Improve encode_opus.py (Fixes #214)
DimFlashes option (Fixes #221)
Fix OpenGL ES support (Fixes #192)
Update README.md (#228)
Update README.md (#191)
skip definition of inline swap16() function in case a macro already exists (#175)
Update README.md
Update README.md
Update README.md
add LR cycle limit config (#172)
Can now assign items to L and R (#171)
Don't assume we can compile sse on non-windows
A few changes for MSYS2 (#164)
Change some numbers into joypad constants
override armor palette (#163)
Gamepad buttons can now be remapped
Update tcc and sdl to latest versions (#160)
Bottom part wasn't black in extend_y mode.
Fix so bomb gets drawn in widescreen (Fixes #159)
Fix medallion cast on the same frame as other things (#126)
Don't grab any absorbable under a rock with the hookshot (#126)
Don't grab fairys under a rock with the hookshot (#126)
Don't allow changing window scale when maximized (fixes #97)
Add support for PNG files to shader code
For TurnWhileDashing, fix speed after touching a staircase (Fixes #137)
Avoid calling ApplyLinksMovementToCamera twice per frame (#126)
Avoid invalid memory access when walking outside of map
Bug with conveyor belt and mirror (#126)
Variable was not cleared on save/load which affects bonk items (#126)
Error while running python scripts on Python 3.6.9 (Fixes #152)
Super Bomb not working (Fixes #154)
Remove argument to mosaic macros
Seems like msu_unk1 can be 0xf1...
Opus MSU support and MSU Deluxe support
Avoid including Windows.h in gl_core_3_1.h
Update README.md
Reduce texture size when EnhancedMode7 is disabled
Allow --config to be specified to switch config file
Forgot to change the forcedBlank memset
PPU now renders 256x224 instead of 512x448
PpuGetCurrentRenderScale shouldn't read from ppu->renderFlags
Improve README.md (#146)
Use --sprites-from-png to parse the images from png
functools.cache doesn't exist in Python3.8
Queued apu commands weren't properly saved in snapshot. (Fixes #138)
Link's shadow missing with magic cape in widescreen (Fixes #145)
Display tile indexes and palette names differently in sprites
Asset compiler now uses PNG-images as input
Add [Graphics].SoftwareRendering
Move .gitignore to /third_party/
Update readme compile instructions to be very explicit for noobs (#143)
Show a message box on errors in release mode on Windows.
Improve render perf by not locking the whole texture
Disabling EnhancedMode7 led to broken map rendering (Fixes #141)
Submodule got overwritten if using staircase when trapdoors opening (#126)
Fix messed up module index when using bottles in a transition (#126)
Fix VerifySnapshotsEq issue with hdma_table
Fix Heart dupe vanilla bug (#126)
Fix some clipping bugs that moved Link to impossible places (#126)
Fix so super bomb won't return to the player on screen change (#126)
Don't levitate across chasms with turbo (#126)
Clear Mosaic variable when loading a save (#126)
Avoid cape magic underflow if an anti-fairy consumes magic. (#126)
Using the Cane of Somaria might refund magic. (#126)
Cane of Somaria didn't reset a variable when out of magic (#126)
Decompile mismatch in LinkState_Recoil
Added switch build info into readme (#134)
Update Makefile and silence warnings (Fixes #136)
Reset Apu queue when loading snapshots (#125)
Add DisableFrameDelay in zelda3.ini
frameCtr needs to be incremented each frame
Improve performance when SDL volume is set to max
Remove an #ifdef from main.c and make it work with TCC again
add basic support for in-application volume adjustment (OS mixer or SDL mixer, depending on platform) (#131)
SDL_RenderPresent may not be called more than once per frame.
More fine grained audio locking (Fixes #132)
Added switch support (#133)
Change a lot of places to use the oam helpers
Use SetOamHelper0 to setup some OAM entries