* 60fps timers, poe, poe sisters,pehat(still rises too high and wobble when link struck is still too short, also the tail wobble when attacked is too quick)
* arg name changes
* 60fps fix save context minigame timers, nayruslove timer, navi timer
* fixing compile error, and using auto to reduce changees made for nayrus love
* removing comment
* Changed `Color_RGBA8_u32` struct.
* Removed one color class and a replaced it with the correct one.
* Fixed the color issue in GfxPrint
Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
Added the array gItemIconsGray that holds all grayed out icons.
Added the array gItemIconsCurrent that points to either the original or grayed out icons.
Gray icons are generate at game start.
Co-authored-by: DaMarkov <DaMarkovZED@gmail,com>
* Changed solution file so that GLidenN64 is also included as a project.
Set GLidenN64 as dependency of OOT.
* Added preliminary support for frame buffer emulation (FBE).
Added a text box and code the switch FBE on/off during gameplay.
* Added back a few vi* files from libultra.
Part of the implementation has already moved to ultra_reimplementation.cpp.
* Disabled the post-processing step in PreRender_Calc() to restore the pause menu.
* Moved the enable frame buffer emulation to pc_main, so that it can be deactivated without recompiling GLidenN64.
This will also make the updated GLidenN64 (with FBE) compatible with the old OOT (FBE disabled).
* Renamed func_80095248().
* Moved code from io/vi*.c into ultra_reimplementation.cpp.
And other code cleanup.
* Further cleanup. (idle.c, viconfig.c)
* Removed viconfig.c.
Changed the vi*.c files in libulta/io to the state they are in OOT master.
* Removed function from ultra_reimplementation.cpp that are not necessary.
* Reverted idle.c back to the state it's in master.
Further cleanup.
Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
Co-authored-by: DaMarkov <damarkov@gmail.com>
Also renamed ACTOR_FLAG_5 to ACTOR_FLAG_UNCULLED.
Introduced the compiler flag NO_CULLING to disable culling.
This should ensure that all actors get rendered independent of the distance
to the camera.