* en_am ok
* clean up
* applying feedback and some docs, need finish still
* this should fix things
* fixing things
* fixing things and running format
* post actor_fixer
* adding object header and fixing comments
* formatting and adding enum for limbs
* addressing pr, naming things, cleanup
* fixing enum in header
* doing some docs and fixing format
* EnDemoheishi decomp first pass
* object decomp
* whitespace between declarations and statements added
* various PR fixes
* format for CI
* various PR fixes 2 + format
* missed one texture output name
* fix texture docs in unrelated files
* fix demoheishi shared texture naming
* made object sdn properties generic for soldiers
* missed outName modifications
* fixed references to updated function names
* reverting some texture changes to unrelated objects & use object specific names for lips and fingers textures
* added textId comment
* various PR comments addressed
* added enum for animations
* reverting halt animation naming
* moved animation enum to actor class
* fixed enum names
* fix typo
* more PR fixes
* format
* fix for broken build after other PR merge
* format
* merge fixes
* isTalking
* Enum - Calf to shin
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Object - Calf to shin
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* DList - Calf to Shin
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Match remaining functions of code_8012EC80.c
* parameter_static extracted and OK
* Small Progress
* Documentation all over the place
* Finish Documenting
* Cleanup
* Name more textures
* Update knowledge on deku playground player name
* All textures from parameter_static known now
* Finish documenting and validating parameter_static
* More up-to-date SaveContext docs
* More docs
* More cleanup
* Sun -> Star
* Minor touchup
* More cleanup
* pictograph -> pictoBox
* Remove the "unused" part
* More accurate name: hour lines
* It's gsDPLoadTextureBlock, not gsDPSetTextureImage
* Fix parameter_static and merge issues
* More docs from new PRs and Parameter WIP
* Missed a name
* Move parameter_static to interface assets
* Clean up code_8012EC80.c data
* Fix comment
* Add comments to parameter_static
* Oops
* fix merge
* Missed a PR review suggestion
* Fix merge
* EnZo OK, sort of documented
* fix variable naming
* fix suspicious match, add -ing to `PlayWalkSound`
* name `FollowPath`, waypoint struct member
* update description to say unused
* name `TreadWater`, fix a snake case i missed
* name `Walk`
* cleanup a bit
* address comments
pointers -> symbols, remove static and array length, inline data,
define var on same line, update file description, use ARRAY_COUNT
* space things out, move data, add ENZO_NO_PATH
* fix ENZO_NO_PATH define
* remove array pad, dec for size, thisx in limbdraw, renames in draw
* name some object_zo stuff, use symbols
* funny single member damage enum
* name textures
* name the rest of the used items in object_zo
* name the dlist
* suggestions
* actually fix the return false
* formatting
* EnBigokuta like half matched
* match all but 2 functions
* match all the functions
* import data
* name object stuff
* use new object symbols, do some documenting
* fix name of headUndersideTex
* name some struct members
* finish documenting
* Address comments
spacing, unkFunc comments, temp names, remove parens, reorder pads,
data formatting, limb enum
* address comments
* move empty line
* change the ARRAY_COUNT
* ovl_Obj_Kzsaku OK
* add packing macro
* made suggested changes
* switch pad order
* made some suggested changes. still don't know completely about naming
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* scene texture xml generator
* Create XMLs for every scene_texture except 3 and 7
* Manually add blobs
* add XMLs for not used ones
* update spec
* Add scene_texture as external files to every scene that uses them
* add gsDPLoadTextureBlock_4b
* gsDPLoadMultiBlock
* gsDPLoadTLUT_pal16
* gsDPLoadMultiBlock_4b
* Add back the blob I removed...
* address review
* Fix tluts
* delete script
* Remove excess prevent_bss_reordering.h
* Cleanup THIS and globalCtx2
* Iceblock relocs
* Format
* PR plus more this
* door spiral
* THIS and globalCtx2 swap, along with sSetupDL in firefly
* Revert ObjMure change
* door_spiral and unused in en_test5
* PR comments
* Name textures in object_mag
* Corrections
* tabs -> spaces
* OK, data imported
* Remove obsolete comment
* Start documentation
* Defines for most texture sizes
* Name most static variables, add state enum
* Macros, name all the statics
* Couple of minor tweaks to other files
* Name some more effect stuff
* Fix kanfont data
* Name everything else, move macros
* Format
* Review
* en_hgo OK
* Formatting changed somehow?...hopefully this fixes
* who would win, Cammoguy or one letter?
* format
* addressing review comments
* fixing PR comments
* fixing and merging master
* forgot to format
* fixes warnings?
* minor documentation...don't have tools to do more
* Fixing things, hopefully OK
* formatting...
* clean-up undefined syms
* 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>
* Migrated data
* Migrate particleOverlayTable
* Import data for effect_soft_sprite, add g to effect table, minor cleanup of z64effect.h
* Name data
* Comment out static variable in variables.h
* Use better macros
* PR review and other cleanup
* Update bug comment
* all matching except draw
* all matching
* done except importing data
* data extracted
* added xml for asset extraction
* clang format
* remove global_asm macros
* bit of documentation
* format
* use THIS macro
* remove unnecessary &
* space between vars and code
* feedback
* use OPEN_DISPS, CLOSE_DISPS, and POLY_OPA_DISP++ macros
* remove comment
* use matrix macros
* change comment format
* change comment format
* rename assets in xml
* fix indent
* pfsreadwrite file OK, contpfs OK and data/bss migrated, pfsgetstatus OK
* Made tharo's suggestions
* Update pfsgetstatus.c
* Made suggested changes (other than uintptr_t)
* Good start
* More progress
* More progress, need to try importing data now
* Import data to C
* Match a tricky item function
* Matched another item function
* Improve definition of EnTalkGibudUnkStruct
* func_80AFFD3C OK
* Draw functions done
* EnTalkGibud_Init OK
* EnTalkGibud OK
* Document item and switch flag stuff
* Name all static variables
* Enum for animations
* Document type
* Document limb stuff
* Tons of documentation
* Document effect stuff
* Document most unknown struct vars
* Name most functions
* Name final function + document text IDs
* Organize forward declarations
* Name stack variables
* Document damage effects
* Document limbs
* One final pass
* Respond to Anghelo's review
* Respond to Anghelo's second review
* Add space to force Jenkins to rerun (testing PR dashboard, please ignore)
* Removing previously added space
* Fix limb enum to add LIMB_NONE
* Run ./format.sh, whoops
* Respond to hensldm review + small cleanup
* Respond to engineer's review
* Fix item enum
* This is a legacy PR, so using autogenned object symbols
* Fix merge conflict
* Move Talk_Gibud specific enums to .c
* Migrate data to C
* ObjTokeidai_Init OK
* ObjTokeidai_Destroy OK
* func_80AB2BBC OK
* func_80AB3BB0 OK
* func_80AB29F8 OK
* func_80AB27B4 OK
* func_80AB2834 OK
* func_80AB2790 OK
* func_80AB28C8 OK
* ObjTokeidai_Update OK
* func_80AB4040 OK
* func_80AB3010 OK
* func_80AB3CCC OK
* func_80AB3240 OK
* func_80AB3C50 OK
* func_80AB4080 OK
* func_80AB4160 OK
* func_80AB319C OK
* func_80AB3BE8 OK
* func_80AB3BD8 OK
* func_80AB3B34 OK
* func_80AB3A7C OK
* func_80AB3ED0 OK
* func_80AB39BC OK
* func_80AB38B0 OK
* func_80AB3880 OK
* func_80AB363C OK
* func_80AB36C4 OK
* func_80AB3808 OK
* func_80AB365C OK
* func_80AB3598 OK
* func_80AB3544 OK
* func_80AB34CC OK
* func_80AB3370 OK
* func_80AB32F0 OK
* ObjTokeidai_Draw OK
* func_80AB4894 OK
* func_80AB4664 OK
* func_80AB4394 OK
* Use compiled reloc
* Initial documentation pass
* Little more documentation
* Last bit of first pass documentation
* Finish documentation
* Respond to review feedback
* Respond to Anghelo's feedback
* Incorporate new enum
* Respond to engineer's feedback
* Respond to engineer's feedback
* Update comments because the things I thought were unused ARE actually used
* Switch to using "Open" instead of "Transform"
* Run ./format.sh
* Respond to engineer + hensldm by removing some macros
* Fix func_801A3F54 argument
* Fix func_801A3F54 argument
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* This is a legacy PR, so using autogenned object symbols
* Move enum to .c
* Revert "Move enum to .c"
This reverts commit de13c50f0a.
* Move tokeidai-specific defines to .c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Effect_Ss_Stick OK
* fix spec
* space between declarations and code
* Gfx -> Gfx[], fix spacing
* add deku stick to description
* add fragment to file description
* use autogenned gameplay_keep symbol
* EnFall_Init OK
* EnFall_Destroy OK
* EnFall_Update OK
* func_80A6C3AC and func_80A6C3FC OK
* func_80A6BF90 OK
* func_80A6CA9C OK
* func_80A6CD38 OK
* func_80A6CF60 OK
* func_80A6C9A8 OK
* Import data into C
* func_80A6CB74 OK
* func_80A6CD74 OK
* func_80A6CF70 OK
* func_80A6CECC OK
* func_80A6D698 OK
* func_80A6D220 OK
* func_80A6D100 OK
* func_80A6D75C OK
* func_80A6D88C OK
* func_80A6D98C OK
* func_80A6DC20 OK
* func_80A6DA7C OK
* func_80A6DC40 OK
* func_80A6DD3C OK
* func_80A6E214 OK
* func_80A6E37C OK
* func_80A6C7C0 OK
* func_80A6D444 OK
* func_80A6C1DC OK
* func_80A6D504 OK
* func_80A6E07C OK
* Move all statics to in-function
* Migrate bss to C and use compiled reloc
* Clean up UnkFallStruct
* Initial documentation pass
* Some more function names
* Name some more unknowns
* Name yet more unknowns
* Name all struct variables and static data
* Do one last documentation pass
* Respond to engineer's style review
* Respond to hensldm's review
* This is a legacy PR, so using autogenned object symbols
* migrated data and bss for z_kaleido_manager, renamed ovl_Player_Actor to ovl_player_actor to make it work with the data
* z_kaleido_manager OK
* add to functions.h variables.h and variables.txt
* init
* rename parameters in func_80163700
* rename func_80163700 to KaleidoManager_FaultAddrConvFunc
* change u32 casts to uintptr_t casts in z_kaleido_manager. (u8 *) casts must stay, they are the only casts that match
* ran format, uintptr_t
* made suggested changes
* code_80194710.c OK
* Add new line after variable declaration
* format
* Function declarations
* Name changes to match OoT
* Rename file
* s32 -> size_t
* Decompile various effect files and cleanup z_effect.c
* Decompile z_eff_tire_mark.c and cleanup structs
* Small cleanups
* Apply most review suggestions
* Apply more review suggestions
* Change eff_shield_particle vertices to be extracted as an asset
* Add relevant effect functions to actorfixer.py
* Import audio init params
* Add comments describing what these sizes represents
* Fix variables.txt
* Remove leading zero's from gTatumsPerBeat
* Name variables
* Import data to C
* EnTanron3_Init OK
* EnTanron3_Destroy OK
* func_80BB897C OK
* func_80BB91D4 OK
* func_80BB9288 OK
* EnTanron3_Draw OK
* func_80BB95FC OK
* EnTanron3_Update OK
* func_80BB9308 OK
* func_80BB87D4 OK
* func_80BB85A0 OK
* func_80BB8A48 OK
* Update spec with compiled reloc
* Name most of the functions
* Name a few more things
* Merge animation system changes
* Name remaining unnamed variables
* Finish documentation
* Use modulo for fogTimer
* Move enum/structs to .h
* boss03Parent -> sGyorg
* D_80BB9720 -> sZeroVec
* Move initialization of effectPtr up
* Use 2 * M_PI
* Use MTXMODE_NEW
* 65536.0f -> 0x10000
* timer += 1 -> timer++
* Timer cleanup
* Remove unneccesary parentheses
* When performing bitwise operations on timer, use hex
* Lowercase "fish" in the comment at the top
* Respond to jpburnett's feedback
* Respond to Elliptic and Kenix's reviews
* Undo renaming the Gyorg var, but keep the comment
* Add a little bit more documentation
* Variable renames
* Remove a comment that no longer applies
* Document some swimming behavior
* PICK_DIRECTION -> PICK_NEW_DEVIATION
* Minor comment tweak
* Respond to Elliptic's review
* Remove timer inconsistency
* Initial Decomp of `z_bg_goron_oyu`
Note: Waterbox instead of ColHeader would make sense here, confirm and change accordingly.
Just to not break the match until its settled for func_800CA1AC...
* implement suggested changes, fix other style issues
* z_bg_goron_oyu OK
* minor improvements
* fix clear_tag issue, restore THIS
* missed this
* format.sh
* implement final changes
Co-authored-by: MMDecomp <mmdecomp@gmail.com>
* Reorganize csvs and progress.py
* Put stuff in the correct folders
* Reduce lots of repeated code
* Change csv output format
* Filter out automaticaly named variables in "Matching" progress calculation for assets
* Address Elliptic's review
* Don't count handwritten files in progress and add a way to fix files detected in the wrong section
* Add missing "total"
* More fixing
* Add two missing columns
* Update paths in Jenkinsfile
* Update progress shield in readme
* Update progress link
* ObjTree OK, data imported
* EnMs OK, data imported
* And the spec
* OK
* Some minor edits
* A lot of preliminary stuff
* Mostly complete beginning
* First draft of other functions doc
* Whoops, forgot the GlobalContext pad
* Draw functions (minus colour), create Data
* Data
* gitignore, some progress on documenting
* Review comments, continue documenting
* spec
* Finish off documentation
* undefined_syms
* Add a couple of todos
* One more
* At least add tools for object decomp
* Start conversion table stuff
* Document ObjTree
* Document EnMs
* Add more tables to conversions
* Maide's review
* Review
* Review
* Typos and incomplete thoughts
* Update vscode.md
* Correct function/variable names
* Review suggestions
* Format
* Missed one
* Rename functions and format
* Fix ObjTree
* Update actorfixer.py, fix some variable names
* Some review
* Review suggestions
* More review
* Hopefully fix all the thisx references
* Missed one
* EnHitTag all matching, data still not imported
* rename loop counter variable to i
* imported data
* use generated reloc
* cleanup
* name func_80BE20E8, document with ITEM00_RUPEE_GREEN enum, use if-return-implication in WaitForHit
* add switchflag param macro
* use previously unused pCylinder as function arguments
* use THIS macro and change switchflag macro to take actor pointer
* space between var declaration and code
* format
* rename pCylinder to cylinder
* rename cylinder to collider
* change ColliderCylinder* to pad
Co-authored-by: retro <retro@DESKTOP-KGV19SQ.localdomain>
* Matched last functions except Fault_FindNextStackCall
* Bss in drawer and cleanup
* Update define and format
* PR comments
* Formating PR suggestions
* Small format
* Fault_FindNextStackCall
* Change grays to dark gray and light gray
* a bunch of OKs and close functions
* OK All but 1 function
* Clean up code
* Match
* implement suggestions
* OBJMURE_CHILD_STATE_DEAD
* Update src/overlays/actors/ovl_Obj_Mure/z_obj_mure.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* use enum for type tests
* add OBJMURE_TYPE_MAX
Co-authored-by: Kelebek1 <eeeedddccc@hotmail.co.uk>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* first few functions
* two more almost matching functions
* Rebase to NBS, get it to compile
* BgCheck_RaycastFloorStaticList OK, fix-up some functions
* BgCheck_SphVsStaticWall OK! and a few others
* more z_bgcheck NON_MATCHINGS
* OK more functions, reorganize external reference #defines
* More functions OK, more struct fixes
* More OKs
* Decomp all the way to the end of bgcheck
* All functions attempted
* Rename functions
* formatting, data migration
* Give names to unk structs, rename some structs, fix some non-equivalent functions
* WaterBox_GetSurfaceImpl OK
* BgCheck_ResetPolyCheckTbl OK, improve WaterBox_GetSurface2 codegen, eliminate warnings and clean up source.
* BcCheck3_BgActorInit ->BgCheck3_BgActorInit, fix warnings
* pr change requests
* fix crc maybe
* implement more changes
* implement alf's changes
* 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
* aisetfreq OK
* Add a lot of HW_REG and some other macros to libultra
* Format
* Remove extra volatile
* Review
* De-C guNormalize
* Correct typo in crc.c
* EnKakasi: rebase progress into one commit
* EnKakasi: fixes to get compiling on master, still doesn't match
* EnKakasi: is this even progress?
* EnKakasi: docs and cleaning
* EnKaksi: damn it, that master merge really messed up more than I thought, after clean build something really weird is going on and now I REALLY need firstdiff
* EnKakasi: Back to building, NOT OK
* fixed a code
* only rodata left to fix
* EnKakasi: functions got removed in included functions
* EnKakasi: thanks to fig mentioning there were missing cases, OK
* EnKakasi: (OK) docs and cleaning
* EnKakasi: Init now matches
* EnKakasi: cleaning and docs
* EnKakasi: more cleaning and docs
* EnKakasi: forgot function declarations
* EnKakasi: spec
* EnKakasi: animation array symbols added
* EnKakasi: formater pass
* EnKakasi: type warning fix
* EnKakasi: little descriptor
* EnKakasi: OK thanks to AngheloAlf
* Apply suggestions from code review
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* Update src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* Apply suggestions from code review
Splitting this into pieces to not have a huge pile of bugs
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnKakasi: wrong type of inverse flag
* Apply suggestions from code review
Batch 2
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnKakasi: RIP Anime
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnKakasi: Anim enum update
* EnKakasi: Removed text documentation
* EnKakas: return of THIS
* Update src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnKakasi: mystery solved but not understood
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnKakasi: rename EnKakasi_CheckAnimateSFX to EnKakasi_CheckAnimationSfx (no real reason to shorten Animation to Animate, and SFX is not initialism, its a shorten)
* EnKakasi: minor change to touch jenkins
* EnKakasi: is it loise-uni?
* EnKakasi: fixed skelanime changes
* EnKakasi: formater pass
* EnKakasi: requested changes
* Update src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.h
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* EnKakasi: removed un needed pad
* EnKakasi: removed redundant documentation comment
Co-authored-by: isghj8 <isghj8@gmail.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* OK
* Symbols and other documentation
* Remove externs
* spec
* More documentation, decompile the texture files,
some uintptr_t and size_t
* Top-of-file comment
* Move symbols back into right order
* Use some defines
* Missed an osTvType and a size_t
* Add missing header to os.h
* Use segment symbol macros
* Remove duplicate header
* Address review suggestions
* Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members.
* Adding usage of dynapoly state flag defines.
* Formats z_bg_item
* Update z_bg_item.c
* Update z_bg_collect.c
* Update z_bg_item.c
* Update z_bg_item.c
* Renames z_bg_item system to DynaPolyActor
* Format
* inital commit with a good chunk done
* adsjfkalsdfh
* can't figure this out for the life of me...
* I'll come back to this later
* not finished, but at least OKs
* blah, still stuck
* en_hakurock OK
* minor clean up
* formatting and pushing up changes
* fixing spec
* fixing warnings and addressing feedback
* addressing PR comments from engineer
* fixing enum
* format
* Migrate data to C
* EnBaguo_Init OK
* EnBaguo_Destroy OK
* func_80A3B220 OK
* func_80A3B2CC OK
* func_80A3B2CC OK
* func_80A3B794 OK
* func_80A3B5E0 OK
* func_80A3B7B8 OK
* EnBaguo_Update OK
* func_80A3B8F8
* func_80A3BE24 OK, some other not-OK junk
* func_80A3BE60 OK (wow this is bad!)
* Document the blink system
* func_80A3C17C OK
* Document timer and fix warnings
* func_80A3C008 OK
* Rename x/y/z so it's clear they are positions
* func_80A3BE60 OK in a not-crazy way
* func_80A3B958 OK
* func_80A3BF0C OK
* Make the rotation a Vec3s
* Update the spec to use the built reloc
* Use ARRAY_COUNT instead of hardcoded length
* Document the state stuff
* Document NejironParticle
* Document the rolling rotation stuff
* unk_1BC -> maxDistanceFromHome
* unk_1B8 -> zRollDirection
* Name the two draw functions
* Name the static variables properly
* Name all other functions
* Clean up forward declares
* Last bit of documentation and cleanup
* Add an enum for the rolling direction
* Add explanatory comment
* state -> action and move action descriptions inline
* Use enum for Stone Mask
* Use "Setup" for the setup function
* Document the damage effect
* Add some space around the for-loop
* ./format.sh
* Use % 8 everywhere
* Use -= instead of += a negative number
* Switch order of max check
* Use CLEAR_TAG_POP enum value
* eyeIndexTemp -> eyeIndex
* visible -> isVisible
* Move enums above structs
* Merge animation system changes
* yDist fix
* Respond to review feedback
* WIP
* done?
* remove something from variables.h
* missed a warning
* PR fixes (AngheloAlf)
* fix lights
* restore ZAPD makefile
* format
* format again
* fix a graph alloc
* Missed one in skin
* Migrate data to C
* EnElforg_Init OK
* func_80ACC470 OK
* EnElforg_Destroy OK
* EnElforg_Update OK
* func_80ACCBD0 OK
* func_80ACCBB8 OK
* func_80ACD6EC OK
* func_80ACD59C OK
* func_80ACD6A8 OK
* func_80ACD610 OK
* func_80ACD878 OK
* Declare animated materials for Elforg
* EnElforg_Draw OK
* func_80ACCC98 OK
* func_80ACC7E4 OK
* func_80ACC8D4 OK
* func_80ACCEB0 OK
* func_80ACC994 OK
* PLAYER -> GET_PLAYER
* func_80ACCE4C OK
* func_80ACC934 OK
* func_80ACCAC0 OK
* func_80ACD2E4 OK
* func_80ACD1F0 OK
* func_80ACD164 OK
* func_80ACD1B0 OK (maybe fakematch but oh well)
* func_80ACD088 OK
* Better match for func_80ACD1B0
* Use compiled reloc
* Move static data to appropriate function
* Name sCylinderInit appropriately
* Add explanatory comment
* Clean up forward declarations
* Add macro for the flag
* Macro and enum for type
* Add STRAY_FAIRY_GET_PARAM_1C0 macro (no clue what this does)
* Document the area stuff
* Name some functions
* Document timer and direction
* Eliminate some early returns
* Tons more documentation
* Name remaining functions
* Document flags
* Name targetDistanceFromHome
* fairyFountainTimer -> secondaryTimer, since it's used outside of Fairy Fountains
* Name the unknown flag
* Name the collider fairy type
* Last bit of renaming/documenting
* Remove zero check
* Use hex constant for newAngle
* Merge animation updates
* Use 0x10000 instead of 65536.0f
* Use decimal for alpha
* Move yDifference initialization up to the same line as declaration
* Use +=/-=
* <= 30 instead of < 31
* += -1 -> --
* >= 81 -> > 80
* 0xDFFFFFFF -> ~0x20000000
* EnElforg_InitializeSpeedAndRotation -> EnElforg_InitializeParams
* Migrate data to C
* EnGiant_Destroy OK
* EnGiant_Init OK
* func_80B01A74 OK
* Comment what each of the quest items are
* Put a little comment for myself on func_80B01A74 because it was confusing me lol
* Very early names (they're all bad)
* func_80B01990 OK
* EnGiant_Update OK
* func_80B024AC OK
* func_80B023D0 OK
* func_80B024D8 OK
* func_80B02354 OK (this function is bad!)
* func_80B020A0 OK
* func_80B01EE8 OK
* func_80B01E84 OK
* func_80B0211C OK
* func_80B02234 OK
* unk_250 -> sfxId and label SFX
* func_80B02688 OK
* func_80B026C4 OK
* EnGiant_Draw OK
* Update spec
* Fix up the static data
* unk_24E -> alpha
* Document some of the animation stuff
* Name EnGiant_IsNotFreed
* Document the giant types better
* Minor cleanup
* Add explanatory comment
* Rename the functions in functions.txt too, whoops
* Document sFaceTextures and blink routine
* Document all the various animations
* Name EnGiant_PlaySound
* Document some functions and change an unknown to action
* Add an SFX id I missed
* Name all the action funcs
* Name last two functions
* Mark one case as unused
* Change func_800F5A8C to use arg0, arg1, arg2, etc.
* Move sFaceTextures to EnGiant_Draw and comment what they are
* EnGiant_IsNotFreed -> EnGiant_IsImprisoned
* Use booleans in EnGiant_IsImprisoned
* **/ -> */
* action -> csAction
* Make macros for all type conditional checks
* Add warning about inconsistency
* Document the cs actions
* Add some documentation to animation-changing functions
* Update the function name in functions.txt too
* Improve GIANT_TYPE macros
* Remove an unncessary early return
* Incorporate animation changes
* Progress on various files
* gfxprint stuff
* split some rodata, add iconv for rodata string parsing
* z_std_dma rodata
* 2 nonmatchings in gfxprint
* mtxuty-cvt ok
* more
* match a function in idle.c
* progress
* Cleanup
* Rename BgPolygon to CollisionPoly
* progress
* some effect stuff
* more effect progress
* updates
* made suggested changes
* z_effect_soft_sprite_old_init mostly ok
* remove old effects enum
* gamealloc.c OK
* added more files
* motor.c almost done
* motor.c OK
* updates
* migration of two files
* listalloc.c oK
* z_fcurve_data_skelanime split
* z_fcurve_data_skelanime.c decompiled
* more files split
* z_malloc.c OK
* contpfs.c OK
* fault.c rodata migrated
* migrated fault_drawer rodata
* update
* update preprocess.py
* renamed functions in z_skelanime
* started z_skelanime cleanup
* like halfway through fixing z_skelanime
* animation system updated to meet oot standards
* remove unused animation structs
* rename matrix structs to fit oot
* Add -woff 712
* fix diff_settings.py because i accidentally broke it before
* fixed merge conflict, doesn't match though
* It matches now
* Updates
* Fixed warnings...added gcc code syntax checking
* Remove gcc check, added in Tharo's PR
* warnings fixed (i think)
* fixed all warnings i think
* ok
* not sure what to do
* Fix all warnings i think (z_en_a_keep needs some file cleanup thouguh)
* it matches if i do this
* remove comment
* accidentally put osPfsFreeBlocks in epilinkhandle.c
* memcmp -> bcmp
* change u32 size to size_t size, delete string.h because it caused unnecessary confusion with defining size_t twice
* format.sh
* MTXMODE_NEW and MTXMODE_APPLY to matrix functions
* Made suggested changes
* pragma sFaultDrawerFont instead of including in repo
* add some functions to functions.h
* Bss reordering fixed in z_collision_check...added hack to disasm.py
* Updated z_en_a_keep.c
* Missed suggestion in EnAObj_Destroy
* .
* update z_fcurve_Data_skelanime and z_skelanime with suggestions
* devmgr.c ok
* minor changes
* Addressed comments
* remove redundant file
* gfxp -> dlist in game.c
* updated actorfixer.py
* fixed warnings in z_malloc
* Change void* back to Actor*
* format
* Add the soft_sprit comments back
* Rename SV->Flex
* remove .common
* run format
* Update src/code/z_skelanime.c
* u32 channel
Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com>
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* Draw OK, Update very much not
* Flag table imported
* Update OK
* Actually OK this time
* Begin documenting
* Rename some stuff
* Rename functions
* spec
* Review
* Format
* Anghelo's review
* Fix lifemeter bss
* Format
* Missed one
* idle.c bss
* Migrate data and ArrowIce_Init OK
* ArrowIce_Destroy OK (also define func_80115D5C in functions.h, maybe a bad thing???)
* ArrowIce_SetupAction OK
* func_809224DC OK
* ArrowIce_Update OK
* func_809227F4 OK (but with hacky float constant)
* func_809225D0 OK and use float constant in func_809227F4
* func_80922628 OK
* ArrowIce_Draw OK
* Migrate D_80924200.s to C
* Apply better names in ice_gfx, and document Draw slightly
* Name struct vars to match OoT
* Update function names to match OoT
* Explain that arrow's timer and hitFlags came from OoT
* Update spec + "migrate" bss to C
* Do a hex -> decimal conversion I missed
* Remove blank line in-between headers
* Remove extraneous forward declare
* Move initialization of arrow up one line
* Remove parentheses
* Use else if
* Use decrement operation
* Use decimal for an alpha calculation
* Switch func_80115D5C to take GameState*
* Put pad on the top of Draw
* Move initialization of arrow up (again)
* Early return from Update if we're killed
* Extract assets instead of putting them in the repo
* Add explanatory comment to top of file
* += 1 -> ++
* Use VEC3F_LERPIMPDST macro
* Force a jenkins rerun by adding a space
* Remove the space from the last commit
* Move literal to the back of the conditional
* Respond to review feedback
* Add ArrowIce_LerpFiredPosition to functions.txt
* Decompile update and stuff
* Decompile some more
* func_80A41FA4 non_matching
* init is a disaster
* Import bss
* match func_80A41D70
* Improve func_80A42AB8 a bit
* equivalent EnTest4_Init
* Import data
* CLOCK_TIME
* Run formatter
* func_80A42AB8 may be equivalent now, not completely sure
* match func_80A42AB8
* Some minor renames
* Name some struct members
* Format
* format in bigpo
* fix merge issue
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Description: Day transition effects
* Un-rename unk_144
* Update include/macros.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* sIsLoaded
* Update src/overlays/actors/ovl_En_Test4/z_en_test4.c
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* review
* format
* daytemp
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* ovl_opening OK
* un-format z64save.h
* Actually change the other uses of nextCutsceneIndex
* format
* Review
* engineer's review
* Get it to match again
* All functions in z_en_ending_hero6.c matching
* Add data to z_en_ending_hero6.c
* Remove duplicate declarations
* Add symbols to undefined_syms.txt
* Address initial PR comments
* Add heading, rename variables, and remove U suffix
* Further variable renamings according to PR suggestions
* Migrate data to C
* ObjEtcetera_Init OK
* ObjEtcetera_Destroy OK
* ObjEtcetera_Update OK
* func_80A7C690 OK
* func_80A7C718 OK
* func_80A7C168 OK
* func_80A7BE8C OK
* Make the draw functions take Actor*
* CollisionCheck_SetAC should take a Collider
* func_80A7BDC8 OK (with silly dummy label meme)
* func_80A7C1F0 OK
* unk_276 is almost certainly a u16 since I constantly have to cast it, so just retype it
* func_80A7BF08 OK
* Some minor cleanup
* Convert D_80A7C80C to array of CollisionHeader*
* Finish defining struct to prepare for func_80A7C308
* func_80A7C308 OK
* Move gameplay_keep symbols to variables.h
* Explanatory comment at the top
* Type gameplay_keep animation headers too
* Update the spec (why do I always forget this?)
* Rename func_80A7BDC8 to ObjEtcetera_PerformFlutter (name still up for debate)
* Name objIndex
* Document the types of flowers
* Name displayListPtr
* Name burrowFlag and provide a macro
* Name specialFlutterScale and clean up some things with newer understanding
* Give the draw functions (bad) names
* Name ObjEtcetera_Idle
* Name ObjEtcetera_Setup (name sucks but oh well lol)
* Name ObjEtcetera_ReturnToIdle. These names all suck but they're a start
* Document some of ObjEtcetera_Idle's behavior
* Name and document objectIds
* Remove the burrow macro because it's frankly more confusing for now
* Name the draw functions something slightly better
* MUCH better names for things + more documentation
* Clean up ObjEtcetera_Setup a bit
* Call it NUMBER_OF_FLOWER_TYPES instead
* A few more name changes
* Link -> Player in comments
* displayListPtr -> dList
* Trailing commas + format
* Move initialization of type up
* Improve conditional check
* Use BGCHECK_SCENE macro
* Move initialization of floorBgId up
* Use documentation comment style
* Match ObjEtcetera_DoNormalOscillation without a dummy label
* param_2 -> arg1
* Insert blank line after scoped pad
* OBJETCETERA_TYPE -> DEKU_FLOWER_TYPE
* Cleanup and rename enum
* Break up ObjEtcetera_Setup a bit and convert DekuFlowerType to an s32 to remove warnings
* Whoops, run format
* Delete leading 0 on struct comments
* Rename pad to requiredScopeTemp to match my other PR
* OK, asset XML made and symbols imported
* Missed a GLOBAL_ASM
* Remove data from spec
* engineer's review
* Correct arg
* Un-format functions.h
* Hopefully fix it
* OK, data imported, document
* spec
* Match cosf, document sinf and cosf
* Some more documentation, switch fu back
* Format
* Little more documentation
* Document coss too
* Move macros
* Review, add some .s
* Fix headers, review
* Started uncommenting statics, but then realized this actor has BSS, lol.
* Import .data and .bss. Run format.sh.
* ObjSyokudai_Init OK and mostly documented.
* ObjSyokudai_Destroy OK and fully documented.
* ObjSyokudai_Draw OK and partially documented.
* Good progress on ObjSyokudai_Update, but NOT OK.
* Instruction match, but needs regalloc and stack.
* Stack is closer now.
* Obj_Syokudai OK, no new warnings, ran formatter.
* Documented .data and .bss variables.
* Final documentation pass before PR.
* Add header, fix build errors.
* Use COLTYPE_METAL and COLTYPE_WOOD macros.
* Apply suggestions from code review
engineer124's suggestions.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Apply suggestions from code review
engineer124: WaterBox* instead of UNK_PTR
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c
engineer124: AC_HARD -> AC_HIT so Jenkins stops complaining
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Hopefully fix Jenkins via z_bg_lotus WaterBox*.
* Rename sp2C to waterBox in BgLotus.
* Run format.sh.
* Update include/functions.h
Change func_800F22C4 param_1 from s8 to s16.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Change func_801A5CFC param_1 to sfxId in prototype
* Document interactions.
* Run formatter.
* Clarify that posDiff is relative to stick *tip*.
* Changed interaction comparisons to better fit enum
* snuffTimer enum
* Added more #defines.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* eeeee
* nonequivalents
* draw
* Import data
* Match Daytelop_LoadGraphics
* draw kinda better
* extract daytelops and gameover
* SEGMENT_ROM macros
* Use extracted symbols for daytelop
* match Daytelop_Draw
* Fix bss
* draw cleanup
* Daytelop_Update from non equivalent to non matching
* Some renames and spec
* Run formatter
* enum
* sfx
* Use SEGMENT_ROM_START macros everywhere
* more macros
* run formatter
* Add description
* update variables.txt
* Remove extra stuff in gbi.h
* Would this fix it?
* and again
* whoops
* Apply suggestions from code review
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* Tharo's suggestions
* match Daytelop_Update
* run formatter
* fix merge issues
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* EnBigpo: start
* EnBigpo: uhh, this struct is weird
* EnBigpo: progress
* EnBigpo: so many of these functions are tiny
* EnBigpo nasty four loop function
* EnBigpo: hate draw functions
* EnBigpo: all functions attempted
* EnBigpo: data migrated, does not OK, 2 bytes off...
* Multi: Attempting to OK, issues
* EnBigpo: more docs
* EnBigpo: more docs2
* EnBigpo: more docs and cleaning
* EnBigpo: removed data to try to find the issues, matched a draw function thanks to Tharo
* EnBigpo: progress? maybe not
* EnBigpo: matched another function
* EnBigpo: overwrite limbdraw matches now
* EnBigpo: one more nonmatching rejected
* EnBigPo: not actual progress, probably
* Match Init, down to single stack pointer on second func
* EnBigPo OK
* EnBigpo: docs and cleaning
* EnBigpo: more docs and cleaning
* EnBigpo: back to OK with no warnings
* EnBigpo: more docs and cleaning
* EnBigpo: docs and cleaning
* EnBigpo: hmm, rename_sym doesn't like renaming system functions but I'm 98% sure I know what these are
* Multiple: changed some function names, maybe changed too much... hmm
* EnBigpo: even more changes to docs
* EnBigpo: formater pass
* EnBigpo: small fixes
* EnBigpo: c file description
* Apply suggestions from code review
Apply camera suggestions from eng124
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: updating all requested changes and reverting one incorrect macro
* Apply suggestions from code review
Some of eng124's recommendations, need to add the last by hand
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: back to OK
* EnBigpo: Minor cleanup changes
* Functions fixed: added function changes to actorfixer and fixed dinofos
* EnBigpo: BINANG_ROT180
* Apply suggestions from code review
First batch of requested changes, the simpler ones that shouldn't require checking
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* EnBigpo: fixes to recommended changes, back to OK
* EnBigpo: move idleTimer docs out of struct
* Sprite: removed old commented out pragma, it matches, I still dont get it
* EnBigpo: more changes I had to check first
* EnBigpo: more requested changes, and some macro uses found
* EnBigpo: forgot a requested change
* Update src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.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>
* EnBigPo: missed a disphead array access
* Apply suggestions from code review
More requested changes
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: more hex to dec
* EnBigpo: more hex to dec 2
* Update src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: build being weird
* EnBigpo: weird, rename_sym didn't catch this earlier
* Tools: fixed actorfixer to use Play_CameraSetAtEye forgot I blew this change away trying to get build again,
* Update src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.h
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* EnBigpo: cutscene functions changed name to indicate they are stages
* EnBigpo: Rename Particles to Effect
* EnBigpo: changed draw function names, changed function comment format
* EnBigpo: renamed limbdraw functions, formater pass
Co-authored-by: isghj8 <isghj8@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* Data migrated and ObjKibako2_Init OK
* ObjKibako2_Destroy OK
* func_8098EC68 OK
* Commit what I have on Update as I figure it out
* Name skulltulaNoiseTimer and get a little closer to matching Update
* Wrap Update in NON_MATCHING for now
* Get this ready to push up
* func_8098ED20 OK (but it's not an actionFunc???)
* ObjKibako2_Draw OK
* func_8098E9C4 OK
* Turns out globalCtx *is* needed
* func_8098E8A8 OK
* Save my progress on func_8098E5C0 for now
* func_8098E900 OK
* func_8098EB78 OK
* Clean up some if-conditionals
* Delete pointless forward declaration
* ObjKibako2_Break OK
* Update names to match OoT equivalent
* func_8098E5C0 OK (though a little weird)
* ObjKibako2_Update OK
* Clean, document, and name ObjKibako2_ShouldBreak
* Clean and name ObjKibako2_ContainsSkulltula
* Some more cleanup
* Why did I mix snake case with camel case lol
* Update spec now that everything matches
* Actually rename the data
* sn/cs -> sin/cos
* Use true/false in ObjKibako2_ShouldBreak
* Use the AC_HIT macro and don't use the temp where it isn't needed
* Use macro and enum for contents
* Get rid of fake temp in Init
* Macros for collectible ID/Flag
* 0xFFFD -> ~AC_HIT
* In macros, x -> this
* Just kidding, use thisx for macros
* Add description to the top of C file
* Run ./format.sh after installing clang-format-11
* char -> UNK_TYPE1
* Remove unnecessary struct padding
* Initialize thisPos at the same time it's declared
* Clean up parentheses for bitwise operations to make it clearer what they do
* Clean up control flow in ObjKibako2_Idle
* Remove extraneous parentheses
* Move instantialization up in ObjKibako2_ContainsSkulltula
* Move tempRand instantiation up in ObjKibako2_Break
* Move collectible instantiation up in ObjKibako2_SpawnCollectible
* Remove extra brackets
* Remove extra brackets (again)
* Move contents instantiation up in ObjKibako2_Init
* Import bss to boot_main and idle, match last function in idle
* Some pointer cleanup in idle, spec
* Clean up idle, add build.c, add bss to CIC6105
* Import rand bss
* sptask bss and a macro
* sptask updated to use libultra macros
* siacs.c bss
* Macros in CIC and idle
* controller bss
* seteventmesg bss
* spec
* pimgr and piacs bss
* initialize OK, threadsave, initialize, pimgr bss
* Match DmaMgr_Start
* Fix bss reorder using separate file
* Small cleanup of hex/dec in buffer sizes
* Add comment, remove unused bss from spec
* Merge remote-tracking branch 'upstream/master' into boot_bss
* Format
* Delete files
* remove commented-out structs
* Bit more cleanup
* Addressed reviews
* Format
* z_lifemeter done.
* fix new warning I didn't saw. add variables.txt
* suggested changes
* add new texture ptrs to undefined_sym, changed heartTex & temp to TexturePtr in LifeMeter_Draw
* change hex literal to decimal and other small suggestions
* change bool to u32; change hexa literal to decimal in LifeMeter_IsCritical; renamed undefined sym to their D_02 addresses
* re-applied format.sh on z_lifemeter
* coding style fixes
* fix typo in undefined_sym
* named func and vars.
* changed modulo check
* add extra line after var declaration in LifeMeter_Draw
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* changed unkTimer to camelCase; timer constant as decimal; flip some comparison in LifeMeter_Draw
* uncomment & rename func_ in functions.h
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Andzura <andzura@andzura.fr>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* match function and split data
* import data
* Rename function and variable
* format data
* Fix data
* { 0 }
* Update src/code/z_face_reaction.c
Co-authored-by: rylieb <31797144+rylieb@users.noreply.github.com>
* Rename return variable in en_ossan
* textId
* Rylie's review
* Try to format this properly
* Format again
Co-authored-by: rylieb <31797144+rylieb@users.noreply.github.com>
* EnBji01_Init OK and Partially Documented.
* EnBji01_Destroy OK and Fully Documented.
* func_809CCE98 OK and partially documented.
* Removed goto in func_809CCE98().
* func_809CD6C0 matching and partly documented.
* Pasted raw mips_to_c into EnBji01_Update().
* EnBji01_Update() matching and partially documented.
* EnBji01_Update() matching and partially documented.
* func_809CDA4C() matching and partially documented.
* func_809CDA4C actually matching this time, and partially documented.
* func_809CDB04() matching and partially documented.
* func_809CD028() matching and mostly documented.
* func_809CD6B0() matching.
* func_809CD328() matching and partially documented.
* func_809CCDE0() matching and partially documented, func_8013E950()
prototyped.
* func_809CD634() and func_809CD70C() matching and partially documented.
func_801A5BD0() prototyped.
* func_809CD77C() matching and mostly documented. All functions now
matching.
* Imported data from ovl_En_Bji_01_data.asm to z_en_bji_01.c. Updated
object_script.txt and code_script.txt. Ran format.sh. Builds OK.
* Documented all of the unks in Shikashi's struct. Build still OK.
* Fixed new warning in Bg_Haka_Tomb resulting from my new prototype of
func_8013E3B8().
* Renamed remaining instances of unk160 to cutscenes.
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.h
Remove unnecessary comment about compiler padding.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c
Correct stack declaration spacing.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Update src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.h
Remove unnecessary comment about compiler alignment padding.
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c
Remove unnecessary padding comment.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Apply suggestions from code review
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Batch commit for comments during code review.
* Apply suggestions from code review (trailing Us)
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Deleted exteraneous space at the bottom of En_Bji_01 struct in the
header file.
* Used params enum for switch cases.
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.h
Co-authored-by: Parker Burnett <burnettparker@gmail.com>
* Apply suggestions from code review
replacing magic numbers with limb enums
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Renamed func_809CD328 to EnBji01_DialogueHandler per code review.
* ObjWarpstone_Init() matching and mostly documented.
* ObjWarpstone_Destroy() matching and fully documented.
* ObjWarpstone_Update() matching and partially documented.
* ObjWarpstone_Draw() matching and partially documented.
* func_80B92B10() matching and partially documented.
* func_80B92C00() matching and mostly documented.
* func_80B92C48() matching and mostly documented.
* func_80B92CD0() matching and partially documented.
* func_80B92DC4() matching and fully documented.
* Obj_Warpstone OK.
* Obj_Warpstone OK and mostly documented.
* Changed "actionFunc" return values from 0/1 to false/true.
* Apply suggestions from code review
Change colors to decimal, and use matrix defines/enums instead of magic numbers.
Co-authored-by: kyleburnette <kyle@kyleburnette.com>
* Convert more colors to decimal and replace more magic nums with mtx
defines/enums.
* Ran format.sh after adding (wordy) mtx defines.
* Ran format.sh which updated ginko_man.
* Update src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c
Switch to line comments.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Changed floating point constants in ObjWarpstone_Draw to hex per code review.
* Rename timer and timer enums.
* Address a few last comments on my PR. Mainly regarding variable/macro
naming, and also using generated reloc instead of extracted.
* Added C file descriptors to both of my merged actors.
* Changed macro name from "_HIT" to "_ACTIVATED" to be more accurate.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: Parker Burnett <burnettparker@gmail.com>
Co-authored-by: kyleburnette <kyle@kyleburnette.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBji01_Init OK and Partially Documented.
* EnBji01_Destroy OK and Fully Documented.
* func_809CCE98 OK and partially documented.
* Removed goto in func_809CCE98().
* func_809CD6C0 matching and partly documented.
* Pasted raw mips_to_c into EnBji01_Update().
* EnBji01_Update() matching and partially documented.
* EnBji01_Update() matching and partially documented.
* func_809CDA4C() matching and partially documented.
* func_809CDA4C actually matching this time, and partially documented.
* func_809CDB04() matching and partially documented.
* func_809CD028() matching and mostly documented.
* func_809CD6B0() matching.
* func_809CD328() matching and partially documented.
* func_809CCDE0() matching and partially documented, func_8013E950()
prototyped.
* func_809CD634() and func_809CD70C() matching and partially documented.
func_801A5BD0() prototyped.
* func_809CD77C() matching and mostly documented. All functions now
matching.
* Imported data from ovl_En_Bji_01_data.asm to z_en_bji_01.c. Updated
object_script.txt and code_script.txt. Ran format.sh. Builds OK.
* Documented all of the unks in Shikashi's struct. Build still OK.
* Fixed new warning in Bg_Haka_Tomb resulting from my new prototype of
func_8013E3B8().
* Renamed remaining instances of unk160 to cutscenes.
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.h
Remove unnecessary comment about compiler padding.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c
Correct stack declaration spacing.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Update src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.h
Remove unnecessary comment about compiler alignment padding.
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c
Remove unnecessary padding comment.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Apply suggestions from code review
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Batch commit for comments during code review.
* Apply suggestions from code review (trailing Us)
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Deleted exteraneous space at the bottom of En_Bji_01 struct in the
header file.
* Used params enum for switch cases.
* Update src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.h
Co-authored-by: Parker Burnett <burnettparker@gmail.com>
* Apply suggestions from code review
replacing magic numbers with limb enums
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Renamed func_809CD328 to EnBji01_DialogueHandler per code review.
* ObjWarpstone_Init() matching and mostly documented.
* ObjWarpstone_Destroy() matching and fully documented.
* ObjWarpstone_Update() matching and partially documented.
* ObjWarpstone_Draw() matching and partially documented.
* func_80B92B10() matching and partially documented.
* func_80B92C00() matching and mostly documented.
* func_80B92C48() matching and mostly documented.
* func_80B92CD0() matching and partially documented.
* func_80B92DC4() matching and fully documented.
* Obj_Warpstone OK.
* Obj_Warpstone OK and mostly documented.
* Changed "actionFunc" return values from 0/1 to false/true.
* Apply suggestions from code review
Change colors to decimal, and use matrix defines/enums instead of magic numbers.
Co-authored-by: kyleburnette <kyle@kyleburnette.com>
* Convert more colors to decimal and replace more magic nums with mtx
defines/enums.
* Ran format.sh after adding (wordy) mtx defines.
* Ran format.sh which updated ginko_man.
* Update src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c
Switch to line comments.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Changed floating point constants in ObjWarpstone_Draw to hex per code review.
* Rename timer and timer enums.
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: Parker Burnett <burnettparker@gmail.com>
Co-authored-by: kyleburnette <kyle@kyleburnette.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>