* German translation cleanup
- German ice trap names and code for it to show up. Changed the order of translations to english/french/german to make it consistent with item_list.cpp.
- German shops as those are now complete.
- German translation for ingame fileselect rando menu.
- Added function to mark an item as plural. This is necessary to have proper grammar in most german sentences. If an item has a € at the end of it and the sentence it get's inserted into has |singular|plural| forms defined, the singular part get's removed.
- Added the plural markers & |singular|plural| parts to the entire german script where it was necessary.
- Fixed grammar, typos, inconsistencies and now everything uses official Zelda-game names.
- Fixed vanilla/master quest map text
* ice trap fix
accidentally commented out french twice instead of spanish. fixed.
* German Randomizer
Some fix for Schicksal
* Fix number 2
Fix number 2 for Schicksal
* Update soh/soh/Enhancements/custom-message/CustomMessageManager.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* clang format
---------
Co-authored-by: amafresh <arminamayeh@gmail.com>
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* Japanese translation for Better Debug Warp Screen
* Incorporate fixes by balloondude2 (except Shield/Treasure Chest Grave inconsistencies which I'm unsure how to handle that)
* Localize "Scene Selection" header for each language
* Added/Restored the ability to render Hiragana characters using GFXP_HIRAGANA macro
* Added/Restored the option to automatically boot into Debug Warp Screen
* clang-formated
* Added a new hook and moved Boot To Debug Warp Screen to it
* clang
* Added DebugEnabled to initFunc's CVar list. This should prevent Debug Warp from being triggered when Boot to Debug Warp option is enabled but Debug Mode option is disabled.
* No longer hijacks CustomLogoTitle
* Disable "Boot Sequence" dropdown when Boot to Debug Warp Screen is enabled
* rando: always spawn guard behind gate (also fix gaurd typos)
someone had seed where they had card so couldn't be caught to pass gate in reverse wasteland
* move guard spawn logic to hook
* Change region scene from string to sceneid
* Deduce `timePass` from scene
* Deduce `areas` from scene where possible
No possible for `RR_CASTLE_GROUNDS` & "link's pocket" areas
* Update zoras_fountain.cpp
* Applied clang format
* Address review
* Address review
* Clang format
* Fix pseudo regions
* Format
* Address review
* Address review