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The Second Quest status on the split mod PRs, tested today with The Second Quest 1.4.3 (romfs, the ExeFS IPS and the
So with the full mod, only #790 runs it; #835 neither breaks the game nor changes it when the mod brings its plugin. Not checked: the mod's own quests and the Master Sword behaviour MSFix changes. These runs show only that the mod loads and the game plays on the save. |
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@valentderah, the checks in Red today, one small PR each:
Older PRs, carried onto
With all of them in,
Each PR stands alone. The only interaction: after #861 and #865 are both in, |
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@valentderah, a reply to your review of the merge plan for the release after v0.3.11. You were right on every point; the plan below is corrected and, as of 2026-11-07, brought up to date with what went into
devand what changed on our PRs.Every point of your review holds after checking the code:
{"DYNAMIC_RES", "0", ...}as the default.summarise, oneFRAME_REmatch is one window, andpercentile()runs over those. 3cae2df fixed the bound count only.Merged into
devtask/playtime, e0f8121. GitHub shows the PR as closed because it went in through your branch.Thanks for all four.
Our open PRs
devdevmerged in (0dfaee5), mergeable. The Second Quest 1.4.3 runs with MSFix (7 hooks) on six saves, and with Link moving on five (runs, with movement). The plugin part waits for your comments on the step 2 design, #845; no code before them.devdev2327db9,achievements = 0by default (no thread, no files while off), a live value unlocks only on 3 reads in a row with the world loaded,mem_guest_readable,--probe-stats, one SARC and dictionary reader inromfs.c,menu_test_focusdocumented, the tab padding kept (the Russian label is shorter). Mergeable. Waiting for your re-review and the 1.2.1 run.mainmainresolved (60adfbd), mergeable. The 11 setup stringsmainadded (DLSS download, NSZ/XCZ files, no display) are translated into the seven new languages; the 44 menu stringsmainadded fall back to English there for now, as missing entries do inui_text.c. Still a draft. I can move it ontodevif you want it there.mainFound on 2026-11-06: HD pack above a content mod
With the HDPacks.com 4K pack and The Second Quest both on, in the default order (
4kTexturessorts first), the game crashes at start: a write to address 0 in main+0x1d4200. The Second Quest's HeapDef grows RSDB (9728 -> 16000 KiB) and UI (45688 -> 52000 KiB) for its own files. df9ba65 keeps those sizes when the content mod is above the pack; with the pack above it, the pack's table is still swapped for the game's own, so the mod's sizes are lost.Fix: #858, merged (da86c39). It reproduced on plain
devwith the pack and only the mod'sromfsfolder (no plugin needed). With the fix the pack's growth goes onto the mod's table and the save loads (0 validation errors). The pack alone and the mod alone behave as ondev.--selftest,--probe-cfgand--probe-modspass.Others' PRs, not ready by your rules
devnow.devnow.Closed: #595 (Breath of the Wild) on 2026-11-06. Merged since: #743, a83b3b8.
The
dev-next-releasebranch: only a reference forgit diff, as you said. We withdraw the fast-forward suggestion.#713 test results (merged)
Built on
deve0f8121.--selftest,--probe-cfgand--probe-modspass. Both runs used the Kakariko night save:dev.All reactions