Commit Graph

2746 Commits

Author SHA1 Message Date
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
SynaMax
5aeb6dd86b
RIC, Slogra and Gaibon sfxIDs added (#1814) 2024-10-21 10:18:25 -04:00
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
Josh Schreuder
0699def0d3
Dedupe no0 clock room entities (#1808)
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2024-10-19 15:27:44 -07:00
bismurphy
96d4ac2b2e
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.
2024-10-19 15:13:06 -07:00
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
SynaMax
5e1d385931
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.
2024-10-19 18:44:36 +01:00
bismurphy
c0ced0bb2b
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 :)
2024-10-18 20:36:47 +01:00
bismurphy
f2db23f5f9
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.
2024-10-18 19:16:10 +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
Josh Schreuder
be557dcccc
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
2024-10-17 17:13:31 -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
sozud
ad21d2497d Revert "Try fixing duplicates report"
This reverts commit 5b6737821d.
2024-10-17 12:23:13 -07:00
sozud
5b6737821d Try fixing duplicates report 2024-10-17 12:10:41 -07:00
bismurphy
e95ccd89af
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.
2024-10-17 20:02:21 +01:00