* inital commit with a good chunk done
* adsjfkalsdfh
* can't figure this out for the life of me...
* I'll come back to this later
* not finished, but at least OKs
* blah, still stuck
* en_hakurock OK
* minor clean up
* formatting and pushing up changes
* fixing spec
* fixing warnings and addressing feedback
* addressing PR comments from engineer
* fixing enum
* format
* Migrate data to C
* EnBaguo_Init OK
* EnBaguo_Destroy OK
* func_80A3B220 OK
* func_80A3B2CC OK
* func_80A3B2CC OK
* func_80A3B794 OK
* func_80A3B5E0 OK
* func_80A3B7B8 OK
* EnBaguo_Update OK
* func_80A3B8F8
* func_80A3BE24 OK, some other not-OK junk
* func_80A3BE60 OK (wow this is bad!)
* Document the blink system
* func_80A3C17C OK
* Document timer and fix warnings
* func_80A3C008 OK
* Rename x/y/z so it's clear they are positions
* func_80A3BE60 OK in a not-crazy way
* func_80A3B958 OK
* func_80A3BF0C OK
* Make the rotation a Vec3s
* Update the spec to use the built reloc
* Use ARRAY_COUNT instead of hardcoded length
* Document the state stuff
* Document NejironParticle
* Document the rolling rotation stuff
* unk_1BC -> maxDistanceFromHome
* unk_1B8 -> zRollDirection
* Name the two draw functions
* Name the static variables properly
* Name all other functions
* Clean up forward declares
* Last bit of documentation and cleanup
* Add an enum for the rolling direction
* Add explanatory comment
* state -> action and move action descriptions inline
* Use enum for Stone Mask
* Use "Setup" for the setup function
* Document the damage effect
* Add some space around the for-loop
* ./format.sh
* Use % 8 everywhere
* Use -= instead of += a negative number
* Switch order of max check
* Use CLEAR_TAG_POP enum value
* eyeIndexTemp -> eyeIndex
* visible -> isVisible
* Move enums above structs
* Merge animation system changes
* yDist fix
* Respond to review feedback
* WIP
* done?
* remove something from variables.h
* missed a warning
* PR fixes (AngheloAlf)
* fix lights
* restore ZAPD makefile
* format
* format again
* fix a graph alloc
* Missed one in skin
* Updates contributing.md and reviewing.md for the new reservation board.
* Updates contributing.md and reviewing.md for the new reservation board.
* Removes Trello specific instructions.
* Change yDistTo to yDirDistTo.
* Run format.sh.
* Apply suggestions from code review
Fix comments in header file.
* Added "Surface" to yDirDistToWater.
* Update names in sellnuts and skb.
* Actually fix skb
* Rename yDirDistToWaterSurface to depthInWater.
* Rename yDirDistToPlayer to playerHeightRel.
* Apply suggestions from code review
Fix capitalization in header file comments.
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* Fix Jenkins (Obj_Aqua).
* Fix Jenkins (Obj_Etcetera).
* Fix Jenkins (En_Thiefbird).
* Fix misformatted files in current master.
* Fix Jenkins and run format.sh.
* Fix misformatted file in current master (z_debug).
* Update PR to include new actors.
* Update PR to include elforg, po_sisters, wf.
* update actorfixer.py with variable name changes.
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* Migrate data to C
* EnElforg_Init OK
* func_80ACC470 OK
* EnElforg_Destroy OK
* EnElforg_Update OK
* func_80ACCBD0 OK
* func_80ACCBB8 OK
* func_80ACD6EC OK
* func_80ACD59C OK
* func_80ACD6A8 OK
* func_80ACD610 OK
* func_80ACD878 OK
* Declare animated materials for Elforg
* EnElforg_Draw OK
* func_80ACCC98 OK
* func_80ACC7E4 OK
* func_80ACC8D4 OK
* func_80ACCEB0 OK
* func_80ACC994 OK
* PLAYER -> GET_PLAYER
* func_80ACCE4C OK
* func_80ACC934 OK
* func_80ACCAC0 OK
* func_80ACD2E4 OK
* func_80ACD1F0 OK
* func_80ACD164 OK
* func_80ACD1B0 OK (maybe fakematch but oh well)
* func_80ACD088 OK
* Better match for func_80ACD1B0
* Use compiled reloc
* Move static data to appropriate function
* Name sCylinderInit appropriately
* Add explanatory comment
* Clean up forward declarations
* Add macro for the flag
* Macro and enum for type
* Add STRAY_FAIRY_GET_PARAM_1C0 macro (no clue what this does)
* Document the area stuff
* Name some functions
* Document timer and direction
* Eliminate some early returns
* Tons more documentation
* Name remaining functions
* Document flags
* Name targetDistanceFromHome
* fairyFountainTimer -> secondaryTimer, since it's used outside of Fairy Fountains
* Name the unknown flag
* Name the collider fairy type
* Last bit of renaming/documenting
* Remove zero check
* Use hex constant for newAngle
* Merge animation updates
* Use 0x10000 instead of 65536.0f
* Use decimal for alpha
* Move yDifference initialization up to the same line as declaration
* Use +=/-=
* <= 30 instead of < 31
* += -1 -> --
* >= 81 -> > 80
* 0xDFFFFFFF -> ~0x20000000
* EnElforg_InitializeSpeedAndRotation -> EnElforg_InitializeParams
* Migrate data to C
* EnGiant_Destroy OK
* EnGiant_Init OK
* func_80B01A74 OK
* Comment what each of the quest items are
* Put a little comment for myself on func_80B01A74 because it was confusing me lol
* Very early names (they're all bad)
* func_80B01990 OK
* EnGiant_Update OK
* func_80B024AC OK
* func_80B023D0 OK
* func_80B024D8 OK
* func_80B02354 OK (this function is bad!)
* func_80B020A0 OK
* func_80B01EE8 OK
* func_80B01E84 OK
* func_80B0211C OK
* func_80B02234 OK
* unk_250 -> sfxId and label SFX
* func_80B02688 OK
* func_80B026C4 OK
* EnGiant_Draw OK
* Update spec
* Fix up the static data
* unk_24E -> alpha
* Document some of the animation stuff
* Name EnGiant_IsNotFreed
* Document the giant types better
* Minor cleanup
* Add explanatory comment
* Rename the functions in functions.txt too, whoops
* Document sFaceTextures and blink routine
* Document all the various animations
* Name EnGiant_PlaySound
* Document some functions and change an unknown to action
* Add an SFX id I missed
* Name all the action funcs
* Name last two functions
* Mark one case as unused
* Change func_800F5A8C to use arg0, arg1, arg2, etc.
* Move sFaceTextures to EnGiant_Draw and comment what they are
* EnGiant_IsNotFreed -> EnGiant_IsImprisoned
* Use booleans in EnGiant_IsImprisoned
* **/ -> */
* action -> csAction
* Make macros for all type conditional checks
* Add warning about inconsistency
* Document the cs actions
* Add some documentation to animation-changing functions
* Update the function name in functions.txt too
* Improve GIANT_TYPE macros
* Remove an unncessary early return
* Incorporate animation changes
* Added tools/check_format.sh.
* Exit nonzero from format.sh if clang-format-11 not installed.
* Replace which with command -v.
* Fail check_format.sh if format.sh fails.
* Improve Jenkinsfile.
* Take exit 0 out of else in check_format.sh.
* Format flg_set.c to test new Jenkins environment.
* Fix formatter failed logic in check_format.sh.
* Format all misformatted files in master.
* Remove Summarize Problems stage from Jenkins.
I didn't realize Jenkins would not a run a subsequent stage if a
previous stage errored. This defeats the purpose of summarizing all
problems at the end, since this will only happen if there *are* no
problems.
* Use Post->Failure block to print all logs instead.
* Remove spurious semicolon in arms_hook.
* 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>