* update makeyar.c
* xmls
* commit c files
* remove paddings and update the spec
* Tell ZAPD to not generate C files for the 2 problematic XMLs
* Rename symbols to follow style
* cleanup the generated files a bit
* comment on makeyar
* fix distclean deleting the `assets/c/` files
* actually fix distclean
* Rename Player_UpdateBottleHeld
* Match func_808497A0
* func_80852290 NON_MATCHING
* Match func_8083B3B4
* Params cleanup
* Match func_8083FBC4
* sfxId cleanups and others
* Fix declaration of functions from D_8085D990
* Change D_8085BE84 to be a 2D array
* ARRAY_COUNT_2D
* Match func_8085ADA0
* func_808426F0 nonmatching
* Match func_80852290
* Match func_808426F0
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
* Add notes to Player_SetDoAction
* Name putAwayCountdown
* rebase
* Match func_80856918
* format
* func_8084933C nonmatching
small amount of boomerang documentation
* Progress on moving data near where it is used
* finish moving data
* format
* cleanup up remaining data
* more match
* Some minor cleanups
* PlayerCsMode enum
* func_80851F18 nonmatching
* Fix unk_B10
* Purge ExchangeItemID enum
* Rename `targetActor` to `talkActor`
* Name `targetedActor`
* PLAYER_LIMB_BUF_SIZE
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
* Change SkelAnime Player functions to take a void pointer for the corresponding buffers
* Use PlayerAnimationFrame on Player_DrawImpl
* Match func_8082F1AC
* Match func_8083D23C
* cleanup
* Match and clean up func_808373F8
* Match and document func_8083A98C
* PLAYER_PARAMS macro and PlayerInitMode enum
* Preliminary names for InitMode functions
* Match func_8083C8E8
* remove redundant externs
* Match func_8084933C
* cleanup func_8084933C
* Access D_8085BE84 directly instead of using a macro
* Match func_8084AC84
* Fix boomearng typo
* OK boomerang
* cleanup func_8083D168
* untargetedRotY
* this->unk_14E = ABS_ALT(var_v1);
* GIFIELD macros
* sort of a match
* Match func_8084C16C
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
* Use the same trick to match func_808573A4
* Add note on Deku spinning
* Match func_8084D18C
* Match func_80850D68
* Improve func_80832660
* Match func_80854EFC
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
* Rename unk_B2A to getItemDrawId
* Some cleanup
* fix merge issues
* format
* minor anim docs
* Match func_808553F4
* Cleanup func_808553F4
* func_8083D860 nonmatching
* Match func_8083D860
* Defake func_80859BA8
* ()
* Add notes to PlayerAnimGroup enum
* underwaterTimer
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
* some stateFlags cleaning
* more stateFlags cleaning
* some notes and minor cleanups
* more general cleanups
* Slightly less fake func_80832CAC
* Document some melee weapon damage stuff
* Mark lunge storage
* Note PCS patch
* match
* add notes to bss
* yeet extra indentation
* add reloc as nonmatching to spec
* floorSfxOffset
* Player_GetFloorSfx
* Player_GetFloorSfxByAge
* Comments for AnimSfx dunctions
* Name some AnimSfx functions
* Name AnimSfx stuff
* Some PlayerAgeProperties notes
* use animflag defines
* Player_SpawnExplosive
* fix enum and some other minor fixes
* Bit more misc. cleanup
* Use OoT's version of func_808333CC
* Note on quickspin buffer
* Final nonmatching, func_80851F18
Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>
* RIP player.c
* Name Player_StopHorizontalMovement
* misc fixes
* Actor_DeactivateLens
* fixes
* typos and tweaks
* minor stuff
* add names as comments on the animgoup array
* Correct some function names and data type
* add anim commets to ageproperties
* some notes
* De-fake func_80840F90
* Defake & clean up func_8085ADA0
* Improve func_80859BA8
* Enums in func_80852B28
* Name some secret-related things
* 3 small things
* stuff
* Player_TalkWithPlayer
* SurfaceType_GetFloorType
* SurfaceType_GetWallFlags
* and more bgcheck stuff
* more bss naming
* sPlayerControlInput
* clean up func_80836F10 a bit
* name the parameters of func_80835BF8
* door stuff
* remove NON_MATCHING
* remove D_8085D2B0 padding
* Name some Player_Cutscene_ functions
* various cleanups
* format
* remainingHopsCounter
* some cleanups on the struct
* Actor_RequestRumble
* this->exchangeItemId = PLAYER_AP_NONE;
* fix merge stuff
* format
* PlayerUnkAA5
* Name two cylinder-related functions
* BSS
* Add MagicConsume's enum, treat lensActive as bool
* Update func_808332A0 based on better info
* fix merge
* fix merge issues
* remove redundant comments
* Name Player_AddQuake
* ANIM_FLAG_UPDATE*_*Y
* Format
* AT_TYPE_ENEMY
* fix merge issues
* format
* fix uintptr_ts
* Rename
* Name leftHandMf
* fix merge issues
* format
* exchangeItemId <= PLAYER_IA_MINUS1
* getItemDrawIdPlusOne
* currentActorCsIndex
* <= PLAYER_IA_MINUS1
* fix merge issues
* format
* namefixer and bss
* fix build
* bombs parameters cleanup
* bss
* Fix building
* fix building
* Fix building
* Fix building and cleanups
* Pre-PR cleanup
* really...
* format
* review
* stateFlag Mistakes
* 268 * 0.1f
* z64door.h
* fix cutscene stuff
* bss
* Update include/z64player.h
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
* Update include/z64player.h
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
* reiew
* PR Review
* collision
* review
* format and a few stuff i missed
* EnBomExplosiveType
* weekeventregconvert and eventinfconvert
* more review
* review
* bss
* review
* re format sGetItemTable
* Entangle PlayerMask and PlayerItemAction
* a few extra cases i missed
* bss
* review
* EnArrow stuff
* ARROW_MAGIC_DEKU_BUBBLE
* minor format
* merge
* fix bss
* review
* !ARROW_IS_ARROW
* review
* bool cleanup
* fix merge
* review
* Player_StopCutscene
* Player_RequestQuake
* quakeIndex
* Player_RequestQuakeAndRumble
* knobDoor and slidingDoor
* bss
* fix
* review
* dog and float
---------
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>
* Change makefile so rom doesn't need to match by default for compression, also change JenkinsFile to split off compression step from building
* Swap uncompressed and compressed in all target
* Forgot to change check warnings stage name
* Intentionally produce non_matching
* Fix
* Add assets target
* Jenkins assets
* Update update_current_warnings
* .make_options config file
* Change comment at top
* Add toggle options for CC_CHECK and OBJDUMP
* Small cleanup
* Whitespace
* More
* bin dumping
* Whitespace
* Review
* Fix comment
* starting
* a bunch
* and another bunch
* a bunch
* Match func_800EB1DC
* func_800EB4B4
* func_800EB6F8
* 2 more
* fix prototype of a random kankyo function
* func_800EBD60 non matching
* func_800EC678 matched?
* func_800EC6D4
* break
* func_800ECD7C
* A bunch of functions
* func_800EE200
* func_800EDF78 and func_800EE0CC
* func_800EDBE0 NON_MATCHING
* Cutscene_Init NON_MATCHING
* func_800EA324 NON_EQUIVALENT
* Fix warnings
* func_800EC924 NON_EQUIVALENT
* Cutscene_ProcessCommands NON_EQUIVALENT
* Format
* Split z_demo data and import it
* Import bss
* Match func_800EB364
* Rename Cutscene_Command_SetTime
* Improve Cutscene_ProcessCommands a bit (still not equivalent, probably)
* Improve Cutscene_ProcessCommands thanks to engineer and anon
* Cutscene_ProcessCommands NON_MATCHING
* Name some commands
* Fix
* Renames based on Engineer knowledge of Audio stuff
* More command names
* Cutscene_Command_GiveTatlToPlayer
* Some cutscene commands macros
* more command macros
* Macros for unknown commands
* Improve Cutscene_Command_Textbox a bit
* Rename stuff
* Name Terminator and Camera
* MOTIONBLUR
* Macros for textbox commands
* CS_PLAYER_ACTION_LIST
* A few macro renames
* Small cleaning
* A bit more of cleanup
* Rumble
* Entrance comments in func_800EB6F8
* Some var renames
* CS_CMD_FADESCREEN
* More clean up
* Clean functions protos
* Move CutsceneStateHandler out of z64.h
* Cutscene_DoNothing
* Cutscene_IsPlayingCs & Cutscene_GetSceneSetupIndex
* And more renames
* name some stuff in the cutscenecontext struct
* npcActionIndex->actorActionIndex
* Undo names of CS_STATE_ enum
* Name Cutscene_ActorTranslate family of functions
* small docs pass
* sfxconvert and format
* Hopefully last cleanup
* Add some missing functions to actorfixer
* Fix merge issues and remove trailing commas
* Cutscene commands fix
* Cutscene_Command_Misc improved by engineer
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Address review
* bss
* Match Cutscene_Command_Textbox by anon58
* Fix merge issues
* Match Cutscene_Command_Misc by @hensldm
* review
* float time macros
* fix merge issues
* format
* Fix building assets
* fix merge issues
* format
* Fix
* format
* fix merge issues
* fix
* fix
* format
* fix issues and run format
* bss
* Fix conflicts, bss and formatter
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/z64.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/z64cutscene.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/z64cutscene.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/z64cutscene.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* address review and fix some stuff
* fix merge problems
* more fixes and format
* Fixes
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/code/z_demo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Engineer suggestions
* format
* Elliptic review
* Use dec for ShrinkWindow_SetLetterboxTarget
* add a few comments
* Cutscene_Command_ChooseCreditsScenes
* Update src/code/z_demo.c
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* format
* some cleanups and some comments
* change actorActionCmd from hex to dec in the codebase
* minor comment on textboxcmd
* ahhhh
* Update src/code/z_demo.c
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* brackets
* minor comments
* rewording
* im dumb
* brackets
* another bracket
* Dawn of the New Day
* Update src/code/z_demo.c
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* fixes
* Cutscene_Command_TransitionFX by Anon
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Match Player_GetHeight
* Another bunch
* Fix merge conflict
* rename Gfx_DrawDListXlu
* add WEEROR
* Actor_Spawn
* almost Actor_SpawnTransitionActors and Actor_Delete
* A bunch of small actors
* More renames
* format
* Some Player renames
* a few more
* import data
* run formatter
* func_800B7170
* whoops
* Fix merge issues
* Whoops 2
* func_800B83BC and func_800B83F8
* Actor_IsActorFacingPlayerAndWithinRange
* add some prototypes
* match Actor_UpdateBgCheckInfo
* func_800B7678
* mark Actor_SpawnAsChildAndCutscene as non_matching
* Actor_Draw
* Update is chaotic
* 2 new matches
* func_800BC8B8
* Another bunch
* function renames
* run formatter
* cleanup
* remove unnecesary casts
* add missing sfx
* Fix renames
* fix merge
* func_800BF7CC
* small bunch
* another bunch
* func_800BE184 non_matching
* two more
* split z_cheap_proc
* Another bunch
* another bunch
* a few and a non matching
* yeee
* a
* Actor_DrawAll non_equivalent
* Actor_RecordUndrawnActor
* i don't know what to put in this commit message
* func_800B4B50 non matching
* func_800B42F8 non matching
* func_800B5040
* func_800B5814 non_equiv
* func_800B6584
* func_800B6608
* func_800B6680
* func_800B7E04
* func_800B8118
* func_800b9170
* ,
* func_800BC4EC
* func_800BA6FC
* func_800BA798
* func_800BA8B8
* Actor_LoadOverlay
* small cleanup
* func_800BB2D0
* meh
* func_800BBAC0
* func_800BC270
* func_800B5208 non matching
* Fix warnings
* meh
* rename some ActorShadow_ functions
* fairy
* Flags_
* fix warnings
* format
* Actor_PickUp and family
* func_800B8E58
* match Actor_RemoveFromCategory
* another bit of docs
* Match func_800B86C8
* And another bit
* rename Player_GetRunSpeedLimit
* func_800B9E84
* func_800BE63C
* func_800BB8EC
* match func_800B5814
* match func_800B9334
* cleanup
* fix conflicts: first pass
* another fix
* actorfixer fix
* fix conflicts
* func_800BE680 non_equivalent
* Improve func_800BE680 a bit
* func_800BE680 equivalent (?)
* func_800BE680 equivalent
* Actor_UpdateActor equivalent
* format
* use some ExchangeItemID enum values
* Some more cleaning
* more cleanup
* More name stealing from OoT
* match func_800B82EC
* match func_800B9D1C and a bit of cleanup
* Add ACTOR_FLAGS placeholders
* Renames and match func_800BE184
* last pass of name stealing
* format
* fix conflicts
* more cleanup
* more cleanup
* cleanup and OVERLAY_RELOCATION_OFFSET macro
* Remove prototypes of obviously internal-only functions,
update variable names,
forward declare where necessary,
remove all `param_\d`s
* remove newlines
* minor rename
* Use ACTOR_FLAGS in z_actor
* Match func_800BE3D0
* Rename movement functions
* Document Actor_CalcOffsetOrientedToDrawRotation
* velX -> horizontalSpeed
* A bit of documentation for actor movement functions
* format
* Fix merge issues
* format
* Format
* Fix renames
* fix warnings
* fix conflicts
* review :D
* Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Fix
* format
* Actor_SpawnSetupActors
* engineer review
* Update src/code/z_actor.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* A bunch of Engineer's reviews
* more Engineer's review
* a
* whoops
* run actorfixer
* c'mon
* 😮💨
* whoops
* warning
* More engineer's review
* run format
* I'm dumb
* a
* match func_800BE680
* Match Actor_DrawZTarget
* Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor
* Fix merge issue
* format
* update actor
* Steal a bit of @Thar0 documentation from OoT's z_message
* Run actorfixer
* Fix renames
* Match func_800B4B50 thanks to @hensldm
* Improve ActorShadow_DrawFeet thanks to @hensldm
* whoops
* Actor_PlaySfxAtProjectedPos
* Actor_UpdateActor matched by @hensldm
* Match func_800BA2FC by @hensldm
* Match Actor_SpawnTransitionActors by @hensldm
* Match func_800BB604 by @hensldm
* Match Actor_DrawAll by @hensldm
* ActorShadow_DrawFeet by @hensldm
* Actor_UpdateAll by @hensldm
* Match func_800BCCDC by @engineer124
* Small Actor_PlaySfxAtPos by @engineer124
* ACTOR_FLAGS_ALL and a bit of cleanup
* Add invisible comment
* Small docs pass
* Fix merge
* Engineer's review
* format lol
* Actor_DrawDoorLock docs
* Actor_SpawnShieldParticlesMetal
* fix merge issues
* sActorFaultClient
* fix
* commit message
* Run actorfixer.py && format.sh
* Fix warnings
* fixes
* format
* bss
* Update include/functions.h
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Address review
* Fix merge issues, format and such
* fix merge issues
* Add ACTORCAT_MAX
* actorList -> actorLists
* Fix merge issues
* format
* Enable WERROR on jenkinsfile
* Fix merge
* Use object symbols
* address review
* format
* review
* fix merge issues
* fix
* VRAM_PTR_SIZE, small cleanup and format
* review
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
* First try
* OK
* Optimize .text a bit
* Split sections
* Fixups
* Combine .text
* async rodata
* Split code and rodata
* Almost there
* Done?
* Reduce console spam, add back extra space to delay slots
* Add makefile flag
* Prevent empty file creation and some wayward symbols
* Re-add printing
* Remove incorrect Boj_05 variables (thanks Anghelo for finding this)
* Cleanup formatting
* Update
* Update
* Change offsets back
* Make offsets object-relative
* Properly split audio voice
* Split off jpeg code from audio
* Fix compiler flags
* Properly split libultra audio file
* Split audio data for many files correctly
* Fix remaining data splits
* Fix up troublesome data
* Fix variables.txt
* Missed two files that need to go in audio/
* Add missing `/`
* `D_801E1100` -> audio_init_params
* Properly split code_801D9090.data.s
* Fix code_801A5BD0 bss
* Move audio_dramStack to a blob
* Change check_new_warnings to output stderr to console too
* Colour warnings and functions in check_new_warnings
* Remove unneeded prototype in EnDai
* Add multithreading options, colour to output, help
* Give Jenkins a script again
* Test
* Remove tput warnings, hopefully
* Try -T dumb
* Undo test warning
* wip
* fix
* add disassembler
* Disasm builds OK
* Variable addends
* More wip
* Rodata migration implemented
* Cleanup old tools
* Try fix submodule -> subrepo merge
* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "602e609"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "602e609"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Builds again but assets are totally broken
* git subrepo pull --force tools/asm-processor
subrepo:
subdir: "tools/asm-processor"
merged: "1ffdb08a"
upstream:
origin: "https://github.com/simonlindholm/asm-processor.git"
branch: "master"
commit: "1ffdb08a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables
* rm z64compress in preparation for subrepo
* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "eb11085c"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "eb11085c"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Fix asset extraction
* Fix diff-init make rule
* Split code bss
* Split assumed linker bug padding from assembly files
* add filelists for mm.us.rev1
* Maybe working, but I'm not sure
* add overlays to spec
* Add rodata to actos
* Everything compiles
* Make a lot of C files for code
* Add almost every file in code to spec
* whoops
* 3 code files left
* add scenes to spec
* More progress on progress.py
* Fix skelanime in spec
* audio files!
* Fix merge issues
* Fix some C files in code
* Fix remaining code files
* Use existing O1 C files in spec
* reorder boot order in spec
* update spec
* fault.c
* Convert relocs on completed actors, fixbaserom uses current rom name
* more boot files
* Add VT macros and script
* finish already existing boot files
* most of libultra
* fix 64bits libultra files
* Use C files for libultra, wrap some functions in NON_MATCHING
* Remove duplicate of OS_CLOCK_RATE from fault.c
* C files for fbdemos
* delete dumb files
* bootstrap C files, still need to add them to the spec
* update fixbaserom
* boot OK?
* I forgot to commit the spec
* C for gamestates
* C for kaleido
* Change all includes to ""
* copy actor sizes script from oot
* I forgot to delete those files
* Basic C files for effects
* Add effects initvars names
* Remove mislabelled boot functions from header/txt
* Begin porting bootstrap_fx, some sizes
* Fix <>
* Fix enum
* Fix diff.py
* fix libultra stuff
* update regconvert
* update setup warnings
* add some missing ;
* Fix some makefile stuff and other fixes on some non_matching functions
* add executable flag in extract_baserom and fixbaserom
* fix relative path
* copy assist from oot
* fix map path
* another assist path fix
* Delete C files for handwritten files
* add code_801A51F0 to spec
* add gfxbuffers to spec
* Move rodata to top of each file when possible
* UNK_TYPEs for func_801A51F0
* Remove kaleido rodata from spec
* Update spec and undefined_syms for recent merge
* GCC warnings and fix errors in nonmatchings,
* round percentage numbers
* progress script: format changes
* progress: error on non-existing files
* fix warning in z_scene_table
* Match 2 nonmatchings in z_actor
* Warnings in lightswitch and invadepoh
* Fix warning in z_actor_dlftbls
* I though I fixed this one
* whoops
* Comment out CC_CHECK
* Removed redundant ultra64.h includes
* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms
* Completed gamestates bootstrap
* Split kaleido_scope
* Remove section.h and segment.h, move keep object externs to a common location in variables.h
* Completed effects bootstrap
* Segmented address externs for effects, fbdemos, gamestates and kaleido
* Move actor data externs out of the if 0
* Segmented address externs for actors
* Prepare actionfunc detection
* fix script, how did it even work before
* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler
* Automated actionFunc detection in actors
* Segmented addresses from player .text
* rm old segment addrs script and fix build
* Move sizes folder to tools
* Make build.py executable
* New Jenkinsfile Prayge
* Remove numpy dependencies
* Add warnings_disasm_current.txt
* my bad
* Update spec and undefined_syms
* Add z_eff_ss_hahen to pametfrog
* git subrepo pull (merge) --force tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "163ca2af"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "163ca2af"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Make z64compress print to stdout
* sneeky commit to update warnings tooling
* test
* Another test
* Mark fixing overlay reloc generating as a TODO
* Update warnings stuff
* Communicate the return code from running z64compress back to the Makefile through the wrapper
* Run formatter, remove extra commented copy of function
* Re-fix some includes
* Convert atan to hex to conform to decided style
* Some tidying up, remove c for fp and the other two handwritten code files
* BSS in z_collision_check & z_scene_proc
* add static back in
* Fix timerintr bss, add file to spec, some cleanup
* Remove externs
* Newline
* Readd enums
* Typo
* Colours
* Comments for hitmark enum values
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Improvements and suggestions
* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Data imported, 8/30 functions done
* OK
* Delete ASM references, add SFX
* Named functions
* more naming
* Type the nop ActorFunc correctly
* A couple more bits of documentation
* Sorted object_script
* Merge remote-tracking branch 'upstream/master' into Firefly
* format
* Update other includes
* Review suggestions
* Review changes; named Actor_Noop
* Format
* Fix `extract_assets` not properly checking if scenes files were updated
* fix `first_diff.py` path due to the baserom renaming
* FlexSkeletonHeader and other stuff
* fix some SkeletonHeader instead of FlexSkeletonHeader
* Add blob compilation to makefile
* CURRENT_DAY and type swaps
* Remove extra cast
* run format
* zbanks suggestions
* Small env fixes: for git submodules & python3
Using `/usr/bin/env python3` is preferred over `/usr/bin/python3`
because it is compatible with virtualenvs, etc. It picks the version of
`python3` currently on the `PATH`, rather than the system-wide default.
For the git submodules, I had two issues:
The ZAPD repo is currently pointing at a commit not on the master
branch, which has to be specifically fetched. Adding `--remote` to the
update command fixes this.
The decomp-permuter has primary branch `main` not `master` like this
repo, so this has to be specified in `.gitmodules` when using `--remote`.
* Rework `git submodule update...` part of Makefile
* adding changes to the README
* adding in progress shield
adding in the shield icon to show percentage complete
* updating the files, added gitignore for ctx.c
* fixing the typos
* fixing things to hopefully build now
* Restore padding in ObjVisiblock struct
* Copy overlays out of compiled `code.elf` to put into the ROM
This is just a "tempory fix"
It seems like the built code/assets in `code.elf` should not be copied
into `build/baserom/...` (over the original ROM's files) but instead
into a `build/decomp/...` tree or similar.
`dmadata_table.txt` would also need to be updated to read from the
correct location.
* Use dmadata_table.txt to generate build rules
`makerom_files.txt` & `makerom_uncompressed_files.txt` contained a lot
of the same data in `dmadata_table.txt`, so I added a small python
script to generate this information into `build/`
Segments are no longer dumped out of `code.elf` into `build/baserom/``,
instead they are put in `build/binary/`.
`linker_scripts/dmadata_script.txt` was checked in, but generated by
`dmadata.py`. I deleted it / moved it to `build/dmadata_script.txt.pre`.
I also introduced some sentinel files (`dep`). I ended up needing these
to make incremental builds work smoothly? (Without them, there were a
lot of steps that were getting re-triggered on every build.) If this
style isn't welcome, I can try to fiddle with the Makefile more to try
to avoid having them?
* Restore padding in BgLbfshot struct
* Touch sentinel file before command; rm on failure
* Restore padding in ObjKepnKoya struct
* Ensure asm/ directories exist before disasm steps
* Clean up Makefile rules
* Set default goal; silent objcopy; fix code_script path
* Fix ovl_En_Ginko_Man, ovl_Obj_Lightswitch merge
ovl_En_Encount2 still needs work to bring back to matching
* Fix ovl_En_Encount2 merge
* 1 scene done, Z2_SOUGEN OK
* All scenes OK
* Makefile improvements
* Use WIP ZAPD branch as submodule
* Add spawn rotation flag macro
* Fix bad merge
* Move scenes to be in their own subfolders
* Rename and restructure extracted baserom files
* Progress tracking for assets
* Add asset progress to csv
* Use master ZAPD
* Use distclean like in OOT
* Fix up a few things with the makefile
* Fix scenes not being dumped from ELF
Co-authored-by: Rozelette <Uberpanzermensch@gmail.com>