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<title>botw/data, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
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<entry>
<title>Implement tempmgr (#236)</title>
<updated>2026-11-03T17:25:04+00:00</updated>
<author>
<name>Sebastian August Snoer</name>
<email>23051740+Seba244c@users.noreply.github.com</email>
</author>
<published>2026-11-03T17:25:04+00:00</published>
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<pre>
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</entry>
<entry>
<title>ksys/phys: Add RigidBodySetFromShape and RigidBodySetFromResource (#234)</title>
<updated>2026-11-03T17:18:14+00:00</updated>
<author>
<name>Alex Rawlings</name>
<email>65536044+gnarlings@users.noreply.github.com</email>
</author>
<published>2026-11-03T17:18:14+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>data: import uking::event, frm and query names from the IDB</title>
<updated>2026-10-18T23:52:19+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>c26a6b1b11e0d6c10dc2329766fe632353e91179</id>
<content type='text'>
The event code is game code rather than engine code: it's linked after
uking::E3Mgr. EventMgr is named from the "ukingEventMgr" string, and
RootTask, System and ErrorViewerTask from their "uking::frm::" strings.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<pre>
The event code is game code rather than engine code: it's linked after
uking::E3Mgr. EventMgr is named from the "ukingEventMgr" string, and
RootTask, System and ErrorViewerTask from their "uking::frm::" strings.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
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</content>
</entry>
<entry>
<title>uking: name AutoPlacement::reset and AutoPlacementMgr creator functions</title>
<updated>2026-10-18T23:52:18+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-10-15T21:56:29+00:00</published>
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<id>a955a9482b8c107f69e0bcff31a74ff20087f5b8</id>
<content type='text'>
The names come from the IDB. AddAutoPlacementCreator registers its actor
with addCreator on enter and unregisters it with removeCreator on leave.

(AI assisted using Claude Opus 5.5)</content>
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<pre>
The names come from the IDB. AddAutoPlacementCreator registers its actor
with addCreator on enter and unregisters it with removeCreator on leave.

(AI assisted using Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>uking: import names from the IDB</title>
<updated>2026-10-18T23:52:18+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>689c34adf7d856cbc3fd75b3fe4ffc5805702f8e</id>
<content type='text'>
Names were read from function bodies and callers. uking::Title comes
from the "uking::Title::drawObj" string. The save-transfer functions
stay in plain uking rather than uking::ui since they are linked right
after sinit_SaveSystem.

Also renames AutoPlacement.h's sub_710064ED60 to match its new row name,
and names a few sead::SafeArray dtors that sit among the uking code.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<pre>
Names were read from function bodies and callers. uking::Title comes
from the "uking::Title::drawObj" string. The save-transfer functions
stay in plain uking rather than uking::ui since they are linked right
after sinit_SaveSystem.

Also renames AutoPlacement.h's sub_710064ED60 to match its new row name,
and names a few sead::SafeArray dtors that sit among the uking code.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>uking: fix class and function names</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>
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<id>0d0dc1141681156b83310b426eecbc81bbd2c49c</id>
<content type='text'>
Wrong or placeholder class and function names (GameSceneSubsys12, Root4,
IceBlockMgr...) take the IDB names; for instance GameScene's *Reenter
handlers are actually *ReceiveMessage.

Also declares isStageSelectState in namespace uking in E3Mgr.cpp, since
it sits among the GameScene free functions.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<pre>
Wrong or placeholder class and function names (GameSceneSubsys12, Root4,
IceBlockMgr...) take the IDB names; for instance GameScene's *Reenter
handlers are actually *ReceiveMessage.

Also declares isStageSelectState in namespace uking in E3Mgr.cpp, since
it sits among the GameScene free functions.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: import unnamed uking::ui functions from the IDB</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>
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<id>c8b11a2140ffc394a6bd84d9a671274e04a2bdbc</id>
<content type='text'>
Names were read in the IDB from function bodies, often thanks to layout
pane name strings in the binary (e.g. Pa_Quest_00 for
PauseQuest_00::createQuestPage). Names that are still unsure keep a
Maybe suffix on the function or its class.

Also fixes two placeholder rows nearby, e.g. uiSubsys1::__auto43 is
MapAppDataMgr::killDlcWarpMarkerLoopEffect.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<pre>
Names were read in the IDB from function bodies, often thanks to layout
pane name strings in the binary (e.g. Pa_Quest_00 for
PauseQuest_00::createQuestPage). Names that are still unsure keep a
Maybe suffix on the function or its class.

Also fixes two placeholder rows nearby, e.g. uiSubsys1::__auto43 is
MapAppDataMgr::killDlcWarpMarkerLoopEffect.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: replace placeholder names in 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>
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<id>23334a2d6522b5e9da810a47f5c85aed86a21eb4</id>
<content type='text'>
Placeholders (x_N, __autoN, *Stuff, sub_, nullsub_N...) take the IDB
names, read from the function bodies. Most of them are in
MapAppDataMgr, ui::Manager and PauseMenuDataMgr.

Also drops a few Maybe suffixes, moves the shop:: setters to
uking::ui::setShop* and fixes a few wrong names (e.g. one hasMiphaSoul
is actually hasUrbosaFury).

uiSubsys1 is actually MapAppDataMgr, which its SingletonDisposer_ rows
already use. Other wrong or placeholder names are based on what the
functions do (e.g. is848EqualTo1 is isFullMapMode), and
QuestListContent::refresh and two ListItem::onEnterView rows are tiny
functions that take their IDB names.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Placeholders (x_N, __autoN, *Stuff, sub_, nullsub_N...) take the IDB
names, read from the function bodies. Most of them are in
MapAppDataMgr, ui::Manager and PauseMenuDataMgr.

Also drops a few Maybe suffixes, moves the shop:: setters to
uking::ui::setShop* and fixes a few wrong names (e.g. one hasMiphaSoul
is actually hasUrbosaFury).

uiSubsys1 is actually MapAppDataMgr, which its SingletonDisposer_ rows
already use. Other wrong or placeholder names are based on what the
functions do (e.g. is848EqualTo1 is isFullMapMode), and
QuestListContent::refresh and two ListItem::onEnterView rows are tiny
functions that take their IDB names.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: import uking::ui screen names from the IDB</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>
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<id>f490fdc5d1d546d1d86c915fc150ec909a8e9f93</id>
<content type='text'>
Replaces mNN and nullsub_N placeholders in the UI screens. State
handlers (Enter/Run/Leave/ReceiveMessage) are named from each screen's
static StateID tables, and every state name matches a StateID_* string
in the binary. Overrides of the screen virtuals take the base slot
names (getLayoutName_, initializeImpl, onUpdate...).

The remaining helpers are named in the IDB from their bodies.

Also renames a few PauseMenuScreen rows to ScreenPauseMenu, the name its
ctor row uses, and takes the IDB's name for
ScreenShopBtnList5::onUpdate.

(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>
Replaces mNN and nullsub_N placeholders in the UI screens. State
handlers (Enter/Run/Leave/ReceiveMessage) are named from each screen's
static StateID tables, and every state name matches a StateID_* string
in the binary. Overrides of the screen virtuals take the base slot
names (getLayoutName_, initializeImpl, onUpdate...).

The remaining helpers are named in the IDB from their bodies.

Also renames a few PauseMenuScreen rows to ScreenPauseMenu, the name its
ctor row uses, and takes the IDB's name for
ScreenShopBtnList5::onUpdate.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)</pre>
</div>
</content>
</entry>
<entry>
<title>data: import unnamed uking::act functions from the IDB</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=0e2bdac09e577e22a8aa08cded1032bf86e951da'/>
<id>0e2bdac09e577e22a8aa08cded1032bf86e951da</id>
<content type='text'>
The names come from the IDB, where each was read from the function body;
the class is the sole caller's or that of the object the function works
on. A few are sead templates over uking::act types, such as
sead::Buffer&lt;WolfLink::RestrictedTarget&gt;::heapSort.

Also replaces some leftover placeholder or wrong names nearby, e.g.
Actor::x_46 is actually the free function getSensorAttackInfo.

(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>
The names come from the IDB, where each was read from the function body;
the class is the sole caller's or that of the object the function works
on. A few are sead templates over uking::act types, such as
sead::Buffer&lt;WolfLink::RestrictedTarget&gt;::heapSort.

Also replaces some leftover placeholder or wrong names nearby, e.g.
Actor::x_46 is actually the free function getSensorAttackInfo.

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