* A bit of cleanup on BGS hook
* Cleanup on a few more hooks, fix itemId ref
* Use direct pointer to params
* Revert item receive ID hook setup
* Remove callbacks from menu GUI
* Add comments explaining conditions of permanent loss methods
* Move custom skeletons hook to subfolder
* Clang format
* Shorten comment
* Remove unnecessary re-register function call
* Modularize equipment hand hooks
* Remove unnecessary include
* More efficient hammer hand hook
* More efficient equipment visible hook
* Add declarations of patching/resetting functions up front
* Remove forward declarations
* Make mod file self-contained
* Modularize Hurt Container mode hook
* Hook condition was wrong - fixed it
* Change type of hurtEnabled for clarity
* Change type back to bool
* Add VB hook
* Don't duplicate health capacity modifier calculation
* Add constants, replace magic numbers
* Clang format
* Publicize more health unit macros
* Make mod file self-contained
* Added new trick
Skip Dodongo Cavern by using Bombchus to light the eyes
* Update soh/soh/Enhancements/randomizer/location_access/dungeons/dodongos_cavern.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* Update soh/soh/Enhancements/randomizer/location_access/dungeons/dodongos_cavern.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
---------
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
This is far and away the proudest thing I have been apart of in the Zelda community. Thank you to everyone who either directly or indirectly contributed to this effort. If I forgot to co-author you and you were involved, know that I simply forgot but still appreciated your help! Also thank you to the literal tens of thousands of people who have played Anchor, providing feedback and bug reports. Super thrilled to finally have this merged into the main Ship of Harkinian experience.
Co-authored-by: mattman107 <65982675+mattman107@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: Malkierian <malkierian@gmail.com>
Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com>
Co-authored-by: PurpleHato <47987542+PurpleHato@users.noreply.github.com>
Co-authored-by: balloondude2 <55861555+balloondude2@users.noreply.github.com>
Co-authored-by: lilacLunatic <8488221+lilacLunatic@users.noreply.github.com>
Co-authored-by: Felix Lee <flee135@users.noreply.github.com>
Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com>
* Fix: ground jump for haunted wasteland GS is hard, & can't be done with hammer
Pulled this logic from zootr where sword is assumed, was not able to execute myself
* Pepper0ni took a stab at this, wasn't able to do it, but didn't feel it wasn't doable
* AGreenSpoon figured it out with BGS/hammer
* refactor shadow logic
* ground jump / hookshot extension
* with groundjump invisible spikes room can be cleared, collecting silver rupees with backwalked backflips with hover boots
* nb
* Autosave disabled when Ocarina of Time obtained but not Song of Time
* Add explanation comment
Added a condition to prevent autosaving between obtaining the Ocarina of Time and the Song of Time.
* Modularize colourized ToT Medallions hook
* Add overlooked reset of Forest Medallion colour
* Move asset variables to hook file
* Fix includes
* Remove forward declarations
* Use data structures to reduceboilerplate code
* Simplify data structures, reduce boilerplate even more
* Correct patchName2 checks
* Clang format
* Add brackets on if statements