* Annotate global equip and upgrade masks data
* Trivial respawn doc stuff
Move the respawn mode enum up to use the _MAX enum value in the save context struct
* Comment on the `sceneFlags[127]` debug-strings-suggested out-of-bounds access
* Reword `room_inf[127]` comments (attempt)
* Copying SubCam Changes from PR 908, made it to the end of bosses
* Finish copying over PR
* format
* More cleanup
* clean-up
* PR Suggestions, Clean-Up, Improvement in CS
* Remove substructs from fd/fd2
* format
* Improve fishing
* minor fix
* Make CutsceneCameraDir more general
* `sActiveCamMove` -> `sCamMove`
* Fix conflict with object kankyo
* Add CAM_ID_MAIN to object_kankyo
* Improve cam cutscenes further
* Revert cutscene cmd names (better for a separate PR)
* At -> LookAt in the context of Cutscenes
* Missed naming in diving game
* Format
* Fill in Ganon2 Names (now that it's matching)
* format
* `sActiveCamId` -> `sReturnToCamId`
* activeCamId -> returnToCamId
* Discord Discussions
* FIRST
* Move macro to bottom, comments
* More suggestions
* PR suggestion, cleanup comment
* Oops
* add comments
* Adjust comment
* Change edge-case
* whoops
Co-authored-by: fig02 <fig02srl@gmail.com>
* Fix assert in z_en_horse.c
* Fix UB sceneFlags access in z_en_elf.c
* Add Object_Spawn to public object functions
This function is used externally in MM and works as a standalone, so it most likely belongs to the public interface
* Fix float literals to always use lowercase e for the exponent
* Remove "mininap" in one of the map data variables
sDgnMinimapTexIndexBase is also used for the pause menu map so naming it for the minimap turned out to be inaccurate
* entrance table OK
* entrance enum fixed
* most entrances using enum, still need to do conditionals
* more entrances
* entrance_table.h cleanups
* some review
* remove _0 from first entrance in a group of setups
* change table description
* typo
* wens spellcheck in vscode
* remove extra line
* wip: refactor flag defines for `eventInf[0]`
* Cleanup attempt
* run formatter
* remove spacing in enum indices comments
* Add line breaks
* Macros +`()` -`;`
* Proof-of-concept
* small cleanup
* static to fixed
* Update to new names
* Use full names for structs
* Update comments
* PR 1
* More macro changes
* More PR Suggestions
* Use a union for funcData
* Apply change to all cam structs
* typedef union outside of cam struct
* Add size
* typedef union, not struct
* funcData -> paramData
* Better manage doorParams
* Pass boolean for `freezeFlag` to `Actor_SetDropFlag`
* Use `else if`s in `func_80835F44`
* Cleanup `transitionCtx` usage of instance data
* `TransitionContext.setEnvColor` -> `TransitionContext.setUnkColor`
* Fixup one comment
* linebreaks (#1)
* Run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
* Name rsp ucodes and surrounding cleanup
* Fix comments alignment and remove unnecessary & in sys_ucode
* Change capitalization of sys_ucode variables
* Remove unnecessary externs for aspMain
* Improvements to Jpeg_ScheduleDecoderTask
* Split unknown rsp code into a separate file, spacing
* Un-fake a couple of matches in memory manip functions
* Document fmodf
* Un-fake a couple of matches in memory manip functions
* Document fmodf
* Rename functions and files
* Document memmove, memsets, memcpys
* Format
* Sort out some missing sizeofs
* Name fmodf
* Rename local variables
* size_t
* Use COBRA_SHADOW_TEX_SIZE
* Review
* Tweak the Doxyfile to remove @brief requirement
* Roman's review
* Fix a bug comment
* Change fmodf
* Format all handwritten asm and document some
* Use c preprocessor for constants
* Fix
* Fix PI_STATUS_ERROR, some label improvements
* Avoid hi/lo for constants
* Some more comments
* Properly mark functions as functions and their sizes
* Fix merge
* Improvements
* Review suggestions, rework procedure start/end macros to be more like libreultra
* Move IPL3 symbol definitions into ipl3.s
* Fix undefined_syms, add include and language guards to asm.h and fix the comment in gbi.h
* Consistent hex capitalization, add some MIPS builtin defines to CC_CHECK to behave properly
* Add -no-pad-sections assembler option and clean up alignment in gu files and bzero
* Further suggestions and improvements
* Matrix conversion function clarifications
* Fix passing AVOID_UB to gcc
* Suggestions
* Suggestions, global interrupt mask improvements
* Further suggestions, interrupt mask comments
* Comments fixes, rdb.h
* Switch from # comments to // comments, remove unnecesary .set gp=64 directives
* Further review suggestions
* Missed one
* Doc equips usage (inventory, current and player-specific constants)
* Improve some comments
* `currentSword`(`Item`) -> `currentSwordItemId`
* Comments on the right in `D_801261F8`
* Improve `sDebugSaveInventory.equipment` formatting with extra parentheses
* Use constants for `sNewSaveInventory.equipment`
* Run formatter
* Make comments in z64save.h header a single line even if very long
* `CHECK_OWNED_EQUIP_ALT`
* One more use of `CHECK_OWNED_EQUIP`
* `OWNED_EQUIP_FLAG`
* `OWNED_EQUIP_FLAG_ALT`
* Improve (?) giving sword by item id
* "half-byte" -> "nibble"
* Improve equips for setting kokiri sword
* Improve (?) checking boots by item id
* Improve (?) checking equips by item id
* Fixup one spot assuming `EQUIP_TYPE_SWORD == 0`
* Comments on the right in `sBootDListGroups`
* Cleanup around `Item_DropCollectible`
* Cleanup around `Math3D_Vec3fDistSq`, `Math3D_Dist2DSq`
* Material/Model naming for one dlist pair
* Minor comments fixup
* Explicit `!= NULL` check
* Signed decimal for an array of coordinates
* Fixup comments some more
* script-assisted `itemGetInf` flags
* comment near non-trivial `itemGetInf` usage
* Run formatter
* Try something with the itemgetinf flags that can't use the packed value
* Add defines for `eventChkInf` (direct access)
* Add defines for `eventChkInf` (access through `Flags_GetEventChkInf`)
* Add defines for `eventChkInf` (access through `Flags_SetEventChkInf`)
* Add defines for `infTable` (direct access)
* Add defines for `infTable` (used by `Flags_GetInfTable`)
* Add defines for `infTable` (used by `Flags_SetInfTable`)
* Add defines for `eventInf`
* parenthesis cleanup near `GET_EVENTCHKINF` usage
* parenthesis cleanup near `GET_ITEMGETINF` usage
* parenthesis cleanup near `GET_INFTABLE` usage
* fixup one `eventInf` usage
* parenthesis cleanup near `GET_EVENTINF` usage
* parenthesis cleanup near `Flags_GetEventChkInf` usage
* slight `z64save.h` formatting improvement
* Improve itemGetInf flags in z_bg_dy_yoseizo
* Questionable improvement in z_en_ge2
* Questionable improvement in z_en_daiku
* Questionable improvement in z_en_mu
* Run formatter
* Parentheses around `gSaveContext` macros arguments
* Move individual flags define to the end of z64save.h, and improve comments separating the groups
* transition type enum
* mode enum, start documenting some types
* some more
* use enums for entrance table
* entrance table filled out
* sceneLoadFlag -> transitionTrigger
* sandstorm state/mode/type
* done i think
* fixes
* clean up circle weirdness
* circle use enum + fix texture names
* fix
* how did that even happen lol
* jesus
* review2
* some more review
* most review, still some more to do
* new transition trigger names
* some of review
* next type default
* Move binang utility macros out of angle conversion macros block
* `BINANG_TO_DEGF` -> `BINANG_TO_DEG_ALT` (it may even be warranted to name it _approx instead of _alt, unsure)
* Add `BINANG_TO_DEG` (unused by oot) (for completeness)
* `DEGF_TO_BINANG` -> `DEG_TO_BINANG_ALT` (again may even be _approx, or maybe _cam)
* Add `DEG_TO_BINANG` (unused by oot) (for completeness)
* `RADF_TO_BINANG` -> `RAD_TO_BINANG`
* `RADF_TO_DEGF` -> `RAD_TO_DEG`
* Cleanup argument names in angle conversion macros
* Format for angle macros changes
* Run formatter
* Move `DEG_TO_BINANG_ALT`, `BINANG_TO_DEG_ALT` to z64camera.h
* Remove `DEG_TO_BINANG`, `BINANG_TO_DEG`
* Remove `_ALT` from `DEG_TO_BINANG`, `BINANG_TO_DEG`
* Add comment about inaccuracy near `DEG_TO_BINANG`, `BINANG_TO_DEG`
* run formatter
* `CAM_` prefix on `DEG_TO_BINANG`, `BINANG_TO_DEG` macros
* Revert "Remove `DEG_TO_BINANG`, `BINANG_TO_DEG`"
This reverts commit 5321647e5b.
* Rename variables and function
* Improve comment
* PR Suggestion
* PR Suggestions
* Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx`
* Oops, fixed that
* message queues, threads, and surroundings cleanup
* Format, make the formatter prefer clang-format-11 if found
* Fix __osThreadTail type
* Q -> Queue, thread defines renamed
* Reformat, add missing NULL
* Suggested changes and further casting cleanup
* Reformat
* padmgr name fixes
* Fix typo `tranform` -> `transform`
* (may be controversial) `indexes` (noun) -> `indices`, both are correct but `indices` prevails in the repo currently, and seems prefered in technical contexts
* Fixup one `@bug`
* Fix typo `relfect` -> `reflect`
* Rename and `@bug` `DemoTreLgt_OverrideLimbDraw`
* Fixup `PLAYER_AP_` to `ARROW_` type conversion
* `posModel` -> `modelPos`
* `effSpawnPosModel` -> `effSpawnModelPos`
* Gohma decay bug: Verified that timers do not prevent UB access
* Reorder summation in a more meaningful way
Co-authored-by: JoshDuMan <40190173+JoshDuMan@users.noreply.github.com>
* Add `BINANG_TO_RAD_ALT2`
* Few hex constants in place of decimal cardinal angles
* Use `BINANG_TO_DEGF` more
* Use `DEG_TO_RAD(int)` for angle literals
* `BINANG_TO_RAD_ALT(literal)` -> use `BINANG_TO_RAD`
* Somewhat arbitrary literal angles cleanup
* Run formatter
* Touch up angle macros (parentheses and hex constants)
* Remove `DEGF_TO_RADF`, use `DEG_TO_RAD` instead
* Remove `DEGTORAD`, use `DEG_TO_RAD` instead
* Use `DEG_TO_RAD` more
* Doc (partially) player model and anim data
* `Player_OverrideLimbDrawPause` -> `func_80091880`
* Enum comments: use hex
* Change `D_80853914` to 1D array, change accesses to use new macro `PLAYER_ANIM_BY_GROUP_AND_TYPE`
* `PLAYER_ANIM_BY_GROUP_AND_TYPE` -> `GET_PLAYER_ANIM`
* Run formatter
* Touch up angle macros (parentheses and hex constants)
* Add `BINANG_TO_RAD_ALT`
* Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT`
* Run formatter
* Use `s32` as type instead of `StackStatus` enum type
* `bossLimbDl` -> `bossLimbDL`
* Fixup comment refering to `Actor.velocity` by struct offset
* Fixup `feetFloorFlags` doc and -> `feetFloorFlag`
* Fixup `xyzDistToPlayerSq` comment
* Make `SkelAnime.mode` comment refer to `AnimationMode` (<- `AnimationModes`)
* Use enum names to refer to anim modes and break long lines in z64animation.h
* `EnDha_OverridePostDraw` -> `EnDha_PostLimbDraw`
* ichains cleanup
* Scene command ids usage cleanup
* Properly name unkXXX members as unk_XXX
* change `gSceneCmdHandlers` length in variables.h too
* Revert Unknown flags to unk0 & unk1
* Remove "current scene" mention from `Flags_*Unknown` as they aren't saved or loaded so not scene-specific
* `Struct_8011FAF0`: unk_00, unk_04
* Run formatter
* Do not break long lines in headers
* Revert "Fixup `feetFloorFlags` doc and -> `feetFloorFlag`"
This reverts commit c45b3611e7.
* Introduce and use more enums and defines for equips and data involved in player drawing
* `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_`
* Improve doc on ItemEquips/Inventory's `equipment` field
* Run formatter
* Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes`
* Name `PLAYER_MODELGROUPENTRY_*` from existing documentation
* Partial doc on `PLAYER_MODELTYPE_*`
* Some doc on `PLAYER_MODELGROUP_*`
* Run formatter
* Name and some doc/cleanup on the various player draw functions
* Name symbols used for player position in pause menu
* Name player override/post limb draw callbacks
* `BOOTS_NORMAL` -> `BOOTS_KOKIRI`
* `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE`
* `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum
* Make one constant more explicit
* Document severe bug (not an issue by luck)
* Some doc on `PLAYER_MODELTYPE_RH_FF`
* Actually name most of `PlayerModelType`
* Actually name most of `PlayerModelGroup` and improve comments
* Make equipment in debug save data use equip enums
* Name symbol for computing player's `bodyPartsPos` and fix struct access
* Name right/left `HandType` symbols
* Add `PlayerBodyPart` enum
* Run formatter
* Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing
* Document `playerSegment` related usage
* Run formatter
* Revert player bodypart changes
* Revert equips doc changes
* Revert player model and anim data changes
* Revert drawing-unrelated changes
* Move `sTunicColors` tunic comments to after data
* typo
* rename 800636C0 to gameinfo_init
* fix incorrect casing in cup button
* some constants
* add item00_none enum value
* rename 80009460 to gdmaverbose
* fix typos
* Revert "some constants"
This reverts commit 27a07204d7.
* rename gdmaverbose to gdmamgrverbose
* Revert "rename 800636C0 to gameinfo_init"
This reverts commit c74e255929.
* Revert "fix incorrect casing in cup button"
This reverts commit ac313b3965.
* a couple of typos
* minor changes based on clang-format
* Move `PlayerSwordAnimation` from `z_en_torch2.c` to `z64player.h`
* `PlayerSwordAnimation` -> `PlayerMeleeWeaponAnimation`
* Add `PWMA_` prefix to `PlayerMeleeWeaponAnimation` values
* Use `PlayerMeleeWeaponAnimation` enum more
* Add `PWMA_MAX`
* Update comments in z_en_kanban.c
* Some cleanup around conditionals with `meleeWeaponAnimation`
* Comment `PWMA_` index value in `D_80854190`
* `PMWA_` -> `PLAYER_MWA_`
* Minor fixup
* Missed one spot
* Run formatter
* Document/fix `Player#bodyPartsPos` usage
* `distFromLinksHead` -> `distFromPlayerHat`
* Comment on `bodyPartsPos[-1]`
* Run formatter
* Use `PLAYER_BODYPART_MAX` more
* Use hex for `PlayerBodyPart` enum comments
* Tool-assisted flags for `Actor_UpdateBgCheckInfo`
* Manual flags separation
* Run formatter
* Light doc on the flags
* `UPDBGCHECKINFOFLAG_` -> `UPDBGCHECKINFO_FLAG_` (what an improvement!)
* Run formatter
* Run formatter
* Fixup `Math3D_LineClosestToPoint`
* `gDodongosCavernBossLavaFloorTex` is 32x64
* Name empty-dlist-making functions `_EmptyDList`
* Fix typos
* transitionRate -> morphFrames
* Compare `xyzDistToPlayerSq` to squared values
* Fix hookshot target/post collision header names being swapped
* Fix description of `z_bg_mizu_movebg.c`
* Add scene command comment to `func_80098508` to match other scene command handlers
* Some fixup in `Camera_Demo5`
* `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
* First pass, tool assisted bgCheckFlags
* Few manual bgCheckFlags
* Run formatter
* Remove fake bgCheckFlags 10-15
* Move existing documentation to the defines
* Comment on `bgCheckFlags` and rephrase some doc
* Name obvious flags, and some cleanup
* Comment on flag 9 being wall-interaction-related (thanks engineer and fig)
* Run formatter
* `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT`
* Touch up water-related bgcheckflags doc
* `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
* Force dword alignment on OSPifRam
* force_structure_alignment on each Font buffer
* Add ALIGNED8 macro to gSaveContext to ensure alignment
* create alignment.h header and use ALIGN8 in PLAYER_LIMB_BUF_COUNT
* add comment in common_data
* Roman's suggestion
* player_limb_buf_count
Co-authored-by: fig02 <fig02srl@gmail.com>
* Properly align program stacks
* Enforce size being a multiple of 8 bytes
* Correct alignment calculation
* Use an ALIGN8 macro in the stack declaration macro
* Implement scene table with a single define
* Format z_scene_table.c
* Apply review suggestions
* Reorder arguments in DEFINE_SCENE
* Use ROM_INFO for the scene table
* Change "Debug only" to "Debug-only"
* Apply more review suggestions
* Use NULL for 'none' rom addresses
* Remove scene declarations from segment_symbols.h
* merge master
* A little bit
* start docs on lens
* Delete Jenkinsfile
* Make sense of the numbers in `Actor_DrawLensOfTruthMask` f3dzex commands
* More comments on `Actor_DrawLens` f3dzex usage
* remove padding
* renames
* Simplify gfx comments
* Add some line breaks
* Remove undef
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Louis <louist103@pop-os.localdomain>
* script-assisted player state flags
* Run formatter
* manually convert state flags in `D_80116068`
* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`
* Run formatter
* Cleanup parameters passed to `Actor_SpawnFloorDustRing`
* `10` -> `ARROW_NUT` for spawning EnArrow
* Missing empty line after declaration
* Introduce `ACTORCAT_MAX`
* Minor cleanup
* Run formatter
* `sgiDrawIds` -> `giDrawIds`
* `sDmaMgrDataExistError` -> `sDmaMgrIsRomCompressed` bool
* Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`
* Run formatter
* Revert "Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`"
This reverts commit c6b9a92139.
* river_sound docs
* Small touch-up
* PR Suggestions
* Improve comments on river line calculations
* More PR Feedback
* after analyzing the filter data for MM, lowPassFilter is reverse to what I thought it was
* some docs
* rename a bunch of callbacks
* more cleanup
* format
* last cleanup
* some updates
* more docs
* done i think
* name flag and format
* name unused variable
* comments
* revert unwanted change
* z64skin.h
* format
* Address review
* Rename PostLimbDraw callbacks to PostDraw and some PR addressing
* add true/false for setTranslation
* ahhhh
* remove "you"
Co-authored-by: fig02 <fig02srl@gmail.com>
* `0` -> `CHEST_ANIM_SHORT` in `GET_ITEM` z_player macro
* fix typos in z_en_skj
Co-authored-by: Yanis42 <yalink88@gmail.com>
* `unkSkjStruct` -> `EnSkjUnkStruct`
* Use `EFFECT_SS_` enum in all `EffectSs_Spawn` calls
* Decimal for all `EffectSs_Spawn` priorities
* Use `OBJECT_INVALID` more
* `Object_IsLoaded` returns a boolean
* Add `@bug` in `DmaMgr_SendRequestImpl` about passing partially uninitialized struct
* Fix typo `forc_structure_alignment` -> "force"
* Move `CMD_F` to `z64cutscene_commands.h` since it is specifically for cutscene data
* Use `ALIGN16` macro more
* Use `ALIGN256` macro more
* Add `@bug` on two messed up 8-bytes-aligns
* Set `gSaveContext.nightFlag` to 0/1 instead of false/true
* Use `IS_DAY` macro more
* Run formatter
Co-authored-by: Yanis42 <yalink88@gmail.com>
* Name generic anim info structs and cleanup usage
* Make `EnDaiku` use generic struct
* Add `/* decimalid */` comments to all added enums
* small fixes
* Two more generic animinfo structs
* Cleanup usage of newly generic structs
* Cleanup x2 usage of newly generic structs
* `transitionRate` -> `morphFrames`
* Properly name generic anim structs (attempt to at least)
* `anim` -> `animation`
* fixes
* run formatter
* Use consistent prototypes for each actor's ChangeAnim helper
* run formatter
* minor cleanup
* Run formatter
* `Animation_ChangeInfo` -> `Animation_ChangeByInfo`
* Import code_800F7260.bss.s
* Import code_800F9280.data.s
* format
* cleanup externs
* Move bss to next file
* Move struct_8016E320 (BgmRequests) back to file
* Move data to init_params, remove data pad (can't remove bss pad), ReverbSettings
* remove extra spacing
* Remove data/bss comments
* Add Data enum and fill ARRAY_COUNT
* Clean-Up
* Document camera settings
* Document scenes further
* Minor edit
* Cleanup
* More cleanup
* Oof, that was tedious
* Align function look-up tables
* Remove comments
* format
* Cleanup
* formatter gone wrong, hid comments from me
* format
* Dragorn PR Review 1
* Change approach to camera data using macros
* Clean up function and data map
* Cleanup Comments
* Document `func_800D1694` as `Matrix_TranslateRotateYXZ`
* Document `func_800D1FD4` as `Matrix_ReplaceRotation`
* Cleanup `Matrix_RotateAxis`
* Document `func_800A7EC0` as `SkinMatrix_SetRotateAxis`
* Document `func_800D2A34` and `func_800D2A98` as `Matrix_SetTranslateScaleMtx`(`F`)
* Document mostly unused functions at the end of `sys_matrix.c`
* Add in-use renamed functions to `namefixer.py`
* Add `Matrix_SetTranslateScaleMtx2` to `namefixer.py`
* Run formatter
* Fix namefixer.py mistake from #952
* Format clang-11.1
* Fix `Matrix_TranslateRotateYXZ` wrongly documented, it actually is `Matrix_SetTranslateRotateYXZ`
* VS Code is stellar at refactoring (no)
* Run formatter
* Come on VS Code
* Improve `Matrix_ReplaceRotation` docs
* Fix typo
* Fix namefixer.py
* Document nature ambience io data
* Document nature ambience functions
* Function headers
* Doc storing main bgm for nature/miniboss bgm
* Give temporary names to functions
* small cleanup
* add docs to clarify
* Break up nature ambience channel io data for easier reading
* Add info to where each nature ambience Id is used
* Name environmental sequence functions
* Use channel macros globally
* Add nature enum, revert env name
* Revert tough-to-name functions, use nature channel enum instead
* Fill in remaining enums from sequence 1
* PR Suggestions
* Improve macros
* remove clang-format off
* MINI_GAME_2 -> TIMED_MINI_GAME
* Revert to generic name
* Fix Spacing
* remove fake match
* merge master
* animations
* dog limbs
* textures
* KZ limbs and DL
* a few KZ textures and make a file for link_boy
* the rest of KZ
* Far Limb DLs
* near DLs and limbs
* small fix to child
* boots and some sword and more child clean ups
* a bunch of DLs
* fix boy
* fix link child for real this time
* adult should be good now
* progress
* all undefined symbols done
* progress
* done (for now)
* restore makefile
* child -> adult
* child -> adult
* dog fixes
* KZ fixes
* more player fixes
* remove unneeded enum in dog
* rename hookshot stuff
* Update z_player_lib.c
* revert model group stuff
* move comment
* fix mirror shield upper
* remove useless 2
* OOT -> Oot
* gauntlet plate 2 fix
* fix
Co-authored-by: Louis <louist103@pop-os.localdomain>
* Document `func_80033480` more
* More doc in `BgDdanKd`
* WIP Document BgDodoago
The dodongo skull light-eyes-with-bomb puzzle
Some TODOs, jank/legacy code which I'm unsure if it achieves something significant
* Finish documenting BgDodoago
* `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives`
* Run formatter
* `dlistBuffer` -> `displayListHead`
* Add ACTOR_FLAG_ defines
* Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere
* Remove unused ACTOR_FLAG_* constants
* actor flags in bigokuta & ko
* actor flags in obj_mure
* actor flags in stalfos, twinrova & ganon2
* actor flags in morpha & barinade
* name some previously missed actor flags
* found some comments using hex for actor flags
* Actor flags in ovl_En_Ganon_Mant
* Actor flags in EnWf
* Flags in en_zf
* Actor flags in BossGanon (FeelsOKMan)
* Remove `ACTOR_FLAG_NONE`
* Wrap expansion of `FLAGS` in parentheses
* `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL`
* Move `CHECK_FLAG_ALL` to `macros.h`
* Run formatter
* data migrated and OK
* some functions ported
* everything ported and updated
* merge message
* plenty of functions matched
* remove unwanted file
* 5 more, progress on update
* update matched
* fix proto
* fix
* func_808E06FC
* asm
* 2 left
* 1 more
* last function inital decomp
* Dbg MQ OK
* docs progress
* revert limb stuff
* some more docs
* docs progress
* more docs
* done with docs for now i think
* revert unwanted change
* some symbols
* anime2
* format
* small changes
* some more changes
* merge master and fix matrices
* reviews 1 and 2
* remove continue
* review 3 and 4
* un-name bodyPartsPos for now
* Cleanup `UNK_TYPE`, `UNK_PTR` usage
* Add some missing empty lines after declarations
* Remove some legacy comments from non-matching times
* Fix some grammar (mostly "it's"/"its")
* Use proper names for two symbols after ZAPD bugfix
* Cleanup `place_title_cards.xml`
* Use `NULL` to check against `D_8012D260` pointer
* Parentheses around some macro arguments
* wip proofread headers up to z64animation.h
* Fix some disp usage in EffectSsGMagma2
* Fix some incorrect SAC flags
* Remove some instances where bool was used
* Fix a few line numbers to be decimal
* Remove MatrixInternal and use Mtx instead
* Fix gs flag names to be plural for consistency
* Fix some hex numbers to be uppercase
* Fix instances of 0X for hex numbers
* Moved code_800D2E30's data to C
* Moved some audio data from asm to C
* Made separate data files for unknown pointer arrays
* Fixed a few missing balign directives
* Initial progress on z_message_PAL, very messy
* Fix merge
* Some more progress
* Fix merge
* More z_message_PAL
* Small progress
* More small progress
* message_data_static files OK
* Prepare z_message_tables
* Matched another function, small updates
* Attempt to use asm-processor static-symbols branch
* Refactor text id declarations
* Begin large text codes parser function
* Fix merge
* Refactor done
* Build OK, add color and highscore names
* Remove encoded text headers and automatically encode during build
* Fix kanfont
* Various cleanups
* DISP macros
* Another match aside data
* Further progress
* Small improvements
* Deduplicate magic values for text control codes, small improvements
* Tiny progress
* Minor cleanups
* Clean up z_message_PAL comment
* Progress on large functions
* Further progress on large functions
* Changes to mkldscript to link .data in the .rodata section
* data OK
* Few improvements
* Use gDPLoadTextureBlock macros where appropriate
* rm z_message_tables, progress on large functions
* 2 more matches
* Improvements
* Small progress
* More progress on big function
* progress
* match func_80107980
* match Message_Update
* match func_8010BED8
* done
* Progress on remaining large functions
* Small progress on largest function
* Another match, extract text and move to assets, improve text build system
* Small nonmatchings improvements
* docs wip
* Largest function maybe equivalent
* Fix merge
* Document do_action values, largest function is almost instruction-matching
* Rename NAVI do_action to NONE, as that appears to be how that value is used in practice
* Fix merge
* one match
* Last function is instruction-matching
* Fix
* Improvements thanks to engineer124
* Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup
* More variables labeled, use text state enum everywhere
* More labels and names
* Fix
* Actor_IsTalking -> Actor_TalkRequested
* Match func_8010C39C and remove unused asm
* More docs
* Mostly ocarina related docs
* All msgModes named
* Fix assetclean
* Cleanup
* Extraction fixes and headers
* Suggestions
* Review suggestions
* Change text extraction again, only extract if the headers do not already exist
* Fix
* Use ast for charmap, fix assetclean for real this time
* Review suggestions
* BGM ids and ran formatter
* Review comments
* rename include_readonly to include_data_with_rodata
* Remove leading 0s in number directives
* Review suggestions for message_data_static
* textbox pos enum comments, rename several enum names from Message to TextBox
Co-authored-by: Thar0 <maximilianc64@gmail.com>
Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Roman971 <romanlasnier@hotmail.com>
* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles
* Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX`
* `Euler ***` -> `Tait-Bryan *** angles`
* Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ`
* Fix doc of `SkinMatrix_MtxFMtxFMult`
* Update docs of `SkinMatrix_Invert`
* Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ`
* Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate`
* Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate`
* Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate`
* Add renamed functions to `namefixer.py`
* Run formatter
* Consistent function names (`ABC()` if equivalent to `A() B() C()`)
* matching split
* migrate progress
* split done and rodata migrated
* all data migrated to c
* start init
* progress
* progress
* progress
* progress
* progress
* progress
* copy done
* progress
* erase and settings done
* progress
* progress
* progress
* start keyboard
* progress
* progress
* progress
* progress
* Minor progress
* fix z_magic_dark issue
* func_80806F34 decomp'd
* verified equivalence
* one fix
* format
* merge petries work
* reorganizing
* lots of reorganizing and wraning fixing
* rename file
* remove language enum
* unwanted changes
* some symbol replacement, organization, and some names
* all symbols replaced, some organization
* some more cleanup
* continue docs
* Match the remaining functions in file_choose
* merge master
* select mode documented, all functions in file_choose.c named
* nameset functions named, some other cleaning
* some more general cleanup
* stub comments for cm, name a few things
* fix data and sizeof
* copy/erase functions and modes named
* rename assets, format
* change some struct members
* fixes
* review1
* fix maching error
* extract VTX data
* re add werror to ZAPD
* review 2
* fix
* remove file boundary padding
* remove zeroes
* review3
* change skybox stuff
* changes to vs etc
Co-authored-by: KrimtonZ <krimtonz@gmail.com>
Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com>
Co-authored-by: mzxrules <mzxrules@gmail.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Roman971 <romanlasnier@hotmail.com>
Co-authored-by: Louis <louist103@gmail.com>