Merge to upstream 9.0.0#14
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Dire-Tomatoes wants to merge 873 commits intoHarbourMasters:developfrom
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Invisible buttons needed unique IDs
* fix big poe logic * oops
…d rename Bombchus in Logic (HarbourMasters#4311) * initial implementation of new models * fix typo * Add smaller skeleton key model and try to fix windows build * stupid windows, you made me look bad! * make DrawBombchuBag function work * small cleanups * OOGGA BOOGA BOO * fix post merge leftovers * post merge fix * Added Big Key Lighting override to show vanilla lighting when unchanged * rename CustomdLists into customIconDLs * post merge fixes * fix some tooltip issues * post merge cleanup and some small menu changes * post merge fix * post merge fix * add new boss soul model, colours broken * update boss soul model for env support * Add dungeon customise buttons to cosmetic editor * fix mac build? * keys don't support alpha * fix submodules * ring now draws * fix keyring colours * Add bombchu Bag RG, fix boss soul skull colour * address reviews
* First pass for first 8 bosses * Finish all souls
* Rename Business Scrub functions/flags from decomp * Update XML references
…asters#4884) * Fix fairies spawning without playing song * Better if statement
* Fix and tweak boss soul skeleton patterns * slow down morpha tex scroll * extern c * lower kotake a little
…on (HarbourMasters#4895) * Added vs code build tasks * Fix typo in BUILDING.md regarding CMake Tools plugin * Add "Build All" task to VS Code configuration
* Cosmetics Editor Tweaks * More work on keys
* Make spoiler entrancesMap use the same names and display scheme as the entrance tracker. * Use `Entry` in place of grotto `Exit` and interior `Outside`.
There were some tricks missing, using loop makes one less place to update when adding tricks
It initialized an array with a size, which pre-filled it all with nullptrs, and then used push_back on top of that. So it was a bunch of nullptrs followed by the actual option pointers. Fixed by calling reserve instead of constructing with a size, so it reserves the memory it needs without actually filling the vector with nullptrs, so push_back properly starts from the beginning.
* start moving towards just using `ShipDeviceIndex::SDLGamepad` * rename `ShipDeviceIndex` to `ShipDeviceType` * all sdl mappings are always `ShipDeviceType::SDLGamepad` * create new `physicaldevice` directory where the new stuff can live * `ConnectedPhysicalDeviceManager` * start to not need index mapping manager * somes fixes and stuff * remove more shipdeviceindex stuff * more removing and what not * axis thresholds * rename some stuff and remove device icons * back to all stuff visible * show connected device names * bring in mouse color from lus input editor window * lus * remove * more stuff * more lus * basic filtering * update lus * upstream LUS * make `Controller_ShouldRumble` make sense
1. pragma in cpp 2. missing return 3. unnecessary function call 4. remove impossible null check
* Use textures for boss souls in item tracker * Fix builds
* Fix various HBA issues * forgot to save * cleanup to address review
* copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * copy n64 ntsc 1.2 to gc nmq ntsc and add rom info * extractor working for ntsc gc u * Extraction Works * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * ovl asset fixes * final font diff * change the correct ovl file choose xml * copy asset files for jp * JP Working * Copy jp and us xmls to mq * MQ Working * quicktext more closely aligned with decomp * add versions to mq switch * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64 * add shasum hashes * Bump submodules back to upstream
* Fix messages crashing when no ntsc game is loaded * rename func
* Calculate accessible checks and show them in the check tracker. * Added added DoorUnlocked checks to the Fire Temple doors. This is needed when calculating Accessible checks while playing and using small keys. Otherwise checks will appear unaccessible because Keys have been used. * Changed RecalculateAccessibleChecks to use the logic ReachabilitySearch. * Reverted DoorUnlocked changes. * Added recalculate_accessible_checks debug console command. * Skip CanBuy check when calculating accessible checks, it spoils that some items can't be bought with the current wallet. * Set RAND_INF_ZELDAS_LETTER. * Don't add locations to the pool when calculating accessible checks. * Save and Load randomizer trick options. * Get the number of used small keys. * Added check if bean was planted. * Show number of Accessible checks in each Area. * Accounted for missing RG_POCKET_CUCCO in logic HasItem and ApplyItemEffect. * Show accessible checks via an icon. * Check shop price against current wallet. * Recalculate Accessible Checks in CheckTrackerLoadGame instead of LoadFile. * RecalculateAccessibleChecks on save. * Don't unset Zelda's Letter. * Added Only Show Available Checks checkbox. * Rename Accessible Checks to Available Checks. * Added option to Enable Available Checks. * Remove debug console to recalculate available checks, this can now be done by toggling Enable Available Checks in the settings. * Remove extra requiredTrial. * Default "Hide unshuffled shop item checks" unchecked. * Updated GetSmallKeyCount to return int8_t. * Default AmmoDrop to true until the setting is implemented. * Fixed Sleeping Waterfall timesaver. * Updated Only Show Available Checks to let Show Hidden Items reveal hidden available checks. * Revert "Don't unset Zelda's Letter." This reverts commit 4b59039. * Set RAND_INF_ZELDAS_LETTER. * Revert "Fixed Sleeping Waterfall timesaver." This reverts commit 9b62fd5. * Added isMagicAcquired to Logic::HasItem. * GetDungeonSmallKeyDoors return static emptyVector. * Comment out AmmoCanDrop in ResetLogic. * Added location_access CanBuy todo. * Reverted Get and Set SmallKeyCount to use uint8_t and handled -1 keys. * Added todo for MQ Water GetUsedSmallKeyCount.
* Lock mask select behind letter in rando * change to rand inf
* Use GetDungeonFromScene. * Remove SceneToDungeon map.
* Fix issue where random and clear seed buttons overlap text input. * Fix issue where item scale is incorrectly disabled. On fresh json, there was a mismatch on the defaults where SGIA_JUNK was default for the actual combobx but SGIA_DISABLED, was used as the default when the CVar was checked in the scale slider's PreFunc.
* Fix Names On Custom Message * Display Blank Name * format
* Rename a few more entrances to better match interior contents, and a lot of check names to match their grotto names. * Undo debug commit. Now it's just text changes.
Adds -std=gnu17 -Wno-int-conversion -Wno-implicit-int to the NintendoSwitch C compiler flags for compatibility with devkitpro's newer GCC toolchain.
Points libultraship at Dire-Tomatoes/libultraship-switch-9.0.0.
Extracts the build-switch job into generate-switch-builds.yml to avoid recurring merge conflicts when syncing with upstream Shipwright.
Blair Alfa # Conflicts: # .github/workflows/generate-builds.yml # libultraship
The old image (20240120) shipped SDL 2.0.14 which lacks SDL_GameControllerHasRumble (needs 2.0.18+). The 20241023 image provides SDL 2.28.5 and GCC 14.2.0 while keeping compatible portlibs for the CI-built libzip and nlohmann-json.
LUS 9.0.0 requires libzip (find_package(libzip REQUIRED) in libultraship/src/CMakeLists.txt). The Switch CI OTR generation job only installs from apt-deps.txt which was missing this dep.
This reverts commit d0b44d5.
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Switch is my preferred way to play SoH, so I wanted to try to help bring it back up to date. For now, I tried only to bring it to the 9.0.0.
These are the pulled changes from upstream to get to that point
I made a build and did some light testing. https://github.com/Dire-Tomatoes/Shipwright-Switch-9.0.0/releases/tag/9.0.0
This should not be merged until LUS is merged
I am a developer, but I do not usually work with C++. I used AI for explaining existing code to me, as well as polishing and reviewing what I wrote. With that said, I welcome all feedback including if this is even the way to begin contributing :)
Thanks for SoH and all the other great work