1380 Commits

Author SHA1 Message Date
Josh Schreuder
640ad9d47f
Update for full PSP match on st0 e_collect (#2076)
Updated with code sharing between PSX and PSP

Was able to resolve some of the data loading inside `collect_heart`
which on ST0/beta is just an inline array init

I'm pretty sure I can bring in WRP PSP here too but I will do it in a
separate PR
2025-01-15 08:15:23 -08:00
Luciano Ciccariello
17e6aa40ef
Decompile more ST0 cutscene (#2075)
The `Dialogue` struct is 4 bytes shorter on PSP. It's hard to tell which
field is different without decompiling `ST0_EntityCutscene`. But I
re-adjusted the offsets based on what I think the struct is shorter. The
`g_Dialogue.prim[5]` is infact missing on PSP.

Data is imported using `CH(x)` instead of `_S(X)`. This is because
`sotn-str` cannot yet be integrated on the build-chain on PSP. A longer
discussion about it happened here:
https://discord.com/channels/1079389589950705684/1079395311350452255/1309620547696595015

Some functions were far too different to be ported to the shared
headers.
2025-01-15 08:07:42 -08:00
Josh Schreuder
c8b8f4ab97
Update for PSP match on st0 e_particles (#2070)
Already matching code wise

Added codesharing for `e_particles` with PSX which is working with auto
deadstripping of `entity_enemy_blood.h` which is not in PSP

Shared code for Maria particles between `st0` and `wrp`
2025-01-14 09:18:38 -08:00
bismurphy
327fd162db
PSP DRA CheckGravityBootsInput (#2068)
Got stuck with registers on the -O4 area I was working on, so I'm
refocusing to this area of code which should be easier. Also simplified
the selection of compiler optimizations; it seems like DRA is roughly
50/50 on O4 and O0 so it doesn't make sense to check for the overlay
first.
2025-01-14 08:54:56 -08:00
Josh Schreuder
b23eb3dd0b
Update for PSP match on st0 EntityCutscene file (#2065)
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Mostly already matching, just needed a few tweaks including the `static`
keyword on a nearby func.
2025-01-13 16:11:46 -08:00
AlChar
836ca340bd
Decompile no1 EntityMistDoor (#2063)
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PSX: https://decomp.me/scratch/KHdpC
PSP: https://decomp.me/scratch/RdP5H
2025-01-12 21:28:15 -08:00
ser-pounce
c2e355ff78
Factor out register pointers (#2062)
I was getting back into the project and noticed all of the duped
registers around 0x235E8; I reckon the library devs might have
accidentally made these read/write when they probably could have been
de-duped in the .rodata (or even just a macro really...).
The symbol additions are a happy coincidence, if the remaining files had
used these registers as well it would have been more annoying unless
everything else were decompiled.
2025-01-12 21:21:09 -08:00
Josh Schreuder
f7086b647f
Add PSP code sharing for st0 st_debug (#2061)
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Small one which was already a match on PSP
2025-01-12 08:57:21 +00:00
AlChar
63f01a2731
Decompile no1 EntityBoneArcher (#2060)
PSX: https://decomp.me/scratch/Vj0BS
PSP: https://decomp.me/scratch/IVeT2

edit:
EntityBoneArcherArrow was an easy one:
PSX: https://decomp.me/scratch/Y0fky
PSP: https://decomp.me/scratch/s6o5d
2025-01-12 07:48:58 +00:00
bismurphy
d9507c7c3b
PSP DRA func_800EDB08 (#2059)
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Next one. Now we're getting into some of the SDK differences. Note what
I did with P_TAG. It's probably wrong, but matches for now. Would
benefit from better research; left a comment highlighting that it could
use some revising.
2025-01-11 19:26:37 +00:00
bismurphy
75edb0be9b
PSP DRA func_800EDAE4 (#2058)
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Needed some small tweaks, but nothing crazy. Weirdly the psp needs to
return 0, even though the function clearly acts like a void. Check it
out in the last instruction here: https://decomp.me/scratch/h5dVZ
2025-01-11 12:09:39 +00:00
Luciano Ciccariello
7c1fbdd3a8
PSP ST0 DrawCutsceneActorName (#2057)
Vastly different from `DrawCutsceneActorName` on PSX. I also found the
localization function that select between languages.
2025-01-11 12:05:28 +00:00
bismurphy
0a863ddf55
PSP DRA DestroyAllPrimitives (#2056)
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Next one in sequence. No big things.
2025-01-10 17:27:06 -08:00
Luciano Ciccariello
ead48b46d9
PSP ST0 prologue_scroll (#2055)
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Tons of refactor that ended up matching on PSX without changes, few new
`#ifdef` for micro-changes I am not exactly familiar with. There's a BGM
ID that shifts, it will be good at some point to have an enum. Some
functions had to be marked as `static` to match.
2025-01-10 22:21:55 +00:00
bismurphy
8d538e5649
PSP DRA DestroyPrimitive (#2054)
Simple and easy. Making this one `static` preemptively since that's a
prerequisite for one of the later functions to end up matching.
2025-01-10 22:18:39 +00:00
bismurphy
0bbfb59ac8
Two more PSP DRA functions (#2053)
Had to skip func_psp_090DFFD0 because the registers are just too darn
wild.

Pick it up here, if you dare: https://decomp.me/scratch/oM6nP

Otherwise, these two are the same as what exists.
2025-01-10 18:38:19 +00:00
Josh Schreuder
7830dae08a
Update create_entity funcs for PSP (#2052)
Matched with codesharing for WRP and ST0
2025-01-10 09:12:20 -08:00
Jonathan Hohle
cf37fe0087
Remove Unncessary Symbols (#2049)
Cleans up symbols that are now determined at compile or link time and no
longer references from ASM.
2025-01-10 08:21:25 -08:00
bismurphy
0019ad3b18
PSP DRA func_800EA720 (#2048)
Required some rearrangement for this one. Since those color masks aren't
used anywhere else, I moved them out of dra.h and instead they're just
attached to the function.
2025-01-09 23:28:10 +00:00
Jonathan Hohle
5eee03b1b0
Decompile Several tt_004 Functions (#2044)
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Decompiles `UpdateServantDefault`, `func_us_801746BC`, and
`func_us_80176270`.

I've added the `gte_stdp` and `gte_stflg` macros here which are required
for `func_us_80172E84`, but don't have a match there yet.
2025-01-09 11:15:55 -08:00
AlChar
4caef8566d
Import no1 e_init (#2047) 2025-01-09 08:36:59 -08:00
bismurphy
e77461aa09
PSP for DRA func_800EA5E4 (#2045)
Mostly simple, but required some adjustments to get it just right. I
un-split files to match what we currently have, and I think this might
end up being a single file, but we'll see if other file splits become
needed.

As usual, modified the existing function until it matched on PSP, then
pulled it into the repo for both systems. Future code sharing should be
possible.

Tricky since this area is all `-O4`, but nothing is impossible :)
2025-01-09 08:30:15 -08:00
Josh Schreuder
cb477b9285
Add st0 e_red_door codesharing (#2046)
Another small easy one which was already matching on PSP
2025-01-08 18:33:14 -05:00
Josh Schreuder
3754cc374a
Add st0 codesharing for various files (#2041)
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Adds full PSP code sharing for files in my earlier PRs #2022 #2027 #2033

Would have done this earlier but didn't know it was possible until I saw
some of Xeeynamo/bismurphy's recent PRs
2025-01-08 08:41:33 -08:00
bismurphy
0424463796
Finish a file for PSP DRA, with full code sharing (#2040)
Decided to finish out this file since the functions were simple - this
PR was initially one function but I decided the changes to finish it
were small so I did it all in one go rather than making tons of PRs one
after another.
2025-01-08 08:34:47 -08:00
bismurphy
d05ffb3f23
PSP for DRA func_801028AC (#2039)
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I got stuck on HUD stuff so pivoting to this. This is the first function
after one of our shared cross-platform C files.

I couldn't get one of the if-conditions to work in both systems, so it's
changed to an ifdef for now until someone finds a solution. It's taking
a decrement and either pre-comparing to zero or post-comparing to -1.

I decided to unify D_801379A4 and D_801379A8 into an array since there
was an optimization that was keeping a pointer around for ...A8, so that
indicates it's a member of an array or struct. Further study will likely
adapt this over time.

But for now, yet another function matching on both systems. Tricky one
since it was O4.
2025-01-06 20:57:15 -05:00
Jonathan Hohle
dd04dbb613
PSP GTE & Game Symbols (#2038)
Several GTE and game engine symbols that were not previously mapped for
PSP.
2025-01-06 15:57:29 -08:00
bismurphy
dcdf1253ce
DrawRichterHUD matching for PSP (#2037)
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Yet another one in sequence. As usual, a bit of tweaking for the match,
but looks nice on both systems.

Very curious what the PSP sprite is. Might need to fire up my PSP
version and compare side by side. As far as I know there isn't a good
debugging-friendly PSP emulator out there, because it would be nice to
be able to view the VRAM to see what's in the tpage.
2025-01-05 20:04:40 -05:00
Luciano Ciccariello
7f7bf8b67d
PSP ST0 title_card (#2036)
US and PSP are almost identical.
d1db9d87b17a5f4a70d134c95b95dcc1235f793e contains all the changes
required to match on pspeu.
2025-01-05 21:15:23 +00:00
Luciano Ciccariello
51537a555e
PSP ST0 e_collect (#2021)
Decompiled most of `e_collect.c` in PSP ST0. The two missing functions
are `CollectHeart` (https://decomp.me/scratch/6IYdJ) and
`EntityEquipItemDrop`..

The biggest function I had to adapt was `EntityPrizeDrop`, which was a
mix between the PSP version of WRP and the US ST0. There are five known
variants of the function: US ST0, US MAD, US final, PSP ST0 and PSP
final. It was quite challenging to bring everything together in a way
that is decent to read. I added some comments on how I speculate the
function evolved through the development.
2025-01-05 21:14:54 +00:00
Josh Schreuder
8ddd2ecc83
Update st0 collision for PSP match (#2033)
PSP related fixes for `ST0_HitDetection`
https://decomp.me/scratch/KITuv

Also made the same fixes to the shared `HitDetection` for other overlays
as I think the same fixes are likely to be required there for PSP match
when the time comes.
2025-01-05 14:42:16 +00:00
bismurphy
280bd78b75
Decompile PSP version of DRA parallax, unsplit files (#2031)
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Next function in sequence. As usual, decompiled the PSP version, used
that for both versions, and adjusted PSP files to more closely match our
existing setup.

This is a bit of a diversion from the HUD stuff, just because this was
next in sequence for PSP. I think I'll be doing more HUD soon.
2025-01-04 15:11:28 -05:00
Josh Schreuder
5be69b9265
Dedupe st0 e_lock_camera (#2027)
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Re-decompiled these a little for PSP match

PlayerIsWithinHitbox: https://decomp.me/scratch/2JQMy
EntityLockCamera: https://decomp.me/scratch/EQ1iu
2025-01-04 08:49:36 -08:00
bismurphy
7621d6e48a
PSP DRA func_800F087C and an important file split (#2028)
86A0.c is the HUD file I've been doing. This is the next function in
that file. However, it's completely unrelated, is not the next one in
the US version, and has different compiler optimization (-O0 versus
-O4). This heavily indicates that there should be a file split here. So,
this PR decompiles the function, swaps out that decompilation for the US
version, and performs the file split to continue preparing for a future
`hud.c`. Nice to see that we now have the two versions ending the HUD
file at the same place, now just need to get the starts to align the
same way.
2025-01-04 09:32:31 -05:00
bismurphy
3330afbd34
Update DrawRichterHudSubweapon for PSP (#2025)
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Implement a matching PSP version, and modify the existing one to
correspond with that version. Overall this represents a good boost in
code quality. I'm starting to think we might end up with a shared
`hud.c` or something, which will be cool if it can come together.
2025-01-04 01:07:00 +00:00
Josh Schreuder
8eb007dc7d
Add global_vram_start to PSP splat configs to allow mapping additional symbols in output asm (#2026)
Noticed this in `stst0` when trying to map

```
PLAYER_posX_i_hi = 0x91E1682;
PLAYER_posY_i_hi = 0x91E1686;
```

That it would not pick up in the output asm.
```
    /* 106A0 09247D20 1E09023C */  lui        $v0, (0x91E1682 >> 16)
    /* 106A4 09247D24 82164284 */  lh         $v0, (0x91E1682 & 0xFFFF)($v0)
...
    /* 10700 09247D80 1E09023C */  lui        $v0, (0x91E1686 >> 16)
    /* 10704 09247D84 86164284 */  lh         $v0, (0x91E1686 & 0xFFFF)($v0)
```

After this suggestion from bismurphy it now picks up these symbols (and
more in the globals) correctly:

```
    /* 106A0 09247D20 1E09023C */  lui        $v0, %hi(PLAYER_posX_i_hi)
    /* 106A4 09247D24 82164284 */  lh         $v0, %lo(PLAYER_posX_i_hi)($v0)
...
    /* 10700 09247D80 1E09023C */  lui        $v0, %hi(PLAYER_posY_i_hi)
    /* 10704 09247D84 86164284 */  lh         $v0, %lo(PLAYER_posY_i_hi)($v0)
```

I've also added this to make-config so it should be added for new PSP
overlays going forwards
2025-01-04 01:04:08 +00:00
bismurphy
7dc6e68581
DrawHud working for PSP (#2024)
Next one to go with my previous function. Hoping to get full
code-sharing working soon.
2025-01-03 16:26:47 -05:00
Josh Schreuder
2348cd0d40
Dedupe PSP stst0 st_update (#2022)
Small one just so I could get a taste for it 😄
2025-01-03 12:33:04 -08:00
bismurphy
103a21f48c
Pull DRA DrawHudSubweapon into PSP (#2023)
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Re-decompiled this for PSP and put the matching code into both. Code
should be the same in both versions now; on the path toward being able
to share code between the two.

I also identified LoadTPage, which required some adjustments to BlitChar
to get the right types.
2025-01-03 10:11:48 -05:00
bismurphy
54d8f601b8
Update/document game logic for handling elemental resistances, absorbs, etc (#2020)
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Lots of cleanups here with renaming stuff, creating enums, and more.

This was the kind of thing where I kept on having a cycle where I would
improve all the uses of a certain field, then in doing so, I'd see where
it was used, rename the function, notice more fields, and so on. But I
think in the end I tied up the loose ends that I found, and this becomes
a nicely contained PR which should help lots of study.
2025-01-01 18:49:50 -05:00
Luciano Ciccariello
b778ddf88e
Integrate tooling test in the CI pipeline (#2018)
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We have tests for most of the important tools, but they need to be ran
manually. It is possible to easily introduce accidental regressions.
This PR adds new steps to the CI to run all those tests, plus a
regression fix found by @JoshSchreuder

---------

Co-authored-by: sozud <JoshSchreuder@users.noreply.github.com>
2024-12-31 17:08:56 +00:00
Josh Schreuder
7c1d88599b
Decompile no1 e_blue_axe_knight (#2017)
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Apologies for the size, this ended up being bigger than expected the
more I picked at it.

Decompiles the blue version of axe knight found in Outer Wall, Castle
Keep, Colosseum. This enemy is very similar to the existing green axe
knight header we had, but has some additional attacks and an extra
function.

As I decompiled it, I found it easier to separate this into a separate
entity rather than trying to fit into the current shared header with
conditionals.
2024-12-30 20:43:58 -05:00
Josh Schreuder
f4773ded75
Dedupe no1 e_red_door + EntityUnkId12 (#2012)
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2024-12-30 17:38:49 -05:00
Jonathan Hohle
746f10d734
Decompile tt_004 func_us_80176674 and BSS (#2014)
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2024-12-30 08:40:37 -05:00
Jonathan Hohle
9d1f7571b1
Minor Servant Related Symbol Names (#2013)
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Naming `D_80170000` and updating some constants to reflect values that
have already been named.
2024-12-30 07:18:03 +00:00
Jonathan Hohle
5fa4630311
Decompile tt_004 ServantInit and func_us_80176BF8 (#2011)
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This also includes the data segment to leverage the compiler generated
offsets instead of manual symbol table entries.

Both `ServantInit` and `func_us_80176BF8` reference some data with fixed
offsets that get generated as separate symbols by splat but can
otherwise be a contiguous array.

Unlike other servants, the Sword Familiar splits its CLUT into two
non-contiguous sections, so the common `g_ServantClut` declaration could
not be used. It also does not have an obvious `SpriteParts` analog and
draws differently from other familiars.
2024-12-20 15:53:49 +01:00
AlChar
3ec30f1843
Define common symbols for AllocEntity (#2010)
`g_Entities[160]` and `g_Entities[224]` are commonly used for
`AllocEntity()`. Define the symbols to make decompilation easier.
2024-12-20 14:12:29 +01:00
Luciano Ciccariello
bb1aa2feac
More ST0 PSP (#2008)
I've not been working on this branch for a while and I do not plan to
until the new year starts. I am submitting this in case it overlaps with
someone else work
2024-12-20 09:20:36 +01:00
Josh Schreuder
f71648dcba
More NO1 dedupes (#2006)
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* e_collect
* e_misc
* e_skeleton
2024-12-19 07:44:39 +01:00
AlChar
19ec93b9e9
Decompile no1 func_us_801CF298 and func_us_801CEB28 (#2003)
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Build PSX and PSP version / generate-progress-report (us, us) (push) Blocked by required conditions
Build PSX and PSP version / generate-duplicates-report (us, us) (push) Blocked by required conditions
Build PSX and PSP version / generate-duplicates-report-psp (pspeu, pspeu) (push) Blocked by required conditions
PSX: https://decomp.me/scratch/wN0ZC
PSP: https://decomp.me/scratch/TvRvN

edit: Added func_us_801CEB28
PSX: https://decomp.me/scratch/urYUm
PSP: https://decomp.me/scratch/bBEHo
2024-12-17 17:35:43 +01:00