* remove fake match
* u32 segment -> void* and add symbols to sEntranceCutsceneTable
* rename some symbols
* remove if1
* add the last missing symbol
* add symbols for almost all extrence textures
* finish adding the symbols
* Remove comment
* spelling fix
* Fig's and Dragorn's fixes
* add symbols to unkknown array
* format
* romans fixes
* Fix all headers to comply with C standard
* fix a file in libultra
* Update include/stdbool.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Update stdbool.h
* Update z64animation.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.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>
* cleanup libultra
* fixes
- use quotes instead of <> for includes
- add macros for zelda specific thread priorities
- fix Makefile
- properly format the remaining pfs structs
* fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL
* remove ULTRA_ABS
* fix includes
* update z_player.c/z_lib.c + run format.sh
* merge upstream/master
* fix include in En_Goroiwa
* fix includes
* 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
* Decompile z_play.c and Match/Document some of z_view.c
Also fix the last non matching in z_sample.c and update some game state functions.
* Suggestions from PR #74
* Fix undefined reference to Gameplay_DrawOverlay
* Suggestion from PR #74 (2)
* Fix a fake argument in func_800BC450
`z_demo_go.c` is now functionally equivalent and almost fully matched.
Note that I added a Vec3i struct in `z64actor.h` now used in `CsCmdActorAction`.
Also fixed some missing VT codes in various actor strings.