Rozelette
d0af9587ba
Bg_Lotus OK ( #86 )
2021-03-27 12:29:06 -05:00
kyleburnette
a0b8a7c718
TwoHeadArena and TwoHeadGfxArena OK ( #83 )
...
* TwoHeadArena and TwoHeadGfxArena OK
* Changed negatives to ~ in TwoHeadArena.c
* Renamed functions to match OoT
* Formatted code files
* Removed dispbuf
2021-03-27 12:13:56 -05:00
Rozelette
6e4d156ad7
Door_Spiral OK (from zel) ( #87 )
...
* Door_Spiral OK
* Cleanup
2021-03-27 12:17:42 -04:00
Isghj
e64d4d8bf2
EnPoFusen: OK ( #69 )
...
* EnPoFusen: OK
EnPoFusen: WIP
EnPoFusen: init is matched
* EnPoFusen: requested changes
* Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.h
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
* EnPoFusen: forgot I renamed a function to check diff, changed back
* EnPoFusen: Bad search and replace
* EnPoFusen: really bad search replace
* EnPoFusen: ColliderInit and requested changes
* Functions: renamed func_800B8EC8 to Audio_PlayActorSound2
Co-authored-by: isghj8 <isghj8@gmail.com>
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
2021-03-24 03:58:25 -05:00
Tharo
1a2e6d7ffe
z_collision_check.c ( #58 )
...
* setup
* Progress on z_collision_check.c
* Further progress on z_collision_check.c
* renamed code_0x800E03A0 to z_collision_btltbls, z_collision_check.c decompiled besides bss
* Structs changes
* Document functions
* overlayhelpers folder, colliderinit.py and ichaindis.py
* Flags, format existing ColliderInits
* Fix merge
* Few more small improvements
* Review suggestions
2021-03-22 17:48:15 -04:00
Rozelette
32d0e622fd
padutils OK ( #72 )
...
* padutils OK
* Update to latest OOT
2021-03-22 11:03:33 -05:00
Ethan Roseman
d61a7a9ef2
Jenkins update ( #79 )
...
* Jenkins update
* reorder
2021-03-22 06:14:27 -05:00
kyleburnette
0e2738b81a
bg_ikana_shutter OK ( #56 )
...
* Initial shutter work
* Fixed types.h
* bg_ikana_shutter OK
* Reverted errant change to ultratypes
* Adjusted to use new actor field names
* fixed submodules
* Cleaned up a comment I left by accident
Co-authored-by: fullgrowngaming <fullgrowngaming@gmail.com>
2021-03-20 22:45:22 -04:00
kyleburnette
61fd3e0282
en_scopecoin OK ( #67 )
...
* Initial scopecoin work
* Scopecoin OK
* Updated submodules
* Fixed newline on macros.h, fixed a few minor details in scopecoin.c
* Made requested minor adjustments
* merge
2021-03-17 00:22:23 -04:00
Kenix3
22cb3c4b27
Fixes -include in makefile. ( #74 )
2021-03-16 22:48:54 -05:00
Rozelette
8342329538
yaz0.c OK ( #71 )
2021-03-16 21:49:27 -04:00
Kenix3
a53626049f
Decompiles z_vr_box (from zel) ( #73 )
2021-03-16 21:27:14 -04:00
Rozelette
3a91922e89
Generate dependencies for C files with GLOBAL_ASM ( #70 )
2021-03-14 22:12:14 -04:00
kyleburnette
8b812cdf8e
Fixed incorrect actionfunc declarations caused by bad copy/paste ( #61 )
...
* Fixed incorrect actionfunc declarations caused by bad copy/paste
* Fixed accidental submodule changes
2021-03-11 20:39:08 -05:00
Tharo
a983d14081
functions and variables headers cleanup ( #63 )
2021-03-11 20:27:39 -05:00
Rozelette
72f2b6aa4d
Fix incorrect .data start for En_Door ( #68 )
2021-03-11 20:04:59 -05:00
Kenix3
e788bfecbf
Jenkinsfile no longer builds master with qemu ( #66 )
2021-03-10 23:03:58 -05:00
Kenix3
a858d26e10
Updates jenkinsfile to give the name of the progress.csv files based on the MM version ( #65 )
2021-03-10 22:38:56 -05:00
Kenix3
8468e83786
Updates file_setup.sh script to split based on the asm files being in different sub directories
2021-03-10 22:28:06 -05:00
Kenix3
fcdfa28d66
Uses new articulated name for baserom
2021-03-10 22:28:06 -05:00
Kenix3
b942b4ba9a
Updates file setup script to place the non_matchings in the new location
2021-03-10 22:28:06 -05:00
Kenix3
daca195583
Comments out debugging print statements
2021-03-10 22:28:06 -05:00
Kenix3
1f7ad229c5
Updates progress.py to use the git module for outputting commit hash
2021-03-10 22:28:06 -05:00
Kenix3
375f99f2b4
Fixes matching and non-matching counts in progress.py
2021-03-10 22:28:06 -05:00
Kenix3
710c3d17b0
Fixes path to progress.py in Jenkinsfile
2021-03-10 22:28:06 -05:00
Kenix3
a23213c08c
Jenkinsfile now builds master with qemu IDO
2021-03-10 22:28:06 -05:00
Kenix3
c8e9e78e78
Fixes issue that causes split rodata to be read as code decomp progress
2021-03-10 22:28:06 -05:00
Kenix3
037ba9a22e
Initial support of tracking progress per code/boot/overlay, and outputs the stats to csv.
2021-03-10 22:28:06 -05:00
Zelllll
fb1ed529ad
Add OoT actor structs and enums ( #55 )
...
* add oot structs
* revert formatting
* fix comment thing
* fix accidental renames
* slight fix
* naviEnemyId -> hintId
* fix headers
2021-02-28 22:52:12 -05:00
Kenix3
5c761c33f0
Updates asm-differ ( #53 )
2021-02-25 19:36:55 -05:00
Kenix3
7ef48e193b
Make defaults to uncompressed ( #52 )
...
* PoC automatic rodata split Total split: 585 Failed / Troublesome: 61 (10,42735042735043%) Successfull rodata split: 524 (89,57264957264957%) Failed due to Script issues: 51 Failed due to object boundary issues or unreferenced .rodata: 10 Build OK?: :feelsokman:
rom_uncompressed.z64: OK
2a0a8acb61538235bc1094d297fb6556 rom.z64
rom.z64: OK
List Of Troublesome (mostly simliar edge cases, some are strings that we dont catch right / data without references):
- ovl_Arrow_Ice
- ovl_Arrow_Light
- ovl_Bg_Dkjail_Ivy
- ovl_Bg_Ikana_Mirror
- ovl_Boss_02
- ovl_Boss_07
- ovl_Boss_Hakugin
- ovl_Elf_Msg
- ovl_Elf_Msg2
- ovl_Elf_Msg3
- ovl_Elf_Msg4
- ovl_Elf_Msg5
- ovl_En_Az
- ovl_En_Bigokuta
- ovl_En_Bigpamet
- ovl_En_Bigpo
- ovl_En_Bigslime
- ovl_En_Box
- ovl_En_Butte
- ovl_En_Col_Man
- ovl_En_Crow
- ovl_En_Death
- ovl_En_Elf
- ovl_En_Elforg
- ovl_En_Encount3
- ovl_En_Encount4
- ovl_En_Fish
- ovl_En_Fish2
- ovl_En_Fsn
- ovl_En_Honotrap
- ovl_En_Horse
- ovl_En_Horse_Game
- ovl_En_Invadepoh
- ovl_En_Ishi
- ovl_En_Kame
- ovl_En_Kanban
- ovl_En_Kusa2
- ovl_En_M_Thunder
- ovl_En_Maruta
- ovl_En_Mushi2
- ovl_En_Okuta
- ovl_En_Ossan
- ovl_En_Pametfrog
- ovl_En_Peehat
- ovl_En_Rg
- ovl_En_Ruppecrow
- ovl_En_Slime
- ovl_En_Sob1
- ovl_En_Syateki_Man
- ovl_En_Test7
- ovl_En_Trt
- ovl_En_Wiz_Fire
- ovl_Mir_Ray
- ovl_Obj_Bombiwa
- ovl_Obj_Driftice
- ovl_Obj_Hariko
- ovl_Obj_Iceblock
- ovl_Obj_Mure
- ovl_Obj_Snowball2
- ovl_Obj_Toudai
- ovl_select
* Make now defaults to only build the uncompressed rom. This fixes permuter import errors, and makes building quicker since most of the time people only need to test one rom. Uncompressed was chosen because it's easier to debug with the first_diff script.
Co-authored-by: MMDecomp <MMDecomp@anon.tld>
2021-02-25 19:12:48 -05:00
Kenix3
7955a59194
PoC automatic rodata split Total split: 585 Failed / Troublesome: 61 (10,42735042735043%) Successfull rodata split: 524 (89,57264957264957%) Failed due to Script issues: 51 Failed due to object boundary issues or unreferenced .rodata: 10 Build OK?: :feelsokman: ( #51 )
...
rom_uncompressed.z64: OK
2a0a8acb61538235bc1094d297fb6556 rom.z64
rom.z64: OK
List Of Troublesome (mostly simliar edge cases, some are strings that we dont catch right / data without references):
- ovl_Arrow_Ice
- ovl_Arrow_Light
- ovl_Bg_Dkjail_Ivy
- ovl_Bg_Ikana_Mirror
- ovl_Boss_02
- ovl_Boss_07
- ovl_Boss_Hakugin
- ovl_Elf_Msg
- ovl_Elf_Msg2
- ovl_Elf_Msg3
- ovl_Elf_Msg4
- ovl_Elf_Msg5
- ovl_En_Az
- ovl_En_Bigokuta
- ovl_En_Bigpamet
- ovl_En_Bigpo
- ovl_En_Bigslime
- ovl_En_Box
- ovl_En_Butte
- ovl_En_Col_Man
- ovl_En_Crow
- ovl_En_Death
- ovl_En_Elf
- ovl_En_Elforg
- ovl_En_Encount3
- ovl_En_Encount4
- ovl_En_Fish
- ovl_En_Fish2
- ovl_En_Fsn
- ovl_En_Honotrap
- ovl_En_Horse
- ovl_En_Horse_Game
- ovl_En_Invadepoh
- ovl_En_Ishi
- ovl_En_Kame
- ovl_En_Kanban
- ovl_En_Kusa2
- ovl_En_M_Thunder
- ovl_En_Maruta
- ovl_En_Mushi2
- ovl_En_Okuta
- ovl_En_Ossan
- ovl_En_Pametfrog
- ovl_En_Peehat
- ovl_En_Rg
- ovl_En_Ruppecrow
- ovl_En_Slime
- ovl_En_Sob1
- ovl_En_Syateki_Man
- ovl_En_Test7
- ovl_En_Trt
- ovl_En_Wiz_Fire
- ovl_Mir_Ray
- ovl_Obj_Bombiwa
- ovl_Obj_Driftice
- ovl_Obj_Hariko
- ovl_Obj_Iceblock
- ovl_Obj_Mure
- ovl_Obj_Snowball2
- ovl_Obj_Toudai
- ovl_select
Co-authored-by: MMDecomp <MMDecomp@anon.tld>
2021-02-25 19:05:33 -05:00
Kenix3
73eed5a0b3
Fixes IDO recomp and allows git to detect binary files. ( #50 )
2021-02-25 18:21:51 -05:00
Kenix3
48aa632eb6
Flags ido_recomp as binary.
2021-02-24 01:06:20 -05:00
louist103
36557611ce
Added IDO recomp support ( #45 )
...
* Added recomp
* Fix .exes not being included maybe
* Fixed now?
* OK this should add IDO
* Re recompile in -O2
* Updates asm-processor to point to current HEAD.
* Uses the exact same ido_recomp binaries as OOT.
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
2021-02-24 00:50:57 -05:00
Tharo
c55e9eeee5
pragma variant for GLOBAL_ASM ( #49 )
...
* pragma GLOBAL_ASM
* Revert split_asm.py arg description change
2021-02-23 23:15:58 -05:00
kyleburnette
e0164dba14
Fixed ultratypes.h ( #48 )
...
* fixed ultratypes.h
* fixed ultratypes.h
2021-02-23 23:08:16 -05:00
kyleburnette
0481c23e75
en_okarina_effect OK ( #47 )
...
* en_okarina_effect OK
* Changed setupaction name
2021-02-23 22:46:35 -05:00
kyleburnette
55c558852f
en_rsn OK ( #41 )
...
* en_rsn OK
* Fixed build error caused by collisioncheck
Co-authored-by: fullgrowngaming <fullgrowngaming@gmail.com>
2021-02-12 18:26:05 -05:00
kyleburnette
08e964972f
en_nnh OK ( #42 )
...
* Matching (last thing to figure out is ColliderInit)
* nnh work
* Working on collider
* formatting
* Fixing en_nnh
* Fixed build error. The issue was a collider init, not sure what made me think it was OK before
* Removed overlay helper stuff
* Removed weird qemu file
* Fixed collider once and for all.
Co-authored-by: fullgrowngaming <fullgrowngaming@gmail.com>
2021-02-12 18:25:48 -05:00
kyleburnette
ee0ab1cbc9
en_hs2 OK ( #46 )
...
* en_hs2 OK
* Formatted files
* Renamed the DoNothing func.
Co-authored-by: fullgrowngaming <fullgrowngaming@gmail.com>
2021-02-11 22:12:54 -05:00
Kenix3
6ac8ea373c
Decompile `ovl_TG_Sw` ( #44 )
...
Co-authored-by: MMDecomp <MMDecomp@anon.tld>
2020-12-09 19:35:40 -05:00
fullgrowngaming
96f680d1d1
en_ending_hero OK ( #36 )
...
* Initial work
* en_ending_hero OK
* Converted array of UNKPTRs to symbols
* Moved texture arrays back outside function
2020-10-26 19:01:01 -04:00
fullgrowngaming
a9138a7c0f
ending_hero5 OK ( #40 )
...
* ending_hero5 OK
* Formatting
* Fixed formatting and changed colors to decimal
2020-10-26 19:00:02 -04:00
fullgrowngaming
c4f4dcebc7
en_ending_hero4 OK ( #39 )
...
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
2020-10-12 22:33:42 -05:00
fullgrowngaming
98992c25b4
ending_hero3 OK ( #38 )
...
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
2020-10-12 22:33:02 -05:00
fullgrowngaming
f3fbb6474c
ending_hero2 OK ( #37 )
...
* ending_hero2 OK
* Formatting
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
2020-10-12 22:32:19 -05:00
fullgrowngaming
e997a0b67f
en_dy_extra OK ( #35 )
...
* dy_extra decomped, but not ok
* Formatting
* Fixed data, en_dy_extra now OK
* Formatting
* Removed unnecessary color struct
* added newlines
2020-10-12 22:30:22 -05:00
fullgrowngaming
f927730418
Arms_Hook OK ( #33 )
...
* All but 2 functions matched
* More work on hookshot
* hookshot work
* 2 functions left (and one is almost done)
* sp issues with draw, but matching otherwise
* hookshot matching
* Changed rodata inclusion for armshook
* Hookshot OK
* Resolve script conflicts
* Rename unk variables to match MM standard
* Made requested changes
2020-10-11 18:30:22 -05:00
fullgrowngaming
1c4a3047de
z_skelanime OK ( #34 )
...
* initial skelanime commit
* Skelanime OK
* Forgot to add z64animation.h and skelanime.c
2020-10-11 13:31:06 -04:00