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Diffstat (limited to 'docs/tutorial/introduction.md')
| -rw-r--r-- | docs/tutorial/introduction.md | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/docs/tutorial/introduction.md b/docs/tutorial/introduction.md index 99625364d..2115faace 100644 --- a/docs/tutorial/introduction.md +++ b/docs/tutorial/introduction.md @@ -73,12 +73,14 @@ A lot of work has already been done on the code to bring it into a format that i An *actor* is any thing in the game that moves or performs actions or interactions: Link is an actor, enemies are actors, NPCs are actors, props like grass are actors. The vast majority of actors are *overlays*, which means they are loaded only when the game needs them. -In the code, each actor is associated to several files: there is +In the code, each actor is associated to several files: there is + - the main .c file, e.g. `src/overlays/actors/ovl_En_Ms/z_en_ms.c` - the actor's Header file, e.g. `src/overlays/actors/ovl_En_Ms/z_en_ms.h` -- various .o files that tell the `make` script how to incorporate it into building the ROM, +- various .o files that tell the `make` script how to incorporate it into building the ROM, + +and then for undecompiled actors, various assembly (.s) files, generally including: -and then for undecompiled actors, various assembly (.s) files, generally including: - one for the actor's *data* (this usually includes things like its collision information about how to draw it, and various other stuff that is used in it), e.g. `data/overlays/actors/ovl_En_Ms.data.s` - one for each function in the actor, e.g. `asm/non_matchings/overlays/actors/ovl_En_Ms/func_809529AC.s` |
