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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>
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198 changed files with 4775 additions and 4232 deletions
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@ -1880,7 +1880,7 @@ void DemoEffect_DrawLightEffect(Actor* thisx, GlobalContext* globalCtx) {
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if (this->light.flicker == 0) {
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this->light.flicker = 1;
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} else {
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disp = (u32)gGameKeepMoteDL0; // necessary to match, should be able to remove after fake matches are fixed
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disp = (u32)gEffFlash1DL; // necessary to match, should be able to remove after fake matches are fixed
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alpha = &this->light.alpha;
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func_80093D84(globalCtx->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, this->primXluColor[0], this->primXluColor[1],
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@ -1923,7 +1923,7 @@ void DemoEffect_DrawBlueOrb(Actor* thisx, GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2901),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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this->blueOrb.rotation += 0x01F4;
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gSPDisplayList(POLY_XLU_DISP++, gGameKeepMoteDL0);
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gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2907);
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}
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