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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
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parent
785011c33c
commit
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227 changed files with 3739 additions and 8132 deletions
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@ -157,8 +157,8 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
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R_PAUSE_MENU_MODE = 0;
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func_800C0F08(&globalCtx->preRenderCtx);
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func_800271A8(globalCtx);
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Effect_SS_Clear(globalCtx);
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Effect_DeleteAll(globalCtx);
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EffectSs_ClearAll(globalCtx);
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CollisionCheck_DestroyContext(globalCtx, &globalCtx->colChkCtx);
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if (gTrnsnUnkState == 3) {
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@ -240,8 +240,8 @@ void Gameplay_Init(GlobalContext* globalCtx) {
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func_80110F68(globalCtx);
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func_80110450(globalCtx);
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func_8006BA00(globalCtx);
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func_80026C2C(globalCtx);
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func_800272B0(globalCtx, 0x55);
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Effect_InitContext(globalCtx);
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EffectSs_InitInfo(globalCtx, 0x55);
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func_8005D3BC(globalCtx, &globalCtx->colChkCtx);
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SkelAnime_AnimationCtxReset(&globalCtx->animationCtx);
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func_8006450C(globalCtx, &globalCtx->csCtx);
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@ -891,13 +891,13 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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LOG_NUM("1", 1, "../z_play.c", 3651);
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}
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func_80026F70(globalCtx);
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Effect_UpdateAll(globalCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3657);
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}
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Effect_SS_UpdateAllParticles(globalCtx);
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EffectSs_UpdateAll(globalCtx);
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3662);
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