Commit Graph

2749 Commits

Author SHA1 Message Date
AlChar
dd2fca6d6d
Import no0 e_init data (#1898)
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This is my first time importing data.
2024-11-14 14:56:26 +01:00
AlChar
a01de6c4a9
Decompile no0 StoneRose seed functions (#1897)
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Decompile smaller StoneRose seed functions
func_us_801D7D00: https://decomp.me/scratch/YtL8I
func_us_801D8DF0: https://decomp.me/scratch/APfvh
func_us_801D8FFC: https://decomp.me/scratch/21YNJ
2024-11-14 00:29:02 +00:00
bismurphy
45bfe61037
Decompile PSP DebugShowWaitInfo (#1899)
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Mostly an inconsequential function, but we can learn a whole lot from
this one.

1. Lots more symbols added to PSP. This function touches a lot of
previously-unseen things in PSP.
2. This is the first PSP function to print a string. Importantly, PSP
puts strings in `data`, not `rodata`! Luckily, the process of pulling
them in is simple and easy, as demonstrated here.
3. I modified the Makefile for the -O4 stuff. At this point I think DRA
is `O4` and all the overlays are `O0`. We can always make the logic more
complicated later if we need to.
4. We discovered a discrepancy in the size of DR_ENV on PSP. I suspect
we will have more SDK differences, but we will find them function by
function. I decided to set the size in a variable so that we can put all
the version differences at the top of the file, instead of them being
more scattered.

I think that's it!
2024-11-13 18:06:22 +00:00
H.M. Burger
a91c2acd3c
Data Import tt_002 (#1896)
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Importing the remaining data for tt_002
Importing sbss data
Adjusting the data files

The data except for the servant_events data is all unique to the faerie.
I suppose all the data could be put in 1 file, but I had it split up
because ghost and bat shared a significant amount of data.

~~D_us_801724CC[] should actually be an array of Unkstruct_801724CC;
however, that doesn't match because it's on a 2 byte barrier and the
compiler wants to align it to 4 bytes. I tried #pragma pack and
__attributed__((packed)) and a few other things with no avail. So that
and the cast to Unkstruct_801724CC in func_us_80177F84 are just going to
have to be wonky.~~
This issue was figured out by @Xeeynamo 

I didn't really do any refactoring beyond what I needed to in order to
get the data in. I'll work on that next.
2024-11-13 15:41:34 +01:00
bismurphy
e10458d4b8
Working code-sharing for a file of PSP DRA and main DRA (#1895)
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Had to tweak some file splits, but ultimately I managed to decompile all
of the functions in a PSP file, and then line up the two DRA codebases
so that PSP could pull from the existing one. Of course, some of the
functions also needed tweaking to end up matching on PSP.

Glad to be able to prove this is possible in DRA!
2024-11-11 23:53:30 +00:00
Josh Schreuder
6146ed08cd
Split more no0 enemy entities for Ctulhu and Stone Rose (#1893)
This should be all of the enemies identified and split for no0 now I
think.
Also fixed an incorrect split for Slinger
2024-11-11 23:50:48 +00:00
Mark Street
38fb2600ef
Migrate rodata for dra_psp (update mwccgap) (#1894)
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2024-11-11 20:16:36 +00:00
AlChar
4fa94a2862
Decompile no0 func_us_801D2424 (#1892)
PSX : https://decomp.me/scratch/gg59Z
PSP : https://decomp.me/scratch/KWgo1
2024-11-11 18:24:31 +01:00
Josh Schreuder
319eed124b
Split no0 Diplocephalus / Plate Lord / Skelerang entities (#1891)
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Researched this via debugger

I think splitting these out in advance should hopefully make the
decompilation efforts more straightforward later wrt naming / working
out what code is doing
2024-11-10 21:48:37 +00:00
AlChar
e95e97c1b0
Decompile no0 func_us_801D8150 (#1888)
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PSX : https://decomp.me/scratch/RAzGU
2024-11-10 10:50:08 +01:00
Jonathan Hohle
b48d12ac5a
Decompile TT_002 func_us_80177380 (#1885)
While this is a pretty straight forward function, `unkA4` appears to be
either a pointer to a `s16[3]` or a struct. It's more self-documenting
for it to be a struct, but there is one case where it behaves like an
array. A cast resolves the match.
2024-11-10 10:40:41 +01:00
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
Josh Schreuder
6c8454590a
Decompile no0 Ghost functions (#1889)
`EntityGhostEnemySpawner` / `func_us_801D606C` matching both
PSX: https://decomp.me/scratch/CrIPN
PSP: https://decomp.me/scratch/RyIgW

`EntityGhostEnemy` / `func_us_801D5E4C` matching both
PSX: https://decomp.me/scratch/YEAXd
PSP: https://decomp.me/scratch/HpJ4I

Also extracted the data and split files.

That's for these cute little fellas:

![image](https://github.com/user-attachments/assets/516928da-7969-4908-93b7-6ced09f6dd79)
2024-11-09 14:48:40 +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
H.M. Burger
4eca413d89
Adding structs for servant ability stat tables (#1884)
Adding GhostAbilityValues and BatAbilityValues structs for the ability
stats by level lookup tables instead of using a multi dimension array
with index defines.
2024-11-08 09:03:53 -08:00
H.M. Burger
65e22ca864
Decompile tt_002 func_us_80173D60 (#1883)
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This is the primary ability update function for Faerie. The basic idea
is that we some upkeep every frame, and tick down the timer.

Once the timer has ticked down, it resets and then searches through it's
logic to figure out if the player is in a state that the Faerie can
alliviate. If a path is found, a luck check is performed and if
sucessful, the Entity ID is updated so that a different update function
is called on the next update(s) to perform the action.

Note, this is not initiated from the engine, this is called from many of
the update functions that the engine does call on every frame.

PSX: https://decomp.me/scratch/3ADW8
PSP: https://decomp.me/scratch/53Vc0

This should be a PSP match.

@hohle got this most of the way, I just figured out the local variables.

Co-authored-by: hohle <jonhohle@gmail.com>
2024-11-07 20:01:32 -08:00
H.M. Burger
7078ad6bc7
Data import tt_002 part two (#1882)
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Adding more of the animation data as well as some of the ranked lookup
tables. I was trying to use a struct and/or unions to organize the data,
but I just can't get it to match with anything other than a flat array
that uses math and casts. So I've added some macros to hopefully help
document the code and what's happening.

I'm unsure if this "ranked lookup table" type thing is being done
elsewhere, so I only added it to faerie for now.

I do realize this sort of makes a mess of the file structure for the
time being and a lot of these files can/will be merged back together
once we get more of it set up. But a lot of what is left has offsets
that break data that is most likely an array into a bunch of single
variables, and then the remainder of the array, even though they all
should be the same array. But we need to have the last few functions
decomped before we can do that, so I'm going to switch back to that and
will get the rest of the data put together after.
2024-11-07 09:04:39 -08:00
AlChar
85c7f9d961
Decompile no0 func_us_801D9264 (#1881)
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PSX : https://decomp.me/scratch/rJEtD
2024-11-06 14:11:43 -08:00
Luciano Ciccariello
89f1933811
NZ0 cohabitation (#1871)
I had this on a local branch. I do not remember why I did not submit it.
Main changes:

* `EntityRedDoor` ➡️ `OVL_EXPORT(EntityRedDoor)`: while the entity is
the same across all stages, their `OVL_EXPORT(RedDoorTiles)` is
different
* `g_EInitBreakable` ➡️ `OVL_EXPORT(EInitBreakable)`: each stage has
variations of the breakable

NZ0 is now good to go 👌
2024-11-06 19:51:31 +00:00
H.M. Burger
b978d7e432
Decompile tt_002 func_us_80176504 (#1880)
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The data structure for the ranked lookup table is messy because the PSP
version requires it to be a flat array.

I'm pretty sure I have a union solution for that so the data tables will
at least make sense, but until I can get data import done, we'll keep it
like this as it will need to be used like this anyway.

PSX: https://decomp.me/scratch/SN6vr
PSP: https://decomp.me/scratch/DM13D

PSP has a register swap that I couldn't figure out, but is largely a
match
2024-11-06 09:13:44 -08:00
Jonathan Hohle
6c0544e1c7
Decompile & Map tt_002 Functions (#1879)
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Decompiles `func_us_80177958` and `func_us_80177F64`. Maps shared
`ProcessSfxState`.
2024-11-05 21:49:57 -08:00
AlChar
2765a6eb80
Decompile func_us_80177F84 (#1878)
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PSX : https://decomp.me/scratch/9GOEx

I haven't tested if it matches on PSP
2024-11-05 22:22:26 +00:00
Josh Schreuder
25f8eb1d91
Decompile no0 Marionette helper functions (#1877)
I'm continuing work on this enemy with the final unmatched function in
this file, and I'll do a clean up of function names + pull in data later
once I have a better context over what they are used for. The main
Marionette entity function is pretty huge so wanted to get this up first
as a starting point.

`func_us_801D6254` with help from @gamezter matching both
PSX: https://decomp.me/scratch/zYeQa
PSP: https://decomp.me/scratch/RgXT3

`func_us_801D6474` matching both
PSX: https://decomp.me/scratch/OIS9x
PSP: https://decomp.me/scratch/QqPkx
2024-11-05 22:21:43 +00:00
AlChar
1b9e5dded8
Decompile func_us_80176C98 (#1876)
PSX: https://decomp.me/scratch/oJCYW
PSP: https://decomp.me/scratch/Uu6xa

Thanks to @Onenutmcgee and @bismurphy who helped me out to get a match
on both PSP and PSX.

`if ((*((FgLayer32*)&D_8003C708)).flags & (LAYOUT_RECT_PARAMS_UNKNOWN_20
| LAYOUT_RECT_PARAMS_UNKNOWN_40)`

For PSX is the only way to load D_8003C708.flags as a word while keeping
the order of operations.

Co-authored-by: gamezter <gamezter93@gmail.com>
2024-11-05 19:06:34 +00:00
Jonathan Hohle
44e0336463
RBO3 Config Fixes (#1875)
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Some small fixes to RBO3 symbol map and BSS layout.
2024-11-05 08:45:55 -08:00
Jonathan Hohle
77fe7114b4
Remove SOTN Includes from PSXSDK (#1874)
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Removes the SOTN-specific `game.h` include from an SDK file.
2024-11-04 16:47:34 -08:00
H.M. Burger
f317c636b6
Import data tt_002 shared/common (#1873)
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This is just the shared and or semi-common parts of the data. The faerie
specific data will come in the next PR, mostly because I ran out of time
and will be off for a few days.
2024-11-04 10:18:44 -08:00
H.M. Burger
a8103c8d4f
Decompile tt_002 func_us_80173994 (#1872)
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This function was used all over the code so I just wanted to see what it
was. It's a very small utility function that just sets animation data
from the animation data array.

Matches both PSX and PSP
2024-11-04 00:36:51 -08:00
Josh Schreuder
7ab0220a00
Extract Ouija Table data (#1869)
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2024-11-03 12:22:47 +00:00
Josh Schreuder
d8f94dfb96
Decompile no0 EntityFleaMan functions (#1870)
`CheckFieldCollisionY` / `func_us_801DC64C` with thanks to @mrmidi who
had done most of the work here.

Matching both
PSX: https://decomp.me/scratch/Ga3ax
PSP: https://decomp.me/scratch/ki27x

`EntityFleaMan` / `func_us_801DC788`

Matching both
PSX: https://decomp.me/scratch/Vu3Zx
PSP: https://decomp.me/scratch/Y8HsL

Also extracted the data while I was here. I think this enemy also
appears in Olrox so should be able to extract into a shared header later
on.

---------

Co-authored-by: Aleksandr Shabelnikov <mistermidi@gmail.com>
2024-11-03 11:46:24 +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
Josh Schreuder
95d91584b4
Decompile no0 Ouija Table components sub-entity (#1867)
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Also split into a separate entity file for Ouija Table

Matching both
PSX: https://decomp.me/scratch/oph7c
PSP: https://decomp.me/scratch/MTVot

I'll probably extract the data on this one shortly just to round it out
2024-11-02 17:40:36 -07:00
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
H.M. Burger
5c0a64991a
Decompile tt_002 func_us_80174F0C (#1865)
This looks like the Faerie's revive you if you die mode (ie, use Life
Apple).

Apparently there is a sound clip that gets played if you die while the
faerie is active and you don't have a Life Apple. I don't believe I've
ever heard this clip before.
2024-11-02 00:42:57 +00:00
Luciano Ciccariello
bd6cee2ed6 Run progress dry-run on PRs 2024-11-02 00:33:56 +00:00
Luciano Ciccariello
5bbe6f7cce Revert "Do not longer use the confusing pull_request_target for the CI"
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This reverts commit 0623959ce0.
2024-11-01 20:23:33 +00:00
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