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* Finish `EnDivingGame` documentation
* Rupee phase enum
* Fix overlooked field rename
* Shorten some field names for formatting
* Reformat
* Revert "unthrown Rupees" rename
* Parenthesize textId conditions
* Rename `GiveScale` functions
* Rename `nextTextState`
* Clang-format
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Add all_versions_built dummy job for github status check
* the joys of gha, take 2
* the joys of gha, take 3
* ruin bss for testing
* the joys of gha, take 4
* refix bss
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* Migrate CI to Github Actions (#2740)
Changes the CI system from Jenkins to Github Actions (GHA) as discussed on discord.
I tried to adapt the original jenkinsfile as I could.
One major difference from the old system is each version will now be built in parallel instead of sequentially.
Also, the mapfiles will be uploaded as an GHA artifact to the Action workflow. I think having them easily available would be nice.
This specific approach to handle GHA for decomp projects was adapted from the one used by the GC/Wii community. It is documented here https://github.com/encounter/dtk-template/blob/main/docs/github_actions.md
There's a writeup about this adaptation for N64 projects [here](https://github.com/AngheloAlf/drmario64/pull/19).
* Rename generate_patch_from_gha -> gha_fix_bss_and_generate_patch
* Make check formatting always on the full repo
* ruin z_fishing bss for CI testing purposes
* fix not passing VERSION to tools/gha_fix_bss_and_generate_patch.sh
* debugging gha_fix_bss_and_generate_patch.sh
* fix the debugging...
* git config safe.directory
* rm debugging stuff from gha_fix_bss_and_generate_patch.sh
* fix_bss gha-side machinery, attempt 1
* fix1
* fix2
* debug1
* checkout repo in merge_bss_fixes job
* fix3
* fix4
* fix5
* some prettify
* apply_fix_bss_patches.py complete
* fix6
* generate_patch.sh is back
* apply fix bss changes from gha! it works!
* generate_patch.sh suggestion
* ruin bss again for testing
* unruin bss
* Update .github/workflows/format.yml
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* update matrix version list
* finalize apply_fix_bss_patches.py
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Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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* ObjSwitch params macros
* format extracted ObjSwitch params
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* `Item_DropCollectibleRandom`: params macro and drop tables enum
* fixup
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* Simplify or comment on the remaining complex render mode settings
* Suggested changes
* Format
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* n64texconv: Improve automatic palette generation
* Reword documentation on automatic palettes
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* Macro-ify access to pauseCtx->playerSegment regions.
Using macros to indicate which region in the player segment is being
accessed makes the memory layout more obvious and indicates the
intended level of memory ownership, particularly in the case of the
texture image at the start of the segment.
* Add clarifications for gameplay_keep details
* Uniform macro name for the render texture
* Comment
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* Finish `EnExRuppy` documentation
* Rename throw distance field
* Move comments to enum type
* Use `EnHeishi1` type for guard
* Add comment on `EnHeishi1` supposition
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* fixup n64texconv app usage text and check u32|u64
* fix memory leaks in build_from_png
* yeet -Werror
* Remove n64texconv/ap and create build_jfif
* gitignore build_jfif binary, oops
* Makefile: Add BUILD_FROM_PNG and BUILD_JFIF variables
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* address easy todos
* add type asserts
* format
* add type hints
* more typing fixes
* more asserts for typing
* break long f string
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`object_spot17_obj`, `object_syokudai`, `object_ta`, `object_timeblock` (#2645)
* commit object_timeblock
* commit object_ta
* commit object_syokudai
* commit object_spot17_obj
* format
* commit object_spot16_obj
* fixup
* commit object_spot15_obj
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* oot-gc-eu-dbg-proto OK
* add gc-eu-dbg-proto to readme
* mention overdump trimming for all debug roms
* rename gc-eu-dbg-proto to gc-eu-dbg-2
Rationale: first version to make it into decomp (which should also be the first one that surfaces) gets an un-numbered version name, then the second version gets -2, and so on
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S2DEX2 after drawing a room background (#2725)
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* Comment more original names for audio functions from animal crossing
* Drop delayparam, not original
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* tools/assets: fix build_from_png with Apple clang
* tools/assets: use macro for build_from_png suffix limit
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Due to the layout of the pitch_frequencies lookup table, note values
computed in extraction were reflected around middle C (midi note
number 60). This didn't matter for matching, values would successfully
roundtrip. However when using samples in external programs or
converting soundfonts to standard formats the note values would lead
to incorrect playback of sounds. This change corrects the note values
so that external programs correctly infer the pitch of the sound when
played at a particular MIDI key.
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lines for building on Macos (#2718)
The present changes are a direct copy-paste from https://github.com/zeldaret/mm/pull/1850
This fixes building on macos due to a kinda specific issue with Apple clang.
When trying to build on Macos (specifically MacOS 12, Monteray with Apple clang 13.0.0 (clang-1300.0.29.30), idk if other versions have this issue too) `make` stops with the following error from `atblgen`:
```
Failed to match line 1: ""
regexec error: "regexec() failed to match"
Error: Malformed build/n64-us/assets/audio/sequence_order.in?
```
`atblgen` makes the assumption that the `sequence_order.in` file has no extra data, spaces, empty lines, etc. but the file somehow ends up having empty lines between each line on macos.
This file is created by using the C preprocessor to process `include/tables/sequence_table.h`.
In normal circumstances this file should look like this snip,
```
(Sequence_0,NA_BGM_GENERAL_SFX)
(Sequence_1,NA_BGM_AMBIENCE)
(Sequence_2,NA_BGM_TERMINA_FIELD)
(Sequence_3,NA_BGM_CHASE)
(Sequence_4,NA_BGM_MAJORAS_THEME)
```
but it ends up looking like this instead
```
(Sequence_0,NA_BGM_GENERAL_SFX)
(Sequence_1,NA_BGM_AMBIENCE)
(Sequence_2,NA_BGM_TERMINA_FIELD)
(Sequence_3,NA_BGM_CHASE)
(Sequence_4,NA_BGM_MAJORAS_THEME)
```
which `atblgen` doesn't like.
I believe this happens because there are lines with comments between each macro in [`sequence_table.h`](https://github.com/zeldaret/mm/blob/0877ce4adf28a8e73e05c3c58682273b8bf28749/include/tables/sequence_table.h) and for some reason this Apple clang version decided to preserve those empty lines
The fix just makes `atblgen` skip empty lines.
I threw `atblgen` to valgrind to check the fix was working as intended and noted a bunch of memory that was being free before exit, so I fixed them.
I also noted the tools/audio makefile was not using `OPTFLAGS` when building those tools, so I fixed that too.
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* gc-eu-dbg OK
* cleanup/fortify makefile and line_numbers.h changes
* fill segments.csv
* add gc-eu-dbg to Jenkinsfile
* cleanup/fortify dmadata_table.h
* add gc-eu-dbg to readme
* fix checksum check and compressed checksum
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* Finish `EnMThunder` documentation
* Boolean conversion
* Hex to decimal conversions
* Rename static variables
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* Remove libpng from requirements
* Remove unnecessary packages from dockerfile
* Update README
* update binutils and gcc versions in macos build instructions
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(#2706)
* Make bool return values of SkelAnime_Update and LinkAnimation_Update clear
* formatting: empty line after decl
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Use `OOT_NTSC` instead of `OOT_REGION` to check for ntsc in gkeep
* bss
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* Fix F3DEX2 ucode name on N64 versions (not PosLight)
* put the not-PosLight / PosLight differences under F3DEX_GBI_PL
* revert bss changes
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* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64
* remove duplicate declarations in sfx.h
* use render mode presets more
* decimal for alpha values
* fix some z_camera comments typos
* fix references to preprocess.sh (used to be preprocess.py)
* remove outdated comment on deps in makefile
* code_800AD920 was renamed to z_viszbuf
* fix capitalization typo: gOcarinaofTimeDesignTex -> gOcarinaOfTimeDesignTex
* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -> remove extra f
* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -> gCrystal
* fix PARAMS_GET_U amount of bits
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* Assets system: format extracted actor params (and EnDoor params)
* and actor list too...
* and actor list required inclues too...
* ENDOOR_PARAMS_GENERAL, ENDOOR_PARAMS -> ENDOOR_PARAMS, ENDOOR_PARAMS_NODATA
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* document z_bg_haka_meganebg
* Dragorn suggestions and @bug documentation
* i swear i was good at grammar as a child
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* Child Ruto Actions Part 5: Speakable
* Rename to "Speakable Jabu"
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* Document src/n64dd/n64dd_error_headers.c
* Incorporate feedback from PR review.
(see also https://github.com/zeldaret/oot/pull/2667)
* Put translation of gN64DDLocalizedErrorNumberHeaders[0] in a line comment
(From feedback to https://github.com/zeldaret/oot/pull/2667)
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* Child Ruto Actions Part 4: Sapphire platform
* One more function rename
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* document bg_haka_megane
* BGHAKAMEGANE_TYPE_MAX
* dragorn suggestion
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* document pass on bg_haka_trap
* formatting
* suggestions
* dragorn suggestions
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* document z_bg_haka_zou
* suggestions
* dragorn suggestions
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(#2689)
* Read WAV SMPL chunks for note info when INST chunks are not available
* Populate the SMPL chunk on conversion to wav
* Properly handle unaligned (odd) WAV chunk sizes
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(#2690)
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* Document SysCfb_GetFbPtr bug
* cleaner comment
* fixes
* change wording again
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* Commit and split gameplay_keep
* Remove debugging bits
* format
* bss
* merge gameplay_keep_0x400 into link_textures
* Name some unused NTSC stuff
* Rename files for some of the newly named unused NTSC stuff
* name more gkeep files
* format
* spin_attack
* name fish anims files
* name some eff_ files
* name a bunch more files
* Add underscore in not-final names
* cleanup limb enum names (remove g prefix)
* split gameplay_keep_0x34020.c into gBugCrawlAnim.c + bug_skel.c
* door.h -> door_skel.h
* gArrowNAnim -> gArrowN_Anim
* split arrow_anims into gArrow1_Anim + gArrow2_Anim
* fix merge
* bss
* bss
* Fix bss
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Label `EnEiyer` as Stinger
* Change to Ground
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