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Add option to return to title screen from the pause screen after the save prompt.#2339

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Add option to return to title screen from the pause screen after the save prompt.#2339
owlisnotacat1 wants to merge 19 commits into
OoTRandomizer:Devfrom
owlisnotacat1:save-and-quit

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@owlisnotacat1

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this adds a configurable setting that can add the option to return to the title screen from the pause screen removing the need to press the reset button on the n64/wii or dying in game to reset the game.

@fenhl fenhl added Type: Enhancement New feature or request Component: ASM/C Changes some internals of the ASM/C libraries Status: Needs Review Someone should be looking at it Component: Setting specific to setting(s) Status: Needs Testing Probably should be tested Status: Under Consideration Developers are considering whether to accept or decline the feature described labels Dec 14, 2024
@r0bd0g

r0bd0g commented Dec 14, 2024

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I wanna know if you can use this to death hole wrong warp lol.

Comment thread ASM/c/kaleido_scope.h
Comment thread ASM/ootSymbols.ld Outdated
Comment thread ASM/c/kaleido_scope.c Outdated
@owlisnotacat1 owlisnotacat1 marked this pull request as draft December 17, 2024 20:19
@owlisnotacat1

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found that that the game fully crashes on wii if the player opens the pause screen

@owlisnotacat1

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99.9999% sure the code is safe on wii now

@owlisnotacat1 owlisnotacat1 marked this pull request as ready for review December 19, 2024 06:27
Comment thread ASM/c/kaleido_scope.h

#include "z64.h"

typedef signed char s8;

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Should probably just add a header that mimics ultratypes.h for these base types

Comment thread ASM/c/kaleido_scope.h
@@ -0,0 +1,73 @@
#pragma once

@rrealmuto rrealmuto Dec 19, 2024

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Does our compiler support #pragma once?

@flagrama flagrama Dec 19, 2024

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We use a modern version of gcc so it should. Whether we should mix that with headers already using header guards is another question though.

@fenhl fenhl removed the Status: Under Consideration Developers are considering whether to accept or decline the feature described label Dec 30, 2024
adrian govas and others added 3 commits February 17, 2026 19:06
@r0bd0g

r0bd0g commented Feb 18, 2026

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I've mentioned it before but I'm curious about new glitches being introduced, like for example how it enabled death hole wrong warp when a similar feature was added to the 3ds remake.
And if you're on VC I'm curious if this feature might crash in the same areas where dying and not continuing crashes. I think adult DMC is one place where this occurs if you'd like to compare dying/quitting with saving/quitting.

@owlisnotacat1

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I've mentioned it before but I'm curious about new glitches being introduced, like for example how it enabled death hole wrong warp when a similar feature was added to the 3ds remake. And if you're on VC I'm curious if this feature might crash in the same areas where dying and not continuing crashes. I think adult DMC is one place where this occurs if you'd like to compare dying/quitting with saving/quitting.

im curious too about the death hole wrong warp, maybe I could bug zfg to test that, as far as the crash I've never personally experienced one a on death save and quit on vc so I'm unsure of whether it crashes or not. but to be fair I don't really think it would be an issue since if you were to die instead of save and quit via the pause screen the crash would still happen anyways.

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Component: ASM/C Changes some internals of the ASM/C libraries Component: Setting specific to setting(s) Status: Needs Review Someone should be looking at it Status: Needs Testing Probably should be tested Type: Enhancement New feature or request

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5 participants