I completely rewrote the cutscene asset handler. Now instead of parsing
the data from the original overlay into a C-like header file, it instead
follows a two-stage process. This works by extracting it in `asset/`
with `make extract_assets`, to then allow modders to modify the file and
build it as a C-like header with `make build_assets`. This also aims to
fix#1701 as the build process takes account of the two-stage process.
I created a framework where each asset type should only make available
the two methods `Extract` and `Build`. The entire transformation process
should be isolated to not create cognitive overload like what we can
find in `build.go`. I would need to migrate all the existing asset types
to properly use this new framework. The old code served well enough to
understand how to build the entire infrastructure, but it needs to be
migrated using the new pattern.
Last, but not least, I renamed `config/assets.us.weapon.yaml` to
`config/assets.us.yaml` as it is now used by all the overlays
Nice to get more progress in our "old" stages on those last few
difficult functions.
At the end of this function there is a little switch block which
switches around some SFX; this informed me that D_80097910 holds SFX, so
I went back through the repo for other uses of this variable and made it
use SFX enums. This variable appears to hold the SFX ID for the current
background music. Maybe it deserves a name, but I don't want to turn
this PR into too much of a mess of doing different things.
This is doing a few different things; I'm sort of finding issues and
fixing them one by one. I've found more, but don't want this PR to get
too bloated.
1) Removal of more uses of ET_Generic, and eliminating a few of its
members
2) Renaming EntityUnk15 to EntityGreyPuff
3) Reworking Animset data. It's s16, not u32, so the data in d_2F324.c
has been adjusted to match that.
A small refactor renaming a global variable for when the cutscene has
control of the engine.
In servant, it short cuts the main update function so that your familiar
isn't doing stuff while a cutscene is running.
Also some flag cleanup.
I've figured out quite a bit with the functions and how they are called.
It looks like most of the functions in ServantDesc are actually update
functions called by using the entityId as an offset. I want to update to
make that more clear, but I want to isolate that into it's own PR and I
already had this refactor in flight.
Lots of cleanup here to make the code easier to read.
1. Adding CLUT index defines to avoid magic numbers
2. Adding InitializeMode enum and hooking that up
3. Updating function names for servant init
4. Cleaning up magic numbers used in tt_000 init function
I wanted to add a enum for the EntityId, but both servants share 0xD1.
Looking at the other EntityIDs definitions, there seems to be some
crossover, but it also looks like they may be partly unique across the
different binaries. Probably need more study to figure out how to unify
them (or if it's even possible to unify).
We also may want to look at splitting enum definitions and defining
flags/fixed values into some sort of enum file structure. Having them
all in game.h is making a large file. But we would obviously not want to
fracture the codebase more. Either way, that's way beyond the scope of
what I wanted to do here.
Improved PR compared to #1704 .
We decided that unkB8 shouldn't be part of the Ext since it appears to
apply to all entities.
Also discovered some issues with the ET_GurkhaHammer struct, so resolved
those as well.
Now all accesses to the unkB8 offset go directly to `self->unkB8`.
Unrelated to all this unkB8 stuff, I found that there was an extra C
file in DRE which was not being used. Its code had been moved to
succubus.c, and it looks like the original file was accidentally left in
place. I deleted it here.
Primary goal here was to eliminate `ext.generic.unkB0`. It turns out
that the only entity that reaches up into this unkB0 region is the
Subweapon entity.
I went through and changed these all to `ext.subweapon.subweaponId`, but
also did some analysis on all the uses to make sure this was an accurate
change to make.
Other highlights:
- Naming CheckSubwpnChainLimit and its RIC counterpart
- Moving the RIC version of that function to the next file, split makes
more sense this way.
- Made both versions of that function `static`
- renamed subweapondef's unk6 to be chainLimit
- Changed g_unkGraphicsStruct.unk0 to be called `pauseEnemies`. It's
true when the stopwatch subweapon is used, and in cutscenes. Found this
due to looking at the stopwatch subweapon setting this value. Also made
it a bool since it's only ever used as a bool.
- Added some playersteps enum uses where they were still using hex
values
- Studied RicEntityStopwatchCrashLightning in order to give it that name
I think that's about it. Overall just some modest cleanup, but continues
to make the game code more readable.
Decompilation of func_us_80171864
Adding ET_Ghost for the Entity.ext union.
Thanks to @sozud for setting up a PSP environment for me.
Thanks to @joshlory for figuring out the last bit.
Main motivation here was to eliminate `ext.generic.unkB2`, which no
longer exists and has been removed from the struct. While I was at it, I
modernized the holy water function.
The argument is "self" instead of "entity"
We use FIX() where relevant
Function is adjusted to match on PSP
Variables are renamed
Factory calls are commented
I think those are the main highlights. Mostly small stuff, but
everything comes step by step.
Various small cleanups on this function.
In the past it was EntityStrongWarg, but I found that this is actually
the Fire Warg.
It is unused in NO3, but is used in RNO3.
Also removed a Multi that was being used that applied across two
different entities.
Various comments, cleanups, renamings, etc
Thought this was going to be more work as duplicate report had it at 93%
and with a jump table, as it turns out I think they're the same besides
a single global memory address
More research on how cutscenes work.
I normalized all the various C files as `cutscene.c`, marked all the
isolated function as `static` and renamed the main entity as
`{STAGE}_CutsceneExec` (e.g. `CEN_CutsceneExec`). I am using the
`OVL_EXPORT` to automate the names.
TO-DO:
- [x] Rename entity as `{STAGE}_EntityCutscene` for consistency
- [x] CEN
- [x] DRE
- [x] NO3
- [x] NZ0
- [x] ST0
- [x] MAR
~~SEL~~
The offset of the portrait data seems to be hardcoded. I have no idea
how to resolve these offsets at compilation time. The entire cutscene
script thing is very sketchy and horribly designed by the original
developers. What a nightmare to integrate into our project.
This is how a cutscene script gets decompiled:
```
LOAD_PORTRAIT(0x80188D8C, 0),
SET_PORTRAIT(1, 0),
SCRIPT_UNKNOWN_11(),
PLAY_SOUND(0x37B),
WAIT_FOR_SOUND(),
SET_SPEED(4),
'T','h','a','t',' ','v','o','i','c','e','!',' ',
SET_WAIT(16),
SET_SPEED(3),
'A','l','u','c','a','r','d',',',
LINE_BREAK(),
SET_WAIT(16),
SET_FLAG(2),
'i','t','\'','s',' ','y','o','u','!',
SET_WAIT(48),
NEXT_DIALOG(),
```
`CutsceneUnk2` uses 8 prims but only 7 are allocated. It looks like at
some point the game writes to the address `0x00000000` but I did not
confirm it with a PS1 debugger. This is a potential bug. `CutsceneUnk2`
signature was also wrong.
I had to get rid of `GfxBank` in `src/st/cen/header.c` and I probably
need to do the same for the other header files. The code reads chunks of
WORDS at the time and a structure would be too large to include
`GFX_TERMINATE` in it.
CEN is there but not linked because it conflicts with some WRP symbols.
I decided to take a much simpler approach compared to what I did with
WRP (which needs to be refactored later on).
There's a cutscene parser. The asset manager is exporting it to
`src/st/cen/cutscene_data.h` if you want to have a look. I know I am
still using `config/assets.us.weapon.yaml` and it probably needs to be
renamed as `config/assets.us.yaml` later on. I am still deciding.
* `ProcessEvent`
* `CreateEventEntity`
* `CalculateAngleToEntity` (the function formerly known as
func_80173F30)
* `GetTargetPositionWithDistanceBuffer` (the function formerly known as
func_80173F74)
There's 4 more duplicates which I'll start on separately so as to not
make this PR too big.
- Decompiled duplicate function func_us_801714F4
- Decompiled duplicate function func_us_80172904
- Decompiled duplicate function func_us_8017293C (renamed
Tt001UpdateAnim per tt_000 duplicate)
- Decompiled duplicate function func_us_80172B50
- Decompiled duplicate function func_us_80172B88
- Added EntitySearch D_80170EE4[] to servant.h to be used by
func_us_80172B88 similar to duplicate in tt_000
A lot of these are in the same order in tt_000, so I would assume they
could be moved to shared static functions at some point.
`w_030` expects an `s16` at entity offset 0x90. All of the existing uses
of `unk90` were already using specific extension structs which declare
that offset to be an `s16`. `unk90` was changed from an `s32` to an
`s16` a new `s16 unk92` field was added.
It turned out that `ET_WeaponUnk044` was only split because it was
expecting an `s16` at offset 0x90 and could use `ET_Weapon` now.
A few other extension structures were modified for clarity while trying
to fit them into one of the more generic structs.
I went through all of CEN, cross-referencing it with WRP to make as many
files match as possible. This involved pulling in data (which had been
pulled in on WRP but not on CEN yet), renaming shared variables to not
have placeholder names, adjusting file splits, and more.
EntityBreakable seems to be very different here, so I did not do any
deduplication on that one yet. I think we need to get a robust system
for deduplicating across stages so we can share .h files even when the
stages are different. Right now there's no way for an included .h file
to know it's part of CEN (at least, that I know of).
This is similar to other cutscenes but with a few minor differences. Of
note is that the PSX version uses an uninitialized pointer.
Pulls in the remaining duplicates and `func_us_8018C90C` as well
finishing off the remaining functions in `boss/mar`.
I went through every use of g_CastleFlags and created enum members for
the different flags. This will allow us to better keep track of what
flags exist and how they are used. This will also aid in tracking the
arrangement of the overlays in the flags, as there seems to be some
level of organization. As we add more gameplay overlays we can hopefully
learn how these all work together.
Some functions were using local `const int` declarations to give names
to flags. For example, there was `const int jewelSwordRoomUnlock = 51;`.
For these ones, which had flag purposes identified in code, I went ahead
and gave their global castle flag a similar name (in this case,
`JEWEL_SWORD_ROOM`). For all other flags, I kept the name as a
placeholder of `CASTLE_FLAG_###`; later someone else can identify what
the individual flags are.
This should be a good step in making the castle flags more
understandable, as well as to connect the different functions across the
game and properly see which ones are touching the same flags. When a
castle flag is written as 0x32 in some places, and 50 in others, it
makes it harder to search. Now that we can use CASTLE_FLAG_50, hopefully
we will have better understanding of all the uses of the flag.
I added some of the correct labels to the unknown field on the
RoomTeleports. The unknown field is used by the CD Rooms to reload the
tileset if you move half way through the room but then decide to turn
back. When not used in a CD Room I don't know if it has any effect. But
some warps that aren't used in a CD Room do assign this field.
Based this off other Josh's work on https://decomp.me/scratch/ncrbI
Noticed there was already a define in `libgte.h` for Vector0 which I've
used, but also filled out the other two.
Hope this is ok for a first PR 😄
Let me know if anything needs changing.
Co-authored-by: Josh Schreuder <jschreuder@mediaocean.com>
`sotn-lint` will now convert `flags` and `drawFlags` fields from
integers to enum values.
`sotn-lint` will no longer overwrite files that haven't changed, so
running `make format build` only has to rebuild files that are modified.
The logic from `DrawModeTransformer` has been pulled out into
`BitFlagLineTransformer` which will handle any type of bitmasked enum
type.
Not a big PR. The highlights are `g_Player.timers` and
`entity->hitParams`. The last one is a bit weird as it looks like a mix
between `attackElement` and `hitEffect`.
The `var_s4` on `RicMain` is uninitialised and it leads to an undefined
behaviour. Recompiling the code for PSX by moving things around, that
variable will not be `0` at the beginning but some random value. This
prevented Richter's run, blade dash and high jump to work. I added an
`#ifdef` in case people wants to mod the overlay.
This is probably the last batch of changes for RIC for a while.
List of the most important changes:
* The two fields in `FACTORY` are now reversed; what used to be
`FACTORY(0x2000, 44)` is now `FACTORY(44, 0x20)`
* Introduce `WFACTORY` to imply `((g_HandId + 1) << 0xC)` in it
(`((g_HandId + 1) << 0xE)` is not yet cracked)
* Remove `assets/ric/blueprints.json` in favour of baking the info into
a C file to easily link enums
* Add `B_MAKE` to define a blueprint entry
* Document almost all RIC entities
* Document almost all RIC blueprints
From the [public
announcement](https://discord.com/channels/1079389589950705684/1079395108501331990/1276310695964835910)
on Discord:
> We've been progressing very far with the project and I started
wondering what would be the best course of action to protect the work of
existing and future contributors. I personally consider contributions to
a decompilation project as creative work. Therefore it is my desire to
protect this creative work from being re-claimed by other people. This
is especially true in the light of the ability of modding the existing
decompiled code and create derivative work.
>
> I talked privately with the current most active contributors. And me,
@sozud , @bismurphy and @joshlory so far agreed on pushing through the
AGPLv3 license for all the decompiled code in `sotn-decomp/src`,
excluding any third party code and decompiled code from the PSX SDK. But
I've been wanting to ask all of you if you are fine your code to be
licensed and protected under the AGPLv3 terms.
>
>
https://raw.githubusercontent.com/Xeeynamo/sotn-decomp/89686514916cabd0dd88ae0387f749a889c19e05/src/LICENSE
>
> I put and all the contributors, which can be accessed to the page
https://github.com/Xeeynamo/sotn-decomp/graphs/contributors . Again,
this will work for existing and future contributors. In the license I
put my full name as I will be responsible of any legality. And I
understand not every contributor wants to disclose their identity.
Please give an approval to my latest PR if you do not have any
objection. If not, please write here publicly.
>
> PS. I understand past contributors will either not see the message
above or decide to ignore it. If I do not hear from anyone of the
contributors for more than one week between those who did not interact
with me or the server, I will still go ahead and apply the license. It
is not in my intention to ignore past contributors. But I do not want
contributors who have been inactive for months or years to be a blocker.
Please do not mistake this as an act of malevolence.
---------
Co-authored-by: Joey Murphy <tjmurphy@mit.edu>
Follow-up to #1569 .
Loads of changes, where the most prominent one is synchronising the
`self->ext.*.subweaponId` field across entities to make it work on
`RicSetSubweaponParams`. I added some static assertions with the new
macro `SYNC_FIELD`, which is easier to read.
The new `enum RicSubweapons` decouples the subweapons of Richter from
those found in DRA. This is important because
`assets/ric/subweapondefs.json` is different from the definition stored
in DRA.
I discovered new entities and renamed them accordingly. I am following
the format `RicEntity` for each entity. Then `RicEntitySubwpn` or
`RicEntityCrash` for the appropriate category.
The BSS section has been assigned to the right places and `ric.h` has
been cleaned as most of the declarations are no longer necessary. More
data and functions have been marked as `static`.
`src/st/st0/2DAC8.c` had a reference to `.ext.agunea`, which was
probably put there by mistake. The fake symbol `D_801758D0` has been
removed and I think I found a way to fix the stopwatch subweapon without
the `#ifdef`.
```c
#ifdef VERSION_PC
#ifdef _MSC_VER
{
s32 temp_x = (rcos(primLine->angle) << 8);
s32 temp_y = (-(rsin(primLine->angle) << 8));
primLine->velocityX = *(f32*)&temp_x;
primLine->velocityY = *(f32*)&temp_y;
}
#else
primLine->velocityX = (f32)(rcos(primLine->angle) << 8);
primLine->velocityY = (f32) - (rsin(primLine->angle) << 8);
#endif
#else
primLine->velocityX = (rcos(primLine->angle) << 8);
primLine->velocityY = -(rsin(primLine->angle) << 8);
#endif
```
this one has been resolved by just using `velocityX.val`.