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 👌
I went through all of CEN, cross-referencing it with WRP to make as many
files match as possible. This involved pulling in data (which had been
pulled in on WRP but not on CEN yet), renaming shared variables to not
have placeholder names, adjusting file splits, and more.
EntityBreakable seems to be very different here, so I did not do any
deduplication on that one yet. I think we need to get a robust system
for deduplicating across stages so we can share .h files even when the
stages are different. Right now there's no way for an included .h file
to know it's part of CEN (at least, that I know of).
Maps `create_entity` and `e_collect` data, text, and bss for all stages.
Adds macros for defining padding for various sections by size.
Tables for section sizes have been added to common includes to make
calculating offsets easier when segments.
Changelog:
* Import all the PSP WRP data that belong to `e_collect.c`
* Remove the `ext.generic` use in favour of `ET_EquipItemDrop`
* Document some fields from `ET_EquipItemDrop`
* Discover the extra field `mariaSubWeapon` on PSP
* `g_api.AddToInventory` signature changed to allow a better match on
[EntityEquipItemDrop](https://decomp.me/scratch/PULKm)
* Remove the fake array `D_8003BF9C` in favour of `g_CastleFlags`
* The `O_TAG` struct is also valid on PSP
* Decompile `EntityPrizeDrop` on PSP
* Align `func_8018CAB0` to PSP
* Align `EntityPrizeDrop` to PSP with a bunch of `#ifdef`
* Align `EntityEquipItemDrop` to PSP using the WIP scratch
[EntityEquipItemDrop](https://decomp.me/scratch/PULKm)
* `DestroyCurrentEntity` is just an dummy item collector from
`EntityPrizeDrop`
* Duplicate functions in other overlays are not yet aligned as I am
waiting to migrate them to use `e_collect`
I noticed splat is not able to successfully recognise pointers if the
data is too scattered. I had to merge the `data` in the YAML and allow
it to be exported into a single file before starting to import it.
The only missing function from `e_collect.c` is
[EntityEquipItemDrop](https://decomp.me/scratch/PULKm).
Data on PSX are slightly shuffled within the same C file. I believe the
PSP build retains the original data order.
Thanks to @sozud for the majority of the work on `EntityPrizeDrop` and
`EntityEquipItemDrop` on PSP. And thanks to @bismurphy for solving the
last piece of the puzzle to match `EntityPrizeDrop`.
Merging `wrp_psp/warp.c` into `wrp/warp.c`.
I imported all the BSS data into `wrp_psp/bss.c`. I do not feel it is
yet the right time to split the bss section into the individual files as
I feel it might have a ripple effect to every other overlay.
I confirm empty arrays on PSX are in data, but on PSP they are in bss.
This is currently forcing me to do some `#ifdef` here and there. It
should get solved once the bss is split into their respective original
files.
I feel very positive about the file split in WRP. So far it seems to be
accurate. I really hope to spread this new pattern to other overlays
too. It should make importing new stage overlays in the future much
easier.
More data imported into the C files. I reached this stopgap due to
`st_debug.c`, where I am failing to import the data from PSP. Strangely
enough, PSP suggests `st_debug`, `e_breakable` and even `warp` being in
the same file?!
The INIT section seems to follow the `PfnEntityUpdates` on both PSP and
PSX. But on PSX this is very close to the top while on PSP is right in
the middle.
Overall the PSX C and DATA order seem to align perfectly. PSP is far
more unpredictable, but the DATA order seem to also follow the C files.
The advantage of PSP is that almost everything is out of order compared
to PSX, which easily suggests file splits.
Another key difference between PSP and PSX is that arrays filled with
`0x00` are found in DATA on PSX and in BSS on PSP.
Given the fact that sharing compiled C objects is not exactly possible
(code heavily copy&pasted maybe? this initiative is now abandoned 👉53a566f075)
I decided to keep pressing forward with shared headers. Thanks a lot to
@hohle for making our life much easier by cross-referencing symbols.
The file split on WRP seems to be the closest file split we might have
compared to the original source code (still speculating here). I think
it would be a good idea to start splitting other overlays too with the
same approach.
My idea is to have a file split like the following:
```
st/
cen/
e_particles.c
e_misc.c
st_common.c
nz0/
e_particles.c
e_misc.c
st_common.c
wrp/
e_particles.c
e_misc.c
st_common.c
e_particles.h
e_misc.h
st_common.h
```
each of those C files will just be a one-line `#include
"../the_shared_code.h"` as usual. Right now we create individual headers
for single functions, sometimes for more than one function when we think
grouping makes sense. But I think we can start merging some of those
headers and consolidate the code. This can be done gradually. For
example `src/st/e_particles.h` is still importing function headers under
the hood. That is okay for now, but later on I wish to import those
headers functions into their respective parent headers.
Another important aspect to consider that will validate a correct file
split is to start importing the data inside these new C files. Right now
we have floating data such as `src/st/wrp_psp/wrp_data_EA00.c` or
monstrosities such as `src/st/wrp/6FD0.c`. An example of a (possibly)
correct migrated data is what this PR does with WRP PSP and NZ0 PSX,
with data pointing in `src/st/*/e_particles.c`.
The yaml changes were generated with a script.
https://gist.github.com/sozud/ae6837a24bc8bb4e8bcc89d3e14d83f4
The alignment of the yaml seems to be wrong so I had to check if the
address % 16 == 0 and only split at those spots. I put the data in
create_entity since it's the first file in the psp yaml.
Quite a big one. I merged `EntitySoulStealOrb` across all overlays by
normalising the symbol names. The symbol types was all over the place,
so I had to fix that as well.
I solved the s16/u16 ifdef between PSX and PSP. The only part I couldn't
match without a ifdef was `angle = (angle - 1) * 8;` and `angle = (angle
* 8) - 8;`.
I also decompiled the exclusive PSP functions `func_psp_0923AD68` and
`func_psp_0923B2F0` and merged the PSX and PSP `e_particles.c` code. The
exclusive functions required a file split.
Straightforward PR. Interestingly importing the data doesn't seem to
result to a match ad there's some `0x10` aligned padding added. Either
we know too little about importing data with MWCC or the file split was
wrong and the data belonged together with other functions in another C
file.
For now I had to use a `#ifdef`. It will probably get forgotten until we
decide to import the data from WRP PSP.
Made a small tweak to mwccgap so that we don't compile a .c file twice
if we don't need to... compiling psp used to take 2.7s and now takes
2.0s on my laptop - so not super noticeable at this point, but makes
sense not to compile things twice!
Also added sha1sum for the wrp.bin to avoid people copying in the wrong
file and having a bad time (dont know why I didnt catch that pspeu means
psp eu.. not psp us!)
A massive PR, I know. It's the smallest change I could do to make this
happen.
After comparing the function order from both ST/WRP PSX and ST/WRP PSP,
I was able to come up with a file split much different from the one
suggested from Splat. It still returns an 🆗 and it follows the same
group functions order from the two game builds.
As soon as we are on board with the C names, next PR will be to do the
same with the PSX overlay. Then in another PR we will be able to start
merging the C files between the two builds. Ideally the same approach
can be used for sharing C files across the different overlays instead of
relying to floating header files in `src/st`
Thanks to @sozud for the hint and @bismurphy for the refactoring idea.
The function `PreventEntityFromRespawning` on PSP hints that the struct
starts 8 bytes earlier. Also there's a missing `nop` at
`PreventEntityFromRespawning`, suggesting the function had to be moved
to the previous function.
Extract ST/WRP out of #1119 . All the function symbols should have been
cross-referenced. There as some PSX functions missing from PSP and some
new functions from PSP that are not present on PSX (e.g.
`st_init_wrp.c`).
The files `st_debug.c` and `e_breakable.c` are shared between WRP PSX
and WRP PSP. Everything else from PSP is isolated into its own folder. I
had to do some tricks on the YAML config to allow shared code.
`ST_WRP_MERGE = st_debug e_breakable` in the `Makefile` is a bit
annoying as MWCC complains about every single minute detail from the C
source that has been already decompiled for the PSX US build.
`EntityWarpSmallRocks` is matching on PSP but I couldn't extract the
rodata without having a bunch of linker errors. This might be a Splat
issue. I need to investigate further.
`func_psp_09244760` is soooo interesting. The values from `0x11` to
`0x17` matches the Entity IDs that are unique to the WRP overlay. This
aligns to what we have in `typedef enum EntityIDs`.
Overall I am very excited to the recent discoveries from the PSP build!