* 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>
* 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>
* 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
* small fix to function parser
* off by one error
* 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
* new tool
* python function conventions
* new name
* new error handling
* whoops comments
* 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
* Is this where I make a Mr Hands joke?
* Manos: the Hands of Fate
* cleanup
* and format
* Progress
* deleting more function files
* more
* more
* More
* more
* more
* more
* more
* 2 more
* more
* more
* more
* more
* more
* more
* more
* more
* more
* master update
* 4 more
* Merged
* 3 more
* One more done!
* ug
* Ido Recomp test
* try 2
* Recomp by default
* Fix Jenkinsfile
* Fix 2
* Fixing struct
* CFE errors
* CFE fix -O2
* Cleanup
* More progress, almost done...
* Almost..
* Update and some progress
* formatting
* Cleanup
* Major cleanup
* done for now
* PR comments
* PR comments
* merge master and format
* a few things
Co-authored-by: fig <fig02srl@gmail.com>
* Initial progress
* Broken but almost
* Final attempt at the last function
* Fixing struct def
* PR updates
* PR stuff
* baby commit
* PR comments
* Error handling
* Added ability to provide ichaindis a symbol and gave it ability to look up actor var names
* Minor fixes
* Fixed bug with output of script
* Refactored the ROM lookup for ichaindis
* Switched ichaindis to use filemap for ROM address lookup
* Removed unused import and constant
* Minor improvements to ichaindis
* Updated help text
* ichaindis will now only calculate Actor vars if needed
* Changed no-names switch to names switch
* Speed up elf2rom
* Remove all built-in make rules
* Only perform a single mkdir
* Optimize elf2rom further
Co-authored-by: zelda2774 <zelda2774@invalid>
* Initial commit for en_js
* More work on decomping en_js
* More en_js work
* z_en_js OK
* Made requested changes/improvements
* Renamed arg in func_80A88F64
* Fixed undefined_symbols.txt
* Fixed undefined_symbols.txt
* Fixed undefined_symbols.txt
* Split files
* Format rodata
* Some more code rodata migrated
* Some more actor rodata migrated
* Migrate rodata for ovl_Boss_Ganon
* Migrate rodata for code_800EC960
* Remove unused rodata
* x1b occurences all lowercase b
* Add cutscene disassembler script
* Add more debug info
* Use addresses instead of already disassembled data, emit array declaration
* Disassemble more cutscene data, fix csdis bug where BGM commands would output too many args
* Fix similar bug for LIGHTING command, fix line ending from previous commit
* Remove CS_PAD
* Update ZAP2
* Disassemble ovl_Demo_Sa cutscene data
* rename init chains, colchkinfo, colider inits, damage tables
* actor cleanups
* fix collider init script names
* small fixes
* ichain arg name
* change dynapoly types and names
* revert enru1 data name
* and the type
* pr suggestions