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Decompile most effect files in "code" (#144)

- `z_effect`: Matched and essentially all documented.
- `z_eff_spark.c`: Decompiled (1 non matching left) and mostly documented.
- `z_eff_shield_particle.c`: Matched and mostly documented.
- `z_eff_blure.c`: Decompiled (5 non matchings left) and partially documented.
- `z_effect_soft_sprite.c`: Matched and mostly documented.
- `z_eff_ss_dead.c`: Matched but not documented.
- `z_effect_soft_sprite_dlftbls.c`: "Matched" (only data, contains the effect ss overlay table).
- `z_effect_soft_sprite_old_init.c`: Not decompiled, but functions are categorized by effect ss overlay. And they should be decompiled at the same time as their corresponding effect ss in the future.

Other changes:
- Added a lot of types/enums to `z64effect.h`and moved+renamed some structs from `z64.h` to this header
- Added effect ss overlay segments to `segment_symbols.h` and effect ss init vars to `initvars.h`
- Added a macro called `VTX_T` to generate a `Vtx_t` in the same style as `VTX`
- Fixed `flg_set.c` .bss to be in the right file
- Removed `tools/overlayhelpers/batchdisasm` since it's no longer relevant
- Removed unused leftover asm from recent PRs
This commit is contained in:
Roman971 2020-05-18 20:24:00 +02:00 committed by GitHub
parent 785011c33c
commit e29b77919b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
227 changed files with 3739 additions and 8132 deletions

View file

@ -157,8 +157,8 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
R_PAUSE_MENU_MODE = 0;
func_800C0F08(&globalCtx->preRenderCtx);
func_800271A8(globalCtx);
Effect_SS_Clear(globalCtx);
Effect_DeleteAll(globalCtx);
EffectSs_ClearAll(globalCtx);
CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx);
if (gTrnsnUnkState == 3) {
@ -240,8 +240,8 @@ void Gameplay_Init(GlobalContext* globalCtx) {
func_80110F68(globalCtx);
func_80110450(globalCtx);
func_8006BA00(globalCtx);
func_80026C2C(globalCtx);
func_800272B0(globalCtx, 0x55);
Effect_InitContext(globalCtx);
EffectSs_InitInfo(globalCtx, 0x55);
func_8005D3BC(globalCtx, &globalCtx->colChkCtx);
SkelAnime_AnimationCtxReset(&globalCtx->animationCtx);
func_8006450C(globalCtx, &globalCtx->csCtx);
@ -891,13 +891,13 @@ void Gameplay_Update(GlobalContext* globalCtx) {
LOG_NUM("1", 1, "../z_play.c", 3651);
}
func_80026F70(globalCtx);
Effect_UpdateAll(globalCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3657);
}
Effect_SS_UpdateAllParticles(globalCtx);
EffectSs_UpdateAll(globalCtx);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3662);