| Age | Commit message (Collapse) | Author |
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* Some progress
* progs
* More
* 1 more
* Init
* Slightly better score on one function
* 1 down!
* some progress
* Prep for PR
* PR suggestions
* OK!
* Formatting
* formatting again
* PR comments
* updating ZAP2
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* start kz
* remove irrelevant file
* kz progress
* en_kz progress
* match kz switch
* progress
* kz OK
* kz OK
* sync
* kz done
* delete asm files
* pr suggestions 1
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* Almost done
* header
* Decompiled ovl_Bg_Treemouth
* fixing undefined sims
* PR suggestions
* PR suggestions
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* One non matching left in ovl_End_Title
* ovl_End_Title OK
* formatting
* removed unused asm files
* changed 0xFF to 255
* updated dlist
* made suggested changes
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Known files left with pointers in .data after this (possibly the only ones since I checked roughly everything):
- flg_set.c
- z_camera.c
- db_camera.c
- code_800D7CD0.c (ucode_disas.c)
- audio (not sure which ones, see the structure sheet)
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* llcvt.c OK, added script from mm decomp to set mips3
* ortho.c OK
* added entries to functions.h
* named guNormalize.s
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* Auto stash before rebase of "upstream/master"
* A large number of scenes have been decompiled.
* Fixed makefile
* Decompiled around 40 scenes.
* Removed old file
Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
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* en_sb OK
* en_sb done
* remove asm
* remove diff.txt
* pr changes
* pr changes 2
* merge master and add description
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* decompile sched.c
* rename Game_AllocEnd to Game_Alloc in z_effect_soft_sprite.c
* pr updates
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* Decompile a bunch of small files
* Rename dacrate to dacRate
* Run format.sh
* Minor fixes in PR #160
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* Start work on ovl_En_Guest
* Match func_80A5046C and func_80A50518
* Everything but func_80A509D4 matches
* Match last function, cleanup, rename stuff
* Run formatter
* Temp didn't need to be used
* I should have ran the formatter again
* Use tcrf translation for debug string
* Apply suggestions from code review
Co-authored-by: krimtonz <33664508+krimtonz@users.noreply.github.com>
* Rename references to function and fix semicolon
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
* PR Suggestions
* More comments
Co-authored-by: krimtonz <33664508+krimtonz@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Decompile code_8008E6A0.c
* Delete "counter" file
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* Added additional (potentially unused) fields to macros, now builds OK
* Ran formatter, attempted better macro formatting
* Formatted unknown fields as hex, further cleanups
* Rename and prefix macros, use command base macros, format cutscenes with indents
* Move command macros into a new file and include it globally
* Generate cutscene command macros for Bg_Toki_Swd, Cleanups
* Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h
* Introduce CS_CMD_CONTINUE and CS_CMD_STOP
* Remove apparently redundant arguments in certain commands, include the values in the macros directly
* Re-add cutscene terminator destination enum values to example cutscene data
* Format what should be floats as hex, Change actorAnim to actorAction
* Allow floating-point representation of values in cutscene data (asm-processor hack)
* Include cutscene commands only where necessary, documentation fixes
* Rename actor actions to npc actions, separate player action from npc actions
* Remove PlayerActionIDs for now as relevant information on it is not yet decompiled
* Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion
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* Progress on z_player_lib, Named fields in Player struct
* More functions decompiled
* Matched another function
* A few more functions
* Ran formatter
* Rename some variables and add comments where appropriate, change types of unknowns
* Create PlayerActionFunc type
* Fix uncaught syntax error and issues from effects merge
* Rename invincible to invincibilityTimer, refactor long comments in Player struct
* Properly rename all occurences of invincibilityTimer
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* decompile z_fcurve_skelanime and code_8006C510
* format
* Decomp Magic_Wind
* PR Updates
* add space between ActorFunc and MagicWindFunc
* missing pr updates
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- `z_effect`: Matched and essentially all documented.
- `z_eff_spark.c`: Decompiled (1 non matching left) and mostly documented.
- `z_eff_shield_particle.c`: Matched and mostly documented.
- `z_eff_blure.c`: Decompiled (5 non matchings left) and partially documented.
- `z_effect_soft_sprite.c`: Matched and mostly documented.
- `z_eff_ss_dead.c`: Matched but not documented.
- `z_effect_soft_sprite_dlftbls.c`: "Matched" (only data, contains the effect ss overlay table).
- `z_effect_soft_sprite_old_init.c`: Not decompiled, but functions are categorized by effect ss overlay. And they should be decompiled at the same time as their corresponding effect ss in the future.
Other changes:
- Added a lot of types/enums to `z64effect.h`and moved+renamed some structs from `z64.h` to this header
- Added effect ss overlay segments to `segment_symbols.h` and effect ss init vars to `initvars.h`
- Added a macro called `VTX_T` to generate a `Vtx_t` in the same style as `VTX`
- Fixed `flg_set.c` .bss to be in the right file
- Removed `tools/overlayhelpers/batchdisasm` since it's no longer relevant
- Removed unused leftover asm from recent PRs
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* Decompile En_Dha
* Removed original reloc data and fixed actor struct
* Update z_en_dha.c
- Removed unnecessary line breaks
- Changed `colliderSphere` to `collider` and `colliderSphereItem` to `colliderItem`
- Removed unnecessary & pointers
- Renamed various functions
* Update z_en_dha.h
Changed collider names
* Fixed all issues with `En_Dha`
* Update src/overlays/actors/ovl_En_Dha/z_en_dha.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Dha/z_en_dha.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Dha/z_en_dha.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Dha/z_en_dha.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Dha/z_en_dha.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update src/overlays/actors/ovl_En_Dha/z_en_dha.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* All suggested changes applied
* Update z_en_dha.c
Fixed unresolved changes that were marked as resolved. Whoops!
Co-authored-by: Zelllll <elijah@DESKTOP-QDIECM7.localdomain>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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* Decompile code_800E6840.c / osAiSetNextBuffer.c
* move status' assignment outside the condition
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* Decompile code_800FD970
* Comment cleanups, ensure formatter won't cause a matching issue later
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* Decompile z_vr_box_draw.c
* Rename vrbox to skybox
* run format.sh
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* Decompile z_vismono.c / code_800AD920.c
- z_vismono.c: OK
- code_800AD920.c: OK
* Minor fixes in PR #131
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* decomp most of game.c
* improve GameState_DrawInputDisplay matching
* fix merge conflicts
* pr suggestions
* remove builtin math functions
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* Decompile speed_meter.c and add VIEWPORT_INIT macro
- speed_meter.c: OK
- Add VIEWPORT_INIT(viewport, by, rx, ty, lx) macro
* get rid of some magic numbers
* use early return instead of a big if block in SpeedMeter_DrawTimeEntries
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* Decompile most of AudioMgr
* Decompile most of audioMgr
* Decompile audioMgr
* Remove commented out rodata from spec
* Small cleanup
* Last function OK, renamed functions and removed asm
* Remove sched.h and audiomgr.h and include contents in z64.h
* Un-comment prototypes in functions.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Remove prototypes from audioMgr.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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* started
* did more work
* did some more
* Update
* Merged master
* EnHeishi2_Update OK
* func_80A549E8 OK
* func_80A54954 OK
* EnHeishi2_Draw OK
* Removed unused asm
* func_80A543A0 OK
* func_80A53638 OK. Fixed type of func_8008F08C
* done for rn, will work on it later
* func_80A53850 OK
* func_80A53F30 OK
* func_80A53D0C OK
* Made cylinderInit in En_Ma3 static
* Made suggested changes. Removed return from functions by adding else
* Made suggested changes. Removed a.out file that accidentally got added
* Made suggested changes
* moved #include <vt.h> from header to c file
* fixed formatting
* added line break
* Made suggested changes
* ran format
* Fixed unk_2F2
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* Decompile the remaining Oceff actors + Add ichaindis.py
- z_oceff_spot.c: OK
- z_oceff_storm.c : 1 non-matching left
- Add ichaindis.py
* Rename SetActionFunc to SetupAction + Add Actor descriptions
* Minor fixes in PR #125
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* Decompile z_oceff_wipe
- z_oceff_wipe: OK
- z_oceff_wipe2: OK
- z_oceff_wipe3: OK
- z_oceff_wipe4: OK
- Add patched libmalloc to ido 7 to prevent segfaults
- Add CUR_CAM macro
* Rename CUR_CAM to ACTIVE_CAM
* Fixes in PR #122
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* EnFloorMas wip
* floormaster formatting
* floormaster wip
* ovl_En_Floormas OK
* pr recommendations
* pr updates
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* Decompiled ovl_Bg_Ddan_Kd
* ovl_Bg_Ddan_Kd renamed arguments
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* Beginning the Cow
* Decompiled ovl_En_Cow
* Giving the cow milk
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* Decompiled ovl_En_Ma3
* PR suggestions
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* Work on horse ganon
* Match destroy, init matches but need mv data -> .c
* Match EnHorseGanon_Draw and func_80A68E14
* Move some data to .c
* Decomp func_80A68870
* EnHorseGanon_Update nearly matches
* func_80A68FA8 and func_80A686A8 match
* Fix EnHorseGanon_Init, start on func_80A68B20
* match func_80A68B20
* Migrate data but something doesn't match
* Matches with migrated data, fix most warnings
* Rename some variables, some clean up
* A little more cleanup before PR
* Move commented out code to NON_MATCHING blocks
* Run formatter and delete unused line, char -> u8
* Update function was matched
Also imports another type from z_skin.Seeing as they are somewhat
tentative I decided not to put them in any global file.
* Update src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
* PR Changes
* Apply suggestions from code review
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* PR Changes round 2
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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* Fix naming and structs in z_en_item00.c and z_en_a_keep.c
* Decompile init vars in z_en_item00.c and z_en_a_keep.c
* Create missing .h files for the last few actors
* Fix some collider member names in actor structs
* Fix old actors not properly using "actionFunc" / "SetupAction"
* Remove some local temporary actor structs
* Fix some actor header includes to be absolute instead of relative
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Also documented the map data table (not decompiled yet however), and added a DungeonItem enum to use with gSaveContext.dungeonItems reads/writes.
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* first steps
* some more
* fixing merge
* more progress
* progs
* Decompiled ovl_En_Ma1
* newline
* Pr suggestion
* 2 to go
* Makefile machinery work
* Updating Jenkinsfile
* Initial setup for OSX repo support
* Adding ido7 to repo
* Makefile reversion
* Iniital Dockerfile
* iconv fix
* Docker stuff
* Dun
* Fixing stuff
* Updating Dockerfile
* Update README-OSX.md
* Restore functions.h
* Formatting
* Defining some funcs
* Renaming funcs
* Removing unnecessary README-OSX
* Addressing PR comments
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* Decompile code_8006C3A0.c (handling "env" flags)
* Decompile code_8006BA00.c (handling sound sources)
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* Decompile fbdemo (transition) files
* run format.sh
* reformat vtx array, fill in a couple unk
* match TransitionTriforce_IsDone
* add VTX macro, add DW_ wrapping around triangle macros
* use new VTX macro, name graphic assets
* Naming updates
* pr updates
* naming updates
* remove symbols for COLOR_BUFFER, D_08000000, and D_09000000
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* split func_800473A0.s
* split func_80051B3C.s
* split func_80054478
* split func_8004B5A0, match a few functions
* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf (#96)
* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf
* rename Matrix_RotateRPYf to Matrix_JointPosition
* rename Matrix_RotateZYX to Matrix_RotateRPY
* extract camera floats, and jump tables
* decompile baby functions
priv_wip
wip
* rename struct_80045714 to VecSph
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* rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf
* rename Matrix_RotateRPYf to Matrix_JointPosition
* rename Matrix_RotateZYX to Matrix_RotateRPY
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* first steps
* some more
* fixing merge
* more progress
* progs
* Decompiled ovl_En_Ma1
* newline
* Pr suggestion
* Fixing some small things
* Update src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
Co-Authored-By: Roman971 <32455037+Roman971@users.noreply.github.com>
* Removing padding
* Fixing script
* Fixing some things
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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* func_800418D0 and func_800417A0 in z_bgcheck.c, matching
* func_800417A0 cleanup
* More func_800418D0 cleanup
Co-authored-by: fig02 <fig02srl@gmail.com>
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* func_8005B280 ok
* func_8005B65C OK
* split out func_8005BD50
* func_8005B7C0 OK
* func_8005B7F4 OK
* func_8005B824 OK
* func_8005B860 ok
* improve sanity
* func_8005B6B0 ok, ColliderInit_Actor structs added
* func_8005B884 ok
* func_8005BBF8 ok, split out func_8005BF50
* split more stuff out of func_8005C050.s
* func_8005C050 OK
* func_8005BA30 fakish OK, func_8005BAD8 real OK
* func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues
* func_8005BB10 Ok
* func_8005BF50 OK
* func_8005BE50 OK
* func_8005BD50 OK
* func_8005BCC8 Ok
* func_8005BC28
* func_8005BB8C func_8005BBB0 func_8005BBD4 Ok
* save my work commit
* func_8005C2BC fake OK
* func_8005C5B0 ok
* func_8005C608 ok
* func_8005C6C0 ok
* func_8005C6F8 ok
* func_8005C730 ok
* func_8005C774 func_8005C798 func_8005C7BC OK
* func_8005C7E0 ok, func_8005C810 split
* func_8005C810 OK
* func_8005C8C8 ok
* func_8005C964 OK
* func_8005CA88 ok
* func_8005CBAC ok
* func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK
* func_8005CD34 func_8005CDD0 Ok
* func_8005CE6C ok
* func_8005CEC4 ok
* func_8005CEDC ok
* func_8005CF90 Ok
* standardize type names/vars more
* func_8005D3BC ok
* func_8005D40C OK, z64.h CollisionCheckContext
* func_8005D4B4 func_8005D4C8 ok
* partial data section migration
* improve function documentation, OT->OC
* Actor_CollisionCheck_SetOC ok
* Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok
* func_8005BA84 ok
* func_800611A0 ok
* func_80061274 ok
* clean up func_80061274
* func_8006139C ok
* func_8005E9C0 and dependencies OK
* minor cleanup to func_8005E9C0
* func_8005EC6C OK!
* func_8005E81C ok
* func_8005E604 ok
* func_8005E2EC func_8005E4F8 OK
* func_8005DE9C OK func_8005D8AC disassembled
* func_8006146C func_8006268C ok
* func_8005EEE0 ok
* func_8005F17C
* func_8005F39C ok
* func_8005F5B0 decompiled, not matching
* func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK
* func_8005FA30 ok, split more functions
* func_8005FC04 ok
* func_8005FDCC k
* func_8005FF90 OK OK OK
* func_80060204 dead
* func_800604B0 ok
* func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish
* func_800635D0 ok, func_80062ECC not so much
* OcLine oks
* D_8011DF28 functions disassembled
* D_8011DF5C functions OK
* setAT_SAC. setAC_SAC, setOC_SAC OK
* func_80061C98 decompiled, func_80061BF4, func_80061C18 OK
* func_800617D4 ok, func_800614A4 disassembled
* CollisionCheck_OC D_8011DFAC functions OK
* func_80062530 ok
* CollisionCheck_generalLineOcCheck subfunctions OK
* func_800622E4 ok
* after a long fought battle, func_80061F64 has fallen.
* func_800628A4 disassembled
* func_800627A0 func_8006285C OK
* ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok
* func_80062CD4 decompiled, import EffShield/EffSpark types from MM
* various SubActor98 struct functions OK
* func_8005D4DC func_8005D62C ok
* .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs
* func_80060C2C ok
* minor code tweaks
* func_80061C98 ok somehow
* Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types
* Apply changes
* formatting
* tweak a couple function names
* krim changes, func naming
* missed some things
* function renames
* Implement GenColliderInit.py utility
* Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching
* func_800614A4 ok
* Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE
* collisionCheckCtx -> colChkCtx, fix small things
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* Decompile code_801067F0, 80106860, 801068B0
* clang format
* Remove unnecessary casts
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The actual boot code (ipl3) is still only incbin'd. If someone else wants to disassemble it properly, go ahead. I might do it eventually, but for now it doesn't seem required for shiftability or anything interesting.
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* Fix ROM pointers in overlays
ROM pointers are fewer but much harder to find so hopefully this is all of them.
* Fix function pointers in overlay data
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* started microcode decomp
* Modified spec to fix error
* osContGetQuery OK
* Decompiled guLookAtHilite.c
* guPosition.c OK
* Fixed formatting
* osViSetEvent.c OK
* Deleted unnecessary files
* Made suggested changes, merged playblack.c
* Removed line breaks from comments
* Removed argument listing
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* Decompile playback.c
* Remove rename_sym.sh
* Fixed for loop in pop_node_...
* Address krim's other issues
* Remove rename_sym again
* Address Roman's comments.
* Fix build and remove rename_sym another time.
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