oot/src
Tharo 43dfaa7518
Create Macros for Cutscene Data (#63)
* Added additional (potentially unused) fields to macros, now builds OK

* Ran formatter, attempted better macro formatting

* Formatted unknown fields as hex, further cleanups

* Rename and prefix macros, use command base macros, format cutscenes with indents

* Move command macros into a new file and include it globally

* Generate cutscene command macros for Bg_Toki_Swd, Cleanups

* Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h

* Introduce CS_CMD_CONTINUE and CS_CMD_STOP

* Remove apparently redundant arguments in certain commands, include the values in the macros directly

* Re-add cutscene terminator destination enum values to example cutscene data

* Format what should be floats as hex, Change actorAnim to actorAction

* Allow floating-point representation of values in cutscene data (asm-processor hack)

* Include cutscene commands only where necessary, documentation fixes

* Rename actor actions to npc actions, separate player action from npc actions

* Remove PlayerActionIDs for now as relevant information on it is not yet decompiled

* Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion
2020-05-20 07:37:28 -04:00
..
boot Decomp game.c (#129) 2020-05-14 19:11:33 -04:00
buffers
code Create Macros for Cutscene Data (#63) 2020-05-20 07:37:28 -04:00
libultra_boot_O1 Decompile sleep.c and printutils.c 2020-04-08 18:36:15 +02:00
libultra_boot_O2 Naming some functions in libultra_code, decompiling a decent amount. (#77) 2020-04-18 21:40:27 -04:00
libultra_code Improve and fix some non matchings (#148) 2020-05-19 15:55:49 -04:00
overlays Create Macros for Cutscene Data (#63) 2020-05-20 07:37:28 -04:00