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decompile z_camera (#398)
* cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
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parent
dadee87f94
commit
321388673b
243 changed files with 13819 additions and 28653 deletions
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@ -163,16 +163,16 @@ void func_80B4B010(EnZl1* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06010B38, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_06010B38), 3,
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-10.0f);
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this->unk_1E8 = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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Gameplay_ChangeCameraStatus(globalCtx, this->unk_1E8, 7);
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func_800C0808(globalCtx, this->unk_1E8, player, 0x21);
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Gameplay_ChangeCameraStatus(globalCtx, 0, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, this->unk_1E8, CAM_STAT_ACTIVE);
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func_800C0808(globalCtx, this->unk_1E8, player, CAM_SET_FREE0);
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globalCtx->envCtx.unk_E2[0] = 0xFF;
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globalCtx->envCtx.unk_E2[1] = 0xFF;
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globalCtx->envCtx.unk_E2[2] = 0xFF;
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globalCtx->envCtx.unk_E2[3] = 0x18;
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globalCtx->envCtx.unk_E1 = 1;
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func_800C04D8(globalCtx, this->unk_1E8, &vec1, &vec2);
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func_800C0704(globalCtx, this->unk_1E8, 30.0f);
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Gameplay_CameraSetAtEye(globalCtx, this->unk_1E8, &vec1, &vec2);
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Gameplay_CameraSetFov(globalCtx, this->unk_1E8, 30.0f);
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ShrinkWindow_SetVal(0x20);
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Interface_ChangeAlpha(2);
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player->actor.posRot.pos = playerPos;
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@ -225,8 +225,8 @@ void func_80B4B240(EnZl1* this, GlobalContext* globalCtx) {
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case 1:
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if ((func_8010BDBC(msgCtx) == 5) && (func_80106BC8(globalCtx) != 0)) {
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globalCtx->envCtx.unk_E1 = 0;
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func_800C04D8(globalCtx, this->unk_1E8, &sp74, &sp68);
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func_800C0704(globalCtx, this->unk_1E8, 25.0f);
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Gameplay_CameraSetAtEye(globalCtx, this->unk_1E8, &sp74, &sp68);
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Gameplay_CameraSetFov(globalCtx, this->unk_1E8, 25.0f);
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player->actor.posRot.pos = sp58;
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this->actor.textId = 0x702F;
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func_8010B720(globalCtx, this->actor.textId);
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@ -396,8 +396,8 @@ void func_80B4B8B4(EnZl1* this, GlobalContext* globalCtx) {
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this->actor.velocity.z = (sp68.z - sp74.z) / actionLength;
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}
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func_80038290(globalCtx, &this->actor, &this->unk_200, &this->unk_206, this->actor.posRot2.pos);
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func_800C04D8(globalCtx, this->unk_1E8, &sp98, &sp8C);
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func_800C0704(globalCtx, this->unk_1E8, 70.0f);
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Gameplay_CameraSetAtEye(globalCtx, this->unk_1E8, &sp98, &sp8C);
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Gameplay_CameraSetFov(globalCtx, this->unk_1E8, 70.0f);
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}
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}
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@ -496,9 +496,9 @@ void func_80B4BF2C(EnZl1* this, GlobalContext* globalCtx) {
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break;
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}
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case 2:
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if (Actor_HasParent(&this->actor, globalCtx)) {
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func_800C078C(globalCtx, 0, this->unk_1E8);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
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if (Actor_HasParent(this, globalCtx)) {
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Gameplay_CopyCamera(globalCtx, 0, this->unk_1E8);
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Gameplay_ChangeCameraStatus(globalCtx, 0, CAM_STAT_ACTIVE);
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Gameplay_ClearCamera(globalCtx, this->unk_1E8);
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this->actor.parent = NULL;
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this->unk_1E2++;
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