OOT Not Enough Items Gamma version - #1
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Extended inventory system with 24 custom items from various Zelda games: - Roc's Feather/Cape, Deku Leaf, Gust Jar, Spinner - Fire/Ice/Light Rods, Cane of Somaria, Dominion Rod - Ball and Chain, Whip, Beetle, Shovel, Mogma Mitts - Bomb Arrows, Switch Hook, Time Gate - Hylia's Grace, Zonai Permafrost, Demise Destruction, Desire Sensor Features: - 2-page inventory system (Page 1: vanilla, Page 2: custom) - Full randomizer integration with custom draw functions - Anchor multiplayer sync support - Custom item pickup messages
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Fix Crash And Loop
Add Logic For Shovel AND BIG CLANG FORMATING
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Fix Logic Shovel And Add Logic Demise Destruction
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We now have both tower collapse corrected, and other potential softlocks and bugs that would occur from weird network timing causing an UNSET of values in the game with these fixes.
…decoupled (HarbourMasters#6721) Does some bookkeeping for shuffled spawns / warp songs / owl
ZFG thinks it makes more sense not requiring Claim Check, so add option
…sters#6694) Helps frustration trying to read hints faster without skipping
…arbourMasters#6736) The resolved replacement id (which can exceed 255) rode a single per-player seqToPlay slot, written at enqueue but consumed asynchronously on the audio thread; back-to-back starts and priority-queue promotions clobbered it. sSeqFlags[0x6F] was also indexed by raw id, reading out of bounds past the authentic range. - func_800F9280 resolves the replacement and packs the full 16-bit id into the 0x82/0x85 play command; the handler reads opArgs & 0xFFFF. Audio_QueueSeqCmd no longer pre-writes the shared slot. - SyncInitSeqPlayerInternal uses the command-carried id and bounds-checks it against the calloc'd sequence map (+0xF headroom for reserved-range skips). - Route sSeqFlags reads through a bounded Audio_GetSeqFlags helper. - Warn and skip gracefully past the 16-bit id limit. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add the sdl2-net dev package that was missing from the Fedora and macOS lists
…#6671) implement ItemUseAllowed
The audio thread will now self-pump every 5 ms in case the rendering loop takes too much time before waking up the audio thread, causing audio starvation. This is what was causing audio stutters/cuts during world loading. I had the issue constantly the first time I pressed start to get the game menu. To avoid issues, the first wakeup of the audio thread is behind a `primed` flag and will wait unconditionnally for the rendering loop to wake us up. This is to make sure the game has initialized properly and avoid a crash on boot.
…Masters#6569) under Graphical Restorations
…Items Brings the latest upstream/develop (tip 0e50839 + HarbourMasters#6743) into the NEI fork. 359 files auto-merged; 17 conflicts + 2 hidden semantic breaks resolved to keep NEI features while absorbing upstream changes: Conflicts: - customequipment.cpp: took upstream's hook-based rewrite (HarbourMasters#6708); re-applied NEI's TransformMasks guard inside the new VB_PLAYER_OVERRIDE_LIMB_DRAW(_PAUSE) and VB_DRAW_HOOKSHOT_TIP/CHAIN callbacks. - z_player.c / z_player_lib.c / z_arms_hook.c: kept NEI mods (Ivan/sm64 hover, spawn_boomerang_ivan, PakLoader, clawshot, hideMask/Gerudo) and grafted upstream's new VB hooks, mask draw guard, reticle 3-arg signature, sword/icetrap fixes. - code_800F9280.c: took upstream's 16-bit seqId packing in func_800F9280; kept NEI's Audio_PrimeMmSideChannel (now feeds upstream's path); flag consumed to avoid latch. - z64item.h: took upstream GID renumber (matches sDrawItemTable; NEI's GID_ROCS_* were unused). - OTRGlobals.cpp/.h, ResourceManagerHelpers.cpp, debugSaveEditor.cpp, SohMenuNetwork.cpp, CMakeLists.txt, GIVanillaBehavior.h, Anchor.cpp, ShuffleSpeak.cpp, market.cpp, GameInteractor_RawAction.cpp: unions / API migration (Fast3dGui, GetRawInstance), dropped upstream-deleted mods.h, kept NEI additions. Hidden semantic fixes: - z64player.h: re-added u8 ivanFloating (upstream HarbourMasters#6735 removed it; NEI uses it). - OTRGlobals.h cleanup fallout: restored transitive includes in NEI mod TUs (mm_asset_loader, mm_player_form, voice_pack, clm_behavior). NOTE: untested — needs manual compile. libultraship submodule advances to 1d982914 (run `git submodule update` + rebuild LUS). BlueFireArrows.cpp moved to Enhancements/Items/ (update VS project). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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I don't want to be rude, but it is easier said than done, there is not a magic button "build mobile version", ship is not made for android and even less for iOS, it is not planned and will not be planned |
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elifab15
Jul 7, 2026
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amalloggi
Jul 7, 2026
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i keep crashing when i use the pokeball |
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THIS IS NOT AN O2R MOD IS A CUSTOM BUILD
Tutorial at https://youtu.be/2hQOOmpHOZg
For ANDROID USERS USE THIS VERSION https://github.com/linkzenic/Shipwright-Android
It is not supported by me
You need a MM.o2r from 2ship2harkinian for this to work
SCROLL DOWN FOR TUTORIAL OF HARPOON your folder should look like this: o2rs,, nei folder and harpoon folder same level as one of the following artifacts (it is an example)
extra_folders.zip
Build Artifacts