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Bugfixes and New MM options (#187)
* bug fixing and MM options added the Majora's Mask bottles as an option along with the option to uncap the jumping velocity. added an option for the audio delay workaround and fixed errors for the camera debugger * removed zone.identifier * cleaned up and changed bottle textures to my own * deleted the zone identifier again why * cleanup and new bottle fill texture * finalized * whoopsie * my last commit frfr * fix --------- Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
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@@ -37,7 +37,7 @@
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// ``CAN_SHOW_CS_INFOS``
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#define SHOW_CS_INFOS false
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// ``IS_CS_CONTROL_ENABLED``
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#define ENABLE_CS_CONTROL false
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#define ENABLE_CS_CONTROL true
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// Allow skip on the title screen (if using ``ENABLE_CS_CONTROL``)
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// ``CS_CAN_SKIP_TITLE_SCREEN``
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@@ -12,6 +12,9 @@
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// Add a fix for the Stale Reference Manipulation glitch (OoT's Pandora's Box)
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#define FIX_SRM true
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// Delay the audio update by 3ms (causes the audio to go out intermittently)
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#define AUDIO_DELAY false
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/**
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* Enable mempak-related code
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*/
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@@ -26,6 +29,9 @@
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// Enables the beep sound at low health (vanilla behavior)
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#define ENABLE_LOW_HEALTH_BEEP true
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// Clamps the jumping velocity (setting to false uncaps the jump speed like in MM)
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#define CLAMPED_JUMP_VELOCITY true
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// Make the Bunny Hood Mask behave like in Majora's Mask where it increases Link's speed when equipped.
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#define MM_BUNNY_HOOD false
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#define MM_BUNNY_HOOD_SPEED 1.5f
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@@ -83,8 +89,9 @@
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* Enable Cutscene Improvements (from Majora's Mask)
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*
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* This includes actor cutscenes
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* (will cause softlocks!)
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*/
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#define ENABLE_CUTSCENE_IMPROVEMENTS true
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#define ENABLE_CUTSCENE_IMPROVEMENTS false
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/**
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* Enable MM Title Cards
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@@ -31,6 +31,9 @@
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// Enable or disable Link's LOD model (the low poly model)
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#define ENABLE_LINK_LOD false
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// Use the Majora's Mask Model for Bottles
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#define MM_BOTTLE_MODEL true
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// Disables AA (Improves console performance but causes visible seams between unconnected geometry).
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// #define DISABLE_AA false
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@@ -56,7 +59,7 @@
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* Use the button combo Z + R + D-Pad Up to toggle
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* Note: pre-rendered scenes with the fixed camera mode won't re-scale properly
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*/
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#define ENABLE_WIDESCREEN false
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#define ENABLE_WIDESCREEN true
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// Force widescreen mode regardless of SaveContext
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#define FORCE_WIDESCREEN false
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