Merge branch 'develop-blair' of github.com:HarbourMasters/Shipwright into develop

This commit is contained in:
Malkierian 2025-04-09 16:12:12 -07:00
commit 7e78694aee
130 changed files with 998 additions and 804 deletions

View file

@ -5,7 +5,7 @@ set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version") set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version")
project(Ship VERSION 9.0.0 LANGUAGES C CXX) project(Ship VERSION 9.0.1 LANGUAGES C CXX)
include(CMake/soh-cvars.cmake) include(CMake/soh-cvars.cmake)
include(CMake/lus-cvars.cmake) include(CMake/lus-cvars.cmake)

View file

@ -61,7 +61,8 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun!
### Other shortcuts ### Other shortcuts
| Keys | Action | | Keys | Action |
| - | - | | - | - |
| F1 | Toggle menubar | | ESC | Toggle menu |
| F2 | Toggle capture mouse input |
| F5 | Save state | | F5 | Save state |
| F6 | Change state | | F6 | Change state |
| F7 | Load state | | F7 | Load state |

View file

@ -18,6 +18,12 @@ static const ALIGN_ASSET(2) char gTitleCopyright19982002Tex[] = dgTitleCopyright
#define dgTitleCopyright19982003Tex "__OTR__objects/object_mag/gTitleCopyright19982003Tex" #define dgTitleCopyright19982003Tex "__OTR__objects/object_mag/gTitleCopyright19982003Tex"
static const ALIGN_ASSET(2) char gTitleCopyright19982003Tex[] = dgTitleCopyright19982003Tex; static const ALIGN_ASSET(2) char gTitleCopyright19982003Tex[] = dgTitleCopyright19982003Tex;
#define dgTitleCopyright19982004EngTex "__OTR__objects/object_mag/gTitleCopyright19982004EngTex"
static const ALIGN_ASSET(2) char gTitleCopyright19982004EngTex[] = dgTitleCopyright19982004EngTex;
#define dgTitleCopyright19982004JpnTex "__OTR__objects/object_mag/gTitleCopyright19982004JpnTex"
static const ALIGN_ASSET(2) char gTitleCopyright19982004JpnTex[] = dgTitleCopyright19982004JpnTex;
#define dgTitleMasterQuestSubtitleTex "__OTR__objects/object_mag/gTitleMasterQuestSubtitleTex" #define dgTitleMasterQuestSubtitleTex "__OTR__objects/object_mag/gTitleMasterQuestSubtitleTex"
static const ALIGN_ASSET(2) char gTitleMasterQuestSubtitleTex[] = dgTitleMasterQuestSubtitleTex; static const ALIGN_ASSET(2) char gTitleMasterQuestSubtitleTex[] = dgTitleMasterQuestSubtitleTex;

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_mag" Segment="6"> <File Name="object_mag" Segment="6">
<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/> <Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19000"/> <Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1B600"/> <Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1B600"/>
<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1BE00"/> <Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1BE00"/>
<Texture Name="gTitleEffectMask02Tex" OutName="title_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0x1C600"/> <Texture Name="gTitleEffectMask02Tex" OutName="title_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0x1C600"/>
@ -18,4 +18,4 @@
<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1B300"/> <Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1B300"/>
<Texture Name="gTitleTitleJPNTex" OutName="title_title_jpn" Format="i8" Width="128" Height="16" Offset="0x20740"/> <Texture Name="gTitleTitleJPNTex" OutName="title_title_jpn" Format="i8" Width="128" Height="16" Offset="0x20740"/>
</File> </File>
</Root> </Root>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_mag" Segment="6"> <File Name="object_mag" Segment="6">
<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/> <Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19000"/> <Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x19A00"/> <Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x19A00"/>
<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x19D00"/> <Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x19D00"/>
<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1A500"/> <Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1A500"/>
@ -17,4 +17,4 @@
<Texture Name="gTitleOcarinaOfTimeTMTextTex" OutName="title_ocarina_of_time_tm_text" Format="i8" Width="96" Height="8" Offset="0x1EB40"/> <Texture Name="gTitleOcarinaOfTimeTMTextTex" OutName="title_ocarina_of_time_tm_text" Format="i8" Width="96" Height="8" Offset="0x1EB40"/>
<Texture Name="gTitleTitleJPNTex" OutName="title_title_jpn" Format="i8" Width="128" Height="16" Offset="0x1EE40"/> <Texture Name="gTitleTitleJPNTex" OutName="title_title_jpn" Format="i8" Width="128" Height="16" Offset="0x1EE40"/>
</File> </File>
</Root> </Root>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -1,8 +1,8 @@
<Root> <Root>
<File Name="object_mag" Segment="6"> <File Name="object_mag" Segment="6">
<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/> <Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
<Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/> <Texture Name="gTitleCopyright19982004JpnTex" OutName="title_copyright_19982004_jpn" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19A00"/> <Texture Name="gTitleCopyright19982004EngTex" OutName="title_copyright_19982004_eng" Format="ia8" Width="160" Height="16" Offset="0x19A00"/>
<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1A400"/> <Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1A400"/>
<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1A700"/> <Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1A700"/>
<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1AF00"/> <Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1AF00"/>
@ -18,4 +18,4 @@
<Texture Name="gTitleOcarinaOfTimeTMTextTex" OutName="title_ocarina_of_time_tm_text" Format="i8" Width="96" Height="8" Offset="0x1F540"/> <Texture Name="gTitleOcarinaOfTimeTMTextTex" OutName="title_ocarina_of_time_tm_text" Format="i8" Width="96" Height="8" Offset="0x1F540"/>
<Texture Name="gTitleTitleJPNTex" OutName="title_title_jpn" Format="i8" Width="128" Height="16" Offset="0x1F840"/> <Texture Name="gTitleTitleJPNTex" OutName="title_title_jpn" Format="i8" Width="128" Height="16" Offset="0x1F840"/>
</File> </File>
</Root> </Root>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -38,7 +38,7 @@
<Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01DBB0" OutName="object_bvTLUT_01DBB0" Format="rgba16" Width="16" Height="16" Offset="0x1C7B0" AddedByScript="true"/>
<Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/> <Texture Name="object_bvTLUT_01E6B0" OutName="object_bvTLUT_01E6B0" Format="rgba16" Width="16" Height="16" Offset="0x1D2B0" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="120" Offset="0x1230"/> <Texture Name="gBarinadeTitleCardTex" OutName="barinade_title_card" Format="i8" Width="128" Height="80" Offset="0x1230"/>
<Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/> <Skeleton Name="gBarinadeBodySkel" Type="Normal" LimbType="Standard" Offset="0x14718"/>
<Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/> <Skeleton Name="gBarinadeSupportSkel" Type="Flex" LimbType="Standard" Offset="0x16098"/>

View file

@ -28,7 +28,7 @@
<Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/> <Texture Name="object_fdTLUT_000A58" OutName="object_fdTLUT_000A58" Format="rgba16" Width="4" Height="4" Offset="0xA58" AddedByScript="true"/>
<Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/> <Texture Name="object_fdTLUT_0032A8" OutName="object_fdTLUT_0032A8" Format="rgba16" Width="16" Height="16" Offset="0x32A8" AddedByScript="true"/>
<!-- Boss title card --> <!-- Boss title card -->
<!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="120" Offset="0xD700"/> --> <!-- <Texture Name="gVolvagiaTitleCardTex" OutName="volvagia_boss_title_card" Format="i8" Width="128" Height="80" Offset="0xD700"/> -->
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/> <Skeleton Name="gVolvagiaLeftArmSkel" Type="Normal" LimbType="Standard" Offset="0x100E0"/>

View file

@ -38,7 +38,7 @@
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/> <Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xAD80"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/> <Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="80" Offset="0x59A0"/>
<!-- Energy attack DLists --> <!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xE6A0"/> <DList Name="gPhantomWarpDL" Offset="0xE6A0"/>

View file

@ -68,7 +68,7 @@
<DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/> <DList Name="gGanondorfRightHandOpenDL" Offset="0xC9E8"/>
<!-- Ganondorf Title Card Texture --> <!-- Ganondorf Title Card Texture -->
<!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="120" Offset="0xCF00"/> --> <!-- <Texture Name="gGanondorfTitleCardTex" OutName="ganondorf_title_card" Format="i8" Width="128" Height="80" Offset="0xCF00"/> -->
<!-- Ganondorf Animation --> <!-- Ganondorf Animation -->
<Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) --> <Animation Name="gGanondorfEndingFloatAnim" Offset="0xFF48"/> <!-- Original name is "ONOLEE" (lit. "Curse you!" from his in-game dialogue) -->

View file

@ -159,7 +159,7 @@
<Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/> <Texture Name="gGohmaIrisTex" OutName="gohma_iris" Format="rgba16" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card --> <!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/> <Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="80" Offset="0x19BA8"/>
<!-- Door --> <!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1D820"/> <DList Name="gGohmaDoorDL" Offset="0x1D820"/>

View file

@ -48,7 +48,7 @@
<Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/> <Texture Name="object_kingdodongo_Tex_016D90" OutName="tex_00016D90" Format="rgba16" Width="8" Height="8" Offset="0x16D90"/>
<Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/> <Texture Name="object_kingdodongo_Tex_016E10" OutName="tex_00016E10" Format="rgba16" Width="32" Height="16" Offset="0x16E10"/>
<Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/> <Texture Name="object_kingdodongo_Tex_017210" OutName="tex_00017210" Format="rgba16" Width="8" Height="32" Offset="0x17210"/>
<Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x17410"/> <Texture Name="gKingDodongoTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x17410"/>
<Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/> <Limb Name="object_kingdodongo_Limb_01B010" LimbType="Standard" Offset="0x19C10"/>
<Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/> <Limb Name="object_kingdodongo_Limb_01B01C" LimbType="Standard" Offset="0x19C1C"/>
<Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/> <Limb Name="object_kingdodongo_Limb_01B028" LimbType="Standard" Offset="0x19C28"/>

View file

@ -6,7 +6,7 @@
<Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/> <Texture Name="object_moTex_005520" OutName="object_moTex_005520" Format="ia16" Width="32" Height="32" Offset="0x4120" AddedByScript="true"/>
<Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/> <Texture Name="object_moTex_005D20" OutName="object_moTex_005D20" Format="ia16" Width="32" Height="32" Offset="0x4920" AddedByScript="true"/>
<!-- Morpha's Title Card --> <!-- Morpha's Title Card -->
<Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="120" Offset="0x1010"/> <Texture Name="gMorphaTitleCardTex" Format="i8" Width="128" Height="80" Offset="0x1010"/>
<Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/> <Texture Name="gMorphaWaterTex" Format="rgba16" Width="32" Height="32" Offset="0x7470"/>
<!-- DLists for Morpha's Core --> <!-- DLists for Morpha's Core -->

View file

@ -17,7 +17,7 @@
<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/> <Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/> <Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
<!-- Boss Title Card --> <!-- Boss Title Card -->
<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/> <Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="80" Offset="0x13D80"/>
<!-- Skeletons --> <!-- Skeletons -->
<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/> <Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>

View file

@ -273,7 +273,7 @@
<DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/> <DList Name="gTwinrovaBroomIceTrailDL" Offset="0x2DEB0"/>
<DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/> <DList Name="gTwinrovaBroomFireJetDL" Offset="0x2DFB0"/>
<DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/> <DList Name="gTwinrovaBroomFireTrailDL" Offset="0x2E098"/>
<Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="120" Offset="0x2E170"/> <Texture Name="gTwinrovaTitleCardTex" OutName="title_card" Format="i8" Width="128" Height="80" Offset="0x2E170"/>
<Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/> <Limb Name="gTwinrovaPelvisLimb" LimbType="Standard" Offset="0x30970"/>
<Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/> <Limb Name="gTwinrovaSash1Limb" LimbType="Standard" Offset="0x3097C"/>
<Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/> <Limb Name="gTwinrovaSash2Limb" LimbType="Standard" Offset="0x30988"/>

View file

@ -544,6 +544,8 @@ typedef enum {
LANGUAGE_MAX LANGUAGE_MAX
} Language; } Language;
#define TODO_TRANSLATE "__Translate_This__"
// TODO get these properties from the textures themselves // TODO get these properties from the textures themselves
#define FONT_CHAR_TEX_WIDTH 16 #define FONT_CHAR_TEX_WIDTH 16
#define FONT_CHAR_TEX_HEIGHT 16 #define FONT_CHAR_TEX_HEIGHT 16

View file

@ -584,7 +584,7 @@ void InputViewerSettingsWindow::DrawElement() {
} }
// gInputViewer.Dpad // gInputViewer.Dpad
CVarCheckbox("Show D-Pad Layers", CVAR_INPUT_VIEWER("Dpad"), CVarCheckbox("Show D-Pad Layers", CVAR_INPUT_VIEWER("Dpad"),
CheckboxOptions().Color(THEME_COLOR).DefaultValue(true)); CheckboxOptions().Color(THEME_COLOR).DefaultValue(false));
if (useIndividualOutlines && CVarGetInteger(CVAR_INPUT_VIEWER("Dpad"), 0)) { if (useIndividualOutlines && CVarGetInteger(CVAR_INPUT_VIEWER("Dpad"), 0)) {
ImGui::Indent(); ImGui::Indent();
CVarCombobox("##DpadOutline", CVAR_INPUT_VIEWER("DpadOutlineMode"), buttonOutlineOptionsVerbose, CVarCombobox("##DpadOutline", CVAR_INPUT_VIEWER("DpadOutlineMode"), buttonOutlineOptionsVerbose,
@ -593,7 +593,7 @@ void InputViewerSettingsWindow::DrawElement() {
} }
// gInputViewer.Mod1 // gInputViewer.Mod1
CVarCheckbox("Show Modifier Button 1 Layers", CVAR_INPUT_VIEWER("Mod1"), CVarCheckbox("Show Modifier Button 1 Layers", CVAR_INPUT_VIEWER("Mod1"),
CheckboxOptions().Color(THEME_COLOR).DefaultValue(true)); CheckboxOptions().Color(THEME_COLOR).DefaultValue(false));
if (useIndividualOutlines && CVarGetInteger(CVAR_INPUT_VIEWER("Mod1"), 0)) { if (useIndividualOutlines && CVarGetInteger(CVAR_INPUT_VIEWER("Mod1"), 0)) {
ImGui::Indent(); ImGui::Indent();
CVarCombobox("##Mmod1Outline", CVAR_INPUT_VIEWER("Mod1OutlineMode"), buttonOutlineOptionsVerbose, CVarCombobox("##Mmod1Outline", CVAR_INPUT_VIEWER("Mod1OutlineMode"), buttonOutlineOptionsVerbose,
@ -602,7 +602,7 @@ void InputViewerSettingsWindow::DrawElement() {
} }
// gInputViewer.Mod2 // gInputViewer.Mod2
CVarCheckbox("Show Modifier Button 2 Layers", CVAR_INPUT_VIEWER("Mod2"), CVarCheckbox("Show Modifier Button 2 Layers", CVAR_INPUT_VIEWER("Mod2"),
CheckboxOptions().Color(THEME_COLOR).DefaultValue(true)); CheckboxOptions().Color(THEME_COLOR).DefaultValue(false));
if (useIndividualOutlines && CVarGetInteger(CVAR_INPUT_VIEWER("Mod2"), 0)) { if (useIndividualOutlines && CVarGetInteger(CVAR_INPUT_VIEWER("Mod2"), 0)) {
ImGui::Indent(); ImGui::Indent();
CVarCombobox("##Mod2Outline", CVAR_INPUT_VIEWER("Mod2OutlineMode"), buttonOutlineOptionsVerbose, CVarCombobox("##Mod2Outline", CVAR_INPUT_VIEWER("Mod2OutlineMode"), buttonOutlineOptionsVerbose,
@ -652,7 +652,7 @@ void InputViewerSettingsWindow::DrawElement() {
"Right Stick Visibility", CVAR_INPUT_VIEWER("RightStick.VisibilityMode"), stickModeOptions, "Right Stick Visibility", CVAR_INPUT_VIEWER("RightStick.VisibilityMode"), stickModeOptions,
ComboboxOptions() ComboboxOptions()
.Color(THEME_COLOR) .Color(THEME_COLOR)
.DefaultIndex(STICK_MODE_ALWAYS_SHOWN) .DefaultIndex(STICK_MODE_ALWAYS_HIDDEN)
.Tooltip( .Tooltip(
"Determines the conditions under which the moving layer of the right stick texture is visible.")); "Determines the conditions under which the moving layer of the right stick texture is visible."));
@ -661,7 +661,7 @@ void InputViewerSettingsWindow::DrawElement() {
"Right Stick Outline/Background Visibility", CVAR_INPUT_VIEWER("RightStick.OutlineMode"), stickModeOptions, "Right Stick Outline/Background Visibility", CVAR_INPUT_VIEWER("RightStick.OutlineMode"), stickModeOptions,
ComboboxOptions() ComboboxOptions()
.Color(THEME_COLOR) .Color(THEME_COLOR)
.DefaultIndex(STICK_MODE_ALWAYS_SHOWN) .DefaultIndex(STICK_MODE_ALWAYS_HIDDEN)
.Tooltip( .Tooltip(
"Determines the conditions under which the right stick outline/background texture is visible.")); "Determines the conditions under which the right stick outline/background texture is visible."));

View file

@ -281,11 +281,24 @@ void PatchIronKnuckleTextureOverflow() {
} }
} }
void PatchBoulderFragment() {
// The boulder fragment renders invisible due to the change made by https://github.com/Kenix3/libultraship/pull/721
// Until it is known wether this change is approriate or something else should be done to it, the following patches
// adjust the render mode for the DL to not become invisible
ResourceMgr_PatchGfxByName(gBoulderFragmentsDL, "boulderFragmentRenderFix3", 3,
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2));
ResourceMgr_PatchGfxByName(gBoulderFragmentsDL, "boulderFragmentRenderFix6", 6,
gsDPSetCombineMode(G_CC_MODULATEIDECALA, G_CC_MODULATEIA_PRIM2));
}
void ApplyAuthenticGfxPatches() { void ApplyAuthenticGfxPatches() {
// Overflow textures
PatchArrowTipTexture(); PatchArrowTipTexture();
PatchDekuStickTextureOverflow(); PatchDekuStickTextureOverflow();
PatchFreezardTextureOverflow(); PatchFreezardTextureOverflow();
PatchIronKnuckleTextureOverflow(); PatchIronKnuckleTextureOverflow();
PatchBoulderFragment();
} }
// Patches the Sold Out GI DL to render the texture in the mirror boundary // Patches the Sold Out GI DL to render the texture in the mirror boundary

View file

@ -155,11 +155,12 @@ const std::string CustomMessage::GetFrench(MessageFormat format) const {
} }
const std::string CustomMessage::GetForCurrentLanguage(MessageFormat format) const { const std::string CustomMessage::GetForCurrentLanguage(MessageFormat format) const {
return GetForLanguage((gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language, format); return GetForLanguage(((Language)gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language,
format);
} }
const std::string CustomMessage::GetForLanguage(uint8_t language, MessageFormat format) const { const std::string CustomMessage::GetForLanguage(uint8_t language, MessageFormat format) const {
std::string output = messages[language].length() > 0 ? messages[language] : messages[LANGUAGE_ENG]; std::string output = messages[language] != TODO_TRANSLATE ? messages[language] : messages[LANGUAGE_ENG];
ProcessMessageFormat(output, format); ProcessMessageFormat(output, format);
return output; return output;
} }
@ -273,8 +274,12 @@ void CustomMessage::Replace(std::string&& oldStr, std::string&& newStr) {
void CustomMessage::Replace(std::string&& oldStr, CustomMessage newMessage) { void CustomMessage::Replace(std::string&& oldStr, CustomMessage newMessage) {
for (uint8_t language = 0; language < LANGUAGE_MAX - 1; language++) { for (uint8_t language = 0; language < LANGUAGE_MAX - 1; language++) {
size_t position = messages[language].find(oldStr); size_t position = messages[language].find(oldStr);
std::string newMsg = newMessage.messages[language];
if (language != LANGUAGE_ENG && newMsg == TODO_TRANSLATE) {
newMsg = newMessage.messages[LANGUAGE_ENG];
}
while (position != std::string::npos) { while (position != std::string::npos) {
messages[language].replace(position, oldStr.length(), newMessage.messages[language]); messages[language].replace(position, oldStr.length(), newMsg);
position = messages[language].find(oldStr); position = messages[language].find(oldStr);
} }
} }

View file

@ -6,6 +6,7 @@
#include <string> #include <string>
#include "../../../include/z64item.h" #include "../../../include/z64item.h"
#include "../../../include/z64.h"
#include "../../../include/message_data_textbox_types.h" #include "../../../include/message_data_textbox_types.h"
#include "../randomizer/3drando/text.hpp" #include "../randomizer/3drando/text.hpp"
@ -203,7 +204,7 @@ class CustomMessage {
void CleanString(std::string& str) const; void CleanString(std::string& str) const;
private: private:
std::vector<std::string> messages = { "", "", "" }; std::vector<std::string> messages = { "", TODO_TRANSLATE, TODO_TRANSLATE };
TextBoxType type = TEXTBOX_TYPE_BLACK; TextBoxType type = TEXTBOX_TYPE_BLACK;
TextBoxPosition position = TEXTBOX_POS_BOTTOM; TextBoxPosition position = TEXTBOX_POS_BOTTOM;
std::vector<std::string> colors = {}; std::vector<std::string> colors = {};

View file

@ -2,6 +2,7 @@
#include "soh/SohGui/UIWidgets.hpp" #include "soh/SohGui/UIWidgets.hpp"
#include "soh/SohGui/SohGui.hpp" #include "soh/SohGui/SohGui.hpp"
#include "soh/SohGui/SohMenu.h"
#include "soh/OTRGlobals.h" #include "soh/OTRGlobals.h"
#include <textures/message_static/message_static.h> #include <textures/message_static/message_static.h>
@ -56,22 +57,12 @@ void MessageViewer::DrawElement() {
memset(mTextIdBuf, 0, sizeof(char) * MAX_STRING_SIZE); memset(mTextIdBuf, 0, sizeof(char) * MAX_STRING_SIZE);
} }
PopStyleCheckbox(); PopStyleCheckbox();
ImGui::Text("Language"); SohGui::SohMenu::UpdateLanguageMap(SohGui::languages);
ImGui::SameLine(); UIWidgets::Combobox("Language", &mLanguage, SohGui::languages,
PushStyleCombobox(THEME_COLOR); UIWidgets::ComboboxOptions()
if (ImGui::BeginCombo("##Language", mLanguages[mLanguage])) { .Color(THEME_COLOR)
// ReSharper disable CppDFAUnreachableCode .DefaultIndex(0)
for (size_t i = 0; i < mLanguages.size(); i++) { .Tooltip("Which language to load from the selected text ID"));
if (strlen(mLanguages[i]) > 0) {
if (ImGui::Selectable(mLanguages[i], i == mLanguage)) {
mLanguage = i;
}
}
}
ImGui::EndCombo();
}
PopStyleCombobox();
UIWidgets::InsertHelpHoverText("Which language to load from the selected text ID");
PushStyleButton(THEME_COLOR); PushStyleButton(THEME_COLOR);
if (ImGui::Button("Display Message##ExistingMessage")) { if (ImGui::Button("Display Message##ExistingMessage")) {
mDisplayExistingMessageClicked = true; mDisplayExistingMessageClicked = true;
@ -196,6 +187,11 @@ void MessageDebug_StartTextBox(const char* tableId, uint16_t textId, uint8_t lan
R_TEXT_CHAR_SCALE = 75; R_TEXT_CHAR_SCALE = 75;
R_TEXT_LINE_SPACING = 12; R_TEXT_LINE_SPACING = 12;
R_TEXT_INIT_XPOS = 65; R_TEXT_INIT_XPOS = 65;
if (language == LANGUAGE_JPN) {
R_TEXT_CHAR_SCALE = 88;
R_TEXT_LINE_SPACING = 18;
R_TEXT_INIT_XPOS = 65;
}
char* buffer = font->msgBuf; char* buffer = font->msgBuf;
msgCtx->textId = textId; msgCtx->textId = textId;
if (strlen(tableId) == 0) { if (strlen(tableId) == 0) {
@ -207,10 +203,8 @@ void MessageDebug_StartTextBox(const char* tableId, uint16_t textId, uint8_t lan
constexpr int maxBufferSize = sizeof(font->msgBuf); constexpr int maxBufferSize = sizeof(font->msgBuf);
const CustomMessage messageEntry = CustomMessageManager::Instance->RetrieveMessage(tableId, textId); const CustomMessage messageEntry = CustomMessageManager::Instance->RetrieveMessage(tableId, textId);
font->charTexBuf[0] = (messageEntry.GetTextBoxType() << 4) | messageEntry.GetTextBoxPosition(); font->charTexBuf[0] = (messageEntry.GetTextBoxType() << 4) | messageEntry.GetTextBoxPosition();
switch (language) { font->msgLength =
font->msgLength = SohUtils::CopyStringToCharBuffer(buffer, messageEntry.GetForLanguage(language), maxBufferSize);
SohUtils::CopyStringToCharBuffer(buffer, messageEntry.GetForLanguage(language), maxBufferSize);
}
msgCtx->msgLength = static_cast<int32_t>(font->msgLength); msgCtx->msgLength = static_cast<int32_t>(font->msgLength);
} }
msgCtx->textBoxProperties = font->charTexBuf[0]; msgCtx->textBoxProperties = font->charTexBuf[0];

View file

@ -4,7 +4,7 @@
#ifdef __cplusplus #ifdef __cplusplus
#include "GuiWindow.h" #include "GuiWindow.h"
#include <array> #include <unordered_map>
extern "C" { extern "C" {
#endif #endif
/** /**
@ -41,7 +41,6 @@ class MessageViewer : public Ship::GuiWindow {
void DisplayCustomMessage() const; void DisplayCustomMessage() const;
static constexpr uint16_t MAX_STRING_SIZE = 1024; static constexpr uint16_t MAX_STRING_SIZE = 1024;
static constexpr std::array<const char*, LANGUAGE_MAX> mLanguages = { "English", "German", "French" };
static constexpr int HEXADECIMAL = 0; static constexpr int HEXADECIMAL = 0;
static constexpr int DECIMAL = 1; static constexpr int DECIMAL = 1;
char* mTableIdBuf; char* mTableIdBuf;
@ -49,7 +48,7 @@ class MessageViewer : public Ship::GuiWindow {
char* mTextIdBuf; char* mTextIdBuf;
uint16_t mTextId; uint16_t mTextId;
int mTextIdBase = HEXADECIMAL; int mTextIdBase = HEXADECIMAL;
size_t mLanguage = LANGUAGE_ENG; int32_t mLanguage = LANGUAGE_ENG;
char* mCustomMessageBuf; char* mCustomMessageBuf;
std::string mCustomMessageString; std::string mCustomMessageString;
bool mDisplayExistingMessageClicked = false; bool mDisplayExistingMessageClicked = false;

View file

@ -849,9 +849,19 @@ void DrawFlagsTab() {
DrawGroupWithBorder( DrawGroupWithBorder(
[&]() { [&]() {
size_t selectedGsMap = 0; PushStyleCombobox(THEME_COLOR);
static size_t selectedGsMap = 0;
ImGui::Text("Gold Skulltulas"); ImGui::Text("Gold Skulltulas");
Combobox("Map##Gold Skulltulas", &selectedGsMap, gsMapping, comboboxOptionsBase.Tooltip("")); if (ImGui::BeginCombo("##GSMap", gsMapping[selectedGsMap])) {
for (size_t index = 0; index < gsMapping.size(); index++) {
if (ImGui::Selectable(gsMapping[index])) {
selectedGsMap = index;
}
}
ImGui::EndCombo();
}
PopStyleCombobox();
// TODO We should write out descriptions for each one... ugh // TODO We should write out descriptions for each one... ugh
ImGui::AlignTextToFramePadding(); ImGui::AlignTextToFramePadding();

View file

@ -120,7 +120,6 @@ static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] =
{ ACTOR_EN_CROW, 0 }, // Guay { ACTOR_EN_CROW, 0 }, // Guay
{ ACTOR_EN_FIREFLY, 4 }, // Ice Keese { ACTOR_EN_FIREFLY, 4 }, // Ice Keese
{ ACTOR_EN_ST, 2 }, // Skulltula (invisible) { ACTOR_EN_ST, 2 }, // Skulltula (invisible)
{ ACTOR_EN_IK, 3 }, // Iron Knuckle (white, standing)
{ ACTOR_EN_FIREFLY, 2 }, // Regular Keese { ACTOR_EN_FIREFLY, 2 }, // Regular Keese
{ ACTOR_EN_DEKUBABA, 1 }, // Deku Baba (large) { ACTOR_EN_DEKUBABA, 1 }, // Deku Baba (large)
{ ACTOR_EN_RR, 0 }, // Like-Like { ACTOR_EN_RR, 0 }, // Like-Like
@ -141,6 +140,7 @@ static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] =
{ ACTOR_EN_TP, -1 }, // Electric Tailpasaran { ACTOR_EN_TP, -1 }, // Electric Tailpasaran
{ ACTOR_EN_BW, 0 }, // Torch Slug { ACTOR_EN_BW, 0 }, // Torch Slug
{ ACTOR_EN_WALLMAS, 1 }, // Wallmaster { ACTOR_EN_WALLMAS, 1 }, // Wallmaster
{ ACTOR_EN_IK, 3 }, // Iron Knuckle (white, standing)
{ ACTOR_EN_WF, 1 }, // Wolfos (white) { ACTOR_EN_WF, 1 }, // Wolfos (white)
{ ACTOR_EN_KAREBABA, 0 }, // Withered Deku Baba { ACTOR_EN_KAREBABA, 0 }, // Withered Deku Baba
@ -318,26 +318,20 @@ extern "C" uint8_t GetRandomizedEnemy(PlayState* play, int16_t* actorId, f32* po
return 1; return 1;
} }
std::vector<EnemyEntry> selectedEnemyList; static std::vector<EnemyEntry> selectedEnemyList;
void GetSelectedEnemies() { void GetSelectedEnemies() {
selectedEnemyList.clear(); selectedEnemyList.clear();
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), ENEMY_RANDOMIZER_OFF) == ENEMY_RANDOMIZER_RANDOM) { for (int i = 0; i < 49; i++) {
for (int i = 0; i < 49; i++) { if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0)) { selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
selectedEnemyList.push_back(randomizedEnemySpawnTable[i]); } else if (CVarGetInteger(enemyCVarList[i], 1)) {
} else if (CVarGetInteger(enemyCVarList[i], 1)) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
}
}
if (selectedEnemyList.size() == 0) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[0]);
}
} else {
for (int i = 0; i < 49; i++) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[i]); selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
} }
} }
if (selectedEnemyList.size() == 0) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[0]);
}
} }
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed) { EnemyEntry GetRandomizedEnemyEntry(uint32_t seed) {
@ -348,7 +342,7 @@ EnemyEntry GetRandomizedEnemyEntry(uint32_t seed) {
uint32_t finalSeed = uint32_t finalSeed =
seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed() : gSaveContext.ship.stats.fileCreatedAt); seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed() : gSaveContext.ship.stats.fileCreatedAt);
Random_Init(finalSeed); Random_Init(finalSeed);
uint32_t randomNumber = Random(0, RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE); uint32_t randomNumber = Random(0, selectedEnemyList.size());
return selectedEnemyList[randomNumber]; return selectedEnemyList[randomNumber];
} else { } else {
uint32_t randomSelectedEnemy = Random(0, selectedEnemyList.size()); uint32_t randomSelectedEnemy = Random(0, selectedEnemyList.size());

View file

@ -946,6 +946,14 @@ typedef enum {
// - `*VBFishingData` // - `*VBFishingData`
VB_GIVE_RANDO_FISHING_PRIZE, VB_GIVE_RANDO_FISHING_PRIZE,
// #### `result`
// ```c
// false
// ```
// #### `args`
// - '*Fishing' (&this)
VB_GIVE_RANDO_GLITCH_FISHING_PRIZE,
// #### `result` // #### `result`
// ```c // ```c
// true // true

View file

@ -161,7 +161,7 @@ static void ValidateOtherEntrance(GetAccessibleLocationsStruct& gals) {
} }
// If we are not shuffling the guard house, add the key so we can properly check for poe merchant access // If we are not shuffling the guard house, add the key so we can properly check for poe merchant access
if (gals.validatedStartingRegion && gals.foundTempleOfTime && if (gals.validatedStartingRegion && gals.foundTempleOfTime &&
!ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL)) { ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_OFF)) {
Rando::StaticData::RetrieveItem(RG_GUARD_HOUSE_KEY).ApplyEffect(); Rando::StaticData::RetrieveItem(RG_GUARD_HOUSE_KEY).ApplyEffect();
} }
} }
@ -213,7 +213,7 @@ void ProcessExits(Region* region, GetAccessibleLocationsStruct& gals, Randomizer
// Update Time of Day Access for the exit // Update Time of Day Access for the exit
if (UpdateToDAccess(&exit, exitRegion)) { if (UpdateToDAccess(&exit, exitRegion)) {
gals.logicUpdated = true; gals.logicUpdated = true;
if (!gals.sphereZeroComplete) { if (!gals.sphereZeroComplete || logic->AreCheckingBigPoes) {
if (!gals.foundTempleOfTime || !gals.validatedStartingRegion) { if (!gals.foundTempleOfTime || !gals.validatedStartingRegion) {
ValidateOtherEntrance(gals); ValidateOtherEntrance(gals);
} }
@ -622,7 +622,7 @@ void ValidateEntrances(bool checkPoeCollectorAccess, bool checkOtherEntranceAcce
RegionTable(RR_ROOT)->adultDay = true; RegionTable(RR_ROOT)->adultDay = true;
} else if (checkPoeCollectorAccess) { } else if (checkPoeCollectorAccess) {
// If we are not shuffling the guard house, add the key so we can properly check for poe merchant access // If we are not shuffling the guard house, add the key so we can properly check for poe merchant access
if (!ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL)) { if (ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_OFF)) {
Rando::StaticData::RetrieveItem(RG_GUARD_HOUSE_KEY).ApplyEffect(); Rando::StaticData::RetrieveItem(RG_GUARD_HOUSE_KEY).ApplyEffect();
} }
} else { } else {

View file

@ -1458,257 +1458,257 @@ void StaticData::HintTable_Init() {
---------------------------*/ ---------------------------*/
hintTextTable[RHT_JUNK01] = HintText(CustomMessage("They say you must read the names of \"Special Deal\" shop items carefully.", hintTextTable[RHT_JUNK01] = HintText(CustomMessage("They say you must read the names of \"Special Deal\" shop items carefully.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, les \"Offres spéciales\" sont parfois trompeuses... Lisez les attentivement!")); /*french*/ "Selon moi, les \"Offres spéciales\" sont parfois trompeuses... Lisez les attentivement!"));
hintTextTable[RHT_JUNK02] = HintText(CustomMessage("They say that Zelda is a poor leader.", hintTextTable[RHT_JUNK02] = HintText(CustomMessage("They say that Zelda is a poor leader.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Zelda ne ferait pas un bon monarque.")); /*french*/ "Selon moi, Zelda ne ferait pas un bon monarque."));
hintTextTable[RHT_JUNK03] = HintText(CustomMessage("These hints can be quite useful. This is an exception.", hintTextTable[RHT_JUNK03] = HintText(CustomMessage("These hints can be quite useful. This is an exception.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ces indices sont très utiles, à l'exception de celui-ci.")); /*french*/ "Ces indices sont très utiles, à l'exception de celui-ci."));
hintTextTable[RHT_JUNK04] = HintText(CustomMessage("They say that the Lizalfos in Dodongo's Cavern like to play in lava.", hintTextTable[RHT_JUNK04] = HintText(CustomMessage("They say that the Lizalfos in Dodongo's Cavern like to play in lava.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, les Lézalfos de la Caverne Dodongo aiment patauger dans la lave.")); /*french*/ "Selon moi, les Lézalfos de la Caverne Dodongo aiment patauger dans la lave."));
hintTextTable[RHT_JUNK05] = HintText(CustomMessage("They say that all the Zora drowned in Wind Waker.", hintTextTable[RHT_JUNK05] = HintText(CustomMessage("They say that all the Zora drowned in Wind Waker.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, les Zoras se sont noyés dans Wind Waker.")); /*french*/ "Selon moi, les Zoras se sont noyés dans Wind Waker."));
hintTextTable[RHT_JUNK06] = HintText(CustomMessage("If Gorons eat rocks, does that mean I'm in danger?", hintTextTable[RHT_JUNK06] = HintText(CustomMessage("If Gorons eat rocks, does that mean I'm in danger?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ne dis pas au Gorons que je suis ici. Ils mangent des roches, tu sais!")); /*french*/ "Ne dis pas au Gorons que je suis ici. Ils mangent des roches, tu sais!"));
hintTextTable[RHT_JUNK07] = HintText(CustomMessage("'Member when Ganon was a blue pig?^I 'member.", hintTextTable[RHT_JUNK07] = HintText(CustomMessage("'Member when Ganon was a blue pig?^I 'member.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Dans mon temps, Ganon était un cochon bleu...^Pff! Les jeunes de nos jours, et leur Ganondorf!")); /*french*/ "Dans mon temps, Ganon était un cochon bleu...^Pff! Les jeunes de nos jours, et leur Ganondorf!"));
hintTextTable[RHT_JUNK08] = HintText(CustomMessage("One who does not have Triforce can't go in.", hintTextTable[RHT_JUNK08] = HintText(CustomMessage("One who does not have Triforce can't go in.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ceux sans Triforce doivent rebrousser chemin.")); /*french*/ "Ceux sans Triforce doivent rebrousser chemin."));
hintTextTable[RHT_JUNK09] = HintText(CustomMessage("Save your future, end the Happy Mask Salesman.", hintTextTable[RHT_JUNK09] = HintText(CustomMessage("Save your future, end the Happy Mask Salesman.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, tu t'éviteras des jours de malheur si tu vaincs le vendeur de masques...")); /*french*/ "Selon moi, tu t'éviteras des jours de malheur si tu vaincs le vendeur de masques..."));
hintTextTable[RHT_JUNK10] = HintText(CustomMessage("Glitches are a pathway to many abilities some consider to be... Unnatural.", hintTextTable[RHT_JUNK10] = HintText(CustomMessage("Glitches are a pathway to many abilities some consider to be... Unnatural.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Les glitchs sont un moyen d'acquérir de nombreuses facultés considérées par certains comme... contraire ")); /*french*/ "Les glitchs sont un moyen d'acquérir de nombreuses facultés considérées par certains comme... contraire "));
hintTextTable[RHT_JUNK11] = HintText(CustomMessage("I'm stoned. Get it?", hintTextTable[RHT_JUNK11] = HintText(CustomMessage("I'm stoned. Get it?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Allez, roche, papier, ciseau...&Roche.")); /*french*/ "Allez, roche, papier, ciseau...&Roche."));
hintTextTable[RHT_JUNK12] = HintText(CustomMessage("Hoot! Hoot! Would you like me to repeat that?", hintTextTable[RHT_JUNK12] = HintText(CustomMessage("Hoot! Hoot! Would you like me to repeat that?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Hou hou! Veux-tu que je répète tout ça?")); /*french*/ "Hou hou! Veux-tu que je répète tout ça?"));
hintTextTable[RHT_JUNK13] = HintText(CustomMessage("Gorons are stupid. They eat rocks.", hintTextTable[RHT_JUNK13] = HintText(CustomMessage("Gorons are stupid. They eat rocks.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Les Gorons sont des vraies têtes dures.")); /*french*/ "Les Gorons sont des vraies têtes dures."));
hintTextTable[RHT_JUNK14] = HintText(CustomMessage("They say that Lon Lon Ranch prospered under Ingo.", hintTextTable[RHT_JUNK14] = HintText(CustomMessage("They say that Lon Lon Ranch prospered under Ingo.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, le Ranch Lon Lon était plus prospère sous Ingo.")); /*french*/ "Selon moi, le Ranch Lon Lon était plus prospère sous Ingo."));
hintTextTable[RHT_JUNK15] = HintText(CustomMessage("They say without the Lens of Truth, the Treasure Chest Mini-Game is a 1 out of 32 chance.^Good luck!", hintTextTable[RHT_JUNK15] = HintText(CustomMessage("They say without the Lens of Truth, the Treasure Chest Mini-Game is a 1 out of 32 chance.^Good luck!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Gagner la Chasse-aux-Trésors est 1 chance sur 32.^Bonne chance!")); /*french*/ "Gagner la Chasse-aux-Trésors est 1 chance sur 32.^Bonne chance!"));
hintTextTable[RHT_JUNK16] = HintText(CustomMessage("Use bombs wisely.", hintTextTable[RHT_JUNK16] = HintText(CustomMessage("Use bombs wisely.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Utilise les bombes avec précaution.")); /*french*/ "Utilise les bombes avec précaution."));
hintTextTable[RHT_JUNK17] = HintText(CustomMessage("They say that players who select the \"ON\" option for \"MOTION CONTROL\" are the real \"Zelda players!\"", hintTextTable[RHT_JUNK17] = HintText(CustomMessage("They say that players who select the \"ON\" option for \"MOTION CONTROL\" are the real \"Zelda players!\"",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, ceux qui utilisent les contrôles gyroscopiques sont les VRAIS joueurs.")); /*french*/ "Selon moi, ceux qui utilisent les contrôles gyroscopiques sont les VRAIS joueurs."));
hintTextTable[RHT_JUNK18] = HintText(CustomMessage("L2P @.", hintTextTable[RHT_JUNK18] = HintText(CustomMessage("L2P @.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Arrête de lire les indices et joue comme un grand, @.")); /*french*/ "Arrête de lire les indices et joue comme un grand, @."));
hintTextTable[RHT_JUNK19] = HintText(CustomMessage("I bet you'd like to have more bombs.", hintTextTable[RHT_JUNK19] = HintText(CustomMessage("I bet you'd like to have more bombs.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Je parie que tu veux plus de bombes.")); /*french*/ "Je parie que tu veux plus de bombes."));
hintTextTable[RHT_JUNK20] = HintText(CustomMessage("When all else fails, use Fire.", hintTextTable[RHT_JUNK20] = HintText(CustomMessage("When all else fails, use Fire.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Quand rien ne marche, utilise le feu.")); /*french*/ "Quand rien ne marche, utilise le feu."));
hintTextTable[RHT_JUNK21] = HintText(CustomMessage("Here's a hint, @. Don't be bad.", hintTextTable[RHT_JUNK21] = HintText(CustomMessage("Here's a hint, @. Don't be bad.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, la #Triforce# n'est pas dans le jeu... Duh!")); /*french*/ "Selon moi, la #Triforce# n'est pas dans le jeu... Duh!"));
hintTextTable[RHT_JUNK22] = HintText(CustomMessage("Game Over. Return of Ganon.", hintTextTable[RHT_JUNK22] = HintText(CustomMessage("Game Over. Return of Ganon.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Partie terminée. RETour de Ganon.")); /*french*/ "Partie terminée. RETour de Ganon."));
hintTextTable[RHT_JUNK23] = HintText(CustomMessage("May the way of the Hero lead to the Triforce.", hintTextTable[RHT_JUNK23] = HintText(CustomMessage("May the way of the Hero lead to the Triforce.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Que le chemin du héros te mène à la Triforce.")); /*french*/ "Que le chemin du héros te mène à la Triforce."));
hintTextTable[RHT_JUNK24] = HintText(CustomMessage("Can't find an item? Scan an Amiibo.", hintTextTable[RHT_JUNK24] = HintText(CustomMessage("Can't find an item? Scan an Amiibo.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Tu cherches de quoi? Utilise un Amiibo!")); /*french*/ "Tu cherches de quoi? Utilise un Amiibo!"));
hintTextTable[RHT_JUNK25] = HintText(CustomMessage("They say this game has just a few glitches.", hintTextTable[RHT_JUNK25] = HintText(CustomMessage("They say this game has just a few glitches.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, ce jeu est complètement exempt de glitchs.")); /*french*/ "Selon moi, ce jeu est complètement exempt de glitchs."));
hintTextTable[RHT_JUNK26] = HintText(CustomMessage("BRRING BRRING This is Ulrira. Wrong number?", hintTextTable[RHT_JUNK26] = HintText(CustomMessage("BRRING BRRING This is Ulrira. Wrong number?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "DRING DRING!! Pépé le Ramollo à l'appareil... Quoi? Faux numéro?")); /*french*/ "DRING DRING!! Pépé le Ramollo à l'appareil... Quoi? Faux numéro?"));
hintTextTable[RHT_JUNK27] = HintText(CustomMessage("Tingle Tingle Kooloo Limpah!", hintTextTable[RHT_JUNK27] = HintText(CustomMessage("Tingle Tingle Kooloo Limpah!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Tingle! Tingle! Kooloolin... Pah!")); /*french*/ "Tingle! Tingle! Kooloolin... Pah!"));
hintTextTable[RHT_JUNK28] = HintText(CustomMessage("L is real 2401", hintTextTable[RHT_JUNK28] = HintText(CustomMessage("L is real 2401",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "L is real 2401")); /*french*/ "L is real 2401"));
hintTextTable[RHT_JUNK29] = HintText(CustomMessage("They say that Ganondorf will appear in the next Mario Tennis.", hintTextTable[RHT_JUNK29] = HintText(CustomMessage("They say that Ganondorf will appear in the next Mario Tennis.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Ganondorf sera la nouvelle recrue dans Mario Tennis.")); /*french*/ "Selon moi, Ganondorf sera la nouvelle recrue dans Mario Tennis."));
hintTextTable[RHT_JUNK30] = HintText(CustomMessage("They say Medigoron sells the earliest Breath of the Wild demo.", hintTextTable[RHT_JUNK30] = HintText(CustomMessage("They say Medigoron sells the earliest Breath of the Wild demo.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Medigoron vend une démo de #Breath of the Wild#.")); /*french*/ "Selon moi, Medigoron vend une démo de #Breath of the Wild#."));
hintTextTable[RHT_JUNK31] = HintText(CustomMessage("Can you move me? I don't get great service here.", hintTextTable[RHT_JUNK31] = HintText(CustomMessage("Can you move me? I don't get great service here.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Peux-tu me déplacer? J'ai pas une bonne réception ici.")); /*french*/ "Peux-tu me déplacer? J'ai pas une bonne réception ici."));
hintTextTable[RHT_JUNK32] = HintText(CustomMessage("They say if you use Strength on the truck, you can find Mew.", hintTextTable[RHT_JUNK32] = HintText(CustomMessage("They say if you use Strength on the truck, you can find Mew.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, #Mew# se trouve dessous le camion... Duh!")); /*french*/ "Selon moi, #Mew# se trouve dessous le camion... Duh!"));
hintTextTable[RHT_JUNK33] = HintText(CustomMessage("I'm a helpful hint Gossip Stone!^See, I'm helping.", hintTextTable[RHT_JUNK33] = HintText(CustomMessage("I'm a helpful hint Gossip Stone!^See, I'm helping.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Salut! Je suis une pierre de bons conseils!^Tiens, tu vois? J'aide bien, hein?")); /*french*/ "Salut! Je suis une pierre de bons conseils!^Tiens, tu vois? J'aide bien, hein?"));
hintTextTable[RHT_JUNK34] = HintText(CustomMessage("Dear @, please come to the castle. I've baked a cake for you.&Yours truly, Princess Zelda.", hintTextTable[RHT_JUNK34] = HintText(CustomMessage("Dear @, please come to the castle. I've baked a cake for you.&Yours truly, Princess Zelda.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Mon très cher @:&Viens vite au château, je t'ai préparé&un délicieux gâteau...^À bientôt, Princesse Zelda")); /*french*/ "Mon très cher @:&Viens vite au château, je t'ai préparé&un délicieux gâteau...^À bientôt, Princesse Zelda"));
hintTextTable[RHT_JUNK35] = HintText(CustomMessage("They say all toasters toast toast.", hintTextTable[RHT_JUNK35] = HintText(CustomMessage("They say all toasters toast toast.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, les grille-pains grillent du pain.")); /*french*/ "Selon moi, les grille-pains grillent du pain."));
hintTextTable[RHT_JUNK36] = HintText(CustomMessage("You thought it would be a useful hint, but it was me, junk hint!", hintTextTable[RHT_JUNK36] = HintText(CustomMessage("You thought it would be a useful hint, but it was me, junk hint!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Tu t'attendais à un bon indice... Mais c'était moi, un mauvais indice!")); /*french*/ "Tu t'attendais à un bon indice... Mais c'était moi, un mauvais indice!"));
hintTextTable[RHT_JUNK37] = HintText(CustomMessage("They say that quest guidance can be found at a talking rock.", hintTextTable[RHT_JUNK37] = HintText(CustomMessage("They say that quest guidance can be found at a talking rock.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, des #indices# se trouvent auprès d'une pierre parlante... Duh!")); /*french*/ "Selon moi, des #indices# se trouvent auprès d'une pierre parlante... Duh!"));
hintTextTable[RHT_JUNK38] = HintText(CustomMessage("They say that the final item you're looking for can be found somewhere in Hyrule.", hintTextTable[RHT_JUNK38] = HintText(CustomMessage("They say that the final item you're looking for can be found somewhere in Hyrule.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, le #dernier objet# se trouve quelque part dans Hyrule... Duh!")); /*french*/ "Selon moi, le #dernier objet# se trouve quelque part dans Hyrule... Duh!"));
hintTextTable[RHT_JUNK39] = HintText(CustomMessage("Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.", hintTextTable[RHT_JUNK39] = HintText(CustomMessage("Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.")); /*french*/ "Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip."));
hintTextTable[RHT_JUNK40] = HintText(CustomMessage("They say that Barinade fears Deku Nuts.", hintTextTable[RHT_JUNK40] = HintText(CustomMessage("They say that Barinade fears Deku Nuts.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Barinade a la frousse des noix Mojo.")); /*french*/ "Selon moi, Barinade a la frousse des noix Mojo."));
hintTextTable[RHT_JUNK41] = HintText(CustomMessage("They say that Flare Dancers do not fear Goron-crafted blades.", hintTextTable[RHT_JUNK41] = HintText(CustomMessage("They say that Flare Dancers do not fear Goron-crafted blades.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, le danse-flamme n'a pas peur des armes de Goron.")); /*french*/ "Selon moi, le danse-flamme n'a pas peur des armes de Goron."));
hintTextTable[RHT_JUNK42] = HintText(CustomMessage("They say that Morpha is easily trapped in a corner.", hintTextTable[RHT_JUNK42] = HintText(CustomMessage("They say that Morpha is easily trapped in a corner.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Morpha est facilement coincé.")); /*french*/ "Selon moi, Morpha est facilement coincé."));
hintTextTable[RHT_JUNK43] = HintText(CustomMessage("They say that Bongo Bongo really hates the cold.", hintTextTable[RHT_JUNK43] = HintText(CustomMessage("They say that Bongo Bongo really hates the cold.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Bongo Bongo a facilement froid aux doigts.")); /*french*/ "Selon moi, Bongo Bongo a facilement froid aux doigts."));
hintTextTable[RHT_JUNK44] = HintText(CustomMessage("They say that your sword is most powerful when you put it away.", hintTextTable[RHT_JUNK44] = HintText(CustomMessage("They say that your sword is most powerful when you put it away.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, ton épée est à pleine puissance quand tu la rengaines.")); /*french*/ "Selon moi, ton épée est à pleine puissance quand tu la rengaines."));
hintTextTable[RHT_JUNK45] = HintText(CustomMessage("They say that bombing the hole Volvagia last flew into can be rewarding.", hintTextTable[RHT_JUNK45] = HintText(CustomMessage("They say that bombing the hole Volvagia last flew into can be rewarding.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, le trou où se creuse Volvagia est vulnérable aux bombes.")); /*french*/ "Selon moi, le trou où se creuse Volvagia est vulnérable aux bombes."));
hintTextTable[RHT_JUNK46] = HintText(CustomMessage("They say that invisible ghosts can be exposed with Deku Nuts.", hintTextTable[RHT_JUNK46] = HintText(CustomMessage("They say that invisible ghosts can be exposed with Deku Nuts.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, des fantômes invisibles apparaissent avec des noix Mojo.")); /*french*/ "Selon moi, des fantômes invisibles apparaissent avec des noix Mojo."));
hintTextTable[RHT_JUNK47] = HintText(CustomMessage("They say that the real Phantom Ganon is bright and loud.", hintTextTable[RHT_JUNK47] = HintText(CustomMessage("They say that the real Phantom Ganon is bright and loud.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, le vrai spectre de Ganon est clair et bruyant.")); /*french*/ "Selon moi, le vrai spectre de Ganon est clair et bruyant."));
hintTextTable[RHT_JUNK48] = HintText(CustomMessage("They say that walking backwards is very fast.", hintTextTable[RHT_JUNK48] = HintText(CustomMessage("They say that walking backwards is very fast.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, tu fais marche arrière très rapidement pour un héros.")); /*french*/ "Selon moi, tu fais marche arrière très rapidement pour un héros."));
hintTextTable[RHT_JUNK49] = HintText(CustomMessage("They say Ingo is not very good at planning ahead.", hintTextTable[RHT_JUNK49] = HintText(CustomMessage("They say Ingo is not very good at planning ahead.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Ingo ne fait pas un très bon geôlier.")); /*french*/ "Selon moi, Ingo ne fait pas un très bon geôlier."));
hintTextTable[RHT_JUNK50] = HintText(CustomMessage("You found a spiritual Stone! By which I mean, I worship Nayru.", hintTextTable[RHT_JUNK50] = HintText(CustomMessage("You found a spiritual Stone! By which I mean, I worship Nayru.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Vous avez trouvé une Pierre Ancestrale! En effet, je vénère la déesse Hylia.")); /*french*/ "Vous avez trouvé une Pierre Ancestrale! En effet, je vénère la déesse Hylia."));
hintTextTable[RHT_JUNK51] = HintText(CustomMessage("Open your eyes.^Open your eyes.^Wake up, @.", hintTextTable[RHT_JUNK51] = HintText(CustomMessage("Open your eyes.^Open your eyes.^Wake up, @.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Réveille-toi...^Réveille-toi.^Ouvre les yeux, @.")); /*french*/ "Réveille-toi...^Réveille-toi.^Ouvre les yeux, @."));
hintTextTable[RHT_JUNK52] = HintText(CustomMessage("They say that the Nocturne of Shadow can bring you very close to Ganon.", hintTextTable[RHT_JUNK52] = HintText(CustomMessage("They say that the Nocturne of Shadow can bring you very close to Ganon.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, le nocturne de l'ombre peut t'amener très près de Ganon.")); /*french*/ "Selon moi, le Nocturne de l'Ombre peut t'amener très près de Ganon."));
hintTextTable[RHT_JUNK53] = HintText(CustomMessage("They say that Twinrova always casts the same spell the first three times.", hintTextTable[RHT_JUNK53] = HintText(CustomMessage("They say that Twinrova always casts the same spell the first three times.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Twinrova lance toujours les mêmes trois premiers sorts.")); /*french*/ "Selon moi, le Duo Maléfique lance toujours les mêmes trois premiers sorts."));
hintTextTable[RHT_JUNK54] = HintText(CustomMessage("They say that the nightly builds may be unstable.", hintTextTable[RHT_JUNK54] = HintText(CustomMessage("They say that the nightly builds may be unstable.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, les \"nightly builds\" peuvent être instables.")); /*french*/ "Selon moi, les \"nightly builds\" peuvent être instables."));
hintTextTable[RHT_JUNK55] = HintText(CustomMessage("You're playing a Randomizer. I'm randomized!^Here's a random number: #4#.&Enjoy your Randomizer!", hintTextTable[RHT_JUNK55] = HintText(CustomMessage("You're playing a Randomizer. I'm randomized!^Here's a random number: #4#.&Enjoy your Randomizer!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Tu joues à un randomizer. Je suis aléatoire!^Voici un nombre aléatoire: #4#.&Bonne partie!")); /*french*/ "Tu joues à un randomizer. Je suis aléatoire!^Voici un nombre aléatoire: #4#.&Bonne partie!"));
hintTextTable[RHT_JUNK56] = HintText(CustomMessage("They say Ganondorf's bolts can be reflected with glass or steel.", hintTextTable[RHT_JUNK56] = HintText(CustomMessage("They say Ganondorf's bolts can be reflected with glass or steel.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, les éclairs de Ganon se reflètent sur l'acier et le verre.")); /*french*/ "Selon moi, les éclairs de Ganon se reflètent sur l'acier et le verre."));
hintTextTable[RHT_JUNK57] = HintText(CustomMessage("They say Ganon's tail is vulnerable to nuts, arrows, swords, explosives, hammers...^...sticks, seeds, " hintTextTable[RHT_JUNK57] = HintText(CustomMessage("They say Ganon's tail is vulnerable to nuts, arrows, swords, explosives, hammers...^...sticks, seeds, "
"boomerangs...^...rods, shovels, iron balls, angry bees...", "boomerangs...^...rods, shovels, iron balls, angry bees...",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, la queue de Ganon est vulnérable aux noix, flèches, épées, bombes, marteaux...^...bâtons, " /*french*/ "Selon moi, la queue de Ganon est vulnérable aux noix, flèches, épées, bombes, marteaux...^...bâtons, "
"graines, boomerangs...^...baguettes, pelles, boulets de fer, abeilles enragées...")); "graines, boomerangs...^...baguettes, pelles, boulets de fer, abeilles enragées..."));
hintTextTable[RHT_JUNK58] = HintText(CustomMessage("They say that you're wasting time reading this hint, but I disagree. Talk to me again!", hintTextTable[RHT_JUNK58] = HintText(CustomMessage("They say that you're wasting time reading this hint, but I disagree. Talk to me again!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi... tu sais quoi? Parle-moi encore, et je te le dirai!")); /*french*/ "Selon moi... tu sais quoi? Parle-moi encore, et je te le dirai!"));
hintTextTable[RHT_JUNK59] = HintText(CustomMessage("They say Ganondorf knows where to find the instrument of his doom.", hintTextTable[RHT_JUNK59] = HintText(CustomMessage("They say Ganondorf knows where to find the instrument of his doom.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, Ganondorf sait où il a caché son point faible.")); /*french*/ "Selon moi, Ganondorf sait où il a caché son point faible."));
hintTextTable[RHT_JUNK60] = HintText(CustomMessage("I heard @ is pretty good at Zelda.", hintTextTable[RHT_JUNK60] = HintText(CustomMessage("I heard @ is pretty good at Zelda.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Apparemment, @ est super bon à Zelda.")); /*french*/ "Apparemment, @ est super bon à Zelda."));
hintTextTable[RHT_JUNK61] = HintText(CustomMessage("Hi @, we've been trying to reach you about your car's extended warranty. ", hintTextTable[RHT_JUNK61] = HintText(CustomMessage("Hi @, we've been trying to reach you about your car's extended warranty. ",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Bonjour, @. Vous avez une voiture? Vous savez, nous offrons des assurances abordables...")); /*french*/ "Bonjour, @. Vous avez une voiture? Vous savez, nous offrons des assurances abordables..."));
hintTextTable[RHT_JUNK62] = HintText(CustomMessage("They say that it's actually possible to beat the running man.", hintTextTable[RHT_JUNK62] = HintText(CustomMessage("They say that it's actually possible to beat the running man.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, il est possible de battre le coureur.&Donc, tu prends ton arc, et...")); /*french*/ "Selon moi, il est possible de battre le coureur.&Donc, tu prends ton arc, et..."));
hintTextTable[RHT_JUNK63] = HintText(CustomMessage("They say this hint makes more sense in other languages.", hintTextTable[RHT_JUNK63] = HintText(CustomMessage("They say this hint makes more sense in other languages.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, ces indices auraient pu être mieux traduits... Duh!")); /*french*/ "Selon moi, ces indices auraient pu être mieux traduits... Duh!"));
// ^ Junk hints above are from 3drando // ^ Junk hints above are from 3drando
@ -1721,36 +1721,36 @@ void StaticData::HintTable_Init() {
"Erreur 0x69a504:&Traduction manquante^C'est de la faute à Purple Hato!&J'vous jure!" "Erreur 0x69a504:&Traduction manquante^C'est de la faute à Purple Hato!&J'vous jure!"
hintTextTable[RHT_JUNK64] = HintText(CustomMessage("They say Greg is special.", hintTextTable[RHT_JUNK64] = HintText(CustomMessage("They say Greg is special.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR)); /*french*/ "Selon moi, Greg est spécial."));
hintTextTable[RHT_JUNK65] = HintText(CustomMessage("They say the longer the Goron's neck, the wiser they are.", hintTextTable[RHT_JUNK65] = HintText(CustomMessage("They say the longer the Goron's neck, the wiser they are.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR)); /*french*/ "Selon moi, plus le cou des Gorons est long, plus ils sont sage." ));
hintTextTable[RHT_JUNK66] = HintText(CustomMessage("They say this ship is what all true gamers strive for.", hintTextTable[RHT_JUNK66] = HintText(CustomMessage("They say this ship is what all true gamers strive for.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Selon moi, cette version du port est ce pour quoi luttent tous les vrais gamers.")); /*french*/ "Selon moi, cette version du port est ce pour quoi luttent tous les vrais gamers."));
hintTextTable[RHT_JUNK67] = HintText(CustomMessage("They say that Glowsticks can be found in the Raveyard.", hintTextTable[RHT_JUNK67] = HintText(CustomMessage("They say that Glowsticks can be found in the Raveyard.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "On peut trouver des Bâtons Lumineux sur le dancefloor du cimetière.")); /*french*/ "Selon moi, on peut trouver des Bâtons Lumineux sur le dancefloor du cimetière."));
hintTextTable[RHT_JUNK68] = HintText(CustomMessage("They say @'s uncle works for Nintendo.", hintTextTable[RHT_JUNK68] = HintText(CustomMessage("They say @'s uncle works for Nintendo.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR)); /*french*/ "Selon moi, l'oncle de @ travaille chez Nintendo."));
hintTextTable[RHT_JUNK69] = HintText(CustomMessage("They say pulling all gravestones in the graveyard leads to something magical.", hintTextTable[RHT_JUNK69] = HintText(CustomMessage("They say pulling all gravestones in the graveyard leads to something magical.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR)); /*french*/ "Selon moi, tirer toutes les tombes du Cimetière déclanche un truc magique."));
hintTextTable[RHT_JUNK70] = HintText(CustomMessage("They say holding L while pausing makes you win the game.", hintTextTable[RHT_JUNK70] = HintText(CustomMessage("They say holding L while pausing makes you win the game.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR)); /*french*/ "Selon moi, maintenir L pendant que vous appuyez sur START vous permet de terminer le jeu."));
hintTextTable[RHT_JUNK71] = HintText(CustomMessage("They say @'s body is ready.", hintTextTable[RHT_JUNK71] = HintText(CustomMessage("They say @'s body is ready.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR)); /*french*/ "Selon moi, ce junk hint ne se traduirait pas bien en français."));
/*-------------------------- /*--------------------------
| DUNGEON HINT TEXT | | DUNGEON HINT TEXT |
@ -2214,27 +2214,27 @@ void StaticData::HintTable_Init() {
---------------------------*/ ---------------------------*/
hintTextTable[RHT_GANONDORF_HINT_LA_ONLY] = HintText(CustomMessage("Ha ha ha... You'll never beat me by reflecting my lightning bolts and unleashing the arrows from #[[1]]#!", hintTextTable[RHT_GANONDORF_HINT_LA_ONLY] = HintText(CustomMessage("Ha ha ha... You'll never beat me by reflecting my lightning bolts and unleashing the arrows from #[[1]]#!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans les flèches que j'ai cachées dans #[[1]]#!", /*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans les flèches que j'ai cachées dans #[[1]]#!",
{QM_RED})); {QM_RED}));
// /*spanish*/Ja, ja, ja... Nunca me derrotarás reflejando mis esferas de energía y desplegando la flecha de luz de #[[1]]#! // /*spanish*/Ja, ja, ja... Nunca me derrotarás reflejando mis esferas de energía y desplegando la flecha de luz de #[[1]]#!
hintTextTable[RHT_GANONDORF_HINT_MS_ONLY] = HintText(CustomMessage("Ha ha ha... You'll never defeat me, drop a castle on me and finish me off with the sacred blade from #[[2]]#!", hintTextTable[RHT_GANONDORF_HINT_MS_ONLY] = HintText(CustomMessage("Ha ha ha... You'll never defeat me, drop a castle on me and finish me off with the sacred blade from #[[2]]#!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "", /*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans l'Épée de Légende cachée dans #[[2]]#!",
{QM_RED})); {QM_RED}));
hintTextTable[RHT_GANONDORF_HINT_LA_AND_MS] = HintText(CustomMessage("Ha ha ha... You'll never beat me by reflecting my lightning bolts and unleashing the arrows from #[[1]]#!" hintTextTable[RHT_GANONDORF_HINT_LA_AND_MS] = HintText(CustomMessage("Ha ha ha... You'll never beat me by reflecting my lightning bolts and unleashing the arrows from #[[1]]#!"
"^And even if you do, you'll never find the legendary blade hidden in #[[2]]#!", "^And even if you do, you'll never find the legendary blade hidden in #[[2]]#!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans les flèches que j'ai cachées dans #[[1]]#!" /*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans les flèches que j'ai cachées dans #[[1]]#!"
"^Et même si tu les trouves, tu ne touveras jamais l'épée de légende cachée dans #[[2]]#!", "^Et même si tu les trouves, tu ne touveras jamais l'Épée de Légende cachée dans #[[2]]#!",
{QM_RED, QM_RED})); {QM_RED, QM_RED}));
// /*spanish*/Ja, ja, ja... Nunca me derrotarás reflejando mis esferas de energía y desplegando la flecha de luz de #[[1]]#! // /*spanish*/Ja, ja, ja... Nunca me derrotarás reflejando mis esferas de energía y desplegando la flecha de luz de #[[1]]#!
// ^E incluso si lo haces, nunca encontrarás la espada legendaria escondida en #[[2]]#! // ^E incluso si lo haces, nunca encontrarás la espada legendaria escondida en #[[2]]#!
hintTextTable[RHT_SHEIK_HINT_LA_ONLY] = HintText(CustomMessage("I overheard Ganondorf say that he misplaced the #Light Arrows# in #[[1]]#.", hintTextTable[RHT_SHEIK_HINT_LA_ONLY] = HintText(CustomMessage("I overheard Ganondorf say that he misplaced the #Light Arrows# in #[[1]]#.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "J'ai entendu dire que Ganondorf aurait caché les #Flèches de Lumière# dans #[[1]]#.", /*french*/ "J'ai entendu dire que Ganondorf aurait caché les #Flèches de Lumière# dans #[[1]]#.",
{QM_YELLOW, QM_RED})); {QM_YELLOW, QM_RED}));
@ -2244,17 +2244,17 @@ void StaticData::HintTable_Init() {
{QM_RED, QM_RED})); {QM_RED, QM_RED}));
hintTextTable[RHT_GREG_HINT] = HintText(CustomMessage("By the way, if you're interested, I saw the shiniest #Green Rupee# somewhere in #[[1]]#.^It's said to have #mysterious powers#...^But then, it could just be another regular rupee.&Oh well.", hintTextTable[RHT_GREG_HINT] = HintText(CustomMessage("By the way, if you're interested, I saw the shiniest #Green Rupee# somewhere in #[[1]]#.^It's said to have #mysterious powers#...^But then, it could just be another regular rupee.&Oh well.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Au fait, si ça t'intéresse, j'ai aperçu le plus éclatant des #Rubis Verts# quelque part à #[[1]]#. On dit qu'il possède des pouvoirs mystérieux... Mais bon, ça pourrait juste être un autre rubis ordinaire.",//RANDOTODO color in mysterious powers /*french*/ "Au fait, si ça t'intéresse, j'ai aperçu le plus éclatant des #Rubis Verts# quelque part à #[[1]]#. On dit qu'il possède des pouvoirs mystérieux... Mais bon, ça pourrait juste être un autre rubis ordinaire.",//RANDOTODO color in mysterious powers
{QM_GREEN, QM_RED, QM_RED})); {QM_GREEN, QM_RED, QM_RED}));
hintTextTable[RHT_SARIA_TALK_HINT] = HintText(CustomMessage("Did you feel the #surge of magic# recently? A mysterious bird told me it came from #[[1]]#.^You should check that place out, @!", hintTextTable[RHT_SARIA_TALK_HINT] = HintText(CustomMessage("Did you feel the #surge of magic# recently? A mysterious bird told me it came from #[[1]]#.^You should check that place out, @!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "As-tu récemment ressenti une vague de #puissance magique#? Un mystérieux hibou m'a dit qu'elle provenait du #[[1]]#. Tu devrais aller y jeter un coup d'oeil, @!", /*french*/ "As-tu récemment ressenti une vague de #puissance magique#? Un mystérieux hibou m'a dit qu'elle provenait du #[[1]]#. Tu devrais aller y jeter un coup d'oeil, @!",
{QM_GREEN, QM_RED})); {QM_GREEN, QM_RED}));
hintTextTable[RHT_SARIA_SONG_HINT] = HintText(CustomMessage("Did you feel the #surge of magic# recently? A mysterious bird told me it came from #[[1]]#.^You should check that place out, @!\x0B", hintTextTable[RHT_SARIA_SONG_HINT] = HintText(CustomMessage("Did you feel the #surge of magic# recently? A mysterious bird told me it came from #[[1]]#.^You should check that place out, @!\x0B",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "As-tu récemment ressenti une vague de #puissance magique#? Un mystérieux hibou m'a dit qu'elle provenait du #[[1]]#. Tu devrais aller y jeter un coup d'oeil, @!\x0B", /*french*/ "As-tu récemment ressenti une vague de #puissance magique#? Un mystérieux hibou m'a dit qu'elle provenait du #[[1]]#. Tu devrais aller y jeter un coup d'oeil, @!\x0B",
{QM_GREEN, QM_RED}, {}, TEXTBOX_TYPE_BLUE)); {QM_GREEN, QM_RED}, {}, TEXTBOX_TYPE_BLUE));
@ -2339,33 +2339,33 @@ void StaticData::HintTable_Init() {
---------------------------*/ ---------------------------*/
hintTextTable[RHT_GANON_JOKE01] = HintText(CustomMessage("Oh! It's @.&I was expecting someone called Sheik.&Do you know what happened to them?", hintTextTable[RHT_GANON_JOKE01] = HintText(CustomMessage("Oh! It's @.&I was expecting someone called Sheik.&Do you know what happened to them?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ah, c'est @.&J'attendais un certain Sheik.&Tu sais ce qui lui est arrivé?")); /*french*/ "Ah, c'est @.&J'attendais un certain Sheik.&Tu sais ce qui lui est arrivé?"));
// /*spanish*/¡Oh! Pero si es @.&Estaba esperando a alguien llamado Sheik. ¿Sabes qué puede haberle pasado? // /*spanish*/¡Oh! Pero si es @.&Estaba esperando a alguien llamado Sheik. ¿Sabes qué puede haberle pasado?
hintTextTable[RHT_GANON_JOKE02] = HintText(CustomMessage("I knew I shouldn't have put the key on the other side of my door.", hintTextTable[RHT_GANON_JOKE02] = HintText(CustomMessage("I knew I shouldn't have put the key on the other side of my door.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "J'aurais dû garder la clé ici. Hélas...")); /*french*/ "J'aurais dû garder la clé ici. Hélas..."));
// /*spanish*/Sabía que no tendría que haber dejado la llave al otro lado de la puerta. // /*spanish*/Sabía que no tendría que haber dejado la llave al otro lado de la puerta.
hintTextTable[RHT_GANON_JOKE03] = HintText(CustomMessage("Looks like it's time for a round of tennis.", hintTextTable[RHT_GANON_JOKE03] = HintText(CustomMessage("Looks like it's time for a round of tennis.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "C'est l'heure de jouer au tennis.")); /*french*/ "C'est l'heure de jouer au tennis."));
// /*spanish*/Parece que es hora de una pachanga de tenis. // /*spanish*/Parece que es hora de una pachanga de tenis.
hintTextTable[RHT_GANON_JOKE04] = HintText(CustomMessage("You'll never deflect my bolts of energy with your sword, then shoot me with those Light Arrows you happen to have.", hintTextTable[RHT_GANON_JOKE04] = HintText(CustomMessage("You'll never deflect my bolts of energy with your sword, then shoot me with those Light Arrows you happen to have.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Ne perds pas ton temps à frapper mes éclairs d'énergie avec ton épée et me tirer avec tes flèches de Lumière!")); /*french*/ "Ne perds pas ton temps à frapper mes éclairs d'énergie avec ton épée et me tirer avec tes flèches de Lumière!"));
// /*spanish*/Nunca reflejarás mis esferas de energía con tu espada, para después dispararme con las flechas de luz que tendrás. // /*spanish*/Nunca reflejarás mis esferas de energía con tu espada, para después dispararme con las flechas de luz que tendrás.
hintTextTable[RHT_GANON_JOKE05] = HintText(CustomMessage("Why did I leave my trident back in the desert?", hintTextTable[RHT_GANON_JOKE05] = HintText(CustomMessage("Why did I leave my trident back in the desert?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Sale bêtise... Et j'ai oublié mon trident dans le désert!")); /*french*/ "Sale bêtise... Et j'ai oublié mon trident dans le désert!"));
// /*spanish*/Santa Hylia... ¿Por qué me habré dejado el tridente en el desierto? // /*spanish*/Santa Hylia... ¿Por qué me habré dejado el tridente en el desierto?
hintTextTable[RHT_GANON_JOKE06] = HintText(CustomMessage("Zelda is probably going to do something stupid, like send you back to your own timeline.^So this is " hintTextTable[RHT_GANON_JOKE06] = HintText(CustomMessage("Zelda is probably going to do something stupid, like send you back to your own timeline.^So this is "
"quite meaningless. Do you really want to save this moron?", "quite meaningless. Do you really want to save this moron?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Même si je suis vaincu... Zelda te renverra dans ton ère, et je reviendrai conquérir!^Telle est la " /*french*/ "Même si je suis vaincu... Zelda te renverra dans ton ère, et je reviendrai conquérir!^Telle est la "
"prophécie d'Hyrule Historia!")); "prophécie d'Hyrule Historia!"));
// /*spanish*/Seguro que Zelda trata de hacer alguna tontería, como enviarte de vuelta a tu línea temporal.^No tiene // /*spanish*/Seguro que Zelda trata de hacer alguna tontería, como enviarte de vuelta a tu línea temporal.^No tiene
@ -2373,30 +2373,30 @@ void StaticData::HintTable_Init() {
hintTextTable[RHT_GANON_JOKE07] = HintText(CustomMessage("What about Zelda makes you think&she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the " hintTextTable[RHT_GANON_JOKE07] = HintText(CustomMessage("What about Zelda makes you think&she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the "
"hungry,&and my castle floats.", "hungry,&and my castle floats.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Zelda ne sera jamais un meilleur monarque que moi!^J'ai un château volant, mes sujets sont des belles " /*french*/ "Zelda ne sera jamais un meilleur monarque que moi!^J'ai un château volant, mes sujets sont des belles "
"amazones... et mes Moblins sont clairement plus puissants que jamais!")); "amazones... et mes Moblins sont clairement plus puissants que jamais!"));
// /*spanish*/¿Qué te hace pensar que Zelda gobierna mejor que yo?^Yo he salvado el Rancho Lon Lon,&he alimentado a // /*spanish*/¿Qué te hace pensar que Zelda gobierna mejor que yo?^Yo he salvado el Rancho Lon Lon,&he alimentado a
// los hambrientos&y hasta hago que mi castillo flote. // los hambrientos&y hasta hago que mi castillo flote.
hintTextTable[RHT_GANON_JOKE08] = HintText(CustomMessage("I've learned this spell,&it's really neat,&I'll keep it later&for your treat!", hintTextTable[RHT_GANON_JOKE08] = HintText(CustomMessage("I've learned this spell,&it's really neat,&I'll keep it later&for your treat!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Gamin, ton destin achève,&sous mon sort tu périras!&Cette partie ne fut pas brève,&et cette mort, tu subiras!")); /*french*/ "Gamin, ton destin achève,&sous mon sort tu périras!&Cette partie ne fut pas brève,&et cette mort, tu subiras!"));
// /*spanish*/Veamos ahora que harás,&la batalla ha de comenzar,&te enviaré de una vez al más allá,&¿listo para // /*spanish*/Veamos ahora que harás,&la batalla ha de comenzar,&te enviaré de una vez al más allá,&¿listo para
// afrontar la verdad? // afrontar la verdad?
hintTextTable[RHT_GANON_JOKE09] = HintText(CustomMessage("Many tricks are up my sleeve,&to save yourself&you'd better leave!", hintTextTable[RHT_GANON_JOKE09] = HintText(CustomMessage("Many tricks are up my sleeve,&to save yourself&you'd better leave!",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Sale petit garnement,&tu fais erreur!&C'est maintenant que marque&ta dernière heure!")); /*french*/ "Sale petit garnement,&tu fais erreur!&C'est maintenant que marque&ta dernière heure!"));
// /*spanish*/¿No osarás a mí enfrentarte?&Rimas aparte,&¡voy a matarte! // /*spanish*/¿No osarás a mí enfrentarte?&Rimas aparte,&¡voy a matarte!
hintTextTable[RHT_GANON_JOKE10] = HintText(CustomMessage("After what you did to Koholint Island, how can you call me the bad guy?", hintTextTable[RHT_GANON_JOKE10] = HintText(CustomMessage("After what you did to Koholint Island, how can you call me the bad guy?",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "J'admire ce que tu as fait à l'Île Koholint... Toi et moi, nous devrions faire équipe!")); /*french*/ "J'admire ce que tu as fait à l'Île Koholint... Toi et moi, nous devrions faire équipe!"));
// /*spanish*/Después de lo que le hiciste a la Isla Koholint, ¿cómo te atreves a llamarme malvado? // /*spanish*/Después de lo que le hiciste a la Isla Koholint, ¿cómo te atreves a llamarme malvado?
hintTextTable[RHT_GANON_JOKE11] = HintText(CustomMessage("Today, let's begin down&'The Hero is Defeated' timeline.", hintTextTable[RHT_GANON_JOKE11] = HintText(CustomMessage("Today, let's begin down&'The Hero is Defeated' timeline.",
/*german*/ "", /*german*/ TODO_TRANSLATE,
/*french*/ "Si tu me vaincs, Hyrule sera englouti... mais si tu meurs, on aura A Link to the Past, le meilleur opus " /*french*/ "Si tu me vaincs, Hyrule sera englouti... mais si tu meurs, on aura A Link to the Past, le meilleur opus "
"de la série!")); "de la série!"));
// /*spanish*/Hoy daremos lugar a la línea temporal del Héroe Derrotado.&¡Prepárate para el culmen de esta saga! // /*spanish*/Hoy daremos lugar a la línea temporal del Héroe Derrotado.&¡Prepárate para el culmen de esta saga!

View file

@ -124,11 +124,11 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, un #coeur dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un #coeur dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DEKU_TREE_GRASS] = HintText(CustomMessage("They say that some #grass in the Deku Tree# hides #[[1]]#.", hintTextTable[RHT_DEKU_TREE_GRASS] = HintText(CustomMessage("They say that some #grass in the Deku Tree# hides #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß etwas #Gras im Deku-Baum# #[[1]]# verstecke.",
/*french*/ "", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, de l'#herbe dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_DEKU_TREE] = HintText(CustomMessage("They say that a #crate in the Deku Tree# contains #[[1]]#.", hintTextTable[RHT_CRATE_DEKU_TREE] = HintText(CustomMessage("They say that a #crate in the Deku Tree# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Deku-Baum# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans l'Arbre Mojo# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans l'Arbre Mojo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -303,14 +303,14 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.", hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein in Dodongos Höhle# #[[1]]# enthülle.", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein in Dodongos Höhle# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer un air orageux pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DODONGOS_CAVERN_GRASS] = HintText(CustomMessage("They say that some #grass in Dodongo's Cavern# hides #[[1]]#.", hintTextTable[RHT_DODONGOS_CAVERN_GRASS] = HintText(CustomMessage("They say that some #grass in Dodongo's Cavern# hides #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß etwas #Gras in Dodongos Höhle# #[[1]]# verstecke.",
/*french*/ "", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, de l'#herbe dans la Caverne Dodongo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_DODONGOS_CAVERN] = HintText(CustomMessage("They say that a #crate in Dodongo's Cavern# contains #[[1]]#.", hintTextTable[RHT_CRATE_DODONGOS_CAVERN] = HintText(CustomMessage("They say that a #crate in Dodongo's Cavern# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste in Dodongos Höhle# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans la Caverne Dodongo# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans la Caverne Dodongo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -473,11 +473,11 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, près d'un #ascenceur central dans le Ventre de Jabu-Jabu# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, près d'un #ascenceur central dans le Ventre de Jabu-Jabu# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_JABU_JABUS_BELLY_GRASS] = HintText(CustomMessage("They say that some #grass in Jabu Jabu's Belly# hides #[[1]]#.", hintTextTable[RHT_JABU_JABUS_BELLY_GRASS] = HintText(CustomMessage("They say that some #grass in Jabu Jabu's Belly# hides #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß etwas #Gras in Jabu-Jabus Bauch# #[[1]]# verstecke.",
/*french*/ "", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, de l'#herbe dans le Ventre de Jabu-Jabu# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_JABU_JABU] = HintText(CustomMessage("They say that a #crate in Jabu Jabu's Belly# contains #[[1]]#.", hintTextTable[RHT_CRATE_JABU_JABU] = HintText(CustomMessage("They say that a #crate in Jabu Jabu's Belly# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste in Jabu-Jabus Bauch# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Ventre de Jabu-Jabu# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Ventre de Jabu-Jabu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -706,12 +706,12 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*german*/ "Man erzählt sich, daß eine #Vase im Waldtempel# #[[1]]# enthielte.", /*german*/ "Man erzählt sich, daß eine #Vase im Waldtempel# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #jarre dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #jarre dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_FOREST_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Forest Temple# hides #[[1]]#.", hintTextTable[RHT_FOREST_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Forest Temple# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Herz im Waldtempel# #[[1]]# verstecke.", /*german*/ "Man erzählt sich, daß ein #Herz im Waldtempel# #[[1]]# verstecke.",
/*french*/ "Selon moi, un #coeur dans le Temple de la Fôret# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un #coeur dans le Temple de la Fôret# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_FOREST_TEMPLE] = HintText(CustomMessage("They say that a #crate in Forest Temple# contains #[[1]]#.", hintTextTable[RHT_CRATE_FOREST_TEMPLE] = HintText(CustomMessage("They say that a #crate in Forest Temple# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Waldtempel# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -911,15 +911,15 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, un #coeur dans le Temple du Feu# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un #coeur dans le Temple du Feu# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_STALFOS_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a hot arena# reveals #[[1]]#.", hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_STALFOS_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a hot arena# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen der Sonne in einer heißen Arena# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil dans une arène chaude# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler le soleil dans une arène chaude# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_KNUCKLE_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun behind a knight's throne in a volcano# reveals #[[1]]#.", hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_KNUCKLE_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun behind a knight's throne in a volcano# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen der Sonne hinter dem Thron eines Ritters in einem Vulkan# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil derrière le trône dun chevalier dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler le soleil derrière le trône dun chevalier dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_FIRE_TEMPLE] = HintText(CustomMessage("They say that a #crate in Fire Temple# contains #[[1]]#.", hintTextTable[RHT_CRATE_FIRE_TEMPLE] = HintText(CustomMessage("They say that a #crate in Fire Temple# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Feuertempel# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Temple du Feu# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Temple du Feu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -1058,25 +1058,25 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, une #rivière dans le Temple de l'Eau# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #rivière dans le Temple de l'Eau# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun atop a small pillar before a duel with one's shadow# reveals #[[1]]#.", hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun atop a small pillar before a duel with one's shadow# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen der Sonne auf einer kleinen Säule vor einem Duell mit seinem Schatten# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil au sommet dun petit pilier avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler le soleil au sommet dun petit pilier avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_LEFT_STORM_FAIRY] = HintText(CustomMessage("They say that #calling the rain before a duel with one's shadow# reveals #[[1]]#.", hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_LEFT_STORM_FAIRY] = HintText(CustomMessage("They say that #calling the rain before a duel with one's shadow# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen des Regens vor einem Duell mit seinem Schatten# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler la pluie avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler la pluie avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_RIGHT_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun before a duel with one's shadow# reveals #[[1]]#.", hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_RIGHT_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun before a duel with one's shadow# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen der Sonne vor einem Duell mit seinem Schatten# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler le soleil avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_WATER_TEMPLE] = HintText(CustomMessage("They say that a #crate in Water Temple# contains #[[1]]#.", hintTextTable[RHT_CRATE_WATER_TEMPLE] = HintText(CustomMessage("They say that a #crate in Water Temple# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Wassertempel# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Temple de l'Eau# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Temple de l'Eau# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
| SPIRIT TEMPLE | | SPIRIT TEMPLE |
---------------------------*/ ---------------------------*/
hintTextTable[RHT_SPIRIT_TEMPLE_CHILD_BRIDGE_CHEST] = HintText(CustomMessage("They say that a child conquers a #skull in green fire# in the Spirit Temple to reach #[[1]]#.", hintTextTable[RHT_SPIRIT_TEMPLE_CHILD_BRIDGE_CHEST] = HintText(CustomMessage("They say that a child conquers a #skull in green fire# in the Spirit Temple to reach #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein Kind einen #Schädel in grünem Feuer# im Geistertempel erobere, um #[[1]]# zu erreichen.", /*german*/ "Man erzählt sich, daß ein Kind einen #Schädel in grünem Feuer# im Geistertempel erobere, um #[[1]]# zu erreichen.",
/*french*/ "Selon moi, le #crâne au halo vert dans le colosse# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, le #crâne au halo vert dans le colosse# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, el joven que #baje el puente# del Templo del Espíritu encontrará #[[1]]#. // /*spanish*/ Según dicen, el joven que #baje el puente# del Templo del Espíritu encontrará #[[1]]#.
@ -1311,15 +1311,15 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, une #jarre dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #jarre dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SPIRIT_TEMPLE_HEART] = HintText(CustomMessage("They say that on a #small platform# in the Spirit Temple lies #[[1]]#.", hintTextTable[RHT_SPIRIT_TEMPLE_HEART] = HintText(CustomMessage("They say that on a #small platform# in the Spirit Temple lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß auf einer #kleinen Plattform# im Geistertempel #[[1]]# läge.",
/*french*/ "Selon moi, sur une #petite plateforme# dans le Temple de l'Esprit repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, sur une #petite plateforme# dans le Temple de l'Esprit repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SPIRIT_TEMPLE_MQ_HEART] = HintText(CustomMessage("They say that guarded by a #ring of flame# in the Spirit Temple is #[[1]]#.", hintTextTable[RHT_SPIRIT_TEMPLE_MQ_HEART] = HintText(CustomMessage("They say that guarded by a #ring of flame# in the Spirit Temple is #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß sich bewacht von einem #Ring der Flammen# im Geistertempel #[[1]]# befände.",
/*french*/ "Selon moi, protégé par un #cercle de flammes# dans le Temple de l'Esprit se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, protégé par un #cercle de flammes# dans le Temple de l'Esprit se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_SPIRIT_TEMPLE] = HintText(CustomMessage("They say that a #crate in Spirit Temple# contains #[[1]]#.", hintTextTable[RHT_CRATE_SPIRIT_TEMPLE] = HintText(CustomMessage("They say that a #crate in Spirit Temple# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Geistertempel# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -1574,19 +1574,19 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, un #coeur dans le Temple de l'Ombre# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un #coeur dans le Temple de l'Ombre# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain for a sentry guarding a house of the dead# reveals #[[1]]#.", hintTextTable[RHT_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain for a sentry guarding a house of the dead# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen des Regens für einen über ein Haus der Toten wachenden Posten# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler la pluie pour une sentinelle gardant une maison des morts# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler la pluie pour une sentinelle gardant une maison des morts# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SHADOW_TEMPLE_PIT_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain on a platform suspended above a bottomless pit# reveals #[[1]]#.", hintTextTable[RHT_SHADOW_TEMPLE_PIT_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain on a platform suspended above a bottomless pit# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen des Regens auf einer über einer bodenlosen Grube hängenden Plattform# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler la pluie sur une plateforme suspendue au-dessus dun gouffre sans fond# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler la pluie sur une plateforme suspendue au-dessus dun gouffre sans fond# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SHADOW_TEMPLE_WIND_HINT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun near an invisible chest guarded by the dead# reveals #[[1]]#.", hintTextTable[RHT_SHADOW_TEMPLE_WIND_HINT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun near an invisible chest guarded by the dead# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Anrufen der Sonne nahe einer von Toten bewachten unsichtbaren Truhe# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil près dun coffre invisible gardé par les morts# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler le soleil près dun coffre invisible gardé par les morts# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_SHADOW_TEMPLE] = HintText(CustomMessage("They say that a #crate in Shadow Temple# contains #[[1]]#.", hintTextTable[RHT_CRATE_SHADOW_TEMPLE] = HintText(CustomMessage("They say that a #crate in Shadow Temple# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Schattentempel# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Temple de l'Ombre# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Temple de l'Ombre# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -1716,7 +1716,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, un #coeur dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un #coeur dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_RUPEE] = HintText(CustomMessage("They say that a #hidden path through the floor# in the well leads to #[[1]]#.", hintTextTable[RHT_BOTTOM_OF_THE_WELL_RUPEE] = HintText(CustomMessage("They say that a #hidden path through the floor# in the well leads to #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #versteckter Pfad durch den Grund# im Brunnen zu #[[1]]# führe.", /*german*/ "Man erzählt sich, daß ein #versteckter Pfad durch den Boden# im Brunnen zu #[[1]]# führe.",
/*french*/ "Selon moi, un #passage caché sous le sol# dans le puits mène à #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un #passage caché sous le sol# dans le puits mène à #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.", hintTextTable[RHT_BOTTOM_OF_THE_WELL_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
@ -1732,8 +1732,8 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à lintérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #appeler le soleil dans une impasse# à lintérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_GRASS] = HintText(CustomMessage("They say that some #grass in the Bottom of the Well# hides #[[1]]#.", hintTextTable[RHT_BOTTOM_OF_THE_WELL_GRASS] = HintText(CustomMessage("They say that some #grass in the Bottom of the Well# hides #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß etwas #Gras auf dem Grund des Brunnens# #[[1]]# verstecke.",
/*french*/ "", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, de l'#herbe dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------
@ -1815,7 +1815,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
hintTextTable[RHT_ICE_CAVERN_HEART] = HintText(CustomMessage("They say that atop on a #frozen pillar# lies #[[1]]#.", hintTextTable[RHT_ICE_CAVERN_HEART] = HintText(CustomMessage("They say that atop on a #frozen pillar# lies #[[1]]#.",
/*german*/ "Man erzählt sich, daß auf einer #gefrorenen Säule# #[[1]]# läge.", /*german*/ "Man erzählt sich, daß auf einer #gefrorenen Säule# #[[1]]# läge.",
/*french*/ "Selon moi, ", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, le dessus d'un #pilier de glace# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ICE_CAVERN_RUPEE] = HintText(CustomMessage("They say that a #rupee in a frozen cavern# hides #[[1]]#.", hintTextTable[RHT_ICE_CAVERN_RUPEE] = HintText(CustomMessage("They say that a #rupee in a frozen cavern# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Rubin in einer gefrorenen Kaverne# #[[1]]# verstecke.", /*german*/ "Man erzählt sich, daß ein #Rubin in einer gefrorenen Kaverne# #[[1]]# verstecke.",
@ -2013,7 +2013,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
/*french*/ "Selon moi, dans #une épreuve avec un Dinolfos# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une épreuve avec un Dinolfos# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_GERUDO_TRAINING_GROUND] = HintText(CustomMessage("They say that a #crate in Gerudo Training Ground# contains #[[1]]#.", hintTextTable[RHT_CRATE_GERUDO_TRAINING_GROUND] = HintText(CustomMessage("They say that a #crate in Gerudo Training Ground# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste auf dem Gerudo-Trainingsgelände# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Gymnase Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #caisse dans le Gymnase Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
/*-------------------------- /*--------------------------

View file

@ -6,7 +6,7 @@ namespace Rando {
void StaticData::HintTable_Init_Exclude_Overworld() { void StaticData::HintTable_Init_Exclude_Overworld() {
// clang-format off // clang-format off
hintTextTable[RHT_KF_KOKIRI_SWORD_CHEST] = HintText(CustomMessage("They say that the #hidden treasure of the Kokiri# is #[[1]]#.", hintTextTable[RHT_KF_KOKIRI_SWORD_CHEST] = HintText(CustomMessage("They say that the #hidden treasure of the Kokiri# is #[[1]]#.",
/*german*/ "Man erzählt sich, daß der #versteckte Schatz der Kokiri# #[[1]]# sei.", /*german*/ "Man erzählt sich, daß der #versteckte Schatz der Kokiri# #[[1]]# sei.",
/*french*/ "Selon moi, le #trésor des Kokiri# est #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, le #trésor des Kokiri# est #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, el #tesoro oculto de los Kokiri# esconde #[[1]]#. // /*spanish*/ Según dicen, el #tesoro oculto de los Kokiri# esconde #[[1]]#.
@ -1344,12 +1344,12 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
hintTextTable[RHT_SFM_DEKU_SCRUB_GROTTO_REAR] = HintText(CustomMessage("They say that a #scrub underground duo# sells #[[1]]#.", hintTextTable[RHT_SFM_DEKU_SCRUB_GROTTO_REAR] = HintText(CustomMessage("They say that a #scrub underground duo# sells #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Deku-Paar im Untergrund# #[[1]]# verkaufe.", /*german*/ "Man erzählt sich, daß ein #Deku-Paar im Untergrund# #[[1]]# verkaufe.",
/*french*/ "Selon moi, le #duo de peste Mojo au cœur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, le #duo de peste Mojo au coeur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, un #par de dekus subterráneos# de la pradera sagrada venden #[[1]]#. // /*spanish*/ Según dicen, un #par de dekus subterráneos# de la pradera sagrada venden #[[1]]#.
hintTextTable[RHT_SFM_DEKU_SCRUB_GROTTO_FRONT] = HintText(CustomMessage("They say that a #scrub underground duo# sells #[[1]]#.", hintTextTable[RHT_SFM_DEKU_SCRUB_GROTTO_FRONT] = HintText(CustomMessage("They say that a #scrub underground duo# sells #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Deku-Paar im Untergrund# #[[1]]# verkaufe.", /*german*/ "Man erzählt sich, daß ein #Deku-Paar im Untergrund# #[[1]]# verkaufe.",
/*french*/ "Selon moi, le #duo de peste Mojo au cœur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, le #duo de peste Mojo au coeur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, un #par de dekus subterráneos# de la pradera sagrada venden #[[1]]#. // /*spanish*/ Según dicen, un #par de dekus subterráneos# de la pradera sagrada venden #[[1]]#.
hintTextTable[RHT_GC_DEKU_SCRUB_GROTTO_LEFT] = HintText(CustomMessage("They say that a #trio of scrubs# sells #[[1]]#.", hintTextTable[RHT_GC_DEKU_SCRUB_GROTTO_LEFT] = HintText(CustomMessage("They say that a #trio of scrubs# sells #[[1]]#.",
@ -1459,37 +1459,37 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
hintTextTable[RHT_BEEHIVE_CHEST_GROTTO] = HintText(CustomMessage("They say that a #beehive above a chest# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_CHEST_GROTTO] = HintText(CustomMessage("They say that a #beehive above a chest# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb einer Truhe# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb einer Truhe# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #ruche au dessus d'un coffre# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena sobre un cofre# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena sobre un cofre# esconde #[[1]]#.
hintTextTable[RHT_BEEHIVE_LONELY_SCRUB_GROTTO] = HintText(CustomMessage("They say that a #beehive above a lonely scrub# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_LONELY_SCRUB_GROTTO] = HintText(CustomMessage("They say that a #beehive above a lonely scrub# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines einsamen Deku# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines einsamen Deku# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #ruche au dessus d'une Peste Mojo solitaire# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena sobre un deku solitario# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena sobre un deku solitario# esconde #[[1]]#.
hintTextTable[RHT_BEEHIVE_SCRUB_PAIR_GROTTO] = HintText(CustomMessage("They say that a #beehive above a pair of scrubs# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_SCRUB_PAIR_GROTTO] = HintText(CustomMessage("They say that a #beehive above a pair of scrubs# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines Deku-Paars# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines Deku-Paars# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #ruche au dessus d'un duo de Pestes Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena sobre un par de dekus# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena sobre un par de dekus# esconde #[[1]]#.
hintTextTable[RHT_BEEHIVE_SCRUB_TRIO_GROTTO] = HintText(CustomMessage("They say that a #beehive above a trio of scrubs# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_SCRUB_TRIO_GROTTO] = HintText(CustomMessage("They say that a #beehive above a trio of scrubs# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines Deku-Trios# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines Deku-Trios# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #ruche au dessus d'un trio de Pestes Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena sobre un trío de dekus# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena sobre un trío de dekus# esconde #[[1]]#.
hintTextTable[RHT_BEEHIVE_COW_GROTTO] = HintText(CustomMessage("They say that a #beehive above a cow# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_COW_GROTTO] = HintText(CustomMessage("They say that a #beehive above a cow# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb einer Kuh# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb einer Kuh# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #ruche au dessus d'une vache# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena sobre una vaca# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena sobre una vaca# esconde #[[1]]#.
hintTextTable[RHT_BEEHIVE_IN_FRONT_OF_KING_ZORA] = HintText(CustomMessage("They say that a #beehive in front of the king of the zoras# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_IN_FRONT_OF_KING_ZORA] = HintText(CustomMessage("They say that a #beehive in front of the king of the zoras# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock vor dem Zora-König# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock vor dem Zora-König# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #ruche devant le Roi des Zoras# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena delante del rey de los zoras# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena delante del rey de los zoras# esconde #[[1]]#.
hintTextTable[RHT_BEEHIVE_BEHIND_KING_ZORA] = HintText(CustomMessage("They say that a #beehive behind the king of the zoras# hides #[[1]]#.", hintTextTable[RHT_BEEHIVE_BEHIND_KING_ZORA] = HintText(CustomMessage("They say that a #beehive behind the king of the zoras# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß ein #Bienenstock hinter dem Zora-König# #[[1]]# verberge.", /*german*/ "Man erzählt sich, daß ein #Bienenstock hinter dem Zora-König# #[[1]]# verberge.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, une #rucheau derrière le Roi des Zoras# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #colmena detrás del rey de los zoras# esconde #[[1]]#. // /*spanish*/ Según dicen, una #colmena detrás del rey de los zoras# esconde #[[1]]#.
hintTextTable[RHT_POT_KOKIRI_FOREST] = HintText(CustomMessage("They say that a #pot in Kokiri Forest# contains #[[1]]#.", hintTextTable[RHT_POT_KOKIRI_FOREST] = HintText(CustomMessage("They say that a #pot in Kokiri Forest# contains #[[1]]#.",
@ -1557,463 +1557,501 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
/*french*/ "Selon moi, un cœur dans la #maison d'une amie chère# cache #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un cœur dans la #maison d'une amie chère# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_LOST_WOODS_RUPEE] = HintText(CustomMessage("They say that under a #boulder in the woods# lies #[[1]]#.", hintTextTable[RHT_LOST_WOODS_RUPEE] = HintText(CustomMessage("They say that under a #boulder in the woods# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß unter einem #Felsen in den Wäldern# #[[1]]# läge.",
/*french*/ "Selon moi, sous un #rocher dans les bois# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, sous un #rocher dans les bois# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_LOST_WOODS_SHORTCUT_RUPEE] = HintText(CustomMessage("They say that in a #pool of water in the woods# lies #[[1]]#.", hintTextTable[RHT_LOST_WOODS_SHORTCUT_RUPEE] = HintText(CustomMessage("They say that in a #pool of water in the woods# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß in einem #Wasserbecken in den Wäldern# #[[1]]# läge.",
/*french*/ "Selon moi, dans une #mare d'eau dans les bois# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans une #mare d'eau dans les bois# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_LAKE_HYLIA_RUPEE] = HintText(CustomMessage("They say that just off the #coast of a lake# lies #[[1]]#.", hintTextTable[RHT_LAKE_HYLIA_RUPEE] = HintText(CustomMessage("They say that just off the #coast of a lake# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß an der #Küste eines Sees# #[[1]]# läge.",
/*french*/ "Selon moi, juste au large de la #côte d'un lac# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, juste au large de la #côte d'un lac# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_LABORATORY_RUPEE] = HintText(CustomMessage("They say that at the #bottom of a tank# lies #[[1]]#.", hintTextTable[RHT_LABORATORY_RUPEE] = HintText(CustomMessage("They say that at the #bottom of a tank# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß auf dem #Grund eines Reservoirs# #[[1]]# läge.",
/*french*/ "Selon moi, au #fond d'un réservoir# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, au #fond d'un réservoir# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_DAMPES_GRAVE_RUPEE] = HintText(CustomMessage("They say that within a #quick-footed spirit's grave# lies #[[1]]#.", hintTextTable[RHT_DAMPES_GRAVE_RUPEE] = HintText(CustomMessage("They say that within a #quick-footed spirit's grave# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß innerhalb eines #Grabes eines leichtfüßigen Geistes# #[[1]]# läge.",
/*french*/ "Selon moi, dans la #tombe d'un esprit à pieds rapides# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans la #tombe d'un esprit à pieds rapides# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_GERUDO_VALLEY_GROTTO_RUPEE] = HintText(CustomMessage("They say that an Octarok in an #underground spring# guards #[[1]]#.", hintTextTable[RHT_GERUDO_VALLEY_GROTTO_RUPEE] = HintText(CustomMessage("They say that an Octarok in an #underground spring# guards #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß ein Oktorok in einer #untergründigen Quelle# #[[1]]# bewache.",
/*french*/ "Selon moi, un Octrocher dans une #source souterraine# garde #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, un Octrocher dans une #source souterraine# garde #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_RUPEE] = HintText(CustomMessage("They say that beneath a boulder on a #mountain's cliffside# lies #[[1]]#.", hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_RUPEE] = HintText(CustomMessage("They say that beneath a boulder on a #mountain's cliffside# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß unterhalb eines Felsens an einem #abfallenden Felswand eines Berges# #[[1]]# läge.",
/*french*/ "Selon moi, sous un rocher sur la #falaise d'une montagne# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, sous un rocher sur la #falaise d'une montagne# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_GROTTO_HEART] = HintText(CustomMessage("They say that accompanying a #cow in a small cave# is #[[1]]#.", hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_GROTTO_HEART] = HintText(CustomMessage("They say that accompanying a #cow in a small cave# is #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß unterhalb eines Felsens an einem #abfallenden Felswand eines Berges# #[[1]]# läge.",
/*french*/ "Selon moi, accompagner une #vache dans une petite grotte# est #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, accompagner une #vache dans une petite grotte# est #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_GROTTO_RUPEE] = HintText(CustomMessage("They say that accompanying a #cow in a small cave# is #[[1]]#.", hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_GROTTO_RUPEE] = HintText(CustomMessage("They say that accompanying a #cow in a small cave# is #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß das Begleiten einer #Kuh in einer kleinen Höhle# #[[1]]# sei.",
/*french*/ "Selon moi, accompagner une #vache dans une petite grotte# est #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, accompagner une #vache dans une petite grotte# est #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_DEATH_MOUNTAIN_CRATER_RUPEE] = HintText(CustomMessage("They say that on a #small platform suspended above lava# lies #[[1]]#.", hintTextTable[RHT_DEATH_MOUNTAIN_CRATER_RUPEE] = HintText(CustomMessage("They say that on a #small platform suspended above lava# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß auf einer #oberhalb von Lava hängenden kleinen Plattform# #[[1]]# läge.",
/*french*/ "Selon moi, sur une #petite plateforme suspendue au-dessus de la lave# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, sur une #petite plateforme suspendue au-dessus de la lave# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_ZORAS_RIVER_WATERFALL_RUPEE] = HintText(CustomMessage("They say that beneath a #waterfall feeding a narrow river# lies #[[1]]#.", hintTextTable[RHT_ZORAS_RIVER_WATERFALL_RUPEE] = HintText(CustomMessage("They say that beneath a #waterfall feeding a narrow river# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß unterhalb eines #einen schmalen Fluss nährenden Wasserfall# #[[1]]# läge.",
/*french*/ "Selon moi, sous une #cascade alimentant une rivière étroite# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, sous une #cascade alimentant une rivière étroite# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_ZORAS_FOUNTAIN_RUPEE] = HintText(CustomMessage("They say that at the bottom of a #partially-frozen spring# lies #[[1]]#.", hintTextTable[RHT_ZORAS_FOUNTAIN_RUPEE] = HintText(CustomMessage("They say that at the bottom of a #partially-frozen spring# lies #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß auf dem Grund einer #teilweise gefrorenen Quelle# #[[1]]# läge.",
/*french*/ "Selon moi, au fond d'une #source partiellement gelée# se trouve #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, au fond d'une #source partiellement gelée# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ // /*spanish*/
hintTextTable[RHT_SFM_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a forest meadow# rests #[[1]]#.", hintTextTable[RHT_SFM_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a forest meadow# rests #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß innerhalb #eines Brunnens unter einer Waldwiese# #[[1]]# ruhe.",
/*french*/ "Selon moi, dans #une fontaine sous un bosquet forestier# repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une fontaine sous un bosquet forestier# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a river# rests #[[1]]#.", hintTextTable[RHT_ZR_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a river# rests #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß innerhalb #eines Brunnens unter einem Fluß# #[[1]]# ruhe.",
/*french*/ "Selon moi, dans #une fontaine sous une rivière# repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une fontaine sous une rivière# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a a few trees bordering a wide field# rests #[[1]]#.", hintTextTable[RHT_HF_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a few trees bordering a wide field# rests #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß innerhalb #eines Brunnens unter ein weites Feld angrenzenden Bäumen# #[[1]]# ruhe.",
/*french*/ "Selon moi, dans #une fontaine sous quelques arbres bordant un vaste champ# repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une fontaine sous quelques arbres bordant un vaste champ# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZD_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath the home of the Zoras# rests #[[1]]#.", hintTextTable[RHT_ZD_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath the home of the Zoras# rests #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß innerhalb #eines Brunnens unter der Heimat der Zoras# #[[1]]# ruhe.",
/*french*/ "Selon moi, dans #une fontaine sous la maison des Zora# repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une fontaine sous la maison des Zora# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GF_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath the home of thieves# rests #[[1]]#.", hintTextTable[RHT_GF_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath the home of thieves# rests #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß innerhalb #eines Brunnens unter der Heimat von Dieben# #[[1]]# ruhe.",
/*french*/ "Selon moi, dans #une fontaine sous la maison des voleurs# repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une fontaine sous la maison des voleurs# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GRAVEYARD_SHIELD_GRAVE_FAIRY] = HintText(CustomMessage("They say that within #a fountain behind a wall within a grave# rests #[[1]]#.", hintTextTable[RHT_GRAVEYARD_SHIELD_GRAVE_FAIRY] = HintText(CustomMessage("They say that within #a fountain behind a wall within a grave# rests #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß innerhalb #eines Brunnens unter einer Mauer innerhalb eines Grabes# #[[1]]# ruhe.",
/*french*/ "Selon moi, dans #une fontaine derrière un mur dans une tombe# repose #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, dans #une fontaine derrière un mur dans une tombe# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_COLOSSUS_OASIS_FAIRY] = HintText(CustomMessage("They say that #restoring water to a dried oasis# reveals #[[1]]#.", hintTextTable[RHT_COLOSSUS_OASIS_FAIRY] = HintText(CustomMessage("They say that #restoring water to a dried oasis# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wiederbringen von Wasser zu einer ausgetrockneten Oase# #[[1]]# enthülle.",
/*french*/ "Selon moi, #restaurer l'eau dans un oasis asséché# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #restaurer l'eau dans un oasis asséché# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the riverside# reveals #[[1]]#.", hintTextTable[RHT_ZR_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the riverside# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses am Flußufer# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse au bord de la rivière# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse au bord de la rivière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near a forest shop# reveals #[[1]]#.", hintTextTable[RHT_KF_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near a forest shop# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses nahe des Waldladens# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse près d'un magasin forestier# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse près d'un magasin forestier# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_BEAN_SPROUT_NEAR_BRIDGE_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near the entrance to the forest# reveals #[[1]]#.", hintTextTable[RHT_LW_BEAN_SPROUT_NEAR_BRIDGE_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near the entrance to the forest# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses nahe des Eingangs zum Wald# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse près de l'entrée de la forêt# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse près de l'entrée de la forêt# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_BEAN_SPROUT_NEAR_THEATER_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout above a sylvan theatre# reveals #[[1]]#.", hintTextTable[RHT_LW_BEAN_SPROUT_NEAR_THEATER_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout above a sylvan theatre# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses oberhalb eines waldigen Theaters# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse au-dessus d'un théâtre sylvestre# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse au-dessus d'un théâtre sylvestre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the lakeside# reveals #[[1]]#.", hintTextTable[RHT_LH_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the lakeside# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses am Seeufer# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse au bord du lac# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse au bord du lac# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GV_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the side of a canyon# reveals #[[1]]#.", hintTextTable[RHT_GV_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the side of a canyon# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses an der Seite einer Schlucht# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse sur le côté d'un canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse sur le côté d'un canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_COLOSSUS_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near a temple of the sand# reveals #[[1]]#.", hintTextTable[RHT_COLOSSUS_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near a temple of the sand# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses nahe eines Tempels des Sandes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse près d'un temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse près d'un temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GRAVEYARD_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout within a graveyard# reveals #[[1]]#.", hintTextTable[RHT_GRAVEYARD_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout within a graveyard# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses auf einem Friedhof# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse dans un cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse dans un cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMC_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout within a volcano# reveals #[[1]]#.", hintTextTable[RHT_DMC_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout within a volcano# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses innerhalb eines Vulkans# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the moutainside# reveals #[[1]]#.", hintTextTable[RHT_DMT_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the mountainside# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Wässern eines jungen Sprosses an einem Berghang# #[[1]]# enthülle.",
/*french*/ "Selon moi, #arroser une jeune pousse sur le flanc d'une montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #arroser une jeune pousse sur le flanc d'une montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_TOT_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in the ouskirts of the market# reveals #[[1]]#.", hintTextTable[RHT_TOT_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in the outskirts of the market# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein am Rand des Marktes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange en périphérie du marché# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange en périphérie du marché# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_TOT_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in the ouskirts of the market# reveals #[[1]]#.", hintTextTable[RHT_TOT_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in the outskirts of the market# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein am Rand des Marktes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange en périphérie du marché# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange en périphérie du marché# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMC_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a volcano# reveals #[[1]]#.", hintTextTable[RHT_DMC_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a volcano# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein innerhalb eines Vulkans# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMC_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a volcano# reveals #[[1]]#.", hintTextTable[RHT_DMC_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a volcano# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein innerhalb eines Vulkans# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone on a mountain cliff face# reveals #[[1]]#.", hintTextTable[RHT_DMT_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone on a mountain cliff face# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein an einer Bergklippe# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sur une falaise de montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sur une falaise de montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone on a mountain cliff face# reveals #[[1]]#.", hintTextTable[RHT_DMT_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone on a mountain cliff face# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein an einer Bergklippe# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sur une falaise de montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sur une falaise de montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_COLOSSUS_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near the temple of the sane# reveals #[[1]]#.", hintTextTable[RHT_COLOSSUS_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near the temple of the sand# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein nahe des Tempels des Sandes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près du temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près du temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_COLOSSUS_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near the temple of the sane# reveals #[[1]]#.", hintTextTable[RHT_COLOSSUS_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near the temple of the sand# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein nahe des Tempels des Sandes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près du temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près du temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GV_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a canyon waterfall# reveals #[[1]]#.", hintTextTable[RHT_GV_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a canyon waterfall# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein nahe eines Wasserfalls in einer Schlucht# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'une cascade de canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'une cascade de canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GV_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a canyon waterfall# reveals #[[1]]#.", hintTextTable[RHT_GV_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a canyon waterfall# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein nahe eines Wasserfalls in einer Schlucht# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'une cascade de canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'une cascade de canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GC_MAZE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone behind a maze of rock# reveals #[[1]]#.", hintTextTable[RHT_GC_MAZE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone behind a maze of rock# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein hinter einem Felslabyrinth# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange derrière un labyrinthe de roches# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange derrière un labyrinthe de roches# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GC_MAZE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone behind a maze of rock# reveals #[[1]]#.", hintTextTable[RHT_GC_MAZE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone behind a maze of rock# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein hinter einem Felslabyrinth# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange derrière un labyrinthe de roches# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange derrière un labyrinthe de roches# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GC_MEDIGORON_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a blacksmith# reveals #[[1]]#.", hintTextTable[RHT_GC_MEDIGORON_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a blacksmith# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein nahe eines Schmiedes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un forgeron# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un forgeron# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GC_MEDIGORON_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a blacksmith# reveals #[[1]]#.", hintTextTable[RHT_GC_MEDIGORON_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a blacksmith# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein nahe eines Schmiedes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un forgeron# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un forgeron# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GRAVEYARD_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the graveyard# reveals #[[1]]#.", hintTextTable[RHT_GRAVEYARD_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the graveyard# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher den Friedhof überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant le cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant le cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GRAVEYARD_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the graveyard# reveals #[[1]]#.", hintTextTable[RHT_GRAVEYARD_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the graveyard# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher den Friedhof überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant le cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant le cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_MALON_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the path to the castle# reveals #[[1]]#.", hintTextTable[RHT_HC_MALON_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the path to the castle# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher den Pfad zum Schloß überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant le chemin du château# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant le chemin du château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_MALON_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the path to the castle# reveals #[[1]]#.", hintTextTable[RHT_HC_MALON_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the path to the castle# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher den Pfad zum Schloß überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant le chemin du château# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant le chemin du château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_ROCK_WALL_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a secret path to the castle# reveals #[[1]]#.", hintTextTable[RHT_HC_ROCK_WALL_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a secret path to the castle# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein nahe eines geheimen Pfades zum Schloß# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un chemin secret vers le château# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un chemin secret vers le château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_ROCK_WALL_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a secret path to the castle# reveals #[[1]]#.", hintTextTable[RHT_HC_ROCK_WALL_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a secret path to the castle# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein nahe eines geheimen Pfades zum Schloß# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un chemin secret vers le château# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un chemin secret vers le château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the castle# reveals #[[1]]#.", hintTextTable[RHT_HC_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the castle# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb des Schloßes# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous le château# révèle #[[1]]#.", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous le château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the castle# reveals #[[1]]#.", hintTextTable[RHT_HC_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the castle# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb des Schloßes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous le château révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous le château# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_DEKU_TREE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near an ancient tree# reveals #[[1]]#.", hintTextTable[RHT_KF_DEKU_TREE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near an ancient tree# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein nahe eines antiken Baumes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange près d'un arbre ancien révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un arbre ancien# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_DEKU_TREE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near an ancient tree# reveals #[[1]]#.", hintTextTable[RHT_KF_DEKU_TREE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near an ancient tree# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein nahe eines antiken Baumes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange près d'un arbre ancien révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un arbre ancien# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking a forest village# reveals #[[1]]#.", hintTextTable[RHT_KF_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking a forest village# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher ein Dorf im Wald überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant un village forestier révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant un village forestier# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking a forest village# reveals #[[1]]#.", hintTextTable[RHT_KF_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking a forest village# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher ein Dorf im Wald überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant un village forestier révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant un village forestier# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a forest village# reveals #[[1]]#.", hintTextTable[RHT_KF_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a forest village# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb eines Dorfes im Wald# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous un village forestier révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous un village forestier# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a forest village# reveals #[[1]]#.", hintTextTable[RHT_KF_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a forest village# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb eines Dorfes im Wald# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous un village forestier révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous un village forestier# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_LAB_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the river feeding a lake# reveals #[[1]]#.", hintTextTable[RHT_LH_LAB_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the river feeding a lake# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher einen See nährenden Fluß überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant la rivière qui alimente un lac révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant la rivière qui alimente un lac# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_LAB_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the river feeding a lake# reveals #[[1]]#.", hintTextTable[RHT_LH_LAB_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the river feeding a lake# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher einen See nährenden Fluß überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant la rivière qui alimente un lac révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant la rivière qui alimente un lac# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_SOUTHEAST_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone at the back of a lake# reveals #[[1]]#.", hintTextTable[RHT_LH_SOUTHEAST_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone at the back of a lake# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein am Rücken eines Sees# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange au fond d'un lac# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_SOUTHEAST_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone at the back of a lake# reveals #[[1]]#.", hintTextTable[RHT_LH_SOUTHEAST_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone at the back of a lake# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein am Rücken eines Sees# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange au fond d'un lac# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_SOUTHWEST_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone at the back of a lake# reveals #[[1]]#.", hintTextTable[RHT_LH_SOUTHWEST_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone at the back of a lake# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein am Rücken eines Sees# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange au fond d'un lac# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_SOUTHWEST_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone at the back of a lake# reveals #[[1]]#.", hintTextTable[RHT_LH_SOUTHWEST_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone at the back of a lake# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein am Rücken eines Sees# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange au fond d'un lac# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a perplexing wood# reveals #[[1]]#.", hintTextTable[RHT_LW_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a perplexing wood# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein innerhalb eines verwirrenden Waldes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange dans un bois déroutant révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange dans un bois déroutant# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a perplexing wood# reveals #[[1]]#.", hintTextTable[RHT_LW_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a perplexing wood# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein innerhalb eines verwirrenden Waldes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans un bois déroutant révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans un bois déroutant# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SFM_MAZE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking a forest maze# reveals #[[1]]#.", hintTextTable[RHT_SFM_MAZE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking a forest maze# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher ein Waldlabyrinth überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant un labyrinthe forestier révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant un labyrinthe forestier# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SFM_MAZE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking a forest maze# reveals #[[1]]#.", hintTextTable[RHT_SFM_MAZE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking a forest maze# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher ein Waldlabyrinth überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant un labyrinthe forestier révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant un labyrinthe forestier# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SFM_SARIA_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone watching a hiding place in the woods# reveals #[[1]]#.", hintTextTable[RHT_SFM_SARIA_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone watching a hiding place in the woods# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher ein Versteck im Wald überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surveillant une cachette dans les bois révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surveillant une cachette dans les bois# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SFM_SARIA_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone watching a hiding place in the woods# reveals #[[1]]#.", hintTextTable[RHT_SFM_SARIA_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone watching a hiding place in the woods# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher ein Versteck im Wald überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surveillant une cachette dans les bois révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surveillant une cachette dans les bois# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZD_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone listening to an aquatic king# reveals #[[1]]#.", hintTextTable[RHT_ZD_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone listening to an aquatic king# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher einem aquatischen König zuhört#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange écoutant un roi aquatique révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange écoutant un roi aquatique# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZD_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone listening to an aquatic king# reveals #[[1]]#.", hintTextTable[RHT_ZD_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone listening to an aquatic king# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher einem aquatischen König zuhört#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange écoutant un roi aquatique révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange écoutant un roi aquatique# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZF_FAIRY_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in the ouskirts of a deap fountain# reveals #[[1]]#.", hintTextTable[RHT_ZF_FAIRY_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in the outskirts of a deep fountain# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein am Rand eines tiefen Brunnens# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange en périphérie d'une profonde fontaine révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange en périphérie d'une profonde fontaine# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZF_FAIRY_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in the ouskirts of a deap fountain# reveals #[[1]]#.", hintTextTable[RHT_ZF_FAIRY_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in the outskirts of a deep fountain# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein am Rand eines tiefen Brunnens# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange en périphérie d'une profonde fontaine révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange en périphérie d'une profonde fontaine# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZF_JABU_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone watching a guardian of the sea# reveals #[[1]]#.", hintTextTable[RHT_ZF_JABU_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone watching a guardian of the sea# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher einen Wächter des Meeres beobachtet#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surveillant un gardien de la mer révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surveillant un gardien de la mer# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZF_JABU_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone watching a guardian of the sea# reveals #[[1]]#.", hintTextTable[RHT_ZF_JABU_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone watching a guardian of the sea# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher einen Wächter des Meeres beobachtet#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surveillant un gardien de la mer révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surveillant un gardien de la mer# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_NEAR_GROTTOS_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overwatching a river# reveals #[[1]]#.", hintTextTable[RHT_ZR_NEAR_GROTTOS_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overwatching a river# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher einen Fluß überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant une rivière révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant une rivière# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_NEAR_GROTTOS_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overwatching a river# reveals #[[1]]#.", hintTextTable[RHT_ZR_NEAR_GROTTOS_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overwatching a river# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher einen Fluß überblickt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant une rivière révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant une rivière# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_NEAR_DOMAIN_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a waterfall# reveals #[[1]]#.", hintTextTable[RHT_ZR_NEAR_DOMAIN_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a waterfall# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb eines Wasserfalls# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous une cascade révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous une cascade# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_NEAR_DOMAIN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a waterfall# reveals #[[1]]#.", hintTextTable[RHT_ZR_NEAR_DOMAIN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a waterfall# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb eines Wasserfalls# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous une cascade révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous une cascade# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_COW_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone hiding near a cow# reveals #[[1]]#.", hintTextTable[RHT_HF_COW_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone hiding near a cow# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein, welcher sich nahe einer Kuh versteckt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange cachée près d'une vache révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange cachée près d'une vache# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_COW_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone hiding near a cow# reveals #[[1]]#.", hintTextTable[RHT_HF_COW_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone hiding near a cow# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein, welcher sich nahe einer Kuh versteckt#, #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange cachée près d'une vache révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange cachée près d'une vache# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_NEAR_MARKET_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the entrance to the market# reveals #[[1]]#.", hintTextTable[RHT_HF_NEAR_MARKET_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the entrance to the market# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb des Eingangs zum Markt# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous l'entrée du marché révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous l'entrée du marché# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_NEAR_MARKET_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the entrance to the market# reveals #[[1]]#.", hintTextTable[RHT_HF_NEAR_MARKET_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the entrance to the market# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb des Eingangs zum Markt# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous l'entrée du marché révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous l'entrée du marché# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_SOUTHEAST_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath trees guarded by a Peahat# reveals #[[1]]#.", hintTextTable[RHT_HF_SOUTHEAST_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath trees guarded by a Peahat# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb von Killeranas bewachten Bäumen# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous des arbres gardés par un Peahat révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous des arbres gardés par un Peahat# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_SOUTHEAST_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath trees guarded by a Peahat# reveals #[[1]]#.", hintTextTable[RHT_HF_SOUTHEAST_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath trees guarded by a Peahat# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb von Killeranas bewachten Bäumen# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous des arbres gardés par un Peahat révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous des arbres gardés par un Peahat# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KAK_OPEN_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a village at the base of a mountain# reveals #[[1]]#.", hintTextTable[RHT_KAK_OPEN_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a village at the base of a mountain# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb eines Dorfes am Fuße eines Berges# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous un village au pied d'une montagne révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous un village au pied d'une montagne# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KAK_OPEN_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a village at the base of a mountain# reveals #[[1]]#.", hintTextTable[RHT_KAK_OPEN_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a village at the base of a mountain# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb eines Dorfes am Fuße eines Berges# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous un village au pied d'une montagne révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous un village au pied d'une montagne# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_OPEN_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a plateau by a river# reveals #[[1]]#.", hintTextTable[RHT_ZR_OPEN_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a plateau by a river# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein auf einem Plateau von einem Fluß# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange dans un plateau près d'une rivière révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange dans un plateau près d'une rivière# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_OPEN_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a plateau by a river# reveals #[[1]]#.", hintTextTable[RHT_ZR_OPEN_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a plateau by a river# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein auf einem Plateau bei einem Fluß# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans un plateau près d'une rivière révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans un plateau près d'une rivière# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_NEAR_SHORTCUTS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath an escape from the forest# reveals #[[1]]#.", hintTextTable[RHT_LW_NEAR_SHORTCUTS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath an escape from the forest# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb eines Auswegs des Waldes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous une issue de la forêt révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous une issue de la forêt# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_NEAR_SHORTCUTS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath an escape from the forest# reveals #[[1]]#.", hintTextTable[RHT_LW_NEAR_SHORTCUTS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath an escape from the forest# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb eines Auswegs des Waldes# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous une issue de la forêt révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous une issue de la forêt# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the entrance to a village within a mountain# reveals #[[1]]#.", hintTextTable[RHT_DMT_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the entrance to a village within a mountain# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein unterhalb eines Eingangs zu einem Dorf innerhalb eines Berges# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous l'entrée d'un village dans une montagne révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous l'entrée d'un village dans une montagne# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the entrance to a village within a mountain# reveals #[[1]]#.", hintTextTable[RHT_DMT_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the entrance to a village within a mountain# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein unterhalb eines Eingangs zu einem Dorf innerhalb eines Berges# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous l'entrée d'un village dans une montagne révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sous l'entrée d'un village dans une montagne# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMC_UPPER_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within the side of a crater# reveals #[[1]]#.", hintTextTable[RHT_DMC_UPPER_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within the side of a crater# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein innerhalb der Seite eines Kraters# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange dans le côté d'un cratère révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange dans le côté d'un cratère# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMC_UPPER_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within the side of a crater# reveals #[[1]]#.", hintTextTable[RHT_DMC_UPPER_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within the side of a crater# reveals #[[1]]#.",
/*german*/ "!!!", /*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein innerhalb der Seite eines Kraters# #[[1]]# enthülle.",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans le côté d'un cratère révèle [[1]].", {QM_RED, QM_GREEN})); /*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans le côté d'un cratère# révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_ISLAND_SUN_FAIRY] = HintText(CustomMessage("They say that #summoning the sun on the lake's island# calls #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_LH_ISLAND_SUN_FAIRY] = HintText(CustomMessage("They say that #summoning the sun on the lake's island# calls #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Beschwören der Sonne auf der Insel eines Sees# #[[1]]# anrufe.",
/*french*/ "Selon moi, #appeler le soleil sur l'île du lac # révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_POND_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling rain to the field's pond# summons #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_HF_POND_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling rain to the field's pond# summons #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Anrufen des Regens für den Tümpel eines Feldes# #[[1]]# beschwöre.",
/*french*/ "Selon moi, #jouer une mélodie orageuse dans l'étang d'une plaine# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_FENCE_GROTTO_STORMS_FAIRY] = HintText(CustomMessage("They say that #making it rain in a scrub's cave# wakes #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_HF_FENCE_GROTTO_STORMS_FAIRY] = HintText(CustomMessage("They say that #making it rain in a scrub's cave# wakes #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Machen von Regen in der Höhle eines Dekus# #[[1]]# erwecke.",
/*french*/ "Selon moi, #jouer une mélodie orageuse dans la grotte d'une Peste Mojo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_FLAG_SUN_FAIRY] = HintText(CustomMessage("They say that #changing the time in front of the trail's flag# reveals #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_DMT_FLAG_SUN_FAIRY] = HintText(CustomMessage("They say that #changing the time in front of the trail's flag# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Verändern der Zeit im Angesicht der Flagge eines Pfades# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil devant un drapeau du Mont du Péril # révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_COW_GROTTO_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling a storm for a lonely cow# reveals #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_DMT_COW_GROTTO_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling a storm for a lonely cow# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Anrufen eines Sturms für eine einsame Kuh# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une vache solitaire# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_SHORTCUT_STORMS_FAIRY] = HintText(CustomMessage("They say that #making it rain in the Lost Woods# reveals #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_LW_SHORTCUT_STORMS_FAIRY] = HintText(CustomMessage("They say that #making it rain in the Lost Woods# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Machen von Regen in den verlorenen Wäldern# #[[1]]# enthülle.",
/*french*/ "Selon moi, #jouer une mélodie orageuse dans les Bois Perdus# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GF_KITCHEN_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a guarded kitchen# exposes #[[1]]#.", {QM_RED, QM_GREEN})); hintTextTable[RHT_GF_KITCHEN_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a guarded kitchen# exposes #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne in einer bewachten Küche# #[[1]]# freilege.",
/*french*/ "Selon moi, #appeler le soleil dans une cuisine gardée# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_DEKU_SCRUB_GROTTO_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun for scrubs in the Lost Woods# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_LW_DEKU_SCRUB_GROTTO_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun for scrubs in the Lost Woods# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne für Dekus in den verlorenen Wäldern# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil pour les Pestes dans les Bois Perdus # révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GRAVEYARD_ROYAL_FAMILYS_TOMB_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a royal tomb# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_GRAVEYARD_ROYAL_FAMILYS_TOMB_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a royal tomb# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne in einer königlichen Gruft# #[[1]]# enthülle.",
/*french*/ "Selon moi, #appeler le soleil dans une tombe royale# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KF_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a forest# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_KF_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a forest# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser in einem Wald# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe dans un fôret# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_GRASS] = HintText(CustomMessage("They say that #cutting some grass in the woods# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_LW_GRASS] = HintText(CustomMessage("They say that #cutting some grass in the woods# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser in den Wäldern# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe dans des bois# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_MARKET_GRASS] = HintText(CustomMessage("They say that #cutting some grass in the market# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_MARKET_GRASS] = HintText(CustomMessage("They say that #cutting some grass in the market# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser auf dem Markt# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe dans un marché# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HC_GRASS] = HintText(CustomMessage("They say that #cutting some grass near the castle# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_HC_GRASS] = HintText(CustomMessage("They say that #cutting some grass near the castle# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser in der Nähe vom Schloß# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe près du château# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KAK_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a village# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_KAK_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a village# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser in einem Dorf# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe dans un village# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GY_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a graveyard# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_GY_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a graveyard# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser auf einem Friedhof# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe dans un cimetère# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_GRASS] = HintText(CustomMessage("They say that #cutting some grass near a lake# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_LH_GRASS] = HintText(CustomMessage("They say that #cutting some grass near a lake# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser nahe eines Sees# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe près d'un lac# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_GRASS] = HintText(CustomMessage("They say that #cutting some grass on a field# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_HF_GRASS] = HintText(CustomMessage("They say that #cutting some grass on a field# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser auf einem Feld# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe dans une plaine# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ZR_GRASS] = HintText(CustomMessage("They say that #cutting some grass near a river# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_ZR_GRASS] = HintText(CustomMessage("They say that #cutting some grass near a river# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser in der Nähe von einem Fluß# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe près d'une rivière# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GROTTO_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a grotto# reveals #[[1]]#.", { QM_RED, QM_GREEN })); hintTextTable[RHT_GROTTO_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a grotto# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Schneiden einiger Gräser in einer Grotte# #[[1]]# enthülle.",
/*french*/ "Selon moi, de l'#herbe# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_GERUDO_VALLEY] = HintText(CustomMessage("They say that a #crate in Gerudo Valley# contains #[[1]]#.", hintTextTable[RHT_CRATE_GERUDO_VALLEY] = HintText(CustomMessage("They say that a #crate in Gerudo Valley# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Gerudotal# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans une vallée# a #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans une vallée# a #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_GERUDOS_FORTRESS] = HintText(CustomMessage("They say that a #crate in Gerudo Fortress# contains #[[1]]#.", hintTextTable[RHT_CRATE_GERUDOS_FORTRESS] = HintText(CustomMessage("They say that a #crate in Gerudo Fortress# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste in der Gerudofestung# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans la Forteresse Gerudo# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans la Forteresse Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_WASTELAND] = HintText(CustomMessage("They say that a #crate in Haunted Wasteland# contains #[[1]]#.", hintTextTable[RHT_CRATE_WASTELAND] = HintText(CustomMessage("They say that a #crate in Haunted Wasteland# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Gerudotal# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Désert Hanté# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans le Désert Hanté# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_MARKET] = HintText(CustomMessage("They say that a #crate in the Market# contains #[[1]]#.", hintTextTable[RHT_CRATE_MARKET] = HintText(CustomMessage("They say that a #crate in the Market# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste in der Gespensterwüste# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans la Place du Marché# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans la Place du Marché# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_KAKARIKO_VILLAGE] = HintText(CustomMessage("They say that a #crate in Kakariko Village# contains #[[1]]#.", hintTextTable[RHT_CRATE_KAKARIKO_VILLAGE] = HintText(CustomMessage("They say that a #crate in Kakariko Village# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Dorf von Kakariko# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Village de Cocorico# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans le Village de Cocorico# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_GRAVEYARD] = HintText(CustomMessage("They say that a #crate in the Graveyard# contains #[[1]]#.", hintTextTable[RHT_CRATE_GRAVEYARD] = HintText(CustomMessage("They say that a #crate in the Graveyard# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste auf dem Friedhof# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Cimetière# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans le Cimetière# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_GORON_CITY] = HintText(CustomMessage("They say that a #crate in Goron City# contains #[[1]]#.", hintTextTable[RHT_CRATE_GORON_CITY] = HintText(CustomMessage("They say that a #crate in Goron City# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste in Goronia# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Village Goron# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans le Village Goron# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_DEATH_MOUNTAIN_CRATER] = HintText(CustomMessage("They say that a #crate in Death Mountain Crater# contains #[[1]]#.", hintTextTable[RHT_CRATE_DEATH_MOUNTAIN_CRATER] = HintText(CustomMessage("They say that a #crate in Death Mountain Crater# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Todeskrater# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse sur le Mont du Péril# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse sur le Mont du Péril# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_LON_LON_RANCH] = HintText(CustomMessage("They say that a #crate in Lon Lon Ranch# contains #[[1]]#.", hintTextTable[RHT_CRATE_LON_LON_RANCH] = HintText(CustomMessage("They say that a #crate in Lon Lon Ranch# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste auf der Lon Lon-Farm# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans le Ranch Lon Lon# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans le Ranch Lon Lon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_CRATE_LAKESIDE_LABORATORY] = HintText(CustomMessage("They say that a #crate in the Laboratory# contains #[[1]]#.", hintTextTable[RHT_CRATE_LAKESIDE_LABORATORY] = HintText(CustomMessage("They say that a #crate in the Laboratory# contains #[[1]]#.",
/*german*/ "", /*german*/ "Man erzählt sich, daß eine #Kiste im Laboratorium# #[[1]]# enthielte.",
/*french*/ "Selon moi, une #caisse dans un laboratoire# contient #[[1]]#.", { QM_RED, QM_GREEN })); /*french*/ "Selon moi, une #caisse dans un laboratoire# contient #[[1]]#.", {QM_RED, QM_GREEN}));
// clang-format on // clang-format on
} }

View file

@ -1962,69 +1962,69 @@ void StaticData::HintTable_Init_Item() {
CustomMessage("a gold fragment", /*german*/"ein goldenes Fragment", /*french*/"un fragment d'or")}); CustomMessage("a gold fragment", /*german*/"ein goldenes Fragment", /*french*/"un fragment d'or")});
// /*spanish*/un fragmento dorado // /*spanish*/un fragmento dorado
hintTextTable[RHT_GOHMA_SOUL] = HintText(CustomMessage("the soul of Gohma", /*german*/"die Seele Gohmas", /*french*/""), hintTextTable[RHT_GOHMA_SOUL] = HintText(CustomMessage("the soul of Gohma", /*german*/"die Seele Gohmas", /*french*/"l'Âme de Gohma"),
{ {
CustomMessage("something webbed", /*german*/"etwas Verwobenes", /*french*/"") CustomMessage("something webbed", /*german*/"etwas Verwobenes", /*french*/"un truc entoilé")
}, { }, {
CustomMessage("an invasive soul", /*german*/"eine invasive Seele", /*french*/""), CustomMessage("an invasive soul", /*german*/"eine invasive Seele", /*french*/"une âme invasive"),
CustomMessage("some spider essence", /*german*/"etwas spinnenartige Essenz", /*french*/"")}); CustomMessage("some spider essence", /*german*/"etwas spinnenartige Essenz", /*french*/"une essence d'araignée")});
hintTextTable[RHT_KING_DODONGO_SOUL] = HintText(CustomMessage("the soul of King Dodongo", /*german*/"die Seele König Dodongos", /*french*/""), hintTextTable[RHT_KING_DODONGO_SOUL] = HintText(CustomMessage("the soul of King Dodongo", /*german*/"die Seele König Dodongos", /*french*/"l'Âme du Roi Dodongo"),
{ {
CustomMessage("something explosive", /*german*/"etwas Explosives", /*french*/"") CustomMessage("something explosive", /*german*/"etwas Explosives", /*french*/"un truc détonnant")
}, { }, {
CustomMessage("a royal soul", /*german*/"eine royale Seele", /*french*/""), CustomMessage("a royal soul", /*german*/"eine royale Seele", /*french*/"une âme royale"),
CustomMessage("some reptile essence", /*german*/"etwas reptilienartige Essenz", /*french*/"")}); CustomMessage("some reptile essence", /*german*/"etwas reptilienartige Essenz", /*french*/"une essence de reptile")});
hintTextTable[RHT_BARINADE_SOUL] = HintText(CustomMessage("the soul of Barinade", /*german*/"die Seele Barinades", /*french*/""), hintTextTable[RHT_BARINADE_SOUL] = HintText(CustomMessage("the soul of Barinade", /*german*/"die Seele Barinades", /*french*/"l'Âme de Barinade"),
{ {
CustomMessage("something fishy", /*german*/"etwas Fischiges", /*french*/"") CustomMessage("something fishy", /*german*/"etwas Fischiges", /*french*/"un truc gluant")
}, { }, {
CustomMessage("an infectuous soul", /*german*/"eine infektiöse Seele", /*french*/""), CustomMessage("an infectuous soul", /*german*/"eine infektiöse Seele", /*french*/"une âme infectieuse"),
CustomMessage("some parasitic essence", /*german*/"etwas parasitäre Essenz", /*french*/"")}); CustomMessage("some parasitic essence", /*german*/"etwas parasitäre Essenz", /*french*/"une essence parasitique")});
hintTextTable[RHT_PHANTOM_GANON_SOUL] = HintText(CustomMessage("the soul of Phantom Ganon", /*german*/"die Seele Phantom-Ganons", /*french*/""), hintTextTable[RHT_PHANTOM_GANON_SOUL] = HintText(CustomMessage("the soul of Phantom Ganon", /*german*/"die Seele Phantom-Ganons", /*french*/"l'Âme de Ganon Spectral"),
{ {
CustomMessage("something spectral", /*german*/"etwas Spektrales", /*french*/"") CustomMessage("something spectral", /*german*/"etwas Spektrales", /*french*/"un truc spectral")
}, { }, {
CustomMessage("a duplicate soul", /*german*/"eine duplizierte Seele", /*french*/""), CustomMessage("a duplicate soul", /*german*/"eine duplizierte Seele", /*french*/"une âme clonée"),
CustomMessage("some illusionary essence", /*german*/"etwas illusionäre Essenz", /*french*/"")}); CustomMessage("some illusionary essence", /*german*/"etwas illusionäre Essenz", /*french*/"une essence illusoire")});
hintTextTable[RHT_VOLVAGIA_SOUL] = HintText(CustomMessage("the soul of Volvagia", /*german*/"die Seele Volvagias", /*french*/""), hintTextTable[RHT_VOLVAGIA_SOUL] = HintText(CustomMessage("the soul of Volvagia", /*german*/"die Seele Volvagias", /*french*/"l'Âme de Volcania"),
{ {
CustomMessage("something hot", /*german*/"etwas Heißes", /*french*/"") CustomMessage("something hot", /*german*/"etwas Heißes", /*french*/"quelque chose de très chaud")
}, { }, {
CustomMessage("a draconic soul", /*german*/"eine drakonische Seele", /*french*/""), CustomMessage("a draconic soul", /*german*/"eine drakonische Seele", /*french*/"une essence draconique"),
CustomMessage("some magmatic essence", /*german*/"etwas magmatische Essenz", /*french*/"")}); CustomMessage("some magmatic essence", /*german*/"etwas magmatische Essenz", /*french*/"une essence magmatique")});
hintTextTable[RHT_MORPHA_SOUL] = HintText(CustomMessage("the soul of Morpha", /*german*/"die Seele Morphas", /*french*/""), hintTextTable[RHT_MORPHA_SOUL] = HintText(CustomMessage("the soul of Morpha", /*german*/"die Seele Morphas", /*french*/"l'Âme de Morpha"),
{ {
CustomMessage("something wet", /*german*/"etwas Nasses", /*french*/"") CustomMessage("something wet", /*german*/"etwas Nasses", /*french*/"un truc mouillé")
}, { }, {
CustomMessage("an aquatic soul", /*german*/"eine aquatische Seele", /*french*/""), CustomMessage("an aquatic soul", /*german*/"eine aquatische Seele", /*french*/"une âme aquatique"),
CustomMessage("some liquid essence", /*german*/"etwas flüssige Essenz", /*french*/"")}); CustomMessage("some liquid essence", /*german*/"etwas flüssige Essenz", /*french*/"une essence liquide")});
hintTextTable[RHT_BONGO_BONGO_SOUL] = HintText(CustomMessage("the soul of Bongo Bongo", /*german*/"die Seele Bongo Bongos", /*french*/""), hintTextTable[RHT_BONGO_BONGO_SOUL] = HintText(CustomMessage("the soul of Bongo Bongo", /*german*/"die Seele Bongo Bongos", /*french*/"l'Âme de Bongo Bongo"),
{ {
CustomMessage("something dark", /*german*/"etwas Dunkles", /*french*/"") CustomMessage("something dark", /*german*/"etwas Dunkles", /*french*/"quelque chose de sombre")
}, { }, {
CustomMessage("a shadowy soul", /*german*/"eine schattige Seele", /*french*/""), CustomMessage("a shadowy soul", /*german*/"eine schattige Seele", /*french*/"une âme ténébreuse"),
CustomMessage("some handy essence", /*german*/"etwas praktische Essenz", /*french*/"")}); CustomMessage("some handy essence", /*german*/"etwas praktische Essenz", /*french*/"l'âme du tape m'en cinq")});
hintTextTable[RHT_TWINROVA_SOUL] = HintText(CustomMessage("the soul of Twinrova", /*german*/"die Seele Twinrovas", /*french*/""), hintTextTable[RHT_TWINROVA_SOUL] = HintText(CustomMessage("the soul of Twinrova", /*german*/"die Seele Twinrovas", /*french*/"l'Âme du Duo Maléfique"),
{ {
CustomMessage("something spiritual", /*german*/"etwas Spirituelles", /*french*/"") CustomMessage("something spiritual", /*german*/"etwas Spirituelles", /*french*/"un truc spirituel")
}, { }, {
CustomMessage("old souls", /*german*/"alte Seelen", /*french*/""), CustomMessage("old souls", /*german*/"alte Seelen", /*french*/"deux vieilles âmes"),
CustomMessage("twin essences", /*german*/"Zwillingsessenzen", /*french*/"")}); CustomMessage("twin essences", /*german*/"Zwillingsessenzen", /*french*/"des essences jumelles")});
hintTextTable[RHT_GANON_SOUL] = HintText(CustomMessage("the soul of Ganon", /*german*/"die Seele Ganons", /*french*/""), hintTextTable[RHT_GANON_SOUL] = HintText(CustomMessage("the soul of Ganon", /*german*/"die Seele Ganons", /*french*/"l'Âme de Ganon"),
{ {
CustomMessage("something strong", /*german*/"etwas Starkes", /*french*/"") CustomMessage("something strong", /*german*/"etwas Starkes", /*french*/"un truc de fort")
}, { }, {
CustomMessage("an evil soul", /*german*/"eine böse Seele", /*french*/""), CustomMessage("an evil soul", /*german*/"eine böse Seele", /*french*/"une âme maléfique"),
CustomMessage("some powerful essence", /*german*/"etwas mächtige Essenz", /*french*/"")}); CustomMessage("some powerful essence", /*german*/"etwas mächtige Essenz", /*french*/"une essence incroyablement puissante")});
hintTextTable[RHT_OCARINA_A_BUTTON] = HintText(CustomMessage("an Ocarina A Button", /*german*/"eine Okarina A Taste", /*french*/"la Touche A de l'Ocarina"), hintTextTable[RHT_OCARINA_A_BUTTON] = HintText(CustomMessage("an Ocarina A Button", /*german*/"eine Okarina A Taste", /*french*/"la Touche A de l'Ocarina"),
// /*spanish*/un botón A de Ocarina // /*spanish*/un botón A de Ocarina
@ -2098,53 +2098,22 @@ void StaticData::HintTable_Init_Item() {
{ CustomMessage("a master unlocker", /*german*/ "ein Meisterentsperrer", /*french*/ "un Kit de Déverrouillage") }); { CustomMessage("a master unlocker", /*german*/ "ein Meisterentsperrer", /*french*/ "un Kit de Déverrouillage") });
// /*spanish*/un desbloqueador maestro // /*spanish*/un desbloqueador maestro
hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("an infinite Quiver", /*german*/"ein unendlicher Köcher", /*french*/"un Carquois Infini"), //RANDOTODO if these are ever used for anything other than name, they want abscure and ambiguous hints
{ hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("an infinite Quiver", /*german*/"ein unendlicher Köcher", /*french*/"un Carquois Infini"));
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("an infinite Bomb Bag", /*german*/"eine unendliche Bombentasche", /*french*/"un Sac de Bombe sans fond"), hintTextTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("an infinite Bomb Bag", /*german*/"eine unendliche Bombentasche", /*french*/"un Sac de Bombe sans fond"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("an infinite Bullet Bag", /*german*/"eine unendliche Samentasche", /*french*/"un Sac de Graine sans fond"), hintTextTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("an infinite Bullet Bag", /*german*/"eine unendliche Samentasche", /*french*/"un Sac de Graine sans fond"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Sticks", /*german*/"unendliche Deku-Stäbe", /*french*/"des Bâtons Mojo illimités"), hintTextTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Sticks", /*german*/"unendliche Deku-Stäbe", /*french*/"des Bâtons Mojo illimités"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Nuts", /*german*/"unendliche Deku-Nüsse", /*french*/"des Noix Mojo illimitées"), hintTextTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Nuts", /*german*/"unendliche Deku-Nüsse", /*french*/"des Noix Mojo illimitées"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("unlimited Magic", /*german*/"unendliche Magie", /*french*/"de la Magie infinie"), hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("unlimited Magic", /*german*/"unendliche Magie", /*french*/"de la Magie infinie"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("infinite Bombchus", /*german*/"unendliche Krabbelminen", /*french*/"des Missiles Teigneux illimités"), hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("infinite Bombchus", /*german*/"unendliche Krabbelminen", /*french*/"des Missiles Teigneux illimités"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("an infinite Wallet", /*german*/"eine unendliche Geldbörse", /*french*/"une Bourse sans fond"), hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("an infinite Wallet", /*german*/"eine unendliche Geldbörse", /*french*/"une Bourse sans fond"));
{
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
}, {
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
hintTextTable[RHT_EPONA] = HintText(CustomMessage("Epona", /*german*/"Epona", /*french*/"Epona"), hintTextTable[RHT_EPONA] = HintText(CustomMessage("Epona", /*german*/"Epona", /*french*/"Epona"),
// /*spanish*/a Epona // /*spanish*/a Epona

View file

@ -835,7 +835,7 @@ void CreateGanondorfJoke() {
void CreateGanondorfHint() { void CreateGanondorfHint() {
auto ctx = Rando::Context::GetInstance(); auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_GANONDORF_HINT) && !ctx->GetHint(RH_GANONDORF_HINT)->IsEnabled()) { if (ctx->GetOption(RSK_GANONDORF_HINT) && !ctx->GetHint(RH_GANONDORF_HINT)->IsEnabled()) {
if (ctx->GetOption(RSK_SHUFFLE_MASTER_SWORD)) { if (ctx->GetOption(RSK_SHUFFLE_MASTER_SWORD) && ctx->GetOption(RSK_STARTING_MASTER_SWORD).Is(RO_GENERIC_OFF)) {
CreateStaticItemHint( CreateStaticItemHint(
RH_GANONDORF_HINT, RH_GANONDORF_HINT,
{ RHT_GANONDORF_HINT_LA_ONLY, RHT_GANONDORF_HINT_MS_ONLY, RHT_GANONDORF_HINT_LA_AND_MS }, { RHT_GANONDORF_HINT_LA_ONLY, RHT_GANONDORF_HINT_MS_ONLY, RHT_GANONDORF_HINT_LA_AND_MS },

View file

@ -759,7 +759,7 @@ void InitTrickNames() {
trickNameTable[RG_RECOVERY_HEART] = { trickNameTable[RG_RECOVERY_HEART] = {
Text{ "Love", "Bisou", "Te amo" }, Text{ "Love", "Bisou", "Te amo" },
Text{ "Life", "Vie", "vida" }, Text{ "Life", "Vie", "vida" },
Text{ "HP", "VP", "VP" }, Text{ "HP", "PV", "VP" },
}; };
trickNameTable[RG_GREEN_RUPEE] = { trickNameTable[RG_GREEN_RUPEE] = {
Text{ "False Greg", "Faux Greg", "Falso Greg" }, Text{ "One Ruby", "Un rubis", "Un rubí" }, Text{ "False Greg", "Faux Greg", "Falso Greg" }, Text{ "One Ruby", "Un rubis", "Un rubí" },
@ -779,15 +779,15 @@ void InitTrickNames() {
Text{ "Rupee (20)", "Rubis (20)", "Peso hyliano" }, Text{ "Rupee (20)", "Rubis (20)", "Peso hyliano" },
}; };
trickNameTable[RG_PURPLE_RUPEE] = { trickNameTable[RG_PURPLE_RUPEE] = {
Text{ "Purpee", "pourbi", "morupiua" }, Text{ "Purpee", "Pourbi", "morupiua" },
Text{ "Fifty Rubies", "cinquante rubis", "Cincuenta rubíes" }, Text{ "Fifty Rubies", "Cinquante rubis", "Cincuenta rubíes" },
Text{ "Rupoor (50)", "Roupir (50)", "Rupobre (50)" }, Text{ "Rupoor (50)", "Roupir (50)", "Rupobre (50)" },
Text{ "Fifty Rupees", "Cinquante rubis", "Balboa hyliano" }, Text{ "Fifty Rupees", "Cinquante rubis", "Balboa hyliano" },
Text{ "Rupee (50)", "Rubis (50)", "Peso hyliano" }, Text{ "Rupee (50)", "Rubis (50)", "Peso hyliano" },
}; };
trickNameTable[RG_HUGE_RUPEE] = { trickNameTable[RG_HUGE_RUPEE] = {
Text{ "Hugo", "Or Rubi", "Oro Rubi" }, Text{ "Hugo", "Or Rubi", "Oro Rubi" },
Text{ "Two Hundred Rubies", "deux cents rubis", "Doscientos rubíes" }, Text{ "Two Hundred Rubies", "Deux cents rubis", "Doscientos rubíes" },
Text{ "Diamond", "Diamant", "Diamante" }, Text{ "Diamond", "Diamant", "Diamante" },
Text{ "Huge Ruby", "Énorme rubis", "Rubi gigante" }, Text{ "Huge Ruby", "Énorme rubis", "Rubi gigante" },
Text{ "Two Hundred Rupees", "Deux cent rubis", "Euro hyliano" }, Text{ "Two Hundred Rupees", "Deux cent rubis", "Euro hyliano" },
@ -806,53 +806,54 @@ void InitTrickNames() {
trickNameTable[RG_TRIFORCE_PIECE] = { trickNameTable[RG_TRIFORCE_PIECE] = {
Text{ "Piece of Cheese", "Morceau de Fromage", "Piece of Cheese" }, Text{ "Piece of Cheese", "Morceau de Fromage", "Piece of Cheese" },
Text{ "Triforce Shard", "Éclat de Triforce", "Triforce Shard" }, Text{ "Triforce Shard", "Éclat de Triforce", "Triforce Shard" },
Text{ "Shiny Rock", "Caiiloux Brillant", "Shiny Rock" }, Text{ "Shiny Rock", "Caillou Brillant", "Shiny Rock" },
}; };
// TODO_TRANSLATE
trickNameTable[RG_GOHMA_SOUL] = { trickNameTable[RG_GOHMA_SOUL] = {
Text{ "Spider Sense", "", "" }, Text{ "Spider Sense", "Sens de l'Araignée", "" },
Text{ "Deku Spirit", "", "" }, Text{ "Deku Spirit", "Parasite Mojo", "" },
Text{ "Ghost of Ghoma", "", "" }, Text{ "Ghost of Ghoma", "Fantôme de Gohma", "" },
}; };
trickNameTable[RG_KING_DODONGO_SOUL] = { trickNameTable[RG_KING_DODONGO_SOUL] = {
Text{ "Lizard Soul", "", "" }, Text{ "Lizard Soul", "Âme d'un Lézard", "" },
Text{ "Regal Remains", "", "" }, Text{ "Regal Remains", "Restes Délicieux", "" },
Text{ "Dodongo's Core", "", "" }, Text{ "Dodongo's Core", "Coeur de Dodongo", "" },
}; };
trickNameTable[RG_BARINADE_SOUL] = { trickNameTable[RG_BARINADE_SOUL] = {
Text{ "Parasitic Poltergeist", "", "" }, Text{ "Parasitic Poltergeist", "Poltergeist Parasite", "" },
Text{ "Jabu Insides", "", "" }, Text{ "Jabu Insides", "Entrailles de Jabu-Jabu", "" },
Text{ "Barinade Bacteria", "", "" }, Text{ "Barinade Bacteria", "Bactérie de Barinade", "" },
}; };
trickNameTable[RG_PHANTOM_GANON_SOUL] = { trickNameTable[RG_PHANTOM_GANON_SOUL] = {
Text{ "Bigger Poe", "", "" }, Text{ "Bigger Poe", "Âme Gigantesque", "" },
Text{ "Sacred Forest Pine Tree", "", "" }, Text{ "Sacred Forest Pine Tree", "Grande Perche du Bosquet Sacré", "" },
Text{ "Ganon's Phantom", "", "" }, Text{ "Ganon's Phantom", "Fantôme de Ganon", "" },
}; };
trickNameTable[RG_VOLVAGIA_SOUL] = { trickNameTable[RG_VOLVAGIA_SOUL] = {
Text{ "Dragon Roast", "", "" }, Text{ "Dragon Roast", "Friture du Dragon", "" },
Text{ "Hot n' Ready", "", "" }, Text{ "Hot n' Ready", "Sauce Barbecue", "" },
Text{ "Volvagia's Vitality", "", "" }, Text{ "Volvagia's Vitality", "Vitalité de Volcania", "" },
}; };
trickNameTable[RG_MORPHA_SOUL] = { trickNameTable[RG_MORPHA_SOUL] = {
Text{ "Dihydrogen Monoxide", "", "" }, Text{ "Dihydrogen Monoxide", "Monoxyde de Dihydrogène", "" },
Text{ "Morpha Molecules", "", "" }, Text{ "Morpha Molecules", "Molécule de Morpha", "" },
Text{ "Wet Stuff", "", "" }, Text{ "Wet Stuff", "Truc Mouillé", "" },
}; };
trickNameTable[RG_BONGO_BONGO_SOUL] = { trickNameTable[RG_BONGO_BONGO_SOUL] = {
Text{ "Shadow Soul", "", "" }, Text{ "Shadow Soul", "Âme de l'Ombre", "" },
Text{ "Dark Essence", "", "" }, Text{ "Dark Essence", "Essence Sombre", "" },
Text{ "Bongo Bongo's Bongo", "", "" }, Text{ "Bongo Bongo's Bongo", "Bongo de Bongo Bongo", "" },
}; };
trickNameTable[RG_TWINROVA_SOUL] = { trickNameTable[RG_TWINROVA_SOUL] = {
Text{ "Sandy Ashes", "", "" }, Text{ "Sandy Ashes", "Cendres des Vieilles", "" },
Text{ "Spiritual Spirit", "", "" }, Text{ "Spiritual Spirit", "Esprit Spirituel", "" },
Text{ "Twin Rovers", "", "" }, Text{ "Twin Rovers", "Duo Angélique", "" },
}; };
trickNameTable[RG_GANON_SOUL] = { trickNameTable[RG_GANON_SOUL] = {
Text{ "Pure Evil", "", "" }, Text{ "Pure Evil", "Mal Incarné", "" },
Text{ "Ganon's Ghost", "", "" }, Text{ "Ganon's Ghost", "Le Malin", "" },
Text{ "Pork", "", "" }, Text{ "Pork", "Porc", "" },
}; };
trickNameTable[RG_FISHING_POLE] = { trickNameTable[RG_FISHING_POLE] = {
@ -862,31 +863,31 @@ void InitTrickNames() {
}; };
trickNameTable[RG_OCARINA_A_BUTTON] = { trickNameTable[RG_OCARINA_A_BUTTON] = {
Text{ "Ocarina J Button", "", "" }, Text{ "Ocarina J Button", "Touche Ha de l'Ocarina", "" },
Text{ "Ocarina Ayy Button", "", "" }, Text{ "Ocarina Ayy Button", "Touche Ah de l'Ocarina", "" },
Text{ "Ocarina A Trigger", "", "" }, Text{ "Ocarina A Trigger", "Bumper A de l'Ocarina", "" },
}; };
trickNameTable[RG_OCARINA_C_UP_BUTTON] = { trickNameTable[RG_OCARINA_C_UP_BUTTON] = {
Text{ "Ocarina C North Button", "", "" }, Text{ "Ocarina C North Button", "Touche C Nord de l'Ocarina", "" },
Text{ "Ocarina C App Button", "", "" }, Text{ "Ocarina C App Button", "Touche C'est Haut de l'Ocarina", "" },
Text{ "Ocarina Sup Button", "", "" }, Text{ "Ocarina Sup Button", "Touche O de l'Ocarina", "" },
}; };
trickNameTable[RG_OCARINA_C_DOWN_BUTTON] = { trickNameTable[RG_OCARINA_C_DOWN_BUTTON] = {
Text{ "Ocarina C South Button", "", "" }, Text{ "Ocarina C South Button", "Touche C Sud de l'Ocarina", "" },
Text{ "Ocarina Z Down Button", "", "" }, Text{ "Ocarina Z Down Button", "Touche Z Bas de l'Ocarina", "" },
Text{ "Ocarina See Down Button", "", "" }, Text{ "Ocarina See Down Button", "Touche C'est Bas de l'Ocarina", "" },
Text{ "Ocarina C Dawn Button", "", "" }, Text{ "Ocarina C Dawn Button", "Touche Séba de l'Ocarina", "" },
}; };
trickNameTable[RG_OCARINA_C_LEFT_BUTTON] = { trickNameTable[RG_OCARINA_C_LEFT_BUTTON] = {
Text{ "Ocarina C West Button", "", "" }, Text{ "Ocarina C West Button", "Touche C Ouest de l'Ocarina", "" },
Text{ "Ocarina Sea Left Button", "", "" }, Text{ "Ocarina Sea Left Button", "Touche Cégoche de L'Ocarina", "" },
Text{ "Ocarina C Lift Button", "", "" }, Text{ "Ocarina C Lift Button", "Touche C'est Gauche de l'Ocarina", "" },
Text{ "Ocarina Rewind Button", "", "" }, Text{ "Ocarina Rewind Button", "Touche Rembobiner de l'Ocarina", "" },
}; };
trickNameTable[RG_OCARINA_C_RIGHT_BUTTON] = { trickNameTable[RG_OCARINA_C_RIGHT_BUTTON] = {
Text{ "Ocarina C East Button", "", "" }, Text{ "Ocarina C East Button", "Touche C Est de l'Ocarina", "" },
Text{ "Ocarina C Wright Button", "", "" }, Text{ "Ocarina C Wright Button", "Touche C'est Droite de l'Ocarina", "" },
Text{ "Overworld C Right Button", "", "" }, Text{ "Overworld C Right Button", "Trou Droit de l'Ocarina", "" },
}; };
/* /*

View file

@ -267,10 +267,10 @@ static void WriteAllLocations() {
switch (gSaveContext.language) { switch (gSaveContext.language) {
case 0: case 0:
default: default:
placedItemName = location->GetPlacedItemName().english; placedItemName = location->GetPlacedItemName().GetEnglish();
break; break;
case 2: case 2:
placedItemName = location->GetPlacedItemName().french; placedItemName = location->GetPlacedItemName().GetFrench();
break; break;
} }
@ -303,18 +303,18 @@ static void WriteAllLocations() {
["model"] = Rando::StaticData::RetrieveItem( ["model"] = Rando::StaticData::RetrieveItem(
ctx->overrides[location->GetRandomizerCheck()].LooksLike()) ctx->overrides[location->GetRandomizerCheck()].LooksLike())
.GetName() .GetName()
.english; .GetEnglish();
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()] jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().english; ["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetEnglish();
break; break;
case 2: case 2:
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()] jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["model"] = Rando::StaticData::RetrieveItem( ["model"] = Rando::StaticData::RetrieveItem(
ctx->overrides[location->GetRandomizerCheck()].LooksLike()) ctx->overrides[location->GetRandomizerCheck()].LooksLike())
.GetName() .GetName()
.french; .GetFrench();
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()] jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().french; ["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetFrench();
break; break;
} }
} }

View file

@ -35,8 +35,10 @@ extern "C" void EnKusa_RandomizerDraw(Actor* thisx, PlayState* play) {
if (grassActor->grassIdentity.randomizerCheck != RC_MAX && if (grassActor->grassIdentity.randomizerCheck != RC_MAX &&
Flags_GetRandomizerInf(grassActor->grassIdentity.randomizerInf) == 0) { Flags_GetRandomizerInf(grassActor->grassIdentity.randomizerInf) == 0) {
int csmc = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeAndTextureMatchContents"), CSMC_DISABLED); int csmc = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeAndTextureMatchContents"), CSMC_DISABLED);
int requiresStoneAgony = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeDependsStoneOfAgony"), 0);
if (csmc == CSMC_BOTH || csmc == CSMC_TEXTURE) { if ((csmc == CSMC_BOTH || csmc == CSMC_TEXTURE) &&
(!requiresStoneAgony || (requiresStoneAgony && CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY)))) {
auto itemEntry = Rando::Context::GetInstance()->GetFinalGIEntry(grassActor->grassIdentity.randomizerCheck, auto itemEntry = Rando::Context::GetInstance()->GetFinalGIEntry(grassActor->grassIdentity.randomizerCheck,
true, GI_NONE); true, GI_NONE);
GetItemCategory getItemCategory = itemEntry.getItemCategory; GetItemCategory getItemCategory = itemEntry.getItemCategory;

View file

@ -180,8 +180,6 @@ void Context::GenerateLocationPool() {
location.GetRandomizerCheck() == RC_HF_DEKU_SCRUB_GROTTO)) || location.GetRandomizerCheck() == RC_HF_DEKU_SCRUB_GROTTO)) ||
(location.GetRCType() == RCTYPE_ADULT_TRADE && mOptions[RSK_SHUFFLE_ADULT_TRADE].Is(RO_GENERIC_OFF)) || (location.GetRCType() == RCTYPE_ADULT_TRADE && mOptions[RSK_SHUFFLE_ADULT_TRADE].Is(RO_GENERIC_OFF)) ||
(location.GetRCType() == RCTYPE_COW && mOptions[RSK_SHUFFLE_COWS].Is(RO_GENERIC_OFF)) || (location.GetRCType() == RCTYPE_COW && mOptions[RSK_SHUFFLE_COWS].Is(RO_GENERIC_OFF)) ||
(location.GetRandomizerCheck() == RC_LH_HYRULE_LOACH &&
mOptions[RSK_FISHSANITY].IsNot(RO_FISHSANITY_HYRULE_LOACH)) ||
(location.GetRCType() == RCTYPE_FISH && !mFishsanity->GetFishLocationIncluded(&location)) || (location.GetRCType() == RCTYPE_FISH && !mFishsanity->GetFishLocationIncluded(&location)) ||
(location.GetRCType() == RCTYPE_POT && mOptions[RSK_SHUFFLE_POTS].Is(RO_SHUFFLE_POTS_OFF)) || (location.GetRCType() == RCTYPE_POT && mOptions[RSK_SHUFFLE_POTS].Is(RO_SHUFFLE_POTS_OFF)) ||
(location.GetRCType() == RCTYPE_GRASS && mOptions[RSK_SHUFFLE_GRASS].Is(RO_SHUFFLE_GRASS_OFF)) || (location.GetRCType() == RCTYPE_GRASS && mOptions[RSK_SHUFFLE_GRASS].Is(RO_SHUFFLE_GRASS_OFF)) ||

View file

@ -878,10 +878,10 @@ int EntranceShuffler::ShuffleAllEntrances() {
{ EntranceType::Dungeon, RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_OUTSIDE_TEMPLE } }, { EntranceType::Dungeon, RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_KAK_WELL, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, ENTR_BOTTOM_OF_THE_WELL_ENTRANCE }, { { EntranceType::Dungeon, RR_KAK_WELL, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, ENTR_BOTTOM_OF_THE_WELL_ENTRANCE },
{ EntranceType::Dungeon, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, RR_KAK_WELL, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BOTTOM_OF_THE_WELL } }, { EntranceType::Dungeon, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, RR_KAK_WELL, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BOTTOM_OF_THE_WELL } },
{ { EntranceType::Dungeon, RR_ZORAS_FOUNTAIN, RR_ICE_CAVERN_ENTRYWAY, ENTR_ICE_CAVERN_ENTRANCE }, { { EntranceType::Dungeon, RR_ZF_LEDGE, RR_ICE_CAVERN_ENTRYWAY, ENTR_ICE_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_ICE_CAVERN_ENTRYWAY, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_ICE_CAVERN } }, { EntranceType::Dungeon, RR_ICE_CAVERN_ENTRYWAY, RR_ZF_LEDGE, ENTR_ZORAS_FOUNTAIN_OUTSIDE_ICE_CAVERN } },
{ { EntranceType::Dungeon, RR_GERUDO_FORTRESS, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, ENTR_GERUDO_TRAINING_GROUND_ENTRANCE }, { { EntranceType::Dungeon, RR_GERUDO_FORTRESS, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, ENTR_GERUDO_TRAINING_GROUND_ENTRANCE },
{ EntranceType::Dungeon, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, RR_GERUDO_FORTRESS, ENTR_GERUDOS_FORTRESS_OUTSIDE_GERUDO_TRAINING_GROUND } }, { EntranceType::Dungeon, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, RR_GERUDO_FORTRESS, ENTR_GERUDOS_FORTRESS_OUTSIDE_GERUDO_TRAINING_GROUND } },
{ { EntranceType::GanonDungeon, RR_GANONS_CASTLE_LEDGE, RR_GANONS_CASTLE_ENTRYWAY, ENTR_INSIDE_GANONS_CASTLE_ENTRANCE }, { { EntranceType::GanonDungeon, RR_GANONS_CASTLE_LEDGE, RR_GANONS_CASTLE_ENTRYWAY, ENTR_INSIDE_GANONS_CASTLE_ENTRANCE },
{ EntranceType::GanonDungeon, RR_GANONS_CASTLE_ENTRYWAY, RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE, ENTR_CASTLE_GROUNDS_RAINBOW_BRIDGE_EXIT } }, { EntranceType::GanonDungeon, RR_GANONS_CASTLE_ENTRYWAY, RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE, ENTR_CASTLE_GROUNDS_RAINBOW_BRIDGE_EXIT } },

View file

@ -78,6 +78,9 @@ bool Fishsanity::GetFishLocationIncluded(Rando::Location* loc, FishsanityOptions
return false; return false;
} }
RandomizerCheck rc = loc->GetRandomizerCheck(); RandomizerCheck rc = loc->GetRandomizerCheck();
if (mode == RO_FISHSANITY_HYRULE_LOACH && rc != RC_LH_HYRULE_LOACH) {
return false;
}
// Are pond fish enabled, and is this a pond fish location? // Are pond fish enabled, and is this a pond fish location?
if (mode != RO_FISHSANITY_OVERWORLD && numFish > 0 && loc->GetScene() == SCENE_FISHING_POND && if (mode != RO_FISHSANITY_OVERWORLD && numFish > 0 && loc->GetScene() == SCENE_FISHING_POND &&
loc->GetActorID() == ACTOR_FISHING) { loc->GetActorID() == ACTOR_FISHING) {

Some files were not shown because too many files have changed in this diff Show more