* 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
* 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>
* All get item objects OK
* Name z_draw functions
* fix skulltula tokens draw ids
* Review suggestions, merge extract_single_asset into extract_assets as an optional argument
Co-authored-by: Thar0 <maximilianc64@gmail.com>
* 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>
* 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>
* Fully decompiles demo_effect actor.
* Formats z_demo_effect.c
* GET_ACTOR_TYPE is renamed to GET_EFFECT_TYPE
* Implements OPEN_DISPS macros for all draw functions.
* Fixes ugly float values
* Removes unnecessary union structs in the DemoEffect actor struct
* Renames DemoEffect SkelAnimeCurve member to skelCurve
* Names initObjectBankIndex DemoEffect struct member
* Renames jewel display list holders
* Renames initialization function pointers to initUpdateFunc and initDrawFunc
* Renames primitive and environment color DemoEffect struct members.
* Fixes a couple missed floats.
* Renames most draw and update functions.
* Finishes naming all update functions.
* Adds additional SFX defines.
* Renames the rest of the functions
* Renames all external object display lists and vertex references
* Renames DemoEffect global data variables
* Renames DemoEffect Medal function to GetItem because it's used by LightArrows too
* Fixes DemoEffect Timewarp_Timeblock documentation.
* DemoEffect_TimewarpTimeblock updates shrink functions to use decimal
* Converts DemoEffect hex to decimal where appopriate
* Names the rest of DemoEffect struct members.
* Names DemoEffect triforceSpot crystalLightOpacity
* Adds DemoEffect enums for light effect color and god lgt types.
* Renames DemoEffect_UpdateBlueOrb to DemoEffect_UpdateBlueOrbGrow
* Fixes compiler warning in DemoEffect_JewelSparkle
* Renames DemoEffect_MedalSparkle argument
* Reformatting DemoEffect struct offset comments.
* Formats z_demo_effect
* Updates DemoEffect oGfxCtx to use the new macros.
* Adds comments detailing what each function in the DemoEffect system does.
* Removes z_demo_effect.data.s
* Renames DemoEffect global variables and sets them to static
* Removes pointer from DemoEffect function references
* Removes unncecessary default: break; statements in DemoEffect
* Converts rotation values to hex in DemoEffect
* DemoEffect effectFlags now uses ~1 rather than 65534
* DemoEffect_DrawGodLgt now uses a cleaner conditional statement
* eventChkInf in DemoEffect now uses 1 << 9 and 1 << 11
* DemoEffect now uses VT macros.
* Converts DemoEffect colors to hex.
* Changes M_PI / 32768.0f to M_PI / 0x8000
* Updates demo_effect enums to be all caps
* ovl_demo_effect reloc info is now included via build process rather than included from original asm
* Adds param packing macro
* DemoEffect struct unions are now typedef'd outside of the main struct
* Reformats DemoEffect sJewelSparkleColors
* Removes an if(globalCtx){} in DemoEffect_Init
* Removes ActorFunc cast in DemoEffect_Wait
* Removes unncessary comment in DemoEffect_MedalSparkle
* Timer check in DemoEffect_UpdateLightRingShrinking now uses <= 255 rather than < 256
* Removes unnecessary comment in DemoEffect_SetJewelColor
* Removes unncessary comment in DemoEffect_MoveJewelActivateDoorOfTime
* Converts an angle to hex in DemoEffect_MoveJewelActivateDoorOfTime
* Converts a while to for loop in DemoEffect_JewelSparkle
* Moves stack variables in DemoEffect_UpdateDust to a new line for each one
* Removes globalCtx2 assignment to the beginning of the function in DemoEffect_DrawJewel
* Removes unnecessary comment in DemoEffect_DrawCrystalLight
* No longer wrapping rotation reset in if(1){} in DemoEffect_DrawGodLgt
* Converts DemoEffect if statements to use != 0 and == 0 when non-boolean ints are checked.
* DemoEffect initDrawFunc now uses type ActorFunc rather than DemoEffectFunc
* review 2
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>