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<title>oot/include/tables/actor_table.h, branch main</title>
<subtitle>Decompilation of The Legend of Zelda: Ocarina of Time</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/'/>
<entry>
<title>Some doc on actor overlays alloc types (#1266)</title>
<updated>2022-06-20T20:17:09+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2022-06-20T20:17:09+00:00</published>
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<id>017a3aaf5cdf650f756cc59a5f25a65f4de2ce58</id>
<content type='text'>
* Some doc on actor overlays alloc types

* Line breaks between defines at the top of actor.h

* plain english

* `ACTOR_ALLOC_` -&gt; `ACTOROVL_ALLOC_`

* More line breaks

* `ACTOR_OVERLAY_ABSOLUTE_SPACE_SIZE` -&gt; `ACTOROVL_ABSOLUTE_SPACE_SIZE`

* Document bug about Scarecrow's Song not setting the flag to restore Nayru's Love

* Try to document the check for needing to actor_kill to leave the absolute space being too broad

* "which overlay uses" (bad english) -&gt; simplify to "which uses"

* Run formatter</content>
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<pre>
* Some doc on actor overlays alloc types

* Line breaks between defines at the top of actor.h

* plain english

* `ACTOR_ALLOC_` -&gt; `ACTOROVL_ALLOC_`

* More line breaks

* `ACTOR_OVERLAY_ABSOLUTE_SPACE_SIZE` -&gt; `ACTOROVL_ABSOLUTE_SPACE_SIZE`

* Document bug about Scarecrow's Song not setting the flag to restore Nayru's Love

* Try to document the check for needing to actor_kill to leave the absolute space being too broad

* "which overlay uses" (bad english) -&gt; simplify to "which uses"

* Run formatter</pre>
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</content>
</entry>
<entry>
<title>Changes to support renaming segments in the spec (#1259)</title>
<updated>2022-06-06T19:51:03+00:00</updated>
<author>
<name>Roman971</name>
<email>32455037+Roman971@users.noreply.github.com</email>
</author>
<published>2022-06-06T19:51:03+00:00</published>
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<id>6f0b8f1e7483524cc967536c50cb02e431d534c9</id>
<content type='text'>
* Allow dmadata to have names different from the original table

Added an argument to the dma define which is used to match debug strings in z_std_dma.c

* Update kaleido manager to support different overlay names

* Update the actor table to support different actor names

Added an argument to the define which is used to match debug strings in z_actor_dlftbls.c

* PR suggestions for argument descriptions</content>
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<pre>
* Allow dmadata to have names different from the original table

Added an argument to the dma define which is used to match debug strings in z_std_dma.c

* Update kaleido manager to support different overlay names

* Update the actor table to support different actor names

Added an argument to the define which is used to match debug strings in z_actor_dlftbls.c

* PR suggestions for argument descriptions</pre>
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</content>
</entry>
<entry>
<title>Implement define tables for objects, actors and effect soft sprites (#906)</title>
<updated>2021-08-30T01:24:32+00:00</updated>
<author>
<name>Roman971</name>
<email>32455037+Roman971@users.noreply.github.com</email>
</author>
<published>2021-08-30T01:24:32+00:00</published>
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<id>f3c930917bca9bcc5a0c9e53a82d8e4ce8f7e6e9</id>
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* Implement a single Object Table for the enum and the segments

* Implement a single Actor Table for the enum and the overlays

* Implement a single Effect SS Table for the enum and the overlays

* Remove initvars.h and move its content to relevant files

* Update object 0 to use OBJECT_NONE and document it in the table

* Rename OBJECT_NONE to OBJECT_INVALID to avoid confusion</content>
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<pre>
* Implement a single Object Table for the enum and the segments

* Implement a single Actor Table for the enum and the overlays

* Implement a single Effect SS Table for the enum and the overlays

* Remove initvars.h and move its content to relevant files

* Update object 0 to use OBJECT_NONE and document it in the table

* Rename OBJECT_NONE to OBJECT_INVALID to avoid confusion</pre>
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