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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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parent
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198 changed files with 4775 additions and 4232 deletions
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@ -6,6 +6,7 @@
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#include "z_en_vm.h"
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#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x00000011
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@ -121,12 +122,14 @@ static Vec3f D_80B2EB70 = { -500.0f, 0.0f, 0.0f };
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static Vec3f D_80B2EB7C = { 0.4f, 0.4f, 0.4f };
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static UNK_PTR D_80B2EB88[] = { 0x0402CFE0, 0x0402D7E0, 0x0402DFE0, 0x0402E7E0, 0x0402EFE0,
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0x0402F7E0, 0x0402FFE0, 0x040307E0, 0x04030FE0, 0x040317E0 };
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static UNK_PTR D_80B2EB88[] = {
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gEffEnemyDeathFlame1Tex, gEffEnemyDeathFlame2Tex, gEffEnemyDeathFlame3Tex, gEffEnemyDeathFlame4Tex,
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gEffEnemyDeathFlame5Tex, gEffEnemyDeathFlame6Tex, gEffEnemyDeathFlame7Tex, gEffEnemyDeathFlame8Tex,
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gEffEnemyDeathFlame9Tex, gEffEnemyDeathFlame10Tex,
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};
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extern SkeletonHeader D_06003F60;
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extern AnimationHeader D_06000068;
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extern Gfx D_04031FE0[];
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extern Gfx D_06002728[];
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void EnVm_SetupAction(EnVm* this, EnVmActionFunc actionFunc) {
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@ -539,12 +542,12 @@ void EnVm_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80094BC4(globalCtx->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, 0);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80B2EB88[globalCtx2->gameplayFrames % 8]));
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gSPDisplayList(POLY_XLU_DISP++, D_04031FE0);
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gSPDisplayList(POLY_XLU_DISP++, gEffEnemyDeathFlameDL);
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Matrix_RotateY(32767.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_vm.c", 1044),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80B2EB88[(globalCtx2->gameplayFrames + 4) % 8]));
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gSPDisplayList(POLY_XLU_DISP++, D_04031FE0);
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gSPDisplayList(POLY_XLU_DISP++, gEffEnemyDeathFlameDL);
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}
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gSPSegment(POLY_OPA_DISP++, 0x08, func_80094E78(globalCtx->state.gfxCtx, 0, this->beamTexScroll));
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Matrix_Translate(this->beamPos1.x, this->beamPos1.y, this->beamPos1.z, MTXMODE_NEW);
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