* Tool-assisted flags for `Actor_UpdateBgCheckInfo`
* Manual flags separation
* Run formatter
* Light doc on the flags
* `UPDBGCHECKINFOFLAG_` -> `UPDBGCHECKINFO_FLAG_` (what an improvement!)
* Run formatter
* Run formatter
* First pass, tool assisted bgCheckFlags
* Few manual bgCheckFlags
* Run formatter
* Remove fake bgCheckFlags 10-15
* Move existing documentation to the defines
* Comment on `bgCheckFlags` and rephrase some doc
* Name obvious flags, and some cleanup
* Comment on flag 9 being wall-interaction-related (thanks engineer and fig)
* Run formatter
* `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT`
* Touch up water-related bgcheckflags doc
* `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
* merge master
* A little bit
* start docs on lens
* Delete Jenkinsfile
* Make sense of the numbers in `Actor_DrawLensOfTruthMask` f3dzex commands
* More comments on `Actor_DrawLens` f3dzex usage
* remove padding
* renames
* Simplify gfx comments
* Add some line breaks
* Remove undef
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Louis <louist103@pop-os.localdomain>
* script-assisted player state flags
* Run formatter
* manually convert state flags in `D_80116068`
* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`
* Run formatter
* Cleanup parameters passed to `Actor_SpawnFloorDustRing`
* `10` -> `ARROW_NUT` for spawning EnArrow
* Missing empty line after declaration
* Introduce `ACTORCAT_MAX`
* Minor cleanup
* Run formatter
* `sgiDrawIds` -> `giDrawIds`
* `sDmaMgrDataExistError` -> `sDmaMgrIsRomCompressed` bool
* Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`
* Run formatter
* Revert "Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`"
This reverts commit c6b9a92139.
* Add ACTOR_FLAG_ defines
* Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere
* Remove unused ACTOR_FLAG_* constants
* actor flags in bigokuta & ko
* actor flags in obj_mure
* actor flags in stalfos, twinrova & ganon2
* actor flags in morpha & barinade
* name some previously missed actor flags
* found some comments using hex for actor flags
* Actor flags in ovl_En_Ganon_Mant
* Actor flags in EnWf
* Flags in en_zf
* Actor flags in BossGanon (FeelsOKMan)
* Remove `ACTOR_FLAG_NONE`
* Wrap expansion of `FLAGS` in parentheses
* `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL`
* Move `CHECK_FLAG_ALL` to `macros.h`
* Run formatter
* Minor labelling
* progress
* play percentage -> delay
* duration -> gatetime
* more
* more
* more
* seqIdx -> playerIdx
* more
* more
* more
* more
* format
* fix comment
* filters
* more
* media
* confusion
* Sync load is actually slow load
* AudioHeap prefix
* more
* more
* reformat
* more
* more
* AudioLoad
* more
* more
* seq banks
* more consistent
* more
* name last function in audio_load
* More audio_synthesis
* clean up audio tables
* minor
* slow/fast load ramAddr
* format
* remove unused
* Remove union
* remove padding
* audio bank -> sound font
* seqLayer -> layer
* stuff
* seqChannel -> channel
* ChannelLayer -> Layer
* remove define, add bug comment
* format
* more
* cache enum
* more
* AudioSeq function prefix
* naming
* bankIdx -> bankId
* more
* format
* review
* more
* fixes
* avoid hardcoded sfxid's
* SE -> Sfx
Co-authored-by: zelda2774 <zelda2774@invalid>
* Match Destroy
* Matched Init
* 3 more matched
* 15 functions matched, data imported
* 16 matched
* 17 matched
* 18 matched
* formatting
* 19 matched
* Fix unk_404
* Draw matched, 20 in total
* 21 matched
* 22 matched
* 23 matched
* 24 matched
* 25 matched
* 26 matched
* 27 matched
* 28 matched
* 29 matched
* 30 matched
* 31 matched
* 33 matched
* 34 matched
* 35 matched
* 36 matched
* 17 left
* 16 left
* 15 left
* 14 left
* 13 left
* 12 left
* 11 left
* 10 left
* spec
* bss
* 9 left
* 8 left
* 7 left
* 6 left
* 5 left
* 4 left
* 1 up to regalloc, 3 left
* 2 left (+ 1 regalloc)
* More naming
* 1 + regalloc left
* Some naming
* matches but for 2 words of stack in func_80B45748
* Delete some padding in header
* Merge remote-tracking branch 'upstream/master' into Zf
* func_8003426C rename
* more failed matching attempts
* Update to new function names
* OK at last
* Actually OK this time, removed pragmas, spec
* Begin documentation
* Few more names
* Some more naming, added description to z_en_geldb.c
* Confirm platform categories
* (Badly) named floor check functions
* Make fighter actors playSpeed animation frame checks consistent (up to names)
* Action enum, lot of work on the skeleton stuff in the object
* Lot of function and animation naming
* More naming, last of the hardcoded symbols
* Some name cleanup
* Remove asm
* Format
* Bit more cleanup
* Dragorn review I
* undefined syms
* Correct limb names
* Non-control flow review suggestions
* Easy review stuff
* Some more review
* Import bgm Ids
* Small correction
* Fix kaleido
* Add defines for 0, 1, 0xFFFF. Fill in missing macros
* Improve names, move to bgm.h, add in macros to kankyo.c
* format
* Swap order of bgm macros and flags
* Fix all headers to comply with C standard
* fix a file in libultra
* Update include/stdbool.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Update stdbool.h
* Update z64animation.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* 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
* fix colliderinit typo
* migrate data
* init has 1 problem
* progress
* progress
* builds now
* progress
* progress
* lots of funcs matched
* many functions, fix warnings
* 1 left
* done
* docs progress
* remove graphovl
* missed some
* change some funcs
* some more
* another
* format
* more docs
* cleanups1
* limbs, DLs, textures
* limbs named (thanks elliptic)
* more docs
* Name animations, import symbols
* Named sections of xml
* more docs
* rename limbs and use flag macros
* name
* review1 and use limb enum
* review2
* agro -> aggro
* review3
* review4
* review5
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.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>
* cleanup libultra
* fixes
- use quotes instead of <> for includes
- add macros for zelda specific thread priorities
- fix Makefile
- properly format the remaining pfs structs
* fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL
* remove ULTRA_ABS
* fix includes
* update z_player.c/z_lib.c + run format.sh
* merge upstream/master
* fix include in En_Goroiwa
* fix includes
* Started doing cleanup
* did more work
* did more migration
* migrated more rodata and worked on some structs
* did more work
* Removal of ROOM field from initvars, some rodata migration, some string decompilation
* General update
* Decompiled vt strings
* Tool work
* Tool improvements
* 270 overlay rodata files remaining
* better float handling
* floats
* Many more floats
* migrated boss_mo
* assorted fixes
* Migrated 10
* tool improvements
* migrated 10
* 10 more
* 1 more
* did a few more
* fixes
* 10 more
* more floats
* Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed.
* removed changes made to script by accident
* migrated largest rodata - ovl_fishing
* Did some more
* 114 remaining
* 99 left !
* almost done migrating rodata
* did some more, done for tonight
* almost done, tried add support to the script for z_player
* All possible rodata migrated in actor overlays
* update
* removed static from all overlays, ran format.sh
* Removed unknown actor structs
* converted a few floats
* Added new lines to header files that were missing them. Removed unused asm files
* Removed unused asm files
* Formatting newlines
Further formatting
spacing
.float spacing
More space formatting
More spacing formatting
Removing .balign 4 after floats
Co-authored-by: Ethan Roseman <ethteck@gmail.com>