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Fix Koume Swamp Boat One Last Time #86

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This removes the patch as it seems it may not actually be needed.

PhlexPlexico and others added 30 commits March 10, 2024 14:09
Fix up ext generation as well by memsetting the found items.
Fix doors locking on SoT reset as well.
Check if the item is a chest before giving blue rupee. This avoids items with the same flags but that are collectible instead of being a chest.

Choose not to track Giant's Mask Chest as it's way up there for it's flag.
Removes infinite items and replaces with intended green rupee.
PhlexPlexico and others added 28 commits April 15, 2024 12:22
Thanks, Crispy_Baldy from Discord for the initial AR codes!
* StartingNotebook

theres a lot of extra adds / removes because the main mm3d_randomizer points to a specific commit and im too dumb to get it to work right. important changes are as follows
Settings.h > Added u8 startingNotebook;

Savefile.cpp > added if statement into starting inventory section
//Notebook
    if(gSettingsContext.startingNotebook > 0) {
      saveData.inventory.collect_register.bombers_notebook = 1;
    }

Spoiler_data.cpp > added two missing multilocation checks for the ranch map in snowhead

* Update settings.h

* Update savefile.cpp
correctly implements startingNotebook and spoiler data fixes for Tingle's Ranch Map in Snowhead
* 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]>
…r not. (#73)

Fix the issue where masks wouldn't be removed during the giant's cutscenes.
* Override Token Model Drawing.

* Include override for skulltula tokens.
* Begin work on overriding cutscene masks.

Goron item held over head is complete.

* Update actor util struct.

* More work on Dm_Char03 - Spawning works and drawing over function works, but spinning doesn't.

* Override the model only, GI items like rupees do not size well.

* WIP: Dm_Char03 drawing.

Everything except 0x00 objects seem to be okay.

* Bring in very basic model override for deku mask and goron  mask.

Scaling works, but really should figure out matrix for rotation.

* Remove bad seklanime structs and bring in new unk struct.

* remove unused char03 function.

* Normalize dm_char05 for now, animations are borked.
* Fix swamp spider house having an invalid token.

* Update gold skulltula actor check in key override.
Not needed since skullsanity isn't quite ready yet appside.
* Remove spidertoken override temporarily.

Not needed since skullsanity isn't quite ready yet appside.

* Fix get item overrides for boss remains and skulltula tokens.
Fix remove models from being rendered in the song of healing models as there was undefined behaviour.

Fix possible actor leak in Dm_Char03.
* Use ext data to determine if a boss was defeated or not for remain shuffle.

* Fix remains not showing if collected otuside of the temple.
They were mistakenly added back in.
@PhlexPlexico PhlexPlexico deleted the en_tru_again branch July 18, 2024 02:13
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5 participants