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<title>botw, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/'/>
<entry>
<title>Merge pull request #238 from leoetlino/stack/05a-csv-uking-mechanical</title>
<updated>2026-11-01T13:51:39+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-11-01T13:51:39+00:00</published>
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<id>d7a8694143c2677534ffaffe5ab130764bc76d31</id>
<content type='text'>
CSV: mechanical renames for uking functions</content>
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<pre>
CSV: mechanical renames for uking functions</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #237 from leoetlino/stack/04b-sinits</title>
<updated>2026-11-01T03:08:40+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-11-01T03:08:40+00:00</published>
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<id>b04b632daaf7de97cdd28ce08995da4893796852</id>
<content type='text'>
data: name TU static initialisers</content>
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<pre>
data: name TU static initialisers</pre>
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</content>
</entry>
<entry>
<title>tools: Force the linker to use clang hashes for ELF (#235)</title>
<updated>2026-10-28T15:45:15+00:00</updated>
<author>
<name>Michael Zhao</name>
<email>44533763+Pistonight@users.noreply.github.com</email>
</author>
<published>2026-10-28T15:45:15+00:00</published>
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<id>f819951dd626bc98fcf058281640486dbb106383</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>tools: Force the linker to use clang hashes for ELF</title>
<updated>2026-10-27T21:58:03+00:00</updated>
<author>
<name>Sebastian August Snoer</name>
<email>ssnoer@proton.me</email>
</author>
<published>2026-10-27T21:58:03+00:00</published>
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<id>232093e7bf6fcb60402cc2f28394c3bc4b94197c</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #233 from leoetlino/stack/04-csv-libraries</title>
<updated>2026-10-19T00:27:04+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-10-19T00:27:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/commit/?id=8f0334acf0d348bcf48787038d0a0ba63f740ee4'/>
<id>8f0334acf0d348bcf48787038d0a0ba63f740ee4</id>
<content type='text'>
Update functions CSV for library functions</content>
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<pre>
Update functions CSV for library functions</pre>
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</content>
</entry>
<entry>
<title>data: name uking ctors, dtors, RTTI and thunks</title>
<updated>2026-10-18T23:52:17+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:47:54+00:00</published>
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<id>b34dc8373b646c44c0b582116311872974bc5620</id>
<content type='text'>
Names come from the shape of each body, its vtable slot and the
singleton disposer pattern. Thunks are named after the slot they
forward to (e.g. IndoorStageMapProps::m2 is actually
IndoorStage::getMapFileNameForPlayerPos_thunk10).

Also renames the j__ZdlPv_NNN operator delete stubs to dtorDelete, and
two j_ stubs after the uking functions they jump to.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<pre>
Names come from the shape of each body, its vtable slot and the
singleton disposer pattern. Thunks are named after the slot they
forward to (e.g. IndoorStageMapProps::m2 is actually
IndoorStage::getMapFileNameForPlayerPos_thunk10).

Also renames the j__ZdlPv_NNN operator delete stubs to dtorDelete, and
two j_ stubs after the uking functions they jump to.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: move game rows into namespace uking</title>
<updated>2026-10-18T23:52:17+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:47:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/commit/?id=4a9f46f94750eaa5f03813c75e58572f6163ba8f'/>
<id>4a9f46f94750eaa5f03813c75e58572f6163ba8f</id>
<content type='text'>
The decomp's top-level game headers declare namespace uking.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<pre>
The decomp's top-level game headers declare namespace uking.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: apply mechanical name fixes to uking::ui</title>
<updated>2026-10-18T23:52:16+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:47:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/commit/?id=36177b74330f71ec3053c1e11864c63ad0f9e21b'/>
<id>36177b74330f71ec3053c1e11864c63ad0f9e21b</id>
<content type='text'>
Most of these just gain the uking::ui namespace, the owner class the
CSV already uses for that code, or the SingletonDisposer_ spelling.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Most of these just gain the uking::ui namespace, the owner class the
CSV already uses for that code, or the SingletonDisposer_ spelling.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: name uking::ui ctors, dtors, RTTI getters and thunks</title>
<updated>2026-10-18T23:52:16+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:47:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/commit/?id=a26bed053f927e30dbfc42b5ecb6c389b5619500'/>
<id>a26bed053f927e30dbfc42b5ecb6c389b5619500</id>
<content type='text'>
In the IDB, UI parts are identified by vtables that derive from the
common part base; map icons, markers, resources and managers by their
own vtables. Type info getters are named after eui's GetRuntimeTypeInfo
(from Labo symbols), and sead-style ones keep sead's names.
SingletonDisposer_ dtors follow sead's singleton macro.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
In the IDB, UI parts are identified by vtables that derive from the
common part base; map icons, markers, resources and managers by their
own vtables. Type info getters are named after eui's GetRuntimeTypeInfo
(from Labo symbols), and sead-style ones keep sead's names.
SingletonDisposer_ dtors follow sead's singleton macro.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: apply mechanical name fixes to uking::ui screens</title>
<updated>2026-10-18T23:52:15+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:47:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/commit/?id=a84d7031e5699ce858c4064bb7a5616da9be6da4'/>
<id>a84d7031e5699ce858c4064bb7a5616da9be6da4</id>
<content type='text'>
Screen rows that already had a decomp name move into uking::ui. ScreenEx
and ScreenAppCamera overrides take the trailing underscore of the
eui::Screen virtuals they override, such as doBuildLayout_.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Screen rows that already had a decomp name move into uking::ui. ScreenEx
and ScreenAppCamera overrides take the trailing underscore of the
eui::Screen virtuals they override, such as doBuildLayout_.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
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</content>
</entry>
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