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