* Replace tabs in exceptasm.s source
* Replace tabs with \t in strings
* Fix grammar in various comments
* Fix "initalize" typos in code
* (fix typo) `__osMallocIsInitalized` -> `__osMallocIsInitialized`
* Some Link -> Player
* Use `EXCH_ITEM_` more
* "bgm music" -> "background music"
* Fix typos in `place_title_cards.xml`
* `SkelAnime_Update` returns a boolean
* Run formatter
* 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
* 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>
* 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
* Rename variables and function
* Improve comment
* PR Suggestion
* PR Suggestions
* Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx`
* Oops, fixed that
* 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
* 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
* 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`
* 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.
* 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
* 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>
* Minor labelling
* progress
* play percentage -> delay
* duration -> gatetime
* more
* more
* more
* seqIdx -> playerIdx
* more
* more
* more
* more
* format
* fix comment
* filters
* more
* media
* confusion
* Sync load is actually slow load
* AudioHeap prefix
* more
* more
* reformat
* more
* more
* AudioLoad
* more
* more
* seq banks
* more consistent
* more
* name last function in audio_load
* More audio_synthesis
* clean up audio tables
* minor
* slow/fast load ramAddr
* format
* remove unused
* Remove union
* remove padding
* audio bank -> sound font
* seqLayer -> layer
* stuff
* seqChannel -> channel
* ChannelLayer -> Layer
* remove define, add bug comment
* format
* more
* cache enum
* more
* AudioSeq function prefix
* naming
* bankIdx -> bankId
* more
* format
* review
* more
* fixes
* avoid hardcoded sfxid's
* SE -> Sfx
Co-authored-by: zelda2774 <zelda2774@invalid>
* Match Destroy
* Matched Init
* 3 more matched
* 15 functions matched, data imported
* 16 matched
* 17 matched
* 18 matched
* formatting
* 19 matched
* Fix unk_404
* Draw matched, 20 in total
* 21 matched
* 22 matched
* 23 matched
* 24 matched
* 25 matched
* 26 matched
* 27 matched
* 28 matched
* 29 matched
* 30 matched
* 31 matched
* 33 matched
* 34 matched
* 35 matched
* 36 matched
* 17 left
* 16 left
* 15 left
* 14 left
* 13 left
* 12 left
* 11 left
* 10 left
* spec
* bss
* 9 left
* 8 left
* 7 left
* 6 left
* 5 left
* 4 left
* 1 up to regalloc, 3 left
* 2 left (+ 1 regalloc)
* More naming
* 1 + regalloc left
* Some naming
* matches but for 2 words of stack in func_80B45748
* Delete some padding in header
* Merge remote-tracking branch 'upstream/master' into Zf
* func_8003426C rename
* more failed matching attempts
* Update to new function names
* OK at last
* Actually OK this time, removed pragmas, spec
* Begin documentation
* Few more names
* Some more naming, added description to z_en_geldb.c
* Confirm platform categories
* (Badly) named floor check functions
* Make fighter actors playSpeed animation frame checks consistent (up to names)
* Action enum, lot of work on the skeleton stuff in the object
* Lot of function and animation naming
* More naming, last of the hardcoded symbols
* Some name cleanup
* Remove asm
* Format
* Bit more cleanup
* Dragorn review I
* undefined syms
* Correct limb names
* Non-control flow review suggestions
* Easy review stuff
* Some more review
* Import bgm Ids
* Small correction
* Fix kaleido
* Add defines for 0, 1, 0xFFFF. Fill in missing macros
* Improve names, move to bgm.h, add in macros to kankyo.c
* format
* Swap order of bgm macros and flags
* 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>
* Document Moblins (EnMb)
* Use actual decomp-style function names
* Add renamed functions to actorfixer.py
* Add general documentation and add EnMbType enum to check moblin subtype
* Add fig's doc comment on Actor_TestFloorInDirection
* Revert documentation on z_eff_ss_dead.c
* remove `gSPFogPosition(?,?)` comments on `gSPFogFactor` uses in z_rcp.c
* run formatter
* object_ge1
* more stuff named
* object_gla OK, symbols added to C
* eff fire fix in gameplay_keep
* object_nb OK, fixed gameplay_keep
* replaced symbols in EnNb, limb enums
* Change EnGeldB limb enums to hex
* Use enum in header too
* Add descriptions to EnGe2 and EnNb, rearrange xml
* Reorder xml
* review changes
* 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>
* Ge3: OK and data migrated
* Functions and most variables named
* finished enums for limbs, inlined data
* spec updated, asm deleted
* fix dists
* changes
* changes
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
* 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>
* EnTite_Update matching
* Fixes to update
* made good progress, func_80B1A2A0 is in a good place to be matching soon
* Merge stuff
* func_80B19E94 done, func_80B18CC4 done
* EnTite_Destroy and EnTite_Init done
* Commenting out sDamageTable and EnTite_Init until all the data matches
* Some more small functions done
* more progress
* func_80B19918 done
* func_80B18E7C done
* func_80B19524 done
* more progress
* EnTite_Draw equiv but nonmatching, file otherwise done
* Found some unstaged changed on old laptop
* Draw matching: File fully matching!
* Documentation
* finished documentation
* deleted data files
* update spec
* fixed waterY -> yDistToWater rename after merge
* ran format.sh
* fixing accidental renames in camera
* Fixed some obvious number/comment formatting issues
* Removed unecessary prototypes
* merge
* running format.sh
* suggestions
* more pr comment changes
* format to push
* one more change
* more renames (see pr comments)
* merge
* renames
* format.sh
* fix renames
* function comment formatting
* merge + format
* endless merge fixes
* merge fixes until die
* yet again a merge fix
* pr suggestions
* 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>
* 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
* a few fake syms
* two more
* format
* 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
* woo watch out
* data and such
* stuff
* more decomp
* another match
* match and docs
* more docs
* little more cleanup
* SFX macros
* little more
* more attempts to match
* naming things
* I give up on the match
* also spec
* changes
* hex
* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* 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