Shipwright/soh/assets/soh_assets.h

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#pragma once
#include "align_asset_macro.h"
// This file is manually made
// When new assets are added to the soh.otr file
// We need to add the aligned version of the resource names here and use in code
// On Mac, not using aligned resource names was causing crashes in release builds
// objects
#define dgChristmasGreenTreasureChestFrontTex "__OTR__objects/object_box/gChristmasGreenTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestFrontTex[] = dgChristmasGreenTreasureChestFrontTex;
#define dgChristmasGreenTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasGreenTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestSideAndTopTex[] = dgChristmasGreenTreasureChestSideAndTopTex;
#define dgChristmasRedTreasureChestFrontTex "__OTR__objects/object_box/gChristmasRedTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestFrontTex[] = dgChristmasRedTreasureChestFrontTex;
#define dgChristmasRedTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasRedTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestSideAndTopTex[] = dgChristmasRedTreasureChestSideAndTopTex;
#define dgGoldTreasureChestFrontTex "__OTR__objects/object_box/gGoldTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestFrontTex[] = dgGoldTreasureChestFrontTex;
#define dgGoldTreasureChestSideAndTopTex "__OTR__objects/object_box/gGoldTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestSideAndTopTex[] = dgGoldTreasureChestSideAndTopTex;
#define dgKeyTreasureChestFrontTex "__OTR__objects/object_box/gKeyTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestFrontTex[] = dgKeyTreasureChestFrontTex;
#define dgKeyTreasureChestSideAndTopTex "__OTR__objects/object_box/gKeyTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestSideAndTopTex[] = dgKeyTreasureChestSideAndTopTex;
#define dgSkullTreasureChestFrontTex "__OTR__objects/object_box/gSkullTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestFrontTex[] = dgSkullTreasureChestFrontTex;
#define dgSkullTreasureChestSideAndTopTex "__OTR__objects/object_box/gSkullTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestSideAndTopTex[] = dgSkullTreasureChestSideAndTopTex;
#define dgTitleRandomizerSubtitleTex "__OTR__objects/object_mag/gTitleRandomizerSubtitleTex"
static const ALIGN_ASSET(2) char gTitleRandomizerSubtitleTex[] = dgTitleRandomizerSubtitleTex;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-02 03:40:10 +02:00
#define dgTitleBossRushSubtitleTex "__OTR__objects/object_mag/gTitleBossRushSubtitleTex"
static const ALIGN_ASSET(2) char gTitleBossRushSubtitleTex[] = dgTitleBossRushSubtitleTex;
#define dgOcarinaAButtonDL "__OTR__objects/object_ocarina_a_button/gOcarinaAButtonDL"
static const ALIGN_ASSET(2) char gOcarinaAButtonDL[] = dgOcarinaAButtonDL;
#define dgOcarinaCLeftButtonDL "__OTR__objects/object_ocarina_c_left_button/gOcarinaCLeftButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCLeftButtonDL[] = dgOcarinaCLeftButtonDL;
#define dgOcarinaCRightButtonDL "__OTR__objects/object_ocarina_c_right_button/gOcarinaCRightButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCRightButtonDL[] = dgOcarinaCRightButtonDL;
#define dgOcarinaCUpButtonDL "__OTR__objects/object_ocarina_c_up_button/gOcarinaCUpButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCUpButtonDL[] = dgOcarinaCUpButtonDL;
#define dgOcarinaCDownButtonDL "__OTR__objects/object_ocarina_c_down_button/gOcarinaCDownButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCDownButtonDL[] = dgOcarinaCDownButtonDL;
#define dgTriforcePiece0DL "__OTR__objects/object_triforce_piece_0/gTriforcePiece0DL"
static const ALIGN_ASSET(2) char gTriforcePiece0DL[] = dgTriforcePiece0DL;
#define dgTriforcePiece1DL "__OTR__objects/object_triforce_piece_1/gTriforcePiece1DL"
static const ALIGN_ASSET(2) char gTriforcePiece1DL[] = dgTriforcePiece1DL;
#define dgTriforcePiece2DL "__OTR__objects/object_triforce_piece_2/gTriforcePiece2DL"
static const ALIGN_ASSET(2) char gTriforcePiece2DL[] = dgTriforcePiece2DL;
#define dgTriforcePieceCompletedDL "__OTR__objects/object_triforce_completed/gTriforcePieceCompletedDL"
static const ALIGN_ASSET(2) char gTriforcePieceCompletedDL[] = dgTriforcePieceCompletedDL;
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#define dgBossSoulSkullDL "__OTR__objects/object_boss_soul/gGIBossSoulSkullDL"
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static const ALIGN_ASSET(2) char gBossSoulSkullDL[] = dgBossSoulSkullDL;
[RANDO] Shuffle Pots (#4592) * Potsanity proof of concept * Hide pot item cutscenes for very frequent items * Add 1 new pot to the item pool * V1 custom pot model * V2 pot model * Pushing for help. lol * Format clean up on added hint_list entries. Removal of WriteIngameSpoilerLog call that was unneeded. * THREE_ACTOR_PARAMS -> TWO_ACTOR_PARAMS and hints in a loop * Lost woods pots logic * Realign Pot Checklist in Location_list.cpp * Correcting some values and adding Master Quest pots. * Remove vanilla placements * Re-order enums + start hints per region * Fix build * Break up shuffle pot options to dungeon/overworld/all * Fixes * Prepare default pot contents, fix/add dungeons * Fix dungeon/overworld only settings * Updates to Parameters and RHT information * Remove unused hints * Add proper check tracker entry exclusion * Tweak items to skip cutscenes for * Vanilla Drop List * Update magic to blue rupees * After merge fixes * Fix Ganondorf's Lair pots * Fix check tracker + minor stuff * Unlock early GBK door * Minor fixes * More minor stuff and start of logic entries * Fix TWO_ACTOR_PARAMS overlap between pots * De-dupe defines * Add missing water trial pot * Update to develop-rando * VBify pots progress * Cleanup and fixes * Overworld logic done * Cleanup and fix item00 queues * Implement skipping cutscenes for common items * Revert "Implement skipping cutscenes for common items" This reverts commit fe44916588dffbc6ccdc1899371c346e9d9eb1ef. * Ganons tower pot not spawning item fix + cleanup * Fix ganon's tower, barinade, water temple pots * VBify ganons key door * Lizalfos Pot addition (example) * Separate MQ pots in randomizerTypes.h * Fix build * Fix linux build (?) * DC/Jabu/Botw/ start of Forest Pots (NMQ) * Remaining Dungeon Non MQ Pot Location Logic * After merge fixes round 1 * Post merge fixes round 2 * Apply MQ pot logic * Re-align some stuff * Cleanup, more work on locationlist * Start of handling dungeon pots in item pool * Finish dungeon pots in item pool * GTG MQ Pots * Review comments round 1 & code cleanup * Fix ganon's lair pots being behind GBK in logic * Update soh/include/z64actor.h Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com> * Address review comment * Fix logic for pots in Fire Temple * Fix GtG MQ pots, fix water temple pot logic * Review Comments * Logic review part 1 * Logic comments part 2 --------- Co-authored-by: Caladius <Caladius@users.noreply.github.com> Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com> Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
2024-12-13 21:15:40 +01:00
#define dgRandoPotDL "__OTR__objects/gameplay_dangeon_keep/gRandoPotDL"
static const ALIGN_ASSET(2) char gRandoPotDL[] = dgRandoPotDL;
[Rando] Grassanity (#4889) * * fixes softlock when talking to Mido without Kokiri Emerald after killing Gohma * * moved scene check to hook * moved vanilla conditioon into GameInteractor_Should * * corrected hook condition * removed 'this' * * reverted GameInteractor and hook_handlers * changed actor to use existing hook * * updated kokiri emerald conditions * * missed parentheses * * Overworld pretty much done. * Known issue with Market Night + 2 bushes in KF * Known issue with Adult bush in ZR * * fixed locations post-merge * * renamed option and types to 'GRASSANITY' * changed grassnity to be a combobox option * added first 5 deku tree locations * * color is a sickly green when containing a check * added ZR 14 (adult only bush on the platform, not the same?) * * forgot to rename the files to grassanity * updated draw method to fix regrowing grass * Removed old WIP locacc files * * removed comments in bush actor * added rest of Deku Tree plus MQ * Added DC + MQ * Fixed DC incorrect pos value on 1 loc * JJB done minus after big octo * Added BotW + MQ locs * WIP grottos * Grottos done * Workaround to allow market grass during night * Seperated the 2 KF bushes into 4 checks * Hints and additional formatting * Slightly less ghastly color * Corrected the 2 JJB locs * * Renaming and removal of some locs. * Restructure in z_en_kusa.c to leave vanilla code alone. * Formatting. * * see previous (forgot to stage woops) * * Clear grassIdentity on item drop * Added check for RC on RandoDraw function Results in no extra dupe drops, and instantly correct the color of the grass when cut instead of on collecting the item. * * fixed dupe location spoiler names which caused occasional crash when writing spoiler log * * reverse should * * fixed faulty locations * * corrected KAK location names and some formatting * * Fixed market bushes by tree not working at night * * merged ZR near PoH grass into a single loc * * Changed to ShipInit (might be missing something?) * Corrected Should in z_en_kusa.c to use original draw func when setting is Off * * Renaming to Shuffle Grass * * minor fix * * keyboard fail lol * * suggestions * * removed unused function * * move grass locations into ShuffleGrass * move grass GameInteractor into GIVanillaBehavior * minor fixes * * pre-removed locs from dungeon.cpp * * pre-remove from context.cpp * * re-added Grass to context * * added Dana's amazing custom bush models * using CSMC to display flowers based on "contents" * * added Dana's grass models * refactor to lessen the clutter in the switch * * removed fairy case * Added back missing Deku Tree locations * formatting * Update soh/soh/Enhancements/randomizer/location_access/overworld/zoras_river.cpp Co-authored-by: Philip Dubé <serprex@users.noreply.github.com> * re-added suggestion from previous * removed wrong line >.> --------- Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
2025-03-26 19:33:10 +01:00
#define dgRandoBushDL "__OTR__objects/gameplay_field_keep/gFieldBushRandomDL"
static const ALIGN_ASSET(2) char gRandoBushDL[] = dgRandoBushDL;
#define dgRandoBushMinorDL "__OTR__objects/gameplay_field_keep/gFieldBushMinorDL"
static const ALIGN_ASSET(2) char gRandoBushMinorDL[] = dgRandoBushMinorDL;
#define dgRandoBushMajorDL "__OTR__objects/gameplay_field_keep/gFieldBushMajorDL"
static const ALIGN_ASSET(2) char gRandoBushMajorDL[] = dgRandoBushMajorDL;
#define dgRandoBushSmallKeyDL "__OTR__objects/gameplay_field_keep/gFieldBushSmallKeyDL"
static const ALIGN_ASSET(2) char gRandoBushSmallKeyDL[] = dgRandoBushSmallKeyDL;
#define dgRandoBushBossKeyDL "__OTR__objects/gameplay_field_keep/gFieldBushBossKeyDL"
static const ALIGN_ASSET(2) char gRandoBushBossKeyDL[] = dgRandoBushBossKeyDL;
#define dgRandoBushTokenDL "__OTR__objects/gameplay_field_keep/gFieldBushTokenDL"
static const ALIGN_ASSET(2) char gRandoBushTokenDL[] = dgRandoBushTokenDL;
#define dgRandoBushMaskDL "__OTR__objects/gameplay_field_keep/gFieldBushMaskDL"
static const ALIGN_ASSET(2) char gRandoBushMaskDL[] = dgRandoBushMaskDL;
#define dgRandoBushFairyDL "__OTR__objects/gameplay_field_keep/gFieldBushFairyDL"
static const ALIGN_ASSET(2) char gRandoBushFairyDL[] = dgRandoBushFairyDL;
#define dgRandoBushHeartDL "__OTR__objects/gameplay_field_keep/gFieldBushHeartDL"
static const ALIGN_ASSET(2) char gRandoBushHeartDL[] = dgRandoBushHeartDL;
#define dgRandoBushJunkDL "__OTR__objects/gameplay_field_keep/gFieldBushJunkDL"
static const ALIGN_ASSET(2) char gRandoBushJunkDL[] = dgRandoBushJunkDL;
#define dgRandoCuttableGrassRandomDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassRandomDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassDL[] = dgRandoCuttableGrassRandomDL;
#define dgRandoCuttableGrassMinorDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassMinorDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassMinorDL[] = dgRandoCuttableGrassMinorDL;
#define dgRandoCuttableGrassMajorDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassMajorDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassMajorDL[] = dgRandoCuttableGrassMajorDL;
#define dgRandoCuttableGrassSmallKeyDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassSmallKeyDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassSmallKeyDL[] = dgRandoCuttableGrassSmallKeyDL;
#define dgRandoCuttableGrassBossKeyDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassBossKeyDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassBossKeyDL[] = dgRandoCuttableGrassBossKeyDL;
#define dgRandoCuttableGrassTokenDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassTokenDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassTokenDL[] = dgRandoCuttableGrassTokenDL;
#define dgRandoCuttableGrassMaskDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassMaskDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassMaskDL[] = dgRandoCuttableGrassMaskDL;
#define dgRandoCuttableGrassFairyDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassFairyDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassFairyDL[] = dgRandoCuttableGrassFairyDL;
#define dgRandoCuttableGrassHeartDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassHeartDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassHeartDL[] = dgRandoCuttableGrassHeartDL;
#define dgRandoCuttableGrassJunkDL "__OTR__objects/gameplay_keep/gRandoCuttableGrassJunkDL"
static const ALIGN_ASSET(2) char gRandoCuttableGrassJunkDL[] = dgRandoCuttableGrassJunkDL;
#define dgFishingPoleGiDL "__OTR__objects/object_gi_fishing_pole/gFishingPoleGiDL"
static const ALIGN_ASSET(2) char gFishingPoleGiDL[] = dgFishingPoleGiDL;
#define dgMysteryItemDL "__OTR__objects/object_mystery_item/gMysteryItemDL"
static const ALIGN_ASSET(2) char gMysteryItemDL[] = dgMysteryItemDL;
#define dgBombchuBagBodyDL "__OTR__objects/object_bombchubag/gBombchuBagBodyDL"
static const ALIGN_ASSET(2) char gBombchuBagBodyDL[] = dgBombchuBagBodyDL;
#define dgBombchuBagMaskDL "__OTR__objects/object_bombchubag/gBombchuBagMaskDL"
static const ALIGN_ASSET(2) char gBombchuBagMaskDL[] = dgBombchuBagMaskDL;
[Rando] Shuffle Crates (#5017) * location list + enums * add identity function * add new files + hook handlers + settings + crate struct * add dungeon struct + large crate locations * fix wasteland name + add overworld hints * add dungeon hints * add to item pool * opt desc + check tracker + overworld locs * add VB funcs + fix fire locs + dmc crate + shuffle crates not pots again * fix crate option def * fix gy crate area * add ow locs * context + more location_list * fix kak crate * add gv child crates + make exceptions for OOB GF crates + fix GF rht name * finish adding gv crates + align GF child crates + fix adult GF locs * fix VB draw + adjust color * begin logic * add child archery crate + overworld logic * deku + dc + rename dc locs * gtg + spirit * fire temple logic * start water temple + some renaming * finish water temple + renames * fix dmc crate * remove child GV + GF crates :( + simplify hints + french * fix dungeon hint + add french attempt * cleanup * smol crate loc list + enums * setup small crates * fix fire temple fairy hints * add logic * fix small crates + locs * align GF crates without moving * add child GV-GF crates for No Logic * convert to shipinit * whitespace * remove old comments * assets * proper cap * better comments on not-shuffled crates * update for context changes * update for rest of context changes * cleanup * fix shadow hint RHT * more cleanup * count to three * child gf logic * gv cow crate * loc list spacing * remove redundant small crates * remove left over vb funcs * split out location list * fix van spawns * move NL crates to new type * rm whitespace * more whitespacing * more more whitespace * update VB * restore support for custom models * prep dungeon for develop * update context for location changes * finish context post-develop merge * add heart crates to CSMC * update loc list + logic fix * update breakroom crates to adult only * newline to make github happy * revise vbshoulds * formatting sheesh * update vb info * BRACKET * whitespacent * ws finalfinal
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#define dgLargeMajorCrateDL "__OTR__objects/object_kibako2/gLargeMajorCrateDL"
static const ALIGN_ASSET(2) char gLargeMajorCrateDL[] = dgLargeMajorCrateDL;
#define dgLargeMinorCrateDL "__OTR__objects/object_kibako2/gLargeMinorCrateDL"
static const ALIGN_ASSET(2) char gLargeMinorCrateDL[] = dgLargeMinorCrateDL;
#define dgLargeRandoCrateDL "__OTR__objects/object_kibako2/gLargeRandoCrateDL"
static const ALIGN_ASSET(2) char gLargeRandoCrateDL[] = dgLargeRandoCrateDL;
#define dgLargeSmallKeyCrateDL "__OTR__objects/object_kibako2/gLargeSmallKeyCrateDL"
static const ALIGN_ASSET(2) char gLargeSmallKeyCrateDL[] = dgLargeSmallKeyCrateDL;
#define dgLargeTokenCrateDL "__OTR__objects/object_kibako2/gLargeTokenCrateDL"
static const ALIGN_ASSET(2) char gLargeTokenCrateDL[] = dgLargeTokenCrateDL;
#define dgLargeBossKeyCrateDL "__OTR__objects/object_kibako2/gLargeBossKeyCrateDL"
static const ALIGN_ASSET(2) char gLargeBossKeyCrateDL[] = dgLargeBossKeyCrateDL;
#define dgLargeHeartCrateDL "__OTR__objects/object_kibako2/gLargeHeartCrateDL"
static const ALIGN_ASSET(2) char gLargeHeartCrateDL[] = dgLargeHeartCrateDL;
#define dgLargeJunkCrateDL "__OTR__objects/object_kibako2/gLargeJunkCrateDL"
static const ALIGN_ASSET(2) char gLargeJunkCrateDL[] = dgLargeJunkCrateDL;
#define dgSmallMajorCrateDL "__OTR__objects/object_kibako/gSmallMajorCrateDL"
static const ALIGN_ASSET(2) char gSmallMajorCrateDL[] = dgSmallMajorCrateDL;
#define dgSmallMinorCrateDL "__OTR__objects/object_kibako/gSmallMinorCrateDL"
static const ALIGN_ASSET(2) char gSmallMinorCrateDL[] = dgSmallMinorCrateDL;
#define dgSmallRandoCrateDL "__OTR__objects/object_kibako/gSmallRandoCrateDL"
static const ALIGN_ASSET(2) char gSmallRandoCrateDL[] = dgSmallRandoCrateDL;
#define dgSmallSmallKeyCrateDL "__OTR__objects/object_kibako/gSmallSmallKeyCrateDL"
static const ALIGN_ASSET(2) char gSmallSmallKeyCrateDL[] = dgSmallSmallKeyCrateDL;
#define dgSmallTokenCrateDL "__OTR__objects/object_kibako/gSmallTokenCrateDL"
static const ALIGN_ASSET(2) char gSmallTokenCrateDL[] = dgSmallTokenCrateDL;
#define dgSmallBossKeyCrateDL "__OTR__objects/object_kibako/gSmallBossKeyCrateDL"
static const ALIGN_ASSET(2) char gSmallBossKeyCrateDL[] = dgSmallBossKeyCrateDL;
#define dgSmallHeartCrateDL "__OTR__objects/object_kibako/gSmallHeartCrateDL"
static const ALIGN_ASSET(2) char gSmallHeartCrateDL[] = dgSmallHeartCrateDL;
#define dgSmallJunkCrateDL "__OTR__objects/object_kibako/gSmallJunkCrateDL"
static const ALIGN_ASSET(2) char gSmallJunkCrateDL[] = dgSmallJunkCrateDL;
//boss keys
#define dgBossKeyCustomDL "__OTR__objects/object_bosskey/gBossKeyCustomDL"
static const ALIGN_ASSET(2) char gBossKeyCustomDL[] = dgBossKeyCustomDL;
#define dgBossKeyIconForestTempleDL "__OTR__objects/object_bosskey/gBossKeyIconForestTempleDL"
static const ALIGN_ASSET(2) char gBossKeyIconForestTempleDL[] = dgBossKeyIconForestTempleDL;
#define dgBossKeyIconFireTempleDL "__OTR__objects/object_bosskey/gBossKeyIconFireTempleDL"
static const ALIGN_ASSET(2) char gBossKeyIconFireTempleDL[] = dgBossKeyIconFireTempleDL;
#define dgBossKeyIconWaterTempleDL "__OTR__objects/object_bosskey/gBossKeyIconWaterTempleDL"
static const ALIGN_ASSET(2) char gBossKeyIconWaterTempleDL[] = dgBossKeyIconWaterTempleDL;
#define dgBossKeyIconSpiritTempleDL "__OTR__objects/object_bosskey/gBossKeyIconSpiritTempleDL"
static const ALIGN_ASSET(2) char gBossKeyIconSpiritTempleDL[] = dgBossKeyIconSpiritTempleDL;
#define dgBossKeyIconShadowTempleDL "__OTR__objects/object_bosskey/gBossKeyIconShadowTempleDL"
static const ALIGN_ASSET(2) char gBossKeyIconShadowTempleDL[] = dgBossKeyIconShadowTempleDL;
#define dgBossKeyIconGanonsCastleDL "__OTR__objects/object_bosskey/gBossKeyIconGanonsCastleDL"
static const ALIGN_ASSET(2) char gBossKeyIconGanonsCastleDL[] = dgBossKeyIconGanonsCastleDL;
//skeleton key
#define dgSkeletonKeyDL "__OTR__objects/object_key/gSkeletonKeyDL"
static const ALIGN_ASSET(2) char gSkeletonKeyDL[] = dgSkeletonKeyDL;
//small keys
#define dgSmallKeyCustomDL "__OTR__objects/object_key/gSmallKeyCustomDL"
static const ALIGN_ASSET(2) char gSmallKeyCustomDL[] = dgSmallKeyCustomDL;
#define dgSmallKeyIconForestTempleDL "__OTR__objects/object_key/gSmallKeyIconForestTempleDL"
static const ALIGN_ASSET(2) char gSmallKeyIconForestTempleDL[] = dgSmallKeyIconForestTempleDL;
#define dgSmallKeyIconFireTempleDL "__OTR__objects/object_key/gSmallKeyIconFireTempleDL"
static const ALIGN_ASSET(2) char gSmallKeyIconFireTempleDL[] = dgSmallKeyIconFireTempleDL;
#define dgSmallKeyIconWaterTempleDL "__OTR__objects/object_key/gSmallKeyIconWaterTempleDL"
static const ALIGN_ASSET(2) char gSmallKeyIconWaterTempleDL[] = dgSmallKeyIconWaterTempleDL;
#define dgSmallKeyIconGerudoFortressDL "__OTR__objects/object_key/gSmallKeyIconGerudoFortressDL"
static const ALIGN_ASSET(2) char gSmallKeyIconGerudoFortressDL[] = dgSmallKeyIconGerudoFortressDL;
#define dgSmallKeyIconGerudoTrainingGroundDL "__OTR__objects/object_key/gSmallKeyIconGerudoTrainingGroundDL"
static const ALIGN_ASSET(2) char gSmallKeyIconGerudoTrainingGroundDL[] = dgSmallKeyIconGerudoTrainingGroundDL;
#define dgSmallKeyIconSpiritTempleDL "__OTR__objects/object_key/gSmallKeyIconSpiritTempleDL"
static const ALIGN_ASSET(2) char gSmallKeyIconSpiritTempleDL[] = dgSmallKeyIconSpiritTempleDL;
#define dgSmallKeyIconBottomoftheWellDL "__OTR__objects/object_key/gSmallKeyIconBottomoftheWellDL"
static const ALIGN_ASSET(2) char gSmallKeyIconBottomoftheWellDL[] = dgSmallKeyIconBottomoftheWellDL;
#define dgSmallKeyIconShadowTempleDL "__OTR__objects/object_key/gSmallKeyIconShadowTempleDL"
static const ALIGN_ASSET(2) char gSmallKeyIconShadowTempleDL[] = dgSmallKeyIconShadowTempleDL;
#define dgSmallKeyIconGanonsCastleDL "__OTR__objects/object_key/gSmallKeyIconGanonsCastleDL"
static const ALIGN_ASSET(2) char gSmallKeyIconGanonsCastleDL[] = dgSmallKeyIconGanonsCastleDL;
#define dgSmallKeyIconTreasureChestGameDL "__OTR__objects/object_key/gSmallKeyIconTreasureChestGameDL"
static const ALIGN_ASSET(2) char gSmallKeyIconTreasureChestGameDL[] = dgSmallKeyIconTreasureChestGameDL;
//keyrings
#define dgKeyringRingDL "__OTR__objects/object_keyring/gKeyringRingDL"
static const ALIGN_ASSET(2) char gKeyringRingDL[] = dgKeyringRingDL;
#define dgKeyringIconForestTempleDL "__OTR__objects/object_keyring/gKeyringIconForestTempleDL"
static const ALIGN_ASSET(2) char gKeyringIconForestTempleDL[] = dgKeyringIconForestTempleDL;
#define dgKeyringIconFireTempleDL "__OTR__objects/object_keyring/gKeyringIconFireTempleDL"
static const ALIGN_ASSET(2) char gKeyringIconFireTempleDL[] = dgKeyringIconFireTempleDL;
#define dgKeyringIconWaterTempleDL "__OTR__objects/object_keyring/gKeyringIconWaterTempleDL"
static const ALIGN_ASSET(2) char gKeyringIconWaterTempleDL[] = dgKeyringIconWaterTempleDL;
#define dgKeyringIconGerudoFortressDL "__OTR__objects/object_keyring/gKeyringIconGerudoFortressDL"
static const ALIGN_ASSET(2) char gKeyringIconGerudoFortressDL[] = dgKeyringIconGerudoFortressDL;
#define dgKeyringIconGerudoTrainingGroundDL "__OTR__objects/object_keyring/gKeyringIconGerudoTrainingGroundDL"
static const ALIGN_ASSET(2) char gKeyringIconGerudoTrainingGroundDL[] = dgKeyringIconGerudoTrainingGroundDL;
#define dgKeyringIconSpiritTempleDL "__OTR__objects/object_keyring/gKeyringIconSpiritTempleDL"
static const ALIGN_ASSET(2) char gKeyringIconSpiritTempleDL[] = dgKeyringIconSpiritTempleDL;
#define dgKeyringIconBottomoftheWellDL "__OTR__objects/object_keyring/gKeyringIconBottomoftheWellDL"
static const ALIGN_ASSET(2) char gKeyringIconBottomoftheWellDL[] = dgKeyringIconBottomoftheWellDL;
#define dgKeyringIconShadowTempleDL "__OTR__objects/object_keyring/gKeyringIconShadowTempleDL"
static const ALIGN_ASSET(2) char gKeyringIconShadowTempleDL[] = dgKeyringIconShadowTempleDL;
#define dgKeyringIconGanonsCastleDL "__OTR__objects/object_keyring/gKeyringIconGanonsCastleDL"
static const ALIGN_ASSET(2) char gKeyringIconGanonsCastleDL[] = dgKeyringIconGanonsCastleDL;
#define dgKeyringIconTreasureChestGameDL "__OTR__objects/object_keyring/gKeyringIconTreasureChestGameDL"
static const ALIGN_ASSET(2) char gKeyringIconTreasureChestGameDL[] = dgKeyringIconTreasureChestGameDL;
#define dgKeyringKeysForestTempleDL "__OTR__objects/object_keyring/gKeyringKeysForestTempleDL"
static const ALIGN_ASSET(2) char gKeyringKeysForestTempleDL[] = dgKeyringKeysForestTempleDL;
#define dgKeyringKeysFireTempleDL "__OTR__objects/object_keyring/gKeyringKeysFireTempleDL"
static const ALIGN_ASSET(2) char gKeyringKeysFireTempleDL[] = dgKeyringKeysFireTempleDL;
#define dgKeyringKeysWaterTempleDL "__OTR__objects/object_keyring/gKeyringKeysWaterTempleDL"
static const ALIGN_ASSET(2) char gKeyringKeysWaterTempleDL[] = dgKeyringKeysWaterTempleDL;
#define dgKeyringKeysGerudoFortressDL "__OTR__objects/object_keyring/gKeyringKeysGerudoFortressDL"
static const ALIGN_ASSET(2) char gKeyringKeysGerudoFortressDL[] = dgKeyringKeysGerudoFortressDL;
#define dgKeyringKeysGerudoTrainingGroundDL "__OTR__objects/object_keyring/gKeyringKeysGerudoTrainingGroundDL"
static const ALIGN_ASSET(2) char gKeyringKeysGerudoTrainingGroundDL[] = dgKeyringKeysGerudoTrainingGroundDL;
#define dgKeyringKeysSpiritTempleDL "__OTR__objects/object_keyring/gKeyringKeysSpiritTempleDL"
static const ALIGN_ASSET(2) char gKeyringKeysSpiritTempleDL[] = dgKeyringKeysSpiritTempleDL;
#define dgKeyringKeysBottomoftheWellDL "__OTR__objects/object_keyring/gKeyringKeysBottomoftheWellDL"
static const ALIGN_ASSET(2) char gKeyringKeysBottomoftheWellDL[] = dgKeyringKeysBottomoftheWellDL;
#define dgKeyringKeysShadowTempleDL "__OTR__objects/object_keyring/gKeyringKeysShadowTempleDL"
static const ALIGN_ASSET(2) char gKeyringKeysShadowTempleDL[] = dgKeyringKeysShadowTempleDL;
#define dgKeyringKeysGanonsCastleDL "__OTR__objects/object_keyring/gKeyringKeysGanonsCastleDL"
static const ALIGN_ASSET(2) char gKeyringKeysGanonsCastleDL[] = dgKeyringKeysGanonsCastleDL;
#define dgKeyringKeysTreasureChestGameDL "__OTR__objects/object_keyring/gKeyringKeysTreasureChestGameDL"
static const ALIGN_ASSET(2) char gKeyringKeysTreasureChestGameDL[] = dgKeyringKeysTreasureChestGameDL;
#define dgKeyringKeysForestTempleMQDL "__OTR__objects/object_keyring/gKeyringKeysForestTempleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysForestTempleMQDL[] = dgKeyringKeysForestTempleMQDL;
#define dgKeyringKeysFireTempleMQDL "__OTR__objects/object_keyring/gKeyringKeysFireTempleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysFireTempleMQDL[] = dgKeyringKeysFireTempleMQDL;
#define dgKeyringKeysWaterTempleMQDL "__OTR__objects/object_keyring/gKeyringKeysWaterTempleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysWaterTempleMQDL[] = dgKeyringKeysWaterTempleMQDL;
#define dgKeyringKeysGerudoTrainingGroundMQDL "__OTR__objects/object_keyring/gKeyringKeysGerudoTrainingGroundMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysGerudoTrainingGroundMQDL[] = dgKeyringKeysGerudoTrainingGroundMQDL;
#define dgKeyringKeysSpiritTempleMQDL "__OTR__objects/object_keyring/gKeyringKeysSpiritTempleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysSpiritTempleMQDL[] = dgKeyringKeysSpiritTempleMQDL;
#define dgKeyringKeysBottomoftheWellMQDL "__OTR__objects/object_keyring/gKeyringKeysBottomoftheWellMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysBottomoftheWellMQDL[] = dgKeyringKeysBottomoftheWellMQDL;
#define dgKeyringKeysShadowTempleMQDL "__OTR__objects/object_keyring/gKeyringKeysShadowTempleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysShadowTempleMQDL[] = dgKeyringKeysShadowTempleMQDL;
#define dgKeyringKeysGanonsCastleMQDL "__OTR__objects/object_keyring/gKeyringKeysGanonsCastleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysGanonsCastleMQDL[] = dgKeyringKeysGanonsCastleMQDL;
#define dgHouseKeyDL "__OTR__objects/object_housekey/gHouseKeyDL"
static const ALIGN_ASSET(2) char gHouseKeyDL[] = dgHouseKeyDL;
// overlays
#define dgOptionsDividerChangeLangVtx "__OTR__overlays/ovl_file_choose/gOptionsDividerChangeLangVtx"
static const ALIGN_ASSET(2) char gOptionsDividerChangeLangVtx[] = dgOptionsDividerChangeLangVtx;
// textures
#define dgDPad "__OTR__textures/parameter_static/gDPad"
static const ALIGN_ASSET(2) char gDPadTex[] = dgDPad;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-02 03:40:10 +02:00
#define dgArrowUp "__OTR__textures/parameter_static/gArrowUp"
static const ALIGN_ASSET(2) char gArrowUpTex[] = dgArrowUp;
#define dgArrowDown "__OTR__textures/parameter_static/gArrowDown"
static const ALIGN_ASSET(2) char gArrowDownTex[] = dgArrowDown;
#define dgTriforcePiece "__OTR__textures/parameter_static/gTriforcePiece"
static const ALIGN_ASSET(2) char gTriforcePieceTex[] = dgTriforcePiece;
#define dgWTriforcePiece "__OTR__textures/parameter_static/gWTriforcePiece"
static const ALIGN_ASSET(2) char gWTriforcePieceTex[] = dgWTriforcePiece;
#define dgSplitEntrance "__OTR__textures/parameter_static/gSplitEntrance"
static const ALIGN_ASSET(2) char gSplitEntranceTex[] = dgSplitEntrance;
Kaleido Menu for Miscellaneous Collectibles (#3852) * Adds in-game display of certain rando collectibles. Before, these were only available through the Item Tracker ImGui Window. With this commit, they can be accessed via holding C-Up on the Map Screen. Currently I've added Greg and Triforce Pieces (when applicable) to this menu. Boss Souls, Ocarina Buttons, and eventually Silver Rupees will be added later. * Adds ocarina buttons to in-game display * Initial pass on rendering the text on a black background. * Starting to render boss soul icons * Better alignment and rendering of Boss Soul icons. * Adds icons prefixing the list entries. * Switches boss souls to 32x32 icon. * Partially working Matrix/Vtx implementation Currently hardcoded Greg text, replacing map screen completely. * Now rendering properly thanks to Archez! * Better implementation of accessing the new page. - now attached to Quest status instead of Map - now triggered by a toggle instead of holding a button - now has its own background (temporarily save screen but will be replaced with something custom later) * Make KaleidoEntry's reactive to game state Adds Greg proper and Triforce Hunt to the Misc. Collectibles Page. * Conditionally render Triforce Hunt * Documentation/Cleanup * WIP Ocarina Buttons rendering * Working ocarina buttons display * Renders buttons as Gray instead of using Grayscale This may seem inconsistent, but with Grayscale they technically render as different shades of gray, especially with custom cosmetics. With this they now render as the same shade of gray. * Makes Ocarina Icon gray when no buttons have been collected. * Adds Boss Souls. Currently they run off the menu, need to implement scrolling. * Implement Scrolling for the menu. Need to figure out how to throttle the stick inputs still. * Moves input handling to draw function. I hate it but that's how Kaleido does it and there's some input throttling logic in there, so in order to make this feel like a kaleido menu I have to also handle input in the draw function. * Removes custom cosmetic handling of Ocarina Buttons. I've chosen not to respect the cosmetics for the sake of accessibility and color contrast, but the code is still present and commented out in case we want to reverse that decision. * Hopefully fixes mac build errors. * Implements update function via Hook. * Another mac fix hopefully * Cleans up unused code from the rectangle based attempt. * Clean up more unused code * Commit Boss Soul icon * Fix typo * Remove commented code * Improve toggle functionality * Re-introduce cosmetic matching for ocarina buttons * Revert some unnecessary formatting changes * Fix cursor/page turning issue More improvements to come here (drawing arrows, custom text at the bottom, etc.) * Fix some more formatting changes * One last batch of formatting reverts
2024-10-06 20:58:45 -04:00
#define dgBossSoul "__OTR__textures/parameter_static/gBossSoul"
static const ALIGN_ASSET(2) char gBossSoulTex[] = dgBossSoul;
#define dgMoonIcon "__OTR__textures/parameter_static/gMoon"
static const ALIGN_ASSET(2) char gMoonIconTex[] = dgMoonIcon;
#define dgSunIcon "__OTR__textures/parameter_static/gSun"
static const ALIGN_ASSET(2) char gSunIconTex[] = dgSunIcon;
#define dgNaviIcon "__OTR__textures/parameter_static/gNavi"
static const ALIGN_ASSET(2) char gNaviIconTex[] = dgNaviIcon;
#define dgFileSelMQButtonTex "__OTR__textures/title_static/gFileSelMQButtonTex"
static const ALIGN_ASSET(2) char gFileSelMQButtonTex[] = dgFileSelMQButtonTex;
#define dgFileSelPleaseChooseAQuestENGTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestENGTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestENGTex[] = dgFileSelPleaseChooseAQuestENGTex;
#define dgFileSelPleaseChooseAQuestFRATex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestFRATex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestFRATex[] = dgFileSelPleaseChooseAQuestFRATex;
#define dgFileSelPleaseChooseAQuestGERTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestGERTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestGERTex[] = dgFileSelPleaseChooseAQuestGERTex;
NTSC Support (N64) (#4198) * copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * quicktext more closely aligned with decomp * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64
2025-03-30 17:29:59 +01:00
#define dgFileSelPleaseChooseAQuestJPNTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestJPNTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestJPNTex[] = dgFileSelPleaseChooseAQuestJPNTex;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-02 03:40:10 +02:00
#define dgFileSelBossRushSettingsENGTex "__OTR__textures/title_static/gFileSelBossRushSettingsENGTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsENGText[] = dgFileSelBossRushSettingsENGTex;
#define dgFileSelBossRushSettingsFRATex "__OTR__textures/title_static/gFileSelBossRushSettingsFRATex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsFRAText[] = dgFileSelBossRushSettingsFRATex;
#define dgFileSelBossRushSettingsGERTex "__OTR__textures/title_static/gFileSelBossRushSettingsGERTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsGERText[] = dgFileSelBossRushSettingsGERTex;
NTSC Support (N64) (#4198) * copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * quicktext more closely aligned with decomp * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64
2025-03-30 17:29:59 +01:00
#define dgFileSelBossRushSettingsJPNTex "__OTR__textures/title_static/gFileSelBossRushSettingsJPNTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsJPNText[] = dgFileSelBossRushSettingsJPNTex;
#define dgFileSelRANDButtonTex "__OTR__textures/title_static/gFileSelRANDButtonTex"
static const ALIGN_ASSET(2) char gFileSelRANDButtonTex[] = dgFileSelRANDButtonTex;
#define dgFileSelLangEnglishENGTex "__OTR__textures/title_static/gFileSelLangEnglishENGTex"
static const ALIGN_ASSET(2) char gFileSelLangEnglishENGTex[] = dgFileSelLangEnglishENGTex;
#define dgFileSelLangDeutschGERTex "__OTR__textures/title_static/gFileSelLangDeutschGERTex"
static const ALIGN_ASSET(2) char gFileSelLangDeutschGERTex[] = dgFileSelLangDeutschGERTex;
#define dgFileSelLangFrancaisFRATex "__OTR__textures/title_static/gFileSelLangFrancaisFRATex"
static const ALIGN_ASSET(2) char gFileSelLangFrancaisFRATex[] = dgFileSelLangFrancaisFRATex;
#define dgFileSelLanguageENGTex "__OTR__textures/title_static/gFileSelLanguageENGTex"
static const ALIGN_ASSET(2) char gFileSelLanguageENGTex[] = dgFileSelLanguageENGTex;
#define dgFileSelLanguageFRATex "__OTR__textures/title_static/gFileSelLanguageFRATex"
static const ALIGN_ASSET(2) char gFileSelLanguageFRATex[] = dgFileSelLanguageFRATex;
#define dgFileSelLanguageGERTex "__OTR__textures/title_static/gFileSelLanguageGERTex"
static const ALIGN_ASSET(2) char gFileSelLanguageGERTex[] = dgFileSelLanguageGERTex;
#define dgEmptyTexture "__OTR__textures/virtual/gEmptyTexture"
static const ALIGN_ASSET(2) char gEmptyTexture[] = dgEmptyTexture;
// Custom Tunic Models
#define dgLinkChildKokiriTunicSkel "__OTR__objects/object_link_child_kokiri/gLinkChildKokiriTunicSkel"
static const ALIGN_ASSET(2) char gLinkChildKokiriTunicSkel[] = dgLinkChildKokiriTunicSkel;
#define dgLinkChildGoronTunicSkel "__OTR__objects/object_link_child_goron/gLinkChildGoronTunicSkel"
static const ALIGN_ASSET(2) char gLinkChildGoronTunicSkel[] = dgLinkChildGoronTunicSkel;
#define dgLinkChildZoraTunicSkel "__OTR__objects/object_link_child_zora/gLinkChildZoraTunicSkel"
static const ALIGN_ASSET(2) char gLinkChildZoraTunicSkel[] = dgLinkChildZoraTunicSkel;
#define dgLinkAdultKokiriTunicSkel "__OTR__objects/object_link_boy_kokiri/gLinkAdultKokiriTunicSkel"
static const ALIGN_ASSET(2) char gLinkAdultKokiriTunicSkel[] = dgLinkAdultKokiriTunicSkel;
#define dgLinkAdultGoronTunicSkel "__OTR__objects/object_link_boy_goron/gLinkAdultGoronTunicSkel"
static const ALIGN_ASSET(2) char gLinkAdultGoronTunicSkel[] = dgLinkAdultGoronTunicSkel;
#define dgLinkAdultZoraTunicSkel "__OTR__objects/object_link_boy_zora/gLinkAdultZoraTunicSkel"
static const ALIGN_ASSET(2) char gLinkAdultZoraTunicSkel[] = dgLinkAdultZoraTunicSkel;
// LUS Logo
#define dgShipLogoDL "__OTR__textures/nintendo_rogo_static/gShipLogoDL"
static const ALIGN_ASSET(2) char gShipLogoDL[] = dgShipLogoDL;
#define dnintendo_rogo_static_Tex_LUS_000000 "__OTR__textures/nintendo_rogo_static/nintendo_rogo_static_Tex_LUS_000000"
static const ALIGN_ASSET(2) char nintendo_rogo_static_Tex_LUS_000000[] = dnintendo_rogo_static_Tex_LUS_000000;