Dragorn421
ec30dcbe4e
assets xmls fixes ( #2476 )
2025-02-16 18:10:26 -05:00
cadmic
bbcdf22647
Identify some unaccounted and blob asset data ( #1953 )
...
* Identify some unaccounted and blob asset data
* Add bug comments for flex skeleton weirdness
* Use (SkeletonHeader*) cast instead of .sh
* Fix vtx counts
2025-02-14 08:06:49 +01:00
Dragorn421
e3831947b0
Assets fixups 2 ( #2461 )
2025-02-12 12:56:04 -05:00
Dragorn421
924d8e81b9
Assets fixups ( #2454 )
...
* Assets fixups
* gDCRoom0TLUT, also object_mo.xml and ddan.xml
* gMegami3TLUT -> Tex
* yeet gDCRoom0TLUT (crashes ZAPD for an unknown reason)
2025-02-07 12:43:09 -05:00
cadmic
cd21783a44
[iQue] Match z_en_mag ( #2439 )
...
* [iQue] Match z_en_mag
* Add comment for iQue "PRESS"
* Format
2025-01-24 23:41:32 -05:00
cadmic
471fe51c82
Set up build system for ique-cn ( #2382 )
...
* Set up build system for ique-cn
* Fix size of fbdemo_circle assets
* Treat iQue as NTSC and Use "NES" for Chinese text
* Revert z_kanfont
2024-12-21 14:13:56 -05:00
Leonid Kapitonov
9305a71458
Document Mido functions, fields, and animations ( #2289 )
...
* Document `func_80AAA250`
new name: `EnMd_ReverseAnimation`
* rename `enum EnMdAnimation` > `enum EnMdAnimIndex`
* Document `struct EnMd` fields (and functions)
the list:
* `func_80AAAC78` -> `EnMd_TrackMessageState`
* `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking`
* `func_80AAA92C` -> `EnMd_SetAnimState`
* `func_80AAA93C` -> `EnMd_UpdateAnimState`
* `func_80AAA274` -> `EnMd_UpdateAnimState1`
* `func_80AAA308` -> `EnMd_UpdateAnimState2`
* `func_80AAA39C` -> `EnMd_UpdateAnimState3`
* `func_80AAA474` -> `EnMd_UpdateAnimState4`
* `func_80AAA508` -> `EnMd_UpdateAnimState5`
* `func_80AAA5A4` -> `EnMd_UpdateAnimState6`
* `func_80AAA638` -> `EnMd_UpdateAnimState7`
* `func_80AAA6D4` -> `EnMd_UpdateAnimState8`
* `func_80AAA768` -> `EnMd_UpdateAnimState9`
* `func_80AAA7FC` -> `EnMd_UpdateAnimState10`
* `func_80AAA890` -> `EnMd_UpdateAnimState11`
* Document `func_80AAB158`
new name: `EnMd_UpdateTalking`
* Document `func_80034DD4` @ `z_actor.c`
new name: `Actor_SmoothStep_Attention`
* Document `func_80AAB5A4`
new name: `EnMd_SmoothStep_Attention`
* Document Mido's action functions
the list:
* `func_80AAB874` -> `EnMd_Idle`
* `func_80AAB8F8` -> `EnMd_Watch`
* `func_80AAB948` -> `EnMd_BlockPath`
* `func_80AABC10` -> `EnMd_ListenToOcarina`
* `func_80AABD0C` -> `EnMd_Walk`
* rename flag `temp2` -> `canUpdateTalking`
* (re)document Mido's animations
via blender and fast64
* marginally improve comments
* marginally improve comments
* actually, yes, let's name action functions as such
* Document eye textures as an enum
to clarify for `EnMd_UpdateEyes`
* rename `eyeIdx` -> `eyeTexIndex`
Mido has two eyes and different textures for them
* Undocument eye textures as an enum
i was wrong: `_Draw` function might not follow the eyes texture order
it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah
* ugh, and fix a typo with blinking
rushing is no good
* drop the `Action` suffix
https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286
* rename animation states as sequences
https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923
* `func_80034DD4` -> `Actor_FadeInOut`
https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267
* rename animation states as sequences
a continuation of b11a9e9942
* `func_80034DD4` -> `Actor_UpdateAlphaByDistance`
https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475
* clarify a comment
* Document `actor.params` bits allocation
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
2024-12-09 08:06:05 -05:00
Derek Hensley
a53fb02699
EnHy + objects docs ( #1499 )
...
* document object_bba
* Clean up cne
* object bob
* object_aob
* object_cob
* object_bji
* object_ahg
* object_boj
* All functions named plus some cleanup
* enums
* Remove body wiggle comments
* Format
* Remove case comments
* comments with default
* Format
* format
2024-10-15 05:20:46 -04:00
AJ Otto
58d8abfe03
Added eye texture offsets for extraction for object_oE5.xml ( #2181 )
...
* Blob object_oE5_Blob_003A40 corrected to extract eye half open and eye closed textures for object_oE5
* Fixed spacing in object_oE5 xml file for commit
2024-09-10 13:53:49 -04:00
fig02
88c4475967
Target -> Attention (System Rename) ( #2149 )
...
* TargetContext -> Attention
* targetCtx -> attention
* Target_ -> Attention_
* FindTargetableActor -> FindActor
* targetableActorP -> attentionActorP
* data vars (and 1 function I missed)
* targetMode -> attentionRangeType
* attention range enum comments
* ATTENTION_RANGE_
* attention range data
* TargetColor -> AttentionColor
* missed one
* fixup color variables
* targetArrowOffset -> lockOnArrowOffset
* focus pos comment
* targetPriority -> attentionPriority
* assets
* loose-ends
* Attention System Description
* format
* skj range type
* enemy bgm
2024-09-07 09:23:04 -04:00
cadmic
8366b8731e
Set up build system and disassembly for ntsc-1.2 ( #2021 )
...
* Set up build system for ntsc-1.2
* Set up disassembly for ntsc-1.2
* Add all unnamed functions to functions.txt
* Update docs/retail_versions.md for ntsc-1.2
* Format
* Update docs/retail_versions.md
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Remove mention of US
* OOT_N64 -> PLATFORM_N64, OOT_GC -> PLATFORM_GC
* Move mtxutil to libultra/gu
* Fix libultra/io bss splits
* Fix merge
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2024-08-11 06:20:43 -04:00
cadmic
d495436190
Match remaining GC retail versions ( #2019 )
...
* Match the remaining GC retail versions
* Fix BSS ordering for existing versions
* Disable clang-format for #pragma increment_block_number
* sramResetCode -> sSramResetCode
* Replace 0xFF3F with or-ing all buttons together
* Revert "Disable clang-format for #pragma increment_block_number"
This reverts commit 406b6d26c9
.
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2024-08-09 20:58:46 -04:00
cadmic
1b0e35c89a
Extract NTSC assets for gc-us ( #1973 )
...
* Extract NTSC assets for gc-us
* Extract kanji
https://github.com/zeldaret/mm/pull/1536
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: emilybrooks <emilybrooksemilybrooks@gmail.com>
---------
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: emilybrooks <emilybrooksemilybrooks@gmail.com>
2024-06-26 06:22:26 -04:00
cadmic
4dc70fefee
Rename gTitleZeldaShieldLogoMQTex -> gTitleZeldaShieldLogoTex ( #1974 )
2024-06-24 17:50:45 -04:00
cadmic
9def6f4d0d
Set up multiversion assets with ZAPD and match gc-eu ( #1967 )
...
* Add ZAPD hack to deal with extracted/VERSION/ in include paths
* Extract assets to extracted/VERSION
* Add ZAPD flags to override virtual address / start offset / end offset
* Configure offsets for code and overlay assets
* Reorganize ZAPD configs
* Match gc-eu-mq
* Match gc-eu
* Remove old asset dirs during distclean
* Revert "Remove old asset dirs during distclean"
This reverts commit fc8027a75f
.
* make zapd addresses globals int64_t so they can store uint32_t addresses and -1
* slight cleanup extract_assets.py
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "0285e11f0"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git "
branch: "master"
commit: "0285e11f0"
git-subrepo:
version: "0.4.6"
origin: "git@github.com:ingydotnet/git-subrepo.git"
commit: "110b9eb"
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2024-06-24 15:22:39 +02:00
fig02
bd0941405d
Document Player's Face and z_actor FaceChange functions ( #1928 )
...
* create some enums
* gonna try struct instead of array
* struct works. add docs too
* inline function comments
* fix function comment
* name faces, move enums
* rename textures
* outnames
* remove comments
* change comment slightly
* fixup face comments
* review
* offset comments
* add and use PLAYER_FACE_MAX
* typo
* more comment on blinkDuration
* another change to the comment
2024-03-23 12:21:45 -04:00
Yanis42
21cb04db2c
Document `z_bg_mizu_movebg.c
` ( #1565 )
...
* document z_bg_mizu_movebg.c + assets
* remove temp comment
* renamed "temp" variable
* review 1
* format + type names comments at dLists/colHeaders
* review 2
* review 3
* named dragon statue 1
* float -> floating + review
* format
* review 5
2023-12-15 15:33:50 -05:00
hiisuya
cc96184a96
Doc Actor: En_Ma1 (Child Malon) ( #1584 )
...
* started malon documentation
* docd all event and inf table checks
* doc cleanup
* ran formatter
* fixed misnamed eventcheck
* revert isNotSinging oops
* removed unnecessary comments
* changed from handle to update
* revert vec3f name change
* moved texture information
* isNotSinging to singingDisabled
* rename of inftable and eventchk
* small cleanup
* anim enum change
* enum names for child malon limbs
2023-12-10 14:36:12 -05:00
hiisuya
68bdbf7759
Doc Actor: En_Brob (Jabu Jabu Wobble Flesh Block) ( #1581 )
...
* brob function naming
* modified brob header file
* renamed skel, collision, and anims
* named limbs and dls
* renamed shock function
* ran formatter
* doc modifications
* Update assets/xml/objects/object_brob.xml
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2023-11-19 05:11:52 -05:00
Javarooster
dc323052c3
Changed gLinkChildSlinghotStringDL to gLinkChildSlingshotStringDL ( #1576 )
2023-11-12 00:01:55 +01:00
Billy
107c0288cc
Dekunut Salesman Docs ( #1493 )
...
* Dekunut Salesman Docs
* Update src/overlays/actors/ovl_En_Dns/z_en_dns.c
Remove extra param from debug logging
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* * Full Deku/Potion name usage
* Dialog -> CanBuy
* Revert debug logging symbols
* Proper declaration spacing
* Fix en_shopnuts header doc
* Biz -> Business
* Fix missed deku prefix's
* Synchronize CanBuy sticks and nuts
* Fix enum naming
* Clarified CanBuy success values
* anon review
* fig review
* macro changes
* fix macro usage
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
2023-09-19 21:41:42 -04:00
Billy
fc3e0f080b
En_Cow Doc ( #1492 )
...
* Add Documentation for Cows
* Better naming for cow unlock flag
* Update with MM solutions and PR suggestions
* Readable conditions
* Decimal cycle counter
* Replace params with cow type
* Clean up type usage and function names
* Clean up cylinders
* Fix collider enum
* Rename EnCow rear collider
* Fix spacing
* PR fixes:
COLL -> COLLIDER enum
static prefix
Missed MM function naming
Specific actor flags naming
* Rename of healRot and breathTimer
* Document Epona's song reset behavior
* anon review
* fig review
* whitespace
* rework milk interaction stuff
* changes to milk comment
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
2023-08-19 11:34:48 -04:00
Tom Overton
fe1b59eccc
Ensure all boss title cards are extracted as IA8 ( #1512 )
...
* Ensure all boss title cards are extracted as IA8
* Drop `Boss` from some of the title card names
* Format
2023-07-03 13:12:51 -04:00
Tom Overton
e11c7d8e3b
Fix issues with texture sizes in object_mori_tex
( #1505 )
2023-06-20 23:34:57 -04:00
playerskel
9f0b7bb8a3
another round of trailing whitespaces ( #1495 )
2023-02-26 17:26:07 +01:00
Parker Burnett
85a4d23fc6
Documentation For En_Ik ( #1190 )
...
* pushing up to save changes
* syncing up some more docs
* finishing what I can
* PR feedback
* fixing typo
* Addressing comments
* master merge
* naming object
* ummm committing this for now before catching up
* other review + my review
* more review
* review2
Co-authored-by: fig02 <fig02srl@gmail.com>
2022-12-08 13:57:17 -05:00
Charles Averill
9bdf6ded2f
Document En_Ko Animations ( #1306 )
...
* Document Kokiri Children animations
* Remove BOY, GIRL, and FADO prefixes
* Formatting
* Further prefix removal
* more fixups
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-11-21 16:30:27 -05:00
Derek Hensley
83c3b64b1c
Doc object_rs ( #1439 )
2022-11-21 06:12:54 -05:00
Derek Hensley
d8175501ad
Objects tw and tr ( #1410 )
...
* Tr
* Update from MM prs
* Twinrova kotake and koume
* Animations
* textures
* DLs and final clean up
* limb enum
* blobs
* Move blobs
2022-11-02 00:42:16 +01:00
Derek Hensley
2cb423d9ec
Document object_os ( #1414 )
2022-10-21 19:57:49 -04:00
Tom Overton
c3dc299448
Document all non-Koume/Kotake parts of object_tw ( #1401 )
...
* Document all non-Koume/Kotake parts of object_tw
* Fix the names of two textures I accidentally swapped
2022-10-12 15:56:28 -04:00
Tom Overton
a6276fb5c1
Document object_bdoor (boss doors) ( #1403 )
2022-10-12 13:12:26 -04:00
louist103
e7558cc305
Fix mori_tex object ( #1380 )
...
* Update object_mori_tex.xml
* Update object_mori_objects.xml
* Update object_mori_objects.xml
* Update object_mori_hineri1.xml
* Update object_mori_hineri1a.xml
* Update object_mori_hineri2.xml
* Update object_mori_hineri2a.xml
* fixed segment
* Update assets/xml/objects/object_mori_tex.xml
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Change water_tex to water
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-10-07 13:57:32 -04:00
Tom Overton
a99d41bf35
Document object_bw (Torch Slug) ( #1390 )
...
* Document object_bw (Torch Slug)
* Get rid of "Wrapper" terminology
2022-10-06 22:10:49 -04:00
HylianFreddy
8c17339e06
Document Bg_Ice_Shelter (Red Ice) ( #1358 )
...
* Doc BgIceShelter
* Fix comment and add macro
* Various fixes
* Rename switch flag macro
2022-10-06 21:57:26 -04:00
Tom Overton
82e04ede5f
Replace player animation names with original names derived from OoT3D ( #1369 )
...
* Name every player animation after the original name from OoT3D
* Also update link_animetion with original names
2022-09-12 20:43:06 +02:00
Tom Overton
fe8d5988b9
Document object_gndd (Young Ganondorf) ( #1353 )
2022-08-29 20:03:29 -04:00
Tom Overton
f5f6f2ef6c
Document Ganon objects ( #1345 )
...
* Document Ganon objects
* Better name for one texture
2022-08-29 19:44:17 -04:00
Dragorn421
0aaf858df5
Fixup asset XMLs ( #1363 )
...
* Some TlutOffset stuff
* make unknown-format texture I8
* Fix object_ani TLUT stuff
* Add some missing `TlutOffset`
* object_owl eyes TLUTs
* fix dims and TlutOffset on unused mido textures
* Add missing `TlutOffset`
2022-08-28 16:34:49 +02:00
Dragorn421
5fc85d0eab
Some TlutOffset
cleanup ( #1342 )
...
* Add some missing TlutOffsets ("obvious" ones)
* Uppercase hex
2022-08-02 19:00:17 +02:00
Dragorn421
6889c275cb
Doc pass on EnDoor and transition actors ( #1243 )
...
* Doc pass on EnDoor and transition actors
* (re)Name things
* Forgot to change gameplay_keep.xml
* "actor transition index" -> "transition actor index"
* Run formatter
* Better names for `DOOR_DL_` enum
* `TRANSITION_ACTOR_INDEX` -> `GET_TRANSITION_ACTOR_INDEX`
* name endoor params macros with get/is, _mask to _flag for the doubledoor flag
* Move last ; from `DOOR_ACTOR_BASE` expansion to usage
2022-07-30 20:57:44 -04:00
engineer124
79cb1f8d5c
Misc Cleanup/Docs ( #1315 )
...
* Misc Cleanup
* More cleanup
2022-07-14 16:26:10 -04:00
Derek Hensley
354a2c29f8
object_cne ( #1310 )
2022-07-12 22:26:49 -04:00
Dragorn421
397e481f9a
Fix misc 15 ( #1298 )
...
* Use `SCENE_` enum more
* Decimal for pos in `D_8011F9B8`
* `__osEventStateTab`: length `OS_NUM_EVENTS + 1` -> `OS_NUM_EVENTS`
* thone -> throne
* `s` on local data
* minor sfxId cleanup
* Run formatter
* Fixup 0x19 + 1 = 0x1A, not 0x20 lol
* Tlut -> TLUT
* DemoKankyo params usage cleanup
* Some proofreading (up to z_actor.c)
* Revert 0 -> sfxId, add todo comment (sfxId=0 is weird apparently)
* `sZdWaterBox` -> `sZorasDomainWaterBox`
* `msgMode == MSGMODE_`, not `GAMEMODE_` (my bad Sadge)
2022-06-24 19:45:05 -04:00
Roman971
b0bfa9eb69
Fix asset file includes to always start with assets/ ( #1260 )
...
* Fix asset includes to consistently start with assets/
* Fix header paths in asset xmls to start with assets/
* Remove -Iassets from compiler options
2022-06-06 15:37:25 -04:00
Yanis42
ee5ac838b6
include `gameplay_keep
` in boss_ganon & link_boy ( #1253 )
2022-06-03 14:50:14 -04:00
Tom Overton
74bed3ec9b
Document En_Rd ( #1179 )
...
* Port a ton of stuff from MM
* Damage effect enum
* Enum for type
* Enum for action
* Limb enum
* Match MM styling as much as possible
* Divide object into sections
* Document values in EnRdDamageEffect
* Respond to Dragorn's review
* Apply Dragorn's suggestion for the union
* Respond to Dragorn's second review
* Move all actions away from -ing
* Fix typos
* Respond to Fig and Roman's reviews
* Fix build error, whoops
* Bring back // fallthrough
2022-05-07 16:43:01 +02:00
Dragorn421
72847660eb
Fix misc 10 ( #1208 )
...
* Cleanup around `Item_DropCollectible`
* Cleanup around `Math3D_Vec3fDistSq`, `Math3D_Dist2DSq`
* Material/Model naming for one dlist pair
* Minor comments fixup
* Explicit `!= NULL` check
* Signed decimal for an array of coordinates
* Fixup comments some more
2022-04-30 08:33:28 -04:00
Dragorn421
76cffddf29
Cleanup pass on in-actor effects systems ( #1167 )
...
* Name in-actor effect functions / improve naming consistency
"particle" -> "effect"
Fixup: consistent effect functions names, missed a bunch
* Use `materialFlag` as int for the "is material already set" "boolean"
Fixup `materialFlag` (actually a boolean one), and `objectFlag`
More actually boolean `materialFlag`s
* Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now)
`BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT`
`EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT`
Place `_EFFECTS_COUNT` defines before effect struct definition
* Name `countLimit` the "max new effect index" argument
* Rename all effect buffers to `effects`/`sEffects`
* Fixup some array/pointer usage
* `EnNiw` also has this pseudo-effects system
* `EnSyatekiNiw` also has this pseudo-effects system
* `EnFz` also has this pseudo-effects system
* `_EFFECTS_COUNT` -> `_EFFECT_COUNT`
* `effects` -> `effect` where used as iterator (hopefully covers everything)
* Run formatter
2022-04-08 20:29:26 -04:00
Anghelo Carvajal
06e1ae7848
object_human
OK (#1004 )
...
* copy over the xml
* Rename anims
* A bunch of renames
* eye and eyebrows
* some dlists
* rename some limbs
* Some reanmes
* Rename missing stuff
* split object_human
* cleanup
* Fix eyes
* whoops
* Update assets/xml/objects/object_human.xml
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* writing is hard
* unsplit object_human
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-03-19 20:43:33 -04:00