Releases: HackerN64/HackerOoT
Releases · HackerN64/HackerOoT
HackerOoT - v2.0.1
HackerOoT - v2.0.0
Welcome to the newest version of HackerOoT!
Changelog:
- every feature from config files were implemented again
- much better readability
- HackerOoT is now its own OoT version (like
gc-eu-mq-dbg
for instance) though this will need a small change to make it prettier - like decomp now the output will be located in the build folder (currently
build/hacker-mq/oot-hacker-mq.z64
) - now you can toggle HackerOoT features, so basically choosing one of the vanilla versions will disable HackerOoT
- new safeguards to improve readability
- some of the current features were improved, for instance now everything related to
BOOT_
defines are implemented insideTitleSetup_SetupTitleScreen()
- probably other stuff I forgot to mention (like more push block speed implementations, I did it for milk crates and the moving wall from forest temple)
- Ares GDB is implemented (.vscode is not commited but there's templates in
docs/vscode.md
) - Now you need to supply your own
common-key.bin
file instead of generating one automatically when creating wads - also one important change I forgot to mention, now every config defines are defined and you toggle them with true/false instead of commenting it
- now you can run
make patch
to generate a BPS patch (not compatible with the compressed rom yet) - now compressed rom have the algorithms in the output name (example:
hackeroot-mq-compressed-aplib.z64
), and thetouch
) command is used to update z_std_dma.c and the spec file, only when compressing - F3DEX3 has been introduced! when running
setup
it will extract the F3DEX2 binaries from the baserom and apply a BPS patch on it to get the F3DEX3 binaries (another reason why I had to introduce flips), this branch has the required changes and some of the recommendations, I don't understand a lot this so I'll leave the rest of the implementation to someone else - I moved installation instructions outside the main readme
- I added a "contributors" list in the readme, with every person who got a merged commit here
- I added links to the tools we introduced to HackerOoT (gzinject, F3DEX3, z64compress and Flips in this branch)
- autodetect the compiler to use, modern sdk is now the recommended one
- disable disabling no syncs in texture loads (it seems it's causing more issues than it should currently)
- enable map select by default
- rainbow colors! to use them you can either use the global variable
gRainbow
or create your own, there's documentation insrc/code/rainbow.c
for that, the colors are accessible fromgRainbow.color.[r | g | b]
- motion blur! now you can use MM's motion blur in cutscenes, for now you can't really use that from fast64 (soon™) but it's accessible from
CS_MOTION_BLUR_ENABLE(startFrame, endFrame, alpha)
andCS_MOTION_BLUR_DISABLE(startFrame, endFrame)
(and don't forget to addCS_MOTION_BLUR_LIST(entries)
before the previous commands) - COOL BUILD OUTPUT WITH THE BLINKING MESSAGE SAYING THE BUILD IS A SUCCESS :Pog: sorry this is really cool
HackerOoT - v1.0.0
This is the current state of HackerOoT before the develop/2.0
branch, it's using the older build system. This version is not recommended unless you need an older codebase for some reasons.
NOTE: while most of the features are working some are unfinished on this version and/or aren't working properly, more updates may come in the future to improve that but this isn't a priority.
Features
Gameplay:
- fix for annoying/way too much powerful glitches (mostly softlocks and crashes)
- increase dialog print speed
- increase block push speed
- toggle for the low health sound
- fast bunnyhood behavior from MM
- toggle for quick text
- split farore's wind points between ages
- toggle for the anti-aliasing filter that applies on the pause menu background (disabling this is recommended)
- toggle for Gold Skulltula Token freezing the player
- toggle to show the Gold Skulltula Token count in the textbox
- Widescreen mode
- N64 color mode
- interface rupee color based on wallet tier (MM behavior)
- skip N64 logo
- use MM N64 logo logic
- automatic GI object allocation
Debug:
- toggles for every debug feature from the debug version of OoT
- deterministic build
- boot to scene/file select/map select
- map select on file 1
- boot entrance/age/cutscene/time/player name