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oot/assets/xml/overlays/ovl_Boss_Ganon2.xml

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ovl_Boss_Ganon2 (2 nonmatching) (#874) * Match a few * Remove cast * BossGanon2_Destroy * Some struct layout * Missed one * Work on BossGanon2_Update * Oops missed another * Work on update more * Get it to compile * Work a bit on update * func_808FD27C * Cleanup a bit * Fix incompatible pointer type * Work more on update * Multiply * Fix janky cast regalloc * Remove some casts * Move switch case to right spot * Tiny regalloc * Fix stack * Try to fix jump table * Migrate bss * Make data match * Fix minor formatting * Another minor formatting * Replace hex with symbols * Do display lists * Vertices * jnt items init * Split gfx into separate file * func_808FCF40 * func_808FCF5C * func_808FD080 * func_808FD4D4 * func_808FF898 * func_808FFA24 * func_808FFAC8 * func_808FFBBC * func_808FFC84 * use unk_313 as a bool * func_808FFCFC * func_808FFDB0 * Add commented static * func_808FFEBC * func_808FFFE0 * func_809000A0 * Remove useless cast in func_809000A0 * Remove useless temp * Fix wrong branch * BossGanon2_Update * Fix implicit function declarations * Type D_8090EB2C to zelda pointer * Reorder include because why not * Deduplicate undefined syms * Add more to struct * Work on func_808FD5F4 * Major work on func_808FD5F4 * Get func_808FD5F4 to compile * Make unk_398 unsigned * Work on func_808FD5F4 * Progress * func_808FD210 * BossGanon2_Draw * Make it compile * Fix compiler warnings * Fix branches func_808FD5F4 * re-nonmatching func_808FD5F4 * stuff * fix math functions * clang format * more progress * Replace bit stuff with type * Merge master * Add possibly janky things and fix while loop * Why does this help * Chained assignment * Remove dubious thing * Reorder thing * Add possibly fake notices * Use true and false * Make func_808FD5F4 equivalent * Massage stack a little * func_80906AB0 * Correct texture params * Whitespace is good * Use decimal line numbers * func_809069F8 * Work on func_809060E8 * Make funny loop less funny * Float stuff * Remove useless cast * Merge upstream * Fix compiler error in nonmatchings * func_809060E8 * Change tex alloc to be full integer * Add unk_234 * Correct size of unk_2F4 * Make textures u64[] * Type textures to u64[] * func_80905DA8 * func_80905674 * Replace some pi * BossGanon2_PostLimbDraw2 * func_8090523C * func_80904FC8 * func_80904D88 * BossGanon2_PostLimbDraw * BossGanon2_OverrideLimbDraw * func_8090464C * func_80903F38 * Match func_80900890 * Move func_80906538 prototype * Work on func_80902348 * Match func_80902348 * Add fake warning to array thing * Work on func_8090120C * Remove useless var from func_8090120C * Work more on func_8090120C * Move case probably into place func_8090120C * Work on func_8090120C until 4914 * Add break to switch * Pass player to startPlayerCutscene * Work more on func_8090120C * Work on func_80902524 * Move function prototype * Match func_80902524 * Clean up sfx ids in func_808FD5F4 * Correct SFX_FLAG in func_8090120C * Match func_8090120C * Match func_80904340 * Change tex to u8[] * Cleanup func_808FD5F4 a bit * Clean up another inequality func_808FD5F4 * Match func_80904108 * Cleanup for PR * Cleanup for PR part 2 * Cleanup data a bit and start on func_80906538 * Basically match func_80906538 * Match func_80906538 * Rename tex to shadowTexture * Work on func_809034E4 a bit * replace 255 with 0xFF for texture * Correct NON_MATCHING guard * Make func_809034E4 equivalent and not ugly! * Reuse i in func_809034E4 * Minor cleanup in func_809034E4 * Remove unused asm * Static all the data * Switch to using assets xml for overlay graphics :) * Remove now unused undefined syms * Rename pad to D_809071FC * Some cleanup * Cleanup and name more stuff * Name BossGanon2_DrawShadowTexture * Rename to sZelda * Correct array in func_809034E4.s * Start using proper symbols for assets * Add morre undefined syms comments * Cleanup a bit * Cleanup a bit more * Use THIS in limb functions * Update comments * Use define for actor id * Remove unnecessary padding in struct * Rename rand_float to randFloat * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Various minor suggestions * Replace shadowTexture with void* wherever possible * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Do multiply * Name some variables from debug prints * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Use ARRAY_COUNT(sParticles) everywhere * Put data and bss in _data.c * Remove unecessary @bug s * Minor suggestions * Why are there so many timers Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2021-08-06 18:30:31 +00:00
<Root>
<File Name="ovl_Boss_Ganon2">
<Texture Name="gGanonLightOrbTex" OutName="ganon_light_orb" Format="i8" Width="64" Height="64" Offset="0x0"/>
<DList Name="gGanonLightOrbMaterialDL" Offset="0x1040"/>
<DList Name="gGanonLightOrbModelDL" Offset="0x10B0"/>
<DList Name="gGanonShadowMaterialDL" Offset="0x1108"/>
<DList Name="gGanonShadowModelDL" Offset="0x1128"/>
<Texture Name="gGanonSwordTrailTex" OutName="ganon_sword_trail" Format="i8" Width="32" Height="32" Offset="0x1158"/>
<Texture Name="gGanonSwordTrailMaskTex" OutName="ganon_sword_trail_mask" Format="i4" Width="32" Height="32" Offset="0x1558"/>
<Array Name="gGanonSwordTrailVtx" Count="22" Offset="0x1758">
<Vtx/>
</Array>
<DList Name="gGanonSwordTrailDL" Offset="0x18B8"/>
<Texture Name="gGanonTriforceTex" OutName="ganon_triforce" Format="i8" Width="64" Height="64" Offset="0x19D0"/>
<DList Name="gGanonTriforceDL" Offset="0x2A10"/>
<Texture Name="gGanonLightningTex" OutName="ganon_lightning" Format="i4" Width="32" Height="160" Offset="0x2A90"/>
<DList Name="gGanonLightningDL" Offset="0x34D0"/> <!-- Original name might be "efc_fg2_thunder1_modelT" -->
<Texture Name="gGanonFireRingTex" OutName="ganon_fire_ring" Format="i8" Width="32" Height="64" Offset="0x3558"/>
<DList Name="gGanonFireRingDL" Offset="0x3EF8"/> <!-- Original name is "ganon_fire_modelT" -->
<Texture Name="gGanonZeldaMagicTex" OutName="ganon_zelda_magic" Format="i8" Width="32" Height="64" Offset="0x4018"/>
<DList Name="gGanonZeldaMagicDL" Offset="0x4978"/> <!-- Original name is "efc_ganon2_hadou_modelT" ("wave motion; undulation; surge") -->
<Texture Name="gGanonMasterSwordShadowTex" OutName="ganon_master_sword_shadow" Format="i8" Width="32" Height="32" Offset="0x4A80"/>
<DList Name="gGanonMasterSwordShadowDL" Offset="0x4EC0"/> <!-- Original name is "master_sword_shadow_model" -->
<Texture Name="gGanonMasterSwordPommelTex" OutName="ganon_master_sword_pommel" Format="rgba16" Width="16" Height="16" Offset="0x4F40"/>
<Texture Name="gGanonMasterSwordGuardTex" OutName="ganon_master_sword_guard" Format="rgba16" Width="32" Height="32" Offset="0x5140"/>
<DList Name="gGanonMasterSwordDL" Offset="0x60E0"/> <!-- Original name is "master_gn2_swordB_model" -->
ovl_Boss_Ganon2 (2 nonmatching) (#874) * Match a few * Remove cast * BossGanon2_Destroy * Some struct layout * Missed one * Work on BossGanon2_Update * Oops missed another * Work on update more * Get it to compile * Work a bit on update * func_808FD27C * Cleanup a bit * Fix incompatible pointer type * Work more on update * Multiply * Fix janky cast regalloc * Remove some casts * Move switch case to right spot * Tiny regalloc * Fix stack * Try to fix jump table * Migrate bss * Make data match * Fix minor formatting * Another minor formatting * Replace hex with symbols * Do display lists * Vertices * jnt items init * Split gfx into separate file * func_808FCF40 * func_808FCF5C * func_808FD080 * func_808FD4D4 * func_808FF898 * func_808FFA24 * func_808FFAC8 * func_808FFBBC * func_808FFC84 * use unk_313 as a bool * func_808FFCFC * func_808FFDB0 * Add commented static * func_808FFEBC * func_808FFFE0 * func_809000A0 * Remove useless cast in func_809000A0 * Remove useless temp * Fix wrong branch * BossGanon2_Update * Fix implicit function declarations * Type D_8090EB2C to zelda pointer * Reorder include because why not * Deduplicate undefined syms * Add more to struct * Work on func_808FD5F4 * Major work on func_808FD5F4 * Get func_808FD5F4 to compile * Make unk_398 unsigned * Work on func_808FD5F4 * Progress * func_808FD210 * BossGanon2_Draw * Make it compile * Fix compiler warnings * Fix branches func_808FD5F4 * re-nonmatching func_808FD5F4 * stuff * fix math functions * clang format * more progress * Replace bit stuff with type * Merge master * Add possibly janky things and fix while loop * Why does this help * Chained assignment * Remove dubious thing * Reorder thing * Add possibly fake notices * Use true and false * Make func_808FD5F4 equivalent * Massage stack a little * func_80906AB0 * Correct texture params * Whitespace is good * Use decimal line numbers * func_809069F8 * Work on func_809060E8 * Make funny loop less funny * Float stuff * Remove useless cast * Merge upstream * Fix compiler error in nonmatchings * func_809060E8 * Change tex alloc to be full integer * Add unk_234 * Correct size of unk_2F4 * Make textures u64[] * Type textures to u64[] * func_80905DA8 * func_80905674 * Replace some pi * BossGanon2_PostLimbDraw2 * func_8090523C * func_80904FC8 * func_80904D88 * BossGanon2_PostLimbDraw * BossGanon2_OverrideLimbDraw * func_8090464C * func_80903F38 * Match func_80900890 * Move func_80906538 prototype * Work on func_80902348 * Match func_80902348 * Add fake warning to array thing * Work on func_8090120C * Remove useless var from func_8090120C * Work more on func_8090120C * Move case probably into place func_8090120C * Work on func_8090120C until 4914 * Add break to switch * Pass player to startPlayerCutscene * Work more on func_8090120C * Work on func_80902524 * Move function prototype * Match func_80902524 * Clean up sfx ids in func_808FD5F4 * Correct SFX_FLAG in func_8090120C * Match func_8090120C * Match func_80904340 * Change tex to u8[] * Cleanup func_808FD5F4 a bit * Clean up another inequality func_808FD5F4 * Match func_80904108 * Cleanup for PR * Cleanup for PR part 2 * Cleanup data a bit and start on func_80906538 * Basically match func_80906538 * Match func_80906538 * Rename tex to shadowTexture * Work on func_809034E4 a bit * replace 255 with 0xFF for texture * Correct NON_MATCHING guard * Make func_809034E4 equivalent and not ugly! * Reuse i in func_809034E4 * Minor cleanup in func_809034E4 * Remove unused asm * Static all the data * Switch to using assets xml for overlay graphics :) * Remove now unused undefined syms * Rename pad to D_809071FC * Some cleanup * Cleanup and name more stuff * Name BossGanon2_DrawShadowTexture * Rename to sZelda * Correct array in func_809034E4.s * Start using proper symbols for assets * Add morre undefined syms comments * Cleanup a bit * Cleanup a bit more * Use THIS in limb functions * Update comments * Use define for actor id * Remove unnecessary padding in struct * Rename rand_float to randFloat * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Various minor suggestions * Replace shadowTexture with void* wherever possible * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Do multiply * Name some variables from debug prints * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Use ARRAY_COUNT(sParticles) everywhere * Put data and bss in _data.c * Remove unecessary @bug s * Minor suggestions * Why are there so many timers Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2021-08-06 18:30:31 +00:00
</File>
</Root>