* `vt.h` -> `terminal.h`
* `VT_` -> `T_` (as in Terminal)
* `vt.h` -> `terminal.h` in includes too Pepega
* Sort out tiny terminal.h include inconsistencies
* Format
* -> `TE_`
* format
* `TE_` -> back to `VT_` (parkour!)
* explicit VT
* Swap REGION_US and REGION_JP
* Fix a few missing EXCH_ITEM enum values
* Remove unnecessary casts on alloc functions
* Fix a double slash in the spec file
* Swap top and bottom args in StackCheck_Init
* Remove some unnecessary & in array references
* Run formatter
* Fix the comments for US and JP codes
* 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>
* Copying SubCam Changes from PR 908, made it to the end of bosses
* Finish copying over PR
* format
* More cleanup
* clean-up
* PR Suggestions, Clean-Up, Improvement in CS
* Remove substructs from fd/fd2
* format
* Improve fishing
* minor fix
* Make CutsceneCameraDir more general
* `sActiveCamMove` -> `sCamMove`
* Fix conflict with object kankyo
* Add CAM_ID_MAIN to object_kankyo
* Improve cam cutscenes further
* Revert cutscene cmd names (better for a separate PR)
* At -> LookAt in the context of Cutscenes
* Missed naming in diving game
* Format
* Fill in Ganon2 Names (now that it's matching)
* format
* `sActiveCamId` -> `sReturnToCamId`
* activeCamId -> returnToCamId
* Discord Discussions
* FIRST
* Move macro to bottom, comments
* More suggestions
* PR suggestion, cleanup comment
* Oops
* add comments
* Adjust comment
* Change edge-case
* whoops
Co-authored-by: fig02 <fig02srl@gmail.com>
* 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
* Fixup `Math3D_LineClosestToPoint`
* `gDodongosCavernBossLavaFloorTex` is 32x64
* Name empty-dlist-making functions `_EmptyDList`
* Fix typos
* transitionRate -> morphFrames
* Compare `xyzDistToPlayerSq` to squared values
* Fix hookshot target/post collision header names being swapped
* Fix description of `z_bg_mizu_movebg.c`
* Add scene command comment to `func_80098508` to match other scene command handlers
* Some fixup in `Camera_Demo5`
* `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
* 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
* Cleanup `UNK_TYPE`, `UNK_PTR` usage
* Add some missing empty lines after declarations
* Remove some legacy comments from non-matching times
* Fix some grammar (mostly "it's"/"its")
* Use proper names for two symbols after ZAPD bugfix
* Cleanup `place_title_cards.xml`
* Use `NULL` to check against `D_8012D260` pointer
* Parentheses around some macro arguments
* wip proofread headers up to z64animation.h
* 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>
* 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
* Format all translation comments like `// "..."` (hopefully all of them)
* Move translation comments to before on long lines
Located them with `grep -r src -e '^[^(]*);[ ]*//'`
Regex `osSyncPrintf\([^;]*\n.*//` didn't find more
* Format two more
* 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>
* Initial progress on Door_Warp1
* Fix merge
* More work on Door_Warp1
* Decompile most of Door_Warp1
* 2 more functions OK
* All decompiled, 3 nonmatching
* Tiny improvements, fix several warnings
* Remove commented GLOBAL_ASM lines
* Fix
* Fix merge
* Two more matches
* Some docs
* More docs
* Use generated reloc under NON_MATCHING
* Fix accesses in ru1
* Add break and add limbs and dlists for the skeleton to the object xml
* Comment values for enums
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* boolean returns for flag checking functions
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* Named more loop variables i and named DoorWarp1_FloatPlayer
* Last function matched thanks to Roman
* Some further suggestions
* Fix
Co-authored-by: Thar0 <maximilianc64@gmail.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* matches
* more matches
* progress?
* it's time
* so close
* organize declarations
* docs
* more fixes
* more fixes
* fix stage 1
* more fixes
* first try
* demo ids in decimal
* final cleanup
* one more thing
* fixes
* more cleanup
* onepointcs
* OnePointCutscene
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
* 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>
* 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
* spooky scary skeletons
* there's a skeleton inside of you
* formatting
* types
* a matched function even
* undo change
* lol anime
* ok how did I forget the .s
* array fix
* would you like to ride the bone train?
* stuff
* more renames
* renames and cleanup
* names suck
* idea
* using void** for now
* stuff
* look more type fixes
Co-authored-by: fig <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
* match
* new matches
* format
* need to kill the asm, too
* whoops dlists
* one more match
* no more temp
* let's fix Gameplay_ChangeCameraStatus while we're at it
* formatted
* 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
* Add cutscene disassembler script
* Add more debug info
* Use addresses instead of already disassembled data, emit array declaration
* Disassemble more cutscene data, fix csdis bug where BGM commands would output too many args
* Fix similar bug for LIGHTING command, fix line ending from previous commit
* Remove CS_PAD
* Update ZAP2
* Disassemble ovl_Demo_Sa cutscene data
* progress
* init ok and merge master
* enheishi1 and srchball OK
* cleanup
* cleanup
* cleanup
* more cleanup
* done
* more comments
* add file headers
* some review comments
* move vectors
* more review comments
* angle in decimal
* add prototype
* semicolon would be good
* fix
* make unset actor ids 0
* reword comment
* no &
* rename init chains, colchkinfo, colider inits, damage tables
* actor cleanups
* fix collider init script names
* small fixes
* ichain arg name
* change dynapoly types and names
* revert enru1 data name
* and the type
* pr suggestions
* Added additional (potentially unused) fields to macros, now builds OK
* Ran formatter, attempted better macro formatting
* Formatted unknown fields as hex, further cleanups
* Rename and prefix macros, use command base macros, format cutscenes with indents
* Move command macros into a new file and include it globally
* Generate cutscene command macros for Bg_Toki_Swd, Cleanups
* Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h
* Introduce CS_CMD_CONTINUE and CS_CMD_STOP
* Remove apparently redundant arguments in certain commands, include the values in the macros directly
* Re-add cutscene terminator destination enum values to example cutscene data
* Format what should be floats as hex, Change actorAnim to actorAction
* Allow floating-point representation of values in cutscene data (asm-processor hack)
* Include cutscene commands only where necessary, documentation fixes
* Rename actor actions to npc actions, separate player action from npc actions
* Remove PlayerActionIDs for now as relevant information on it is not yet decompiled
* Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion