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Releases: HackerN64/HackerOoT

HackerOoT - v2.0.1

26 Jul 18:37
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Hotfix for v2.0.0 issues with compression

HackerOoT - v2.0.0

21 Apr 15:34
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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 inside TitleSetup_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 the touch) 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 in src/code/rainbow.c for that, the colors are accessible from gRainbow.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) and CS_MOTION_BLUR_DISABLE(startFrame, endFrame) (and don't forget to add CS_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

21 Apr 15:04
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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