* Add parens around params usage in VEC_SET macro
* Remove unnecessary space character in a xml
* Use defines instead of magic values in head/tail magic comments
* Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00`
* `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])`
* `0x803DA800` -> `0x80400000 - frame buffer size`
* Use `OS_VI_` defines instead of hex
* Add empty line after some variable declarations
* Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c`
* `Matrix_MtxFToYXZRotS` does not use `MTXMODE_`
* Use `MTXMODE_` more
* Remove `ASCII_TO_U32`, use `'IS64'`
* Add explicit `!= NULL` in some ternaries
* Use `INV_CONTENT`, `AMMO` macros more
* Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam`
* Get rid of lowercase hex (outside libultra)
* `gWindMill*` -> `gWindmill*`
* Format and small fix enums in `z_boss_mo.h`
* Use `CHECK_BTN_ANY` more
* Fix xz/xy mistake in comment in tektite
* Rephrase comments mentioning "the devs" in a more neutral way
* Clean-up some objectively useless parens
* Fix some negative values written as u16 instead of s16 in ichains
* `SKJ_ACTON_` -> `SKJ_ACTION_`
* Run formatter
* Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E`
* Remove comments using in-game text
* Remove `U` suffix from integer literals
* Revert "Remove `ASCII_TO_U32`, use `'IS64'`"
This reverts commit c801337dde.
* Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`
* Add empty line after decl x2
* Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`"
This reverts commit d80bdb32da.
* Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum)
* Only use `PLAYER_SHIELD_` enum with `Player#currentShield`
* Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
* a ton of progress, 14 functions remain
* cleanup
* a few more functions done, 11 remain
* finally all updated
* another function matched
* another action finished
* damage table
* death action done
* started very large action func
* more progress on long action funcs
* large action func matched
* 5 functions remain
* another large action finished
* start another action, doesn't match yet
* a few new functions, neither match
* done working on this for now
* Correct one nonmatching, fix compiler warnings
* Two functions left
* one left
* remove remaining gotos
* OK
* Delete outdated comment
* namefixer
* Flag macros
* audio, dmgeff, some colour
* Import symbols from object, reloc, name a few things
* Rest of object done
* Named a few more things, add action enum
* Name body parts and another couple of actions
* Last few names
* Delete asm
* Format
* undefined_syms, mods where possible
* Correct parent to EnEncount1
* Review
* Last newline
* louis and Dragorn's reviews
* Format
* More review
* Put back to isInvisible and or, as in EnGeldB
* Remove if (0)s in func_8009728C and change pointer arithmetic cast
* More review
* Unname headRot, make "fallthrough" case clearer, other review
* Format
* Even more review
* Rephrase
Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com>
* Ydan_SP
* func_8002D7EC
* Gameplay_ChangeCameraStatus
* Graph_InitTHGA
* CollisioCheck_LineOC
* Fix more in camera and jpeg
* revert comment in player
* `// Translates to:` -> `//`
* `// Translation: ([^"].*)` -> `// "$1"`
* Manual cleanup
* Manual cleanup in `src/code/`
* Use more lowercase for some all caps translations
* Move translations to end of lines where it fits under 100 bytes
* Move one translation to end of line manually
* Run formatter
* Cleanup in EnHeishi1 as suggested by Roman
* Update src/code/z_play.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Rename MtxF members like xy -> now_21
* Revert comments I didn't mean to commit
* Rename c*/r* temps in `SkinMatrix_MtxFMtxFMult`
* Rename MtxF members like now_21 -> yx
* Document EnGoroiwa and BgJyaGoroiwa
* Run format.sh
* Add renamed functions to actorfixer script
* no more calling out "the devs" for bad code
* `EnGoroiwa#flags` -> `stateFlags`
* `Matrix_MtxFToRotS` -> `Matrix_MtxFToYXZRotS` (and not ZXY oops), `func_800D2264` -> `Matrix_MtxFToZYXRotS`
* Document Moblins (EnMb)
* Use actual decomp-style function names
* Add renamed functions to actorfixer.py
* Add general documentation and add EnMbType enum to check moblin subtype
* Add fig's doc comment on Actor_TestFloorInDirection
* Revert documentation on z_eff_ss_dead.c
* remove `gSPFogPosition(?,?)` comments on `gSPFogFactor` uses in z_rcp.c
* run formatter
* fix colliderinit typo
* fix initchain
* reloc
* progress
* progress
* Pick off a few easy functions, reduce number of warnings
* more tough OKs
* Getting closer to all OK, fix en_girla header
* some hard OKs, 7 to go
* two funcs remaining
* func_80AC7094 OK!
* Fix warnings, begin documentation
* get most of object_ossan documented, document some of en_ossan
* improve en_girla function names
* more EnOssan documentation
* more documentation
* en_tana basically complete, en_girla vars all named, en_ossan documentation improvements
* delete TIME ITSELF
* object_oF1d_map OK
* more names, fixed a poition typo
* Nearly all en_ossan functions named, all variables named
* format.sh
* forgot to delete data
* implement pr changes
* EnOssan OK! implement most of Roman's suggestions
* ugh
* implement figs suggestions
* implement roman's suggestion
* Can't tell my left from my other left
Co-authored-by: fig02 <fig02srl@gmail.com>
* Add symbols, does NOT build OK
* parameter OK with syms
* Use `static` more and inline arrays
* wip docs
* Start on Interface_Draw, NOT OK yet
* rename variables since interface dev is weird
* nonmatching for now
* kaleido
* Update src/code/z_parameter.c
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* Make most texture rectangles use shifts
* fix symbols for all interface things
* done with interface_draw for now
* Update z_parameter.c
* format files
* fix wrong function calls
* fix bss
* improvements in matching
* remove button enum for now
* (void)0 to fix warning
* make conditional look nicer
* fix
* fix wrong combiner
* Update src/overlays/actors/ovl_kaleido_scope/z_lmap_mark.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* format
* remove "HUD" naming
* review suggestions
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* Lots of functions matched. Some big ones are close.
* Five left unmatched, one close.
* Merged data and decompiled the giant function into something readable. Its branch structure has yet to be matched.
* Three unmatched, one essentially matched, the rest matched.
* More fixes.
* Documented more of the structure and cleaned up a bit.
* BossFd2, BgVbSima, and EnVbBall matched and documented
* Also removed unneeded .s files
* And need to name EnVbBall's functions
* give this a shot
* fix conflict
* one more try
* removing darkmeiro changes
* and again
* now OK from make clean
* minor cleanup
* One more matching function for BossFd
* which means it doesn't need its .s
* splitting
* splitting
* splitting
* forgot some .s
* fancy new names
* fancy new names
* trying again
* sneaky .s files
* sound effects and some hex to decimal conversions
* Sound effects and static variable cleanup
* format.sh and clean up static variables
* sfx and formatting
* ZAP and cleanup
* small cleanup
* cleanup and ZAP
* ZAP
* looking at the giant function again
* looking at the giant function again
* Only the big function left.
* Those .s files aren't mine, officer
* float literals might be fixed. regalloc still a nightmare
* almost done with the big function
* should make now
* not much of a change
* all functions match. rodata somehow doesn't.
* forgot some things
* lots of cleanup
* and a little more
* small error
* large cleanup. Also BossFd has function names and inlined variable declarations
* still more cleanup
* the quest for 0.1f continues
* forgot to put NON_MATCHING back in
* Data structures fully documented. Still more cleanup.
* DECR now works with BossFd2
* should match now
* cleanup
* small cleanup
* cleanup and names
* tiny thing
* particles and headers and stuff
* now with more enums
* merge
* test
* end test
* update
* cleanup
* object 2
* object 1
* doc object_fd2
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "6f874af4a"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "6f874af4a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* formatting
* .s
* merge actor
* vertex arrays
* a little more
* formatting
* merge opd
* fixed damage check
* cleanup
* fixes
* effect struct
* review
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig02 <fig02srl@gmail.com>
* two matches
* cleanup and formatting
* Update assets/xml/overlays/ovl_Bg_Jya_Cobra.xml
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* no more extract
* format
* owl exterminators
* new match
* new match
* small thing
* whoops
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* named members of TitleCardContext
* changed screenX/Y to just x/y
* added clarifying comments and renamed timer -> duration because i think its better
* changed names to delayTimer and durationTimer
* made texture a void*
Co-authored-by: gamestabled <chandler2016@yahoo.com>
* ovl_Boss_Goma OK, except func_80917D98
* ovl_Boss_Goma OK and documented
* Minor cleanup: shorten enums, use named constants...
* Floats with .0f, less useless static usage, details on oversight about spawning child gohmas, cleanup...
* More documentation, hopefully less weird about documenting setups and actions
* fix fhg_fire
* remove warnings
* formatting things
* newlines
* review
Co-authored-by: Fig02 <fig02srl@gmail.com>
* fix hidan door
Signed-off-by: angie <angheloalf95@gmail.com>
* doors and lens of truth in gameplaykeep
Signed-off-by: angie <angheloalf95@gmail.com>
* other minor fixes
Signed-off-by: angie <angheloalf95@gmail.com>
* Fix a typo
Signed-off-by: Angie <angheloalf95@gmail.com>
* 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>
* init done
* Everything done except for draw
* matching
* Tidied for pr
* merge master into en_ba
* run format.sh
* fixing merge mistakes
* how many different ways can I screw up a merge challenge
* some pr comments
* Less warnings in boot & code segments
* few more warnings gone
* Ran formatter
* z_view warning gone
* -> 1
* f31 -> 31
* Remove function casts
* Few more small improvements
* Separate declaration and assignment in func_80091738 and Item_Give
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>
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* some decomp
* still playing around with this
* rename functions
* ZAP again
* ZAP again
* the renaming begins
* more renaming. hopefully didn't break anything
* change all the things
* this and then merge
* and done
* one little thing
* small docs, small rename
* changed mind on cylinder and quad elements
* something
* more stuff
* more docs
* more adjustments
* Fixed some types
* more fixes
* all sorts of cleanup
* now with flags
* match!
* names and such
* update tools
* damage tables
* ColChkInfo
* one more thing
* formatting
* more formatting
* anime merge
* some stuff
* damage table
* again
* changes
* .s
* changes
* oc2 type
* a couple things
* format
* un-name magic arrows, not enough proof yet
* fix damage table script and remove old one
* EnAObj
* changes
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Fig02 <fig02srl@gmail.com>
* 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>
* EnTite_Update matching
* Fixes to update
* made good progress, func_80B1A2A0 is in a good place to be matching soon
* Merge stuff
* func_80B19E94 done, func_80B18CC4 done
* EnTite_Destroy and EnTite_Init done
* Commenting out sDamageTable and EnTite_Init until all the data matches
* Some more small functions done
* more progress
* func_80B19918 done
* func_80B18E7C done
* func_80B19524 done
* more progress
* EnTite_Draw equiv but nonmatching, file otherwise done
* Found some unstaged changed on old laptop
* Draw matching: File fully matching!
* Documentation
* finished documentation
* deleted data files
* update spec
* fixed waterY -> yDistToWater rename after merge
* ran format.sh
* fixing accidental renames in camera
* Fixed some obvious number/comment formatting issues
* Removed unecessary prototypes
* merge
* running format.sh
* suggestions
* more pr comment changes
* format to push
* one more change
* more renames (see pr comments)
* merge
* renames
* format.sh
* fix renames
* function comment formatting
* merge + format
* endless merge fixes
* merge fixes until die
* yet again a merge fix
* pr suggestions
* 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
* woo watch out
* data and such
* stuff
* more decomp
* another match
* match and docs
* more docs
* little more cleanup
* SFX macros
* little more
* more attempts to match
* naming things
* I give up on the match
* also spec
* changes
* hex
* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* cleanup
* name camera action functions
* decompile a few small functions, name a few Camera struct members
* decompile camera data, decompile a few camera functions
* Split ASM for code_800BB0A0
* removing code_800BB0A0.s
* PR Requests, Camera WIP
* remove #define NON_MATCHING from db_camera
* rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c
* camera wip
* rename some struct memebers, some decomp wip
* pr updates
* camera wip
* name some fields in Camera Struct, being making sense of Camera_Update
* Camera WIP
* wip
* wip
* add z64camera.h header, begin creating CameraSetting macros
* wip
* wip
* wip
* wip
* migrate camera bss to c
* match a couple functions in db_camera
* match some small db_camera functions
* wip
* migrate db_camera rodata, match a few functions
* remote db_camera.rodata.s
* match some of db_camera
* identify types of some unknown data pieces
* some small wip
* Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs
* add naming for a few more Camera struct members
* wip
* match func_80043F94
* Match Camera_Jump1
* document some of Camera_Jump1
* wip
* match Camera_Jump3
* Match Camera_Update, FeelsAmazing
* wip
* wip
* match Camera_SetParam
* minor cleanup
* wip
* wip
* match Camera_KeepOn0
* some documentation, modify some matching functions to match style of others.
* match Camera_Demo1
* match camera_demo9
* document Camera_Demo1 and Camera_Demo9
* wip
* Match camera_battle4
* match camera_unique2
* Match Camera_Unique3
* match camera_special6
* match Camera_Special5
* wip
* document camera_special6
* naming updates
* match camera_Unique1
* match Camera_Unique0
* wip
* Match Camera_CalcUpFromPitchYawRoll
* match func_80045508
* document Camera_Battle4
* document several camera functions, move camera data to separate file
* rename phi/theta to pitch/yaw
* wip
* uniq9 wip
* Camera_Unqiue9 OK
* document Camera_Unique9
* name unk_160 in camera struct
* wip
* wip
* minor updates
* fix conflicts
* wip
* wip
* Olib updates
* wip
* wip
* rename most Math3D functions, few matches, documentation
* wip
* document most of math3d
* wip
* wip
* wip
* pr updates
* Match Camera_Fixed4
* match func_80058E8C
* pr updates
* add missing comment block finalizer
* Merge math3dupdates
* match Camera_ChangeSetting
* Match Camera_ChangeMode
* match func_80058148
* Match Camera_Special9
* decompile the rest of camera data
* match Camera_Demo5
* name a few camera functions in z_play
* match func_80046CB4, some work on other fucntions
* wip
* impove some non matchings
* fix function rename
* match func_800588B4
* match Camera_Subj4
* wip
* Camera_Demo3 matching, Camera_Battle1 big progress
* Camera_Normal2 OK
* wip
* match Camera_Parallel1
* normalize some things across functions
* match Camera_Normal1
* Match Camera_Normal3
* some cleanup
* more cleanup
* more cleanup , match Camera_CalcDefaultPitch
* data formatting
* Match Camera_Jump2
* document Camera_Jump2
* Match Camera_KeepOn3
* document some of Camera_KeepOn3
* improve some non_matchings
* match func_80045C74 and func_800460A8
* code cleanup, documentation
* match Camera_KeepOn1
* Match Camera_Subj3
* Match Camera_Battle1
* remove non_matching from func_80044adc and func_80046e20
* name several members of Battle1
* more documentation on Battle1
* cleanup
* renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector
* reorganize update structs, remove final references to params, remove CameraParams union
* implement camera enums into player
* Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player
* remove non-global camera variables from variables.h
* clean up some variable declarations
* finish pr comment updates
* fix some warnings
* data formatting
* finish commenting on data
* delete unused asm
* remove asm
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>
* merge upstream
* Merge upstream
* Progress
* Progress
* Fixes
* Migrate bss for now ig
* func_80A772EC
* Use rom reloc
* Cleanup
* Correct prototype
* Rename to _PlayBGM
* Eh revert to _StartMusic
* Match func_80A74398 more
* Fixes
* Work on func_80A74398
* Work on func_80A74398
* Match func_80A74398
* Use thisx
* Name, static, and move some stuff
* Match some graphics functions
* Rename asm for named functions
* Forgot one
* More graphics stuff
* Progress
* More progress
* Fix jump table
* Figure out types for a lot of data
* Fix data
* Type remaining data
* Work on func_80A7492C
* Ugly match for func_80A7492C
* Fix func_80A7492C
* Match some interesting stuff
* Move and remove forward declarations
* Sort declarations
* Progress
* Use quotes for vt import
* Slightly better diff
* Better diff again
* Fix stack on func_80A74BA4
* match func_80A74BA4
* func_80A74674
* Progress
* Progress
* Progress
* Progress
* Eh early return probably makes more sense here
* Progress
* Progress
* Progress
* Autocomplete sucks
* Name stuff in func_80A76E2C
* Work a bit on func_80A75C38
* Ugly match func_80A75FA0
* Name it prevInvincibilityTimer
* EnIk_PostLimbDraw3
* Use hex for line numbers in EnIk_PostLimbDraw3
* EnIk_PostLimbDraw2
* EnIk_PostLimbDraw1
* Use hex for line numbers in EnIk_PostLimbDraw1
* Use ACTORTYPE_ENEMY
* Progress
* Possible fake match of func_80A75C38
* Update spec and remove asm
* Cleanup forward declarations
* Move data to fun places
* Move data into func_80A76E2C
* Move data into func_80A75A38
* Make D_80A7847C an array
* Remove struct padding
* Revert "Remove struct padding"
This reverts commit 87b0bd73da.
* Name colliders
* Use else
* Name shieldColliderItems
* Use new graphics macros
* Cleanup