* Mirror mode initial version
* Update mm/src/code/z_actor.c
Co-authored-by: Archez <Archez@users.noreply.github.com>
* mirror mode support for minimaps and dungeon pause map
* mirror mode support overworld pause map and song of soaring
* mirror mode support for various remaining things
* mirror mode support pause warp enhancement
* Add searchable menu item
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Co-authored-by: Archez <Archez@users.noreply.github.com>
Co-authored-by: Archez <archez39@me.com>
* use asset paths for better custom asset support
* fix keyframe animation timings
* display title cards as a full texture
* asset support for gfxprint
* support pause menu overworld map
* fix more resources that need to be loaded
* pr feedback
* Add Pause Owl Warp Enhancement
- **mm/2s2h/BenGui/BenMenuBar.cpp**: Updated menu to include new enhancement options.
- **mm/2s2h/Enhancements/Enhancements.cpp**: Registered the new Pause Owl Warp enhancement.
- **mm/2s2h/Enhancements/Enhancements.h**: Declared functions for the new enhancement.
- **mm/2s2h/Enhancements/Songs/PauseOwlWarp.cpp**: Implemented the Pause Owl Warp functionality.
- **mm/2s2h/Enhancements/Songs/PauseOwlWarp.h**: Header file for the Pause Owl Warp implementation.
- **mm/include/functions.h**: Added function declarations related to the new enhancement.
- **mm/src/overlays/kaleido_scope/ovl_kaleido_map.c**: Modified to support the new enhancement.
- **mm/src/overlays/kaleido_scope/ovl_kaleido_scope_NES.c**: Modified to support the new enhancement.
* ran clang-format script
* Additional logic and bug fixes
* Fix PauseOwlWarp cursor logic triggering on dungeon map
-Added a check to ensure PauseOwlWarp's cursor logic is only triggered when not in a dungeon.
* Add Song of Soaring check
- To make it more in line with vanilla, you are now required to have the Song of Soaring to use this enhancement.
* bug fix and ran clang-format script
-My previous commit had a extra condition that wasn't needed that caused a bug where the world map points locations pointed to activated owl statues.
* added more checks
* Simplified complex conditional statements
* possibly fix macos build issue?
* index warping logic added
* implement feedback from Archez
* shot in the dark macos build fix?
* how bout now?
* revert back to previous commit
* if this fixed the macos build issue it'll be thanks to cclark25... let's pray
* add debugeditor check - thanks archez!
* Moved debugEditor check to prevent triggering ALL pauseOwlWarp logic. wtf was I thinking earlier
* Adds Dungeon Items to the Save Editor
* clang'd up
* Update mm/include/z64save.h
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Move a few static arrays
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Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* ADD: dirty simplier clock enhancement
* ADD: Crash timer + combobox
* ADD: Hook (not working yet)
* TWEAK: z_parameter formatting like original
* TWEAK: z_parameter formatting like original again
* TWEAK: z_parameter formatting like original part3
* TWEAK: Add back the gi in z_parameter
* TWEAK: recommendation + missing include
* Pointer to .
* Tweak include
* TWEAK: better naming for 24 hours texture name
* Tweak: line space
* TWEAK: Adressed review
* TWEAK: TwentyFourHours
* comma
* TWEAK: Accounted Reviews
* TWEAK: review enums
* ADD: Macro
* whitespace
* move macros and center clock text
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Co-authored-by: Adam Bird <archez39@me.com>
* Remove BenPort.h from functions.h
* use specific z64 includes
* free cam
* this -> thisx
* fl newline
* whitespace
* remove debugging stuff
* min and max cam heights. use correct func_800CBFA4 arg
* document and re-organise free cam
* fix linux building
* Custom Camera VB
* remove redundant section in header
* fix hook and re-organise menu
* Free Cam
* fix control flipping and some speed tweaks
* Fix Player flags not being reset
* Fix movement under roll: todo fix rotation under roll
* six degrees of freedom
* Multiple camera mode options, remove black bars, start with focal point by eye
* update free look
* cvar rename, menu disabling
* remove player state flag change
* renaming and remove some camera jumpiness
* remove scam comment
* remove port selection
* correct debugcam at initialised position
* fix focal point for non roll
* Fix interpolation crashes due to unclosed records
* rework en_mnk drawface to avoid return in open/close disps pair [still matching]
* fix placement of close_disps in en_osn draw
* replace returns with goto to follow other decomp patterns
* initial audio work
* Implements caching and fixes a ton of issues with audio
* Uses correct memory sizes in mixer.c
* Resets mixer values
* Actually correct dmem buff values in mixer.c
* Remove breakpoints
* Fix sequences not playing
* The forbidden type.
* Forbidden TYPES?!
* Thanks Louis
* Thanks Louis Part 2
* Fix garbled audio
* Fixed ADSR bugs
* Fixes ASAN crash in loading samples.
This code is causing the game to attempt to read sample data beyond the actual sample data.
* Comments out the sample clamping since we aren't affecting the rest of the calculations in the function.
* Fixes crashing while loading audio samples.
Additionally, lowers the log level for audio commands.
* Textbox SFX UB Fix
* Decreases priority of more debug messages
* Fixed a couple uintptr_t issues
* Adds context to Jack's hack of shortcutting later loading sequences.
* Audio corruption fix
* Few uintptr_t fixes
* Fix build on linux
* Fix build on mac
* call audio exit
* fix sfx in dialog
* unstub more audio funcs
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Co-authored-by: Random06457 <28494085+Random06457@users.noreply.github.com>
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
Co-authored-by: louis <35883445+louist103@users.noreply.github.com>
Co-authored-by: Adam Bird <archez39@me.com>
* Track LUS changes. So far implemented:
- Moving the big switch into unordered maps.
- Dynamically switching between different ucodes. So far tested switching between f3dex2 and s2dex.
* track LUS changes
* LUS Bump
* Changes for new LUS resources
* fix factory issues and bump modules
* add build version, custom assets folder, and fix extraction
* add missing custom assets
* fix build .h
* libzip in the workflows
* apt-deps
* Fixes to importers to work with upstream Resource Manager.
Also remove duplicated structs.
* Bump LUS
* bump LUS
* Bump LUS
* bump lus
* point back to louist103/mm
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Co-authored-by: Adam Bird <archez39@me.com>
* add actor reset func handling
* reset func for day transitions
* reset func for deku playground
* reset func for dog race
* reset func for grass
* reset func for goron shrine chandelier
* reset func for lost woods intro sparkles
* reset func for deku palace patrol guards
* reset func for dampe
* reset func for beaver race rings
* reset func for butler race doors
* reset funcs for deep sea python
* reset func for dogs
* reset func for deku curse mad scrubs
* reset func for keaton grass
* reset func for marine lab fish
* reset func for shooting gallery scrubs
* reset func for Stone Tower FloorSwitch
* reset func for ice platforms
* reset func for punchable pillar
* reset func for blue warps
* reset func for odolwa
* reset func for twinmold
* reset func for gyorg
* reset func for wart
* reset func for igos window
* reset func for majora
* reset func for snow head central pillar
* Initial. Only enough to get it running. Missing changes to effects and actors.
* Add frame interp calls to most files in `code`
* Fix bubbles (The ones that look like bubbles)
* Fix kankyo and takkuri.
* Fix obj_grass interpolation
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Co-authored-by: Garrett Cox <garrettjcox@gmail.com>