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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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@ -5,6 +5,7 @@
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*/
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#include "z_eff_ss_bubble.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define rScale regs[0]
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@ -17,17 +18,13 @@ EffectSsInit Effect_Ss_Bubble_InitVars = {
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EffectSsBubble_Init,
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};
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extern void* D_04055DB0;
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extern void* D_04055EB0;
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extern Gfx D_0401A160[];
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u32 EffectSsBubble_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx) {
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EffectSsBubbleInitParams* initParams = (EffectSsBubbleInitParams*)initParamsx;
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// @bug Rand_ZeroOne in the macro means a random number is generated for both parts of the macro.
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// In the base game this works out because both addresses are segment 4, but it may break if
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// the addresses were changed to refer to different segments
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this->gfx = SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? &D_04055DB0 : &D_04055EB0);
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this->gfx = SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? &gEffBubble1Tex : &gEffBubble2Tex);
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this->pos.x = ((Rand_ZeroOne() - 0.5f) * initParams->xzPosRandScale) + initParams->pos.x;
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this->pos.y = (((Rand_ZeroOne() - 0.5f) * initParams->yPosRandScale) + initParams->yPosOffset) + initParams->pos.y;
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this->pos.z = ((Rand_ZeroOne() - 0.5f) * initParams->xzPosRandScale) + initParams->pos.z;
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@ -54,7 +51,7 @@ void EffectSsBubble_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
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gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);
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gSPSegment(POLY_OPA_DISP++, 0x08, this->gfx);
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gSPDisplayList(POLY_OPA_DISP++, SEGMENTED_TO_VIRTUAL(D_0401A160));
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gSPDisplayList(POLY_OPA_DISP++, SEGMENTED_TO_VIRTUAL(gEffBubbleDL));
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CLOSE_DISPS(gfxCtx, "../z_eff_ss_bubble.c", 179);
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}
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