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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>
This commit is contained in:
Tharo 2021-11-23 01:20:30 +00:00 committed by GitHub
parent 03636166b3
commit a497f33bda
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GPG key ID: 4AEE18F83AFDEB23
216 changed files with 7052 additions and 16801 deletions

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@ -1690,9 +1690,9 @@ s32 Camera_Normal2(Camera* camera) {
anim->unk_20 = BGCAM_ROT(bgData).x;
anim->unk_22 = BGCAM_ROT(bgData).y;
anim->unk_24 = playerPosRot->pos.y;
anim->unk_1C = BGCAM_FOV(bgData) == -1 ? norm2->unk_14
: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData))
: BGCAM_FOV(bgData);
anim->unk_1C = BGCAM_FOV(bgData) == -1
? norm2->unk_14
: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData)) : BGCAM_FOV(bgData);
anim->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData);
@ -2920,9 +2920,7 @@ s32 Camera_Battle1(Camera* camera) {
}
anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
camera->roll = DEGF_TO_BINANG(anim->roll);
camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f
: gSaveContext.health <= 0x10 ? 0.8f
: 1.0f) *
camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) *
(fov - ((fov * 0.05f) * distRatio)),
camera->fov, camera->fovUpdateRate, 1.0f);
}
@ -5829,7 +5827,7 @@ s32 Camera_Demo5(Camera* camera) {
Actor_GetFocus(&camera->targetPosRot, camera->target);
OLib_Vec3fDiffToVecSphGeo(&playerTargetGeo, &camera->targetPosRot.pos, &camera->playerPosRot.pos);
D_8011D3AC = camera->target->category;
func_8002F374(camera->globalCtx, camera->target, &sp78.yaw, &sp78.pitch);
Actor_GetScreenPos(camera->globalCtx, camera->target, &sp78.yaw, &sp78.pitch);
eyeTargetDist = OLib_Vec3fDist(&camera->targetPosRot.pos, &camera->eye);
OLib_Vec3fDiffToVecSphGeo(&eyePlayerGeo, &playerhead.pos, &camera->eyeNext);
sp4A = eyePlayerGeo.yaw - playerTargetGeo.yaw;