* Document PauseContext.state
* Very light docs surrounding pause states
* PAUSE_STATE_UNPAUSE -> PAUSE_STATE_RESUME_GAMEPLAY and comment on purpose in the enum
* PAUSE_STATE_MAIN -> PAUSE_STATE_6
* format
* Player_InitDrawPause -> Player_InitPauseDrawData
* Document z_Fishing
Document code and data RE: Fishing minigame.
* More z_fishing.c progress
Id's more values, added flag for "High score" entries
* moved and renamed Fishing flags
Flags moved outside z_fishing.c - ending sequence checks for "hat stolen" flag.
* more fishing.c Id'ing
added more id's and clarification.
* Update z_fishing.h
clarified not about fish weight.
* more z_fishing.c documenting
missed a bitfeiled in the fishing "highScores" that kept track of your number of fishing trips
* Update z64save.h
a #define got lost for the "fishing games played" increment
* z_fishing: a few formatting and naming changes based on feedback
- removed comments summing textboxes as it was deemed redundant
- tried to unify fish measurment as "length"
- clarified a few vars based on name
- formatted single-line comments to have one space.
* Update z_fishing.c
ran format.py and fixle.sh
* Update z_fishing.c
changed code around a few bools that was still matching.
* `z_en_Fishing`: changes from feedback, id'd rotate phase fields.
* Update z_fishing.c
merge fix
* `z_fishing`: More doc'ing.
* `z_fishing`: changes based on feedback
* `z_fishing`: fixed typo
* `z_fishing`: merge with master
* Update z_fishing.c
sSinkingLureLocationPos was too redundant
* Merge fix, added more comments, #defines, id's
* Update z_fishing.c
adding EN_FISH_PARAM may have led to mismatch.
* `z_fishing`: fixed compare mismatch
* Update z64save.h
fix typo
* Update z_fishing.c
a few more id's
* Some doc/cleanup on `Effect_Ss_Fhg_Flash`
* Some doc/cleanup on `Effect_Ss_Blast`
* 11DA0 -> Billboard
* doc three lerp funcs in effectss
* Some doc/cleanup on `Effect_Ss_Bomb`
* `rTexIdx` -> `rTexIndex`
* lifespan
* `LIFESPAN` -> `EFFSSBOMB_LIFESPAN`
* --parentheses
* Add todo about "having zapd forward declare static variables"
* try rework comments on effects scale
* lightning -> "a ball of electrical arcs" ?
* Add defines for all used animflags
* Use named constants (and add two) for players `func_80832F54` flags
* note which flags are player-only
* Attempt at documenting but too FeelsUnkMan again
* forgot something
* ANIM_FLAG_PLAYER_0 -> ANIM_FLAG_0 and amend comment from "player-only" to "no effect outside player"
* 1<<n flags
* Cleanup/add bgcheck macros
* vIA -> vI
* parentheses around bit&
* achivement get: formatter contrarian
* COLPOLY_VTX_FLAGS -> COLPOLY_VTX_FLAGS_MASKED
* & before << in WATERBOX_PROPERTIES packing macro
* & before << in SURFACETYPE* packing macro and fix parentheses
* Split z64.h more
* fix speedmeter.h (expect this kind of issue resolution to pop up eventually)
* fix z64object.h
* fix z64state.h
* fix (probably only partially) z64play.h
* fix fix speedmeter.h :)
* revert making a play header (sadge), add/split transition & transition_instances
* move stuff to cutscene, interface
* Move `TransitionCircle%` enums to `z64transition_instances.h`
* z64state.h -> z64game.h with a "this is not final" comment
* forward declare GraphicsContext in z64game.h instead of including the header file for it
* don't comment on where the forward declarations are from
reasoning:
1) it's easy to go out of sync (like this comment, it was outdated anyway)
2) any IDE can easily find the struct anyway
* Generate gamestate overlay table from an include/tables/ header
* GameStateIndex -> GameStateId, move to z64.h, add GameStateId enum name field to the gamestate table, adjust and improve gamestate table comment
* Shorten zeros in table definition
* Generate linker symbols, other suggested changes
* GAMESTATE_MAX -> GAMESTATE_ID_MAX like the others
* player csmode enum
* cleanup
* missed one, player2
* spell out enum name
* use CSMODE_MAX for data
* doc OnePointDemo Field
* PR Suggestions
* another suggestion
* duplicate word
* adjust comment
* cleanup comments
* oops
* some EnHoll cleanup
* some more EnHoll cleanup
* even more EnHoll cleanup
* EnHoll docs
* `enHollFillAlpha` -> `bgCoverAlpha`
* Dl -> DL
* one temp: action -> type
* Move static data out of `EnHoll_HorizontalVisibleNarrow`
* "fade" -> "bgcover"
* spread sentence over several lines
* tweak comments formatting
Co-authored-by: fig02 <fig02srl@gmail.com>
* "bgs sword" -> "biggoron sword"
* Animation_ChangeImpl: last arg is `ANIMTAPER_` enum
* TransitionTileStatus -> state
* Tiny gbi.h formatting fixups
* some cleanup on floormaster
* misc float ops cleanup
* sunsSongState = SUNSSONG_INACTIVE
* continueFlag == CS_CMD_STOP
* fix few camera names inconsistency
* textual 0 padding? not on my lawn
* libultra: construct address from end of dmem rather than oob from imem
* more free1 -> 2 fixup
* rename functions
* dragorns name suggestions
* Revert "dragorns name suggestions"
This reverts commit dd4626ce5e.
* lets try that again
* reword comment
* comments
* projectile speed
* arg name
* more comments
* minVelY comment
* merge master and format
* Split z64.h more
* Cleanup
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* forward declare `OcarinaStaff` struct for pointer members in message and pause structs
* define `struct OcarinaStaff`, not just the `OcarinaStaff` type
* PauseBgPreRenderState back to z64.h
* Move PauseBgPreRenderState and TransitionTileStatus near the PlayState struct definition
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* name functions and clean up some stuff
* clean up function call args and use enum, format
* slightly change comment
* review
* make things more debug cam oriented
* rename buffer
* regs update comment
* move enum
* 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>
* DoorShutter logic docs
* Comment on two more funcs
* Fix comment on DoorShutter_UnbarredCheckSwitchFlag I mmissed the `!(... == SHUTTER_FRONT_CLEAR)`
* Remove types 8,9,10 from enum as they aren't referenced by any transition actor list in all scenes
* Add `DOORSHUTTER_PARAMS` macro to pack params
* `DoorShutter_WaitPlayerShock` -> `DoorShutter_WaitPlayerSurprised`
* --comma
* moveState -> isActive
* Add mention about SlidingDoorActorBase.isActive being a timer in niche DoorShutter cases
* begin docs
* More suggestions
* more docs
* timer to duration
* partial PR review
* init data with player
* consistent comments
* withPlayer to usingPlayer
* 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>
* document camera for vertical platforms
* cleanup
* another rename
* small
* another rename
* add comment
* PR Suggestions
* more cleanup
* oops
* adjust comment
* Add skybox .h and cleanup
* move forward declared structs to top of file
* `SkyboxDraw_` -> `Skybox_`
* format
* move more forward declared structs to top of file
* 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>
* progress
* progress
* change
* named most
* name prerender things
* fix and format
* play prefix
* address most comments (still a few more things to do)
* fix error
* reword input test comments
* some more
* rework env draw flags
* add hilite
* merge and format
* init to proper values
* rename env draw flag names
* 7 to 6
* more small changes
* Rename npc dialog state variable
* Rename and doc NPC actor talking funtion
* Introduce NpcTalkState enum
* Rename NPC_TALK_STATE enum values
* Document NpcPlayerInteractionState and related functions
* Rename player tracking opt enum variants
* Rename npc functions, interact info
* Minor npc actor function tweaks
* Minor comment fixes for npc
* Generalize NPC player tracking to point tracking
* Change unused NpcInteractInfo field type and name
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Rename headRot and torsoRot
* Rename GetTalkState to UpdateTalkState
* Minor comment fixes
* Rename rotateActorShape and clarify related comments
* Remove unneeded parentheses in z_en_heishi4.c
* Reformat
* Remove unclear comment
* Rename yPosOffset to yOffset
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* More documentation for z_std_dma
* uintptr casts for rom symbols in z64animation.h and z_kanfont.c
* Format
* Suggested changes, more defines for static texture sizes
* PI Interface -> PI
* Further suggested changes
* Format
* Comments about item_name and map_name texture assumptions
* Document Timers, First Draft
* some progress
* more timer docs
* cleanup
* small cleanup
* more cleanup
* comments
* more cleanup
* extra comment
* more docs
* brackets
* PR Suggestions
* cleanup, missed some
* more suggestions
* more PR Suggestions
* small change
* environmental
* Improvements to VI related functions
* Fix
* Suggested changes
* Comment enum values
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Suggested changes, plus comments in visetspecial.c
* Name gViConfigModeType
* Further suggested changes
* Format
* Fix comment on modeLPN2
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Real rcp.h
* Correction to comment in initialize.c
* Try fix R4300.h
* Adjust rcp.h formatting, remove defines in other headers that are now in rcp.h
* Suggested changes, document a bug in the modified osAiSetNextBuffer
* More rcp.h formatting changes
* `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
* remove `LightSettings` struct, typedef for zapd
* more decimal
* fog far -> z far
* `LIGHTCTX_FOGNEAR_MAX`, `LIGHTCTX_ZFAR_MAX`
* name sp88,sp8C in `Environment_Update`
* `EnvLightSettings.fogNear` -> `blendRateAndFogNear` and macros
* A different struct for `EnvironmentContext.lightSettings`
* Uniform zapd compat typedefs todos
* `LIGHTCTX_` -> `ENV_`
* Comment on `blendRateAndFogNear` + "fogFar"
* Move fogFar~1000 comment to zFar
* comment rewrite attempt
* move relevant macros down
Co-authored-by: fig02 <fig02srl@gmail.com>
* Crawlspace docs, first draft
* Add wall docs
* OnePointDemo, fix
* format
* More player docs
* Document bgCamData
* Magic docs WIP
* More docs, first round finished
* Better docs
* More renaming
* Simpler name
* Another small adjustment
* rm if(1)
* Better names again after in-game testing
* Change comments
* change comment
* Big rename based on all the suggestions
* Small touch-up
* More PR Suggestions
* RESTORE_IDLE -> RESET
* More docs
* Capitalization
* PR suggestions
* Make declaration consistent
* Health_ChangeBy (amount)
* cleanup
* Document bgCamData
* More changes and cleanup
* More docs
* Clarify comments
* PR Suggestions
* Missed one
* More PR Suggestions
* Change comment
* Add another clarity comment
* format
* PR Feedback, rename bgcheck functions
* remove fallthrough cleanup (other pr that deals with that)
* PR Suggestions
* bug report
* sync with bgCamData PR
* small cleanup
* Another comment
* bgCamDataIndexBeforeUnderwater
* PR/Discord Discussions
* Missed some
* sync function header args
* Another suggestion
* cleanup
* Comments
* Change bgCamData to s16 for now
* PR suggestions
* the
* use "info"
* Missed a suggestion
* Discord Discussion
* Document playerFlag
* typo
* Revert bgCamFuncData to Vec3s
* format
* format
* First PR suggestion
* Some PR Suggestions, still need to test
* followup docs
* small cleanup
* target offset
* more PR
* forwardYaw
* crawlspace func/flag
* comment
* format
* Update include/z64player.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* More PR Suggestions
* Update src/overlays/actors/ovl_player_actor/z_player.c
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
* Doc units of trig functions
* "Very simple" yet I made a mistake
* sins returns in [-0x7FFF,0x7FFF] as the [-1,1] range
* Also `sys_math_atan.c`
* Remove `@param`s without descriptions
* Add note on Math_Atan2S/F arguments being unlike atan2
* "from (1,0) to (x,y)" -> "from vector ..."
* arg names -> `angle`
* Improve `@return` comment on atans
* `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>
* begin quake docs
* continue cleanup
* quake offset
* many more docs
* cleanup
* more cleanup
* cleanup headers
* move quake value to internal
* update, still need to test shake zoom/yaw
* more docs
* better docs
* add file descriptions
* fix comment
* explain random index
* cleanup comments
* better type 6 docs
* expand orientation comment
* fix old names, add comment
* remove comment, twas a mistake
* easy PR feedback
* duration in dec
* rm offset, clear up roll
* oops
* merge shakeInfo and QuakeCamData
* match order that always appears in code
* more PR suggestions
* adjust comment
* zeroVec
* rm extra space
* roman PR suggestions
* Some cleanup on bgcheck waterbox y funcs
* Fix some typo/spelling
* EnFz_ApplyDamage match fixup
* Turn another sus construction into a switch
* Fixup comment on restoring MS as adult
* "doesnt, isnt" -> "doesn't, isn't"
* Hunt down whitespace at end of lines
* Format (clang-format does not like figs bug comment on bongo cutscene unskip sadge)
* Viewport z scale/translation: `0x1FF` -> `G_MAXZ/2` (see proman "9.7 Mixing CPU and SP Addresses", "12.7.6 Depth Source")
* static symbols: g -> s prefix
* Link young/old -> child/adult
* Fixups
* Get rid of signed vs unsigned comparison warning by changing room temps to s32
* waterbox search funcs consistency
* Revert "waterbox search funcs consistency"
This reverts commit 8f386e038f.
* `curWaterBox` -> `waterBox`
* Document SoundSources
* PR Suggestions
* Duration timers to dec
* `PlaySfxByPosAndId` -> `PlaySoundByPosition`
* Begin importing docs from MM
* Finish cleanup using code from MM
* Start documenting commands
* First attempt at thorough AudioSeqCmd wrappers
* Improve names
* Merge branch 'master' into audio_seqCmd
fix name to minimize conflicts
* Combine macros, implement them through repo
* Improve docs
* More progress, begin sequence command docs
* seqcmd.h
* More documentation of seqcmd.h
* More docs
* cleanup
* More cleanup
* More docs
* VOL_SCALE_INDEX enum
* missed enums
* More Cleanup
* docs
* More docs
* Add comments about sfxChannelLayout
* More cleanup
* Even better docs
* Add a file description
* small touchups
* More cleanup of comments
* more
* More cleanup
* More cleanup
* Missing space
* typos
* Audio_SetVolumeScaleNow
* More cleanup
* Fill in enum
* one more cleanup
* Capitalize macros
* remove AUDIO_
* cleanup
* more cleanup
* Small Fix
* Add a lot of backticks for docs
* Restructuring docs
* More cleanup
* swap channel args, cleanup
* Typos
* Many suggestions, revert filename
* pr suggestions
* even more PR
* more pr suggestions
* pr suggestion
* `PauseContext.pageSwitchTimer` -> `delaySwitchPageInputTimer`
* Document stick input repeat in the pause menu
* format
* `delaySwitchPageInputTimer` -> `pageSwitchInputTimer`
* Fix swapped delay and delay_first, oops
* Move timer incrs on their own lines
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* 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
* Use intptr types for segments and a few system files
* Use intptr types for more dma rom addresses
* Use intptr types in data referring to rom files
* Update and cleanup a few message casts
* Change sys_cfb functions and debugHeapStart to use pointers
* Update graph.c for the sys_cfb return type change
* More documentation for padmgr.c
* Update comments
* Further suggested changes
* Suggested changes
* LOG_SEVERITY_INFO -> LOG_SEVERITY_CRITICAL
* Adjust PadMgr_RequestPadData comment
* Avoid array notation for args, adjust comment, rename the FaultMgr padInput field to inputs to better reflect it's an array
* Replace tabs in exceptasm.s source
* Replace tabs with \t in strings
* Fix grammar in various comments
* Fix "initalize" typos in code
* (fix typo) `__osMallocIsInitalized` -> `__osMallocIsInitialized`
* Some Link -> Player
* Use `EXCH_ITEM_` more
* "bgm music" -> "background music"
* Fix typos in `place_title_cards.xml`
* `SkelAnime_Update` returns a boolean
* Run formatter
* Doc `func_80044ADC` (draft)
* Replace `OREG` accesses with existing macros
* Small `Camera_GetPitchAdjFromFloorHeightDiffs` cleanup
* Simplify names with near/far
* Name regs used in `Camera_GetPitchAdjFromFloorHeightDiffs`
* Parentheses/misc cleanup
* update OREG names, except `R_CAM_YOFFSET_NORM` which looks too sketchy for this PR's scope
* More documentation for PreRender.c
* Comment fix
* Suggested changes
* More on coverage reading functions
* Further comment changes
* Further suggestions
* 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
* Fix various small gfx issues
* Use 0xFFFF instead of -1 for max prim depth
* More fixed point numbers
* scale -> texCoordScale, better cycle 2 render mode in z_title
* GFXP_CHAR_* defines renamed to SPACING
* Fix some gDPLoadMultiBlock uses
* Clean up bytes, samples, frames
* Improve macro usage
* More missed macros
* rename macro now that it crosses files
* redefine macros in terms of frames
* Another use of macro
* Fix, it's number of samples, not size
* Partial PR Suggestions
* Small change
* size to length
* Correct/Clarify comments
* remove comment
* More PR suggestions, cleanup
* Bad formatting, fixed
* Cleanup z_debug
* misc
* pad reg names column to """allow""" 40 characters because why not
* safety parentheses in regs.h
* More safety parentheses, in named regs defines
* sort named regs in order, except for message system regs (?)
* put all regs in order (message system ones too)
* Add stdint.h with intptr_t and uinptr_t
* Use intptr types in dmamgr and yaz0
* Use intptr types in stackcheck
* Use intptr types in idle
* Run formatter
* Use pointers for StackEntry (+ minor type fix)
* Prioritize using clang-tidy 6 and improve format.sh
* Use clang-tidy-6.0 when available since it's better at applying 'readability-inconsistent-declaration-parameter-name'
* Add -m32 and -Wno-everything to compiler options to avoid unwanted errors and warnings
* Remove -fsyntax-only since it serves no purpose in the context of clang-tidy
* Apply clang-tidy fixes for argument names
* Run format.sh again
* Use 'Strict' option instead of relying on clang-tidy 6
* Run format script
* Add --fix-notes to clang-tidy options for version 13+
* Some doc on actor overlays alloc types
* Line breaks between defines at the top of actor.h
* plain english
* `ACTOR_ALLOC_` -> `ACTOROVL_ALLOC_`
* More line breaks
* `ACTOR_OVERLAY_ABSOLUTE_SPACE_SIZE` -> `ACTOROVL_ABSOLUTE_SPACE_SIZE`
* Document bug about Scarecrow's Song not setting the flag to restore Nayru's Love
* Try to document the check for needing to actor_kill to leave the absolute space being too broad
* "which overlay uses" (bad english) -> simplify to "which uses"
* Run formatter
* Document fontData relocation
* Fix
* More cleanup
* typo
* sample -> sampleHeader
* Revert name
* Just a little more
* Another comment change
* Fix Drum
* fix
* K0BASE
* Update relocs
* consistency
* clearer phrasing
* Fix
* PR/Discord Suggestions
* typo
* Revert Sound Font Sample Struct for another PR
* Missed a function
* Organize structs, tuned samples
* New sound effects struct
* fix func name
* wave samples
* consistency
* Fix
* More suggestions
* PR Suggestions
* sample bank reloc
* Revert header description
* better text
* SoundFount Relocation: some cleanup (#6)
* `fontDataStartAddr` for relocation, `fontData` for reading data (`AudioLoad_RelocateFont`)
* Comment "cleanup" in `AudioLoad_RelocateFont`
* Comment "cleanup" in `AudioLoad_RelocateSample`
* Cleanup cast and compares to 0 (offsets) / NULL (pointers)
* Cleanup
* soundFont info
* Revert waveSamples
* cleanup
* Plural
* PR suggestions
* A few name changes and suggestions
* small changes
* Drop Info on SoundFont
* Missed some
* One more function change
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Macros for `Entranceinfo.field`
* `ENTRANCE_INFO_FIELD_` -> `ENTRANCE_INFO_`
* Remove mentioning the transition types being "default"
* comment on macros what they are for
* Shorten "transition" -> "trans" for `EntranceInfo.field` usage
* Document Audio Heap Init Sizes
* Swap order
* Another small change
* Another
* Plural
* swap order
* Reverb Settings
* Return comment
* more cleanup
* Fix data names
* 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>
* Cleanup dma and yaz0 functions using pointers for ram
Also includes a minor cleanup of yaz0 names to better fit their purpose
* Run formatter
* Additional cleanups on dma and yaz0 functions
* 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
* Fix reversed array access in z_boss_dodongo.c
* Remove useless return in z_en_encount2.c
* Remove some redundant externs or declarations
* Move some undefs to be performed as early as possible
* AudioOcarina_ResetStaffs -> AudioOcarina_ResetStaves
The plural appears to be staves for the music term
* Remove some uses of UNK_PTR
* Use NULL for pointers set to 0 in z_game_dlftbls.c
* Remove useless !! in z_en_tk.c
* Revert "AudioOcarina_ResetStaffs -> AudioOcarina_ResetStaves"
This reverts commit 1b7fe62408.
* Remove more redundant externs from PR suggestion
* Audio Cleanup
* more
* missed one
* Audio docs imported from MM
* Suggestions from Discord
* Small fix
* Fix sizes in z64audio.h
* numSamples
* Cleanup comments
* Revert overlap with soundFont PR
* revert Audio_AdsrUpdate cleanup (move to different PR)
* PR Suggestion
* Mainly typos
* PR suggestion, vol -> volume
* Better description
* Name sampling frequency
* A good number of PR suggestions
* Missed a suggestion
* More PR Suggestions
* Cleanup NotePlaybackState
* one more
* Add comments for new variable names
* Reverb samplePosInt
* Missed one
* Remove `Always set to 0`
* Audio Cleanup
* more
* missed one
* Audio docs imported from MM
* Suggestions from Discord
* Small fix
* Fix sizes in z64audio.h
* numSamples
* Cleanup comments
* Revert overlap with soundFont PR
* revert Audio_AdsrUpdate cleanup (move to different PR)
* PR Suggestion
* Mainly typos
* PR suggestion, vol -> volume
* Better description
* Name sampling frequency
* A good number of PR suggestions
* Missed a suggestion
* More PR Suggestions
Co-authored-by: fig02 <fig02srl@gmail.com>
* Use `DMG_` defines for `dmgFlags` when single bits are used
* Pass on several (in code, no colliders)
* Conditional cleanup
* Remove wip comment, just use the flags 4head
* Magic docs WIP
* More docs, first round finished
* Better docs
* More renaming
* Simpler name
* Another small adjustment
* rm if(1)
* Better names again after in-game testing
* Change comments
* change comment
* Big rename based on all the suggestions
* Small touch-up
* More PR Suggestions
* RESTORE_IDLE -> RESET
* More docs
* Capitalization
* PR suggestions
* Make declaration consistent
* Health_ChangeBy (amount)
* PR Suggestions
* Missed one
* More PR Suggestions
* Change comment
* Add another clarity comment
* Discord discussions on `magicFillTarget`
* Comments
* grammar
* More comment clarity
* Another bad comment
* PR suggestions, improved comments
* One more comment
* one more thing
* bar -> meter
* some docs, start introducing time macro
* most usages of CLOCK_TIME
* finish up clock time defines, format
* saving incase i need to revert
* more docs
* more docs progress
* some more docs
* format with 11
* change sos to storm
* update functions.h
* some depth stuff
* review 1 and 2
* whoops
* update zbuf stuff
* most of review 3
* enum name
* storm state enum
* review 4
* fix enum
* add comment to skyboxischanging
* review
* things dont match, committing so i can change branches
* revert struct changes
* define for override_full_control
* new clock_time macro
* fill alpha -> glare strength
* update comment
* remove indoor/outdoor, new name for underwater light variable
* remove copy pasted comment
* fix comments
* remove whitespave
* review
* Rename and document SkelCurve
* AVOID_UB in DemoTreLgt_OverrideLimbDraw
* Rename code_8006C510
* Objdump flags in the makefile
* Move CC_CHECK above compilation
* Review 1
* Review 2
* Review 3
* Review
Add doxygen comments to file head
use angle macro,
improve bug comment,
make arguments of SkelCurve_Draw more consistent,
Change this temp to pad in MagicWind
* Annotate global equip and upgrade masks data
* Trivial respawn doc stuff
Move the respawn mode enum up to use the _MAX enum value in the save context struct
* Comment on the `sceneFlags[127]` debug-strings-suggested out-of-bounds access
* Reword `room_inf[127]` comments (attempt)
* 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>
* Fix assert in z_en_horse.c
* Fix UB sceneFlags access in z_en_elf.c
* Add Object_Spawn to public object functions
This function is used externally in MM and works as a standalone, so it most likely belongs to the public interface
* Fix float literals to always use lowercase e for the exponent
* Remove "mininap" in one of the map data variables
sDgnMinimapTexIndexBase is also used for the pause menu map so naming it for the minimap turned out to be inaccurate
* entrance table OK
* entrance enum fixed
* most entrances using enum, still need to do conditionals
* more entrances
* entrance_table.h cleanups
* some review
* remove _0 from first entrance in a group of setups
* change table description
* typo
* wens spellcheck in vscode
* remove extra line
* wip: refactor flag defines for `eventInf[0]`
* Cleanup attempt
* run formatter
* remove spacing in enum indices comments
* Add line breaks
* Macros +`()` -`;`
* Proof-of-concept
* small cleanup
* static to fixed
* Update to new names
* Use full names for structs
* Update comments
* PR 1
* More macro changes
* More PR Suggestions
* Use a union for funcData
* Apply change to all cam structs
* typedef union outside of cam struct
* Add size
* typedef union, not struct
* funcData -> paramData
* Better manage doorParams
* Pass boolean for `freezeFlag` to `Actor_SetDropFlag`
* Use `else if`s in `func_80835F44`
* Cleanup `transitionCtx` usage of instance data
* `TransitionContext.setEnvColor` -> `TransitionContext.setUnkColor`
* Fixup one comment
* linebreaks (#1)
* Run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
* Name rsp ucodes and surrounding cleanup
* Fix comments alignment and remove unnecessary & in sys_ucode
* Change capitalization of sys_ucode variables
* Remove unnecessary externs for aspMain
* Improvements to Jpeg_ScheduleDecoderTask
* Split unknown rsp code into a separate file, spacing
* Un-fake a couple of matches in memory manip functions
* Document fmodf
* Un-fake a couple of matches in memory manip functions
* Document fmodf
* Rename functions and files
* Document memmove, memsets, memcpys
* Format
* Sort out some missing sizeofs
* Name fmodf
* Rename local variables
* size_t
* Use COBRA_SHADOW_TEX_SIZE
* Review
* Tweak the Doxyfile to remove @brief requirement
* Roman's review
* Fix a bug comment
* Change fmodf
* Format all handwritten asm and document some
* Use c preprocessor for constants
* Fix
* Fix PI_STATUS_ERROR, some label improvements
* Avoid hi/lo for constants
* Some more comments
* Properly mark functions as functions and their sizes
* Fix merge
* Improvements
* Review suggestions, rework procedure start/end macros to be more like libreultra
* Move IPL3 symbol definitions into ipl3.s
* Fix undefined_syms, add include and language guards to asm.h and fix the comment in gbi.h
* Consistent hex capitalization, add some MIPS builtin defines to CC_CHECK to behave properly
* Add -no-pad-sections assembler option and clean up alignment in gu files and bzero
* Further suggestions and improvements
* Matrix conversion function clarifications
* Fix passing AVOID_UB to gcc
* Suggestions
* Suggestions, global interrupt mask improvements
* Further suggestions, interrupt mask comments
* Comments fixes, rdb.h
* Switch from # comments to // comments, remove unnecesary .set gp=64 directives
* Further review suggestions
* Missed one
* Doc equips usage (inventory, current and player-specific constants)
* Improve some comments
* `currentSword`(`Item`) -> `currentSwordItemId`
* Comments on the right in `D_801261F8`
* Improve `sDebugSaveInventory.equipment` formatting with extra parentheses
* Use constants for `sNewSaveInventory.equipment`
* Run formatter
* Make comments in z64save.h header a single line even if very long
* `CHECK_OWNED_EQUIP_ALT`
* One more use of `CHECK_OWNED_EQUIP`
* `OWNED_EQUIP_FLAG`
* `OWNED_EQUIP_FLAG_ALT`
* Improve (?) giving sword by item id
* "half-byte" -> "nibble"
* Improve equips for setting kokiri sword
* Improve (?) checking boots by item id
* Improve (?) checking equips by item id
* Fixup one spot assuming `EQUIP_TYPE_SWORD == 0`
* Comments on the right in `sBootDListGroups`
* 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
* script-assisted `itemGetInf` flags
* comment near non-trivial `itemGetInf` usage
* Run formatter
* Try something with the itemgetinf flags that can't use the packed value
* Add defines for `eventChkInf` (direct access)
* Add defines for `eventChkInf` (access through `Flags_GetEventChkInf`)
* Add defines for `eventChkInf` (access through `Flags_SetEventChkInf`)
* Add defines for `infTable` (direct access)
* Add defines for `infTable` (used by `Flags_GetInfTable`)
* Add defines for `infTable` (used by `Flags_SetInfTable`)
* Add defines for `eventInf`
* parenthesis cleanup near `GET_EVENTCHKINF` usage
* parenthesis cleanup near `GET_ITEMGETINF` usage
* parenthesis cleanup near `GET_INFTABLE` usage
* fixup one `eventInf` usage
* parenthesis cleanup near `GET_EVENTINF` usage
* parenthesis cleanup near `Flags_GetEventChkInf` usage
* slight `z64save.h` formatting improvement
* Improve itemGetInf flags in z_bg_dy_yoseizo
* Questionable improvement in z_en_ge2
* Questionable improvement in z_en_daiku
* Questionable improvement in z_en_mu
* Run formatter
* Parentheses around `gSaveContext` macros arguments
* Move individual flags define to the end of z64save.h, and improve comments separating the groups
* transition type enum
* mode enum, start documenting some types
* some more
* use enums for entrance table
* entrance table filled out
* sceneLoadFlag -> transitionTrigger
* sandstorm state/mode/type
* done i think
* fixes
* clean up circle weirdness
* circle use enum + fix texture names
* fix
* how did that even happen lol
* jesus
* review2
* some more review
* most review, still some more to do
* new transition trigger names
* some of review
* next type default
* Move binang utility macros out of angle conversion macros block
* `BINANG_TO_DEGF` -> `BINANG_TO_DEG_ALT` (it may even be warranted to name it _approx instead of _alt, unsure)
* Add `BINANG_TO_DEG` (unused by oot) (for completeness)
* `DEGF_TO_BINANG` -> `DEG_TO_BINANG_ALT` (again may even be _approx, or maybe _cam)
* Add `DEG_TO_BINANG` (unused by oot) (for completeness)
* `RADF_TO_BINANG` -> `RAD_TO_BINANG`
* `RADF_TO_DEGF` -> `RAD_TO_DEG`
* Cleanup argument names in angle conversion macros
* Format for angle macros changes
* Run formatter
* Move `DEG_TO_BINANG_ALT`, `BINANG_TO_DEG_ALT` to z64camera.h
* Remove `DEG_TO_BINANG`, `BINANG_TO_DEG`
* Remove `_ALT` from `DEG_TO_BINANG`, `BINANG_TO_DEG`
* Add comment about inaccuracy near `DEG_TO_BINANG`, `BINANG_TO_DEG`
* run formatter
* `CAM_` prefix on `DEG_TO_BINANG`, `BINANG_TO_DEG` macros
* Revert "Remove `DEG_TO_BINANG`, `BINANG_TO_DEG`"
This reverts commit 5321647e5b.
* Rename variables and function
* Improve comment
* PR Suggestion
* PR Suggestions
* Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx`
* Oops, fixed that
* message queues, threads, and surroundings cleanup
* Format, make the formatter prefer clang-format-11 if found
* Fix __osThreadTail type
* Q -> Queue, thread defines renamed
* Reformat, add missing NULL
* Suggested changes and further casting cleanup
* Reformat
* padmgr name fixes
* Fix typo `tranform` -> `transform`
* (may be controversial) `indexes` (noun) -> `indices`, both are correct but `indices` prevails in the repo currently, and seems prefered in technical contexts
* Fixup one `@bug`
* Fix typo `relfect` -> `reflect`
* Rename and `@bug` `DemoTreLgt_OverrideLimbDraw`
* Fixup `PLAYER_AP_` to `ARROW_` type conversion
* `posModel` -> `modelPos`
* `effSpawnPosModel` -> `effSpawnModelPos`
* Gohma decay bug: Verified that timers do not prevent UB access
* Reorder summation in a more meaningful way
Co-authored-by: JoshDuMan <40190173+JoshDuMan@users.noreply.github.com>
* Add `BINANG_TO_RAD_ALT2`
* Few hex constants in place of decimal cardinal angles
* Use `BINANG_TO_DEGF` more
* Use `DEG_TO_RAD(int)` for angle literals
* `BINANG_TO_RAD_ALT(literal)` -> use `BINANG_TO_RAD`
* Somewhat arbitrary literal angles cleanup
* Run formatter
* Touch up angle macros (parentheses and hex constants)
* Remove `DEGF_TO_RADF`, use `DEG_TO_RAD` instead
* Remove `DEGTORAD`, use `DEG_TO_RAD` instead
* Use `DEG_TO_RAD` more
* Doc (partially) player model and anim data
* `Player_OverrideLimbDrawPause` -> `func_80091880`
* Enum comments: use hex
* Change `D_80853914` to 1D array, change accesses to use new macro `PLAYER_ANIM_BY_GROUP_AND_TYPE`
* `PLAYER_ANIM_BY_GROUP_AND_TYPE` -> `GET_PLAYER_ANIM`
* Run formatter
* Touch up angle macros (parentheses and hex constants)
* Add `BINANG_TO_RAD_ALT`
* Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT`
* Run formatter
* Use `s32` as type instead of `StackStatus` enum type
* `bossLimbDl` -> `bossLimbDL`
* Fixup comment refering to `Actor.velocity` by struct offset
* Fixup `feetFloorFlags` doc and -> `feetFloorFlag`
* Fixup `xyzDistToPlayerSq` comment
* Make `SkelAnime.mode` comment refer to `AnimationMode` (<- `AnimationModes`)
* Use enum names to refer to anim modes and break long lines in z64animation.h
* `EnDha_OverridePostDraw` -> `EnDha_PostLimbDraw`
* ichains cleanup
* Scene command ids usage cleanup
* Properly name unkXXX members as unk_XXX
* change `gSceneCmdHandlers` length in variables.h too
* Revert Unknown flags to unk0 & unk1
* Remove "current scene" mention from `Flags_*Unknown` as they aren't saved or loaded so not scene-specific
* `Struct_8011FAF0`: unk_00, unk_04
* Run formatter
* Do not break long lines in headers
* Revert "Fixup `feetFloorFlags` doc and -> `feetFloorFlag`"
This reverts commit c45b3611e7.
* Introduce and use more enums and defines for equips and data involved in player drawing
* `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_`
* Improve doc on ItemEquips/Inventory's `equipment` field
* Run formatter
* Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes`
* Name `PLAYER_MODELGROUPENTRY_*` from existing documentation
* Partial doc on `PLAYER_MODELTYPE_*`
* Some doc on `PLAYER_MODELGROUP_*`
* Run formatter
* Name and some doc/cleanup on the various player draw functions
* Name symbols used for player position in pause menu
* Name player override/post limb draw callbacks
* `BOOTS_NORMAL` -> `BOOTS_KOKIRI`
* `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE`
* `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum
* Make one constant more explicit
* Document severe bug (not an issue by luck)
* Some doc on `PLAYER_MODELTYPE_RH_FF`
* Actually name most of `PlayerModelType`
* Actually name most of `PlayerModelGroup` and improve comments
* Make equipment in debug save data use equip enums
* Name symbol for computing player's `bodyPartsPos` and fix struct access
* Name right/left `HandType` symbols
* Add `PlayerBodyPart` enum
* Run formatter
* Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing
* Document `playerSegment` related usage
* Run formatter
* Revert player bodypart changes
* Revert equips doc changes
* Revert player model and anim data changes
* Revert drawing-unrelated changes
* Move `sTunicColors` tunic comments to after data
* typo
* rename 800636C0 to gameinfo_init
* fix incorrect casing in cup button
* some constants
* add item00_none enum value
* rename 80009460 to gdmaverbose
* fix typos
* Revert "some constants"
This reverts commit 27a07204d7.
* rename gdmaverbose to gdmamgrverbose
* Revert "rename 800636C0 to gameinfo_init"
This reverts commit c74e255929.
* Revert "fix incorrect casing in cup button"
This reverts commit ac313b3965.
* a couple of typos
* minor changes based on clang-format
* Move `PlayerSwordAnimation` from `z_en_torch2.c` to `z64player.h`
* `PlayerSwordAnimation` -> `PlayerMeleeWeaponAnimation`
* Add `PWMA_` prefix to `PlayerMeleeWeaponAnimation` values
* Use `PlayerMeleeWeaponAnimation` enum more
* Add `PWMA_MAX`
* Update comments in z_en_kanban.c
* Some cleanup around conditionals with `meleeWeaponAnimation`
* Comment `PWMA_` index value in `D_80854190`
* `PMWA_` -> `PLAYER_MWA_`
* Minor fixup
* Missed one spot
* Run formatter
* Document/fix `Player#bodyPartsPos` usage
* `distFromLinksHead` -> `distFromPlayerHat`
* Comment on `bodyPartsPos[-1]`
* Run formatter
* Use `PLAYER_BODYPART_MAX` more
* Use hex for `PlayerBodyPart` enum comments
* 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`
* 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`
* Force dword alignment on OSPifRam
* force_structure_alignment on each Font buffer
* Add ALIGNED8 macro to gSaveContext to ensure alignment
* create alignment.h header and use ALIGN8 in PLAYER_LIMB_BUF_COUNT
* add comment in common_data
* Roman's suggestion
* player_limb_buf_count
Co-authored-by: fig02 <fig02srl@gmail.com>
* Properly align program stacks
* Enforce size being a multiple of 8 bytes
* Correct alignment calculation
* Use an ALIGN8 macro in the stack declaration macro
* Implement scene table with a single define
* Format z_scene_table.c
* Apply review suggestions
* Reorder arguments in DEFINE_SCENE
* Use ROM_INFO for the scene table
* Change "Debug only" to "Debug-only"
* Apply more review suggestions
* Use NULL for 'none' rom addresses
* Remove scene declarations from segment_symbols.h
* 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.
* river_sound docs
* Small touch-up
* PR Suggestions
* Improve comments on river line calculations
* More PR Feedback
* after analyzing the filter data for MM, lowPassFilter is reverse to what I thought it was
* some docs
* rename a bunch of callbacks
* more cleanup
* format
* last cleanup
* some updates
* more docs
* done i think
* name flag and format
* name unused variable
* comments
* revert unwanted change
* z64skin.h
* format
* Address review
* Rename PostLimbDraw callbacks to PostDraw and some PR addressing
* add true/false for setTranslation
* ahhhh
* remove "you"
Co-authored-by: fig02 <fig02srl@gmail.com>
* `0` -> `CHEST_ANIM_SHORT` in `GET_ITEM` z_player macro
* fix typos in z_en_skj
Co-authored-by: Yanis42 <yalink88@gmail.com>
* `unkSkjStruct` -> `EnSkjUnkStruct`
* Use `EFFECT_SS_` enum in all `EffectSs_Spawn` calls
* Decimal for all `EffectSs_Spawn` priorities
* Use `OBJECT_INVALID` more
* `Object_IsLoaded` returns a boolean
* Add `@bug` in `DmaMgr_SendRequestImpl` about passing partially uninitialized struct
* Fix typo `forc_structure_alignment` -> "force"
* Move `CMD_F` to `z64cutscene_commands.h` since it is specifically for cutscene data
* Use `ALIGN16` macro more
* Use `ALIGN256` macro more
* Add `@bug` on two messed up 8-bytes-aligns
* Set `gSaveContext.nightFlag` to 0/1 instead of false/true
* Use `IS_DAY` macro more
* Run formatter
Co-authored-by: Yanis42 <yalink88@gmail.com>
* Name generic anim info structs and cleanup usage
* Make `EnDaiku` use generic struct
* Add `/* decimalid */` comments to all added enums
* small fixes
* Two more generic animinfo structs
* Cleanup usage of newly generic structs
* Cleanup x2 usage of newly generic structs
* `transitionRate` -> `morphFrames`
* Properly name generic anim structs (attempt to at least)
* `anim` -> `animation`
* fixes
* run formatter
* Use consistent prototypes for each actor's ChangeAnim helper
* run formatter
* minor cleanup
* Run formatter
* `Animation_ChangeInfo` -> `Animation_ChangeByInfo`
* Import code_800F7260.bss.s
* Import code_800F9280.data.s
* format
* cleanup externs
* Move bss to next file
* Move struct_8016E320 (BgmRequests) back to file
* Move data to init_params, remove data pad (can't remove bss pad), ReverbSettings
* remove extra spacing
* Remove data/bss comments
* Add Data enum and fill ARRAY_COUNT
* Clean-Up
* Document camera settings
* Document scenes further
* Minor edit
* Cleanup
* More cleanup
* Oof, that was tedious
* Align function look-up tables
* Remove comments
* format
* Cleanup
* formatter gone wrong, hid comments from me
* format
* Dragorn PR Review 1
* Change approach to camera data using macros
* Clean up function and data map
* Cleanup Comments
* 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
* Document nature ambience io data
* Document nature ambience functions
* Function headers
* Doc storing main bgm for nature/miniboss bgm
* Give temporary names to functions
* small cleanup
* add docs to clarify
* Break up nature ambience channel io data for easier reading
* Add info to where each nature ambience Id is used
* Name environmental sequence functions
* Use channel macros globally
* Add nature enum, revert env name
* Revert tough-to-name functions, use nature channel enum instead
* Fill in remaining enums from sequence 1
* PR Suggestions
* Improve macros
* remove clang-format off
* MINI_GAME_2 -> TIMED_MINI_GAME
* Revert to generic name
* Fix Spacing
* remove fake match
* merge master
* animations
* dog limbs
* textures
* KZ limbs and DL
* a few KZ textures and make a file for link_boy
* the rest of KZ
* Far Limb DLs
* near DLs and limbs
* small fix to child
* boots and some sword and more child clean ups
* a bunch of DLs
* fix boy
* fix link child for real this time
* adult should be good now
* progress
* all undefined symbols done
* progress
* done (for now)
* restore makefile
* child -> adult
* child -> adult
* dog fixes
* KZ fixes
* more player fixes
* remove unneeded enum in dog
* rename hookshot stuff
* Update z_player_lib.c
* revert model group stuff
* move comment
* fix mirror shield upper
* remove useless 2
* OOT -> Oot
* gauntlet plate 2 fix
* fix
Co-authored-by: Louis <louist103@pop-os.localdomain>
* Document `func_80033480` more
* More doc in `BgDdanKd`
* WIP Document BgDodoago
The dodongo skull light-eyes-with-bomb puzzle
Some TODOs, jank/legacy code which I'm unsure if it achieves something significant
* Finish documenting BgDodoago
* `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives`
* Run formatter
* `dlistBuffer` -> `displayListHead`
* 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