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Big actor cleanup (fixed) (#69)

* Started doing cleanup

* did more work

* did more migration

* migrated more rodata and worked on some structs

* did more work

* Removal of ROOM field from initvars, some rodata migration, some string decompilation

* General update

* Decompiled vt strings

* Tool work

* Tool improvements

* 270 overlay rodata files remaining

* better float handling

* floats

* Many more floats

* migrated boss_mo

* assorted fixes

* Migrated 10

* tool improvements

* migrated 10

* 10 more

* 1 more

* did a few more

* fixes

* 10 more

* more floats

* Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed.

* removed changes made to script by accident

* migrated largest rodata - ovl_fishing

* Did some more

* 114 remaining

* 99 left !

* almost done migrating rodata

* did some more, done for tonight

* almost done, tried add support to the script for z_player

* All possible rodata migrated in actor overlays

* update

* removed static from all overlays, ran format.sh

* Removed unknown actor structs

* converted a few floats

* Added new lines to header files that were missing them. Removed unused asm files

* Removed unused asm files

* Formatting newlines

Further formatting

spacing

.float spacing

More space formatting

More spacing formatting

Removing .balign 4 after floats

Co-authored-by: Ethan Roseman <ethteck@gmail.com>
This commit is contained in:
Lucas Shaw 2020-04-14 11:16:34 -07:00 committed by GitHub
parent 5aef81071e
commit 045a92d7c3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10327 changed files with 33390 additions and 45661 deletions

View file

@ -1,17 +1,26 @@
/*
* File: z_bg_breakwall.c
* Overlay: Bg_Breakwall
* Description: Bombable Wall
*/
#include "z_bg_breakwall.h"
#define ROOM 0x00
#define FLAGS 0x00000010
void BgBreakwall_Init(BgBreakwall* this, GlobalContext* globalCtx);
void BgBreakwall_Destroy(BgBreakwall* this, GlobalContext* globalCtx);
void BgBreakwall_Update(BgBreakwall* this, GlobalContext* globalCtx);
void BgBreakwall_SetupAction(BgBreakwall* this, ActorFunc actionFunc);
void func_80870290(BgBreakwall* this, GlobalContext* globalCtx);
void func_80870394(BgBreakwall* this, GlobalContext* globalCtx);
void func_80870564(BgBreakwall* this, GlobalContext* globalCtx);
void func_808705D8(BgBreakwall* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Breakwall_InitVars = {
ACTOR_BG_BREAKWALL,
ACTORTYPE_BG,
ROOM,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(BgBreakwall),
@ -21,7 +30,7 @@ const ActorInit Bg_Breakwall_InitVars = {
NULL,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Breakwall/func_8086FBE0.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Breakwall/BgBreakwall_SetupAction.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Breakwall/BgBreakwall_Init.s")

View file

@ -5,8 +5,9 @@
#include <global.h>
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0xA4];
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ char unk_164[0x88];
/* 0x01EC */ ActorFunc actionFunc;
} BgBreakwall; // size = 0x01F0
extern const ActorInit Bg_Breakwall_InitVars;