Commit Graph

372 Commits

Author SHA1 Message Date
Jonathan Hohle
249cd2ae7c
Support Servants in make-config.py (#1917)
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Adds match targets for servants.
2024-11-19 19:36:37 +00:00
H.M. Burger
1148580550
Adding Demon servant overlay (#1915)
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2024-11-19 18:29:23 +01:00
H.M. Burger
a3678181dc
Changing PLAYER_STATUS_UNK40000 to PLAYER_STATUS_ZERO_HP (#1911)
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Simple change. Figured out that UNK40000 is either "Player has Zero HP"
or "Player is dead", which is largely the same I think. The Faerie "Life
Apple" ability triggers off of this status. Touches a lot of files so I
didn't want to put it in my Faerie refactor.

Also a small renaming in Faerie that I realized I forgot in my refactor
2024-11-19 05:58:31 +01:00
Mark Street
38fb2600ef
Migrate rodata for dra_psp (update mwccgap) (#1894)
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2024-11-11 20:16:36 +00:00
Luciano Ciccariello
c1eec14a1a
Remove PR bot (#1890)
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It was a funny little experiment that it was worth trying. Unfortunately
it had to major flaws:

* There is no easy way to update an existing comment without some
scripting, use of tokens and PR manipulation through the GitHub API. It
was simply not worth it.
* If the opened PR does not have the very latest changes from the
default branch, it will report a drop in progress, which is obviously
not correct. I could have internally rebased the PR before calculating
the changed progress, but it has its own challenges like having to deal
with conflicts.
2024-11-09 17:42:24 +00:00
Jonathan Hohle
966cfae72a
Fix VERSION Warning When Generating Context (#1887)
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This updates `m2ctx` to be aware of the `VERSION` env var and sets that
env var in the Makefile prior to running `m2ctx` to eliminate the:

warning: #warning "Version not specified. Falling back to the US
version." [-Wcpp]

error caused by `common.h`.

This also removes `#define __STDC_HOSTED__ 0` from the generated
context. That macro causes redefinition warnings in decomp.me.
2024-11-09 12:18:08 +00:00
bismurphy
9eb2d507b9
Decompile PSP version of func_801024DC (#1886)
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Picked a random `.c` file from PSP to decompile.

This caused me to discover that this function requires `-O4,p`, which is
new. All the other -O4 files also match with this, which is good.

Also back-ported my changes to PS1.

Some tiny changes to the texture displaying tools that I made due to
xeeynamo finding a tiny bug; not worth a whole PR so I just tossed them
into this one.
2024-11-08 20:11:45 +00:00
Luciano Ciccariello
3649d507c1
Decompress image assets found in the stage files as PNGs (#1868)
Instead of outputting a `D_80123456.dec` from an extracted compressed
asset, now a PNG is written from the decompressed data from the
specified YAML entry. The asset tool will synchronize with splat to
retrieve the symbol names for graphics and palettes. The new splat
extension `cmpgfx` will also be able to detect unused graphics by
failing with a hint on how to tweak the YAML. That way I found some
unused placeholders under the name `stage_placeholder` and some kind of
beta graphics from the prologue stage.
2024-11-03 08:51:42 +00:00
Luciano Ciccariello
078056fead Re-activate all the overlay progresses
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2024-11-02 10:31:34 +00:00
Luciano Ciccariello
b479872f0d
Report data (.data, .rodata, .bss) progress (#1866)
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I should have done this before the sotn-assets work. Better late than
never.
2024-11-02 01:22:29 +00:00
Luciano Ciccariello
84d6aa802c
Fix progress for pspeu overlays (#1864)
Fix regression required to correctly report progresses. I plan to get
this merged before #1861 . I modified the validation step to report the
progress on the PR as as comment, so we can avoid any weirdness in the
future.
2024-11-01 19:43:28 +00:00
Luciano Ciccariello
ff50d01dee
Asset handler for graphics (#1862)
Another chunky PR that automates the extraction of stage graphics and
generate the necessary header data. This greatly simplifies and
standardise the whole data import process for graphics. By observing the
gaps between graphics data I also found some unused graphics. These are
marked in the YAML.
2024-11-01 18:15:33 +00:00
Luciano Ciccariello
32cd40b860
Add PSP DRA (#1119)
Co-authored-by: sozud <122322823+sozud@users.noreply.github.com>
Co-authored-by: bismurphy <tjmurphy@mit.edu>
2024-11-01 11:07:20 +00:00
bismurphy
2467f973d6
Various cleanup on a few things (#1858)
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1. Give a name to the variable `g_PauseAllowed` - this is a bool which
gets tested when we're also testing for pressing START or SELECT to open
the menu or map, so to me it seems like it's flagging whether or not you
are allowed to pause. It is normally 1, but gets set to 0 at the start
of cutscenes, and then restored to 1 at the end of them.

2. Name LAYOUT_RECT_PARAMS_HIDEONMAP, which is relevant for item 3 on
this list. I already used the HideOnMap name when setting up this flag
in the assets handler in my previous PR.

3. Name `g_canRevealMap` - this is a variable that is normally set to
true, but for some particular rooms in the game, it's set to 0. Those
rooms will not appear on your map. Good examples include the forest area
left of the castle gate (the first moment we see Alucard), and the DRE
stage. This variable gets set to 0 if the LayerDef has the
LAYOUT_RECT_PARAMS_HIDEONMAP flag set.

4. Deduplicate a common structure in the code where entities have a
debug routine that lets the Player 2 controller control the behavior of
the entity. By pulling this out, the code can be more concise. Most
importantly, when searching the codebase for g_Pads[1] (which is an
interesting thing to do, since we're looking at uses of the Player 2
controller in a single-player game), you can focus on the interesting,
unique examples, rather than having a ton of copies of the same exact
code.

5. Change all instances of `g_Pads->` to `g_Pads[0].` A minor change,
but good to use a formatting which makes it clear that g_Pads is the
array of both pads, and not a pointer to one.

6. A couple functions I noticed with obvious fake stuff (including a
do{}while(0)) have been adjusted so that they will match on PSP.
Naturally, this also meant removing those fake things, which is always
nice.

Overall, this is several small changes combined into one PR; honestly I
just scrolled through the codebase for a while, finding things that made
me think "I know a way this could be better". Others may disagree with
some of these though, happy to take input, especially on the new names!
2024-10-31 23:44:05 +00:00
bismurphy
86bcbb69d6
Eliminate MyLayer and MyRoomDef to use the normal structs (#1857)
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These were temporary structs that were needed for the assets tool.

I adjusted the assets tool so that we will now properly produce normal
RoomDef and LayerDef structs, so now we don't need these.

Should help with understanding how the rooms work.
2024-10-31 22:12:30 +00:00
Luciano Ciccariello
5a447796d6
Asset handler for palette definition in the header (#1852)
Automates the extraction of `u_long** OVL_EXPORT(cluts)[]` in `assets/`
at extraction time and its code generation in
`src/[boss|st]/palette_def.h`.

This has the advantage that now palettes can be loaded and modified
externally, change in size and external tools has now context on the
palette order and where in the VRAM they are located. This also
simplifies `header.c`, getting rid of the whole `PAL_BULK` section.
Creating headers for stages and boss rooms will get progressively
simpler.

The tool is pickier on the size of exported palettes. This allowed me to
find gaps of data for potential unused palette data. I marked them in
the NZ0 YAML.

If there are no concerns and I get an approval, I will extend
`config/assets.us.yaml` to the remaining overlays.
2024-10-31 21:06:06 +00:00
Josh Schreuder
43a75ee47c
Add linter for g_Player.status (#1849)
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2024-10-30 21:02:00 +00:00
Jonathan Hohle
7b8ccc3e29
PrimitiveType Lint (#1845)
Adds a line transformer to `sotn-lint` for replacing integers with the
appropriate `PrimitiveType` enum when the variable is named `prim` and
the field being accessed or mutated is named `type`.

The regex for matching statements with enum fields and some binary
operation has been moved out to be shared by `EnumLineTransformer` which
can find and replace traditional incrementing `enum`s, as well as the
existing `BitFlagLingTransformer`, which finds and replaces flag-type
enums.
2024-10-29 15:24:36 -07:00
Luciano Ciccariello
1b10fd7806
Asset tool refactor (#1844)
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`sotn-assets stage extract` and `sotn-assets stage build` are gone in
favour of `config/assets.$(VERSION).yaml`. `sotn-asset stage info` is
now replaced with `sotn-stage info` to retrieve expanded metadata on how
to use the tool for new overlays and reduce the burden of hunting for
data.

There are tons of change, too many to describe. In short the tool is
much simpler than before and data is decoupled from each other. Each
data type is defined as a handler. A handler has `Extract` to create the
files in `assets/`, a `Build` to convert `assets/` files into
embeddedable code in `src/`, and `Info` to get stage metadata.

Please refer to the commit list for a breakdown of the changes done.
2024-10-29 08:38:05 +00:00
Luciano Ciccariello
86c09e6e15
Add rooms handler in the asset manager (#1836)
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Like #1831, I am decoupling the rooms from the old way to the new one.
2024-10-27 23:06:18 +00:00
Luciano Ciccariello
d243ab82d9
Extract sprite banks from all overlays (#1831)
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Took me for ever to get through this this but here you go. All the
`assets/st/*/sprite_banks.json` and `assets/boss/*/sprite_banks.json`
are getting extracted and built back into `src/`. Not all of them are
actually linked but there are some major changes to make before that
happens.

Despite the asset-tool being relatively new, it suffered from a major
design flaw. The tool expected overlays to store data in a contiguous
way. The order of the data type must be the same and no gaps between
data are allowed. This assumption started to show the cracks for new
overlays

The tool needs to change. Data should be uncoupled but that means offset
and type has to be explicitly defined in `config/assets.us.yaml`. I plan
to keep maintaining `sotn-assets stage info` to automatically generate
the right asset and splat YAMLs, so it should be easier to maintain.
2024-10-27 11:12:49 +00:00
bismurphy
5d68662c27
Name FLAG_BLINK for entities (#1828)
This came up a little while ago, I discovered the purpose of this entity
flag and we agreed in Discord that FLAG_BLINK would be the best name.

This entire PR was a single find-and-replace operation; doesn't seem to
have caught any false matches :)
2024-10-26 11:40:16 +01:00
bismurphy
5bc549223e
Tweak the handling of the LayoutEntity files created by sotn-assets (#1817)
This changes the formatting of the generated layout entities in order to
make the files (in my opinion) more readable. We do the following:

1. change the types in e_laydef to make the offsets make more sense and
reduce casts
2. Break up e_layout into blocks to more easily see where the boundaries
between each room's data are
3. Add comments between those boundaries with the offsets, to easily
cross-reference e_laydef and e_layout
4. Implement reading of the EntityIDs enum so that entities are listed
by ID in e_layout.c to make it easier to identify them
5. Include the overlay's .h file rather than common.h, to allow access
to the EntityIDs enum.

Sounds like we want to make changes here to move this stuff up to the
JSON, so I'll mark this as a draft while we determine the long-term
desired functionality.

Also, just a heads-up that this is my first time working with Go, so I
might have done some bad code practices.
2024-10-23 17:36:31 +01:00
bismurphy
16c3226a09
Name DRA EntitySmallRisingHeart; improve animations (#1811)
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I found `func_80119D3C` and then went through the process of identifying
it as the rising heart that comes when Alucard gains hearts through use
of the Blood Cloak or the Alucard Shield or Herald Shield.

In this process, I used display_animation.py to be able to view the
sprite for the entity; doing this required me to convert some of the
sprite data from placeholder u32 arrays to the proper s16 arrays, so
I've also modified that data in d_2F324.c.

Just another PR that makes things more readable without really changing
anything in terms of real progress.
2024-10-20 21:10:10 +01:00
Luciano Ciccariello
621eeb2501
Fix RBO3 progress (#1810)
The code path I deleted was pretty much dead with the exception of
`BORBO3` where the bug was triggered. Essentially the tool was looking
for `asm/us/boss/rbo3/nonmatchings/rbo3/nonmatchings`, which had no
content and let the tool assume the overlay completion was 100%.

I also added a guard where if `nonmatchings` is not found but also
`matchings` is not there, the tool will terminate immediately. This
should prevent any future oddity.
2024-10-19 20:00:46 +01:00
Jonathan Hohle
617d3e94b7
Support Additional Enum Lint Detection (#1796)
`sotn-lint` can now find numeric enum values within equality expressions
(`==`, `!=`), inside the condition of logical expressions, (`if`,
`while`, `?:`, etc.), within compound statements, and if the numeric
value is the starting value of a mixed numeric and enum logical
expression (e.g. `self->flags = 15 | FLAG_FOO | FLAG_BAR;`).

Resolves #1795.
2024-10-19 18:51:25 +01:00
Josh Schreuder
f379677011
Fix issue with line split INCLUDE_ASM not being picked up by dups report (#1799)
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Noticed this in the workflow output:

```
 checking "../../src/boss/rbo3/create_entity.c"
Failed to match regex on line: INCLUDE_ASM(
Failed to match regex on line: INCLUDE_ASM(
```

This is because of the linting line breaks inserted to enforce column
width

https://github.com/Xeeynamo/sotn-decomp/blob/master/src/boss/rbo3/create_entity.c#L6-L7

For INCLUDE_ASM lines this code checks if it contains a `;`, otherwise
it will attempt to buffer subsequent lines until `;` is found to get the
full INCLUDE_ASM. Also updated the regex slightly to allow for an
optional line break component

Gist output:
https://gist.github.com/JoshSchreuder/bf8621628640e9da96de2a565c982d00
2024-10-17 17:30:53 -07:00
H.M. Burger
11232925cc
Adding tt_002 (Faerie) overlay (#1801)
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I also deduped the common shared servant functions except
ProcessSfxState. That one has a jumptable and I didn't want to mess with
multiple files/.rodata while just adding a new overlay.
2024-10-17 14:02:53 -07:00
Jonathan Hohle
753e2efc9e
Split RBO3 (#1794)
Splits RBO3 into logical segments based on other stage overlays.

Updates key in `progress.py` to match overlay naming convention.
2024-10-16 11:47:09 -07:00
Josh Schreuder
6b544663ff
Ensure decompiled function is treated as the initial comparison basis in dupe report (#1791)
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This should prevent cases like this:

![image](https://github.com/user-attachments/assets/6bd1dcf5-5425-4026-af30-01decab88144)

Where the nonmatching function is treated as the comparison for
similarity.

After fixing:

![image](https://github.com/user-attachments/assets/54e56137-1835-4595-8596-adc5ed6f34ba)
2024-10-15 18:11:34 -07:00
Luciano Ciccariello
533822ad76
WRP and CEN cohabitation (#1701)
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Experimental piece of work I feel confident enough to submit. A few
things to take in consideration:

* The new `pfn_entity_updates.h` header aims to use the PSP variant of
`PfnEntityUpdates` and the two `g_pStObjLayout`, I just tweaked a bit
the code from `stage.h`
* Add overlay prefix to the PSX version of `PfnEntityUpdates` and the
two `g_pStObjLayout`
* Changed `wrp/create_entity` to `rwrp/create_entity` in RWRP because we
need the `RWRP_` prefix to be issued
* Remodernized the WRP header
* I am still not sure what's wrong with `g_HeartDropArray` in `warp.c`.
I am pretty sure it is a PSX bug. I opted for the PSP version

There's a `// PfnEntityUpdates = OVL_EXPORT(EntityUpdates);`. If you
uncomment and resolve the multiple definitions you will have the two
overlays linked. I still need to figure out how to handle the
`InitializeEntity` parameters in `e_init` without going mad with the
`#ifdef`.

Takeaways from the Xbox 360 build:

* `EntityBreakable` is different in every overlay, so we can use the
`OVL_EXPORT` in our decomp
* Every other function seem to be de-duplciated. For those functions
that are slightly different between overlays, the developers of the Xbox
port opted for `if (g_StageId == XYZ)`

Takeaways from the PSP build:

* god bless the psp
2024-10-13 22:15:19 +01:00
Luciano Ciccariello
a915ff0fbd
Modernize headers (#1743)
Extract some commits out of #1701 and avoid the part that will lead to a
build failure (fixed in #1738).

Now every header uses `OVL_EXPORT`.
2024-10-10 21:37:25 +01:00
Luciano Ciccariello
30652db2dd
Asset cutscene two stages (#1738)
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
2024-10-06 13:10:06 +01:00
bismurphy
02e4c62f6a
Add display_animations.py tool for viewing entity animation frames (#1746)
This extends upon my work in display_texture.py. I have used this for
identifying a few entities already. display_texture is suited for
viewing prims, while this one is better for entities that are rendered
by RenderEntities.

I think there's enough documentation at the top of the function for
others to use it. Hopefully it can be helpful, especially as it evolves
over time.

At some point this could be converted to an editor in addition to a
viewer, but for now the viewing capability is the core focus.

Also rewrote some of DRA's sprite data (this should probably be in
sotn-assets though) to fit the standard format so that this tool could
parse the data.
2024-10-06 13:09:33 +01:00
bismurphy
9ce2a3fbf6
Rework sotn-assets animation pointers (#1742)
I was reviewing some of the animations pulled out by sotn-assets.
Speicfically, I found that in `src/st/no3/sprite_banks.h` (a file
created by sotn-assets locally, which does not exist directly in this
repo), we have:

```
extern s16* sprites_no3_0;
extern s16* sprites_no3_1;
extern s16* sprites_no3_2;
extern s16* sprites_no3_3;
extern s16* sprites_no3_4;
extern s16* sprites_no3_5;
extern s16* sprites_no3_6;
extern s16* sprites_no3_7;
extern s16* sprites_no3_8;
static s16* spriteBanks[] = {
    0,
    &sprites_no3_0,
    &sprites_no3_3,
    &sprites_no3_1,
    &sprites_no3_2,
    &sprites_no3_4,
    &sprites_no3_5,
    &sprites_no3_6,
    &sprites_no3_7,
    &sprites_no3_8,
```

However, those are not the right pointer types. `sprites_no3_#` should
have a type of `s16* []`, so I reworked the sotn-assets tool to use the
right pointers for each of these things. Now the sprite_banks.h file
looks like:
```
extern s16* sprites_no3_0[];
extern s16* sprites_no3_1[];
extern s16* sprites_no3_2[];
extern s16* sprites_no3_3[];
extern s16* sprites_no3_4[];
extern s16* sprites_no3_5[];
extern s16* sprites_no3_6[];
extern s16* sprites_no3_7[];
extern s16* sprites_no3_8[];
static s16** spriteBanks[] = {
    0,
    sprites_no3_0,
    sprites_no3_3,
    sprites_no3_1,
    sprites_no3_2,
    sprites_no3_4,
    sprites_no3_5,
    sprites_no3_6,
    sprites_no3_7,
    sprites_no3_8,
```

Which more accurately represents the data within.

Naturally, since this PR mostly just changes the tool, the real changes
are in the tool's output, so feel free to clone this branch and
investigate the sprite_banks.h file if you want to see anything further
about it.

DRA's equivalent of the SpriteBanks array is `D_800A3B70`, and is
currently in the repo as extracted data, without using `sotn-assets`;
this PR makes it so the types in the overlays (which do use
`sotn-assets`) will match the types in DRA.
2024-10-05 21:28:16 +01:00
bismurphy
4ec4a04c38
Migrate sotn-assets to use u16/s16 types (#1740)
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I did a find and replace for "unsigned short" to "u16" in the
sotn-assets `build.go` file and the same for "signed short" to "s16".
Then I went through and added common.h imports to fix each of the build
errors until it worked.

Using the numerical types is preferred due to being shorter (reducing
line wrapping), and to be future-proof for any systems where the "short"
type might not be 16 bits.
2024-10-05 18:22:03 +01:00
sozud
887e32510b Get rid of non-functions in function_finder 2024-10-02 23:47:11 -07:00
sozud
b64cda2e3f Fix dirs? 2024-10-02 21:47:57 -07:00
sozud
a239ecc7e0 Fix argument? 2024-10-02 21:34:09 -07:00
sozud
a24c5cdca1 Fix path? 2024-10-02 21:31:16 -07:00
sozud
3ac5786db0 Try fixing analyze_calls 2024-10-02 21:23:59 -07:00
Josh Schreuder
98b784a592
Add duplicate match info to function report (#1719) 2024-10-02 20:54:24 -07:00
sozud
82a40f7a24 Fix dups tool 2024-09-30 11:13:21 -07:00
bismurphy
2e4ebb994e
Add NO0 (Marble Gallery) overlay (#1691)
This adds this overlay to the project.

Importantly, we use a new tool (tools/auto_dedupe_new_overlay) to
process the new overlay and automatically split its C files according to
known duplicate files. As of now, this does not do any decompiling (the
whole overlay is kept as INCLUDE_ASM), but it automatically does all the
file splits and code copying needed. Hopefully this reduces some amount
of duplicated work.

To be clear, this new script is not in any build chain, but is meant to
be used after `make-config` to take the overlay from being a single
giant lump of `us.c` to being individual files, for the sake of easier
deduplicating. It will likely need some revision for future overlays,
but at least it should be a good start toward reducing tedious work.

I'll leave this overlay in place like this for about a week in case
there are any newcomers who would like to try de-duplicating some of
these files and decompiling the new functions; after that week I'll get
into doing things myself.
2024-09-30 00:53:54 +01:00
sozud
fb8e5d7950
Revert "Add duplicate match info to function report" (#1693)
Reverts Xeeynamo/sotn-decomp#1690
2024-09-28 20:39:33 -07:00
Josh Schreuder
efcf8d4d20
Add duplicate match info to function report (#1690)
This can be merged after #1689 which fixes some things with the CI
workflows
2024-09-28 20:18:19 -07:00
Luciano Ciccariello
f86e111fc5
Extract cutscene scripts, portraits and normalize code (#1686)
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(),
```
2024-09-28 19:56:35 -07:00
sozud
4be6249664
Turn on disassemble_all for most yamls (#1689)
This is prep for fixing our tooling and all the force_extract stuff.
Weapon0 doesn't seem to match with this setting on for some reason?
2024-09-28 09:29:16 -07:00
sozud
0ac2fa8bf7
Revert "Add duplicate match info to function report" (#1688)
Reverts Xeeynamo/sotn-decomp#1685
2024-09-27 22:12:34 -07:00
Josh Schreuder
b31367b227
Add duplicate match info to function report (#1685)
Had an idea, not sure if this is useful or not but I figured it might
help give an indication for newer people or those not in the Discord
loop if code is already duplicated when looking at the function report.

Here's an example output from the current state (minus the scratches
which didn't seem to load for me locally so I skipped them)

[functions.md](https://github.com/user-attachments/files/17162454/functions.md)

@bismurphy guessing this would be your area of expertise 😄 


![image](https://github.com/user-attachments/assets/49a89a56-0328-4428-8abb-c0cbc95135c9)
2024-09-27 21:21:30 -07:00