections such as Eldin and Lanayru will only be filled in if their Twilight section is cleared from the start."
- Name: Open Door of Time
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "You will be required to lead the big statue down the Temple of Time to open the big door at the bottom."
- "On": "The big statue will already be set in place at the bottom of the Temple of Time and the door will be opened from the start."
- Name: Active Goron Mines Magnets
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The switches to activate magnets in Goron Mines will need to be activated manually."
- "On": "The switches to activate magnets in Goron Mines will be activated from the start except for the highest one in the main room."
- Name: Lower Hyrule Castle Chandelier
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The chandeliers in Hyrule Castle will all need to be lowered manually."
- "On": "One of the chandeliers in the Hyrule Castle main hall will be lowered from the start. This skips requiring Gale Boomerang and either Lantern or Bow to complete Hyrule Castle."
- Name: Skip Bridge Donation
Need In Game: True
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "You will need to donate money at Kakariko Malo Mart to build the bridge between Eldin Field and Castle Town."
- "On": "The bridge between Eldin Field and Castle Town will be automatically built after Eldin and Lanayru Twilight are both completed."
######################
# Additional Settings#
######################
- Name: Starting Form
Tracker Important: True
Default Option: Human
Options:
- Human: Start as Human Link
- Wolf: Start as Wolf Link
- Name: Bonks Do Damage
Tracker Important: True
Default Option: "Off"
Options:
- "Off": No description available.
- "On": No description available.
- Name: Starting Time of Day
Default Option: Noon
Options:
- Morning: "Time of day will start at 9am."
- Noon: "Time of day will start at noon."
- Evening: "Time of day will start at 6pm."
- Night: "Time of day will start at midnight."
- Name: Logic Transform Anywhere
Default Option: "On"
Options:
- "Off": "You will not be expected to transform in places that you normally can't."
- "On": "You may be expected to transform in places that require turning on the Dusklight Transform Anywhere setting."
- Name: Logic Increase Wallet Capacity
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Logic will assume you have the same wallet capacities as the base game."
- "On": "Logic will assume that you have the Bigger Wallets Dusklight setting turned on."
- Name: Logic Damage Multiplier
Default Option: Vanilla
Options:
- Vanilla: "Logic will assume your Dusklight Damage Multiplier is x1."
- Double: "Logic will assume your Dusklight Damage Multiplier is x2."
- Triple: "Logic will assume your Dusklight Damage Multiplier is x3."
- Quadruple: "Logic will assume your Dusklight Damage Multiplier is x4."
- OHKO: "Logic will assume your Dusklight Instant Death setting is turned on."
#############################
# Dungeon Entrance Settings #
#############################
- Name: Lakebed Does Not Require Water Bombs
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The entrance to Lakebed Temple will be blocked by a boulder and require using Water Bombs to blow up."
- "On": "The rock blocking access to the entrance of Lakebed Temple will be gone, meaning you can get in without Water Bombs."
- Name: Arbiters Does Not Require Bulblin Camp
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Bulblin Camp will have to be completed to access the entrance to Arbiter's Grounds. This will require finding the Gerudo Desert Bulblin Camp Key."
- "On": "Bulblin Camp will be cleared at the start of the randomizer."
- Name: Snowpeak Does Not Require Reekfish Scent
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Getting the reekfish scent will be required for running through the blizzard on Snowpeak Mountain. Getting the reekfish scent requires the Coral Earring."
- "On": "The randomizer will start you with the reekfish scent, meaning you can go through the Snowpeak Mountain blizzard without needing the Coral Earring."
- Name: Sacred Grove Does Not Require Skull Kid
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Getting through the Lost Woods will require completing the Skull Kid chase sequence."
- "On": "The Skull Kid chase sequence in the Lost Woods will start already completed."
- Name: City Does Not Require Filled Skybook
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "The canon to City in the Sky will spawn in Lake Hylia when the Sky Book has been completed."
- "On": "The canon to City in the Sky will be in Lake Hylia from the start."
- Name: Goron Mines Entrance
Tracker Important: True
Default Option: Closed
Options:
- Closed: "Accessing Goron Mines will require climbing up to the Death Mountain Sumo Hall and wrestling with the Goron Elder."
- No Wrestling: "Accessing Goron Mines will require climbing up to the Death Mountain Sumo Hall, but wrestling the Goron Elder will not be necessary."
- Open: "The elevator shortcut to the Death Mountain Sumo Hall will be open, and can be used to access Goron Mines."
- Name: Temple of Time Sword Requirement
Need In Game: True
Tracker Important: True
Default Option: None
Options:
- None: "The door to the past will be open from the start."
- Wooden Sword: "The door to the past will require striking at least the Wooden Sword into the Master Sword pedestal."
- Ordon Sword: "The door to the past will require striking at least the Ordon Sword into the Master Sword pedestal."
- Master Sword: "The door to the past will require striking at least the Master Sword into the Master Sword pedestal."
- Light Sword: "The door to the past will require striking the Light Sword into the Master Sword pedestal."
#############################
## Hints ##
#############################
- Name: Number of Path Hints
Default Option: 3
Options:
- 0-7: "Select the number of path hints you would like to generate."
- Name: Path Hints on Midna
Default Option: "Off"
Options:
- "Off": "Path Hints will not be part of Midna's hint text."
- "On": "Path hints will be part of Midna's hint text. If path hints are also placed on hint signs, then the hints will be split evenly between the two options."
- Name: Path Hints on Hint Signs
Default Option: "Off"
Options:
- "Off": "Path Hints will not be placed on hint signs."
- "Overworld": "Path hints will be placed only on overworld hint signs. If path hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Dungeon": "Path hints will be placed only on dungeon hint signs. If path hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Any": "Path hints can be placed at any hint sign. If path hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- Name: Number of Barren Hints
Default Option: 3
Options:
- 0-7: "Select the number of barren hints you would like to generate."
- Name: Barren Hints on Midna
Default Option: "On"
Options:
- "Off": "Barren Hints will not be part of Midna's hint text."
- "On": "Barren hints will be part of Midna's hint text. If barren hints are also placed on hint signs, then the hints will be split evenly between the two options."
#- "On + Region Hint Signs": "Barren hints will be part of Midna's hint text. The hint signs within Midna's hinted barren regions will also declare the region as barren. If barren hints are also placed on hint signs, then the hints will be split evenly between the two options."
- Name: Barren Hints on Hint Signs
Default Option: "Off"
Options:
- "Off": "Barren Hints will not be placed on hint signs."
- "Overworld": "Barren hints will be placed only on overworld hint signs. If barren hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Dungeon": "Barren hints will be placed only on dungeon hint signs. If barren hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Any": "Barren hints can be placed at any hint sign. If barren hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- Name: Number of Item Hints
Default Option: 1
Options:
- 0-7: "Select the number of item hints you would like to generate."
- Name: Item Hints on Midna
Default Option: "Off"
Options:
- "Off": "Item Hints will not be part of Midna's hint text."
- "On": "Item hints will be part of Midna's hint text. If item hints are also placed on hint signs, then the hints will be split evenly between the two options."
- Name: Item Hints on Hint Signs
Default Option: "Overworld"
Options:
- "Off": "Item Hints will not be placed on hint signs."
- "Overworld": "Item hints will be placed only on overworld hint signs. If item hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Dungeon": "Item hints will be placed only on dungeon hint signs. If item hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Any": "Item hints can be placed at any hint sign. If item hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- Name: Number of Location Hints
Default Option: 5
Options:
- 0-7: "Select the number of location hints you would like to generate."
- Name: Location Hints on Midna
Default Option: "Off"
Options:
- "Off": "Location Hints will not be part of Midna's hint text."
- "On": "Location hints will be part of Midna's hint text. If location hints are also placed on hint signs, then the hints will be split evenly between the two options."
- Name: Location Hints on Hint Signs
Default Option: "Overworld"
Options:
- "Off": "Location Hints will not be placed on hint signs."
- "Overworld": "Location hints will be placed only on overworld hint signs. If location hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Dungeon": "Location hints will be placed only on dungeon hint signs. If location hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- "Any": "Location hints can be placed at any hint sign. If location hints are also part of Midna's hint text, then the hints will be split evenly between the two options."
- Name: Prioritize Remote Location Hints
Default Option: "On"
Options:
- "Off": "All locations will be treated equally for location hints."
- "On": "Certain locations which are time-consuming to check will be given priority for location hints."
#############################
## Entrance Randomizer ##
#############################
- Name: Randomize Starting Spawn
Default Option: "Off"
Options:
- "Off": "Link will start outside his house."
- "On": "Link will start in a random area."
- Name: Randomize Dungeon Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a dungeon will lead to the vanilla dungeon."
- "On": "Entering a dungeon will lead to a random dungeon."
- "On + Hyrule Castle": "Entering a dungeon will lead to a random dungeon. Hyrule Castle's entrance will be shuffled as well."
- Name: Randomize Boss Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a boss door will lead to the intended boss."
- "On": "Entering a boss door will lead to a random boss."
- Name: Randomize Grotto Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a grotto will lead to the intended grotto."
- "On": "Entering a grotto will lead to a random grotto."
- Name: Randomize Cave Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a door or loadzone that leads to a cave area will lead to the intended cave."
- "On": "Entering a door or loadzone that leads to a cave area will lead to a random cave."
- Name: Randomize Interior Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a door or loadzone that leads to an interior area will lead to the intended area."
- "On": "Entering a door or loadzone that leads to an interior area will lead to a random intended area."
- Name: Randomize Overworld Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a loadzone that leads to an overworld area will lead to the intended area."
- "On": "Entering a loadzone that leads to an overworld area will lead to a random area."
- Name: Decouple Double Door Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a left door will lead to the same location as the corresponding right door."
- "On": "Entering a left door may lead somewhere different than the corresponding right door (only if the door's type is randomized)."
- Name: Decouple Entrances
Tracker Important: True
Default Option: "Off"
Options:
- "Off": "Entering a location and taking the entrance behind you will take you back to where you came from."
- "On": "Entering a location and taking the entrance behind you will take you to a random location."
#############################
## Logic Tricks ##
#############################
- Name: Back Slice as Sword
Default Option: "Off"
Options:
- "Off": "Back Slicing without a sword cannot be logically required to do damage."
- "On": "Back Slicing without a sword can be logically required to do damage."
- Name: Ball and Chain Webs
Default Option: "Off"
Options:
- "Off": "Ball and Chain will not be required to break webs."
- "On": "Ball and Chain may be required to break webs."
@@ -1,611 +0,0 @@
# Flag values taken from: https://github.com/lunarsoap5/Randomizer-Web-Generator-1/blob/development/Generator/Assets/Flags.cs
EventFlags:
- 0x0382 # Gave wooden sword to Talo. Talked to squirrel outside link's house
- 0x0629 # Tame Epona, KB1 trigger activated, Warped Kakariko Bridge Back.
- 0x0F40 # Talked to Doctor for the first time.
- 0x1208 # Can use Sera's Shop.
- 0x1410 # Put Bo outside, ready to wrestle
- 0x0F01 # Got Lantern from Coro (Remove when adding Coro checks)
- 0x0A2F # Bridge of Eldin Stolen, KB1 defeated, KB1 started
- 0x0F68 # Bridge of Eldin Warped Back, forced text when entering dr. clinic, talked to dr before giving invoice
- 0x4088 # Saved monkey from puppets, Visited Gerudo Desert for the first time.
- 0x4118 # Talked to Fado after Faron and Eldin Twilight
- 0x07A0 # Watched Colin CS after KB1, talked to Bo before sumo
- 0x2020 # Master Sword Story Progression
- 0x2010 # Arbiters Grounds Story Progression
- 0x2C10 # Raised the mirror in the Mirror Chamber
- 0x1B38 # Skip Monkey Escort
- 0x1C20 # Talked to Bo after opening boots chest.
- 0x5F20 # Shad leaves sanctuary.
- 0xF701 # Add 256 Rupees to Charlo.
- 0xF8F4 # Add 244 Rupees to Charlo.
- 0x6001 # Talked to Fyer after Lanayru Twilight
- 0x3880 # Talked to Jovani after defeating Poe.
- 0x2208 # Talked to Yeto on top of the mountain after clearing SPR
- 0x3B40 # Won Snowboard race against Yeto.
- 0x2F80 # Talked to Goron outside East Castle Town
- 0x1C10 # Win Sumo round 1 against Bo
- 0x3902 # Released first caught fish in Ordon Day 2
- 0x1002 # Talked to Jaggle after climbing vines.
- 0x0B20 # Talked to Yeta in Snowpeak for the first time
- 0x4308 # Senses unlocked
- 0x4610 # Rode Epona back to Link's House
- 0x0C10 # Midna accompanies Wolf
- Skip_Prologue == On:
- 0x0404 # Talked to Uli Day 1.
- 0x4510 # Saved Talo
- 0x4A60 # Completed Ordon Day 1 and Finished Sword Training.
- 0x1601 # Completed Ordon Day 2.
- 0x1580 # Watched CS for Goats 2 Done.
- Faron_Twilight_Cleared == On:
- 0x057F # Midna Charge Unlocked, Finished Sewers, Met Zelda in swers, Midna cut prison chain, watched sewers intro CS, Escaped Cell in Sewers.
- 0x0610 # Cleared Faron Twilight
- 0x0C08 # Sword and shield removed from wolf's back.
- Eldin_Twilight_Cleared == On:
- 0x0708 # Cleared Eldin Twilight
- 0x0604 # Map Warping unlocked.
- Lanayru_Twilight_Cleared == On:
- 0x0880 # Zora's Domain Thawed.
- 0x0C02 # Lanayru Twilight Story Flag.
- 0x0A10 # Defeated Kargarok Rider at Lake (allows player to howl for Kargorok.);
- Skip_Minor_Cutscenes == On:
- 0x0140 # Talked to Yeto First Time.
- 0x0390 # Jaggle Calls out to Link, talked to Squirrel as Wolf in Ordon.
- 0x06C0 # CS After beating Ordon Shadow, CS after entering Faron Twilight.
- 0x0702 # First Time Talking to Gor Coron in Sumo Hall
- 0x1501 # Talked to Agitha for the first time.
- 0x2001 # Talked to Telma for the first time.
- 0x5E10 # Midna text after beating Forest Temple.
- 0x1D40 # Listened to Fyer at drained lake.
- 0x2201 # Plumm initial CS watched.
- 0x2310 # STAR initial CS watched.
- 0x2602 # Talked to Yeto on Snowpeak.
- 0x2840 # Used Ooccoo for the first time.
- 0x3704 # Postman twilight text.
- 0x3806 # Hena cabin first time CS, talked to Hena first time.
- 0x3A01 # Talked to Ralis in Graveyard for the first time.
- 0x4002 # Agreed to help Rusl after Snowpeak Ruins.
- 0x4205 # Watched post-ToT Ooccoo CS. Watched Cutscene with Rusl in North Faron Woods.
- 0x4508 # Allows postman letters to show up in inventory.
- 0x4A10 # Saw Talo in cage CS.
- 0x3E02 # City Ooccoo CS watched.
- 0x5940 # Met Postman for the first time.
- 0x5D40 # Midna text after Kargarok flight.
- 0x2502 # Watched cutscene with Yeto on top of mountain
- Faron_Woods_Logic == Open:
- 0x0602 # Forest Temple Story Flag
- 0x0C40 # Talked to Farone after clearing Forest Temple
- 0x5E10 # Midna text after Forest Temple completed
- Skip_Midna's_Desparate_Hour == On:
- 0x0C01 # Midna's Desperate Hour started.
- 0x1E08 # Midna's Deseperate Hour Completed.
- Small_Keys == Keysy:
- 0x0850 # Zora Escort started and completed.
- 0x0480 # Told Yeta about pumpkin.
- 0x0003 # Yeto put pumpkin and cheese in soup.
- 0x1460 # Snowpeak Ruins North and West doors unlocked.
- 0x0120 # Told Yeta about cheese
- Hyrule_Barrier_Requirements == Open:
- 0x4208 # Remove Castle Barrier
- Palace_of_Twilight_Requirements == Open:
- 0x2B08 # Mirror of Twilight Repaired.
- Goron_Mines_Entrance != Closed:
- 0x0706 # Talked to Gor Coron, Won Sumo against Gor Coron.
- Arbiters_Does_Not_Require_Bulblin_Camp == On:
- 0x0B40 # Escaped Burning Tent in Bulblin Camp.
- Snowpeak_Does_Not_Require_Reekfish_Scent == On:
- 0x6120 # Got the reekfish and smelled it (removes void in Snowpeak).
- City_Does_Not_Require_Filled_Skybook == On:
- 0x3B08 # Sky Cannon Repaired.
- Randomize_Starting_Spawn == On:
- 0x057A # Finished Sewers, Midna text after entering Faron Twilight, Met Zelda in sewers, Midna cut prison chain, Watched Sewers intro CS, Escaped cell in sewers.
- Ilia_Memory_Quest >= Letter:
- 0x2004 # ToT Story Progression Flag
- 0x0F80 # Renados Letter Check
- Ilia_Memory_Quest >= Statue:
- 0x2710 # Showed Invoice to Doctor
- 0x2F04 # Got Medicine Scent
- 0x2102 # Talked to Louise after Medicine Scent
- 0x2204 # Got Wooden Statue
- Ilia_Memory_Quest >= Charm:
- 0x2340 # Gave statue to Ilia
- 0x2E08 # HV barrier removed
- 0x2280 # Got Ilia's Charm
- Skip_Bridge_Donation == Off:
- 0xF901 # Add 256 Rupees to Malo Mart.
- 0xFAF4 # Add 244 Rupees to Malo Mart.
RegionFlags:
Ordona Province:
Index: 0x00
Flags:
- 0x57 # Spider on Link's Ladder killed.
- 0x63 # Spawn the Chest in Link's House
- 0x7E # Midna jumps to Shop unlocked
- 0x6B # Ordon Spring Portal.
- 0x44 # Midna Text after Ordon Shield (Spawns sword)
- 0x46 # Midna Text after Ordon Sword
- 0x68 # Approach faron wall with Midna
- 0xA0 # Midna allows player to approach Faron Twilight Wall
- 0xBA # Explored area outside Link's house as wolf
- 0x61 # Defeated first bulblin outside link's house
- 0x62 # Defeated second bulblin outside link's house
- 0x60 # Defeated Hugo
- Skip_Minor_Cutscenes == On:
- 0x4A # Ordon Day 3 Intro CS.
- 0x4C # Knocked down Ordon bee nest CS.
- 0x4E # Ordon Ranch first time CS.
- 0x53 # Ilia spring CS watched.
- 0x54 # Ilia spring CS started.
- 0x55 # Ordon Village first time CS.
- 0x56 # Ilia spring CS trigger.
- 0x68 # Approach Faron Twilgiht with Midna CS.
- 0x6E # Enter shield house as wolf CS.
- 0x75 # Midna text after hearing Bo and Jaggle talk about the shield.
- 0x7C # Midna text before jumping to Ordon Shop roof.
- 0x7D # Rusl talking to Uli during wolf night CS.
- 0xB8 # Enter Ordon Village as wolf CS.
Hyrule Castle Sewers and Rooftops:
Index: 0x01
Flags:
- Skip_Minor_Cutscenes == On:
- 0x42 # Midna text after first gate in sewers.
- 0x43 # Midna text after exiting to rooftops.
- 0x51 # Zelda tower intro CS.
- 0x57 # Outside top door intro CS.
- 0x5A # Went to the otherside of the fence in sewers CS.
- 0x5B # Top of stairway intro CS.
- 0x5C # Stairway intro CS.
- 0x7B # Midna text when approaching the rooftop guard.
Faron Woods:
Index: 0x02
Flags:
- 0x63 # Trill lets you shop at his store.
- 0x48 # Talked to Coro after bugs
- 0x60 # Got Lantern Back from Monkey
- 0x61 # Saw bugs move in Coro's house
- 0x7D # Talked to Midna about Coro spirit
- 0x4E # Saved Monkey from Puppets.
- 0x62 # Midna text before jumping to lost woods
- 0x95 # Midna text after warping to North Faron for bridge.
- 0xBF # Burned First cobweb in faron cave
- 0xBE # Burned second cobweb in faron cave
- Skip_Prologue == On:
- 0x4B # North Faron Gate Unlocked
- Skip_Minor_Cutscenes == On:
- 0x74 # Faron intro CS.
- 0x77 # See Faron Light Spirit from afar CS.
- 0x7C # Entered mist area as human.
- Faron_Twilight_Cleared == On:
- 0x46 # Midna jump 1 mist area.
- 0x47 # Midna jump 1 mist area.
- 0x98 # South Faron Portal.
# Re-enable once key situation is sorted out
# - Small_Keys == Keysy:
# - 0x53 # Coro gate unlocked.
# - 0x4B # North Faron Gate Unlocked.
Kakariko and Death Mountain:
Index: 0x03
Flags:
- 0xB9 # Barnes sells water bombs.
- 0xB3 # Colin Rescued CS (Malo Mart is Open).
- 0xA4 # Barnes Sells Bombs.
- 0x42 # Big Rock fell at DMT
- 0xA7 # Unlock Jumps to top of Sanctuary
- 0x9A # Kakariko Village intro CS.
- 0x54 # Custom flag. Sets the sign in Kak Malo mart slot 1 to appear.
- 0x99 # Remove wooden shield from Kak Malo Mart counter.
- Skip_Minor_Cutscenes == On:
- 0x49 # Death mountain intro CS.
- 0x83 # Kakariko Graveyard intro CS.
- 0x8C # Midna text after Meteor fell.
- Eldin_Twilight_Cleared == On:
- 0x14 # Collected Tear From Bomb Storage
- 0x1A # Collected Tear From Bomb Storage
- 0x1B # Collected Tear From Bomb Storage
- 0x67 # Ant house entered from top
- 0x64 # Ant house box pushed
- 0x5E # Defeated Ant house Tears of Light bug
- 0x1E # Collected Tear from Ant house
- 0xBD # Done Midna jumps in ant house.
- Small_Keys == Keysy:
- 0xBA # Followed Rutella to graveyard.
- 0xB6 # Started Rutella escort.
- Goron_Mines_Entrance == Open:
- 0x79 # moved death mountain rock to exit
- 0x8F # moved death mountain rock to hot spring water
- 0xB0 # Goron lets you enter elevator in sumo hall
- Ilia_Memory_Quest >= Charm:
- 0x70 # Darbus destroyed HV rocks
Lake Hylia and Zoras Domain:
Index: 0x04
Flags:
- Skip_Minor_Cutscenes == On:
- 0x58 # Talked to Rutella in Lanayru Twilight.
- 0x5F # Zora's domain intro CS twilight.
- 0x67 # Midna text after jumping to Lake from burning bridge.
- 0x6B # Zora's Domain exit flood water cutscene.
- 0x72 # Midna text after arriving at frozen Upper Zora River.
- 0x91 # Midna text after frozen Zora Domain intro CS.
- 0xB0 # Watched CS of Ooccoo running to Sky Cannon.
- Lanayru_Twilight_Cleared == On:
- 0x7F # Lake Hylia has water on Lake Hylia Map.
- Skip_Midna's_Desparate_Hour == On:
- 0x51 # Set flag for MDH Cutscene in Lake Hylia
- Lakebed_Does_Not_Require_Water_Bombs == On:
- 0x70 # Blew up rock in front of lakebed CS.
- 0x78 # Blew up rock in front of lakebed.
# Not sure what Index 5 is
Hyrule Field:
Index: 0x06
Flags:
- 0x4C # Bridge of Eldin Warped back CS.
- 0x7E # Kakariko Gorge placed CS
- 0x83 # Set the flag for the Ganon Barriers in Hyrule Field during Eldin Twilight.
- Skip_Minor_Cutscenes == On:
- 0x68 # Midna text after warping Gorge bridge.
- 0x7C # Midna text after Lanayru Field twilight CS.
- 0x72 # Faron Field intro CS.
- 0x40 # Twilight Lanayru Field intro CS.
- 0x4F # Cutscene of gate outside Kakariko Village.
- 0xB3 # Midna text after entering Lanayru Twilight.
- 0xB4 # Midna text when seeing Lanayru Twilight from far away.
- 0xB6 # Midna text after entering Eldin Twilight.
- 0xB7 # Midna text when seeing Eldin Twilight from far away.
- Lanayru_Twilight_Cleared == On:
- 0x58 # Lake Hylia has water on Hyrule Field Map
- Ilia_Memory_Quest >= Charm:
- 0x43 # Remove HV rocks from Hyrule field
Lost Woods and Sacred Grove:
Index: 0x07
Flags:
- 0x58 # Sacred Grove MS Pedestal Map
- Skip_Minor_Cutscenes == On:
- 0x42 # Midna text after pushing block shortcut as human after Grove 2.
- 0x43 # cs after pushing block human
- 0x44 # Lost Woods intro CS.
- Temple_of_Time_Sword_Requirement == None:
- 0x49 # Stairs to Temple of time created.
- 0x4A # Struck master sword pedestal with sword.
- 0x4B # Stairs and window appear and work properly (Past).
- 0xBC # Statue in present is gone. (custom flag)
- Sacred_Grove_Does_Not_Require_Skull_Kid == On:
- 0xB6 # Skull Kid - Human defeated.
- 0xB7 # Lost Woods Turns to day after defeating Skull Kid - Human
- 0x5B # Block pushed down
- 0x42 # Midna text after block pushed down
- 0x43 # cs after pushing block human
Snowpeak Province:
Index: 0x08
Flags:
- Skip_Minor_Cutscenes == On:
- 0x45 # Snowpeak Summit intro CS.
- 0x5E # Midna text outside SPR.
- 0x5F # Snowpeak intro CS.
- Snowpeak_Does_Not_Require_Reekfish_Scent == On:
- 0x49 # Snowpeak summit cs.
- 0x45 # Snowpeak Summit intro CS.
Castle Town:
Index: 0x09
Flags:
- 0x40 # Original Jovani Poe killed. It is replaced with a custom actor.
- 0x76 # Jovani Chest CS 2
- 0x7F # Open Chest to Jovani
- 0x7E # Jovani Chest CS
- 0x50 # Set flag for Midna breaking Barrier CS.
- 0xBC # Spawn Gengle by default as his actor interferes with the poe soul
- Skip_Minor_Cutscenes == On:
- 0x55 # STAR Tent intro CS.
- 0x7D # Jovani House intro CS.
- Ilia_Memory_Quest >= Statue:
- 0x56 # Remove invisible wall from Doctor
Gerudo Desert:
Index: 0x0A
Flags:
- 0x99 # Desert Entrance CS.
- 0x20 # Set Freestanding key flag.
- 0x7F # Mirror Raised Cutscene Flag (Places Boar at desert entrance)
- Small_Keys == Keysy:
- 0x5F # Gate to King Bulblin Tent unlocked
- Skip_Minor_Cutscenes == On:
- 0x53 # Mirror Chamber Intro CS.
- Arbiters_Does_Not_Require_Bulblin_Camp == On:
- 0x43 # Explored part 9 of the Bulblin camp area
- 0x44 # Explored part 8 of the Bulblin camp area
- 0x45 # Explored part 7 of the Bulblin camp area
- 0x46 # Explored part 6 of the Bulblin camp area
- 0x47 # Explored part 5 of the Bulblin camp area
- 0x4C # Explored part 2 of the Bulblin camp area
- 0x4D # Explored part 4 of the Bulblin camp area
- 0x4E # Explored part 3 of the Bulblin camp area
Forest Temple:
Index: 0x10
Flags:
- 0x49 # FT Ook Bridge Destroyed
- Skip_Minor_Cutscenes == On:
- 0x41 # Midna text after getting Boomerang.
- 0x42 # Midna text after Ook breaks the bridge.
- 0x47 # Midna text after freeing first monkey.
- 0x49 # Bridge before Ook broken.
- 0x56 # Bokoblins spot Link in windless bridge room.
- 0x57 # Turned bridge in windless bridge room.
- 0x72 # West Tile Worm room intro CS.
- 0x76 # Second monkey room intro CS.
- 0x7C # Big Baba room intro CS.
- 0x7D # Midna text in room before boss room.
- 0x7E # Midna text after saving monkey after defeating Ook.
- 0x85 # Midna text after opening hanging chest.
- 0x83 # East outside room intro CS.
- 0xB6 # Forest Temple intro CS.
- Small_Keys == Keysy:
- 0x54 # Unlocked door to Second Monkey.
- 0x58 # Unlock windless bridge east door.
- 0x61 # Opened big baba monkey cage.
- 0x74 # Opened tile worm monkey cage.
- Big_Keys == Keysy:
- 0x48 # Unlocked Forest Temple Boss Door.
- 0xED # Got Forest Temple Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Forest Temple Compass.
- 0xEF # Got Forest Temple Dungeon Map.
Goron Mines:
Index: 0x11
Flags:
- Skip_Minor_Cutscenes == On:
- 0x43 # Cut rope of door in outside room CS.
- 0x44 # Pressed second button of the main magnet room of the second floor CS trigger.
- 0x45 # Pressed third button in entrance room CS.
- 0x46 # Pressed second button in entrance room CS.
- 0x47 # Cut rope of door in Toadpoli room CS.
- 0x4A # Pressed first button of the main magnet room on the second floor CS.
- 0x68 # Pressed outside magnet switch for first time CS.
- 0x72 # Main magnet room intro CS.
- 0x73 # Main magnet room intro CS trigger.
- 0x7A # Outside room intro CS.
- 0x80 # Room after Bow chest intro CS.
- 0x81 # Pulled Beamos in outside room CS.
- 0x84 # Open gate in Toadpoli room CS.
- 0x85 # Pressed second button in Toadpoli room CS.
- 0x88 # Magnet maze room intro CS.
- 0x8A # Goron Mines intro CS.
- 0x8B # Pressed first button in entrance room CS.
- 0x8C # Open gate in entrance room CS.
- 0xBC # Main magnet room second floor intro CS.
- 0xBD # Main magnet room second floor intro CS trigger.
- 0xBE # Hit crystal switch in room after bow chest CS.
- 0xBF # Room after Bow chest intro CS trigger.
- Small_Keys == Keysy:
- 0x60 # Unlock north door in toadpoli room.
- 0x62 # Unlock west locked door in main magnet room.
- 0x6C # Unlock east outside door.
- Big_Keys == Keysy:
- 0x48 # Unlocked Goron Mines Boss Door.
- 0xED # Got Goron Mines Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Goron Mines Compass.
- 0xEF # Got Goron Mines Dungeon Map.
- Active_Goron_Mines_Magnets == On:
- 0xBB # activated magnet from water before first elder
- 0x8F # activated ceiling maze magnet after first elder
- 0x5B # activated main magnet room 1st magnet
- 0x4A # watched main magnet room 1st magnet cs
- 0x61 # activated main magnet room 2nd magnet
- 0x44 # watched main magnet room 2nd magnet cs
- 0x9E # crystal switch room 1st Iron Boots switch pressed
- 0x83 # crystal switch room 1st Iron Boots switch cs shown
- 0x82 # crystal switch room 1st magnet active
- 0x9F # crystal switch room 2nd Iron Boots switch pressed
- 0x85 # crystal switch room 2nd Iron Boots switch cs shown
- 0x86 # crystal switch room 2nd magnet active
- 0x54 # activated outside room magnet
- 0x68 # watched outside room magnet cs
- 0x8d # activated east wing dodongo room magnet
# Note: the final magnet is not activated because there is a
# softlock when you exit the main magnet room through the top door
# as wolf while the gate beyond the door in the Dodongo room is not
# open. Alternatively if we do open this gate, it leads to much
# more complicated logic and some jank where you can walk through
# Dangoro while he sits there (and the gate covering the door
# animation is also a bit jank). Also you can die during the
# Dangoro fight to appear on the north side of his arena. There are
# too many nuances for it to be reasonable for glitchless logic,
# and also every small key door would require 3 keys.
Lakebed Temple:
Index: 0x12
Flags:
- Skip_Minor_Cutscenes == On:
- 0x46 # Midna Stalactite text in second room.
- 0x7E # Horizontal wheel is turning in east room CS.
- 0x7F # Horizontal wheel is turning in east room CS trigger.
- 0xA5 # Central room intro CS.
- 0xA6 # South bridge to main room intro CS.
- 0xA7 # Lakebed Temple intro CS.
- 0xAA # Rotate staircase main room CS.
- 0xB4 # East water supply Chu Worm CS.
- Small_Keys == Keysy:
- 0x6B # Unlock east door main room 2F.
- 0x7B # Unlocked door in second east room 2F.
- 0x7C # Unlocked door before Deku Toad.
- Big_Keys == Keysy:
- 0x8A # Unlocked Lakebed Temple Boss Door.
- 0xED # Got Lakebed Temple Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Lakebed Temple Compass.
- 0xEF # Got Lakebed Temple Dungeon Map.
Arbiters Grounds:
Index: 0x13
Flags:
- Skip_Minor_Cutscenes == On:
- 0x5A # Turn walls in third room Basement second floor CS.
- 0x73 # Arbiters Grounds intro CS.
- 0x94 # Risen tracks on pilar before boss CS.
- Small_Keys == Keysy:
- 0x78 # Unlocked door in second east room 2F.
- 0x84 # Unlocked door in elevator room 2B.
- 0x85 # Unlocked door in first room.
- 0x92 # Unlocked door in first east room 1F.
- 0x99 # Unlocked door in fourth east room.
- Big_Keys == Keysy:
- 0x47 # Unlocked Arbiter's Grounds Boss Door.
- 0xED # Got Arbiter's Grounds Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Arbiter's Grounds Compass.
- 0xEF # Got Arbiter's Grounds Dungeon Map.
Snowpeak Ruins:
Index: 0x14
Flags:
- Skip_Minor_Cutscenes == On:
- 0x83 # First Floor Northwest room intro CS.
- 0xA1 # Midna text after finding Bedroom Key.
- 0xA7 # Snowpeak Ruins intro CS.
- 0xAA # Freezard in cage CS.
- 0xAC # Courtyard intro CS.
- 0xAE # Pumpkin room intro CS.
- 0xB2 # Midna text after getting Cheese.
- 0xB4 # Midna text after getting Pumpkin.
- Small_Keys == Keysy:
- 0x4D # Unlock North lobby door.
- 0x4C # Unlock West lobby door.
- 0x6F # Unlock door in southeast room 2F.
- 0x73 # Unlock door in east outside hallway.
- 0x74 # Unlock west door in courtyard.
- 0x70 # Unlock door to lobby from Freezard room.
- Big_Keys == Keysy:
- 0x57 # Unlocked Snowpeak Ruins Boss Door.
- 0xED # Got Snowpeak Ruins Big Key.
- 0x56 # Watched CS of Yeta entering boss room.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Snowpeak Ruins Compass.
- 0xEF # Got Snowpeak Ruins Dungeon Map.
Temple of Time:
Index: 0x15
Flags:
- Skip_Minor_Cutscenes == On:
- 0x40 # Midna text telling you to use your senses on the missing statue.
- 0x41 # Midna text after using senses on missing statue.
- 0x4A # Temple of Time intro CS.
- 0x4B # Scales of Time room intro CS.
- 0x4C # CS after changing the balance on the scales for the first time.
- 0x4D # CS trigger after changing the balance on the scales for the first time.
- 0x90 # Pressed button in room 1 for the first time CS.
- 0x91 # Pressed the button on the seventh floor for the first time CS.
- 0x94 # Pressed the button on the fifth floor for the first time CS.
- 0x95 # Pressed buttons on third floor for the first time CS.
- 0x96 # Pressed the button on the second floor for the first time CS.
- 0x54 # statue getting possessed for the first time cs
- Small_Keys == Keysy:
- 0x44 # Unlock door in room 1.
- 0x42 # Unlock door in room 6 on 8F.
- 0x43 # Unlock door in 5F.
- Big_Keys == Keysy:
- 0x7F # Unlocked Temple of Time Boss Door.
- 0xED # Got Temple of Time Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Temple of Time Compass.
- 0xEF # Got Temple of Time Dungeon Map.
- Open_Door_of_Time == On:
- 0x59 # deactivate statue slot in room 1 (opens door and deactivates statue)
- 0x80 # open big door in room 1 cs part 2
- 0x81 # open big door in room 1 cs part 1
- 0xBC # big door in room 1 opens
- 0xBE # open big door in room 1 cs part 1 trigger
- 0xBD # open big door in room 1 cs part 2 trigger
- 0xBF # statue placed in slot in room 1
City in the Sky:
Index: 0x16
Flags:
- Skip_Minor_Cutscenes == On:
- 0x64 # North wing main room intro CS.
- 0x65 # East wing fan room second floor intro CS.
- 0x66 # Went beyond first gate outside shop intro CS.
- 0x67 # City in The Sky intro CS.
- 0x6E # East bridge extended CS.
- Small_Keys == Keysy:
- 0x59 # Unlock east bridge door.
- Big_Keys == Keysy:
- 0x58 # Unlocked City in The Sky Boss Door.
- 0xED # Got City in The Sky Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got City in The Sky Compass.
- 0xEF # Got City in The Sky Dungeon Map.
Palace of Twilight:
Index: 0x17
Flags:
- Skip_Minor_Cutscenes == On:
- 0x4D # Phantom Zant 1 CS.
- 0x66 # Midna text when west hand steals sol.
- 0x6F # Midna text about black fog in west room.
- 0x70 # Midna text after finding west sol.
- 0x72 # Midna text trigger when seeing a Twili for the first time.
- 0x78 # Midna text when seeing a Twili for the first time.
- 0x79 # Midna text after Light Sword cutscene.
- 0x95 # Midna text after re-entering west wing after sol was stolen.
- 0x9E # Midna text at dungeon entrance.
- 0xB3 # Watched east wing second room stairs CS.
- Small_Keys == Keysy:
- 0x57 # Unlock door in north room 3.
- 0x58 # Unlock door in east room 2.
- 0x59 # Unlock door in west room 2.
- 0x6C # Unlock door in north room 2.
- 0x7A # Unlock door in norht room 1.
- 0x7B # Unlock door in east room 1.
- 0x7C # Unlock door in west room 1.
- Big_Keys == Keysy:
- 0x56 # Unlocked Palace of Twilight Boss Door.
- 0xED # Got Palace of Twilight Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Palace of Twilight Compass.
- 0xEF # Got Palace of Twilight Dungeon Map.
Hyrule Castle:
Index: 0x18
Flags:
- 0x4B # Watched CS with Allies in HC.
- Skip_Minor_Cutscenes == On:
- 0x4F # Hyrule Castle Graveyard intro CS.
- 0x8C # East garden intro CS.
- 0x8D # East garden intro CS trigger.
- 0x77 # Midna text at the east end of the east garden.
- 0x82 # South garden intro CS.
- 0x99 # Double Darknut room intro CS
- 0xA4 # Midna text after Owl Statue chest in graveyard.
- 0xB7 # Lit southeast torch in second floor north room for the first time CS.
- 0xB8 # Lit northeast torch in second floor north room for the first time CS.
- Small_Keys == Keysy:
- 0x93 # Unlock door outside 3F.
- 0xB0 # Unlock treasure room door.
- 0xA3 # Unlock door in south garden.
- Big_Keys == Keysy and Hyrule_Castle_Big_Key_Requirements == None:
- 0xA1 # Unlocked Hyrule Castle Boss Door.
- 0xED # Got Hyrule Castle Big Key.
- Maps_and_Compasses == Start_With:
- 0xEE # Got Hyrule Castle Compass.
- 0xEF # Got Hyrule Castle Dungeon Map.
- Lower_Hyrule_Castle_Chandelier == On:
- 0x6F # watched double Dinalfos cs 1
- 0x70 # watched double Dinalfos cs 2
- 0x85 # watched focus on lowered chandelier cs
- 0x9D # lower the main hall chandelier
- 0xAF # defeated double Dinalfos (opens gates both sides)
- Hyrule_Castle_Big_Key_Requirements == None:
- 0x94 # Open HC BK gate
@@ -1,66 +0,0 @@
Seed: TESTTESTTEST
Plandomizer: false
Generate Spoiler Log: true
Arbiters Does Not Require Bulblin Camp: Random
Back Slice as Sword: Random
Ball and Chain Webs: Random
Big Keys: Random
Bonks Do Damage: Random
City Does Not Require Filled Skybook: Random
Damage Multiplier: Random
Dungeon Rewards Can Be Anywhere: Random
Eldin Twilight Cleared: Random
Faron Twilight Cleared: Random
Faron Woods Logic: Random
Fast Iron Boots: Random
Gifts From NPCs: Random
Golden Bugs: Random
Goron Mines Entrance: Random
Hidden Skills: Random
Hyrule Barrier Requirements: Random
Increase Spinner Speed: Random
Increase Wallet Capacity: Random
Instant Message Text: Random
Item Scarcity: Random
Lakebed Does Not Require Water Bombs: Random
Lanayru Twilight Cleared: Random
Logic Rules: Random
Maps and Compasses: Random
No Small Keys on Bosses: Random
Open Door of Time: Random
Palace of Twilight Requirements: Random
Poe Souls: Random
Quick Transform: Random
Random Starting Item Count: 0
Randomize Starting Spawn: Random
Randomize Dungeon Entrances: Random
Randomize Boss Entrances: Random
Randomize Grotto Entrances: Random
Randomize Cave Entrances: Random
Randomize Interior Entrances: Random
Randomize Overworld Entrances: Random
Decouple Double Door Entrances: Random
Decouple Entrances: Random
Sacred Grove Does Not Require Skull Kid: Random
Shop Items: Random
Shops Display The Replaced Item: Random
Skip Major Cutscenes: Random
Skip Midna's Desparate Hour: Random
Skip Minor Cutscenes: Random
Skip Prologue: Random
Sky Characters: Random
Small Keys: Random
Snowpeak Does Not Require Reekfish Scent: Random
Starting Form: Random
Starting Hearts: 3
Starting Time of Day: Random
Temple of Time Sword Requirement: Random
Logic Transform Anywhere: Random
Trap Item Frequency: Random
Unlock Map Regions: Random
Unrequired Dungeons Are Barren: Random
trappable_items: major_items
Starting Inventory:
{}
Excluded Locations:
[]
@@ -1,4 +0,0 @@
Seed: TESTTESTTEST
Small Keys: Any Dungeon
Big Keys: Any Dungeon
Maps and Compasses: Any Dungeon
@@ -1,4 +0,0 @@
Seed: TESTTESTTEST
Small Keys: Anywhere
Big Keys: Anywhere
Maps and Compasses: Anywhere
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Dungeon Rewards Can Be Anywhere: On
@@ -1,5 +0,0 @@
Seed: TESTTESTTEST
Bonks Do Damage: On
Damage Multiplier: OHKO
Eldin Twilight Cleared: On
Lanayru Twilight Cleared: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Eldin Twilight Cleared: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Lanayru Twilight Cleared: On
@@ -1 +0,0 @@
Seed: TESTTESTTEST
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Faron Twilight Cleared: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Freestanding Rupees: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Gifts From NPCs: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Golden Bugs: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Hidden Rupees: On
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Hidden Skills: On
@@ -1,14 +0,0 @@
Seed: TESTTESTTEST
Number of Path Hints: 4
Path Hints on Midna: Off
Path Hints on Hint Signs: Dungeon
Number of Barren Hints: 4
Barren Hints on Midna: Off
Barren Hints on Hint Signs: Dungeon
Number of Item Hints: 4
Item Hints on Midna: Off
Item Hints on Hint Signs: Dungeon
Number of Location Hints: 4
Location Hints on Midna: Off
Location Hints on Hint Signs: Dungeon
Prioritize Remote Location Hints: On
@@ -1,14 +0,0 @@
Seed: TESTTESTTEST
Number of Path Hints: 0
Path Hints on Midna: Off
Path Hints on Hint Signs: Off
Number of Barren Hints: 0
Barren Hints on Midna: Off
Barren Hints on Hint Signs: Off
Number of Item Hints: 0
Item Hints on Midna: Off
Item Hints on Hint Signs: Off
Number of Location Hints: 0
Location Hints on Midna: Off
Location Hints on Hint Signs: Off
Prioritize Remote Location Hints: Off
@@ -1,14 +0,0 @@
Seed: TESTTESTTEST
Number of Path Hints: 7
Path Hints on Midna: On
Path Hints on Hint Signs: Any
Number of Barren Hints: 7
Barren Hints on Midna: On
Barren Hints on Hint Signs: Any
Number of Item Hints: 7
Item Hints on Midna: On
Item Hints on Hint Signs: Any
Number of Location Hints: 7
Location Hints on Midna: On
Location Hints on Hint Signs: Any
Prioritize Remote Location Hints: On
@@ -1,14 +0,0 @@
Seed: TESTTESTTEST
Number of Path Hints: 4
Path Hints on Midna: Off
Path Hints on Hint Signs: Overworld
Number of Barren Hints: 4
Barren Hints on Midna: Off
Barren Hints on Hint Signs: Overworld
Number of Item Hints: 4
Item Hints on Midna: Off
Item Hints on Hint Signs: Overworld
Number of Location Hints: 4
Location Hints on Midna: Off
Location Hints on Hint Signs: Overworld
Prioritize Remote Location Hints: On
@@ -1,3 +0,0 @@
Seed: TESTTESTTEST
Hyrule Barrier Requirements: Dungeons
Hyrule Barrier Dungeons: 8
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Hyrule Barrier Requirements: Fused Shadows
@@ -1,3 +0,0 @@
seed: TESTTESTTEST
Hyrule Barrier Requirements: Hearts
Hyrule Barrier Hearts: 13
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Hyrule Barrier Requirements: Mirror Shards
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Hyrule Barrier Requirements: Open
@@ -1,3 +0,0 @@
seed: TESTTESTTEST
Hyrule Barrier Requirements: Poe Souls
Hyrule Barrier Poe Souls: 30
@@ -1,4 +0,0 @@
Seed: TESTTESTTEST
Small Keys: Keysy
Big Keys: Keysy
Maps and Compasses: Start With
@@ -1,16 +0,0 @@
Seed: TESTTESTTEST
Faron Woods Logic: Open
Skip Prologue: On
Faron Twilight Cleared: On
Eldin Twilight Cleared: On
Lanayru Twilight Cleared: On
Skip Midna's Desparate Hour: On
Randomize Starting Spawn: On
Randomize Dungeon Entrances: On
Randomize Boss Entrances: On
Randomize Grotto Entrances: On
Randomize Cave Entrances: On
Randomize Interior Entrances: On
Randomize Overworld Entrances: On
Decouple Double Door Entrances: On
Decouple Entrances: On
@@ -1,15 +0,0 @@
Seed: TESTTESTTEST
Faron Woods Logic: Open
Skip Prologue: On
Faron Twilight Cleared: On
Eldin Twilight Cleared: On
Lanayru Twilight Cleared: On
Skip Midna's Desparate Hour: On
Randomize Starting Spawn: On
Randomize Dungeon Entrances: On
Randomize Grotto Entrances: On
Randomize Cave Entrances: On
Randomize Interior Entrances: On
Randomize Overworld Entrances: On
Mixed Entrance Pools:
[["Dungeon", "Grotto"], ["Overworld", "Cave", "Interior"]]
@@ -1,2 +0,0 @@
Seed: TESTTESTTEST
Faron Woods Logic: Open
@@ -1,7 +0,0 @@
Seed: TESTTESTTEST
Skip Prologue: On
Faron Woods Logic: Open
Faron Twilight Cleared: On
Eldin Twilight Cleared: On
Lanayru Twilight Cleared: On
Unlock Map Regions: On
@@ -1,4 +0,0 @@
Seed: TESTTESTTEST
Small Keys: Overworld
Big Keys: Overworld
Maps and Compasses: Overworld
@@ -1,4 +0,0 @@
Seed: TESTTESTTEST
Small Keys: Own Dungeon
Big Keys: Own Dungeon
Maps and Compasses: Own Dungeon

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