* Draw OK, Update very much not
* Flag table imported
* Update OK
* Actually OK this time
* Begin documenting
* Rename some stuff
* Rename functions
* spec
* Review
* Format
* Anghelo's review
* Fix lifemeter bss
* Format
* Missed one
* idle.c bss
* Migrate data and ArrowIce_Init OK
* ArrowIce_Destroy OK (also define func_80115D5C in functions.h, maybe a bad thing???)
* ArrowIce_SetupAction OK
* func_809224DC OK
* ArrowIce_Update OK
* func_809227F4 OK (but with hacky float constant)
* func_809225D0 OK and use float constant in func_809227F4
* func_80922628 OK
* ArrowIce_Draw OK
* Migrate D_80924200.s to C
* Apply better names in ice_gfx, and document Draw slightly
* Name struct vars to match OoT
* Update function names to match OoT
* Explain that arrow's timer and hitFlags came from OoT
* Update spec + "migrate" bss to C
* Do a hex -> decimal conversion I missed
* Remove blank line in-between headers
* Remove extraneous forward declare
* Move initialization of arrow up one line
* Remove parentheses
* Use else if
* Use decrement operation
* Use decimal for an alpha calculation
* Switch func_80115D5C to take GameState*
* Put pad on the top of Draw
* Move initialization of arrow up (again)
* Early return from Update if we're killed
* Extract assets instead of putting them in the repo
* Add explanatory comment to top of file
* += 1 -> ++
* Use VEC3F_LERPIMPDST macro
* Force a jenkins rerun by adding a space
* Remove the space from the last commit
* Move literal to the back of the conditional
* Respond to review feedback
* Add ArrowIce_LerpFiredPosition to functions.txt
* Decompile update and stuff
* Decompile some more
* func_80A41FA4 non_matching
* init is a disaster
* Import bss
* match func_80A41D70
* Improve func_80A42AB8 a bit
* equivalent EnTest4_Init
* Import data
* CLOCK_TIME
* Run formatter
* func_80A42AB8 may be equivalent now, not completely sure
* match func_80A42AB8
* Some minor renames
* Name some struct members
* Format
* format in bigpo
* fix merge issue
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Description: Day transition effects
* Un-rename unk_144
* Update include/macros.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* sIsLoaded
* Update src/overlays/actors/ovl_En_Test4/z_en_test4.c
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* review
* format
* daytemp
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* ovl_opening OK
* un-format z64save.h
* Actually change the other uses of nextCutsceneIndex
* format
* Review
* engineer's review
* Get it to match again
* Migrate data to C
* ObjEtcetera_Init OK
* ObjEtcetera_Destroy OK
* ObjEtcetera_Update OK
* func_80A7C690 OK
* func_80A7C718 OK
* func_80A7C168 OK
* func_80A7BE8C OK
* Make the draw functions take Actor*
* CollisionCheck_SetAC should take a Collider
* func_80A7BDC8 OK (with silly dummy label meme)
* func_80A7C1F0 OK
* unk_276 is almost certainly a u16 since I constantly have to cast it, so just retype it
* func_80A7BF08 OK
* Some minor cleanup
* Convert D_80A7C80C to array of CollisionHeader*
* Finish defining struct to prepare for func_80A7C308
* func_80A7C308 OK
* Move gameplay_keep symbols to variables.h
* Explanatory comment at the top
* Type gameplay_keep animation headers too
* Update the spec (why do I always forget this?)
* Rename func_80A7BDC8 to ObjEtcetera_PerformFlutter (name still up for debate)
* Name objIndex
* Document the types of flowers
* Name displayListPtr
* Name burrowFlag and provide a macro
* Name specialFlutterScale and clean up some things with newer understanding
* Give the draw functions (bad) names
* Name ObjEtcetera_Idle
* Name ObjEtcetera_Setup (name sucks but oh well lol)
* Name ObjEtcetera_ReturnToIdle. These names all suck but they're a start
* Document some of ObjEtcetera_Idle's behavior
* Name and document objectIds
* Remove the burrow macro because it's frankly more confusing for now
* Name the draw functions something slightly better
* MUCH better names for things + more documentation
* Clean up ObjEtcetera_Setup a bit
* Call it NUMBER_OF_FLOWER_TYPES instead
* A few more name changes
* Link -> Player in comments
* displayListPtr -> dList
* Trailing commas + format
* Move initialization of type up
* Improve conditional check
* Use BGCHECK_SCENE macro
* Move initialization of floorBgId up
* Use documentation comment style
* Match ObjEtcetera_DoNormalOscillation without a dummy label
* param_2 -> arg1
* Insert blank line after scoped pad
* OBJETCETERA_TYPE -> DEKU_FLOWER_TYPE
* Cleanup and rename enum
* Break up ObjEtcetera_Setup a bit and convert DekuFlowerType to an s32 to remove warnings
* Whoops, run format
* Delete leading 0 on struct comments
* Rename pad to requiredScopeTemp to match my other PR
* OK, asset XML made and symbols imported
* Missed a GLOBAL_ASM
* Remove data from spec
* engineer's review
* Correct arg
* Un-format functions.h
* Hopefully fix it
* OK, data imported, document
* spec
* Match cosf, document sinf and cosf
* Some more documentation, switch fu back
* Format
* Little more documentation
* Document coss too
* Move macros
* Review, add some .s
* Fix headers, review
* Started uncommenting statics, but then realized this actor has BSS, lol.
* Import .data and .bss. Run format.sh.
* ObjSyokudai_Init OK and mostly documented.
* ObjSyokudai_Destroy OK and fully documented.
* ObjSyokudai_Draw OK and partially documented.
* Good progress on ObjSyokudai_Update, but NOT OK.
* Instruction match, but needs regalloc and stack.
* Stack is closer now.
* Obj_Syokudai OK, no new warnings, ran formatter.
* Documented .data and .bss variables.
* Final documentation pass before PR.
* Add header, fix build errors.
* Use COLTYPE_METAL and COLTYPE_WOOD macros.
* Apply suggestions from code review
engineer124's suggestions.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Apply suggestions from code review
engineer124: WaterBox* instead of UNK_PTR
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c
engineer124: AC_HARD -> AC_HIT so Jenkins stops complaining
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Hopefully fix Jenkins via z_bg_lotus WaterBox*.
* Rename sp2C to waterBox in BgLotus.
* Run format.sh.
* Update include/functions.h
Change func_800F22C4 param_1 from s8 to s16.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Change func_801A5CFC param_1 to sfxId in prototype
* Document interactions.
* Run formatter.
* Clarify that posDiff is relative to stick *tip*.
* Changed interaction comparisons to better fit enum
* snuffTimer enum
* Added more #defines.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* eeeee
* nonequivalents
* draw
* Import data
* Match Daytelop_LoadGraphics
* draw kinda better
* extract daytelops and gameover
* SEGMENT_ROM macros
* Use extracted symbols for daytelop
* match Daytelop_Draw
* Fix bss
* draw cleanup
* Daytelop_Update from non equivalent to non matching
* Some renames and spec
* Run formatter
* enum
* sfx
* Use SEGMENT_ROM_START macros everywhere
* more macros
* run formatter
* Add description
* update variables.txt
* Remove extra stuff in gbi.h
* Would this fix it?
* and again
* whoops
* Apply suggestions from code review
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* Tharo's suggestions
* match Daytelop_Update
* run formatter
* fix merge issues
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* EnBigpo: start
* EnBigpo: uhh, this struct is weird
* EnBigpo: progress
* EnBigpo: so many of these functions are tiny
* EnBigpo nasty four loop function
* EnBigpo: hate draw functions
* EnBigpo: all functions attempted
* EnBigpo: data migrated, does not OK, 2 bytes off...
* Multi: Attempting to OK, issues
* EnBigpo: more docs
* EnBigpo: more docs2
* EnBigpo: more docs and cleaning
* EnBigpo: removed data to try to find the issues, matched a draw function thanks to Tharo
* EnBigpo: progress? maybe not
* EnBigpo: matched another function
* EnBigpo: overwrite limbdraw matches now
* EnBigpo: one more nonmatching rejected
* EnBigPo: not actual progress, probably
* Match Init, down to single stack pointer on second func
* EnBigPo OK
* EnBigpo: docs and cleaning
* EnBigpo: more docs and cleaning
* EnBigpo: back to OK with no warnings
* EnBigpo: more docs and cleaning
* EnBigpo: docs and cleaning
* EnBigpo: hmm, rename_sym doesn't like renaming system functions but I'm 98% sure I know what these are
* Multiple: changed some function names, maybe changed too much... hmm
* EnBigpo: even more changes to docs
* EnBigpo: formater pass
* EnBigpo: small fixes
* EnBigpo: c file description
* Apply suggestions from code review
Apply camera suggestions from eng124
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: updating all requested changes and reverting one incorrect macro
* Apply suggestions from code review
Some of eng124's recommendations, need to add the last by hand
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: back to OK
* EnBigpo: Minor cleanup changes
* Functions fixed: added function changes to actorfixer and fixed dinofos
* EnBigpo: BINANG_ROT180
* Apply suggestions from code review
First batch of requested changes, the simpler ones that shouldn't require checking
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* EnBigpo: fixes to recommended changes, back to OK
* EnBigpo: move idleTimer docs out of struct
* Sprite: removed old commented out pragma, it matches, I still dont get it
* EnBigpo: more changes I had to check first
* EnBigpo: more requested changes, and some macro uses found
* EnBigpo: forgot a requested change
* Update src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigPo: missed a disphead array access
* Apply suggestions from code review
More requested changes
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: more hex to dec
* EnBigpo: more hex to dec 2
* Update src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnBigpo: build being weird
* EnBigpo: weird, rename_sym didn't catch this earlier
* Tools: fixed actorfixer to use Play_CameraSetAtEye forgot I blew this change away trying to get build again,
* Update src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.h
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* EnBigpo: cutscene functions changed name to indicate they are stages
* EnBigpo: Rename Particles to Effect
* EnBigpo: changed draw function names, changed function comment format
* EnBigpo: renamed limbdraw functions, formater pass
Co-authored-by: isghj8 <isghj8@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
* Import bss to boot_main and idle, match last function in idle
* Some pointer cleanup in idle, spec
* Clean up idle, add build.c, add bss to CIC6105
* Import rand bss
* sptask bss and a macro
* sptask updated to use libultra macros
* siacs.c bss
* Macros in CIC and idle
* controller bss
* seteventmesg bss
* spec
* pimgr and piacs bss
* initialize OK, threadsave, initialize, pimgr bss
* Match DmaMgr_Start
* Fix bss reorder using separate file
* Small cleanup of hex/dec in buffer sizes
* Add comment, remove unused bss from spec
* Merge remote-tracking branch 'upstream/master' into boot_bss
* Format
* Delete files
* remove commented-out structs
* Bit more cleanup
* Addressed reviews
* Format
* z_lifemeter done.
* fix new warning I didn't saw. add variables.txt
* suggested changes
* add new texture ptrs to undefined_sym, changed heartTex & temp to TexturePtr in LifeMeter_Draw
* change hex literal to decimal and other small suggestions
* change bool to u32; change hexa literal to decimal in LifeMeter_IsCritical; renamed undefined sym to their D_02 addresses
* re-applied format.sh on z_lifemeter
* coding style fixes
* fix typo in undefined_sym
* named func and vars.
* changed modulo check
* add extra line after var declaration in LifeMeter_Draw
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* changed unkTimer to camelCase; timer constant as decimal; flip some comparison in LifeMeter_Draw
* uncomment & rename func_ in functions.h
* Update include/functions.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Andzura <andzura@andzura.fr>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* match function and split data
* import data
* Rename function and variable
* format data
* Fix data
* { 0 }
* Update src/code/z_face_reaction.c
Co-authored-by: rylieb <31797144+rylieb@users.noreply.github.com>
* Rename return variable in en_ossan
* textId
* Rylie's review
* Try to format this properly
* Format again
Co-authored-by: rylieb <31797144+rylieb@users.noreply.github.com>
* Fix actor_symbols.py
* Temporary fix to rename_sym.sh
* Fix the few Type1 cylinders
* Rename main -> Main
* chmod rename_global_asm, fix asm in rename_syms
* Format