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* Add ZAPD hack to deal with extracted/VERSION/ in include paths
* Extract assets to extracted/VERSION
* Add ZAPD flags to override virtual address / start offset / end offset
* Configure offsets for code and overlay assets
* Reorganize ZAPD configs
* Match gc-eu-mq
* Match gc-eu
* Remove old asset dirs during distclean
* Revert "Remove old asset dirs during distclean"
This reverts commit fc8027a75f82289eee7b1822b82663b70789d63f.
* make zapd addresses globals int64_t so they can store uint32_t addresses and -1
* slight cleanup extract_assets.py
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "0285e11f0"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "0285e11f0"
git-subrepo:
version: "0.4.6"
origin: "git@github.com:ingydotnet/git-subrepo.git"
commit: "110b9eb"
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* create some enums
* gonna try struct instead of array
* struct works. add docs too
* inline function comments
* fix function comment
* name faces, move enums
* rename textures
* outnames
* remove comments
* change comment slightly
* fixup face comments
* review
* offset comments
* add and use PLAYER_FACE_MAX
* typo
* more comment on blinkDuration
* another change to the comment
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* document z_bg_mizu_movebg.c + assets
* remove temp comment
* renamed "temp" variable
* review 1
* format + type names comments at dLists/colHeaders
* review 2
* review 3
* named dragon statue 1
* float -> floating + review
* format
* review 5
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* started malon documentation
* docd all event and inf table checks
* doc cleanup
* ran formatter
* fixed misnamed eventcheck
* revert isNotSinging oops
* removed unnecessary comments
* changed from handle to update
* revert vec3f name change
* moved texture information
* isNotSinging to singingDisabled
* rename of inftable and eventchk
* small cleanup
* anim enum change
* enum names for child malon limbs
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* brob function naming
* modified brob header file
* renamed skel, collision, and anims
* named limbs and dls
* renamed shock function
* ran formatter
* doc modifications
* Update assets/xml/objects/object_brob.xml
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Dekunut Salesman Docs
* Update src/overlays/actors/ovl_En_Dns/z_en_dns.c
Remove extra param from debug logging
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* * Full Deku/Potion name usage
* Dialog -> CanBuy
* Revert debug logging symbols
* Proper declaration spacing
* Fix en_shopnuts header doc
* Biz -> Business
* Fix missed deku prefix's
* Synchronize CanBuy sticks and nuts
* Fix enum naming
* Clarified CanBuy success values
* anon review
* fig review
* macro changes
* fix macro usage
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Add Documentation for Cows
* Better naming for cow unlock flag
* Update with MM solutions and PR suggestions
* Readable conditions
* Decimal cycle counter
* Replace params with cow type
* Clean up type usage and function names
* Clean up cylinders
* Fix collider enum
* Rename EnCow rear collider
* Fix spacing
* PR fixes:
COLL -> COLLIDER enum
static prefix
Missed MM function naming
Specific actor flags naming
* Rename of healRot and breathTimer
* Document Epona's song reset behavior
* anon review
* fig review
* whitespace
* rework milk interaction stuff
* changes to milk comment
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Co-authored-by: fig02 <fig02srl@gmail.com>
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* Ensure all boss title cards are extracted as IA8
* Drop `Boss` from some of the title card names
* Format
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* pushing up to save changes
* syncing up some more docs
* finishing what I can
* PR feedback
* fixing typo
* Addressing comments
* master merge
* naming object
* ummm committing this for now before catching up
* other review + my review
* more review
* review2
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Document Kokiri Children animations
* Remove BOY, GIRL, and FADO prefixes
* Formatting
* Further prefix removal
* more fixups
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Tr
* Update from MM prs
* Twinrova kotake and koume
* Animations
* textures
* DLs and final clean up
* limb enum
* blobs
* Move blobs
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* Document all non-Koume/Kotake parts of object_tw
* Fix the names of two textures I accidentally swapped
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* Update object_mori_tex.xml
* Update object_mori_objects.xml
* Update object_mori_objects.xml
* Update object_mori_hineri1.xml
* Update object_mori_hineri1a.xml
* Update object_mori_hineri2.xml
* Update object_mori_hineri2a.xml
* fixed segment
* Update assets/xml/objects/object_mori_tex.xml
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Change water_tex to water
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Document object_bw (Torch Slug)
* Get rid of "Wrapper" terminology
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* Doc BgIceShelter
* Fix comment and add macro
* Various fixes
* Rename switch flag macro
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* Name every player animation after the original name from OoT3D
* Also update link_animetion with original names
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* Document Ganon objects
* Better name for one texture
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* Some TlutOffset stuff
* make unknown-format texture I8
* Fix object_ani TLUT stuff
* Add some missing `TlutOffset`
* object_owl eyes TLUTs
* fix dims and TlutOffset on unused mido textures
* Add missing `TlutOffset`
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* Add some missing TlutOffsets ("obvious" ones)
* Uppercase hex
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* Doc pass on EnDoor and transition actors
* (re)Name things
* Forgot to change gameplay_keep.xml
* "actor transition index" -> "transition actor index"
* Run formatter
* Better names for `DOOR_DL_` enum
* `TRANSITION_ACTOR_INDEX` -> `GET_TRANSITION_ACTOR_INDEX`
* name endoor params macros with get/is, _mask to _flag for the doubledoor flag
* Move last ; from `DOOR_ACTOR_BASE` expansion to usage
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* Misc Cleanup
* More cleanup
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* Use `SCENE_` enum more
* Decimal for pos in `D_8011F9B8`
* `__osEventStateTab`: length `OS_NUM_EVENTS + 1` -> `OS_NUM_EVENTS`
* thone -> throne
* `s` on local data
* minor sfxId cleanup
* Run formatter
* Fixup 0x19 + 1 = 0x1A, not 0x20 lol
* Tlut -> TLUT
* DemoKankyo params usage cleanup
* Some proofreading (up to z_actor.c)
* Revert 0 -> sfxId, add todo comment (sfxId=0 is weird apparently)
* `sZdWaterBox` -> `sZorasDomainWaterBox`
* `msgMode == MSGMODE_`, not `GAMEMODE_` (my bad Sadge)
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* Fix asset includes to consistently start with assets/
* Fix header paths in asset xmls to start with assets/
* Remove -Iassets from compiler options
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* Port a ton of stuff from MM
* Damage effect enum
* Enum for type
* Enum for action
* Limb enum
* Match MM styling as much as possible
* Divide object into sections
* Document values in EnRdDamageEffect
* Respond to Dragorn's review
* Apply Dragorn's suggestion for the union
* Respond to Dragorn's second review
* Move all actions away from -ing
* Fix typos
* Respond to Fig and Roman's reviews
* Fix build error, whoops
* Bring back // fallthrough
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* Cleanup around `Item_DropCollectible`
* Cleanup around `Math3D_Vec3fDistSq`, `Math3D_Dist2DSq`
* Material/Model naming for one dlist pair
* Minor comments fixup
* Explicit `!= NULL` check
* Signed decimal for an array of coordinates
* Fixup comments some more
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* Name in-actor effect functions / improve naming consistency
"particle" -> "effect"
Fixup: consistent effect functions names, missed a bunch
* Use `materialFlag` as int for the "is material already set" "boolean"
Fixup `materialFlag` (actually a boolean one), and `objectFlag`
More actually boolean `materialFlag`s
* Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now)
`BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT`
`EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT`
Place `_EFFECTS_COUNT` defines before effect struct definition
* Name `countLimit` the "max new effect index" argument
* Rename all effect buffers to `effects`/`sEffects`
* Fixup some array/pointer usage
* `EnNiw` also has this pseudo-effects system
* `EnSyatekiNiw` also has this pseudo-effects system
* `EnFz` also has this pseudo-effects system
* `_EFFECTS_COUNT` -> `_EFFECT_COUNT`
* `effects` -> `effect` where used as iterator (hopefully covers everything)
* Run formatter
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* copy over the xml
* Rename anims
* A bunch of renames
* eye and eyebrows
* some dlists
* rename some limbs
* Some reanmes
* Rename missing stuff
* split object_human
* cleanup
* Fix eyes
* whoops
* Update assets/xml/objects/object_human.xml
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* writing is hard
* unsplit object_human
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Update object_mo.xml
* Update object_mo.xml
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* Renamed gLinkTunic1Tex to gDekuStickTex
* Update gameplay_keep.xml
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* Introduce and use more enums and defines for equips and data involved in player drawing
* `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_`
* Improve doc on ItemEquips/Inventory's `equipment` field
* Run formatter
* Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes`
* Name `PLAYER_MODELGROUPENTRY_*` from existing documentation
* Partial doc on `PLAYER_MODELTYPE_*`
* Some doc on `PLAYER_MODELGROUP_*`
* Run formatter
* Name and some doc/cleanup on the various player draw functions
* Name symbols used for player position in pause menu
* Name player override/post limb draw callbacks
* `BOOTS_NORMAL` -> `BOOTS_KOKIRI`
* `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE`
* `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum
* Make one constant more explicit
* Document severe bug (not an issue by luck)
* Some doc on `PLAYER_MODELTYPE_RH_FF`
* Actually name most of `PlayerModelType`
* Actually name most of `PlayerModelGroup` and improve comments
* Make equipment in debug save data use equip enums
* Name symbol for computing player's `bodyPartsPos` and fix struct access
* Name right/left `HandType` symbols
* Add `PlayerBodyPart` enum
* Run formatter
* Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing
* Document `playerSegment` related usage
* Run formatter
* Revert player bodypart changes
* Revert equips doc changes
* Revert player model and anim data changes
* Revert drawing-unrelated changes
* Move `sTunicColors` tunic comments to after data
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* Misc documentation 1
* Add parentheses
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Move the parentheses to the right place
* `curByte`(2) -> `curChar`(2)
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* Revert `isMaterialSet` boolean usage
* Fix misplaced line (how did that happen)
* Fixup
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
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* Fixup `Math3D_LineClosestToPoint`
* `gDodongosCavernBossLavaFloorTex` is 32x64
* Name empty-dlist-making functions `_EmptyDList`
* Fix typos
* transitionRate -> morphFrames
* Compare `xyzDistToPlayerSq` to squared values
* Fix hookshot target/post collision header names being swapped
* Fix description of `z_bg_mizu_movebg.c`
* Add scene command comment to `func_80098508` to match other scene command handlers
* Some fixup in `Camera_Demo5`
* `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
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* Fix typo `vertexs` -> `vertices`
* Fix typo `limbMatricies` -> `limbMatrices`
* Fix some `gSPTextureRectangle` usage of fixed point constants
* Run formatter
* `ALIGN8` macro
* `object_skj` cleanup
* sholder -> shoulder
* cleanup `stdbool.h`
* Some function prototypes cleanup
* Use macros in `osVirtualToPhysical`
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* remove trailing whitespaces
* minor docs tweaks
* some more trailing whitespaces
* few more tweaks
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* Cleanup symbols, mostly from non-matching objects
* ZAPD supports unaligned textures!
* Uncomment `object_oF1s`
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* merge master
* gi objects
* Some more and fix dungeon keep and field keep
* the rest of them
* fix field keep
* Remove extra underscore
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* Document SoundSources
* PR Suggestions
* Duration timers to dec
* `PlaySfxByPosAndId` -> `PlaySoundByPosition`
* Improve names
* `PlaySfxAtStationaryPosition` -> `PlaySfxAtFixedWorldPos` and `originWorldPos` -> `worldPos`
* format
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* remove fake match
* merge master
* animations
* dog limbs
* textures
* KZ limbs and DL
* a few KZ textures and make a file for link_boy
* the rest of KZ
* Far Limb DLs
* near DLs and limbs
* small fix to child
* boots and some sword and more child clean ups
* a bunch of DLs
* fix boy
* fix link child for real this time
* adult should be good now
* progress
* all undefined symbols done
* progress
* done (for now)
* restore makefile
* child -> adult
* child -> adult
* dog fixes
* KZ fixes
* more player fixes
* remove unneeded enum in dog
* rename hookshot stuff
* Update z_player_lib.c
* revert model group stuff
* move comment
* fix mirror shield upper
* remove useless 2
* OOT -> Oot
* gauntlet plate 2 fix
* fix
Co-authored-by: Louis <louist103@pop-os.localdomain>
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* Document `func_80033480` more
* More doc in `BgDdanKd`
* WIP Document BgDodoago
The dodongo skull light-eyes-with-bomb puzzle
Some TODOs, jank/legacy code which I'm unsure if it achieves something significant
* Finish documenting BgDodoago
* `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives`
* Run formatter
* `dlistBuffer` -> `displayListHead`
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