Randomizer - Shuffle Roll (V2) - #17
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Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
…arbourMasters#7045) Also corrects clearing skybox context before Skybox_Setup
1. fix filtering trials hints when only 1-3 required 2. clearing names per iteration won't work with dual hints
…music packs) (HarbourMasters#6932) Root cause of three identical field crashes (audio thread, opcode fetch through a pointer with its low 32 bits overwritten, seconds after scene transitions): AudioHeap_AllocPermanent writes permanentCache[index] with index = permanentPool.count and no bound against the 32-entry array. In SoH every soundfont sync-load is forced permanent, and custom sequences whose SEQ.xml says CachePolicy="Temporary" ALSO allocate permanently (the factory stores the LUS enum where CACHE_TEMPORARY == 0, while AudioLoad_SyncLoad's switch reads 0 with the ROM convention 'permanent'). A pack with ~60 streamed customs plus vanilla fonts pushes count past 32 within a session, after which each allocation sprays a {ptr, size, tableType/id} triplet at 24-byte stride through gAudioContext - entry[135]'s ptr field lands exactly on seqPlayers[0].scriptState.pc and entry[156] on seqPlayers[1]'s (both verified against the crash-dump registers). - permanentCache raised 32 -> 512 (12 KB) and AllocPermanent refuses allocations past the array instead of corrupting memory. - Same unbounded-index disease fixed in the three sibling writers: AllocCached's persistent path (16-entry array; CACHE_EITHER degrades to temporary, hard persistent requests fail cleanly), AllocPersistentSampleCacheEntry, AllocTemporarySampleCacheEntry. - seqLoadStatus malloc sized for the full id space (sequenceMapSize + 0xF) matching sequenceMap; custom ids above sequenceMapSize previously overflowed the allocation by up to 15 bytes. Upstream SoH bugs, not branch-introduced - this branch's many-track packs merely made the overflow reachable in normal play. Standalone upstreamable fix.
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
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Add new setting randomizer "Shuffle Roll", shuffle ability do a roll for Link
Logic update for Tree and Break Crates
I am not against feedback or ideas for the custom model
And for All language Translation
And for logic
Roll item Model is compatible texture mod
List of things to finish :
Origin PR : HarbourMasters#5956
RollAnimation.mp4
Build Artifacts