* 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
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Updated to newer version of ZAP2
* Finished matching remaining scenes.
* Added back ZAP2
* Removed old commented out spec lines
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.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
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.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
- `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