| Age | Commit message (Collapse) | Author |
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* CollisionCheckInfo.damageEffect -> damageReaction
* damageEffect -> damageReaction in other structs/temps
* DMGEFF -> DMGREAC
* EnSkb.lastDamageEffect -> lastDamageReaction
* EnTest.lastDamageEffect -> lastDamageReaction
* enums: DamageEffect -> DamageReaction
* cleanup: EnGeldBDamageReactions -> EnGeldBDamageReaction
* DMG_ENTRY effect -> reaction
* cleanup: GELDB_DMG_ -> GELDB_DMGREAC_
* PEAHAT_DMG_EFF -> PEAHAT_DMGREAC
* cleanup: RR_DMG_ -> RR_DMGREAC_
* cleanup: EnWallmas DAMAGE_EFFECT_ -> WALLMAS_DMGREAC_
* cleanup: EnPeehat's DamageReaction -> EnPeehatDamageReaction
* format
* review
* _DMGREAC_ -> _DMG_REAC_
* _DMG_REAC_ -> _DMG_REACT_
* format
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* more T() in debug_malloc.c graph.c z_actor.c malloc.c
* more T() in Zl2, Zl3
* T() diving_game, fire_rock
* T() girla
* more T() in heishi[124]
* T() in hs2, kakasi2, ru2
* format
* keaton
* Diving GO
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* T() okarina_effect, ossan, reeba, rr
* T() ru1, sb, sth, syateki_itm
* T() syateki_niw, ta, takara_man, tite
* T() tubo_trap, wall_tubo, weather_tag, wf
* T() wonder_talk, wonder_talk2
* review
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* Document kaleido debug menu
* Fix BSS
* bss
* Address reviews
* bss
* add #pragma increment_block_number to z_parameter and let CI do its thing
* bss
* buffer -> digitBuf
* reformat comments on sSectionPositions. trick clang-format into not ruining the array by adding // comments on their own line
* rename to KaleidoScope_DrawInventoryEditor
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* T() mm2, niw, file_choose, file_nameset, kaleido_equipment, kaleido_item
* T() girla, ossan, xc
* review
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* There is no bank!!
* T() horse_game_check, hs, ice_hono, insect
* T() ishi, kusa
* T() kakasi, kakasi2, kakasi3
* T() Got the rail data
* T() ko, ny, okarina_tag
* review
* review2
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* rename GetItem_Draw's arg drawId -> giDrawId
* comment GID_ enum values on sDrawItemTable
* drawId -> giDrawId in GetItem_DrawXxx
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`item_name_static` (#2562)
* commit icon_item_24_static
* commit icon_item_LANG_static for LANG in fra,ger,jpn,nes
* commit item_name_static
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* Add Vtx[] resources in xmls for documented assets 1
* fix duplicate gTriforceVtx (the existing gTriforceVtx resource was too short)
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* Fix gLinkAdultEyes Left/Right Tex names
* swap PLAYER_EYES_ LEFT/RIGHT and related
* comment on gLinkChildEyesLeftTex/Right appearing swapped
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* T() fish, fr, g_switch
* T() ge1, ge2, gm, goroiwa
* T() heishi1-3
* review
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* z_en_dns.c and questionable translation for 売りナッツ
* T() dnt_demo, dnt_jiji, dnt_nomal with translating the probably misspelled デグナッツ as deku scrub (japanese text of the game uses デクナッツ (note the second character is slightly different) and is translated to english as Deku Scrub)
* T() dy_extra, encount2, ex_ruppy, fhg_fire, fire_rock
* review
* なにみの? -> What?
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* T() macro in various overlays
* revert problematic T() in mir_ray
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* better auto names for anim subdata
* better auto names for col subdata
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* cp extracted/PAL_VERSION/... assets/...
* make NTSC compatible
* include cleanup
* progress
* progress2
* format
* comments
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* add Vtx resources to object_link_child.xml
* object_link_child.xml limb enum and tlut blob
* cp extracted/... assets/...
* start cleanup, delete useless declarations
* inhibit object_link_child.c source gen
* move textures _WIDTH and _HEIGHT to .c, remove useless tex decls
* comments
* fixup object_link_boy comments
* remove unreferenced DLs decls
* rm 0 padding
* format the .c
* fixup
* bss
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* cleanup around `ColliderJntSphElement` usage
* cleanup around `ColliderCylinder` usage
* cleanup around `ColliderCylinderInit` usage
* cleanup around `ColliderTrisElement`, `ColliderTris` usage
* cleanup around `ColliderTrisElementInit`, `ColliderTrisInit` usage
* cleanup around `ColliderQuadInit` usage
* sColliderInit -> sCollider<Type>Init
* format
* triElemInit -> triElementInit
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* T() in some ovl_En_*
* T() in some more ovl_En_*
* old man appears
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* Force skybox split palettes to always contain 128 colors, padding with 0 if necessary
* Review
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* Add `./sym_info.py --build-dir` to print symbols from an arbitrary build/ folder
* Make sym_info.py return more results (in both vram and vrom)
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* Finalize and commit object_link_boy
* bss
* format
* dont write extracted/.../object_link_boy.c
* sizes for dls and texs
* fix OK
* TEX_LEN
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* [Pause menu docs] Equipment page
* final name
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* Cleanup includes in header files
* include libc headers without libc/ prefix
* fix
* fix2
* fix3
* fix4
* some bss lol
* bss
* fix
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* Some sequence 0 improvements
* Sync aseq.h with MM
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* T() "There is no such action!!!!!!!!"
* T() z_boss_mo, fix z_bg_mori_elevator
* T() in ovl_Obj_
* T() in ovl_Demo_
* dont break up strings
* missed 1
* "push-pull" -> "push/pull"
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* Add `conf.EXPLICIT_SIZES = True` for making some array resources declare and define with explicit length
* EXPLICIT_DL_AND_TEX_SIZES = True
* revert rm line
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extraction (#2531)
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* wip: New assets system tm
Builds gc-eu-mq-dbg OK from clean after
1) make setup
2) python3 -m tools.assets.extract -j
3) replace 0x80A8E610 with sShadowTex in extracted/gc-eu-mq-dbg/assets/overlays/ovl_En_Jsjutan/sShadowMaterialDL.inc.c
4) make various symbols in extracted data like sTex static
* use variables from config.yml for gMtxClear and sShadowTex addresses
* Write source with static for overlays using `HACK_IS_STATIC_ON` hack
* gc-eu-mq-dbg OK from clean with `make setup && make`
* implement more skeleton-related types, cleanups, fixups
* fix extracted data to no longer produce compilation warnings
* implement more of RoomShapeImage types
* yeet XmlPath from ExternalFile usage
* Implement PlayerAnimationDataResource (link_animetion data)
* fix csdis CS_TIME extra arg
* dmadata file names no longer hardcoded for gc-eu-mq-dbg
* ntsc-1.0 OK
* xml fixes
* slightly improve standard output
* rm extract_assets.py
* generate and use Limb enums (TODO: check Skin skels and implement for Curve skels)
* handle dependencies between xmls
* introduce RawPointers xml attribute to ignore specific pointers and keep them raw
* add tools/extract_assets.sh
* fixups
* only extract if xmls changed or if -f (force) is used
* fixups, gc-eu OK
* all versions OK
* check attributes of xml resources elements
* Implement legacy skelanime resources
* fix ASSET_FILES_BIN_EXTRACTED/COMMITTED: look for .u8.bin specifically instead of just .bin
* implement JFIFResource
* fix png/jpg wildcards: look specifically for .u64.png .u32.png .u64.jpg
* Makefile: Add rules to build .png, .bin and .jpg in assets/ too
* start writing actual docs
* extract sTransCircleDL and sTransWipeDL
* misc cleanup/fixes, pygfxd 1.0.3
* refactor CDataExt.set_write callback args to use a dataclass
* Move {} to in-source
* misc
* more progress on spec
* fix missing braces in n64dd_error_textures.c
* finish xml spec doc
* assets xmls fixes
* some cleanup, use `gNameTex_WIDTH/HEIGHT` macros in dlists
* handle hackmode_syotes_room, fix compile
* C build_from_png
* rm tools/assets/bin2c
* rm ZAPD
* format
* remove rule to generate dmadata_table.py
* CC0 license (and some import cleanup)
* dont try to build zapd (rmd)
* simplify palettes with single user (ci images with a non-shared palette)
* add docs on how images are handled
* bss
* allow -j N
* fix n64texconv python bindings memory management
* move -j at the end of calling extraction script
* with -j, update last_extracts.json as each job completes rather than only if all complete
* make interrupting less jank by making child processes ignore sigint
* use enum names in `SCENE_CMD_SKYBOX_SETTINGS`
* `multiprocessing.get_context("fork")`
* import rich, except ImportError s
* fix optional rich usage
* .bss
* .bss
* .bss
* assets extraction: -j -> -j$(N_THREADS)
* .bss
* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME
* 0XHEX -> 0xHEX
* fix bss
* Proper includes for assets
mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better
* rm z64.h
* rm z64.h take two
* bss
* Make .u64 suffix for pngs optional
* fixup: rm .u64 suffix from n64dd image paths
* Remove elemtype suffixes from .bin and .jpg files
* Update images.md
* some build_from_png cleanup, more error handling, comments
* Handle skybox textures
Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures
* fixup for older python
* improve collision output some
* fully use SURFACETYPE[01] macros in writing extracted surface types
* use WATERBOX_PROPERTIES in extracted waterboxes
* some SceneCommandsResource cleanup
* format EnvLightSettingsList output
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* restructure audio files
* fix
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Crossing (#2513)
* finish thread.c
* load.c complete
* complete seqplayer.c
* format
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* Add makefile dependencies for all build objects
* Fix generating encoded message headers
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