* 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 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
* Some progress
* progs
* More
* 1 more
* Init
* Slightly better score on one function
* 1 down!
* some progress
* Prep for PR
* PR suggestions
* OK!
* Formatting
* formatting again
* PR comments
* updating ZAP2
* One non matching left in ovl_End_Title
* ovl_End_Title OK
* formatting
* removed unused asm files
* changed 0xFF to 255
* updated dlist
* made suggested changes
Known files left with pointers in .data after this (possibly the only ones since I checked roughly everything):
- flg_set.c
- z_camera.c
- db_camera.c
- code_800D7CD0.c (ucode_disas.c)
- audio (not sure which ones, see the structure sheet)
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
* Start work on ovl_En_Guest
* Match func_80A5046C and func_80A50518
* Everything but func_80A509D4 matches
* Match last function, cleanup, rename stuff
* Run formatter
* Temp didn't need to be used
* I should have ran the formatter again
* Use tcrf translation for debug string
* Apply suggestions from code review
Co-authored-by: krimtonz <33664508+krimtonz@users.noreply.github.com>
* Rename references to function and fix semicolon
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
* PR Suggestions
* More comments
Co-authored-by: krimtonz <33664508+krimtonz@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
* Added additional (potentially unused) fields to macros, now builds OK
* Ran formatter, attempted better macro formatting
* Formatted unknown fields as hex, further cleanups
* Rename and prefix macros, use command base macros, format cutscenes with indents
* Move command macros into a new file and include it globally
* Generate cutscene command macros for Bg_Toki_Swd, Cleanups
* Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h
* Introduce CS_CMD_CONTINUE and CS_CMD_STOP
* Remove apparently redundant arguments in certain commands, include the values in the macros directly
* Re-add cutscene terminator destination enum values to example cutscene data
* Format what should be floats as hex, Change actorAnim to actorAction
* Allow floating-point representation of values in cutscene data (asm-processor hack)
* Include cutscene commands only where necessary, documentation fixes
* Rename actor actions to npc actions, separate player action from npc actions
* Remove PlayerActionIDs for now as relevant information on it is not yet decompiled
* Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion
* Progress on z_player_lib, Named fields in Player struct
* More functions decompiled
* Matched another function
* A few more functions
* Ran formatter
* Rename some variables and add comments where appropriate, change types of unknowns
* Create PlayerActionFunc type
* Fix uncaught syntax error and issues from effects merge
* Rename invincible to invincibilityTimer, refactor long comments in Player struct
* Properly rename all occurences of invincibilityTimer
* decompile z_fcurve_skelanime and code_8006C510
* format
* Decomp Magic_Wind
* PR Updates
* add space between ActorFunc and MagicWindFunc
* missing pr updates
- `z_effect`: Matched and essentially all documented.
- `z_eff_spark.c`: Decompiled (1 non matching left) and mostly documented.
- `z_eff_shield_particle.c`: Matched and mostly documented.
- `z_eff_blure.c`: Decompiled (5 non matchings left) and partially documented.
- `z_effect_soft_sprite.c`: Matched and mostly documented.
- `z_eff_ss_dead.c`: Matched but not documented.
- `z_effect_soft_sprite_dlftbls.c`: "Matched" (only data, contains the effect ss overlay table).
- `z_effect_soft_sprite_old_init.c`: Not decompiled, but functions are categorized by effect ss overlay. And they should be decompiled at the same time as their corresponding effect ss in the future.
Other changes:
- Added a lot of types/enums to `z64effect.h`and moved+renamed some structs from `z64.h` to this header
- Added effect ss overlay segments to `segment_symbols.h` and effect ss init vars to `initvars.h`
- Added a macro called `VTX_T` to generate a `Vtx_t` in the same style as `VTX`
- Fixed `flg_set.c` .bss to be in the right file
- Removed `tools/overlayhelpers/batchdisasm` since it's no longer relevant
- Removed unused leftover asm from recent PRs
* Decompile speed_meter.c and add VIEWPORT_INIT macro
- speed_meter.c: OK
- Add VIEWPORT_INIT(viewport, by, rx, ty, lx) macro
* get rid of some magic numbers
* use early return instead of a big if block in SpeedMeter_DrawTimeEntries
* Decompile most of AudioMgr
* Decompile most of audioMgr
* Decompile audioMgr
* Remove commented out rodata from spec
* Small cleanup
* Last function OK, renamed functions and removed asm
* Remove sched.h and audiomgr.h and include contents in z64.h
* Un-comment prototypes in functions.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Remove prototypes from audioMgr.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* started
* did more work
* did some more
* Update
* Merged master
* EnHeishi2_Update OK
* func_80A549E8 OK
* func_80A54954 OK
* EnHeishi2_Draw OK
* Removed unused asm
* func_80A543A0 OK
* func_80A53638 OK. Fixed type of func_8008F08C
* done for rn, will work on it later
* func_80A53850 OK
* func_80A53F30 OK
* func_80A53D0C OK
* Made cylinderInit in En_Ma3 static
* Made suggested changes. Removed return from functions by adding else
* Made suggested changes. Removed a.out file that accidentally got added
* Made suggested changes
* moved #include <vt.h> from header to c file
* fixed formatting
* added line break
* Made suggested changes
* ran format
* Fixed unk_2F2
* Decompile z_oceff_wipe
- z_oceff_wipe: OK
- z_oceff_wipe2: OK
- z_oceff_wipe3: OK
- z_oceff_wipe4: OK
- Add patched libmalloc to ido 7 to prevent segfaults
- Add CUR_CAM macro
* Rename CUR_CAM to ACTIVE_CAM
* Fixes in PR #122
* Work on horse ganon
* Match destroy, init matches but need mv data -> .c
* Match EnHorseGanon_Draw and func_80A68E14
* Move some data to .c
* Decomp func_80A68870
* EnHorseGanon_Update nearly matches
* func_80A68FA8 and func_80A686A8 match
* Fix EnHorseGanon_Init, start on func_80A68B20
* match func_80A68B20
* Migrate data but something doesn't match
* Matches with migrated data, fix most warnings
* Rename some variables, some clean up
* A little more cleanup before PR
* Move commented out code to NON_MATCHING blocks
* Run formatter and delete unused line, char -> u8
* Update function was matched
Also imports another type from z_skin.Seeing as they are somewhat
tentative I decided not to put them in any global file.
* Update src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
* PR Changes
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* PR Changes round 2
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Fix naming and structs in z_en_item00.c and z_en_a_keep.c
* Decompile init vars in z_en_item00.c and z_en_a_keep.c
* Create missing .h files for the last few actors
* Fix some collider member names in actor structs
* Fix old actors not properly using "actionFunc" / "SetupAction"
* Remove some local temporary actor structs
* Fix some actor header includes to be absolute instead of relative
* Decompile fbdemo (transition) files
* run format.sh
* reformat vtx array, fill in a couple unk
* match TransitionTriforce_IsDone
* add VTX macro, add DW_ wrapping around triangle macros
* use new VTX macro, name graphic assets
* Naming updates
* pr updates
* naming updates
* remove symbols for COLOR_BUFFER, D_08000000, and D_09000000
* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf
* rename Matrix_RotateRPYf to Matrix_JointPosition
* rename Matrix_RotateZYX to Matrix_RotateRPY