* 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
* Hack nes_font_static and nes_message_data_static
* Make hardcoded config a bit more consistent
* Put debug ROM first
* Reword comment
* Move nes_font_static hack to spec
* Restore extracted/gc-eu-mq
* Introduce assets/_extracted/VERSION, with text extracted there
* move to `extracted/text/`
* Update gitignore s
* rework args for msgenc.py
* put mkdir with others, until theyre all moved at once
* move 0xFFFC back to being extracted, making it use specific macro `DEFINE_MESSAGE_NES` to handle its special behavior
* prettier gitignore
* Move messages 0xFFFC, 0xFFFD to committed message_data.h
* Remove gSystemHeap and use _buffersSegmentEnd instead, make buffer alignments explicit for gcc
* ALIGNEDn -> ALIGNED(n), reposition alignment attribute for PreNmiBuff
* Correct positioning of ALIGNED for filter data in audio/lib/data.c
* Add ALIGNED to TypenameMacros
* ALIGNED(4) on same line for PreNmiBuff
* Revert audio load.c change, to be submitted separately
* Rework disassembly: out of makefile, separate sections, relocs
* another nice print
* fix type hints for python 3.8 dinosaurs
* reencode from utf-8 to euc-jp (iconv) before assemble
* Add "include guards" to macro.inc
* For producing the expected file object files, assemble sections together instead of linking together the individually assembled sections
* review
* fixup
* require spimdisasm >=1.21.0
* remove assembling sections individually (for now)
* uppercase encoding names (standard)
* begin docs
* cleanup
* copy over progress
* cleanup
* small cleanup
* more docs, fill out cmds
* small touchup
* pan weight ganon comment
* fix specId
* seqcmd cleanup
* format
* small cleanup
* one more thing
* small feedback from MM
* partial PR
* some PR Suggestions
* small adjustments
* ticks, seqticks, frames, updates: term cleanup
* small fix
* PR Review
* PR Review
* PR Review
* rm param
* adjust comment
* update renamed functions
* format
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* only check formatting on modified files (attempt 1)
* foreshadow maximum command string length being an issue and pass files list using a file
* rm temp file list otherwise it shows in git status and counts as a "formatting diff"...
* cheeky z_play modif
* format
* Check formatting in CI
* Move deleteDir() to cleanup section
* Revert "Move deleteDir() to cleanup section"
This reverts commit 4b0dd80cac.
* Give up on check_format.txt
* Fix formatting
* Disassemble gc-eu-mq
* Add script to report progress with matching
* Fix whitespace
* Change T|None to typing.Optional[T]
* Use typing.List
* More type annotations fixes for old Python versions
* Fix type errors
* More type annotations
* Use typing.Iterator
* Use $(PYTHON) for disassembly
* Don't use grouped targets to support very old Make versions
* Docs: suggest checking MM, mention virtualenv, clarify about expected/
* Update sym_info.py
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Sync functions.txt
* Start banned symbol range at 0x10000000
* Also ban symbols from 0xC0000000-0xFFFFFFFF
* Unban IPL symbols
* Fix first_diff.py
* Sync z_collision_check functions.txt
* Ban 0xA0 symbols too
* Touch .disasm sentinel file
* Copy -jN comment in docs
* diff.py flags: remove -3, add -s
* Update docs/retail_versions.md
Co-authored-by: Yanis42 <35189056+Yanis42@users.noreply.github.com>
* Comment that segments are still from the Debug ROM
* Revert "diff.py flags: remove -3, add -s"
This reverts commit bfaae66c1d.
* Apply suggestions from code review
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Remove #ifdef example
* Reformat Python files with black
* Add copyright notice to new Python files
* Add TODOs to Makefile
---------
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: Yanis42 <35189056+Yanis42@users.noreply.github.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Create separate build directories based on version
* Fix find_unused_asm.sh
* Remove find_unused_asm.sh from Jenkinsfile
* Revert diff.py
* Clarify that gc-eu-mq is not "supported" yet
* Revert xmlcreate.py (to be deleted)
* Remove gc-eu-mq for now
* Add version flags to diff_settings.py and sym_info.py
* --version -> --oot-version
* Fix --oot-version
* Revert adding version flags to tools
* Delete find_unused_asm.sh
* Revert changes to first_diff.py output in tutorial
* Factor out sed usages for spec
* commit old stuff
* progress
* progress
* progress
* progress
* more progress, renaming cues next
* small changes
* enum values added for all actions
* hardcoded values removed when possible
* commands renamed
* first pass of action -> cue
* fix some matches
* some more cleanup
* scriptPtr
* forgot one
* remove cue rot union
* more changes
* some more stuff
* more stuff
* fix matching issues
* some more things
* progress, starting to rename destinations
* small changes
* name some destinations
* more names
* need to switch branch
* progress
* first pass of destination names
* usages fixed
* use destination enum
* fix csdis
* format
* command descriptions
* revert accidental zap changes
* forgot some things
* use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner)
* typo
* review1
* clarify ruby/sapphire comment
* remove endframe for commands that dont use it
* some more review
* most review, but not all
* scriptPtr -> script, and another small change
* ocarina action
* remove +1 from light settings command, change comment
* actionIndex -> cueIdTemp (i guess)
* _SetCueX -> _SetXFromCue
* format
* tweak fade out seq arg names
* use spline terminology
* more dragorn and engineer review
* misc start/end frame note
* cleanup StartPosRotFromCue vs PosRotFromCue
* cleanup spline terminology
* sPrevCamId -> sReturnToCamId
* comment on debug cs data address
* Cutscene_Init -> Cutscene_InitContext
* single point types are not a list
* remove todo comment
* some more review
* rumble struct names
* some review
* more review
* missed one
* reword pointer comment
* even more review
* match transition terminology with z_play
* change condition and format
* frame count
* command specific structs with alignment
* anon review
* remove unneeded arg from time macro
* yeet `CsCmdGeneric`
* remove unused from single point types
* typo
* compromise attempt -- name endFrame everywhere
* fixes
* fix again
* copied the wrong note
* cutscene data note
* review, format
* compat defines
* idk whats going on man
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Cleanup scene names
* missing scene id use
* rename scene draw config functions
* remove now useless comments
* format
* fix double defense/magic swapped
* try precision on "from potion shop"
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
* Comment names on titled scenes
* Comment some more scene names
* Comment some map assets symbol prefixes
* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)
* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)
* Fix symbol prefix for back alley night scene
* Name the two grave scenes (normal and fairy's fountain variant)
* Name most houses, name/update misc scenes
Co-authored-by: fig02 <fig02srl@gmail.com>
* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific
Co-authored-by: fig02 <fig02srl@gmail.com>
* `miharigoya_scene`: `market_guard_house`
* `kakariko_scene` -> `kakariko_center_house`
* `richards_house` -> `dog_lady_house` (for localization differences)
* Revert "Comment some map assets symbol prefixes"
This reverts commit 210a38a628.
* remove other xml prefixes
* ganon_boss, ganondorf_boss
* comments to namefixer
* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`
* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior
* Run namefixer
`find src include -type f -exec ./tools/namefixer.py {} \;`
* run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
* `cUpElfMsgs` -> `cUpMsgs`
Motivation:
ElfMessage is the name of the system that handles c-up messages from navi, but also messages from child/adult saria
so it would make sense to name this after the system name like "ElfMsg"
but "cUpElf" primarily reads like (to me) "c up navi" since the actor implementing navi is EnElf
I think it'd be better to clear that confusion between "navi" and "elfmsg system" by just not using "elf" in the name
* Standardize c-up navi messages ElfMessage data to be named after "CUp"
* -> "Navi"
* Make symbols in `elf_message_` segments static
* new docs
* change commands, format
* introduce navi file id
* use enum
* remove concat
* add clarifying comment for skip
* concat cmd type
* Hints -> QuestHint
* rename command header
* s -> g
* missed enum name
* singular
* missed one
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Update asm-processor and fix includes with EARLY
* Enable more IDO warnings and disable unwanted warning 516
* Fix most new and remaining warnings
* Improve skelanime comment
* Improve asmproc pragma comment
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* Add suggested comment for a wrong prototype
* Update asm-processor with the latest fix
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* Allow dmadata to have names different from the original table
Added an argument to the dma define which is used to match debug strings in z_std_dma.c
* Update kaleido manager to support different overlay names
* Update the actor table to support different actor names
Added an argument to the define which is used to match debug strings in z_actor_dlftbls.c
* PR suggestions for argument descriptions
Currently the C preprocessor is used to remove comments from the text
files before encoding them.
However the option used (`-fpreprocessed`) is only supported by gcc –
but not by clang, which breaks the macOS build.
By using Python to remove comments, we can remove the use of this
gcc-specific option, and fix the macOS build.
* Document `func_800D1694` as `Matrix_TranslateRotateYXZ`
* Document `func_800D1FD4` as `Matrix_ReplaceRotation`
* Cleanup `Matrix_RotateAxis`
* Document `func_800A7EC0` as `SkinMatrix_SetRotateAxis`
* Document `func_800D2A34` and `func_800D2A98` as `Matrix_SetTranslateScaleMtx`(`F`)
* Document mostly unused functions at the end of `sys_matrix.c`
* Add in-use renamed functions to `namefixer.py`
* Add `Matrix_SetTranslateScaleMtx2` to `namefixer.py`
* Run formatter
* Fix namefixer.py mistake from #952
* Format clang-11.1
* Fix `Matrix_TranslateRotateYXZ` wrongly documented, it actually is `Matrix_SetTranslateRotateYXZ`
* VS Code is stellar at refactoring (no)
* Run formatter
* Come on VS Code
* Improve `Matrix_ReplaceRotation` docs
* Fix typo
* Fix namefixer.py
* Add pad_text to mkldscript and update progress.py
Implements `pad_text` from MM and uses it instead of asm nops for the padding in ucode_disas.
Also updates `progress.py` to account for the change (RIP 1000000 code size), and to have a green badge for 100%.
* Remove 1.00mb comment in progress.py
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* 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>
* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles
* Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX`
* `Euler ***` -> `Tait-Bryan *** angles`
* Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ`
* Fix doc of `SkinMatrix_MtxFMtxFMult`
* Update docs of `SkinMatrix_Invert`
* Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ`
* Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate`
* Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate`
* Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate`
* Add renamed functions to `namefixer.py`
* Run formatter
* Consistent function names (`ABC()` if equivalent to `A() B() C()`)
* Automatic XML for link_animetion
* Make sure tutorial images are not gitignored
* OK
* Correct ovl_Boss_Sst RangeEnd
* ExternalFiles
* Remove Segment="128"
* Remove segments from place_title_cards
* format, newlines, remove previous xml
* Implement a single Object Table for the enum and the segments
* Implement a single Actor Table for the enum and the overlays
* Implement a single Effect SS Table for the enum and the overlays
* Remove initvars.h and move its content to relevant files
* Update object 0 to use OBJECT_NONE and document it in the table
* Rename OBJECT_NONE to OBJECT_INVALID to avoid confusion
* Document EnGoroiwa and BgJyaGoroiwa
* Run format.sh
* Add renamed functions to actorfixer script
* no more calling out "the devs" for bad code
* `EnGoroiwa#flags` -> `stateFlags`
* `Matrix_MtxFToRotS` -> `Matrix_MtxFToYXZRotS` (and not ZXY oops), `func_800D2264` -> `Matrix_MtxFToZYXRotS`
* Document Moblins (EnMb)
* Use actual decomp-style function names
* Add renamed functions to actorfixer.py
* Add general documentation and add EnMbType enum to check moblin subtype
* Add fig's doc comment on Actor_TestFloorInDirection
* Revert documentation on z_eff_ss_dead.c
* remove `gSPFogPosition(?,?)` comments on `gSPFogFactor` uses in z_rcp.c
* run formatter
* 13 functions left, data imported
* 2 left
* 1 left
* OK
* Begin naming
* sfx rename
* spec
* Begin naming, add LINK_IS_CHILD to EnDu
* Fix spelling of its/it's
* Document most of object_dekubaba, import symbols
* Document draw functions, begin on actionfuncs
* New actor function names, some float constants
* Name almost everything
* Delete asm
* Name size, format
* Review changes
* Review changes
* Brackets, format
* Mostly done but shifted
* still messed up
* Almost OK
* OBJECT_JYA_OBJ OK, OBJECT_GR OK
* Done
* Merge master and format
* Cleanup
* Cleanup 2
* Start object MB dont merge yet
* Object_MB OK
* Object_ydan_objects OK
* General 'ydan' actor cleanup
* Forgot some small things
* Object_EC OK
* add .gitkeep and run format
* Object_sd OK but no textures cause of a zap issue
* PR fixes
* Fix object_sd
* fix ydan
* delete .gitkeep files
* OBJECT_BOX as far as it can go with current ZAP
* Fix undefined_syms
* Start child link object
* Push progress, dont merge yet
* Object_mori_objects OK
* Fixed?
* Fix conflicts again
* Seems like i missed some textures
* Extract data for BgBombwall
* More field
* ZAP YEP 2.0
* Object_Box OK
* Object_SD ok. Ready to merge
* remove ASM and merge master
* remove ASM
* remove files wrongfully added to docs/
* Almost done
* Change comment in z_player_lib.c
* forgot some DLists in player_lib.c
* Fix conflict, run format
* Same as before but this time with Tex and TLUT
* Last few things
* fix object_GR and add limbs to object_sd
* Nane -> Name
* gChildDekuShieldMtx is now a matrix and not a blob
* PR fixes (Fig)
* add a space for comment in z_player_lib.c
* re push and new lines
* PR fixes (AngheloAlf)
* PR fixes (Roman)
* Fix Heishi2
* PR fixes (Fig)
* Replace spacing in a file
* PR fixes (Roman)
* ViMode OK
* Fix variable name in regconvert tool
* ViMode: fix formatting
* Add nonmatching impl for ViMode_Configure, respond to PR
- Fixed struct field naming (unkXX -> unk_XX)
- ViMode_Configure args are not flags for top/left etc; seem to be for
video mode
- Used @Random06457's implementation of `ViMode_LogPrint`
* Use plain LOG_ADDRESS in ViMode_LogPrint
* Incorporate PR feedback from Roman971
* Decompile ovl_kaleido_scope + minor cleanups
* Add a common header for ovl_kaleido_scope
* Start cleaning up and documenting kaleido_scope (+ some interface docs)
* Improve and fix some kaleido_scope non matchings
* Match KaleidoSetup_Init
* Extract icon_item_fra/ger_static files
* Add more documentation and matches to kaleido_scope
* Improve the z_kaleido_collect.c non matching
* Rename z_kaleido_8081EFF0.c to z_kaleido_prompt.c
* Update most kaleido variables to be static
* Improve GS flag macros
* Improve z_lmap_mark.c and extract z_lmap_mark_data.c with a script
* Various minor fixes and improvements
* Minor fixes and review changes
* Review changes part 2
* Rename gSetTileCustom to gDPSetTileCustom
* Review changes part 3
* Initial xml
* most of in-code references
* Add limbs and evrything else
* Functions used by EnRiverSound
* Fix forearm and use void* for textures
* Run formatter
* Fixed upstream
* move .data
* match init
* mathc func_808C1D00
* match func_808C32F4, func_808C2B38, func_808C3224, func_808C2AB0
* match func_808C30F4, func_808C2A40, func_808C3704, func_808C3704
* func_808C18B0
* match another chain of functions
* Match func_808C29B0, Draw, and most of OverrideLimbDraw
* start update
* Really close
* Almost match update, match Override Limb Draw
* start the big switch
* Make a little progress on the big switch function
* Test
* chip away at the big one some more
* test
* progress
* More progress
* Add
* Finished another chain of functions
* Decomp effect functions
* Get the whole file in C
* Move data to its own C file
* Start the effect file en_bdfire.c
* Messed up expected
* Finish EnBdfire.c
* A little clean up
* done as far as I can get it
* Delete scenes directory
* Delete graphs directory
* Delete graphovl.py
* match and such
* Delete BossDodongo_Update.s
* PR fixes
* restore old IDO
* Color Filter
* PR fixes (Roman)
* Fixed added assets
* remove asm
* PR fixes (Roman)
* quick format change
* remove unwanted files
Co-authored-by: Louis <5883445+louist103@users.noreply.github.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Fig02 <fig02srl@gmail.com>
* Update asm_processor to current master
* Update variables in En_Torch2 to actually be static
This is now possible because asm_processor was updated to handle static symbols in GLOBAL_ASM
* Update tutorial to reflect changes about static symbol limitations
* Fix setup warnings
Signed-off-by: angie <angheloalf95@gmail.com>
* Casting the problems away
Signed-off-by: angie <angheloalf95@gmail.com>
* I don't really like changing the type to void
Signed-off-by: angie <angheloalf95@gmail.com>
* We're out of EARLY hell
Signed-off-by: angie <angheloalf95@gmail.com>
* ./format.sh
Signed-off-by: angie <angheloalf95@gmail.com>
* Change skel type to "Normal"
Signed-off-by: angie <angheloalf95@gmail.com>
* Changes requested
Signed-off-by: angie <angheloalf95@gmail.com>
* suggestion of roman
Signed-off-by: angie <angheloalf95@gmail.com>
* early is back :c
Signed-off-by: angie <angheloalf95@gmail.com>
* This will be a fix in ZAPD
Signed-off-by: angie <angheloalf95@gmail.com>
* change raw offset to index
Signed-off-by: angie <angheloalf95@gmail.com>
* Rename offset to data index
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* clean up a bit the code
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* add --offset and --hex options
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* add --file flag to automatically convert every gGameInfo index to a macro
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* add --stdout flag
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* Check if index/offset is valid
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* Changes asked by @ethteck
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* the script now should be able to parse the files in the build folder
also added some flags to ignore an actor list and parse the non-matching like before
Signed-off-by: angie <angheloalf95@gmail.com>
* bit of cleanup
Signed-off-by: angie <angheloalf95@gmail.com>
* script to compare the results
Signed-off-by: angie <angheloalf95@gmail.com>
* dont assume every function is in just one file
Signed-off-by: angie <angheloalf95@gmail.com>
* fix qword allign
Signed-off-by: angie <angheloalf95@gmail.com>
* move the csv stuff to a function
Signed-off-by: angie <angheloalf95@gmail.com>
* add flag to export the amount of instructions per function
add examples for how to use the script
fix a bug
Signed-off-by: angie <angheloalf95@gmail.com>
* add include-only flag
Signed-off-by: angie <angheloalf95@gmail.com>
* delete extra file
Signed-off-by: angie <angheloalf95@gmail.com>
* keep functions order
Signed-off-by: angie <angheloalf95@gmail.com>
* get data in
* Match Init and one other
* match some more
* match a bunch more
* merge master
* OK
* Some naming done
* OBJECT_NY almost done. waiting on ZAP changes
* Remove ASM
* Cleanup
* Commit before merge
* fix damage table
* Change comment
* First batch of files
* Add missing folders back
* Fix missing folders again
* Finish fixing existing texture files
* Gameplay_Keep XML finished
* Most actor gameplay_keep undefined syms removed
* Only ~200 gkeep symbols remain
* All gkeep symbols that ZAP supports are fixed
* Cleanup, and make gkeep names more accurate
* Starting to figure out what some unknown blobs are, merge zeldaret in
* fix a few more things
* refactor gkeep
* Change how gitkeep is handled
* gkeep xml cleanup
* Gkeep finished, now just waiting up ZAP updates
* 100 link animations finished
* 150 link animations finished
* 200 link animations finished
* 250 link animations finished
* 350 link animations finished
* 400 link animations finished
* 450 link animations finished
* 500 link animations finished
* 550 link animations finished
* All Link animations finished
cannot build yet because ZAP doesn't have LinkAnimationHeader yet
* xml changes for new zap stuff
* finish gameplay_keep
* fixing existing objects
* ready for pr besides zap padding issue
* mostly ready for pr
* format all c files
* all conflicts fixed
* make changes that roman requested
* fix thing i didn't mean to change
* some animation symbols renamed
* fixed roman's stuff
* lifemeter hardcoded pointers removed
* fix issue with incorrect data in gameplay_keep
* removed unused asm
* fixed most of fig's comments
* fix all of fig's comments
* reformat files
* Update assets/xml/textures/icon_item_static.xml
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update assets/xml/textures/icon_item_static.xml
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* fixed stuff
* fixed most of roman's comments
* remove leading zeroes
* should build now
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "f84d8337b"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "f84d8337b"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* all of gkeep symbols fixed
* compiler error fixed
* format files
* final changes
Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* some decomp
* still playing around with this
* rename functions
* ZAP again
* ZAP again
* the renaming begins
* more renaming. hopefully didn't break anything
* change all the things
* this and then merge
* and done
* one little thing
* small docs, small rename
* changed mind on cylinder and quad elements
* something
* more stuff
* more docs
* more adjustments
* Fixed some types
* more fixes
* all sorts of cleanup
* now with flags
* match!
* names and such
* update tools
* damage tables
* ColChkInfo
* one more thing
* formatting
* more formatting
* anime merge
* some stuff
* damage table
* again
* changes
* .s
* changes
* oc2 type
* a couple things
* format
* un-name magic arrows, not enough proof yet
* fix damage table script and remove old one
* EnAObj
* changes
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Fig02 <fig02srl@gmail.com>
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* ZAP2 stuff
* ZAP why
* ZAP again
* more names
* so many names
* we got subsystems now
* slight cleanup
* merge part 2
* new naming scheme
* slight adjustment
* no limit
* syms maybe
* step one
* OK, it's fixed
* table
* some names and such
* comments**
* update zap
* gitkeep to please jenkins
* ZAP
* fixer
* fixer2
* fixer3
* zap
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig <fig02srl@gmail.com>
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Finished matching remaining scenes.
* Removed old commented out spec lines
* Decompiled a few object files.
* Reorganized xmls a bit. Updated pu_box overlay to use proper symbol.
* Updated texture and object file decomp
* Fixed newline issue with ZAPD
* Moved scenes/ into the assets/ folder
* Fixed a few compile errors
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Finished matching remaining scenes.
* Removed old commented out spec lines
* Decompiled a few object files.
* Reorganized xmls a bit. Updated pu_box overlay to use proper symbol.
* Updated texture and object file decomp
* Moved scenes/ into the assets/ folder
* Fixed a few compile errors
* Fixed merge issues.
* Fixed makefile merge error
* Fixed additional merge error
* Fixed several more merge issues
* Commented out gameplay_keep and sk2 extraction, since currently unused.
* Reenabled gameplay_keep extraction since it's used in the spec
* Fixed build error
* Removed test struct
* Fixed makefile error that would happen on fresh builds
* Fixed merge issue
* Removed relative paths
* Multithreading on extraction, spec uses numbers, few changes to XMLs
* Removed redundant code from the extract_assets script
* object_sk2 and object_spot09_obj OK
* object_spot11_obj OK
* object_spot17_obj OK
* Test: One of the gameplay_keep dlists given a proper symbol
* Updated asset symbol names based on new naming scheme
* XMLs use "Offset" instead of "Address" now
* Fixed merge issues, updated ovl_Magic_Dark xml and gfx file
* Updated to use latest build of ZAPD
* Updated ZAPD again
* Updated ZAP to remove assimp dependency
* Jenkins Test: Added .gitkeep file
* Updated ZAP once more
* Updated png file name to comply with new naming scheme.
* Fixed bad include
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* ZAP2 stuff
* ZAP why
* ZAP again
* small fix to function parser
* off by one error
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* ZAP2 stuff
* ZAP why
* ZAP again
* new tool
* python function conventions
* new name
* new error handling
* whoops comments