* 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>
* 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
* 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
* 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
* 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>
* 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>
* 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>