dm_sa OK (#88)

* initial dm_sa work

* more dmsa work

* dm_sa OK

* Changed char arrays in header to be UNK_TYPE1

* Made all of roz's suggested changes

* merge
This commit is contained in:
kyleburnette 2021-04-07 15:08:19 -07:00 committed by GitHub
parent d2c181a0a9
commit 50d0bbe087
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 165 additions and 62 deletions

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@ -3,6 +3,7 @@
#include <PR/ultratypes.h>
#include <z64math.h>
#include <z64animation.h>
#include <z64collision_check.h>
#include <unk.h>
@ -338,6 +339,15 @@ typedef enum {
/* 0x0B */ ACTORCAT_CHEST
} ActorType;
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ f32 startFrame;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 mode;
/* 0x14 */ f32 morphFrames;
} ActorAnimationEntry;
typedef enum {
/* 0x000 */ ACTOR_PLAYER,
/* 0x001 */ ACTOR_EN_TEST,

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@ -2465,7 +2465,6 @@ SECTIONS
build/src/overlays/actors/ovl_Obj_Hana/z_obj_hana.o(.text)
build/src/overlays/actors/ovl_Obj_Hana/z_obj_hana.o(.data)
build/src/overlays/actors/ovl_Obj_Hana/z_obj_hana.o(.rodata)
build/src/overlays/actors/ovl_Obj_Hana/z_obj_hana.o(.rodata)
build/src/overlays/actors/ovl_Obj_Hana/z_obj_hana_overlay.o(.ovl)
}
SegmentEnd = .;
@ -4342,9 +4341,9 @@ SECTIONS
ovl_Dm_Sa : AT(RomLocation)
{
build/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.o(.text)
build/asm/overlays/ovl_Dm_Sa_data.o(.data)
build/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.o(.data)
build/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.o(.rodata)
build/asm/overlays/ovl_Dm_Sa_rodata.o(.rodata)
build/src/overlays/actors/ovl_Dm_Sa/z_dm_sa_overlay.o(.ovl)
}
SegmentEnd = .;
SegmentSize = SegmentEnd - SegmentStart;

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@ -123,6 +123,10 @@ D_0600A490 = 0x0600A490;
D_06000040 = 0x06000040;
D_060024F0 = 0x060024F0;
/* z_dm_sa */
D_06013328 = 0x06013328;
D_0600CC94 = 0x0600CC94;
/* bg_ikana_shutter */
D_06000F28 = 0x06000F28;
D_06000CE8 = 0x06000CE8;

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@ -9,7 +9,8 @@ void DmSa_Destroy(Actor* thisx, GlobalContext* globalCtx);
void DmSa_Update(Actor* thisx, GlobalContext* globalCtx);
void DmSa_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
void DmSa_DoNothing(DmSa* this, GlobalContext* globalCtx);
const ActorInit Dm_Sa_InitVars = {
ACTOR_DM_SA,
ACTORCAT_ITEMACTION,
@ -19,28 +20,102 @@ const ActorInit Dm_Sa_InitVars = {
(ActorFunc)DmSa_Init,
(ActorFunc)DmSa_Destroy,
(ActorFunc)DmSa_Update,
(ActorFunc)DmSa_Draw
(ActorFunc)DmSa_Draw,
};
*/
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2E960.asm")
extern SkeletonHeader D_06013328;
extern AnimationHeader D_0600CC94;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/DmSa_Init.asm")
static ActorAnimationEntry D_80A2ED00[] = { { &D_0600CC94, 1.0f, 0, -1.0f, 0, 0 } };
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/DmSa_Destroy.asm")
void func_80A2E960(SkelAnime* arg0, ActorAnimationEntry* animations, u16 index) {
f32 frameCount;
animations += index;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2EABC.asm")
if (animations->frameCount < 0.0f) {
frameCount = SkelAnime_GetFrameCount(animations->animation);
} else {
frameCount = animations->frameCount;
}
SkelAnime_ChangeAnim(arg0, animations->animation, animations->playSpeed, animations->startFrame, frameCount,
animations->mode, animations->morphFrames);
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/DmSa_Update.asm")
void DmSa_Init(Actor* thisx, GlobalContext* globalCtx) {
DmSa* this = THIS;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2EB10.asm")
this->unk2E0 = 0;
this->alpha = 0xFF;
this->actor.targetArrowOffset = 3000.0f;
ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 24.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06013328, NULL, 0, 0, 0);
func_80A2E960(&this->skelAnime, &D_80A2ED00, 0);
Actor_SetScale(&this->actor, 0.01f);
this->actionFunc = DmSa_DoNothing;
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2EB2C.asm")
void DmSa_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2EB44.asm")
void DmSa_DoNothing(DmSa* this, GlobalContext* globalCtx) {
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2EB58.asm")
void DmSa_Update(Actor* thisx, GlobalContext* globalCtx) {
DmSa* this = THIS;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/func_80A2EBB0.asm")
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
this->alpha += 0;
this->actionFunc(this, globalCtx);
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Dm_Sa_0x80A2E960/DmSa_Draw.asm")
s32 func_80A2EB10(s32 arg0, s32 arg1, s32 arg2, s32 arg3) {
return 0;
}
void func_80A2EB2C(s32 arg0, s32 arg1, s32 arg2, s32 arg3) {
}
void func_80A2EB44(s32 arg0, s32 arg1, s32 arg2) {
}
Gfx* func_80A2EB58(GraphicsContext* gfxCtx, u32 alpha) {
Gfx* dList;
Gfx* dListHead;
dList = dListHead = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 2); //! @bug this does not allocate enough for 3 Gfx commands
gDPSetRenderMode(dListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
gDPSetEnvColor(dListHead++, 0, 0, 0, alpha);
gSPEndDisplayList(dListHead++);
return dList;
}
Gfx* func_80A2EBB0(GraphicsContext* gfxCtx, u32 alpha) {
Gfx* dList;
Gfx* dListHead;
dList = dListHead = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 2);
gDPSetEnvColor(dListHead++, 0, 0, 0, alpha);
gSPEndDisplayList(dListHead++);
return dList;
}
void DmSa_Draw(Actor* thisx, GlobalContext* globalCtx) {
DmSa* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_8012C28C(globalCtx->state.gfxCtx);
if (this->alpha < 0xFF) {
gSPSegment(POLY_OPA_DISP++, 0x0C, func_80A2EB58(globalCtx->state.gfxCtx, this->alpha));
} else {
gSPSegment(POLY_OPA_DISP++, 0x0C, func_80A2EBB0(globalCtx->state.gfxCtx, this->alpha));
}
func_801343C0(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
func_80A2EB10, func_80A2EB2C, func_80A2EB44, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

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@ -5,9 +5,19 @@
struct DmSa;
typedef void (*DmSaActionFunc)(struct DmSa*, GlobalContext*);
typedef struct DmSa {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x1B0];
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ UNK_TYPE1 unk194[0x108];
/* 0x290 */ DmSaActionFunc actionFunc;
/* 0x294 */ UNK_TYPE1 unk294[0x20];
/* 0x2B4 */ s32 unk2B4;
/* 0x2B8 */ UNK_TYPE1 unk2B8[0x28];
/* 0x2E0 */ u16 unk2E0;
/* 0x2E2 */ UNK_TYPE1 unk2E2[0xE];
/* 0x2F0 */ u32 alpha;
} DmSa; // size = 0x2F4
extern const ActorInit Dm_Sa_InitVars;

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@ -11,15 +11,6 @@ void EnRsn_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80C25D84(EnRsn* this, GlobalContext* globalCtx);
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playbackSpeed;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 unk_10;
/* 0x14 */ f32 transitionRate;
} EnRsn_AnimationStruct; // size = 0x18
const ActorInit En_Rsn_InitVars = {
ACTOR_EN_RSN,
ACTORCAT_NPC,
@ -37,10 +28,10 @@ extern AnimationHeader D_06009120;
extern AnimationHeader D_0600788C;
extern Gfx D_06005458[];
static EnRsn_AnimationStruct animation = { &D_0600788C, 1.0f, 0.0f, 0.0f, 0x00, 0.0f };
static ActorAnimationEntry animations[] = {{ &D_0600788C, 1.0f, 0.0f, 0.0f, 0x00, 0.0f }};
void func_80C25D40(EnRsn* this) {
func_800BDC5C(&this->skelAnime, &animation, 0);
func_800BDC5C(&this->skelAnime, &animations, 0);
this->actionFunc = func_80C25D84;
}

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@ -10129,7 +10129,7 @@
0x80A2E960:("func_80A2E960",),
0x80A2E9FC:("DmSa_Init",),
0x80A2EAAC:("DmSa_Destroy",),
0x80A2EABC:("func_80A2EABC",),
0x80A2EABC:("DmSa_DoNothing",),
0x80A2EACC:("DmSa_Update",),
0x80A2EB10:("func_80A2EB10",),
0x80A2EB2C:("func_80A2EB2C",),

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@ -1,22 +1,34 @@
#!/usr/bin/python3
# This script is based on it's OoT decomp variant
import os
import sys
import subprocess
import re
import argparse
import shlex
from pathlib import Path
script_dir = os.path.dirname(os.path.realpath(__file__))
root_dir = script_dir + "/../"
build_dir = root_dir + "build/"
src_dir = root_dir + "src/"
def get_c_dir(dirname):
for root, dirs, files in os.walk(src_dir):
for directory in dirs:
if directory == dirname:
return os.path.join(root, directory)
def get_c_file(directory):
for root, dirs, files in os.walk(directory):
for file in files:
if file.endswith(".c") and "data" not in file:
return file
def find_build_command_line(c_file):
rel_c_file = os.path.relpath(c_file, root_dir)
make_cmd = ["make", "rom.z64", "--always-make", "--dry-run", "--debug=j", "PERMUTER=1"]
make_cmd = ["make", "rom_uncompressed.z64", "--always-make", "--dry-run", "--debug=j", "PERMUTER=1"]
debug_output = (
subprocess.check_output(make_cmd, cwd=root_dir).decode("utf-8").split("\n")
)
@ -47,12 +59,15 @@ def find_build_command_line(c_file):
file=sys.stderr,
)
sys.exit(1)
elif len(output) == 0:
print(f"Error: Can't find the file?", file=sys.stderr)
sys.exit(1)
return output[0]
def import_c_file(compiler, in_file):
def import_c_file(in_file):
compiler = find_build_command_line(in_file)
in_file = os.path.relpath(in_file, root_dir)
include_next = 0
cpp_command = ["cpp", "-P"]
compiler_split = compiler.split(" ")
@ -84,7 +99,7 @@ def import_c_file(compiler, in_file):
]
)
cpp_command.append(in_file)
try:
return subprocess.check_output(cpp_command, cwd=root_dir, encoding="utf-8")
except subprocess.CalledProcessError:
@ -95,32 +110,31 @@ def import_c_file(compiler, in_file):
)
sys.exit(1)
def get_c_dir(dirname):
for root, dirs, files in os.walk(src_dir):
for dir in dirs:
if dir == dirname:
return os.path.join(root, dir)
def get_c_file(dir):
for root, dirs, files in os.walk(dir):
for file in files:
if file.endswith(".c") and "data" not in file:
return file
def main():
this_dir = os.getcwd().split("/")[-1]
c_dir_path = get_c_dir(this_dir)
c_file = get_c_file(c_dir_path)
c_file_path = os.path.join(c_dir_path, c_file)
parser = argparse.ArgumentParser(usage="./gen_mips_to_c_context.py --file path/to/file.c or ./gen_mips_to_c_context.py (from an actor or gamestate's asm dir)",
description="Creates a ctx.c file for mips2c. "
"Output will be saved as oot/ctx.c")
parser.add_argument('--file', help="path of c file to be processed", required=False)
args = parser.parse_args()
compiler = find_build_command_line(c_file_path)
output = import_c_file(compiler, c_file_path)
with open(os.path.join(build_dir, "ctx.c"), "w") as f:
if args.file:
c_file_path = args.file
print("Using file: {}".format(c_file_path))
else:
this_dir = Path.cwd()
c_dir_path = get_c_dir(this_dir.name)
if c_dir_path is None:
sys.exit(
"Cannot find appropriate c file dir. In argumentless mode, run this script from the c file's corresponding asm dir.")
c_file = get_c_file(c_dir_path)
c_file_path = os.path.join(c_dir_path, c_file)
print("Using file: {}".format(c_file_path))
output = import_c_file(c_file_path)
with open(os.path.join(root_dir, "ctx.c"), "w", encoding="UTF-8") as f:
f.write(output)
if __name__ == "__main__":
main()