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Decompile a bunch of objects (#603)

* Mostly done but shifted

* still messed up

* Almost OK

* OBJECT_JYA_OBJ OK, OBJECT_GR OK

* Done

* Merge master and format

* Cleanup

* Cleanup 2

* Start object MB dont merge yet

* Object_MB OK

* Object_ydan_objects OK

* General 'ydan' actor cleanup

* Forgot some small things

* Object_EC OK

* add .gitkeep and run format

* Object_sd OK but no textures cause of a zap issue

* PR fixes

* Fix object_sd

* fix ydan

* delete .gitkeep files

* OBJECT_BOX as far as it can go with current ZAP

* Fix undefined_syms

* Start child link object

* Push progress, dont merge yet

* Object_mori_objects OK

* Fixed?

* Fix conflicts again

* Seems like i missed some textures

* Extract data for BgBombwall

* More field

* ZAP YEP 2.0

* Object_Box OK

* Object_SD ok.  Ready to merge

* remove ASM and merge master

* remove ASM

* remove files wrongfully added to docs/

* Almost done

* Change comment in z_player_lib.c

* forgot some DLists in player_lib.c

* Fix conflict, run format

* Same as before but this time with Tex and TLUT

* Last few things

* fix object_GR and add limbs to object_sd

* Nane -> Name

* gChildDekuShieldMtx is now a matrix and not a blob

* PR fixes (Fig)

* add a space for comment in z_player_lib.c

* re push and new lines

* PR fixes (AngheloAlf)

* PR fixes (Roman)

* Fix Heishi2

* PR fixes (Fig)

* Replace spacing in a file

* PR fixes (Roman)
This commit is contained in:
louist103 2021-05-26 18:59:21 -04:00 committed by GitHub
parent 36fead60a0
commit 201c9ec1cd
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GPG key ID: 4AEE18F83AFDEB23
72 changed files with 1499 additions and 1128 deletions

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@ -1,4 +1,5 @@
#include "z_en_fr.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#include "vt.h"
#define FLAGS 0x02000019
@ -51,8 +52,6 @@ void EnFr_SetIdle(EnFr* this, GlobalContext* globalCtx);
extern FlexSkeletonHeader D_0600B498; // Frog
extern AnimationHeader D_06001534; // Frog
extern SkeletonHeader D_050036F0; // Butterfly
extern AnimationHeader D_05002470; // Butterfly
extern AnimationHeader D_060007BC; // Frog Jumping
extern AnimationHeader D_060011C0; // Frog Landing
@ -161,8 +160,7 @@ static s16 sTimerFrogSong[] = {
40, 20, 15, 12, 12,
};
// static InitChainEntry sInitChain[]
InitChainEntry D_80A1D0BC[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
};
@ -278,13 +276,13 @@ void EnFr_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actor.flags &= ~0x10;
frogIndex = this->actor.params - 1;
sEnFrPointers.frogs[frogIndex] = this;
Actor_ProcessInitChain(&this->actor, D_80A1D0BC);
Actor_ProcessInitChain(&this->actor, sInitChain);
// frog
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600B498, &D_06001534, this->jointTable, this->morphTable,
24);
// butterfly
SkelAnime_Init(globalCtx, &this->skelAnimeButterfly, &D_050036F0, &D_05002470, this->jointTableButterfly,
this->morphTableButterfly, 8);
SkelAnime_Init(globalCtx, &this->skelAnimeButterfly, &gButterflySkel, &gButterflyAnim,
this->jointTableButterfly, this->morphTableButterfly, 8);
// When playing the song for the HP, the frog with the next note and the butterfly turns on its lightsource
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.home.pos.x, this->actor.home.pos.y,