| Age | Commit message (Collapse) | Author |
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* Update menus.c (#634)
* Update common_data.yml (#635)
* Renames for screenId and other changes (#636)
* screenId renames
* Rename surface map to collision mesh (#637)
* Rename some stack vars (#638)
* Fix syntax error (#639)
* Rename some stack vars
* Update collision.c
* Collision Documentation (#640)
* Collision related renames
* update doxygen (#649)
* change bool (#644)
* Update (#642)
* Delete trig_tables_bss.c (#650)
* fix typo audio (#656)
* fix typo src actor (#657)
* fix typo include (#658)
* fix course (#659)
* fix typo debug (#660)
* fix typo data (#661)
* Update common_structs.h
* replace number with const (#665)
* fix typo buffers (#655)
* fix typo buffers
* tweak ld file
* rename to sMemoryPool
* add a warning
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* fix typo src (#654)
* fix typo src
* fix non matcing
* Update code_80091750.c
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* fix typo racing (#653)
* fix typo racing
* get it match
* replace G_LINE3D to G_QUAD
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* fix typo src (#652)
* fix ending typo (#651)
* Action more info when it doesn't match and fix first diff (#662)
* Update linux-compile.yml
* fix first-diff
* Update first-diff.py
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* document texture of kart (#663)
* document texture of kart
* change screenPlayerId to screenId
* some documentation around object
* Revert "some documentation around object"
This reverts commit cbb39078e036bf2a417bed67359e910213acab28.
* more rename
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* Make evaluate_collision_players_palm_tree better (#667)
This matches just the same as before, but using those two casts instead of
shifts seems more likely to be accurate to the original source code
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
* add fedora instruciton (#666)
* start documenting animation (#668)
* start documenting animation
* Update course_data.c
* change comment
* fix error of compilation
* fix error of compilation
* Update animation.c
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* Place macros for addr conversions
* dl renames
* fixes
* changes ok
* Delete types.h
* move enums
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* Add torch
* update jenkinsfile
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* Document objects related code.
* Including render/update objects code
* Various renamings
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his PR cleans up segment related code in main.c.
Also cleans up the linker a bit.
Add memory pool to linker as .bss to validate that it exists properly.
Move framebuffers, gfx, and audio buffers out of racing segment and make its own segment.
Rename framebuffers.c to buffers.c as it contains more than just framebuffers.
Import asserts from sm64 to validate that code segments are not overlapping
Rename segNoload to segmentNoload
Rename 802BA370 segment to trigTables
Rename gMenuSelectionFromEndingSequence to gGotoMenu
Rename gMenuSelectionFromQuit to gGotoMode
Rename SEG_ENDING_SEQUENCES to SEG_ENDING
Rename data_821D10 to ceremonyData
Rename data_825800 to startupLogo
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* place surface type const and unassemble flag in vtx
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* Finish importing bss
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* Update and rename code_8001F980.c to render_player.c
* Rename code_8001F980.h to render_player.h
* rename import file to render_player
* Update and rename code_80004740.c to save.c
* Rename code_80004740.h to save.h
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* Doc setup_game_memory and label syms
* match func_800132F4
* match func label defines
* fix some fake ptrs
* match more code
* Matches
* Add osSyncPrintf support and matches
* Add func equiv to draw_square and add comment to is_debug
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* Add new utility to calculate packed dl end and vertex count
Requires changing a bunch of actual references to packed dl lists
with raw numbers. Which feels extremely bad but it doesn't match
otherwise.
Signed-off-by: Taggerung <tyler.taggerung@email.com>
* Hard code array lenghts in appropriate headers
Use macros to generate the vertex counts and packed dl end points
Heavily dependent on the array lengths being accurate. If they
aren't stuff will break.
Signed-off-by: Taggerung <tyler.taggerung@email.com>
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* Update building of packed_dl files
* Expose course_data symbols to linker.
* Remove undefined_syms for course data
* Update ctx_includes
Signed-off-by: Taggerung <tyler.taggerung@email.com>
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* Match func
* Rename to player_controller.c
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* Matched code
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* Match & doc code_80280650.c
* Update readme
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* added a very cool debug display list ^^ (prints variables to screen)
* Decompiled various functions
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