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Commit Graph

71 Commits

Author SHA1 Message Date
petrie911
4876610c75
SkelAnime "Skeleton" Documentation Pass (#497)
* 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

* spooky scary skeletons

* there's a skeleton inside of you

* formatting

* types

* a matched function even

* undo change

* lol anime

* ok how did I forget the .s

* array fix

* would you like to ride the bone train?

* stuff

* more renames

* renames and cleanup

* names suck

* idea

* using void** for now

* stuff

* look more type fixes

Co-authored-by: fig <fig02srl@gmail.com>
2020-12-01 22:19:56 -05:00
Sirius902
385c419aa2
ovl_En_Ik (#461)
* merge upstream

* Merge upstream

* Progress

* Progress

* Fixes

* Migrate bss for now ig

* func_80A772EC

* Use rom reloc

* Cleanup

* Correct prototype

* Rename to _PlayBGM

* Eh revert to _StartMusic

* Match func_80A74398 more

* Fixes

* Work on func_80A74398

* Work on func_80A74398

* Match func_80A74398

* Use thisx

* Name, static, and move some stuff

* Match some graphics functions

* Rename asm for named functions

* Forgot one

* More graphics stuff

* Progress

* More progress

* Fix jump table

* Figure out types for a lot of data

* Fix data

* Type remaining data

* Work on func_80A7492C

* Ugly match for func_80A7492C

* Fix func_80A7492C

* Match some interesting stuff

* Move and remove forward declarations

* Sort declarations

* Progress

* Use quotes for vt import

* Slightly better diff

* Better diff again

* Fix stack on func_80A74BA4

* match func_80A74BA4

* func_80A74674

* Progress

* Progress

* Progress

* Progress

* Eh early return probably makes more sense here

* Progress

* Progress

* Progress

* Autocomplete sucks

* Name stuff in func_80A76E2C

* Work a bit on func_80A75C38

* Ugly match func_80A75FA0

* Name it prevInvincibilityTimer

* EnIk_PostLimbDraw3

* Use hex for line numbers in EnIk_PostLimbDraw3

* EnIk_PostLimbDraw2

* EnIk_PostLimbDraw1

* Use hex for line numbers in EnIk_PostLimbDraw1

* Use ACTORTYPE_ENEMY

* Progress

* Possible fake match of func_80A75C38

* Update spec and remove asm

* Cleanup forward declarations

* Move data to fun places

* Move data into func_80A76E2C

* Move data into func_80A75A38

* Make D_80A7847C an array

* Remove struct padding

* Revert "Remove struct padding"

This reverts commit 87b0bd73da.

* Name colliders

* Use else

* Name shieldColliderItems

* Use new graphics macros

* Cleanup
2020-11-23 08:53:21 -05:00
petrie911
cf24a76fe4
Three new matching functions (#492)
* 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

* match

* new matches

* format

* need to kill the asm, too

* whoops dlists

* one more match

* no more temp

* let's fix Gameplay_ChangeCameraStatus while we're at it

* formatted
2020-11-19 16:49:08 -05:00
fig02
3c5fe66dcd
Use macros for oGfxCtx accesses (#465)
* fix colliderinit typo

* fix initchain

* reloc

* add defines

* add defines

* missed some on merge

* rename gfxCtx and add comment

* remove space
2020-10-29 17:31:09 -04:00
fig02
6e000fcc54
En_Elf Decompiled (#432)
* init matched

* everything but navi OK

* progress

* 4 left

* remove asm

* progress

* progress

* asm and spec

* remove comment

* suggestion

* review1

* use type enum

* name func

* overridelimbdraw

* review 2

* forgot one

* merge master

* format
2020-10-28 13:02:35 -04:00
Roman971
d02153707e
A few minor fixes/cleanups (#449) 2020-10-13 12:32:19 -04:00
Sirius902
5c631e3170
ovl_En_Horse_Normal (#403)
* merge upstream

* Merge upstream

* Match EnHorseNormal_Init

* Work on EnHorseNormal_Draw (probably finish depending functions first)

* func_80A6CC88

* Work on EnHorseNormal_Draw

* Clang format

* Properly use OPEN_DISPS

* Stop using thisx lol

* Use the funny angle number

* Use &D_04049AD0 because it's not a display list?

* Stop using fun macros to fix stack

* EnHorseNormal_Draw

* EnHorseNormal_Destroy

* EnHorseNormal_Update

* Use disp macros EnHorseNormal_Draw

* Correctly type D_04049AD0

* func_80A6C570

* Name some draw stuff

* Fix names

* Make if condition more readable

* func_80A6B30C and fix incorrect  pointer types

* Function prototypes

* func_80A6B250

* Add header comment

* Move skin function to functions.h

* Change to stable

* Cleanup a little

* Match some more

* Work on func_80A6BE6C (won't compile yet)

* Work on func_80A6BE6C again

* Progress

* func_80A6CAFC

* Match all but one :)

* Work on func_80A6BE6C

* Work more on func_80A6BE6C

* Multiply floating point by integer lol

* Reorder assignment to almost match

* func_80A6BE6C

* Fix warning and remove unnecessary forward declarations

* Data section

* Cleanup data a bit

* More cleanup and clang format

* Clang format is a little confused

* More cleanup

* Formatting

* Revert formatting on z_bg_spot01_objects2.c

* Name unk_14C

* Add clone comment

* Name clonePos

* Name and cleanup

* Name some animation related stuff

* Remove unnecessary assignment

* Name cloneRotY

* Use ARRAY_COUNT for sAnimations

* Add more to unknown struct layout

* Use u8 for last struct member

* Use s32 for length

* Add padding disclaimer

* Update src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Various suggestions

* Replace 10430.378f

* Remove padding because alignment

* Move function array out of function

* Remove struct name being present twice unecessarily

* Oops forgot the s

* Don't separate static vars from others

* Some cleanup

* Use ARRAY_COUNT(sJntSphItemsInit)

* Minor cleanup

* Rename enum members

* Oops forgot to rename enum

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2020-10-12 18:45:16 -04:00
Random
b010db7c19
Decompile z_sram.c (#431)
* Decompile z_sram.c

* rename Sram_CalcChecksum to Sram_WriteSaveSlot

* progress

* done i think

* add original name comments

* temp substructs

* minor fixes

* review

* review 2

* fix

Co-authored-by: fig <fig02srl@gmail.com>
2020-10-11 13:45:08 -04:00
Random
174af7384d
libultra cleanup (#215)
* 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
2020-10-03 11:22:44 -04:00
maekclena
6136ee6deb
ovl_En_Part (#383)
* ovl_En_Part

* PR review

* PR review

* Rebase

* PR review

* Oversight

* Rebase

* PR review
2020-10-01 18:51:05 -04:00
fig02
82968a7381
All Effect Overlays and z_effect_soft_sprite_old_init.c OK (#396)
* fix colliderinit typo

* dead sound done

* deadsound documentation

* blast done

* progress

* spk init

* progress

* spark done

* ss bomb ok

* bomb done

* cleanup

* progress

* progress

* almost done with bomb2

* clean up gossip stone

* more

* cleanup and format

* remove unused asm file

* nonmatching reloc

* done i think

* mistakes

* fix headers

* idk how that got in here

* EffectSsStick OK

* progress

* fix conflicting name

* progress

* splash OK

* uname fields

* progress

* lightning OK

* remove unwanted files

* kirakira ok

* kirakira done

* magma OK

* remove files

* ss_g_fire OK

* name funcs

* progress

* progress

* magma2 and kakera OK

* eff_ss_dead_dd OK

* fcircle OK

* stone1 OK

* sibuki2 OK

* dt_bubble OK

* deaddb OK

* sibuki OK

* dead_ds OK

* ice_smoke OK

* hitmark OK

* hahen OK

* k_fire OK

* en_fire OK

* starting colors

* color changes 1

* color switch done

* init file data migrated

* data cleanup

* ice_piece OK

* en_ice OK

* progress

* progress

* docs progress

* fix blast color names

* documentation pass 1

* progress

* cleanup pass 2

* touchups

* added to functions.h

* small changes

* fix functions.h

* renaming progress

* name progress

* color enum

* more cleanups

* enice changes

* final cleanups

* remove unwanted file

* lightning -> shock

* pr suggestions

* fix comment

* remove unwanted comments
2020-09-29 20:18:46 -04:00
Roman971
14191307e9
Decompile Player (#387)
* 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
2020-09-18 21:45:39 -04:00
Random
bfef7f8d9d
Decompile PreRender.c (#319)
* 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
2020-09-15 15:10:19 -04:00
fig02
bb1aacbd0b
z_lights.c OK (#343)
* 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
2020-09-05 09:45:10 -04:00
Roman971
b8da64ee01
Improve PHYSICAL/VIRTUAL macros and match Interface_LoadActionLabel (#371) 2020-08-31 21:06:44 -04:00
Roman971
2a2fdf7f3e
Introduce OPEN_DISPS/CLOSE_DISPS macros (#360) 2020-08-29 19:00:17 -04:00
fig02
1f1b5e39f5
attchaedA/attachedB renamed to parent/child (#358)
* fix colliderinit typo

* rename parent/child

* cleanup

* forgot to change something in functions.h

* SpawnAsChild

* format
2020-08-29 18:25:16 -04:00
Kelebek1
c25b87923e
Attack_Niw (#272)
* Attack!

* Decimal indexes

* a

* PR

* PR

* PR

* Why break it
2020-08-19 22:17:42 -04:00
Kelebek1
337aaf2937
Match Interface_Update (#322)
* Match Interface_Update

* z_actor.c func_8002C124
2020-08-15 14:03:03 -04:00
AdamKiddle
54f762b419
z_skin_matrix.c decompiled (1 non matching, 1 non equivalent) (#243)
* func_800A7BE4 and func_800A7C20 done

- func_800A7BE4 copy of "Math_Vec3f_ToVec3s" in z_lib.c
- func_800A7C20 copy of "Math_Vec3s_ToVec3f" in z_lib.c

* done func_800A7A24

* func_800A76A4 done

* func_800A6E10 done

* func_800A6EF4 done

* func_800A6FA0 done

* func_800A72FC done

* Deleted z_skin_matrix.data.s and updated spec

* func_800A730C done

* func_800A735C done

* func_800A7E70 done, func_800A7C60 matching but I'm not happy with it (weird types in function params)

* Corrections. func_800A7C60 in skin_matrix done, Matrix_MtxFToMtx in sys_matrix done.

* func_800A7EC0 nonmatching

* func_800A8030 nonmatching but VERY close (two registers swapped)

* func_800A8030 done

* updating comments

* func_800A7704 done

* func_800A7894 done

* halfway through deciphering mips_to_c for func_800A73E0

* func_800A73E0 functional but non-matching (saved register differences and probably regalloc)

* Renaming some arguments and rewriting comments

* Renamed files across whole project and deleted asm nonmatchings

* ran format.sh

* fixed function name

* fixing multiplcation order in SkinMatrix_MtxFMtxFMult

* Corrections in SkinMatrix_MtxFMtxFMult

* Formatting changes after review

* Changes as per code review

* fixing rename error

* fixing rename error

* rename fixes

* fixing function rename error

* ran ./format.sh

* last couple of changes as per code review

* renamed SetScaling -> SetScale

* Skin_Matrix_Invert -> SkinMatrix_Invert

* Renaming and fixing debug message print

* Renamed argument "mf" to more specific "clear" in SkinMatrix_GetClear

* renamed again to "mfp"

* snake case to camel case changes
2020-08-08 11:23:16 -04:00
Kelebek1
00836ddebc
EnBx (#266)
* EnBx

* Memes

* PR

* PR
2020-07-20 02:49:42 -04:00
fig02
5f7bce6e2e
Bg_Heavy_Block and Eff_Ss_Dust (#258)
* heavy_rock progress

* heavy block progress, 2 functions left

* progress

* progress

* heavy_block OK

* comments

* heavy block done

* eff ss dust ok

* naming

* done i think

* comment

* clean up dust usages

* remove docs

* remove reloc

* move enum and rename flag

* effect enum
2020-07-19 09:54:24 -04:00
fig02
24ab14f748
Change Colors To Decimal (#260)
* fix colliderinit typo

* convert as many colors i can find to decimal

* fix GPACK_RGBA5551, merge fhgFire

* fix remaining colors

* remove unwanted file

* alpha as 1
2020-07-16 21:37:53 -04:00
Roman971
106f7a3f6a
Match and improve some non matchings (#254) 2020-07-15 11:23:57 -04:00
fig02
8b6e86649d
En_Heishi1 and Eff_Ss_Solder_Srch_Ball OK (#234)
* progress

* init ok and merge master

* enheishi1 and srchball OK

* cleanup

* cleanup

* cleanup

* more cleanup

* done

* more comments

* add file headers

* some review comments

* move vectors

* more review comments

* angle in decimal

* add prototype

* semicolon would be good

* fix

* make unset actor ids 0

* reword comment

* no &
2020-07-09 15:12:03 -04:00
Ethan Roseman
e6ca2dfd70
Fixed one non-matching in z_actor (#240) 2020-07-05 17:51:48 +02:00
Roman971
61544b873d
Various SFX fixes (#237)
* Various SFX fixes

* Fix sfx references in z_en_zl2.c
2020-07-04 23:30:21 -04:00
Ethan Roseman
a5aee3d691
Decompiled ovl_En_Zl2 (2 nonmatchings) (#223)
* Almost dun

* 3 more, progress...

* 2 more

* Fixing field rename

* improvement

* 1 more

* progress

* more

* work

* Preparing for PR

* Comments

* tidbits

* more tidbits

* fixes

* PR comments

* Nonmatching reloc

* PR suggestions

* PR suggestions
2020-07-04 14:34:51 +02:00
krimtonz
a316f8d88d
match func_80034B54 (#227)
* match func_80034B54

* remove asm
2020-06-25 10:03:40 -04:00
fig02
d77dbe0465
Rename culling related variables (#225)
* rename some things

* reword one comment

* rename vars

* fix bgjyalift
2020-06-24 21:20:31 -04:00
fig02
67d13fe190
Arms_Hook OK (#210)
* Arms_Hook OK

* cleanup

* decr

* remove redundant include

* missed some things

* rename things

Co-authored-by: dark-samus <mathmcclintic@gmail.com>
2020-06-17 15:44:22 -04:00
fig02
1c98ac27eb
Actor struct cleanup (#208)
* cleanup a few things

* fix mistake

* yawTowardsLink

* run format

* pr suggestion
2020-06-14 00:09:51 -04:00
fig02
ac97807762
En_Kz OK (#176)
* start kz

* remove irrelevant file

* kz progress

* en_kz progress

* match kz switch

* progress

* kz OK

* kz OK

* sync

* kz done

* delete asm files

* pr suggestions 1
2020-05-29 17:20:00 -04:00
fig02
442b15c79f
en_sb OK (#159)
* en_sb OK

* en_sb done

* remove asm

* remove diff.txt

* pr changes

* pr changes 2

* merge master and add description
2020-05-26 11:57:54 -04:00
Tharo
5df0e9b6f8
Decompile some more of z_player_lib (#137)
* 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
2020-05-19 20:15:48 -04:00
Roman971
e29b77919b
Decompile most effect files in "code" (#144)
- `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
2020-05-18 14:24:00 -04:00
krimtonz
0ebe904d0c
En_Floormas OK (#97)
* EnFloorMas wip

* floormaster formatting

* floormaster wip

* ovl_En_Floormas OK

* pr recommendations

* pr updates
2020-05-07 19:18:09 -04:00
Roman971
3ca6082084
More actor cleanup Part 1 (#107)
* Fix naming and structs in z_en_item00.c and z_en_a_keep.c

* Decompile init vars in z_en_item00.c and z_en_a_keep.c

* Create missing .h files for the last few actors

* Fix some collider member names in actor structs

* Fix old actors not properly using "actionFunc" / "SetupAction"

* Remove some local temporary actor structs

* Fix some actor header includes to be absolute instead of relative
2020-05-01 14:26:16 -04:00
Roman971
9f98210488
Decompile z_map_exp.c (2 non matchings left) (#104)
Also documented the map data table (not decompiled yet however), and added a DungeonItem enum to use with gSaveContext.dungeonItems reads/writes.
2020-05-01 11:09:20 -04:00
Roman971
4932e93ba2
Decompile 2 small files (code_8006BA00.c and code_8006C3A0.c) (#101)
* Decompile code_8006C3A0.c (handling "env" flags)

* Decompile code_8006BA00.c (handling sound sources)
2020-04-30 22:00:39 -04:00
krimtonz
16b304d548
Split remaining z_camera files (#98)
* split func_800473A0.s

* split func_80051B3C.s

* split func_80054478

* split func_8004B5A0, match a few functions

* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf (#96)

* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf

* rename Matrix_RotateRPYf to Matrix_JointPosition

* rename Matrix_RotateZYX to Matrix_RotateRPY

* extract camera floats, and jump tables

* decompile baby functions

priv_wip

wip

* rename struct_80045714 to VecSph
2020-04-30 10:49:11 -04:00
mzxrules
aa91a7ee32
z_collision_check.c (#73)
* 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
2020-04-25 22:43:35 -04:00
Lucas Shaw
3c440ef7f1
Finished code_801031F0.c, guPosition.c, guLookAtHilite.c (#84)
* started microcode decomp

* Modified spec to fix error

* osContGetQuery OK

* Decompiled guLookAtHilite.c

* guPosition.c OK

* Fixed formatting

* osViSetEvent.c OK

* Deleted unnecessary files

* Made suggested changes, merged playblack.c

* Removed line breaks from comments

* Removed argument listing
2020-04-22 13:20:49 -04:00
krimtonz
4961eb0a90
SkelAnime Updates (#78)
* update naming, minor updates

* rename postLimbUpdate to postLimbDraw

* recently decompiled actor naming update
2020-04-18 14:08:12 -04:00
Ethan Roseman
cb5a604ea7
Decompiled ovl_En_Ru1 (#72)
* Decompiled ovl_En_Ru1

* Formatting

* Actor/TransitionDrawTable struct fixes

* addressing PR comments

* addressing PR comments (2)
2020-04-18 04:50:41 -04:00
Roman971
262f6c507c
Decompile z_play.c and Match/Document some of z_view.c (#74)
* 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
2020-04-16 17:36:12 -04:00
glank
6b04aba0ea Tidy up known render and combine modes 2020-04-05 23:40:06 +02:00
Random
43acba22a9 Fixes in PR #50 (3)
- Rename Graph_OpenDisp/Graph_CloseDisp to Graph_OpenDisps/Graph_CloseDisps
- Rename gfxArr to dispRefs
2020-04-05 19:29:30 +02:00
Random
f818fb5299 Decompile graph.c
- decompile `graph.c` (2 non-matchings left)
- decompile `z_game_dlftbls.c`
- add noop macros in `gbi.h`
2020-04-04 18:12:59 +02:00
KrimtonZ
3ab1af0c24 pr updates 2020-04-02 12:44:19 -05:00