* Match a few
* Remove cast
* BossGanon2_Destroy
* Some struct layout
* Missed one
* Work on BossGanon2_Update
* Oops missed another
* Work on update more
* Get it to compile
* Work a bit on update
* func_808FD27C
* Cleanup a bit
* Fix incompatible pointer type
* Work more on update
* Multiply
* Fix janky cast regalloc
* Remove some casts
* Move switch case to right spot
* Tiny regalloc
* Fix stack
* Try to fix jump table
* Migrate bss
* Make data match
* Fix minor formatting
* Another minor formatting
* Replace hex with symbols
* Do display lists
* Vertices
* jnt items init
* Split gfx into separate file
* func_808FCF40
* func_808FCF5C
* func_808FD080
* func_808FD4D4
* func_808FF898
* func_808FFA24
* func_808FFAC8
* func_808FFBBC
* func_808FFC84
* use unk_313 as a bool
* func_808FFCFC
* func_808FFDB0
* Add commented static
* func_808FFEBC
* func_808FFFE0
* func_809000A0
* Remove useless cast in func_809000A0
* Remove useless temp
* Fix wrong branch
* BossGanon2_Update
* Fix implicit function declarations
* Type D_8090EB2C to zelda pointer
* Reorder include because why not
* Deduplicate undefined syms
* Add more to struct
* Work on func_808FD5F4
* Major work on func_808FD5F4
* Get func_808FD5F4 to compile
* Make unk_398 unsigned
* Work on func_808FD5F4
* Progress
* func_808FD210
* BossGanon2_Draw
* Make it compile
* Fix compiler warnings
* Fix branches func_808FD5F4
* re-nonmatching func_808FD5F4
* stuff
* fix math functions
* clang format
* more progress
* Replace bit stuff with type
* Merge master
* Add possibly janky things and fix while loop
* Why does this help
* Chained assignment
* Remove dubious thing
* Reorder thing
* Add possibly fake notices
* Use true and false
* Make func_808FD5F4 equivalent
* Massage stack a little
* func_80906AB0
* Correct texture params
* Whitespace is good
* Use decimal line numbers
* func_809069F8
* Work on func_809060E8
* Make funny loop less funny
* Float stuff
* Remove useless cast
* Merge upstream
* Fix compiler error in nonmatchings
* func_809060E8
* Change tex alloc to be full integer
* Add unk_234
* Correct size of unk_2F4
* Make textures u64[]
* Type textures to u64[]
* func_80905DA8
* func_80905674
* Replace some pi
* BossGanon2_PostLimbDraw2
* func_8090523C
* func_80904FC8
* func_80904D88
* BossGanon2_PostLimbDraw
* BossGanon2_OverrideLimbDraw
* func_8090464C
* func_80903F38
* Match func_80900890
* Move func_80906538 prototype
* Work on func_80902348
* Match func_80902348
* Add fake warning to array thing
* Work on func_8090120C
* Remove useless var from func_8090120C
* Work more on func_8090120C
* Move case probably into place func_8090120C
* Work on func_8090120C until 4914
* Add break to switch
* Pass player to startPlayerCutscene
* Work more on func_8090120C
* Work on func_80902524
* Move function prototype
* Match func_80902524
* Clean up sfx ids in func_808FD5F4
* Correct SFX_FLAG in func_8090120C
* Match func_8090120C
* Match func_80904340
* Change tex to u8[]
* Cleanup func_808FD5F4 a bit
* Clean up another inequality func_808FD5F4
* Match func_80904108
* Cleanup for PR
* Cleanup for PR part 2
* Cleanup data a bit and start on func_80906538
* Basically match func_80906538
* Match func_80906538
* Rename tex to shadowTexture
* Work on func_809034E4 a bit
* replace 255 with 0xFF for texture
* Correct NON_MATCHING guard
* Make func_809034E4 equivalent and not ugly!
* Reuse i in func_809034E4
* Minor cleanup in func_809034E4
* Remove unused asm
* Static all the data
* Switch to using assets xml for overlay graphics :)
* Remove now unused undefined syms
* Rename pad to D_809071FC
* Some cleanup
* Cleanup and name more stuff
* Name BossGanon2_DrawShadowTexture
* Rename to sZelda
* Correct array in func_809034E4.s
* Start using proper symbols for assets
* Add morre undefined syms comments
* Cleanup a bit
* Cleanup a bit more
* Use THIS in limb functions
* Update comments
* Use define for actor id
* Remove unnecessary padding in struct
* Rename rand_float to randFloat
* Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Various minor suggestions
* Replace shadowTexture with void* wherever possible
* Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Do multiply
* Name some variables from debug prints
* Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Use ARRAY_COUNT(sParticles) everywhere
* Put data and bss in _data.c
* Remove unecessary @bug s
* Minor suggestions
* Why are there so many timers
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* bss OK
* Small fix
* Pr fixes (Dragorn) and some named symbols
* added the comment Fig requested
* rip jenkins box
* Update src/code/z_en_item00.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Change combined if to 2 ifs
* GI enum
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* being code_800EC960
* wip
* wip
* more audio progress
* migrate data in code_800E11F0
* wip
* make ok
* remove asm
* wip
* move some variables outside of gAudioContext to the AudioContext structure due to the size used in func_800E3094
* more progress
* wip
* wip
* split code_800E11F0
* migrate rodata in code_800E11F0
* match functions that couldn't because of data issues
* move code_800E4FE0 asm files
* wip
* more wip
* fix global functions, and forward declarations
* wip
* wip
* wip
* ocarina wip
* match a couple functions
* some progress
* separate some bss
* match func_800EDA3C
* some matching
* more matches
* migrate audio rodata
* some matches
* more matchess
* start on synthesis
* work on synthesis
* fix function declaration
* Merge branch 'master' into audio
* match a few more functions
* wip
* wip
* more matching, rename Audio_SetBGM to Audio_QueueSeqCmd
* name several audio functions, and audiocontext members
* more naming, rename code_800E11F0 to audio_load, code_800DAAC0 to audio_synthesis
* audio wip
* match a few more functions.
* wip
* add missing NON_MATCHING directive
* wip
* some matching, data reogranization
* match cursed function
* wip
* wip
* formatting
* remove prefix from struct memebers
* missed function rename
* review
Co-authored-by: fig02 <fig02srl@gmail.com>
* z_vr_box.c progress
* Rename dpList to dlistBuf and SKYBOX_CLEAR_SKY to SKYBOX_NORMAL_SKY
* Fix
* renamed dlistBuf to dListBuf and split large string further
* fix colliderinit typo
* fix initchain
* reloc
* progress
* progress
* Pick off a few easy functions, reduce number of warnings
* more tough OKs
* Getting closer to all OK, fix en_girla header
* some hard OKs, 7 to go
* two funcs remaining
* func_80AC7094 OK!
* Fix warnings, begin documentation
* get most of object_ossan documented, document some of en_ossan
* improve en_girla function names
* more EnOssan documentation
* more documentation
* en_tana basically complete, en_girla vars all named, en_ossan documentation improvements
* delete TIME ITSELF
* object_oF1d_map OK
* more names, fixed a poition typo
* Nearly all en_ossan functions named, all variables named
* format.sh
* forgot to delete data
* implement pr changes
* EnOssan OK! implement most of Roman's suggestions
* ugh
* implement figs suggestions
* implement roman's suggestion
* Can't tell my left from my other left
Co-authored-by: fig02 <fig02srl@gmail.com>
* Add symbols, does NOT build OK
* parameter OK with syms
* Use `static` more and inline arrays
* wip docs
* Start on Interface_Draw, NOT OK yet
* rename variables since interface dev is weird
* nonmatching for now
* kaleido
* Update src/code/z_parameter.c
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* Make most texture rectangles use shifts
* fix symbols for all interface things
* done with interface_draw for now
* Update z_parameter.c
* format files
* fix wrong function calls
* fix bss
* improvements in matching
* remove button enum for now
* (void)0 to fix warning
* make conditional look nicer
* fix
* fix wrong combiner
* Update src/overlays/actors/ovl_kaleido_scope/z_lmap_mark.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* format
* remove "HUD" naming
* review suggestions
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Mostly done but shifted
* still messed up
* Almost OK
* OBJECT_JYA_OBJ OK, OBJECT_GR OK
* Done
* Merge master and format
* Cleanup
* Cleanup 2
* Start object MB dont merge yet
* Object_MB OK
* Object_ydan_objects OK
* General 'ydan' actor cleanup
* Forgot some small things
* Object_EC OK
* add .gitkeep and run format
* Object_sd OK but no textures cause of a zap issue
* PR fixes
* Fix object_sd
* fix ydan
* delete .gitkeep files
* OBJECT_BOX as far as it can go with current ZAP
* Fix undefined_syms
* Start child link object
* Push progress, dont merge yet
* Object_mori_objects OK
* Fixed?
* Fix conflicts again
* Seems like i missed some textures
* Extract data for BgBombwall
* More field
* ZAP YEP 2.0
* Object_Box OK
* Object_SD ok. Ready to merge
* remove ASM and merge master
* remove ASM
* remove files wrongfully added to docs/
* Almost done
* Change comment in z_player_lib.c
* forgot some DLists in player_lib.c
* Fix conflict, run format
* Same as before but this time with Tex and TLUT
* Last few things
* fix object_GR and add limbs to object_sd
* Nane -> Name
* gChildDekuShieldMtx is now a matrix and not a blob
* PR fixes (Fig)
* add a space for comment in z_player_lib.c
* re push and new lines
* PR fixes (AngheloAlf)
* PR fixes (Roman)
* Fix Heishi2
* PR fixes (Fig)
* Replace spacing in a file
* PR fixes (Roman)
* Improve z_jpeg documentation
* JpegWork::data is probably better than address
* Rename Jpeg_SendTask to Jpeg_ScheduleDecoderTask
* Rename njpegUCode to gJpegUCode
* Rename GetU16 to GetUnalignedU16 and improve docs
* ViMode OK
* Fix variable name in regconvert tool
* ViMode: fix formatting
* Add nonmatching impl for ViMode_Configure, respond to PR
- Fixed struct field naming (unkXX -> unk_XX)
- ViMode_Configure args are not flags for top/left etc; seem to be for
video mode
- Used @Random06457's implementation of `ViMode_LogPrint`
* Use plain LOG_ADDRESS in ViMode_LogPrint
* Incorporate PR feedback from Roman971
* Decompile ovl_kaleido_scope + minor cleanups
* Add a common header for ovl_kaleido_scope
* Start cleaning up and documenting kaleido_scope (+ some interface docs)
* Improve and fix some kaleido_scope non matchings
* Match KaleidoSetup_Init
* Extract icon_item_fra/ger_static files
* Add more documentation and matches to kaleido_scope
* Improve the z_kaleido_collect.c non matching
* Rename z_kaleido_8081EFF0.c to z_kaleido_prompt.c
* Update most kaleido variables to be static
* Improve GS flag macros
* Improve z_lmap_mark.c and extract z_lmap_mark_data.c with a script
* Various minor fixes and improvements
* Minor fixes and review changes
* Review changes part 2
* Rename gSetTileCustom to gDPSetTileCustom
* Review changes part 3
* Initial xml
* most of in-code references
* Add limbs and evrything else
* Functions used by EnRiverSound
* Fix forearm and use void* for textures
* Run formatter
* ovl_En_River_Sound
* Implement review suggestions, run through clang-format
* Responding to PR comments
* Use CHECK_QUEST_ITEM, run through clang-tidy.
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* Lots of functions matched. Some big ones are close.
* Five left unmatched, one close.
* Merged data and decompiled the giant function into something readable. Its branch structure has yet to be matched.
* Three unmatched, one essentially matched, the rest matched.
* More fixes.
* Documented more of the structure and cleaned up a bit.
* BossFd2, BgVbSima, and EnVbBall matched and documented
* Also removed unneeded .s files
* And need to name EnVbBall's functions
* give this a shot
* fix conflict
* one more try
* removing darkmeiro changes
* and again
* now OK from make clean
* minor cleanup
* One more matching function for BossFd
* which means it doesn't need its .s
* splitting
* splitting
* splitting
* forgot some .s
* fancy new names
* fancy new names
* trying again
* sneaky .s files
* sound effects and some hex to decimal conversions
* Sound effects and static variable cleanup
* format.sh and clean up static variables
* sfx and formatting
* ZAP and cleanup
* small cleanup
* cleanup and ZAP
* ZAP
* looking at the giant function again
* looking at the giant function again
* Only the big function left.
* Those .s files aren't mine, officer
* float literals might be fixed. regalloc still a nightmare
* almost done with the big function
* should make now
* not much of a change
* all functions match. rodata somehow doesn't.
* forgot some things
* lots of cleanup
* and a little more
* small error
* large cleanup. Also BossFd has function names and inlined variable declarations
* still more cleanup
* the quest for 0.1f continues
* forgot to put NON_MATCHING back in
* Data structures fully documented. Still more cleanup.
* DECR now works with BossFd2
* should match now
* cleanup
* small cleanup
* cleanup and names
* tiny thing
* particles and headers and stuff
* now with more enums
* merge
* test
* end test
* update
* cleanup
* object 2
* object 1
* doc object_fd2
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "6f874af4a"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "6f874af4a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* formatting
* .s
* merge actor
* vertex arrays
* a little more
* formatting
* merge opd
* fixed damage check
* cleanup
* fixes
* effect struct
* review
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig02 <fig02srl@gmail.com>
* Fixed upstream
* move .data
* match init
* mathc func_808C1D00
* match func_808C32F4, func_808C2B38, func_808C3224, func_808C2AB0
* match func_808C30F4, func_808C2A40, func_808C3704, func_808C3704
* func_808C18B0
* match another chain of functions
* Match func_808C29B0, Draw, and most of OverrideLimbDraw
* start update
* Really close
* Almost match update, match Override Limb Draw
* start the big switch
* Make a little progress on the big switch function
* Test
* chip away at the big one some more
* test
* progress
* More progress
* Add
* Finished another chain of functions
* Decomp effect functions
* Get the whole file in C
* Move data to its own C file
* Start the effect file en_bdfire.c
* Messed up expected
* Finish EnBdfire.c
* A little clean up
* done as far as I can get it
* Delete scenes directory
* Delete graphs directory
* Delete graphovl.py
* match and such
* Delete BossDodongo_Update.s
* PR fixes
* restore old IDO
* Color Filter
* PR fixes (Roman)
* Fixed added assets
* remove asm
* PR fixes (Roman)
* quick format change
* remove unwanted files
Co-authored-by: Louis <5883445+louist103@users.noreply.github.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Fig02 <fig02srl@gmail.com>
* match a few
* delete ASM
* Almost done
* One reg swap left
* GlobalCtx2 YEP
* Start object SKJ
* Start some documentation
* Big doc pass
* Name the first batch of functions
* Done
* fix some issues real quick
* lets try this again
* remove left over doc tools and add 3 textures
* Finish object_skj docs
* PR fixes
* PR fixes
* Delete BuildInfo.ha
* PR fixes (Roman)
* PR fixes (Roman)
* First pass
* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* more matching fun
* fun with bongo
* clean this up later
* found the matching versions
* diff.py has escaped?
* now with more docs
* Now with floor and more docs
* one more thing
* incremental progress
* It's Bongo time
* one little thing
* merge ZAP
* update
* camera
* gfx now in their own file
* now with more object decomp
* name animations
* now shiftable
* missed some. also DECR
* opd merge
* start xml
* now with xml asset extraction
* format
* cleanup
* removed union
Co-authored-by: Kelebek1 <eeeedddccc@hotmail.co.uk>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
* named members of TitleCardContext
* changed screenX/Y to just x/y
* added clarifying comments and renamed timer -> duration because i think its better
* changed names to delayTimer and durationTimer
* made texture a void*
Co-authored-by: gamestabled <chandler2016@yahoo.com>
* ovl_Boss_Goma OK, except func_80917D98
* ovl_Boss_Goma OK and documented
* Minor cleanup: shorten enums, use named constants...
* Floats with .0f, less useless static usage, details on oversight about spawning child gohmas, cleanup...
* More documentation, hopefully less weird about documenting setups and actions
* fix fhg_fire
* remove warnings
* formatting things
* newlines
* review
Co-authored-by: Fig02 <fig02srl@gmail.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>
* Decompile and document En_Clear_Tag
* Adds a define for setting the total count of ClearTag particles.
* Fixes swap in particle effect struct member names.
Additionally, implements the DECR macro where available.
Additionally, implements the CLAMP_MIN macro.
Additionally, adds more comments inside of functions explaining how the Arwing works.
* Reformats z_en_clear_tag.c after recent fixes.
* Removes not OK DECR and CLAMP_MIN macros.
I don't know why they built locally OK for me. May have had a stale build.
* Added static to data declarations.
Additionally added white spacing between data definitions.
* Various syling fixes in EnClearTag
Fixes inconsistent usage of particle/effect. They're Effect is the better name, so I went with that.
Fixed a naming issue in CalculateFloorTangent.
Adds s prefix to all the static variables.
Renames clearTagParticlesBuffer to sClearTagEffects
Consistent capitalization in comments.
Adds more descriptive comments to function level comments that didn't say a lot already.
Renamed gameplay.particleEffects to gameplay.specialEffects.
Renames cameraNumber to cameraId.
Fixed capitalization in display list variable names.
* Always capitalize the A in arwing.
* Fixes issue with overzealous replacement of arwing -> Arwing
* Renames arwing display lists to include the g prefix.
* Renames effect seed -> random
* Removes unnecessary decrement timer comments.
* Updates Arwing comments to detail why it's important that the roll is updated to zero.
* Updates stack variable names in EnClearTag_Update to be more consistent with each other.
* Updates Arwing crashing documentation.
* Further update documentation on arwing crashing.
* Even further updates to Arwing crashing docs.
* Fixes issue of missing newline in En_Clear_Tag.xml
* targetDirection reset now has a chained assignment
* Rotation angle to hex
* Fixes rotation hex and identifies float.
* Updates arwing fire check.
* Arwing cutscene timer is multiplied by 128 rather than shifting 7
* Updates scaledCrashingTimer assignment to be more consistent.
* Updates max scale to multiply by 2
* Gives name to the work buffer indices.
Additionally, makes enum names more consistent.
* Removes unnecessary globalCtx2 in EnClearTag_CreateFlashEffect
* Runs format.sh after recent changes.
* Updated path of ClearTag assets.
* Clear tag now uses Arwing in the display list name for all effects.
* Updates work buffer to expand and contract as new enums are added.
* Uses c99 defines in my c89
* Updates the unknown 8 bytes in en_clear_tag
* review
Co-authored-by: fig02 <fig02srl@gmail.com>
* Init done
* slight tweak
* Destroy done
* func_80995020
* func_809951C4 done
* started func_80995A84
* func_80995A84, func_80995284, func_809952B8 done
* started the mess that is func_80995368
* most functions done except for 3 trouble cases
* func_80995368 done
* func_809958E4 done
* fully matching. Documentation and cleanup to come
* fixed fake matches
* documentation progress
* More documentation
* getting close on tidying up everything
* Finalised documentation and made some comments and name changes in player and other door files
* formatting and final touches to comments
* pr stuff
* merge master
* merge
* format
* remove unused asm after merge
* review
* \n
Co-authored-by: fig02 <fig02srl@gmail.com>
* first two funcs done
* fixing struct var name due to external use
* func_80A07CA4 done
* started EnEncount2_Update
* EnEncount2_Update done
* Encount2 done!
* EnFireRock_Init done (but will only match once initvars are uncommented
* progress
* 4 funcs left
* Fully matching
* minor formatting
* renames
* change structs back to normal
* formatting
* removing unused comments
* even more formatting stuff
* removed unused asm
* pr stuff
* pr stuff
* added newline at end of file
* some merge suggestions
* more pr stuff
* review
Co-authored-by: fig02 <fig02srl@gmail.com>