feacur
5552e92eef
apply review changes
2024-11-28 18:47:39 +01:00
feacur
0cbe8a477f
still, add a BSS pragma for z_demo.c
2024-11-20 01:09:57 +01:00
feacur
1d84bca790
revert all local to the branch bss shifts
2024-11-19 18:50:11 +01:00
feacur
4b3e0dceb6
run fix_bss
locally
...
`ntsc-1.2` refused to comply though
2024-11-19 18:35:59 +01:00
feacur
3530507e46
Merge branch 'main' into doc/cutscene_index
2024-11-19 16:31:38 +01:00
fig02
ae1a1adcf1
Player Docs: Begin "Start Mode" Documentation ( #2301 )
...
* set up start mode
* note unused modes
* fix bss
2024-11-18 18:47:41 -05:00
feacur
450e24e899
Merge branch 'main' into doc/cutscene_index
2024-11-18 00:49:36 +01:00
fig02
17edb82c0d
Decouple Debug Features From gc-eu-mq-dbg ( #2296 )
...
* rename OOT_DEBUG to DEBUG_FEATURES
* makefile changes
* add DEBUG_ASSETS
* fix DEBUG_FEATURES usages
* format
* fix errors
* review
* fix problem and review2
* review
* add DEBUG_FEATURES to DEBUG_ASSETS check
* review
* whoops
* format
2024-11-17 17:02:07 -05:00
cadmic
cf4dc98cc9
Use debug macros even in N64-only code ( #2298 )
...
* Use debug macros even in N64-only code
* Use UNK_FILE/UNK_LINE instead
2024-11-15 13:18:05 -05:00
Leonid Kapitonov
e46fcbdbc9
Document enum PauseState
game over parts ( #2283 )
...
* [document] `enum PauseState`, game over parts
* apply Jenkins fixes (automatic code formatting)
also, as previously, i've rerun the "make" to check integrity
* add `PAUSE_STATE_GAME_OVER_*` comments
in case it helps to rename them later, if the need ever arises
* improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments
also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format`
temporary changing a couple of setting to
- ColumnLimit: 0
- AlignTrailingComments: false
fixes the issue. i don't want to push unrelated formatting here
* remove redundant comments
https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667
* apply PR naming suggestions
reverified with
> `check_format.py ...`
> `make ...`
2024-11-15 03:37:10 -05:00
feacur
211bf7400d
apply Jenkins fixes
...
https://jenkins.deco.mp/job/OOT/job/PR-2286/14/console
2024-11-13 20:40:38 +01:00
feacur
bee188dcd8
Merge branch 'main' into doc/cutscene_index
2024-11-13 20:11:01 +01:00
cadmic
8ce69c3ac9
Completely match ntsc-1.0/1.1 bss and add to CI ( #2294 )
2024-11-12 17:39:08 -05:00
cadmic
d886ebe711
[ntsc-1.0/1.1] Match audio and loose ends ( #2293 )
...
* Match ntsc-1.0/1.1 loose ends
* Revert audioseq_padding
* Fix spelling
2024-11-11 17:50:56 -05:00
feacur
02a977f27d
ok, now the last two CS_INDEX_*
are less unknown
...
the purpose of `CS_INDEX_BARRIER` is not quite clear still
2024-11-05 18:58:03 +01:00
feacur
eb75a6dea4
use explicit scene layer names instead of numbers
2024-11-05 17:11:28 +01:00
feacur
d9bbd67137
rename the flag for automatic sceneLayer
calc
...
it gets assigned to the `nextCutsceneIndex`,
so `CS_INDEX_NONE` name was misleading
2024-11-05 17:07:03 +01:00
feacur
6eaaa8706c
rename the flag for freeing nextCutsceneIndex
2024-11-05 17:00:42 +01:00
feacur
32a2dd0ae2
apply a PR suggestion
...
https://github.com/zeldaret/oot/pull/2286#discussion_r1829219841
2024-11-05 13:16:22 +01:00
feacur
b8953fd0b9
apply Jenkins fixes
...
https://jenkins.deco.mp/job/OOT/job/PR-2286/4/console
hmm, i do need this automation locally to
2024-11-05 13:16:22 +01:00
feacur
2ec57c90a6
improve CS_INDEX_*
naming, rem ENTRANCE
suffix
...
https://github.com/zeldaret/oot/pull/2286#discussion_r1829165205
reverified with
> `check_format.py ...`
> `make ...`
2024-11-05 12:34:35 +01:00
feacur
8cbdf80d86
rename CS_INDEX_*
with PR suggestions
...
and some additional observations
reverified with
> `check_format.py ...`
> `make ...`
additionally:
- current clang-format lacks a rule for trailing commas
- compiler says about them `cfe: Warning 624`
2024-11-05 12:17:39 +01:00
feacur
4049e33ba9
run check_format.py ...
separetely
...
so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files
2024-11-05 03:50:24 +01:00
feacur
050c736411
crudely rename enum CutsceneIndex
entries
2024-11-05 03:47:32 +01:00
feacur
53cd39d38f
introduce enum CutsceneIndex
as a first step
2024-11-05 00:43:59 +01:00
Dragorn421
5b27899b9f
libu64 ( #2267 )
...
* libu64
* logutils.o -> debug.o in spec
* stackcheck.c is part of libu64
* review
* add paragraph about Overlay_Load calling an external function
* audio code*
2024-11-01 18:47:12 -04:00
Pepe20129
2c1d2d74bc
Document PLAYER_STATE1_SHIELDING
( #2279 )
...
* Document `PLAYER_STATE1_SHIELDING`
* Fix format
2024-10-24 22:14:34 -04:00
fig02
3677c11140
Document ACTOR_FLAG_CAN_PRESS_SWITCHES
( #2275 )
...
* document switch activation
* format
* activate -> press
* fix comment
2024-10-20 23:19:14 -04:00
fig02
f4210323a2
Document ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT
( #2276 )
...
* name ACTOR_FLAG_HIT_PLAYER_THUMP_SFX
* ACTOR_FLAG_HIT_PLAYER_THUMP_SFX -> ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT
2024-10-20 22:29:50 -04:00
fig02
e55e909477
Document ACTOR_FLAG_UPDATE_DURING_OCARINA
and PLAYER_STATE2_USING_OCARINA
( #2277 )
...
* Document ACTOR_FLAG_UPDATE_DURING_OCARINA
* document PLAYER_STATE2_USING_OCARINA
* format
* comment tweak
* treat var as flag
2024-10-17 21:44:35 -04:00
Derek Hensley
a53fb02699
EnHy + objects docs ( #1499 )
...
* document object_bba
* Clean up cne
* object bob
* object_aob
* object_cob
* object_bji
* object_ahg
* object_boj
* All functions named plus some cleanup
* enums
* Remove body wiggle comments
* Format
* Remove case comments
* comments with default
* Format
* format
2024-10-15 05:20:46 -04:00
mzxrules
2f54db142e
Rename RoomBehaviorType1 to RoomType ( #2271 )
...
* Rename RoomBehaviorType1 to RoomType
* suggestions
* Update include/z64scene.h
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
2024-10-14 15:23:50 -04:00
mzxrules
eee7ba9bd5
Rename RoomBehaviorType2 ( #2270 )
...
* Rename RoomBehavior2
* fig proposal
* fig comment
2024-10-12 22:28:55 -04:00
fig02
53c57599a4
Name talking action related things ( #2260 )
...
* name talking related things
* Player_Action_TalkExchangeItem -> Player_Action_ExchangeItem
* splitting action stuff to new PR
* format
2024-10-10 22:04:30 -04:00
fig02
fdf502dcdd
Document Player_Action_Idle
( #2266 )
...
* document Player_Action_Idle
* Player_DecelerateToZero
* cleanup R_RUN_SPEED_LIMIT usages
* format
* typo
* reorder reg
* shake timer is used for fall damage
* comment on shake timer only being processed in one place
* format and edit comment
* shakeTimer -> fallDamageStunTimer
2024-10-10 12:56:39 -04:00
Dragorn421
869bae3429
Pause doc: misc, fixups ( #2265 )
...
* use missed reg macros
* do action indexing cleanup
* misc
* doc fixup ish in KaleidoScope_SetPageVertices
* newline_police
* `43` -> `(PAGE_BG_QUADS + WORLD_MAP_QUAD_28)`
2024-10-09 22:09:58 -04:00
Dragorn421
ba9c60552b
Player doc: some rotation logic/data ( #1443 )
...
* Docs: some player rotation logic/data
* Improve misleading comment
* rename temps
* unk_6AE_rotFlags
* format
* disasm metadata
2024-10-09 20:22:52 -04:00
cadmic
60f9607569
[ntsc-1.0/1.1] Match "system" files ( #2254 )
2024-10-09 09:48:53 -04:00
cadmic
2048a65dd8
[ntsc-1.0/1.1] Match line numbers in debug strings ( #2255 )
2024-10-09 13:41:16 +02:00
fig02
7dd8f2b6ad
Document Player_ChooseNextIdleAnim
( #2262 )
...
* document most of Player_ChooseNextIdleAnim
* finish documenting Player_ChooseNextIdleAnim
* capital letter
* dummy block numbers for the script
* fix bss
* bug comment
* SpeicalIdle -> Fidget, clean up related things
* fix rng chance comment
* normal -> default
* rework Player_CheckForIdleAnim
* swap idle anim defines
* remove COMMON_FIDGET
* add ARRAY_COUNT_2D
* change macro def
2024-10-08 00:19:10 -04:00
Dragorn421
93f22fcc42
[includes] z_collision_check.c ( #2252 )
...
* [includes] z_collision_check.c
* bss
2024-10-07 11:16:04 +02:00
cadmic
e9cbcb7ad9
Document bug in Camera_BGCheckInfo ( #2258 )
2024-10-04 04:04:53 -04:00
cadmic
089a2c4c0b
Add missing HS_FISHING constant ( #2256 )
...
* Add missing HS_FISHING constant
* It's actually doubly-bugged lol
* Format
2024-10-03 22:50:06 -04:00
fig02
49759e42d7
Actor flag: ACTOR_FLAG_CARRY_X_ROT_INFLUENCE
( #2237 )
...
* document x rot carry flag
* tweak comment
* typo
* review
* flag tweak
2024-10-01 18:27:29 -04:00
Dragorn421
ed77e143b6
[headers] Create one_point_cutscene.h
, z64olib.h
and move stuff to z64{object,player,scene}.h
( #2250 )
...
* [headers] Create `one_point_cutscene.h`, `z64olib.h` and move stuff to `z64{object,player,scene}.h`
* bss
* sSceneCmdHandlers
* bss
* bss
2024-10-01 13:14:54 -04:00
Dragorn421
47c6c36dc3
[headers] Create zelda_arena.h, move protos to z64effect.h, and misc fixups ( #2248 )
...
* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups
* zelda_arena.h
* bss
* bss2
* bss3
* bss
2024-10-01 08:46:56 +02:00
cadmic
bdc11c2894
[ntsc-1.0/1.1] Match "game engine" files ( #2244 )
...
* [ntsc-1.0/1.1] Match "game engine" files
* Use R_START_BTN_X/R_START_BTN_Y
* Comment obvious bugs
* Move Magic_Fill comments
* Move EVENTINF_HORSES_INDEX printf inside #if
* Replace "this function"
2024-09-30 15:52:38 -04:00
fig02
80ed596c56
Name Talking Related Actor Flags ( #2230 )
...
* document talking related actor flags
* tweak comment
* review
* tweak
* accept -> accepted
* add more clarification
2024-09-30 06:24:43 -04:00
cadmic
f7f38ff874
[PAL N64] Completely match pal-1.0 and pal-1.1 and add to CI ( #2246 )
...
* [PAL N64] Match pal-1.0 and pal-1.1 and add to CI
* bss fixes from Jenkins
2024-09-28 20:52:45 -04:00
cadmic
04498f808f
[PAL N64] Match file select language selection ( #2240 )
...
* [PAL N64] Match file select language selection
* sInitialLanguageInputTimerY -> sInitialLanguageInputTimerX
2024-09-28 13:12:57 -04:00