* merge master
* A little bit
* start docs on lens
* Delete Jenkinsfile
* Make sense of the numbers in `Actor_DrawLensOfTruthMask` f3dzex commands
* More comments on `Actor_DrawLens` f3dzex usage
* remove padding
* renames
* Simplify gfx comments
* Add some line breaks
* Remove undef
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Louis <louist103@pop-os.localdomain>
* script-assisted player state flags
* Run formatter
* manually convert state flags in `D_80116068`
* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`
* Run formatter
* 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.
* river_sound docs
* Small touch-up
* PR Suggestions
* Improve comments on river line calculations
* More PR Feedback
* after analyzing the filter data for MM, lowPassFilter is reverse to what I thought it was
* some docs
* rename a bunch of callbacks
* more cleanup
* format
* last cleanup
* some updates
* more docs
* done i think
* name flag and format
* name unused variable
* comments
* revert unwanted change
* z64skin.h
* format
* Address review
* Rename PostLimbDraw callbacks to PostDraw and some PR addressing
* add true/false for setTranslation
* ahhhh
* remove "you"
Co-authored-by: fig02 <fig02srl@gmail.com>
* `0` -> `CHEST_ANIM_SHORT` in `GET_ITEM` z_player macro
* fix typos in z_en_skj
Co-authored-by: Yanis42 <yalink88@gmail.com>
* `unkSkjStruct` -> `EnSkjUnkStruct`
* Use `EFFECT_SS_` enum in all `EffectSs_Spawn` calls
* Decimal for all `EffectSs_Spawn` priorities
* Use `OBJECT_INVALID` more
* `Object_IsLoaded` returns a boolean
* Add `@bug` in `DmaMgr_SendRequestImpl` about passing partially uninitialized struct
* Fix typo `forc_structure_alignment` -> "force"
* Move `CMD_F` to `z64cutscene_commands.h` since it is specifically for cutscene data
* Use `ALIGN16` macro more
* Use `ALIGN256` macro more
* Add `@bug` on two messed up 8-bytes-aligns
* Set `gSaveContext.nightFlag` to 0/1 instead of false/true
* Use `IS_DAY` macro more
* Run formatter
Co-authored-by: Yanis42 <yalink88@gmail.com>
* Name generic anim info structs and cleanup usage
* Make `EnDaiku` use generic struct
* Add `/* decimalid */` comments to all added enums
* small fixes
* Two more generic animinfo structs
* Cleanup usage of newly generic structs
* Cleanup x2 usage of newly generic structs
* `transitionRate` -> `morphFrames`
* Properly name generic anim structs (attempt to at least)
* `anim` -> `animation`
* fixes
* run formatter
* Use consistent prototypes for each actor's ChangeAnim helper
* run formatter
* minor cleanup
* Run formatter
* `Animation_ChangeInfo` -> `Animation_ChangeByInfo`
* Document `func_800D1694` as `Matrix_TranslateRotateYXZ`
* Document `func_800D1FD4` as `Matrix_ReplaceRotation`
* Cleanup `Matrix_RotateAxis`
* Document `func_800A7EC0` as `SkinMatrix_SetRotateAxis`
* Document `func_800D2A34` and `func_800D2A98` as `Matrix_SetTranslateScaleMtx`(`F`)
* Document mostly unused functions at the end of `sys_matrix.c`
* Add in-use renamed functions to `namefixer.py`
* Add `Matrix_SetTranslateScaleMtx2` to `namefixer.py`
* Run formatter
* Fix namefixer.py mistake from #952
* Format clang-11.1
* Fix `Matrix_TranslateRotateYXZ` wrongly documented, it actually is `Matrix_SetTranslateRotateYXZ`
* VS Code is stellar at refactoring (no)
* Run formatter
* Come on VS Code
* Improve `Matrix_ReplaceRotation` docs
* Fix typo
* Fix namefixer.py
* Document nature ambience io data
* Document nature ambience functions
* Function headers
* Doc storing main bgm for nature/miniboss bgm
* Give temporary names to functions
* small cleanup
* add docs to clarify
* Break up nature ambience channel io data for easier reading
* Add info to where each nature ambience Id is used
* Name environmental sequence functions
* Use channel macros globally
* Add nature enum, revert env name
* Revert tough-to-name functions, use nature channel enum instead
* Fill in remaining enums from sequence 1
* PR Suggestions
* Improve macros
* remove clang-format off
* MINI_GAME_2 -> TIMED_MINI_GAME
* Revert to generic name
* Fix Spacing
* remove fake match
* merge master
* animations
* dog limbs
* textures
* KZ limbs and DL
* a few KZ textures and make a file for link_boy
* the rest of KZ
* Far Limb DLs
* near DLs and limbs
* small fix to child
* boots and some sword and more child clean ups
* a bunch of DLs
* fix boy
* fix link child for real this time
* adult should be good now
* progress
* all undefined symbols done
* progress
* done (for now)
* restore makefile
* child -> adult
* child -> adult
* dog fixes
* KZ fixes
* more player fixes
* remove unneeded enum in dog
* rename hookshot stuff
* Update z_player_lib.c
* revert model group stuff
* move comment
* fix mirror shield upper
* remove useless 2
* OOT -> Oot
* gauntlet plate 2 fix
* fix
Co-authored-by: Louis <louist103@pop-os.localdomain>
* Document `func_80033480` more
* More doc in `BgDdanKd`
* WIP Document BgDodoago
The dodongo skull light-eyes-with-bomb puzzle
Some TODOs, jank/legacy code which I'm unsure if it achieves something significant
* Finish documenting BgDodoago
* `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives`
* Run formatter
* `dlistBuffer` -> `displayListHead`
* 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
* data migrated and OK
* some functions ported
* everything ported and updated
* merge message
* plenty of functions matched
* remove unwanted file
* 5 more, progress on update
* update matched
* fix proto
* fix
* func_808E06FC
* asm
* 2 left
* 1 more
* last function inital decomp
* Dbg MQ OK
* docs progress
* revert limb stuff
* some more docs
* docs progress
* more docs
* done with docs for now i think
* revert unwanted change
* some symbols
* anime2
* format
* small changes
* some more changes
* merge master and fix matrices
* reviews 1 and 2
* remove continue
* review 3 and 4
* un-name bodyPartsPos for now
* Cleanup `UNK_TYPE`, `UNK_PTR` usage
* Add some missing empty lines after declarations
* Remove some legacy comments from non-matching times
* Fix some grammar (mostly "it's"/"its")
* Use proper names for two symbols after ZAPD bugfix
* Cleanup `place_title_cards.xml`
* Use `NULL` to check against `D_8012D260` pointer
* Parentheses around some macro arguments
* wip proofread headers up to z64animation.h
* Fix some disp usage in EffectSsGMagma2
* Fix some incorrect SAC flags
* Remove some instances where bool was used
* Fix a few line numbers to be decimal
* Remove MatrixInternal and use Mtx instead
* Fix gs flag names to be plural for consistency
* Fix some hex numbers to be uppercase
* Fix instances of 0X for hex numbers
* 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>
* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles
* Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX`
* `Euler ***` -> `Tait-Bryan *** angles`
* Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ`
* Fix doc of `SkinMatrix_MtxFMtxFMult`
* Update docs of `SkinMatrix_Invert`
* Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ`
* Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate`
* Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate`
* Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate`
* Add renamed functions to `namefixer.py`
* Run formatter
* Consistent function names (`ABC()` if equivalent to `A() B() C()`)
* matching split
* migrate progress
* split done and rodata migrated
* all data migrated to c
* start init
* progress
* progress
* progress
* progress
* progress
* progress
* copy done
* progress
* erase and settings done
* progress
* progress
* progress
* start keyboard
* progress
* progress
* progress
* progress
* Minor progress
* fix z_magic_dark issue
* func_80806F34 decomp'd
* verified equivalence
* one fix
* format
* merge petries work
* reorganizing
* lots of reorganizing and wraning fixing
* rename file
* remove language enum
* unwanted changes
* some symbol replacement, organization, and some names
* all symbols replaced, some organization
* some more cleanup
* continue docs
* Match the remaining functions in file_choose
* merge master
* select mode documented, all functions in file_choose.c named
* nameset functions named, some other cleaning
* some more general cleanup
* stub comments for cm, name a few things
* fix data and sizeof
* copy/erase functions and modes named
* rename assets, format
* change some struct members
* fixes
* review1
* fix maching error
* extract VTX data
* re add werror to ZAPD
* review 2
* fix
* remove file boundary padding
* remove zeroes
* review3
* change skybox stuff
* changes to vs etc
Co-authored-by: KrimtonZ <krimtonz@gmail.com>
Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com>
Co-authored-by: mzxrules <mzxrules@gmail.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Roman971 <romanlasnier@hotmail.com>
Co-authored-by: Louis <louist103@gmail.com>
* remove fake match
* u32 segment -> void* and add symbols to sEntranceCutsceneTable
* rename some symbols
* remove if1
* add the last missing symbol
* add symbols for almost all extrence textures
* finish adding the symbols
* Remove comment
* spelling fix
* Fig's and Dragorn's fixes
* add symbols to unkknown array
* format
* romans fixes
* 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
* Document some of EnHy, mostly its data
* Run formatter
* Improve `sModelInfos` formatting (or at least, try to)
* Use decimal in `CollisionCheckInfoInit2`
* Remove `#define`s for params
* Run formatter
* infos -> info
* Use enums in array indices comments
* Fix `objBankIndexSkel*` doc
* Forgot one `skelInfoIndex` -> `skelInfoIndex1`
* Use `ENHY_ANIM_` enum in `func_80034EC0`
* floats are fun
* more cleanup
* one more bit
* format
* merge kankyo
* Update src/overlays/actors/ovl_En_Horse/z_en_horse.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Mm/z_en_mm.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* 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
* Some renames
* Some renames
* Some more renames
* pageDown
* Last name update
* Translate scene entries
* formatter
* Review
* A bunch of suggestions
* Run formatter
* Roman's suggestions
* document bombchu actor
* document the `-world.rot.x` hack
* Use `DOTXYZ` for dot product
* Make multiline comment use single line comments syntax
* Turn comment into doc comment
* `SCALE` -> `BOMBCHU_SCALE`
* en_kusa doc
* run formatter
* `fullyGrown` -> `isFullyGrown`
* Symbol cleanup
* Minor changes
* Use a switch in `EnKusa_SetupCut`
* Remove `#define`s for params
* Hex instead of `|` for a bitmask