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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:
Zelllll 2021-01-24 18:36:40 -06:00 committed by GitHub
parent 84195fcef6
commit 20c1f4e648
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
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
func_80038A28(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp60);
Matrix_Put(&sp60);
if (dlist != D_04049210) {
if (dlist != gCircleShadowDL) {
Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY);
}
@ -58,17 +58,17 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
}
void ActorShadow_DrawCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
ActorShadow_Draw(actor, lights, globalCtx, D_04049210, NULL);
ActorShadow_Draw(actor, lights, globalCtx, gCircleShadowDL, NULL);
}
void ActorShadow_DrawWhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
static Color_RGBA8 white = { 255, 255, 255, 255 };
ActorShadow_Draw(actor, lights, globalCtx, D_04049210, &white);
ActorShadow_Draw(actor, lights, globalCtx, gCircleShadowDL, &white);
}
void ActorShadow_DrawHorse(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
ActorShadow_Draw(actor, lights, globalCtx, D_04049AD0, NULL);
ActorShadow_Draw(actor, lights, globalCtx, gHorseShadowDL, NULL);
}
void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6) {
@ -90,7 +90,7 @@ void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s3
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 1687),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, &D_04048180);
gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 1693);
}
@ -386,7 +386,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Matrix_Translate(entry->unk_0C, entry->unk_0C, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 2116),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, D_0404D450);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
Matrix_Pull();
}
}
@ -413,7 +413,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 2153),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, &D_0400CB70);
gSPDisplayList(POLY_XLU_DISP++, &gZTargetArrowDL);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 2158);
@ -1919,7 +1919,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5458),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
gSPDisplayList(POLY_XLU_DISP++, &gEffFlash1DL);
Matrix_Pull();
phi_f6 = ~((globalCtx->gameplayFrames * 1200) & 0xFFFF);
@ -1927,7 +1927,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5463),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
gSPDisplayList(POLY_XLU_DISP++, &gEffFlash1DL);
}
lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x;
@ -2245,8 +2245,8 @@ void func_80030ED8(Actor* actor) {
void func_80030FA8(GraphicsContext* gfxCtx) {
OPEN_DISPS(gfxCtx, "../z_actor.c", 6161);
gDPLoadTextureBlock(POLY_XLU_DISP++, &D_0401E370, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_MIRROR | G_TX_CLAMP,
G_TX_MIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTextureBlock(POLY_XLU_DISP++, gUnknownCircle5Tex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0,
G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
gDPSetTileSize(POLY_XLU_DISP++, G_TX_RENDERTILE, 384, 224, 892, 732);
gSPTextureRectangle(POLY_XLU_DISP++, 0, 0, 1280, 960, G_TX_RENDERTILE, 2240, 1600, 576, 597);
@ -3457,7 +3457,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx)
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 8149),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, &D_04049210);
gSPDisplayList(POLY_OPA_DISP++, &gCircleShadowDL);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 8155);
}