* the script now should be able to parse the files in the build folder
also added some flags to ignore an actor list and parse the non-matching like before
Signed-off-by: angie <angheloalf95@gmail.com>
* bit of cleanup
Signed-off-by: angie <angheloalf95@gmail.com>
* script to compare the results
Signed-off-by: angie <angheloalf95@gmail.com>
* dont assume every function is in just one file
Signed-off-by: angie <angheloalf95@gmail.com>
* fix qword allign
Signed-off-by: angie <angheloalf95@gmail.com>
* move the csv stuff to a function
Signed-off-by: angie <angheloalf95@gmail.com>
* add flag to export the amount of instructions per function
add examples for how to use the script
fix a bug
Signed-off-by: angie <angheloalf95@gmail.com>
* add include-only flag
Signed-off-by: angie <angheloalf95@gmail.com>
* delete extra file
Signed-off-by: angie <angheloalf95@gmail.com>
* keep functions order
Signed-off-by: angie <angheloalf95@gmail.com>
* get data in
* Match Init and one other
* match some more
* match a bunch more
* merge master
* OK
* Some naming done
* OBJECT_NY almost done. waiting on ZAP changes
* Remove ASM
* Cleanup
* Commit before merge
* fix damage table
* Change comment
* 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>
* 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
* small fix to function parser
* off by one error
* 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
* new tool
* python function conventions
* new name
* new error handling
* whoops comments
* 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
* 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
* func_8005B280 ok
* func_8005B65C OK
* split out func_8005BD50
* func_8005B7C0 OK
* func_8005B7F4 OK
* func_8005B824 OK
* func_8005B860 ok
* improve sanity
* func_8005B6B0 ok, ColliderInit_Actor structs added
* func_8005B884 ok
* func_8005BBF8 ok, split out func_8005BF50
* split more stuff out of func_8005C050.s
* func_8005C050 OK
* func_8005BA30 fakish OK, func_8005BAD8 real OK
* func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues
* func_8005BB10 Ok
* func_8005BF50 OK
* func_8005BE50 OK
* func_8005BD50 OK
* func_8005BCC8 Ok
* func_8005BC28
* func_8005BB8C func_8005BBB0 func_8005BBD4 Ok
* save my work commit
* func_8005C2BC fake OK
* func_8005C5B0 ok
* func_8005C608 ok
* func_8005C6C0 ok
* func_8005C6F8 ok
* func_8005C730 ok
* func_8005C774 func_8005C798 func_8005C7BC OK
* func_8005C7E0 ok, func_8005C810 split
* func_8005C810 OK
* func_8005C8C8 ok
* func_8005C964 OK
* func_8005CA88 ok
* func_8005CBAC ok
* func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK
* func_8005CD34 func_8005CDD0 Ok
* func_8005CE6C ok
* func_8005CEC4 ok
* func_8005CEDC ok
* func_8005CF90 Ok
* standardize type names/vars more
* func_8005D3BC ok
* func_8005D40C OK, z64.h CollisionCheckContext
* func_8005D4B4 func_8005D4C8 ok
* partial data section migration
* improve function documentation, OT->OC
* Actor_CollisionCheck_SetOC ok
* Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok
* func_8005BA84 ok
* func_800611A0 ok
* func_80061274 ok
* clean up func_80061274
* func_8006139C ok
* func_8005E9C0 and dependencies OK
* minor cleanup to func_8005E9C0
* func_8005EC6C OK!
* func_8005E81C ok
* func_8005E604 ok
* func_8005E2EC func_8005E4F8 OK
* func_8005DE9C OK func_8005D8AC disassembled
* func_8006146C func_8006268C ok
* func_8005EEE0 ok
* func_8005F17C
* func_8005F39C ok
* func_8005F5B0 decompiled, not matching
* func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK
* func_8005FA30 ok, split more functions
* func_8005FC04 ok
* func_8005FDCC k
* func_8005FF90 OK OK OK
* func_80060204 dead
* func_800604B0 ok
* func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish
* func_800635D0 ok, func_80062ECC not so much
* OcLine oks
* D_8011DF28 functions disassembled
* D_8011DF5C functions OK
* setAT_SAC. setAC_SAC, setOC_SAC OK
* func_80061C98 decompiled, func_80061BF4, func_80061C18 OK
* func_800617D4 ok, func_800614A4 disassembled
* CollisionCheck_OC D_8011DFAC functions OK
* func_80062530 ok
* CollisionCheck_generalLineOcCheck subfunctions OK
* func_800622E4 ok
* after a long fought battle, func_80061F64 has fallen.
* func_800628A4 disassembled
* func_800627A0 func_8006285C OK
* ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok
* func_80062CD4 decompiled, import EffShield/EffSpark types from MM
* various SubActor98 struct functions OK
* func_8005D4DC func_8005D62C ok
* .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs
* func_80060C2C ok
* minor code tweaks
* func_80061C98 ok somehow
* Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types
* Apply changes
* formatting
* tweak a couple function names
* krim changes, func naming
* missed some things
* function renames
* Implement GenColliderInit.py utility
* Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching
* func_800614A4 ok
* Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE
* collisionCheckCtx -> colChkCtx, fix small things
* osgetactivequeue ok
* osspdevicebusy ok
* osGetCurrFaultedThread ok
* osSpRawStartDma OK
* __osSpSetPc and osViGetCurrentFramebuffer OK
* sinf, sins, and sptask OK
* coss OK
* cosf OK
* ran format.sh
* Updated PR to use ultratypes
* osContStartQuery OK
* ran format.sh
* Updated PR to fix issues
* Made suggested changes
* Started doing cleanup
* did more work
* did more migration
* migrated more rodata and worked on some structs
* did more work
* Removal of ROOM field from initvars, some rodata migration, some string decompilation
* General update
* Decompiled vt strings
* Tool work
* Tool improvements
* 270 overlay rodata files remaining
* better float handling
* floats
* Many more floats
* migrated boss_mo
* assorted fixes
* Migrated 10
* tool improvements
* migrated 10
* 10 more
* 1 more
* did a few more
* fixes
* 10 more
* more floats
* Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed.
* removed changes made to script by accident
* migrated largest rodata - ovl_fishing
* Did some more
* 114 remaining
* 99 left !
* almost done migrating rodata
* did some more, done for tonight
* almost done, tried add support to the script for z_player
* All possible rodata migrated in actor overlays
* update
* removed static from all overlays, ran format.sh
* Removed unknown actor structs
* converted a few floats
* Added new lines to header files that were missing them. Removed unused asm files
* Removed unused asm files
* Formatting newlines
Further formatting
spacing
.float spacing
More space formatting
More spacing formatting
Removing .balign 4 after floats
Co-authored-by: Ethan Roseman <ethteck@gmail.com>