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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

@ -7,7 +7,7 @@
#include <ultra64.h>
#include <global.h>
static void Opening_SetNextGameState(OpeningContext* this) {
void Opening_SetNextGameState(OpeningContext* this) {
gSaveContext.game_mode = 1;
this->state.running = false;
gSaveContext.link_age = 0;
@ -17,10 +17,10 @@ static void Opening_SetNextGameState(OpeningContext* this) {
SET_NEXT_GAMESTATE(&this->state, func_800BCA64, GlobalContext);
}
static void func_80803C5C(OpeningContext* this) {
void func_80803C5C(OpeningContext* this) {
}
static void Opening_Update(OpeningContext* this) {
void Opening_Update(OpeningContext* this) {
func_80095248(this->state.gfxCtx, 0, 0, 0);
Opening_SetNextGameState(this);
func_80803C5C(this);