* Create debug macros for common functions
* Revert NDEBUG change
* MALLOCR -> MALLOC_R
* DEBUG -> OOT_DEBUG
* Use the same name for debug and non-debug matrix functions
* Fix file/line argument order
* Revert g[s]DPNoOp[Tag]
* Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug
* MTXF_TO_MTX -> MATRIX_TO_MTX
* Remove `(ActorFunc)` casts in initvars, use `/**/` trick for format
Achieved by using the following regex:
(ActorInit.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*\n\};)
replaced with
$1$2/**/ $3$4/**/ $5$6/**/ $7$8/**/ $9$10/**/ $11$12/**/ $13$14/**/ $15$16/**/ $17$18/**/ $19
plus a change from /**/ to #if 0 #endif in docs/
* Manual fixes
* 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
* 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+
* 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>
* 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
* Rename variables and function
* Improve comment
* PR Suggestion
* PR Suggestions
* Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx`
* Oops, fixed that
* 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`
* script-assisted player state flags
* Run formatter
* manually convert state flags in `D_80116068`
* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`
* Run formatter
* 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
* 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
* 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>
* Mostly done but shifted
* still messed up
* Almost OK
* OBJECT_JYA_OBJ OK, OBJECT_GR OK
* Done
* Merge master and format
* Cleanup
* Cleanup 2
* Start object MB dont merge yet
* Object_MB OK
* Object_ydan_objects OK
* General 'ydan' actor cleanup
* Forgot some small things
* Object_EC OK
* add .gitkeep and run format
* Object_sd OK but no textures cause of a zap issue
* PR fixes
* Fix object_sd
* fix ydan
* delete .gitkeep files
* OBJECT_BOX as far as it can go with current ZAP
* Fix undefined_syms
* Start child link object
* Push progress, dont merge yet
* Object_mori_objects OK
* Fixed?
* Fix conflicts again
* Seems like i missed some textures
* Extract data for BgBombwall
* More field
* ZAP YEP 2.0
* Object_Box OK
* Object_SD ok. Ready to merge
* remove ASM and merge master
* remove ASM
* remove files wrongfully added to docs/
* Almost done
* Change comment in z_player_lib.c
* forgot some DLists in player_lib.c
* Fix conflict, run format
* Same as before but this time with Tex and TLUT
* Last few things
* fix object_GR and add limbs to object_sd
* Nane -> Name
* gChildDekuShieldMtx is now a matrix and not a blob
* PR fixes (Fig)
* add a space for comment in z_player_lib.c
* re push and new lines
* PR fixes (AngheloAlf)
* PR fixes (Roman)
* Fix Heishi2
* PR fixes (Fig)
* Replace spacing in a file
* PR fixes (Roman)
* 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>
* beginning of migrating changes
* got matching
* changed order a bit
* clean up bgcheck
* fix conflict
* fix conflict again
* first stab at identifying types, some oks
* Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs
* more OKs, z_bgcheck.bss migration, update some sys_math3d.c args
* couple more OKs
* pushing some OKs
* fix compilation issues
* code_800430A0.c OK, more files decomp'd
* 8003A3E0 big OK :)
* Decomp most of func_8003C614, decomp helper funcs
* Decomp SurfaceType, CamData, and WaterBox property related functions
* more OKs, big OK in 8003C078
* more OKs, more progress, move a function definition in z_collision_check to functions.h
* more clean-ups, more OKs, dyn_vtx is now defined as u8*
* 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better
* data migrated, more OKs
* 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled
* func_80040284, 800409A8 non_matching, add IS_ZERO macro
* All asm files have C representations, some big OKs, lots of minor tweaks
* More OKs, non-matching code cleanup
* 8003FBF4 and 80040BE4 OK, improve codegen for most functions
* format z_bgcheck.c
* fix warnings, compile errors on NON_MATCHING
* func_8003EE80 is now NON_MATCHING
* begin documenting some functions
* formatting
* more documentation, func_8003A95C OK
* fix PHYSICAL_TO_VIRTUAL changes
* fix var rename
* More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP
* func_8004239C ok, more NON_MATCHING improvements, more documentation
* Implement most suggested changes
* Convert comments to slower comments
* /**
* Implement ZAP2 changes
* my anti-virus ate my format.sh results
* Rename a couple hundred functions, fix minor stuff
* rename var so that clang formats correctly
* run format.sh
* implement Petrie's matches/suggestions
* format
* matches
* and the asm
* slight error
* Add SSList
* two more matches
* stuff
* implement code changes
* clean up Petrie's matchings
Co-authored-by: Arthur <arthurtilly413@gmail.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
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
* 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