* 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
* Match a few
* Remove cast
* BossGanon2_Destroy
* Some struct layout
* Missed one
* Work on BossGanon2_Update
* Oops missed another
* Work on update more
* Get it to compile
* Work a bit on update
* func_808FD27C
* Cleanup a bit
* Fix incompatible pointer type
* Work more on update
* Multiply
* Fix janky cast regalloc
* Remove some casts
* Move switch case to right spot
* Tiny regalloc
* Fix stack
* Try to fix jump table
* Migrate bss
* Make data match
* Fix minor formatting
* Another minor formatting
* Replace hex with symbols
* Do display lists
* Vertices
* jnt items init
* Split gfx into separate file
* func_808FCF40
* func_808FCF5C
* func_808FD080
* func_808FD4D4
* func_808FF898
* func_808FFA24
* func_808FFAC8
* func_808FFBBC
* func_808FFC84
* use unk_313 as a bool
* func_808FFCFC
* func_808FFDB0
* Add commented static
* func_808FFEBC
* func_808FFFE0
* func_809000A0
* Remove useless cast in func_809000A0
* Remove useless temp
* Fix wrong branch
* BossGanon2_Update
* Fix implicit function declarations
* Type D_8090EB2C to zelda pointer
* Reorder include because why not
* Deduplicate undefined syms
* Add more to struct
* Work on func_808FD5F4
* Major work on func_808FD5F4
* Get func_808FD5F4 to compile
* Make unk_398 unsigned
* Work on func_808FD5F4
* Progress
* func_808FD210
* BossGanon2_Draw
* Make it compile
* Fix compiler warnings
* Fix branches func_808FD5F4
* re-nonmatching func_808FD5F4
* stuff
* fix math functions
* clang format
* more progress
* Replace bit stuff with type
* Merge master
* Add possibly janky things and fix while loop
* Why does this help
* Chained assignment
* Remove dubious thing
* Reorder thing
* Add possibly fake notices
* Use true and false
* Make func_808FD5F4 equivalent
* Massage stack a little
* func_80906AB0
* Correct texture params
* Whitespace is good
* Use decimal line numbers
* func_809069F8
* Work on func_809060E8
* Make funny loop less funny
* Float stuff
* Remove useless cast
* Merge upstream
* Fix compiler error in nonmatchings
* func_809060E8
* Change tex alloc to be full integer
* Add unk_234
* Correct size of unk_2F4
* Make textures u64[]
* Type textures to u64[]
* func_80905DA8
* func_80905674
* Replace some pi
* BossGanon2_PostLimbDraw2
* func_8090523C
* func_80904FC8
* func_80904D88
* BossGanon2_PostLimbDraw
* BossGanon2_OverrideLimbDraw
* func_8090464C
* func_80903F38
* Match func_80900890
* Move func_80906538 prototype
* Work on func_80902348
* Match func_80902348
* Add fake warning to array thing
* Work on func_8090120C
* Remove useless var from func_8090120C
* Work more on func_8090120C
* Move case probably into place func_8090120C
* Work on func_8090120C until 4914
* Add break to switch
* Pass player to startPlayerCutscene
* Work more on func_8090120C
* Work on func_80902524
* Move function prototype
* Match func_80902524
* Clean up sfx ids in func_808FD5F4
* Correct SFX_FLAG in func_8090120C
* Match func_8090120C
* Match func_80904340
* Change tex to u8[]
* Cleanup func_808FD5F4 a bit
* Clean up another inequality func_808FD5F4
* Match func_80904108
* Cleanup for PR
* Cleanup for PR part 2
* Cleanup data a bit and start on func_80906538
* Basically match func_80906538
* Match func_80906538
* Rename tex to shadowTexture
* Work on func_809034E4 a bit
* replace 255 with 0xFF for texture
* Correct NON_MATCHING guard
* Make func_809034E4 equivalent and not ugly!
* Reuse i in func_809034E4
* Minor cleanup in func_809034E4
* Remove unused asm
* Static all the data
* Switch to using assets xml for overlay graphics :)
* Remove now unused undefined syms
* Rename pad to D_809071FC
* Some cleanup
* Cleanup and name more stuff
* Name BossGanon2_DrawShadowTexture
* Rename to sZelda
* Correct array in func_809034E4.s
* Start using proper symbols for assets
* Add morre undefined syms comments
* Cleanup a bit
* Cleanup a bit more
* Use THIS in limb functions
* Update comments
* Use define for actor id
* Remove unnecessary padding in struct
* Rename rand_float to randFloat
* Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Various minor suggestions
* Replace shadowTexture with void* wherever possible
* Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Do multiply
* Name some variables from debug prints
* Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Use ARRAY_COUNT(sParticles) everywhere
* Put data and bss in _data.c
* Remove unecessary @bug s
* Minor suggestions
* Why are there so many timers
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* a bunch of functions
Signed-off-by: angie <angheloalf95@gmail.com>
* another bunch of functions
Signed-off-by: angie <angheloalf95@gmail.com>
* add dummies to func_8097911C to match it
Signed-off-by: angie <angheloalf95@gmail.com>
* fix some functions declarations
Signed-off-by: angie <angheloalf95@gmail.com>
* Add functions of the array used by the update function
Signed-off-by: angie <angheloalf95@gmail.com>
* add functions used by draw
Signed-off-by: angie <angheloalf95@gmail.com>
* draw and update functions
Signed-off-by: angie <angheloalf95@gmail.com>
* DemoGj_Init
Signed-off-by: angie <angheloalf95@gmail.com>
* fix some functions declarations
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* 9 small functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* Some unmatched functions and 12 small matched functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* another 7 small functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* add data
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* small types fixes
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* six more functions
Signed-off-by: angie <angheloalf95@gmail.com>
* func_80978C20
Signed-off-by: angie <angheloalf95@gmail.com>
* func_8097BA48
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* five repeated functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* Array of cylinders and two other functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* seven equals and problematic functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* func_80978F60 and func_80979860
Signed-off-by: angie <angheloalf95@gmail.com>
* func_8097923C doesn't want to match :c
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* three not matching functions
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* func_80978AFC
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* three more
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* DemoGj_FindGanon
Signed-off-by: angie <angheloalf95@gmail.com>
* func_809797E4
Signed-off-by: angie <angheloalf95@gmail.com>
* func_80978B90
Signed-off-by: angie <angheloalf95@gmail.com>
* last non matching function
Signed-off-by: angie <angheloalf95@gmail.com>
* erase reloc
Signed-off-by: angie <angheloalf95@gmail.com>
* a bit of renaming
Signed-off-by: angie <angheloalf95@gmail.com>
* another chunk of renaming
Signed-off-by: angie <angheloalf95@gmail.com>
* fix reg macros and a few comments
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* vt, arrayfuncs renaming and another bit of renaming
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* More renaming
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* i'm hating this actor
Signed-off-by: angie <angheloalf95@gmail.com>
* format
Signed-off-by: angie <angheloalf95@gmail.com>
* Changes asked by @shawlucas
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* swap globalCtx and globalCtx2
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* Move static variables nearer to where they are used and general cleanup
Signed-off-by: Anghelo <angheloalf95@gmail.com>
* A bunch of changes
Signed-off-by: angie <angheloalf95@gmail.com>
* run format.sh
Signed-off-by: angie <angheloalf95@gmail.com>
* Forgot to change updateMode
Signed-off-by: Angie <angheloalf95@gmail.com>
* Rename the references to object_gj
Signed-off-by: Angie <angheloalf95@gmail.com>
* Rename some functions
Signed-off-by: Angie <angheloalf95@gmail.com>
* document the actor params, a few members and rename some draw functions
Signed-off-by: Angie <angheloalf95@gmail.com>
* Rename DemoGj_DrawRubbleDisplayList into DemoGj_DrawRotated
Signed-off-by: angie <angheloalf95@gmail.com>
* The first type is the the rubble that is around the fight's arena
Signed-off-by: angie <angheloalf95@gmail.com>
* rename the enums
Signed-off-by: angie <angheloalf95@gmail.com>
* Document the value read from the Ganon instance and rename a few functions from that
Signed-off-by: Angie <angheloalf95@gmail.com>
* rename init and draw functions
Signed-off-by: Angie <angheloalf95@gmail.com>
* rename smoke spawner functions
Signed-off-by: angie <angheloalf95@gmail.com>
* run format.sh
Signed-off-by: angie <angheloalf95@gmail.com>
* fix merge issues
Signed-off-by: Angie <angheloalf95@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>
* Progress
* deleting more function files
* more
* more
* More
* more
* more
* more
* more
* 2 more
* more
* more
* more
* more
* more
* more
* more
* more
* more
* master update
* 4 more
* Merged
* 3 more
* One more done!
* ug
* Ido Recomp test
* try 2
* Recomp by default
* Fix Jenkinsfile
* Fix 2
* Fixing struct
* CFE errors
* CFE fix -O2
* Cleanup
* More progress, almost done...
* Almost..
* Update and some progress
* formatting
* Cleanup
* Major cleanup
* done for now
* PR comments
* PR comments
* merge master and format
* a few things
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>