* sceneNum -> sceneId
* horse data scene -> sceneId
* Clean up scene table
* format
* PR comments
* Some more
* It helps if you actually save the file
* PR
* Remove comment
* Format
* Conflicts
* Begin interface alpha docs
* More Interface Alpha
* cleanup docs
* Minor fixes
* Apply Discord Discussions
* More discussions
* More suggestions from OoT
* fix merge
* PlayState rename
* Make this work with the latest master and run format
* Respond to hensldm's review
* Respond to Elliptic's review
* Add Effect_GetPlayState to namefixer.py
* Add missed comma
* Improve various matchings and cleanup
* Fix warnings
* Missed 2
* Few hex to dec
* PR Suggestions
* More PR Suggestions
* Document time calculation
* Improved use of macros
* DAY_LENGTH macro
* More cleanup of functions
Co-authored-by: hensldm <https://github.com/hensldm>
* Missing a space
* PR Suggestions
* Use DAY_LENGTH more
* cleanup
* Clean up toto
* More ClockTime macro
* rename pad
* EnGo and format
* EntityLineTest booleans
* Other bgcheck tests
* Graph Allocs
* Lib_Segmented
* Fix toto comment
* Remove macro comment for EnBigpo_DrawLantern
* Format and remove sym from undefined_syms.txt
* PR suggestions
* BgIkanaRay params
* One day i'll remember
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* Copy progress from z_camera
* cleanup functions.h
* Oops
* Revert `SUB16` and `ADD16` back to original names
* PR Suggestions
* PR Suggestions
* Fix merge with master
* Match remaining functions of code_8012EC80.c
* parameter_static extracted and OK
* Small Progress
* Documentation all over the place
* Finish Documenting
* Cleanup
* Name more textures
* Update knowledge on deku playground player name
* All textures from parameter_static known now
* Finish documenting and validating parameter_static
* More up-to-date SaveContext docs
* More docs
* More cleanup
* Sun -> Star
* Minor touchup
* More cleanup
* pictograph -> pictoBox
* Remove the "unused" part
* More accurate name: hour lines
* It's gsDPLoadTextureBlock, not gsDPSetTextureImage
* Fix parameter_static and merge issues
* More docs from new PRs and Parameter WIP
* Missed a name
* Move parameter_static to interface assets
* Clean up code_8012EC80.c data
* Fix comment
* Add comments to parameter_static
* Oops
* fix merge
* Missed a PR review suggestion
* Fix merge
* first few functions
* two more almost matching functions
* Rebase to NBS, get it to compile
* BgCheck_RaycastFloorStaticList OK, fix-up some functions
* BgCheck_SphVsStaticWall OK! and a few others
* more z_bgcheck NON_MATCHINGS
* OK more functions, reorganize external reference #defines
* More functions OK, more struct fixes
* More OKs
* Decomp all the way to the end of bgcheck
* All functions attempted
* Rename functions
* formatting, data migration
* Give names to unk structs, rename some structs, fix some non-equivalent functions
* WaterBox_GetSurfaceImpl OK
* BgCheck_ResetPolyCheckTbl OK, improve WaterBox_GetSurface2 codegen, eliminate warnings and clean up source.
* BcCheck3_BgActorInit ->BgCheck3_BgActorInit, fix warnings
* pr change requests
* fix crc maybe
* implement more changes
* implement alf's changes
* Introduce bgms
* Fill in bgm enums
* Rename bgm to clearer names
* Fix spacing
* Fix "No_Music" define
* remove comment
* Improve bgm names, found another seqId function
* Another seqId function
* Another name change
* Woods of Mystery -> Sarias Song
* add saria's song bgm to pierre
* Another bgm function found!
* Add bgm's to `gSaveContext.seqIndex`
* Create enums (non-matching monkaBSS)
* Add effect enum
* Almost fix bss reordering (1 different word)
* Fix capacity
* Fully fix bss
* Add PlayerBoots
* PR Feedback & add missing playerForm enums
* Clean-Up
* Script to check global bss ordering
* Bit of cleanup
* Format
* Remove global_bss_check PR
* Fix bss
* Add enums to new PRs & previously missed ones
* Remove Effect Enums
* Missed one
* Format
* Remove old prevent_bss_reordering.h comments
* Use a better macro
* A few more uses of enums found
* Add enums to recent PRs
* Improve GI enums
* Add enums from new PRs
* PR Suggestions
* format
* Fix bss
* Fix mistake in GI
* No actually, part of it was correct before
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
* Progress on various files
* gfxprint stuff
* split some rodata, add iconv for rodata string parsing
* z_std_dma rodata
* 2 nonmatchings in gfxprint
* mtxuty-cvt ok
* more
* match a function in idle.c
* progress
* Cleanup
* Rename BgPolygon to CollisionPoly
* progress
* some effect stuff
* more effect progress
* updates
* made suggested changes
* z_effect_soft_sprite_old_init mostly ok
* remove old effects enum
* gamealloc.c OK
* added more files
* motor.c almost done
* motor.c OK
* updates
* migration of two files
* listalloc.c oK
* z_fcurve_data_skelanime split
* z_fcurve_data_skelanime.c decompiled
* more files split
* z_malloc.c OK
* contpfs.c OK
* fault.c rodata migrated
* migrated fault_drawer rodata
* update
* update preprocess.py
* renamed functions in z_skelanime
* started z_skelanime cleanup
* like halfway through fixing z_skelanime
* animation system updated to meet oot standards
* remove unused animation structs
* rename matrix structs to fit oot
* Add -woff 712
* fix diff_settings.py because i accidentally broke it before
* fixed merge conflict, doesn't match though
* It matches now
* Updates
* Fixed warnings...added gcc code syntax checking
* Remove gcc check, added in Tharo's PR
* warnings fixed (i think)
* fixed all warnings i think
* ok
* not sure what to do
* Fix all warnings i think (z_en_a_keep needs some file cleanup thouguh)
* it matches if i do this
* remove comment
* accidentally put osPfsFreeBlocks in epilinkhandle.c
* memcmp -> bcmp
* change u32 size to size_t size, delete string.h because it caused unnecessary confusion with defining size_t twice
* format.sh
* MTXMODE_NEW and MTXMODE_APPLY to matrix functions
* Made suggested changes
* pragma sFaultDrawerFont instead of including in repo
* add some functions to functions.h
* Bss reordering fixed in z_collision_check...added hack to disasm.py
* Updated z_en_a_keep.c
* Missed suggestion in EnAObj_Destroy
* .
* update z_fcurve_Data_skelanime and z_skelanime with suggestions
* devmgr.c ok
* minor changes
* Addressed comments
* remove redundant file
* gfxp -> dlist in game.c
* updated actorfixer.py
* fixed warnings in z_malloc
* Change void* back to Actor*
* format
* Add the soft_sprit comments back
* Rename SV->Flex
* remove .common
* run format
* Update src/code/z_skelanime.c
* u32 channel
Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com>
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.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>
* wip
* fix
* add disassembler
* Disasm builds OK
* Variable addends
* More wip
* Rodata migration implemented
* Cleanup old tools
* Try fix submodule -> subrepo merge
* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "602e609"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "602e609"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Builds again but assets are totally broken
* git subrepo pull --force tools/asm-processor
subrepo:
subdir: "tools/asm-processor"
merged: "1ffdb08a"
upstream:
origin: "https://github.com/simonlindholm/asm-processor.git"
branch: "master"
commit: "1ffdb08a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables
* rm z64compress in preparation for subrepo
* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "eb11085c"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "eb11085c"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Fix asset extraction
* Fix diff-init make rule
* Split code bss
* Split assumed linker bug padding from assembly files
* add filelists for mm.us.rev1
* Maybe working, but I'm not sure
* add overlays to spec
* Add rodata to actos
* Everything compiles
* Make a lot of C files for code
* Add almost every file in code to spec
* whoops
* 3 code files left
* add scenes to spec
* More progress on progress.py
* Fix skelanime in spec
* audio files!
* Fix merge issues
* Fix some C files in code
* Fix remaining code files
* Use existing O1 C files in spec
* reorder boot order in spec
* update spec
* fault.c
* Convert relocs on completed actors, fixbaserom uses current rom name
* more boot files
* Add VT macros and script
* finish already existing boot files
* most of libultra
* fix 64bits libultra files
* Use C files for libultra, wrap some functions in NON_MATCHING
* Remove duplicate of OS_CLOCK_RATE from fault.c
* C files for fbdemos
* delete dumb files
* bootstrap C files, still need to add them to the spec
* update fixbaserom
* boot OK?
* I forgot to commit the spec
* C for gamestates
* C for kaleido
* Change all includes to ""
* copy actor sizes script from oot
* I forgot to delete those files
* Basic C files for effects
* Add effects initvars names
* Remove mislabelled boot functions from header/txt
* Begin porting bootstrap_fx, some sizes
* Fix <>
* Fix enum
* Fix diff.py
* fix libultra stuff
* update regconvert
* update setup warnings
* add some missing ;
* Fix some makefile stuff and other fixes on some non_matching functions
* add executable flag in extract_baserom and fixbaserom
* fix relative path
* copy assist from oot
* fix map path
* another assist path fix
* Delete C files for handwritten files
* add code_801A51F0 to spec
* add gfxbuffers to spec
* Move rodata to top of each file when possible
* UNK_TYPEs for func_801A51F0
* Remove kaleido rodata from spec
* Update spec and undefined_syms for recent merge
* GCC warnings and fix errors in nonmatchings,
* round percentage numbers
* progress script: format changes
* progress: error on non-existing files
* fix warning in z_scene_table
* Match 2 nonmatchings in z_actor
* Warnings in lightswitch and invadepoh
* Fix warning in z_actor_dlftbls
* I though I fixed this one
* whoops
* Comment out CC_CHECK
* Removed redundant ultra64.h includes
* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms
* Completed gamestates bootstrap
* Split kaleido_scope
* Remove section.h and segment.h, move keep object externs to a common location in variables.h
* Completed effects bootstrap
* Segmented address externs for effects, fbdemos, gamestates and kaleido
* Move actor data externs out of the if 0
* Segmented address externs for actors
* Prepare actionfunc detection
* fix script, how did it even work before
* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler
* Automated actionFunc detection in actors
* Segmented addresses from player .text
* rm old segment addrs script and fix build
* Move sizes folder to tools
* Make build.py executable
* New Jenkinsfile Prayge
* Remove numpy dependencies
* Add warnings_disasm_current.txt
* my bad
* Update spec and undefined_syms
* Add z_eff_ss_hahen to pametfrog
* git subrepo pull (merge) --force tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "163ca2af"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "163ca2af"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Make z64compress print to stdout
* sneeky commit to update warnings tooling
* test
* Another test
* Mark fixing overlay reloc generating as a TODO
* Update warnings stuff
* Communicate the return code from running z64compress back to the Makefile through the wrapper
* Run formatter, remove extra commented copy of function
* Re-fix some includes
* Convert atan to hex to conform to decided style
* Some tidying up, remove c for fp and the other two handwritten code files
* BSS in z_collision_check & z_scene_proc
* add static back in
* Fix timerintr bss, add file to spec, some cleanup
* Remove externs
* Newline
* Readd enums
* Typo
* Colours
* Comments for hitmark enum values
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Improvements and suggestions
* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* not ok, why?
* OK!
* fix data
* finish data etc
* work on save context
* save finished
* first func done
* roomInf
* done for now
* add missing file
* add most og names for struct members
* fix accidental change
* Update z_en_ginko_man.c
* Update z_scene.c
* maybe fix stuff hopefully
* proto
* sasa
* Update include/z64save.h
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* Update z64save.h
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* match function
* major cleanups
* rename switch functions
* use graph_alloc to fix fake matches
* more documentation
* more matches, lots of changes
* lots more work
* format
* Update z_scene_proc.c
* very hard lagrange interpolation function OK!
* remove any remaining
* documentation done, only two functions left
* a few more things
* one function left!
* document another oot leftover
* last function decompiled, not matched yet
* scene_proc complete
* start work on z_scene
* done with z_scene
* remove unessecary typedefs
* fix some things to remove warnings
* Add z_scene_table and decomp data
* Delete ctx.c
* add draw cfg enum
* cleanup
* most scene table functions done
* done for now
* all scene files done
* Update include/z64scene.h
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* add missing macros
* fix some renames
* scene texture file rename
* added temporary structs so it still builds
* more structs
* even more old structs
* fix boyo
* should fix compile error
* lets hope nothing broke
* ub comment back
Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
* 1 scene done, Z2_SOUGEN OK
* All scenes OK
* Makefile improvements
* Use WIP ZAPD branch as submodule
* Add spawn rotation flag macro
* Fix bad merge
* Move scenes to be in their own subfolders
* Rename and restructure extracted baserom files
* Progress tracking for assets
* Add asset progress to csv
* Use master ZAPD
* Use distclean like in OOT
* Fix up a few things with the makefile
* Fix scenes not being dumped from ELF
Co-authored-by: Rozelette <Uberpanzermensch@gmail.com>
* Progress on various files
* gfxprint stuff
* split some rodata, add iconv for rodata string parsing
* z_std_dma rodata
* 2 nonmatchings in gfxprint
* mtxuty-cvt ok
* more
* match a function in idle.c
* progress
* Cleanup
* Rename BgPolygon to CollisionPoly
* progress
* some effect stuff
* more effect progress
* updates
* made suggested changes
* z_effect_soft_sprite_old_init mostly ok
Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com>
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
* TwoHeadArena and TwoHeadGfxArena OK
* Changed negatives to ~ in TwoHeadArena.c
* Renamed functions to match OoT
* Formatted code files
* Removed dispbuf
Additionally, updated code to use PHYSICAL_TO_VIRTUAL and ALIGN16 macros.
Additionally, retyped gRspSegmentPhysAddrs back to u32 as in OOT. These get the straight return value of PHYSICAL_TO_VIRTUAL, so they are u32.