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doing this so i can check diffs i make
todo: title_static, gameplay keep
…& darunia todo: test & disable darunia fix cvar for ntsc
…n a different file anyway)
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Depends on: |
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I did a quick sanity check on this, mostly seems to work great! One issue I found is that if you have a PAL and NTSC OTR loaded and change from a PAL Language to an NTSC language on the options screen, the game will crash. Everywhere else it seems to be fine. |
Oh awesome, thanks! Good to know about options screen, don't think I would have thought to test there, will get a fix for that as soon as i can! |
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Nice! Just as a heads up as well, PR #5198 includes a way to load Vanilla messages into a CustomMessage in CustomMessageManager.cpp, so if that gets merged first you may need to make some edits in there for that to work properly with NTSC. Sorry in advance if that causes any headaches, I'm willing to help out if there's anything I can do there. Currently the only place that gets used is Skulltula Tokens with No Skulltula Freeze on so it's niche for the moment. |
Archez
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I appreciate the various cleanups you did in some spots!
Haven't played it yet to see how it all works, but for the most part the code looks good and not as intrusive as I thought it would have been.
soh/src/overlays/gamestates/ovl_file_choose/z_file_nameset_NES.c
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Archez
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Approving the current changes as they are. Merge ready pending the ZAPD submodule update to point to upstream.
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Worth commenting for traceability, but this PR does include a couple extra things beyond NTSC support:
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Supports all N64 NTSC Versions
A few small todos that dont need to be addressed in this PR, mostly being translations or tts related.
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