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authorTom Overton <tom-overton@users.noreply.github.com>2022-02-19 13:30:31 -0800
committerGitHub <noreply@github.com>2022-02-19 21:30:31 +0000
commitfed9dc991d8176c4a6e32bc250d76d3f39f8f141 (patch)
treea2960bb3e914c1e1ba710ef3ca39efe18f817e0f /docs/tutorial/data.md
parent8e3d28b536a8d7d8ea9d48793f6ad7525c986c8f (diff)
Tutorial on decompiling objects (and also object_dns documented) (#647)
* Fix existing documentation * Fill out object_decomp.md * First part of object decomp example * Document animations * Tutorial for identifying blob * Naming everything else referenced in the actor * Name all limb display lists * Finish example * Some tips and tricks * Remove TODO * Make merging.md consistent with everything else * Name limbs properly * Rename "bouncing idle" to "walk", since they use that animation to walk towards you if they catch you * Run formatter again * Purge hylian toolbox * Be a bit more precise about vertex naming * Also -> Further * Correct description of how extract_assets works * Format types of data * Add note about palette * Update text about object's C file * Fix typo * one more time -> in more detail * Format render error as code * explain what texture animations are * Standardize on bullet points * Use anon's sugestion for the "How we work with objects" section * Trailing commas for better formatting * Delete undefined_syms reference in object decomp * Add note about root limbs * Remove undefined_syms reference in object_decomp_example * Remove "since" * Explain *how* I changed the texture * Explain what to do if the limb doesn't render anything * Fix some extremely tiny incorrect enum name thing * Explain the object symbol stuff bettter * Add link to ZAPD documentation * Also update documentation * Update actor flags for Dns
Diffstat (limited to 'docs/tutorial/data.md')
-rw-r--r--docs/tutorial/data.md42
1 files changed, 18 insertions, 24 deletions
diff --git a/docs/tutorial/data.md b/docs/tutorial/data.md
index ae856123e..972451b07 100644
--- a/docs/tutorial/data.md
+++ b/docs/tutorial/data.md
@@ -1,13 +1,13 @@
# Data
-Up: [Contents](contents.md)
-Previous: [Draw functions](draw_functions.md)
+- Up: [Contents](contents.md)
+- Previous: [Draw functions](draw_functions.md)
## Table of Contents
- [Data first](#data-first)
- [Extern and data last](#extern-and-data-last)
-- [Segmented pointers](#segmented-pointers)
+- [Segmented pointers and object symbols](#segmented-pointers-and-object-symbols)
- [Fake symbols](#fake-symbols)
- [Inlining](#inlining)
@@ -114,7 +114,7 @@ static s32 D_80C106C8 = 0;
That should be everything, and we should now be able to `make` without the data file with no issues.
-## Segmented pointers
+## Segmented pointers and object symbols
The game has a convenient system that allows it to sometimes effectively use offsets into a file instead of raw memory addresses to reference things. This is done by setting a file address to a *segment*. A segmented address is of the form `0x0XYYYYYY`, where `X` is the segment number. There are 16 available segments, and actors always set segment 6 to their object file, which is a file containing assets (skeleton, animations, textures, etc.) that they use. This is what all those `D_06...` are, and it is also what the entries in `D_80C106B0` are: they are currently raw numbers instead of symbols, though, and we would like to replace them.
@@ -124,29 +124,23 @@ mips-linux-gnu-ld: build/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.o:(
````
As we'd expect, of course: we didn't fulfil our promise that they were defined elsewhere.)
-This is mitigated by use of the file `undefined_syms.txt`, which feeds the linker the raw addresses to use as the symbol definitions. If you find a segmented address that is not in already externed, `extern` it at the top of the file and add it to the actor's section in undefined_syms:
-```C
-extern void* D_0600F8F0;
-extern void* D_0600FCF0;
-extern void* D_060100F0;
-extern void* D_0600FCF0;
-
-static void* D_80C106B0[4] = { &D_0600F8F0, &D_0600FCF0, &D_060100F0, &D_0600FCF0 };
-```
-and in undefined_syms.txt:
+For actors which have yet to be decompiled, this is mitigated by use of the file `undefined_syms.txt`, which feeds the linker the raw addresses to use as the symbol definitions. However, we want to replace these segmented addresses with proper object symbols whenever possible. In `En_Recepgirl_InitVars`, we can see that this actor uses the object `OBJECT_BG`:
+```c
+const ActorInit En_Recepgirl_InitVars = {
+ ACTOR_EN_RECEPGIRL,
+ ACTORCAT_NPC,
+ FLAGS,
+ OBJECT_BG,
+};
```
-// ovl_En_Recepgirl
-D_06000968 = 0x06000968;
-D_06001384 = 0x06001384;
-D_06009890 = 0x06009890;
-D_0600A280 = 0x0600A280;
-D_0600AD98 = 0x0600AD98;
-D_0600F8F0 = 0x0600F8F0;
-D_0600FCF0 = 0x0600FCF0;
-D_060100F0 = 0x060100F0;
-D_06011B60 = 0x06011B60;
+
+If we open up `assets/objects/object_bg.h`, we can see a bunch of different names corresponding to every asset in the object. You may notice that some of these names look a bit familiar; `object_bg_Tex_00F8F0` seems very close to the segmented address `(void*)0x600F8F0`. This is the proper object symbol for this segmented address, so we should `#include` this header in our actor and use these object symbols like so:
+```c
+static void* D_80C106B0[4] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, object_bg_Tex_0100F0, object_bg_Tex_00FCF0 };
```
+After replacing every segmented pointer with an object symbol, you should go ahead and delete every segmented pointer associated with this actor from `undefined_syms`.
+
We will come back and name these later when we do the object.