diff --git a/.gitignore b/.gitignore index 7feccf1fe..037399cfc 100644 --- a/.gitignore +++ b/.gitignore @@ -2,6 +2,7 @@ __pycache__/ .pyc .DS_Store +.cache/* # Text editor remnants .vscode/* diff --git a/README.md b/README.md index ea1ad76a2..50982be53 100644 --- a/README.md +++ b/README.md @@ -34,16 +34,16 @@ You can verify you have dumped a supported copy of the game by using the compati * You should see a notification saying `Processing OTR`, then, once the process is complete, you should get a notification saying `OTR Successfully Generated`, then the game should start. #### Nintendo Switch -* Run one of the PC releases to generate an `oot.otr` and/or `oot-mq.otr` file. After launching the game on PC, you will be able to find these files in the same directory as `soh.exe` or `soh.appimage`. On macOS, these files can be found in `/Users//Library/Application Support/com.shipofharkinian.soh/` +* Run one of the PC releases to generate an `oot.o2r` and/or `oot-mq.o2r` file. After launching the game on PC, you will be able to find these files in the same directory as `soh.exe` or `soh.appimage`. On macOS, these files can be found in `/Users//Library/Application Support/com.shipofharkinian.soh/` * Copy the files to your sd card ``` sdcard └── switch └── soh - ├── oot-mq.otr - ├── oot.otr + ├── oot-mq.o2r + ├── oot.o2r ├── soh.nro - └── soh.otr + └── soh.o2r ``` * Launch via Atmosphere's `Game+R` launcher method. @@ -74,7 +74,7 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun! # Project Overview Ship of Harkinian (SOH) is built atop a custom library dubbed libultraship (LUS). Back in the N64 days, there was an SDK distributed to developers named libultra; LUS is designed to mimic the functionality of libultra on modern hardware. In addition, we are dependant on the source code provided by the OOT decompilation project. -In order for the game to function, you will require a **legally acquired** ROM for Ocarina of Time. Click [here](https://ship.equipment/) to check the compatibility of your specific rom. Any copyrighted assets are extracted from the ROM and reformatted as a .otr archive file which the code uses. +In order for the game to function, you will require a **legally acquired** ROM for Ocarina of Time. Click [here](https://ship.equipment/) to check the compatibility of your specific rom. Any copyrighted assets are extracted from the ROM and reformatted as a .o2r archive file which the code uses. ### Graphics Backends Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (MacOS). You can change which API to use in the `Settings` menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the `shipofharkinian.json` file by finding the line `gfxbackend:""` and changing the value to `sdl` for OpenGL. DirectX 11 is the default on Windows. diff --git a/docs/BUILDING.md b/docs/BUILDING.md index 72a1863b0..20d5556f5 100644 --- a/docs/BUILDING.md +++ b/docs/BUILDING.md @@ -22,7 +22,7 @@ It is recommended that you install Python and Git standalone, the install proces _Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule update --init`` after cloning to pull in the libultraship submodule!_ -2. After setup and initial build, use the built-in OTR extraction to make your oot.otr/oot-mq.otr files. +2. After setup and initial build, use the built-in OTR extraction to make your oot.o2r/oot-mq.o2r files. _Note: Instructions assume using powershell_ ```powershell @@ -34,7 +34,7 @@ cd Shipwright # Add `-DSUPPRESS_WARNINGS=0` to prevent suppression of warnings from LUS and decomp (src) files. set to 1 to re-enable suppression & 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v143 -A x64 -# Generate soh.otr +# Generate soh.o2r & 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target GenerateSohOtr # Compile project @@ -204,7 +204,7 @@ git submodule update --init # Add `-DPython3_EXECUTABLE=$(which python3)` if you are using non-standard Python installations such as PyEnv cmake -H. -Bbuild-cmake -GNinja -# Generate soh.otr +# Generate soh.o2r cmake --build build-cmake --target GenerateSohOtr # Compile the project @@ -261,7 +261,7 @@ brew install sdl2 libpng glew ninja cmake tinyxml2 nlohmann-json libzip # Add `-DSUPPRESS_WARNINGS=0` to prevent suppression of warnings from LUS and decomp (src) files. set to 1 to re-enable suppression cmake -H. -Bbuild-cmake -GNinja -# Generate soh.otr +# Generate soh.o2r cmake --build build-cmake --target GenerateSohOtr # Compile the project diff --git a/docs/CUSTOM_MUSIC.md b/docs/CUSTOM_MUSIC.md index f12ed0ecd..234955dbc 100644 --- a/docs/CUSTOM_MUSIC.md +++ b/docs/CUSTOM_MUSIC.md @@ -19,6 +19,6 @@ Once you have prepared your sequences folder: (*NOTE:* SoH can handle 1024 custom sequence in total. This includes the original music. Keep that in mind!) 1. Click the "Finalize OTR" text in the green footer. 1. Click "Generate OTR" and, using the file selection screen, save the file to the `mods` folder of your SoH installation. - - This `mods` folder should be in the same folder as your `oot.otr` file. + - This `mods` folder should be in the same folder as your `oot.o2r` file. Assuming you have done everything correctly, boot up SoH and select the SFX Editor from the enhancements dropdown menu. You should now be able to swap out any of the in game sequences/fanfares for the sequences added in your newly generated OTR file. If you have any trouble with this process, please reach out in the support section of the Discord. diff --git a/docs/VERSIONING.md b/docs/VERSIONING.md index d866997cc..2772df6ff 100644 --- a/docs/VERSIONING.md +++ b/docs/VERSIONING.md @@ -1,5 +1,5 @@ ## About Versions -The Ship of Harkinian's versioning system is a unique system, comprising of a three-numbered version (`x.y.z`) and a version codename. The main version number `x` signifies major feature updates that require a new `oot.otr` file. The version number `y` signifies major feature updates and bugfixes that do not require a new `oot.otr` file. The version number `z` signifies minor updates such as a collection of bugfixes. +The Ship of Harkinian's versioning system is a unique system, comprising of a three-numbered version (`x.y.z`) and a version codename. The main version number `x` signifies major feature updates that require a new `oot.o2r` file. The version number `y` signifies major feature updates and bugfixes that do not require a new `oot.o2r` file. The version number `z` signifies minor updates such as a collection of bugfixes. The version codename consists of a sci-fi film character followed by a phonetic alphabet code word. The film character represents a major release version which increments with the major `x` or `y` version bumps. The code word represents a minor release version which increments with the minor `z` version bump. diff --git a/soh/assets/soh_assets.h b/soh/assets/soh_assets.h index c0ec61420..120930659 100644 --- a/soh/assets/soh_assets.h +++ b/soh/assets/soh_assets.h @@ -3,7 +3,7 @@ #include "align_asset_macro.h" // This file is manually made -// When new assets are added to the soh.otr file +// When new assets are added to the soh.o2r file // We need to add the aligned version of the resource names here and use in code // On Mac, not using aligned resource names was causing crashes in release builds