* Setup player decomp
* Decompile z_player.c and z_player_lib.c
* Decompile remaining z_player.c functions
* Various player improvements
* Player progress (some non matchings and .data migrated)
* Player progress (reposition data and fix some non matchings)
* Cleanup, improve and document parts of z_player_lib.c/z_player.c
* Fix player renames in z_en_st.c
* Fix missing open/close disps in z_player.c
* Minor player fixes
* Address player comments
* Decompile PreRender.c
* use NON_EQUIVALENT and run format.sh
* Get rid of some magic values
* rename dList/dListp to dListHead/dList
* make func_800C213C NON_MATCHING
* replace more values with SCREEN_WIDTH/SCREEN_HEIGHT
* dList/dListHead with gfxp/gfx
* rename some structs
* changes
* rename stuff and start a func
* progress
* progress
* progress
* remove unwanted file
* progress
* match last few funcs
* done, i think
* small changes
* match Lights_Draw (thanks krim)
* comments
* cleanup
* most pr suggestions
* name changes
* rename
* Initial commit of weather_tag actor decomp
* Formatted source files and updated spec.
* Fixed references to the environment context variable that I changed.
* Deleted the last of the asm (forgot the stuff in the data folder)
* Made all requested changes to z_en_weather_tag
* Forgot to change basereg
* Removed unnecessary field in weather tag struct
* Update src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* That field in the header was totally necessary, not sure what I was thinking, sorry for all the commits
* Renamed what I thought was struct padding to more accurately represent the fact that that field is an unused variable.
* Update src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Bg_Haka_Tubo OK
* Ran formatter
* Review suggestions
* Fix commented field offsets in header
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Fix other field offset
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Named data and made static
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Start decompiling bugs
* Decomp func_80A7BFA0
* Match 4 functions
* Match a few functions, really close on another
* Consolidate if statements
* Progress on func_80A7C86C
* Decompile a few small functions
* func_80A7CEC0 still needs stack and regalloc work
* Finish up func_80A7CEC0, do a couple functions
* Start on func_80A7D460
* func_80A7D460 is mostly down to regalloc
* Match update and draw, more work on func_80A7D460
* func_80A7D460 is really close to matching
* func_80A7D460 matches
* Cleanup
* Run formatter
* Missed reversing a couple flout comparisons
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* PR Comments
* PR Comments #2
* Missed one
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* match ShotSun_Init
* match ShotSun_Destroy
* match func_80BADDCC
* break up unk_19C to add spawnTimer
* ShotSun_Update
* func_80BADE74
* work on func_80BAE05C
* make func_80BAE05C closer
* use proper macros for osSyncPrintf
* format if statement better and add temp player pointer func_80BAE05C
* Reorder spawnPos to match stack args later
* match func_80BAE05C
* almost match func_80BADF0C
* Remove temporary and add parenthesis
* change part of comment and move last unk_1A4 assignment to be similar to decompiler
* Change do while(false) to if (1)
* func_80BADF0C
* change comment
* update spec
* fix vt macro
* cleanup and name
* remove asm
* remove data
* remove extern
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
* remove & for function pointers
* rename and retype D_02007020
* format
* remove tiny whitespace
* reorder if statement
* finish renaming
* replace cast with bitwise operation
* move globally used functions to functions.h
* reorder description
* move headers for EnItem00 and EnAObj to z64actor.h
* retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00*
* rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy
* rename ShotSun_FairyCountdown to ShotSun_SpawnFairy
* add unk_E3EC field to MessageContext
* rename to ShotSun_UpdateHyliaSun for now
* remove != 0 on flag check
* remove unsigned suffix and use enum constant for Item_DropCollectible call
* add unk_95C field to Player
* add ub comment
* retype unk_1A4 and remove explicit struct padding
* Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Decompile jpegdecoder.c, padsetup.c and code_800C3C20.c
* change func_800C3C20's prototype and rename some fields in jpeg related structs
* Fix comment in Jpeg_GetU16 and change func_800C3C20
* use a switch in padsetup.c
* osPfsIsPlug.c and osContSetCh.c OK
* update
* __osPfsGetStatus.c OK
* removed unused asm
* Updated all libultra controller files to use new structs instead of the temporary structs. Added os_pfs.h
* controller updates
* fixed header guard
* Made suggested changes
* cleanup
* name camera action functions
* decompile a few small functions, name a few Camera struct members
* decompile camera data, decompile a few camera functions
* Split ASM for code_800BB0A0
* removing code_800BB0A0.s
* PR Requests, Camera WIP
* remove #define NON_MATCHING from db_camera
* Some progress
* progs
* More
* 1 more
* Init
* Slightly better score on one function
* 1 down!
* some progress
* Prep for PR
* PR suggestions
* OK!
* Formatting
* formatting again
* PR comments
* updating ZAP2
* Start work on ovl_En_Guest
* Match func_80A5046C and func_80A50518
* Everything but func_80A509D4 matches
* Match last function, cleanup, rename stuff
* Run formatter
* Temp didn't need to be used
* I should have ran the formatter again
* Use tcrf translation for debug string
* Apply suggestions from code review
Co-authored-by: krimtonz <33664508+krimtonz@users.noreply.github.com>
* Rename references to function and fix semicolon
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
* PR Suggestions
* More comments
Co-authored-by: krimtonz <33664508+krimtonz@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.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
* Progress on z_player_lib, Named fields in Player struct
* More functions decompiled
* Matched another function
* A few more functions
* Ran formatter
* Rename some variables and add comments where appropriate, change types of unknowns
* Create PlayerActionFunc type
* Fix uncaught syntax error and issues from effects merge
* Rename invincible to invincibilityTimer, refactor long comments in Player struct
* Properly rename all occurences of invincibilityTimer
- `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 speed_meter.c and add VIEWPORT_INIT macro
- speed_meter.c: OK
- Add VIEWPORT_INIT(viewport, by, rx, ty, lx) macro
* get rid of some magic numbers
* use early return instead of a big if block in SpeedMeter_DrawTimeEntries
* Decompile most of AudioMgr
* Decompile most of audioMgr
* Decompile audioMgr
* Remove commented out rodata from spec
* Small cleanup
* Last function OK, renamed functions and removed asm
* Remove sched.h and audiomgr.h and include contents in z64.h
* Un-comment prototypes in functions.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Remove prototypes from audioMgr.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* 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
* Work on horse ganon
* Match destroy, init matches but need mv data -> .c
* Match EnHorseGanon_Draw and func_80A68E14
* Move some data to .c
* Decomp func_80A68870
* EnHorseGanon_Update nearly matches
* func_80A68FA8 and func_80A686A8 match
* Fix EnHorseGanon_Init, start on func_80A68B20
* match func_80A68B20
* Migrate data but something doesn't match
* Matches with migrated data, fix most warnings
* Rename some variables, some clean up
* A little more cleanup before PR
* Move commented out code to NON_MATCHING blocks
* Run formatter and delete unused line, char -> u8
* Update function was matched
Also imports another type from z_skin.Seeing as they are somewhat
tentative I decided not to put them in any global file.
* Update src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
* PR Changes
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* PR Changes round 2
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Decompile fbdemo (transition) files
* run format.sh
* reformat vtx array, fill in a couple unk
* match TransitionTriforce_IsDone
* add VTX macro, add DW_ wrapping around triangle macros
* use new VTX macro, name graphic assets
* Naming updates
* pr updates
* naming updates
* remove symbols for COLOR_BUFFER, D_08000000, and D_09000000