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Spoiler Teest #72
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PhlexPlexico
merged 1 commit into
PhlexPlexico:spoiler-menu
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Tacoman369:spoiler-menu
Sep 3, 2023
Merged
Spoiler Teest #72
PhlexPlexico
merged 1 commit into
PhlexPlexico:spoiler-menu
from
Tacoman369:spoiler-menu
Sep 3, 2023
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Testing Spoiler Menu
PhlexPlexico
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Nov 19, 2023
* Spoiler Test (#72) Testing Spoiler Menu * Major update to menus. Put things where they're supposed to go. * More adjustments to gfx * Compiles! * Add awake callback. * Formatting fixes. * Update code info space and gfx hooks. * Inputs are now working as intended. * Menu now shows * Added debug statement to show menu is opening but not drawing. * Minor adjustments to input and newcodeinfo. * Update exheader to support larger section_data size. This should allow for a larger patch on the 3ds. * Formatting. Fix menu not showing with buffer issues. * Update gfx.cpp (#73) testing * Remove unused header file. * Fix improper memory allocation for custom messages (#74) * Spoiler-Menu Update #1 (#75) Reorganized in-game spoiler menu to make more sense. half implemented function to reveal checks on obtain * Fix warning in spoiler menu. Remove magic barrier from being used without magic. Currently the old zora swim system will be used until I can find a way to patch it back. * Basecode update. * Basecode change. * Change which IPS patch is actually brought in. * Update small keys for custom text. * Finish custom text for dungeon items. * Clang formatting. * Update asm for banker reward. * Include icons in spoiler menus. * Adjust item effects to hopefully resolve the small key issue. * Include fixes for tingle map overrides and custom text. Tingle will now show what he actually sells! * Use select as default for opening spoiler menu. Have checks on start/select if a user has the spoiler menu assigned to do no action. * Clang formatting. * Remove giving sword back on time reset. * Remove debug statement --------- Co-authored-by: Tacoman369 <[email protected]> Co-authored-by: Nessy <[email protected]>
PhlexPlexico
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Sep 5, 2024
* Bring in beginning of modified work of model drawing. Still tons to do, but at least this is a starting point. * Port OoT3DR functions for model management * Add in some matrices commands so we can properly flip drawn objects. Add in CMB files for zelda2keep. * Include model scale, and bool to flip object if necessary in item table. * Set correct mesh for rupees * Adjust player struct and include En_Item00 * Add functions to spawn objects * Adjust context to properly align with object_context. Update models with debug. Adjust item table for adult/giant wallets. * Update item table. Now compiles. Need to double check item values but should work. TODO: Implement Extended Object Context TODO: Fix loaded models not scaling/positioning properly. * Add in some TODOs for what is still needed for extended object info. * Include Object function calls. Create IsLoaded as we do not have a built-in function from game. This may be due to in-lining. * Move object spawn and extended objects to own files. * Include rough layout for spawning into rExtendedContext. Still needs some work as we're still crashing. * Extended Object now properly spawning in items. * Properly zero out extended object context. * Models are now placing properly, but rotation is still failing. Fix crash for intro scene with PoH on clock tower. * Zora mask is now drawing properly. * Overhaul of custom extended context. Things now properly destroy. * Mass update item scalings Still need to find remains IDs and a few other things/test all items. * Rough in dmchar05 overrides. Update models in item table. Update todo models in item table. * More model update, stubbing in saModel2 calls. * Fix progressive models for bomb bag item get. More work on models. * Skeleton animation not spawning twice. * Revert 17C spawn. Fix dual model spawning by adjusting the storedObjectId to not revert. Thanks Freddy!! * Comment out animiation texspawn for now since we don't know how it works. * Finish testing models. Rough in DMChar_05, animations and few other things still needed. Add Item_B_heart calls - free standing containers now draw proper items. Add small debug text to avoid race condition on gold dust spawning? TODO: Refactor float sizes as they are incorrect. * Finish rescaling items. * Begin work on Dm_Hina models. Start attempting to override the remains that sit in the portal. Everything else seems to be working as intended. * Linter. * Update to begin work on Dm_Hina overrides. * Bring in debug tooling to move the actors xyz coords. Comment out En_Dina for now as we can continue to work on it later. * Linter --------- Co-authored-by: HylianFreddy <[email protected]>
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Testing Spoiler Menu