* 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
* Decompile jpegutils.c
jpegutils.c : OK
* Fix a typo
* Fixes in PR #75
- Fix a type in JpegWork
- Remove clang-format off/on in z_quake.c
- Move the jpegutils rule at the end of makefile
* Started doing cleanup
* did more work
* did more migration
* migrated more rodata and worked on some structs
* did more work
* Removal of ROOM field from initvars, some rodata migration, some string decompilation
* General update
* Decompiled vt strings
* Tool work
* Tool improvements
* 270 overlay rodata files remaining
* better float handling
* floats
* Many more floats
* migrated boss_mo
* assorted fixes
* Migrated 10
* tool improvements
* migrated 10
* 10 more
* 1 more
* did a few more
* fixes
* 10 more
* more floats
* Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed.
* removed changes made to script by accident
* migrated largest rodata - ovl_fishing
* Did some more
* 114 remaining
* 99 left !
* almost done migrating rodata
* did some more, done for tonight
* almost done, tried add support to the script for z_player
* All possible rodata migrated in actor overlays
* update
* removed static from all overlays, ran format.sh
* Removed unknown actor structs
* converted a few floats
* Added new lines to header files that were missing them. Removed unused asm files
* Removed unused asm files
* Formatting newlines
Further formatting
spacing
.float spacing
More space formatting
More spacing formatting
Removing .balign 4 after floats
Co-authored-by: Ethan Roseman <ethteck@gmail.com>
* In process of moving changes over from old repo
* Merged in changes
* Finished import of padmgr changes from old repo
* Adjusted some volatile
* Improving padmgr volatile situation
* Almost matched osReadMempak
* Working on osMempakDataCRC
* Explanations and equivalents but no matches for osMempakAddrCRC and osMempakDataCRC
* OK after merge
* Matched osMempakAddrCRC and osMempakDataCRC
* Matched osReadMempak
* Updated PadMgr function names to be less like original code
* Changed variable names to make them further from original code
* Changed names and it stopped matching
* Undid clang-format steamrollering whitespace memes
* Cleaned up Input names
* More formatting changes
* Moved padmgr to z64.h, deleted padmgr.h
* Decompile z_jpeg.c
- Decompile z_jpeg.c
- Move .bss variables from fault.c and fault_drawer.c into .s files to avoid bss reordering
* Rename JPEGWork to JpegWork and minor fix in Jpeg_GetU16
- Rename "sGraph_UpdateTime" to "sGraphUpdateTime"
- Rename "Graph_Ct"/"Graph_Dt" to "Graph_Init"/"Graph_Destroy"
- Change the LOG_STRING macro
- Rename "LOG_VALUE" to "LOG_NUM"
- Fix brace style
- Rename "UcodeInfo"/"UcodeDisas" to "UCodeInfo"/"UCodeDisas"
- Fix field names in "UCodeDisas"
- Fix typo in "GraphicsContext"
- Change the size of unknown fields in "GraphicsContext" to hex
- Rename "game_init_func" to "gameStateInitFunc"
`z_demo_go.c` is now functionally equivalent and almost fully matched.
Note that I added a Vec3i struct in `z64actor.h` now used in `CsCmdActorAction`.
Also fixed some missing VT codes in various actor strings.
- Matched all remaining functions in `__osMalloc.c`, 2 functions in `code_8007BF90.c`, 1 in `code_800A9F30.c`, 2 in `fault.c`, 1 in `fault_drawer.c`, 1 in `gfxprint.c`, 2 in `z_camera.c`
- Improved most other remaining non matchings to ensure they are actually equivalent and to get them closer to matching
- Added a `alloc.h` header file in the process of working on `fault.c` non matchings
- Decompiled `padmgr.c` data/bss in order to improve padmgr non matchings
- Removed unused `z_en_wallmas.c` data files
- Moved functions confirmed to be in `z_cheap_proc.c` to their own file with that name