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z_message_PAL, message_data_static and surrounding doc (#996)
* Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
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216 changed files with 7052 additions and 16801 deletions
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@ -1690,9 +1690,9 @@ s32 Camera_Normal2(Camera* camera) {
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anim->unk_20 = BGCAM_ROT(bgData).x;
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anim->unk_22 = BGCAM_ROT(bgData).y;
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anim->unk_24 = playerPosRot->pos.y;
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anim->unk_1C = BGCAM_FOV(bgData) == -1 ? norm2->unk_14
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: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData))
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: BGCAM_FOV(bgData);
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anim->unk_1C = BGCAM_FOV(bgData) == -1
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? norm2->unk_14
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: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData)) : BGCAM_FOV(bgData);
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anim->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData);
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@ -2920,9 +2920,7 @@ s32 Camera_Battle1(Camera* camera) {
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}
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anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
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camera->roll = DEGF_TO_BINANG(anim->roll);
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camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f
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: gSaveContext.health <= 0x10 ? 0.8f
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: 1.0f) *
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camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) *
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(fov - ((fov * 0.05f) * distRatio)),
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camera->fov, camera->fovUpdateRate, 1.0f);
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}
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@ -5829,7 +5827,7 @@ s32 Camera_Demo5(Camera* camera) {
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Actor_GetFocus(&camera->targetPosRot, camera->target);
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OLib_Vec3fDiffToVecSphGeo(&playerTargetGeo, &camera->targetPosRot.pos, &camera->playerPosRot.pos);
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D_8011D3AC = camera->target->category;
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func_8002F374(camera->globalCtx, camera->target, &sp78.yaw, &sp78.pitch);
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Actor_GetScreenPos(camera->globalCtx, camera->target, &sp78.yaw, &sp78.pitch);
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eyeTargetDist = OLib_Vec3fDist(&camera->targetPosRot.pos, &camera->eye);
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OLib_Vec3fDiffToVecSphGeo(&eyePlayerGeo, &playerhead.pos, &camera->eyeNext);
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sp4A = eyePlayerGeo.yaw - playerTargetGeo.yaw;
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