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* Document `func_80AAA250`
new name: `EnMd_ReverseAnimation`
* rename `enum EnMdAnimation` > `enum EnMdAnimIndex`
* Document `struct EnMd` fields (and functions)
the list:
* `func_80AAAC78` -> `EnMd_TrackMessageState`
* `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking`
* `func_80AAA92C` -> `EnMd_SetAnimState`
* `func_80AAA93C` -> `EnMd_UpdateAnimState`
* `func_80AAA274` -> `EnMd_UpdateAnimState1`
* `func_80AAA308` -> `EnMd_UpdateAnimState2`
* `func_80AAA39C` -> `EnMd_UpdateAnimState3`
* `func_80AAA474` -> `EnMd_UpdateAnimState4`
* `func_80AAA508` -> `EnMd_UpdateAnimState5`
* `func_80AAA5A4` -> `EnMd_UpdateAnimState6`
* `func_80AAA638` -> `EnMd_UpdateAnimState7`
* `func_80AAA6D4` -> `EnMd_UpdateAnimState8`
* `func_80AAA768` -> `EnMd_UpdateAnimState9`
* `func_80AAA7FC` -> `EnMd_UpdateAnimState10`
* `func_80AAA890` -> `EnMd_UpdateAnimState11`
* Document `func_80AAB158`
new name: `EnMd_UpdateTalking`
* Document `func_80034DD4` @ `z_actor.c`
new name: `Actor_SmoothStep_Attention`
* Document `func_80AAB5A4`
new name: `EnMd_SmoothStep_Attention`
* Document Mido's action functions
the list:
* `func_80AAB874` -> `EnMd_Idle`
* `func_80AAB8F8` -> `EnMd_Watch`
* `func_80AAB948` -> `EnMd_BlockPath`
* `func_80AABC10` -> `EnMd_ListenToOcarina`
* `func_80AABD0C` -> `EnMd_Walk`
* rename flag `temp2` -> `canUpdateTalking`
* (re)document Mido's animations
via blender and fast64
* marginally improve comments
* marginally improve comments
* actually, yes, let's name action functions as such
* Document eye textures as an enum
to clarify for `EnMd_UpdateEyes`
* rename `eyeIdx` -> `eyeTexIndex`
Mido has two eyes and different textures for them
* Undocument eye textures as an enum
i was wrong: `_Draw` function might not follow the eyes texture order
it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah
* ugh, and fix a typo with blinking
rushing is no good
* drop the `Action` suffix
https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286
* rename animation states as sequences
https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923
* `func_80034DD4` -> `Actor_FadeInOut`
https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267
* rename animation states as sequences
a continuation of b11a9e9942e1725824e54099f84085ff2165e854
* `func_80034DD4` -> `Actor_UpdateAlphaByDistance`
https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475
* clarify a comment
* Document `actor.params` bits allocation
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
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* document player params
* better bgcamindex comment
* cant use -1 for condition
* fix match
* define for default bgcam
* doesnt work
* matches
* better comment
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* Replaced EVENTCHKINF_4E
* Add "set but unused" comment
Co-authored-by: mzxrules <mzxrules@gmail.com>
---------
Co-authored-by: mzxrules <mzxrules@gmail.com>
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* Rename EVENTCHKINF_02
* Rename to EVENTCHKINF_MIDO_DENIED_DEKU_TREE_ACCESS
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* Renamed EVENTCHKINF_3A
* Remove redundant comment
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* rename CS_BEGIN_CUTSCENE and CS_END
* matching
* naming consistency for END command, improved comments
* remove CS_CMD_NONE
Co-authored-by: mzxrules <mzxrules@gmail.com>
* remove comma from end of enum
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "c04562d30"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "c04562d30"
git-subrepo:
version: "0.4.9"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "cce3d93"
---------
Co-authored-by: mzxrules <mzxrules@gmail.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Fix some more GCC warnings, mark some bugs based on GCC warnings
* Weird formatting
* Suggested changes
* More weird indentation I guess
* UNREACHABLE() macro, add missing NORETURNs to fault_n64.c
* AVOID_UB for PAL path in z_file_nameset.c
* Remove comments about return types
* Remove temp no longer needed
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* cleanup
* more
* fix floats
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* document blue warp arrive
* document warp song, door, and time travel
* document grotto and farores wind
* move animsfx
* review
* unname appear
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* Document `func_80034F54` and related data
new name: `UpdateLimbOverrides`
reason:
- `0x814` and `0x940` constants
- `*_OverrideLimbDraw` functions
additionally:
- move constants into `z64animation.h`
- use these constant for existing formulas
- properly name corresponding actors' fields
- add occasional explicit limbs limit constants
* port over the MM "fidget" naming
* remove redundant comments
* move and rename `FIDGET_*` constants
* introduce a `FIDGET_SCALE` constant, as no other value is applied
* remove generally unrelated changes
* apply PR suggestion
Co-authored-by: mzxrules <mzxrules@gmail.com>
* fix (?) fidgetTable size
following the https://github.com/zeldaret/oot/pull/2287#discussion_r1832371833 suggestion
* remove an unused `struct EnMu` field @ `0x024A`
a continuation to the 211263295cd8768d63c1426025cf913ba6bedc18
automatic padding commpensates its absence
* remove MM mention as "it would get unruly fast"
https://github.com/zeldaret/oot/pull/2287#discussion_r1833470468
* rename `overridePerLimb` -> `fidgetFrequency`
https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873
* give better names to the constants
https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873
* remove unnecesasry braces from a comment
https://github.com/zeldaret/oot/pull/2287#discussion_r1842642196
* make the comment multiline "officially"
* restore `limbIndex` naming for this PR
https://github.com/zeldaret/oot/pull/2287/commits/43afb7b7cb54aa7b086d8cb7fca4cffaa7d145bf#r1842644602
* apply a PR suggestion
https://github.com/zeldaret/oot/pull/2287#discussion_r1842787653
---------
Co-authored-by: mzxrules <mzxrules@gmail.com>
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* name remaining hookshot flags
* tweak comments
* period
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* document hookshot attachment
* change comment
* swap hookshot function comment
* remove comments
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* name some start modes
* document blue warp mode
* Revert "document blue warp mode"
This reverts commit d4071a81234b5a8a52635ff4ad8f5a7946cd5660.
* name movement modes
* fix door mode comment, it is not broken
* Player_PutSwordInHand
* typo
* how the hell did that happen
* add sword clarification
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* set up start mode
* note unused modes
* fix bss
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* rename OOT_DEBUG to DEBUG_FEATURES
* makefile changes
* add DEBUG_ASSETS
* fix DEBUG_FEATURES usages
* format
* fix errors
* review
* fix problem and review2
* review
* add DEBUG_FEATURES to DEBUG_ASSETS check
* review
* whoops
* format
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* Use debug macros even in N64-only code
* Use UNK_FILE/UNK_LINE instead
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* [document] `enum PauseState`, game over parts
* apply Jenkins fixes (automatic code formatting)
also, as previously, i've rerun the "make" to check integrity
* add `PAUSE_STATE_GAME_OVER_*` comments
in case it helps to rename them later, if the need ever arises
* improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments
also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format`
temporary changing a couple of setting to
- ColumnLimit: 0
- AlignTrailingComments: false
fixes the issue. i don't want to push unrelated formatting here
* remove redundant comments
https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667
* apply PR naming suggestions
reverified with
> `check_format.py ...`
> `make ...`
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* Match ntsc-1.0/1.1 loose ends
* Revert audioseq_padding
* Fix spelling
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* name arrow actor flags
* fix flag check
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* rename enkusa cut to bush destroyed
* bush -> grass
* clump
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* Document `PLAYER_STATE1_SHIELDING`
* Fix format
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* document switch activation
* format
* activate -> press
* fix comment
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* name ACTOR_FLAG_HIT_PLAYER_THUMP_SFX
* ACTOR_FLAG_HIT_PLAYER_THUMP_SFX -> ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT
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`PLAYER_STATE2_USING_OCARINA` (#2277)
* Document ACTOR_FLAG_UPDATE_DURING_OCARINA
* document PLAYER_STATE2_USING_OCARINA
* format
* comment tweak
* treat var as flag
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* document ACTOR_FLAG_THROW_ONLY
* flip function name
* add comments
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* document object_bba
* Clean up cne
* object bob
* object_aob
* object_cob
* object_bji
* object_ahg
* object_boj
* All functions named plus some cleanup
* enums
* Remove body wiggle comments
* Format
* Remove case comments
* comments with default
* Format
* format
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* Rename RoomBehaviorType1 to RoomType
* suggestions
* Update include/z64scene.h
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Document Player_Action_8084F390
* Rename linkYawToStepTowards into shapeYawTarget
* Fix BSS
* Address reviews
* Fix format
* Address Review
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* Rename RoomBehavior2
* fig proposal
* fig comment
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* Document Player_Action_8084ECA4
* Name func_8083721C
* Add note
* Move BottleCatchAnimationData declaration
* Apply format
* Revert "Name func_8083721C"
This reverts commit aeb7ea83abf470e81f88056e577bd1fb796ad7ec.
* Revert "Merge branch 'main' of github.com:zeldaret/oot into bottle-info"
This reverts commit 10f1a4500368a66097c80cdb08f86ff2456ba9fb, reversing
changes made to 547280abf2a041a8f6884d43b2eada7802c7feec.
* Reapply "Merge branch 'main' of github.com:zeldaret/oot into bottle-info"
This reverts commit e9bf122be5a5641d31238d53c7ba788e560d8dd1.
* Some more bottle docs (#1)
* more docs
* struct comments
* format.py
* Revert "Merge branch 'main' of github.com:zeldaret/oot into bottle-info"
This reverts commit 10f1a4500368a66097c80cdb08f86ff2456ba9fb, reversing
changes made to 547280abf2a041a8f6884d43b2eada7802c7feec.
* add clarifying comment
* review, fix bss
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
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* document turn in place
* format
* modify comments
* sWaterSpeedFactor
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* name talking related things
* Player_Action_TalkExchangeItem -> Player_Action_ExchangeItem
* splitting action stuff to new PR
* format
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* document Player_Action_Idle
* Player_DecelerateToZero
* cleanup R_RUN_SPEED_LIMIT usages
* format
* typo
* reorder reg
* shake timer is used for fall damage
* comment on shake timer only being processed in one place
* format and edit comment
* shakeTimer -> fallDamageStunTimer
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* Docs: some player rotation logic/data
* Improve misleading comment
* rename temps
* unk_6AE_rotFlags
* format
* disasm metadata
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* [ntsc-1.0/1.1] Match audio library
* Don't include versions.h in audio table headers
* Include versions.h where audio tables are used
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* document most of Player_ChooseNextIdleAnim
* finish documenting Player_ChooseNextIdleAnim
* capital letter
* dummy block numbers for the script
* fix bss
* bug comment
* SpeicalIdle -> Fidget, clean up related things
* fix rng chance comment
* normal -> default
* rework Player_CheckForIdleAnim
* swap idle anim defines
* remove COMMON_FIDGET
* add ARRAY_COUNT_2D
* change macro def
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* name top level stuff
* newlines
* Document Player AnimMovement
* tweak comment
* spelling
* review
* rework comment
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* document x rot carry flag
* tweak comment
* typo
* review
* flag tweak
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`z64{object,player,scene}.h` (#2250)
* [headers] Create `one_point_cutscene.h`, `z64olib.h` and move stuff to `z64{object,player,scene}.h`
* bss
* sSceneCmdHandlers
* bss
* bss
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(#2248)
* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups
* zelda_arena.h
* bss
* bss2
* bss3
* bss
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* document talking related actor flags
* tweak comment
* review
* tweak
* accept -> accepted
* add more clarification
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* [PAL N64] Match file select language selection
* sInitialLanguageInputTimerY -> sInitialLanguageInputTimerX
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* [ntsc-1.0/1.1] Match viconfig changes
* SREG(48) -> R_VI_MODE_EDIT_STATE
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`z64{player,view}.h` (#2233)
* [headers] Create gfxalloc.h, map.h, move protos to z64{actor,player,view}.h
* oops
* bss
* comment on player_lib protos & format
* format map.h
* Move SCREEN_{WIDTH,HEIGHT} and SET_FULLSCREEN_VIEWPORT to z64view.h
* bss
* revert move screen_width/height
* bss
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* [headers] z64bgcheck.h functions
* format
* bss
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* [headers] Move libultra protos to ultra64.h (as a temporary measure)
* format ultra64.h
* bss
* bss
* bss
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