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| author | Nicholas Estelami <NEstelami@users.noreply.github.com> | 2020-12-26 06:39:52 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-12-26 06:39:52 -0500 |
| commit | b95643b3978cce2d1557606d111d925e9d3aade9 (patch) | |
| tree | e8891068ed011acb45043e193341662787bc6ccb /src/code | |
| parent | 8fa6cb6ff927496403f950fc86146d6aabe9773f (diff) | |
Updated Texture Asset Handling (#478)
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Finished matching remaining scenes.
* Removed old commented out spec lines
* Decompiled a few object files.
* Reorganized xmls a bit. Updated pu_box overlay to use proper symbol.
* Updated texture and object file decomp
* Fixed newline issue with ZAPD
* Moved scenes/ into the assets/ folder
* Fixed a few compile errors
* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
* Finished matching remaining scenes.
* Removed old commented out spec lines
* Decompiled a few object files.
* Reorganized xmls a bit. Updated pu_box overlay to use proper symbol.
* Updated texture and object file decomp
* Moved scenes/ into the assets/ folder
* Fixed a few compile errors
* Fixed merge issues.
* Fixed makefile merge error
* Fixed additional merge error
* Fixed several more merge issues
* Commented out gameplay_keep and sk2 extraction, since currently unused.
* Reenabled gameplay_keep extraction since it's used in the spec
* Fixed build error
* Removed test struct
* Fixed makefile error that would happen on fresh builds
* Fixed merge issue
* Removed relative paths
* Multithreading on extraction, spec uses numbers, few changes to XMLs
* Removed redundant code from the extract_assets script
* object_sk2 and object_spot09_obj OK
* object_spot11_obj OK
* object_spot17_obj OK
* Test: One of the gameplay_keep dlists given a proper symbol
* Updated asset symbol names based on new naming scheme
* XMLs use "Offset" instead of "Address" now
* Fixed merge issues, updated ovl_Magic_Dark xml and gfx file
* Updated to use latest build of ZAPD
* Updated ZAPD again
* Updated ZAP to remove assimp dependency
* Jenkins Test: Added .gitkeep file
* Updated ZAP once more
* Updated png file name to comply with new naming scheme.
* Fixed bad include
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 5 | ||||
| -rw-r--r-- | src/code/z_bgcheck.c | 4 |
2 files changed, 5 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 331837e71..b5a27fd78 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3,6 +3,7 @@ #include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h" #include "overlays/actors/ovl_En_Part/z_en_part.h" +#include "objects/gameplay_keep/gameplay_keep.h" void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3) { shape->unk_08 = arg1; @@ -1909,7 +1910,7 @@ void func_8002FBAC(GlobalContext* globalCtx) { gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5458), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_XLU_DISP++, &D_04010130); + gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0); Matrix_Pull(); phi_f6 = ~((globalCtx->gameplayFrames * 1200) & 0xFFFF); @@ -1917,7 +1918,7 @@ void func_8002FBAC(GlobalContext* globalCtx) { gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5463), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_XLU_DISP++, &D_04010130); + gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0); } lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index f92940126..546e62684 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -437,8 +437,8 @@ s32 func_80042108(CollisionContext* a0, CollisionPoly* a1, u32 a2) { #pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_80042244.s") u32 func_80042538(CollisionContext* colCtx, WaterBox* arg1) { - u32 unk0C = arg1->unk_0C; - return unk0C & 0xFF; + u32 properties = arg1->properties; + return properties & 0xFF; } #pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_80042548.s") |
