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oot/assets/xml/overlays/ovl_En_Jsjutan.xml

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ovl_En_Jsjutan with 1 non_matching (#713) * Init Signed-off-by: angie <angheloalf95@gmail.com> * destroy and non_matching update Signed-off-by: angie <angheloalf95@gmail.com> * declare externs to data Signed-off-by: angie <angheloalf95@gmail.com> * nonmatching draw Signed-off-by: angie <angheloalf95@gmail.com> * everything is a disaster Signed-off-by: angie <angheloalf95@gmail.com> * import bss Signed-off-by: angie <angheloalf95@gmail.com> * first step to extract data Signed-off-by: angie <angheloalf95@gmail.com> * import data Signed-off-by: angie <angheloalf95@gmail.com> * func_80A89860 Signed-off-by: angie <angheloalf95@gmail.com> * draw Signed-off-by: angie <angheloalf95@gmail.com> * func_80A89A6C is crap Signed-off-by: angie <angheloalf95@gmail.com> * EnJsjutan_Update Signed-off-by: angie <angheloalf95@gmail.com> * change some hexs into decs Signed-off-by: angie <angheloalf95@gmail.com> * convert hexs of D_80A8AA98 into decimals and run format.sh Signed-off-by: angie <angheloalf95@gmail.com> * move data to its own file Signed-off-by: angie <angheloalf95@gmail.com> * this function is nightmare Signed-off-by: angie <angheloalf95@gmail.com> * i'm really trying Signed-off-by: angie <angheloalf95@gmail.com> * i think i am finally doing it Signed-off-by: angie <angheloalf95@gmail.com> * move the temps to where they are used Signed-off-by: angie <angheloalf95@gmail.com> * rename distance Signed-off-by: Angie <angheloalf95@gmail.com> * rename a few variables Signed-off-by: Angie <angheloalf95@gmail.com> * unclamp stuff :s Signed-off-by: Angie <angheloalf95@gmail.com> * i tried to see if i'm going better that older way Signed-off-by: Angie <angheloalf95@gmail.com> * moving stuff around Signed-off-by: Angie <angheloalf95@gmail.com> * this is the third try Signed-off-by: angie <angheloalf95@gmail.com> * changing bit by bit Signed-off-by: angie <angheloalf95@gmail.com> * step by step Signed-off-by: angie <angheloalf95@gmail.com> * more stuff Signed-off-by: angie <angheloalf95@gmail.com> * slow Signed-off-by: angie <angheloalf95@gmail.com> * a few small changes Signed-off-by: angie <angheloalf95@gmail.com> * go back to second try Signed-off-by: Angie <angheloalf95@gmail.com> * changing a s8 to u8 made a bigger difference than expected Signed-off-by: Angie <angheloalf95@gmail.com> * i am slowly doing it Signed-off-by: Angie <angheloalf95@gmail.com> * some problems are so dumb Signed-off-by: Angie <angheloalf95@gmail.com> * it is improving slowly again Signed-off-by: Angie <angheloalf95@gmail.com> * erase the old tries Signed-off-by: Angie <angheloalf95@gmail.com> * remove four variables Signed-off-by: Angie <angheloalf95@gmail.com> * fix the missing instructions at the end Signed-off-by: angie <angheloalf95@gmail.com> * theres only regalloc problems left Signed-off-by: angie <angheloalf95@gmail.com> * fix stack Signed-off-by: angie <angheloalf95@gmail.com> * add ifdef non_matching Signed-off-by: Angie <angheloalf95@gmail.com> * i'm getting desesperate Signed-off-by: Angie <angheloalf95@gmail.com> * Remove unnecessary casts Signed-off-by: Angie <angheloalf95@gmail.com> * random stuff that improves codegen Signed-off-by: angie <angheloalf95@gmail.com> * dumb is dumb Signed-off-by: angie <angheloalf95@gmail.com> * erase stuff Signed-off-by: angie <angheloalf95@gmail.com> * add some comments Signed-off-by: Angie <angheloalf95@gmail.com> * use bomb_explosion param and add some comments Signed-off-by: angie <angheloalf95@gmail.com> * add a few comments in about stuff Signed-off-by: Angie <angheloalf95@gmail.com> * extract carpet's texture instead of hardcode it Signed-off-by: Angie <angheloalf95@gmail.com> * set segment 128 in the xml Signed-off-by: Angie <angheloalf95@gmail.com> * Add baseaddress, which fixes dlist in xml Signed-off-by: Angie <angheloalf95@gmail.com> * fix the second dlist Signed-off-by: Angie <angheloalf95@gmail.com> * compiler complain that the symbol doesn't exists Signed-off-by: angie <angheloalf95@gmail.com> * last cleanup Signed-off-by: angie <angheloalf95@gmail.com> * format and delete unused asm Signed-off-by: angie <angheloalf95@gmail.com> * Cleanup and add a few comments Signed-off-by: Angie <angheloalf95@gmail.com> * add non matching to spec Signed-off-by: angie <angheloalf95@gmail.com> * update xml and add a note to future people Signed-off-by: angie <angheloalf95@gmail.com> * Finally remove z_en_jsjutan_data.c Signed-off-by: angie <angheloalf95@gmail.com> * Rename extracted variables Signed-off-by: angie <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.h Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2021-03-28 02:47:25 +00:00
<Root>
<File Name="ovl_En_Jsjutan" BaseAddress="0x80A897A0" RangeStart="0x12F8" RangeEnd="0x4C88" Segment="128">
<!-- D_80A8AA98. Carpet texture. -->
<Texture Name="gJsjutanCarpetTex" OutName="carpet" Format="rgb5a1" Width="32" Height="64" Offset="0x12F8"/>
<!-- D_80A8BA98. Carpet's shadow vertices. Same vertex type as gJsjutanShadowEvenVtx. Used when gameplayFrames is odd. -->
<Array Name="gJsjutanShadowOddVtx" Count="144" Offset="0x22F8">
<Vtx/>
</Array>
<!-- D_80A8C398. Carpet's shadow vertices. Same vertex type as gJsjutanShadowOddVtx. Used when gameplayFrames is even. -->
<Array Name="gJsjutanShadowEvenVtx" Count="144" Offset="0x2BF8">
<Vtx/>
</Array>
<!-- D_80A8CC98. Carpet vertices. Same vertex type as gJsjutanCarpetEvenVtx. Used when gameplayFrames is odd. -->
<Array Name="gJsjutanCarpetOddVtx" Count="144" Offset="0x34F8">
<Vtx/>
</Array>
<!-- D_80A8E610. Variable declared in `.bss` of EnJsjutan. Used by gJsjutanShadowVisualDL -->
<Symbol Name="gJsjutanShadowTex" Type="u8" TypeSize="1" Count="0x800" Offset="0x4E70"/>
ovl_En_Jsjutan with 1 non_matching (#713) * Init Signed-off-by: angie <angheloalf95@gmail.com> * destroy and non_matching update Signed-off-by: angie <angheloalf95@gmail.com> * declare externs to data Signed-off-by: angie <angheloalf95@gmail.com> * nonmatching draw Signed-off-by: angie <angheloalf95@gmail.com> * everything is a disaster Signed-off-by: angie <angheloalf95@gmail.com> * import bss Signed-off-by: angie <angheloalf95@gmail.com> * first step to extract data Signed-off-by: angie <angheloalf95@gmail.com> * import data Signed-off-by: angie <angheloalf95@gmail.com> * func_80A89860 Signed-off-by: angie <angheloalf95@gmail.com> * draw Signed-off-by: angie <angheloalf95@gmail.com> * func_80A89A6C is crap Signed-off-by: angie <angheloalf95@gmail.com> * EnJsjutan_Update Signed-off-by: angie <angheloalf95@gmail.com> * change some hexs into decs Signed-off-by: angie <angheloalf95@gmail.com> * convert hexs of D_80A8AA98 into decimals and run format.sh Signed-off-by: angie <angheloalf95@gmail.com> * move data to its own file Signed-off-by: angie <angheloalf95@gmail.com> * this function is nightmare Signed-off-by: angie <angheloalf95@gmail.com> * i'm really trying Signed-off-by: angie <angheloalf95@gmail.com> * i think i am finally doing it Signed-off-by: angie <angheloalf95@gmail.com> * move the temps to where they are used Signed-off-by: angie <angheloalf95@gmail.com> * rename distance Signed-off-by: Angie <angheloalf95@gmail.com> * rename a few variables Signed-off-by: Angie <angheloalf95@gmail.com> * unclamp stuff :s Signed-off-by: Angie <angheloalf95@gmail.com> * i tried to see if i'm going better that older way Signed-off-by: Angie <angheloalf95@gmail.com> * moving stuff around Signed-off-by: Angie <angheloalf95@gmail.com> * this is the third try Signed-off-by: angie <angheloalf95@gmail.com> * changing bit by bit Signed-off-by: angie <angheloalf95@gmail.com> * step by step Signed-off-by: angie <angheloalf95@gmail.com> * more stuff Signed-off-by: angie <angheloalf95@gmail.com> * slow Signed-off-by: angie <angheloalf95@gmail.com> * a few small changes Signed-off-by: angie <angheloalf95@gmail.com> * go back to second try Signed-off-by: Angie <angheloalf95@gmail.com> * changing a s8 to u8 made a bigger difference than expected Signed-off-by: Angie <angheloalf95@gmail.com> * i am slowly doing it Signed-off-by: Angie <angheloalf95@gmail.com> * some problems are so dumb Signed-off-by: Angie <angheloalf95@gmail.com> * it is improving slowly again Signed-off-by: Angie <angheloalf95@gmail.com> * erase the old tries Signed-off-by: Angie <angheloalf95@gmail.com> * remove four variables Signed-off-by: Angie <angheloalf95@gmail.com> * fix the missing instructions at the end Signed-off-by: angie <angheloalf95@gmail.com> * theres only regalloc problems left Signed-off-by: angie <angheloalf95@gmail.com> * fix stack Signed-off-by: angie <angheloalf95@gmail.com> * add ifdef non_matching Signed-off-by: Angie <angheloalf95@gmail.com> * i'm getting desesperate Signed-off-by: Angie <angheloalf95@gmail.com> * Remove unnecessary casts Signed-off-by: Angie <angheloalf95@gmail.com> * random stuff that improves codegen Signed-off-by: angie <angheloalf95@gmail.com> * dumb is dumb Signed-off-by: angie <angheloalf95@gmail.com> * erase stuff Signed-off-by: angie <angheloalf95@gmail.com> * add some comments Signed-off-by: Angie <angheloalf95@gmail.com> * use bomb_explosion param and add some comments Signed-off-by: angie <angheloalf95@gmail.com> * add a few comments in about stuff Signed-off-by: Angie <angheloalf95@gmail.com> * extract carpet's texture instead of hardcode it Signed-off-by: Angie <angheloalf95@gmail.com> * set segment 128 in the xml Signed-off-by: Angie <angheloalf95@gmail.com> * Add baseaddress, which fixes dlist in xml Signed-off-by: Angie <angheloalf95@gmail.com> * fix the second dlist Signed-off-by: Angie <angheloalf95@gmail.com> * compiler complain that the symbol doesn't exists Signed-off-by: angie <angheloalf95@gmail.com> * last cleanup Signed-off-by: angie <angheloalf95@gmail.com> * format and delete unused asm Signed-off-by: angie <angheloalf95@gmail.com> * Cleanup and add a few comments Signed-off-by: Angie <angheloalf95@gmail.com> * add non matching to spec Signed-off-by: angie <angheloalf95@gmail.com> * update xml and add a note to future people Signed-off-by: angie <angheloalf95@gmail.com> * Finally remove z_en_jsjutan_data.c Signed-off-by: angie <angheloalf95@gmail.com> * Rename extracted variables Signed-off-by: angie <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.h Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2021-03-28 02:47:25 +00:00
<!-- D_80A8D598. Draws the carpet's texture. -->
<DList Name="gJsjutanCarpetVisualDL" Offset="0x3DF8"/>
<!-- D_80A8D618. Draws the carpet's shadow texture. -->
<DList Name="gJsjutanShadowVisualDL" Offset="0x3E78"/>
<!-- D_80A8D688. Draws vertexs in segment 0x0C. -->
<DList Name="gJsjutanGeometryDL" Offset="0x3EE8"/>
<!-- D_80A8DAB8. Carpet vertices. Same vertex type as gJsjutanCarpetOddVtx. Used when gameplayFrames is even. -->
<Array Name="gJsjutanCarpetEvenVtx" Count="144" Offset="0x4318">
<Vtx/>
</Array>
<!-- D_80A8E400 -->
<Collision Name="gJsjutanCol" Offset="0x4C60"/>
</File>
</Root>