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Decompile Gameplay_Keep and fix all existing decompiled objects (#595)
* First batch of files * Add missing folders back * Fix missing folders again * Finish fixing existing texture files * Gameplay_Keep XML finished * Most actor gameplay_keep undefined syms removed * Only ~200 gkeep symbols remain * All gkeep symbols that ZAP supports are fixed * Cleanup, and make gkeep names more accurate * Starting to figure out what some unknown blobs are, merge zeldaret in * fix a few more things * refactor gkeep * Change how gitkeep is handled * gkeep xml cleanup * Gkeep finished, now just waiting up ZAP updates * 100 link animations finished * 150 link animations finished * 200 link animations finished * 250 link animations finished * 350 link animations finished * 400 link animations finished * 450 link animations finished * 500 link animations finished * 550 link animations finished * All Link animations finished cannot build yet because ZAP doesn't have LinkAnimationHeader yet * xml changes for new zap stuff * finish gameplay_keep * fixing existing objects * ready for pr besides zap padding issue * mostly ready for pr * format all c files * all conflicts fixed * make changes that roman requested * fix thing i didn't mean to change * some animation symbols renamed * fixed roman's stuff * lifemeter hardcoded pointers removed * fix issue with incorrect data in gameplay_keep * removed unused asm * fixed most of fig's comments * fix all of fig's comments * reformat files * Update assets/xml/textures/icon_item_static.xml Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update assets/xml/textures/icon_item_static.xml Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * fixed stuff * fixed most of roman's comments * remove leading zeroes * should build now * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "f84d8337b" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "f84d8337b" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * all of gkeep symbols fixed * compiler error fixed * format files * final changes Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
This commit is contained in:
parent
84195fcef6
commit
20c1f4e648
198 changed files with 4775 additions and 4232 deletions
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@ -41,7 +41,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
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func_80038A28(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp60);
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Matrix_Put(&sp60);
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if (dlist != D_04049210) {
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if (dlist != gCircleShadowDL) {
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Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY);
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}
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@ -58,17 +58,17 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
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}
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void ActorShadow_DrawCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
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ActorShadow_Draw(actor, lights, globalCtx, D_04049210, NULL);
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ActorShadow_Draw(actor, lights, globalCtx, gCircleShadowDL, NULL);
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}
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void ActorShadow_DrawWhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
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static Color_RGBA8 white = { 255, 255, 255, 255 };
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ActorShadow_Draw(actor, lights, globalCtx, D_04049210, &white);
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ActorShadow_Draw(actor, lights, globalCtx, gCircleShadowDL, &white);
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}
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void ActorShadow_DrawHorse(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
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ActorShadow_Draw(actor, lights, globalCtx, D_04049AD0, NULL);
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ActorShadow_Draw(actor, lights, globalCtx, gHorseShadowDL, NULL);
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}
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void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6) {
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@ -90,7 +90,7 @@ void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s3
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 1687),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, &D_04048180);
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gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 1693);
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}
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@ -386,7 +386,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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Matrix_Translate(entry->unk_0C, entry->unk_0C, 0.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 2116),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(OVERLAY_DISP++, D_0404D450);
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gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
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Matrix_Pull();
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}
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}
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@ -413,7 +413,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 2153),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, &D_0400CB70);
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gSPDisplayList(POLY_XLU_DISP++, &gZTargetArrowDL);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 2158);
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@ -1919,7 +1919,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5458),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
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gSPDisplayList(POLY_XLU_DISP++, &gEffFlash1DL);
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Matrix_Pull();
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phi_f6 = ~((globalCtx->gameplayFrames * 1200) & 0xFFFF);
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@ -1927,7 +1927,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5463),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
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gSPDisplayList(POLY_XLU_DISP++, &gEffFlash1DL);
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}
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lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x;
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@ -2245,8 +2245,8 @@ void func_80030ED8(Actor* actor) {
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void func_80030FA8(GraphicsContext* gfxCtx) {
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OPEN_DISPS(gfxCtx, "../z_actor.c", 6161);
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gDPLoadTextureBlock(POLY_XLU_DISP++, &D_0401E370, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_MIRROR | G_TX_CLAMP,
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G_TX_MIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_XLU_DISP++, gUnknownCircle5Tex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0,
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G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetTileSize(POLY_XLU_DISP++, G_TX_RENDERTILE, 384, 224, 892, 732);
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gSPTextureRectangle(POLY_XLU_DISP++, 0, 0, 1280, 960, G_TX_RENDERTILE, 2240, 1600, 576, 597);
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@ -3457,7 +3457,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx)
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 8149),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, &D_04049210);
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gSPDisplayList(POLY_OPA_DISP++, &gCircleShadowDL);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 8155);
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}
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