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Add Dana's models to the game, add cosmetic customisation for keys and rename Bombchus in Logic #4311

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@Pepper0ni Pepper0ni commented Aug 27, 2024

KNOWN ISSUES:

  • Key customization only affects rando ATM, vanilla uses a separate draw function
  • Chest game isn't affected despite having files, probably because of the above.
  • The new implementation of colours means that, to get randomiser colors from before, they have to be set manually. This should be handled with a default selection similar to gamecube HUD, but I don't want to cause issues for Cosmetics Changes #4275 by doing this here.
  • keyring rings currently use grayscale colour as I couldn't get environment colour working yet, will poke it when I get the chance to see if it's a dumb issue on my end because...
  • I HAVE NO IDEA HOW THE GRAPHICS CODE WORKS, I made mistakes, PLEASE REVIEW THE DRAW FUNCTIONS.
  • Had to add a treasure chest keyring item, it has text that needs translating
  • Boss key and gem defaults do not match vanilla boss key as matching them is pointless while the lighting issues remain Issue with lighting replacement, no idea how to fix.

The new key customization system is that keys have 2 parts, a base and an icon/gem. Boss and Small keys have separate bases but share a gem/icon colour, and each dungeon has it's own setting for each. The old key colour switch mow toggles between vanilla and Dana models. All of this is hoped to work regardless of concept, but has implementation issues stated above.

Additionally, "Bombchus in Logic" is now "Bombchu Bag" in all context's, it is functionally identical, except that you never get 5 chus from progressive chus anymore, as that was lame and pointless complexity.

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@Pepe20129 Pepe20129 added the rando v3 Issues specifically targeting develop-rando label Sep 10, 2024
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Some general stuff, will playtest soon.
As an aside, we should also move the fishing pole gi drawing & triforce piece drawing with the rest of the stuff instead of being in src.

soh/soh/Enhancements/randomizer/draw.cpp Outdated Show resolved Hide resolved
soh/soh/Enhancements/randomizer/draw.cpp Show resolved Hide resolved
Comment on lines +155 to +162
std::string CvarValue[6] = {
"Forest",
"Fire",
"Water",
"Spirit",
"Shadow",
"Ganons",
};
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A little weird that here only the different parts are in the array instead of the whole cvar, should probably use the same for both, not really important which.

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I did this to avoid having an ever expanding mess of tables, but am not happy with this layout due to issues with CVAR_COSMETIC. The string manipulation needed here to make the cvars clean is obnoxious as the macro does not like me feeding in manipulated strings for whatever reason, so I am accepting a bad solution to see if better ones arrive or at the very least, to not get bogged down here.

@Pepper0ni Pepper0ni changed the base branch from develop-rando to develop October 10, 2024 20:56
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4 participants