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Spoiler Teest #72

Merged
merged 1 commit into from
Sep 3, 2023
Merged

Spoiler Teest #72

merged 1 commit into from
Sep 3, 2023

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Tacoman369
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Testing Spoiler Menu

Testing Spoiler Menu
@Tacoman369 Tacoman369 changed the base branch from dev to spoiler-menu September 3, 2023 21:39
@PhlexPlexico PhlexPlexico merged commit 297cbf4 into PhlexPlexico:spoiler-menu Sep 3, 2023
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PhlexPlexico pushed a commit that referenced this pull request Sep 5, 2023
Testing Spoiler Menu
PhlexPlexico pushed a commit that referenced this pull request Sep 5, 2023
Testing Spoiler Menu
PhlexPlexico pushed a commit that referenced this pull request Sep 5, 2023
Testing Spoiler Menu
PhlexPlexico pushed a commit that referenced this pull request Sep 12, 2023
Testing Spoiler Menu
PhlexPlexico pushed a commit that referenced this pull request Oct 6, 2023
Testing Spoiler Menu
PhlexPlexico added a commit that referenced this pull request 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

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Co-authored-by: Tacoman369 <[email protected]>
Co-authored-by: Nessy <[email protected]>
PhlexPlexico added a commit that referenced this pull request 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

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Co-authored-by: HylianFreddy <[email protected]>
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2 participants