* 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
* osPfsIsPlug.c and osContSetCh.c OK
* update
* __osPfsGetStatus.c OK
* removed unused asm
* Updated all libultra controller files to use new structs instead of the temporary structs. Added os_pfs.h
* controller updates
* fixed header guard
* Made suggested changes
* guLookAt.c OK
* commit
* __osPfsSelectBank.c OK
* osPfsDeleteFile.c OK
* pfsreadwritefile.c OK
* osPfsFreeBlocks.c OK
* cleaned up ospfsfreeblocks
* started pfsinitpak.c
* pfsallocatefile.c OK
* contpfs.c decompiled with 1 non matching
* osPfsFindFile.c OK
* pfsinitpak.c decompiled. one non-matching
* Actually fixed merge conflict
* sins.c OK
* cosf.c sinf.c and sins.c OK
* moved osAfterPreNMI to its own file. Renamed code_801031F0 to contquery.c
* pfschecker.c OK
* final update and rename
* Removed makefile testing thing that i accidentally added
* Made suggested changes
* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf
* rename Matrix_RotateRPYf to Matrix_JointPosition
* rename Matrix_RotateZYX to Matrix_RotateRPY
* Decompile z_play.c and Match/Document some of z_view.c
Also fix the last non matching in z_sample.c and update some game state functions.
* Suggestions from PR #74
* Fix undefined reference to Gameplay_DrawOverlay
* Suggestion from PR #74 (2)
* Fix a fake argument in func_800BC450
* 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>
- Changed `_gDPLoadTextureBlockTile` to `gDPLoadMultiBlock`
- Replaced literals with `MatrixMode` in Matrix function calls
- Changed `float`s to `f32`s
- Removed old comment
- Removed `z_title.reloc.s`