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1b10fd7806
2692 Commits
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Luciano Ciccariello
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1b10fd7806
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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. |
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Aleksandr Shabelnikov
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09f48e6f0c
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RBO3 st_common deduplication (#1842)
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Aleksandr Shabelnikov
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c5046ebf2b
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Some RBO3 deduplications (#1841)
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Jonathan Hohle
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07081331b8
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Decompile rbo3 func_us_801923DC and func_us_80192D64 (#1839)
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Josh Schreuder
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2acea58d4b
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Decompile some small no0 functions (#1840)
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Luciano Ciccariello
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86c09e6e15
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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. |
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bismurphy
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1554483f24
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Decompile ST0 EntityBackgroundVortex (#1838)
Another one down! In terms of the sequence of functions, this is the last function in the ROM for ST0. The split between C and BSS was off by one (the NOP after the RA for this function was being pulled in as part of the 00 bytes in BSS), so I had to make some small BSS fixes to get a match. All good now! I believe this leaves only a single ST0 function remaining. |
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bismurphy
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27b9e1fc80
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Decompile ST0 EntityClockTower3D (#1837)
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This uses a few separated elements of its Ext; I suspect this corresponds to this Ext being shared across the entities in this file, but that kind of consolidation can be something we do in the future when they're all done. Anyway, another GTE-heavy function completed! |
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Josh Schreuder
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4e9a6c22d1
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Decompile a couple of no0 funcs + minor cleanup (#1835)
Fixed a rodata split in one of the `no0` files Decompiled a couple of small functions While working on this I was having trouble getting a match, looked like `abs` but as usual I was having trouble getting it to work. Turns out I was using `--no-builtin` on decomp.me which breaks `abs` and is why I also had issues on my earlier scratches. So I've cleaned up the `ABS()` macro I added for those as it is not necessary on PSX |
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bismurphy
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d97142f0f7
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Decompile ST0 EntityCutscenePhotograph (#1833)
Well. Oh my god. This function is finally done. It was brutal. I feel like the status bar face of the Doom Guy when he's at 1 HP. Anyway, it's decompiled! What a wild function. ST0 is coming to an end just as the other stages did before it. GTE continues to be a monster, but it's done. |
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Luciano Ciccariello
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d243ab82d9
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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. |
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Josh Schreuder
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09782810dc
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Refactor some common skeleton bone throw code for clarity (#1834)
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Thanks to sozud for the suggestion Co-authored-by: sozud <122322823+sozud@users.noreply.github.com> |
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bismurphy
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59d4a40dd9
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Decompile ST0 func_801BC5C0 (#1832)
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A very ugly one with a ton of GTE instructions that required fixing M2C errors to get it to work. Glad to have it done! Had to do a file split due to EntityCutscenePhotograph in the same file having rodata that isn't pulled in yet. This uses a few GTE macros which weren't being used before. While I'm at it, I reorganized the GTE macros file to match the order of the functions as used in the SDK's INLINE_C.H file. Doesn't really matter, but the file has some light organization so I figured we might as well match up with it. |
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Josh Schreuder
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017f90e3cf
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Decompile no0 Slinger functions (#1830)
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That's these guys in Marble Gallery ![image](https://github.com/user-attachments/assets/502158ca-2629-443a-a3a9-a2d01ca1ec4f) They share quite a bit in common with e_skeleton and e_bone_scimitar, but I decided not to deduplicate these ones at this stage |
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H.M. Burger
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d774a146f4
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Decompiling tt_002 func_us_801739D0 (#1829)
PSX: https://decomp.me/scratch/e2PlK PSP: https://decomp.me/scratch/ien4a PSP is close, but has a register swap going on starting at ASM 134-148. v0 and v1 get flipped. I couldn't get that to fix I had to add a 2nd Ext for this overlay as in another function 0x7C is an Entity* and in this function 0x7E is an s16 set to an entity_id. This leads me to believe that this is an update function used for a sub entity. |
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bismurphy
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5d68662c27
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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 :) |
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bismurphy
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f05601f103
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Eliminate ET_Generic, and ext.stub (#1825)
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The quest is done! This eliminates the ET_Generic, and as a bonus, stub, from the Entity struct. This means no future code will be able to use these as defaults and will have to choose a particular extension, which is nice. As usual, while doing these cleanups I found various duplications to solve and file splits to normalize. Overall the code becomes more and more readable. |
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H.M. Burger
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e690f00952
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Decompiling tt_002 func_us_80176B6C (#1826)
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The only hacky/questionable thing I did here was I made a struct for the array. It may just be a multi dimensional s16 array. But having it as a struct allows us to give the values meaningful names. PSX: https://decomp.me/scratch/vKcYn PSP: https://decomp.me/scratch/8RAYb |
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Josh Schreuder
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93a5c011db
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Dedupe EntityExplosionPuffOpaque (#1824)
A larger dedupe which spans `no0`, `no3`, `np3` and `nz0` I've renamed `AxeKnightDeath` to `CreateExplosionPuff` as it does not seem specific to axe knight. Similarly instead of this entity being named `EntityWargExplosionPuffOpaque` I've renamed to `EntityExplosionPuffOpaque` - this same entity appears to be used for axe knight and merman so far. Also renamed the associated entity extension. |
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H.M. Burger
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13ffb36062
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Decompile/decompile tt 002 func us 801746 e8 (#1823)
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PSX: https://decomp.me/scratch/tOtFJ PSP: https://decomp.me/scratch/L20c5 I believe PSP should match. Pretty standard init function. Small difference between PSP and PSX for how it checks the FGLayout flags that I couldn't reconcile together. ~~Line 130 is a hot mess. There is either another Entity appended to the Entity struct, or we have some sort of size mismatch, or this is an artifact of when the original devs may have just copied over a struct and modified it. Definitely building a sub entity. Sizing is very close to entity++, but not quite.~~ |
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bismurphy
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8dcb2f130a
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Eliminate generic.unk7E with other cleanups (#1822)
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Generic is almost gone! As usual, eliminating those uses also ended up leading me to seeing other functions that needed some cleanup, so I did those too. The common stuff like using Entity* self, making PSP compatible, using proper extensions (lots of RIC was using a fake extension called 80161FF0), and more. Also did a little bit of labeling on the blueprints to hopefully make them more readable. This ended up being lots of changes, but as usual, they're almost all cosmetic. |
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Josh Schreuder
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285cee6c36
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Decompile a few no0 functions (#1820)
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Some stuff here I suspect is probably the long clock hallway in Marble Gallery? * `func_us_801C2A34` * PSX: https://decomp.me/scratch/j0986 * PSP: https://decomp.me/scratch/5ARTt * `func_us_801C2B24` * PSX: https://decomp.me/scratch/CI2Sl * PSP: https://decomp.me/scratch/HJY5n ~~(nonmatching - was struggling with the bitmasking here)~~ incorporated Xeeynamo's match And also a function to activate a lever * `func_us_801C2CD8` * PSX: https://decomp.me/scratch/ZtSYV * PSP: https://decomp.me/scratch/YQg6v |
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bismurphy
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c094d3fa89
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Decompile NO3 EntityFireWargWaveAttack (#1821)
The final function in NO3, bringing it to 100%! Having this function required combining some files to remove a file split; I didn't touch those. The only changes to the C code are decompiling this function. Lots of weirdness in this one (`unk5Aplus3`???), but a match is a match, as always :) |
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Josh Schreuder
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64a4a25e60
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Decompile no0 func_us_801C27A4 elevator function (#1819)
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Decompiled matching both PSP and PSX PSX: https://decomp.me/scratch/mSJ5k PSP: https://decomp.me/scratch/z05Dt ~~Had to do some rather ugly conditionals for `SetStep` related stuff, if someone can work out a better method that matches both that would be good, I tried a whole bunch of stuff like ternery but no luck~~ |
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bismurphy
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5bc549223e
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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. |
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Josh Schreuder
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96194bad75
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Decompile no0 func_us_801C2184 elevator function (#1815)
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Also split all elevator related functions into a separate file https://decomp.me/scratch/I6bgp |
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Jonathan Hohle
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cde3353a32
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Decompile RBO3 Functions (#1805)
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Decompiles `func_us_80191438`, `func_us_8019179C`, and `func_us_80192B38`. Imports `func_us_80192020` and `func_us_80192998` from #557. |
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Aleksandr Shabelnikov
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7ae3b7fcaf
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STNO0 func_us_801CC9B4 decompile (#1818) | ||
Aleksandr Shabelnikov
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a0449079b7
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RBO3 st_update deduplication (#1816) | ||
bismurphy
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f47d71b6a4
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Eliminate generic.unk80 (#1812)
Another member of Generic is no longer used in the repo. As usual, I did some other small cleanups while I was doing these. One is that I noticed the Blood Skeleton (EntityBloodSkeleton) was in entity_bloody_skeleton.c (notice the **blood** versus **bloody**). I removed the "bloody" ones (which likely carried over from Bloody Zombie). Some weirdness with EntityOwl, so I marked that down in its Ext member for someone to study later. Otherwise, nothing very big in this one honestly. |
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Josh Schreuder
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636d521c4f
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Decompile a couple of no0 clock room functions (#1813)
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SynaMax
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5aeb6dd86b
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RIC, Slogra and Gaibon sfxIDs added (#1814) | ||
bismurphy
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16c3226a09
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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. |
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Josh Schreuder
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0699def0d3
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Dedupe no0 clock room entities (#1808)
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bismurphy
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96d4ac2b2e
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Eliminate ext.generic.unk80.modeS16.unk2 and other cleanup (#1807)
Next member. As usual, while I'm modifying these functions I've cleaned up other things to match more closely with our modern style, such as using `prim` instead of `poly`, naming a couple functions, making weird logic match on PSP, etc. |
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Luciano Ciccariello
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621eeb2501
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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. |
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Jonathan Hohle
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617d3e94b7
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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. |
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SynaMax
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5e1d385931
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Major sfxID update (#1809)
We're finally up to sfxID 0x701! This means we're back to vabID 1 and we're all caught up with Alucard's voice over sfx. Currently, we're now on Richter's sfx. |
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bismurphy
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c0ced0bb2b
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Eliminate ext.generic.modeS8 (#1806)
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More cleanup of removing uses of particular members of `ET_Generic` in order to avoid using Generic in the long term. We have some pretty obvious duplication between NO0 and CEN with the elevator that goes between the two stages (makes sense), but I think we will probably want to get NO0 decompiled through copy and pasting between the stages, and then see about proper dedupes. This PR is pretty small, not too many existing uses of this member :) |
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bismurphy
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f2db23f5f9
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Gigantic cleanup PR - remove generic.unk84; dedupe NO3/NP3 (#1802)
This is a ton of material - my apologies. I started by removing uses of generic.unk84 from the repo, by either creating new `Ext` members, or making entities use the existing ones. Once I got to doing this on NO3 and NP3, I got frustrated by needing to make the same changes on both overlays, so I decided to de-duplicate them and then just remove generic.unk84 from the de-duplicated single set of code. This includes some importing of data, some changes to functions to make them match on PSP, etc. Lots of little changes to cleanup. But no new decompilation in this PR. All just cleanup to rewrite things to be more neat. |
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Josh Schreuder
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f379677011
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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 |
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Josh Schreuder
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be557dcccc
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Try fixing duplicate report symbols by cleaning .ld files first (#1804)
I still can't reproduce the prior CI issue locally. Steps: * Clone repo fresh * Follow steps from `generate-duplicates-report` * `make update-dependencies` * `make extract_disk` * `Obtain built binaries` extracting `build_us.zip` from failing job to `build/us/*` * `make force_symbols` * `make -j extract` * `cd tools/dups` * `cargo run --release -- --threshold .90 --output-file ../../gh-duplicates/duplicates.txt` Given the suspicion is the `.ld` files I've added a step to remove those from the `build_us.zip` output before running. After doing so and running the workflow steps from this PR, output is duplicates.txt: https://gist.github.com/JoshSchreuder/4725784aa12ab97e37ae31d6035c0ade |
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H.M. Burger
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11232925cc
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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. |
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sozud
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ad21d2497d |
Revert "Try fixing duplicates report"
This reverts commit
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sozud
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5b6737821d | Try fixing duplicates report | ||
bismurphy
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e95ccd89af
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Decompile NO3 EntityWarg (#1792)
Nice one to have finished! Ran into this in the middle of my current big project of unifying NO3 and NP3. Required a file split due to its weird rodata in the local "rect" variable. Big NO3/NP3 PR should be coming next, unless I run into another blocker like this one. |
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sozud
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c5fb025543 |
Fix duplicates report?
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Josh Schreuder
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f09f0def3f
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Remove the function calls chart from CI workflow (#1798)
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Should fix issues with symbols in subsequent steps related to the use of `force_extract` |
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Jonathan Hohle
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753e2efc9e
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Split RBO3 (#1794)
Splits RBO3 into logical segments based on other stage overlays. Updates key in `progress.py` to match overlay naming convention. |
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H.M. Burger
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77cade4efe
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Finishing refactor for tt_000 ET_Bat and updating game api call (#1793)
updating global api function func_8011A3AC with a better name. It fetches the current familiar stats from the global game variables and will also fetch an attack descriptor if ID is provided. Refactoring names for ET_Bat that I forgot to update in my last PR. Remaining unkXX vars appear to be unused. Adding enum for g_SpellDefs table. Some familiar attacks appear to be in that table as well as Alucard's spells. Some do not such as the bat's fireball. |