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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_dust.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define rPrimColorR regs[0]
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#define rPrimColorG regs[1]
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@ -35,8 +36,6 @@ static EffectSsUpdateFunc sUpdateFuncs[] = {
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EffectSsBlast_UpdateFire,
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};
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extern Gfx D_04010050[];
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u32 EffectSsDust_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx) {
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s32 randColorOffset;
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EffectSsDustInitParams* initParams = (EffectSsDustInitParams*)initParamsx;
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@ -44,7 +43,7 @@ u32 EffectSsDust_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void*
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Math_Vec3f_Copy(&this->pos, &initParams->pos);
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Math_Vec3f_Copy(&this->velocity, &initParams->velocity);
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Math_Vec3f_Copy(&this->accel, &initParams->accel);
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this->gfx = SEGMENTED_TO_VIRTUAL(D_04010050);
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this->gfx = SEGMENTED_TO_VIRTUAL(gEffDustDL);
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this->life = initParams->life;
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this->update = sUpdateFuncs[initParams->updateMode];
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this->draw = EffectSsDust_Draw;
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@ -78,7 +77,7 @@ u32 EffectSsDust_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void*
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}
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static UNK_PTR sTextures[] = {
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0x04051DB0, 0x040521B0, 0x040525B0, 0x040529B0, 0x04052DB0, 0x040531B0, 0x040535B0, 0x040539B0,
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gDust1Tex, gDust2Tex, gDust3Tex, gDust4Tex, gDust5Tex, gDust6Tex, gDust7Tex, gDust8Tex,
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};
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void EffectSsDust_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
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