* Fix various small gfx issues
* Use 0xFFFF instead of -1 for max prim depth
* More fixed point numbers
* scale -> texCoordScale, better cycle 2 render mode in z_title
* GFXP_CHAR_* defines renamed to SPACING
* Fix some gDPLoadMultiBlock uses
* Some doc on actor overlays alloc types
* Line breaks between defines at the top of actor.h
* plain english
* `ACTOR_ALLOC_` -> `ACTOROVL_ALLOC_`
* More line breaks
* `ACTOR_OVERLAY_ABSOLUTE_SPACE_SIZE` -> `ACTOROVL_ABSOLUTE_SPACE_SIZE`
* Document bug about Scarecrow's Song not setting the flag to restore Nayru's Love
* Try to document the check for needing to actor_kill to leave the absolute space being too broad
* "which overlay uses" (bad english) -> simplify to "which uses"
* Run formatter
* Magic docs WIP
* More docs, first round finished
* Better docs
* More renaming
* Simpler name
* Another small adjustment
* rm if(1)
* Better names again after in-game testing
* Change comments
* change comment
* Big rename based on all the suggestions
* Small touch-up
* More PR Suggestions
* RESTORE_IDLE -> RESET
* More docs
* Capitalization
* PR suggestions
* Make declaration consistent
* Health_ChangeBy (amount)
* PR Suggestions
* Missed one
* More PR Suggestions
* Change comment
* Add another clarity comment
* Discord discussions on `magicFillTarget`
* Comments
* grammar
* More comment clarity
* Another bad comment
* PR suggestions, improved comments
* One more comment
* one more thing
* bar -> meter
* Rename and document SkelCurve
* AVOID_UB in DemoTreLgt_OverrideLimbDraw
* Rename code_8006C510
* Objdump flags in the makefile
* Move CC_CHECK above compilation
* Review 1
* Review 2
* Review 3
* Review
Add doxygen comments to file head
use angle macro,
improve bug comment,
make arguments of SkelCurve_Draw more consistent,
Change this temp to pad in MagicWind
* 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
* 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>
* Format all translation comments like `// "..."` (hopefully all of them)
* Move translation comments to before on long lines
Located them with `grep -r src -e '^[^(]*);[ ]*//'`
Regex `osSyncPrintf\([^;]*\n.*//` didn't find more
* Format two more
* Fix all headers to comply with C standard
* fix a file in libultra
* Update include/stdbool.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Update stdbool.h
* Update z64animation.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* 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
* more names
* so many names
* we got subsystems now
* slight cleanup
* merge part 2
* new naming scheme
* slight adjustment
* no limit
* syms maybe
* step one
* OK, it's fixed
* table
* some names and such
* comments**
* update zap
* gitkeep to please jenkins
* ZAP
* fixer
* fixer2
* fixer3
* zap
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig <fig02srl@gmail.com>
* 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>
* 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
* marginal improvement
* matched functions. Also fixed a serious lack of static
* format
* more static
* fixing a function prototype
* skelanime OK
* forgot .s
* skin matrix matched
* format
* 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
* 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 z_fcurve_skelanime and code_8006C510
* format
* Decomp Magic_Wind
* PR Updates
* add space between ActorFunc and MagicWindFunc
* missing pr updates
* 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>