* Some doc/cleanup on `Effect_Ss_Fhg_Flash`
* Some doc/cleanup on `Effect_Ss_Blast`
* 11DA0 -> Billboard
* doc three lerp funcs in effectss
* Some doc/cleanup on `Effect_Ss_Bomb`
* `rTexIdx` -> `rTexIndex`
* lifespan
* `LIFESPAN` -> `EFFSSBOMB_LIFESPAN`
* --parentheses
* Add todo about "having zapd forward declare static variables"
* try rework comments on effects scale
* lightning -> "a ball of electrical arcs" ?
* 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
* Consistent order for attributes of `Texture` nodes in asset xmls
* Consistent order for attributes of `Blob` nodes in asset xmls
* Use `LimbType` instead of `Type` in `Limb` nodes in asset xmls
* Remove space before closing `/>` in asset xmls tags
* 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>
* 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>
* Automatic XML for link_animetion
* Make sure tutorial images are not gitignored
* OK
* Correct ovl_Boss_Sst RangeEnd
* ExternalFiles
* Remove Segment="128"
* Remove segments from place_title_cards
* format, newlines, remove previous xml
* Make a XML for ganon_mant
* cleanup
* Apply suggestions from code review
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* sForceAlignment
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* fix ganon organ reloc data and extract its assets
* Named all textures
* RangeEnd
* static
* Remove D_ comments from XML
* Rename pad to sForceAlignment
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
* 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>
* it's crashing
* fix stuff
* fix xmls
* problematic objects
* fix tabs
* Fix suffixes
* add missing new lines
* Add comments to the problematic objects
* Find and replace fixes
* Add Fig's objects
* I forgot to add a Name in a cutscene, so I'm adding it here
* Update object decomp tutorial a little bit
* Update problematic objects
* Update docs/tutorial/object_decomp.md
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Change comments
* comment out a few blobs
* dammit tluts
* Change a bunch of objects
* update the last bunch
* update comments on oA11 and oB2
* Ninja-edit to fix compatibility with ZAPD's PR 142
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.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>
* 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>
* fix hidan door
Signed-off-by: angie <angheloalf95@gmail.com>
* doors and lens of truth in gameplaykeep
Signed-off-by: angie <angheloalf95@gmail.com>
* other minor fixes
Signed-off-by: angie <angheloalf95@gmail.com>
* Fix a typo
Signed-off-by: Angie <angheloalf95@gmail.com>
* 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
Signed-off-by: angie <angheloalf95@gmail.com>
* destroy and non_matching update
Signed-off-by: angie <angheloalf95@gmail.com>
* declare externs to data
Signed-off-by: angie <angheloalf95@gmail.com>
* nonmatching draw
Signed-off-by: angie <angheloalf95@gmail.com>
* everything is a disaster
Signed-off-by: angie <angheloalf95@gmail.com>
* import bss
Signed-off-by: angie <angheloalf95@gmail.com>
* first step to extract data
Signed-off-by: angie <angheloalf95@gmail.com>
* import data
Signed-off-by: angie <angheloalf95@gmail.com>
* func_80A89860
Signed-off-by: angie <angheloalf95@gmail.com>
* draw
Signed-off-by: angie <angheloalf95@gmail.com>
* func_80A89A6C is crap
Signed-off-by: angie <angheloalf95@gmail.com>
* EnJsjutan_Update
Signed-off-by: angie <angheloalf95@gmail.com>
* change some hexs into decs
Signed-off-by: angie <angheloalf95@gmail.com>
* convert hexs of D_80A8AA98 into decimals and run format.sh
Signed-off-by: angie <angheloalf95@gmail.com>
* move data to its own file
Signed-off-by: angie <angheloalf95@gmail.com>
* this function is nightmare
Signed-off-by: angie <angheloalf95@gmail.com>
* i'm really trying
Signed-off-by: angie <angheloalf95@gmail.com>
* i think i am finally doing it
Signed-off-by: angie <angheloalf95@gmail.com>
* move the temps to where they are used
Signed-off-by: angie <angheloalf95@gmail.com>
* rename distance
Signed-off-by: Angie <angheloalf95@gmail.com>
* rename a few variables
Signed-off-by: Angie <angheloalf95@gmail.com>
* unclamp stuff :s
Signed-off-by: Angie <angheloalf95@gmail.com>
* i tried to see if i'm going better that older way
Signed-off-by: Angie <angheloalf95@gmail.com>
* moving stuff around
Signed-off-by: Angie <angheloalf95@gmail.com>
* this is the third try
Signed-off-by: angie <angheloalf95@gmail.com>
* changing bit by bit
Signed-off-by: angie <angheloalf95@gmail.com>
* step by step
Signed-off-by: angie <angheloalf95@gmail.com>
* more stuff
Signed-off-by: angie <angheloalf95@gmail.com>
* slow
Signed-off-by: angie <angheloalf95@gmail.com>
* a few small changes
Signed-off-by: angie <angheloalf95@gmail.com>
* go back to second try
Signed-off-by: Angie <angheloalf95@gmail.com>
* changing a s8 to u8 made a bigger difference than expected
Signed-off-by: Angie <angheloalf95@gmail.com>
* i am slowly doing it
Signed-off-by: Angie <angheloalf95@gmail.com>
* some problems are so dumb
Signed-off-by: Angie <angheloalf95@gmail.com>
* it is improving slowly again
Signed-off-by: Angie <angheloalf95@gmail.com>
* erase the old tries
Signed-off-by: Angie <angheloalf95@gmail.com>
* remove four variables
Signed-off-by: Angie <angheloalf95@gmail.com>
* fix the missing instructions at the end
Signed-off-by: angie <angheloalf95@gmail.com>
* theres only regalloc problems left
Signed-off-by: angie <angheloalf95@gmail.com>
* fix stack
Signed-off-by: angie <angheloalf95@gmail.com>
* add ifdef non_matching
Signed-off-by: Angie <angheloalf95@gmail.com>
* i'm getting desesperate
Signed-off-by: Angie <angheloalf95@gmail.com>
* Remove unnecessary casts
Signed-off-by: Angie <angheloalf95@gmail.com>
* random stuff that improves codegen
Signed-off-by: angie <angheloalf95@gmail.com>
* dumb is dumb
Signed-off-by: angie <angheloalf95@gmail.com>
* erase stuff
Signed-off-by: angie <angheloalf95@gmail.com>
* add some comments
Signed-off-by: Angie <angheloalf95@gmail.com>
* use bomb_explosion param and add some comments
Signed-off-by: angie <angheloalf95@gmail.com>
* add a few comments in about stuff
Signed-off-by: Angie <angheloalf95@gmail.com>
* extract carpet's texture instead of hardcode it
Signed-off-by: Angie <angheloalf95@gmail.com>
* set segment 128 in the xml
Signed-off-by: Angie <angheloalf95@gmail.com>
* Add baseaddress, which fixes dlist in xml
Signed-off-by: Angie <angheloalf95@gmail.com>
* fix the second dlist
Signed-off-by: Angie <angheloalf95@gmail.com>
* compiler complain that the symbol doesn't exists
Signed-off-by: angie <angheloalf95@gmail.com>
* last cleanup
Signed-off-by: angie <angheloalf95@gmail.com>
* format and delete unused asm
Signed-off-by: angie <angheloalf95@gmail.com>
* Cleanup and add a few comments
Signed-off-by: Angie <angheloalf95@gmail.com>
* add non matching to spec
Signed-off-by: angie <angheloalf95@gmail.com>
* update xml and add a note to future people
Signed-off-by: angie <angheloalf95@gmail.com>
* Finally remove z_en_jsjutan_data.c
Signed-off-by: angie <angheloalf95@gmail.com>
* Rename extracted variables
Signed-off-by: angie <angheloalf95@gmail.com>
* Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Fix setup warnings
Signed-off-by: angie <angheloalf95@gmail.com>
* Casting the problems away
Signed-off-by: angie <angheloalf95@gmail.com>
* I don't really like changing the type to void
Signed-off-by: angie <angheloalf95@gmail.com>
* We're out of EARLY hell
Signed-off-by: angie <angheloalf95@gmail.com>
* ./format.sh
Signed-off-by: angie <angheloalf95@gmail.com>
* Change skel type to "Normal"
Signed-off-by: angie <angheloalf95@gmail.com>
* Changes requested
Signed-off-by: angie <angheloalf95@gmail.com>
* suggestion of roman
Signed-off-by: angie <angheloalf95@gmail.com>
* early is back :c
Signed-off-by: angie <angheloalf95@gmail.com>
* This will be a fix in ZAPD
Signed-off-by: angie <angheloalf95@gmail.com>
* First batch of files
* Add missing folders back
* Fix missing folders again
* Finish fixing existing texture files
* Gameplay_Keep XML finished
* Most actor gameplay_keep undefined syms removed
* Only ~200 gkeep symbols remain
* All gkeep symbols that ZAP supports are fixed
* Cleanup, and make gkeep names more accurate
* Starting to figure out what some unknown blobs are, merge zeldaret in
* fix a few more things
* refactor gkeep
* Change how gitkeep is handled
* gkeep xml cleanup
* Gkeep finished, now just waiting up ZAP updates
* 100 link animations finished
* 150 link animations finished
* 200 link animations finished
* 250 link animations finished
* 350 link animations finished
* 400 link animations finished
* 450 link animations finished
* 500 link animations finished
* 550 link animations finished
* All Link animations finished
cannot build yet because ZAP doesn't have LinkAnimationHeader yet
* xml changes for new zap stuff
* finish gameplay_keep
* fixing existing objects
* ready for pr besides zap padding issue
* mostly ready for pr
* format all c files
* all conflicts fixed
* make changes that roman requested
* fix thing i didn't mean to change
* some animation symbols renamed
* fixed roman's stuff
* lifemeter hardcoded pointers removed
* fix issue with incorrect data in gameplay_keep
* removed unused asm
* fixed most of fig's comments
* fix all of fig's comments
* reformat files
* Update assets/xml/textures/icon_item_static.xml
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update assets/xml/textures/icon_item_static.xml
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* fixed stuff
* fixed most of roman's comments
* remove leading zeroes
* should build now
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "f84d8337b"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "f84d8337b"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* all of gkeep symbols fixed
* compiler error fixed
* format files
* final changes
Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Finished matching remaining scenes.
* Removed old commented out spec lines
* Decompiled a few object files.
* Reorganized xmls a bit. Updated pu_box overlay to use proper symbol.
* Updated texture and object file decomp
* Fixed newline issue with ZAPD
* Moved scenes/ into the assets/ folder
* Fixed a few compile errors
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Finished matching remaining scenes.
* Removed old commented out spec lines
* Decompiled a few object files.
* Reorganized xmls a bit. Updated pu_box overlay to use proper symbol.
* Updated texture and object file decomp
* Moved scenes/ into the assets/ folder
* Fixed a few compile errors
* Fixed merge issues.
* Fixed makefile merge error
* Fixed additional merge error
* Fixed several more merge issues
* Commented out gameplay_keep and sk2 extraction, since currently unused.
* Reenabled gameplay_keep extraction since it's used in the spec
* Fixed build error
* Removed test struct
* Fixed makefile error that would happen on fresh builds
* Fixed merge issue
* Removed relative paths
* Multithreading on extraction, spec uses numbers, few changes to XMLs
* Removed redundant code from the extract_assets script
* object_sk2 and object_spot09_obj OK
* object_spot11_obj OK
* object_spot17_obj OK
* Test: One of the gameplay_keep dlists given a proper symbol
* Updated asset symbol names based on new naming scheme
* XMLs use "Offset" instead of "Address" now
* Fixed merge issues, updated ovl_Magic_Dark xml and gfx file
* Updated to use latest build of ZAPD
* Updated ZAPD again
* Updated ZAP to remove assimp dependency
* Jenkins Test: Added .gitkeep file
* Updated ZAP once more
* Updated png file name to comply with new naming scheme.
* Fixed bad include
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>