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6.0A feature for 6.0A feature for 6.0
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Bunch of notes whilst evaluating the codebase
- Convert T&S portals to have the indicator baked into the model itself. This means 1 less object per portal and the ability to have portals in places where there are chunk memes (Japes alcove)
- Bananaport
- Crown Pad
- Melon Crate
- Convert as many instance scripts as possible to have their dynamic changes baked into the script bytes rather than c code
- Can we get rid of the level modifier loaders?
- Can we remove the jank with having to load a DK Portal pre-emptively for LZR etc. Ideally id like to get rid of the concept of "call parent map filter" doing anything else aside from preventing crashes from the parent chain being too long
- Is there a better way to fix the rambi damage bug without having to have that constant check loop
- Can we fix the jank with Jetpac being constantly offered? There's naturally going to be some questions on how to do this effectively, but I feel like it should be a button to do so immediately rather than having to wait for the prompt or having to decline it every time you dont want to
- Do we need to prevent spiders dropping from silk still?
- Can we update the Kong color bitfield entry for Cranky/Candy etc as playable characters? Can we also fix that bug with bones being bad for splashing. Ares seems like a good way to test this without having to mess with N64 setups
- Can we update the Kong text names (Cranky/candy as pcs) without having to do in c?
- Write the credits during patching to remove a file load during init
- Can we write the music bank 0 storage addr outside of c?
- Char spawner flags for fairies should be doable in python now
- do we still need style6/2/128mtx?
- Style2Mtx is unused. 6/128 is used, but probably can be removed with some tweaking
- getcrownindex and getkeyindex should now be able to use in u8/short list
- Can patch/crate worlds be written during patching rather than c? This feels like an easy win
- Some of init item rando can be done in python
- Surely all of bootspeedup can be precalc'd?
- Can we get junk on crowns. I feel like if we can duplicate the actor and prop it should be doable
- AP transferitem should be able to be made generic enough to not need a huge switch case. Maybe we give AP the control of the giveitem args. Discuss with GB/Umed
- Can we make all pads work instantly once you get the item without having to manually pad refresh. Probably an instance script change
- Can we make the item spawning code more generic rather than having to repeat similar code 7 or 8 times?
- Can we get rid of item_db? The worst offender is GB checks not having a continuous flag pattern, but I feel like this might be solvable with a bitfield?
- Irondonk needs to be reworked or removed. It has so much code and jank tied to it for such an underused feature
- The whole text system with shops needs a rework
- Helm's "quick let's init everything" approach should be in python. Not C
- Auto turn keys shouldn't run on key acquisition. Instead we should modify the checks for the turn in flags to reference the key ids instead
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6.0A feature for 6.0A feature for 6.0