Commit Graph

2761 Commits

Author SHA1 Message Date
bismurphy
f9feecf70b
Decompile PSP DRA file 63C90.c (#1861)
Decided to tackle this whole file. It mostly matches with the existing
DRA, so I've been back-porting the required changes to get the matches.
Everything here matches in both.

The only issue is the deadstripping, which we still need to figure out.

I'm not sure why there's a file split at the end of this PSP file, where
there isn't one in the PS1 game. I'll try removing the split once the
functions are done on each side of the split.

Also adjusted the makefile filter logic so that we only need to give the
name of the file, rather than the full path. This makes the file list
more concise. If we run into collisions (two files of the same name, in
different overlays, which need different optimizations) we can revisit
this.
2024-11-01 20:20:37 +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
Josh Schreuder
8dbb75fb78
Decompile no0 main Ouija Table function (#1859)
Match on both
PSX: https://decomp.me/scratch/A79x5
PSP: https://decomp.me/scratch/HJrWp

The functions directly after this are related to the sub-entities such
as vase and beaker I believe, so I'll decompile those next. Possible
this might lead to changes in the extensions I've added here.

Think this was my first time adding new extension(s) so let me know if
something's wrong there

Once all that's done I'll split into a separate Ouija Table file with
all the related code.
2024-11-01 19:38:44 +00:00
H.M. Burger
55a696cba9
Decompile tt_002 func_us_80176178 and func_us_80175DBC (#1863)
A lot of these update functions are code revolving around the faerie
using items (which makes sense, that's what the familiar does). This
means that these update functions share a lot of code. In fact, entity
update steps 0, 1, 4,5,6 are mostly shared between the update functions.
Steps 2 and 3 vary in what they do exactly, but tend to pull from common
ideas. Combined, they look like they do the same concepts for each
function. Data structures are slightly different, but all are used in
similar methods.
 
I will add an enum for these steps as I get farther along. But there is
still some steps that I am not sure of and I'd rather keep it like it is
for now, and do it when I'm either done with decomp or at least done
with the base update functions. There is a lot of refactoring that I'll
do when I'm closer as well.

Worth noting that I believe all of these functions are mostly a PSP
perfect match meaning we may be able to add this to PSP build fairly
easily once the decomp is finished.

This PR has 2 functions.  Step 2 and 3 are really the only differences.

func_us_80176178/func_psp_092EAC80
PSX: https://decomp.me/scratch/axD5C
PSP: https://decomp.me/scratch/3KWit

func_us_80175DBC/func_psp_092EA6F0
PSX: https://decomp.me/scratch/Rx6yJ
PSP: https://decomp.me/scratch/youUM
2024-11-01 18:17:51 +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
bismurphy
a860e7bc49
Decompile PSP DRA SetPrimRect (#1860)
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I picked a random function from PSP and figured out what it was in PS1.
Turns out it was one of these two.

`SetPrimRect` and `SetTexturedPrimRect` happen to be pulled into a .h
file already. The source code there required a line swap to get a PSP
match.

Interestingly, these are compiled with -O4. I'm guessing for now that
functions with -O4 are grouped together into the same .c files (that is,
some .c files were compiled with -O4, rather than some functions being
-O4). Therefore, I adjusted the PSP makefile so that we can specify what
object files use -O4. This is the same approach I used in Aironauts when
I found some functions being GCC 2.7 and some being 2.8. Not sure if
this will be the strongest approach long term, but I think that will
become more clear as we begin crunching through PSP.
2024-11-01 12:32:23 +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
H.M. Burger
c82d3726cb
decompiling func_us_801753E4 (#1856)
D_us_80172BE4 seems like it should be an array of a struct, but the psp
version uses math to move around the single dim array of s32. I messed
with it, but couldn't figure out a way to do it where we kept all the
left shifts in the psp version.

No condition for loop is weird, but it's what is needed. (or a while(1),
but I really don't like that either).

PSX: https://decomp.me/scratch/r7VMm
PSP: https://decomp.me/scratch/zX0Ly
2024-10-31 20:34:48 +00:00
Jonathan Hohle
74960176e9
Add Include Guards for All Headers (#1855)
This is part of the `game.h` refactor from a few months ago. I'm parting
those changes out into discrete PRs.
2024-10-31 20:27:49 +00:00
H.M. Burger
b481dc211f
tt_002 func_us_80175730 and func_us_80175A78 (#1854)
These are essentially dupes of each other, but uses a slightly different
offset for a u8 counter and params for the create factory and event
functions.

PSX: https://decomp.me/scratch/ghT05
PSP: https://decomp.me/scratch/lts6D
2024-10-31 19:27:20 +00:00
Josh Schreuder
43a75ee47c
Add linter for g_Player.status (#1849)
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2024-10-30 21:02:00 +00:00
AlChar
7e052648cd
decompile func_us_801D7C20 (#1848)
This is my first PR to this project, started with a small function
2024-10-30 09:33:30 -07:00
H.M. Burger
24d70e9823
decompiling func_us_80177AC4 (#1847)
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Full match both PSP and PSX
PSX: https://decomp.me/scratch/iF9Ax
PSP: https://decomp.me/scratch/bA5Ta

I made a comment in the code that it looks like the extension used by
this entity is wrong, but I don't have enough context to build a
"correct" one yet. We'll have a better idea as we get more functions
decompiled (especially the functions that spawn these sub entities).
2024-10-29 21:41:21 -07:00
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
H.M. Burger
7d285b6d5e
Decompile tt_002 func_us_80174998 (#1846)
Weird issue with this one. The explicit casts for CalculateAngleToEntity
and GetTargetPositionWithDistanceBuffer are required.
Decomp.me will compile to the correct code without the casts, but the
bit shifts to clear the high side get compiled out with the actual
build.

PSX: https://decomp.me/scratch/K1ruf
PSP: https://decomp.me/scratch/x5w17
2024-10-29 22:14:30 +00:00
H.M. Burger
35ffeb8314
Decompiling function func_us_80173BD0 (#1843)
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The 2nd argument to func_us_80173994 is probably either some flags or
needs to be an enum. But I am not sure what they are yet. I'll come back
to clean them up once I get that function decompiled.
2024-10-29 09:28:17 -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
Aleksandr Shabelnikov
09f48e6f0c
RBO3 st_common deduplication (#1842)
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2024-10-28 22:21:19 +00:00
Aleksandr Shabelnikov
c5046ebf2b
Some RBO3 deduplications (#1841)
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2024-10-28 20:05:47 +00:00
Jonathan Hohle
07081331b8
Decompile rbo3 func_us_801923DC and func_us_80192D64 (#1839) 2024-10-28 11:37:35 -07:00
Josh Schreuder
2acea58d4b
Decompile some small no0 functions (#1840) 2024-10-28 11:25:27 -07:00
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
bismurphy
1554483f24
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.
2024-10-27 14:32:20 -07:00
bismurphy
27b9e1fc80
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!
2024-10-27 13:33:57 -07:00
Josh Schreuder
4e9a6c22d1
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
2024-10-27 20:02:54 +00:00
bismurphy
d97142f0f7
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.
2024-10-27 20:02:05 +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
Josh Schreuder
09782810dc
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>
2024-10-26 16:04:57 -07:00
bismurphy
59d4a40dd9
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.
2024-10-26 16:18:34 +01:00
Josh Schreuder
017f90e3cf
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
2024-10-26 11:45:01 +01:00
H.M. Burger
d774a146f4
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.
2024-10-26 11:41:55 +01:00
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
f05601f103
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.
2024-10-25 23:56:41 +01:00
H.M. Burger
e690f00952
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
2024-10-25 07:38:38 +01:00
Josh Schreuder
93a5c011db
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.
2024-10-25 07:23:33 +01:00
H.M. Burger
13ffb36062
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.~~
2024-10-24 12:51:46 -07:00
bismurphy
8dcb2f130a
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.
2024-10-24 18:27:22 +01:00
Josh Schreuder
285cee6c36
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
2024-10-23 23:54:55 +01:00
bismurphy
c094d3fa89
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 :)
2024-10-23 20:09:16 +01:00
Josh Schreuder
64a4a25e60
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~~
2024-10-23 18:01:17 +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
Josh Schreuder
96194bad75
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
2024-10-21 21:31:49 -07:00
Jonathan Hohle
cde3353a32
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.
2024-10-21 17:49:18 -07:00
Aleksandr Shabelnikov
7ae3b7fcaf
STNO0 func_us_801CC9B4 decompile (#1818) 2024-10-21 23:32:30 +01:00
Aleksandr Shabelnikov
a0449079b7
RBO3 st_update deduplication (#1816) 2024-10-21 19:50:46 +01:00
bismurphy
f47d71b6a4
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.
2024-10-21 19:48:38 +01:00
Josh Schreuder
636d521c4f
Decompile a couple of no0 clock room functions (#1813)
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2024-10-21 09:18:44 -07:00