| Age | Commit message (Collapse) | Author |
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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
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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names (#2646)
* Cleanup extracted colliders 3: Use `HIT_SPECIAL_EFFECT_`, `HIT_BACKLASH_` names
* revert removing FLARE_DANCER_BODY_DMG (oops)
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* z64 - a
* z64 - b
* z64 - c
* z64 - d
* z64 - e
* z64 - f
* z64 - g
* z64 - h
* z64 - i
* z64 - l
* z64 - m
* z64 - o
* z64 - p
* z64 - q
* z64 - r
* z64 - s
* z64 - t
* z64 - v
* restore file
* fix merge
* fix merge
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* reduce z64.h size
* fix z_cheap_proc.inc.c
* ,bss
* remove temp delcaration
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* document culling
* format
* depth -> distance
* format
* var name
* new graph link
* rephrase actor flags
* tharo's comments + some more tweaks
* is this causing the problem?
* change wording
* cant scope the temp
* format
* dragorn review
* bad merge
* player -> camera in descriptions
* more its
* cadmic review
* goddamn it why do i have that habit
* projected
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* elemType -> elemMaterial
* format
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* colType -> colMaterial
* fixups
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`MATRIX_FINALIZE_AND_LOAD` (#1983)
* clean up gSPMatrix usage
* add weird hybrid macro gSPMATRIX_SET_NEW
* Matrix_NewMtx, MATRIX_NEW -> Matrix_Finalize, MATRIX_FINALIZE
* gSPMATRIX_SET_NEW -> MATRIX_FINALIZE_AND_LOAD
* format
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* document actor flags 0, 2, 3, and 27
* format
* fly -> hover
* wodring
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* TargetContext -> Attention
* targetCtx -> attention
* Target_ -> Attention_
* FindTargetableActor -> FindActor
* targetableActorP -> attentionActorP
* data vars (and 1 function I missed)
* targetMode -> attentionRangeType
* attention range enum comments
* ATTENTION_RANGE_
* attention range data
* TargetColor -> AttentionColor
* missed one
* fixup color variables
* targetArrowOffset -> lockOnArrowOffset
* focus pos comment
* targetPriority -> attentionPriority
* assets
* loose-ends
* Attention System Description
* format
* skj range type
* enemy bgm
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* TargetMode Enum
* format
* add default comment
* bss
* bss 2
* fix bss 3
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* Initial PARAMS_GET macros
* NOSHIFT macro
* Use number of bits rather than raw mask values
* Add descriptions for each generic macro
* Reformat
* Adjust comment
* format
* edit en_door macro names
* edit redead macro name
* edit bdan switch macro name, and remove unneeded comments in go2
* mizushutter macro names
* remove PARAMS_GET_S, rework ishi switch flag handling
* actually remove PARAMS_GET_S
* remove PARAMS_GET2_S
* PARAMS_GET_U and PARAMS_GET_S
* format
* fix merge
* format
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* rename ActorInit
* rename actorInit
* rename initInfo
* EffectSs Profile
* _InitVars -> _Profile
* format, loose ends
* revert tutorial
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* toucherFlags, bumperFlags -> atElemFlags, acElemFlags
* TOUCH_ -> ATELEM_
* BUMP_ -> ACELEM_
* ColliderElementTouch,Bump -> ColliderElementDamageInfoAT,AC
* toucher,bumper -> atDmgInfo,acDmgInfo
* Update docs and zcolchk funcs names
* run formatter
* remove the last mentions of "bump" for colliders
* Update renamed functions in disasm
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* Create debug macros for common functions
* Revert NDEBUG change
* MALLOCR -> MALLOC_R
* DEBUG -> OOT_DEBUG
* Use the same name for debug and non-debug matrix functions
* Fix file/line argument order
* Revert g[s]DPNoOp[Tag]
* Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug
* MTXF_TO_MTX -> MATRIX_TO_MTX
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* OfferTalk
* rm comment
* exch to offer in comment
* reword again
* Partial PR Review
* Actor_AcknowledgeTalking
* Actor_TalkOfferAccepted
* PR Review
* rm part of comment
* rm comment
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* Remove `(ActorFunc)` casts in initvars, use `/**/` trick for format
Achieved by using the following regex:
(ActorInit.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*\n\};)
replaced with
$1$2/**/ $3$4/**/ $5$6/**/ $7$8/**/ $9$10/**/ $11$12/**/ $13$14/**/ $15$16/**/ $17$18/**/ $19
plus a change from /**/ to #if 0 #endif in docs/
* Manual fixes
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* rename functions
* dragorns name suggestions
* Revert "dragorns name suggestions"
This reverts commit dd4626ce5ead0a611e0ff9ca1a2a0e0466d7daf8.
* lets try that again
* reword comment
* comments
* projectile speed
* arg name
* more comments
* minVelY comment
* merge master and format
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* speedXZ -> speed
* +=
* revert arg in player function
* anon review
* engineer review
* forgot one
* last review
* revert decimal
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* name two main actor sfx functions
* adjust comments
* fix double s in player
* fix commas
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* `vt.h` -> `terminal.h`
* `VT_` -> `T_` (as in Terminal)
* `vt.h` -> `terminal.h` in includes too Pepega
* Sort out tiny terminal.h include inconsistencies
* Format
* -> `TE_`
* format
* `TE_` -> back to `VT_` (parkour!)
* explicit VT
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* Doc dynapoly move flags
* Use `DYNAPOLYMOVE_UPD_` more
* remove `DynaPolyActor.unk_15A` (padding)
* `DYNAPOLYMOVE_UPD_` -> `DYNA_MOVE_`
* Remove `DYNA_MOVE_POS_AND_ROT_Y`
* Actual docs
* Update function names
* transformFlags and Carried names
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
* Fixup comment on `DynaPolyActor_UpdateCarriedActorPos`
* Format
* `DYNA_TRANSFORM_NONE` -> 0
* Touch up mentioning the `DYNA_TRANSFORM_` flags in docs
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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* First attempt
* More
* rename
* more sound -> sfx / sound effect (#7)
* PR Suggestions
* PR Suggestions
* Small fix
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Add `BG_DYNA_ACTOR_FLAG_` for `DynaCollisionContext.bgActorFlags`
* Document 3/4 bgActor flags
* `func_8003EE6C` -> `DynaPoly_InvalidateLookup`
* `DynaPoly_ExpandSRT` -> `DynaPoly_AddBgActorToLookup`
* Add `DYNAPOLYACTOR_UNK160_` for `DynaPolyActor.unk_160`
* More dynapoly docs
* One comment
* Some `DynaPoly_` -> `DynaPolyActor_`
* run formatter
* .
* `BG_DYNA_ACTOR_FLAG_IS_USED` -> `BG_DYNA_ACTOR_FLAG_IN_USE`
* `BG_DYNA_ACTOR_FLAG_` -> `BGACTOR_`
* `DYNAPOLYACTOR_INTERACT_FLAG_` -> `DYNA_INTERACT_`
* `ResetInteractFlags` -> `ClearInteractFlags`
* Remove Has/Is prefix on dyna interact flags getters
* format
* remove now useless comments
* Remove `!= 0` on interact flags getter usage
* ceilings collision -> ceiling collision
* `ClearInteractFlags` -> `UnsetInteractFlags` (pepega)
* `UnsetInteractFlags` -> `UnsetAllInteractFlags` (pepega x2)
* Add back `Is` prefix (no `Has` this time) to dyna interact flags getters
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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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* Introduce `SetupDL` enum
* wip
* wip
* Remove comments on each setupdl index
* Name setup dl functions by setupdl index
* `Gfx_SetupDl` -> `Gfx_SetupDL`
* Run formatter
* globalctx -> play
* fix regressions
* `Gfx_SetupDL` -> `Gfx_SetupDL_` (add separating underscore)
* `CallSetupDL` -> `SetupDL`
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* global context -> play
* fix PlayState* PlayState
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* Run formatter
* Remove useless `// clang-format off`
* Improve manual formatting inside `clang-format off` blocks
* Remove `// clang-format off` where used only for code style formatting
* Remove some `// clang-format off` with a for loop "trick"
* Reduce the size of `clang-format off` blocks
* Remove one `clang-format off` by moving assignment to inside line
* Revert "Remove some `// clang-format off` with a for loop "trick""
This reverts commit 30c344b800f22cc45cc30c8c88ce014715cdfed0.
* Put some `// clang-format on` back on the same level as `off`
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* Tool-assisted flags for `Actor_UpdateBgCheckInfo`
* Manual flags separation
* Run formatter
* Light doc on the flags
* `UPDBGCHECKINFOFLAG_` -> `UPDBGCHECKINFO_FLAG_` (what an improvement!)
* Run formatter
* Run formatter
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* First pass, tool assisted bgCheckFlags
* Few manual bgCheckFlags
* Run formatter
* Remove fake bgCheckFlags 10-15
* Move existing documentation to the defines
* Comment on `bgCheckFlags` and rephrase some doc
* Name obvious flags, and some cleanup
* Comment on flag 9 being wall-interaction-related (thanks engineer and fig)
* Run formatter
* `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT`
* Touch up water-related bgcheckflags doc
* `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
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* Add ACTOR_FLAG_ defines
* Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere
* Remove unused ACTOR_FLAG_* constants
* actor flags in bigokuta & ko
* actor flags in obj_mure
* actor flags in stalfos, twinrova & ganon2
* actor flags in morpha & barinade
* name some previously missed actor flags
* found some comments using hex for actor flags
* Actor flags in ovl_En_Ganon_Mant
* Actor flags in EnWf
* Flags in en_zf
* Actor flags in BossGanon (FeelsOKMan)
* Remove `ACTOR_FLAG_NONE`
* Wrap expansion of `FLAGS` in parentheses
* `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL`
* Move `CHECK_FLAG_ALL` to `macros.h`
* Run formatter
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* remove THIS
* fix
* forgot dorf
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* Initial progress on z_message_PAL, very messy
* Fix merge
* Some more progress
* Fix merge
* More z_message_PAL
* Small progress
* More small progress
* message_data_static files OK
* Prepare z_message_tables
* Matched another function, small updates
* Attempt to use asm-processor static-symbols branch
* Refactor text id declarations
* Begin large text codes parser function
* Fix merge
* Refactor done
* Build OK, add color and highscore names
* Remove encoded text headers and automatically encode during build
* Fix kanfont
* Various cleanups
* DISP macros
* Another match aside data
* Further progress
* Small improvements
* Deduplicate magic values for text control codes, small improvements
* Tiny progress
* Minor cleanups
* Clean up z_message_PAL comment
* Progress on large functions
* Further progress on large functions
* Changes to mkldscript to link .data in the .rodata section
* data OK
* Few improvements
* Use gDPLoadTextureBlock macros where appropriate
* rm z_message_tables, progress on large functions
* 2 more matches
* Improvements
* Small progress
* More progress on big function
* progress
* match func_80107980
* match Message_Update
* match func_8010BED8
* done
* Progress on remaining large functions
* Small progress on largest function
* Another match, extract text and move to assets, improve text build system
* Small nonmatchings improvements
* docs wip
* Largest function maybe equivalent
* Fix merge
* Document do_action values, largest function is almost instruction-matching
* Rename NAVI do_action to NONE, as that appears to be how that value is used in practice
* Fix merge
* one match
* Last function is instruction-matching
* Fix
* Improvements thanks to engineer124
* Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup
* More variables labeled, use text state enum everywhere
* More labels and names
* Fix
* Actor_IsTalking -> Actor_TalkRequested
* Match func_8010C39C and remove unused asm
* More docs
* Mostly ocarina related docs
* All msgModes named
* Fix assetclean
* Cleanup
* Extraction fixes and headers
* Suggestions
* Review suggestions
* Change text extraction again, only extract if the headers do not already exist
* Fix
* Use ast for charmap, fix assetclean for real this time
* Review suggestions
* BGM ids and ran formatter
* Review comments
* rename include_readonly to include_data_with_rodata
* Remove leading 0s in number directives
* Review suggestions for message_data_static
* textbox pos enum comments, rename several enum names from Message to TextBox
Co-authored-by: Thar0 <maximilianc64@gmail.com>
Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Roman971 <romanlasnier@hotmail.com>
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* Less warnings in boot & code segments
* few more warnings gone
* Ran formatter
* z_view warning gone
* -> 1
* f31 -> 31
* Remove function casts
* Few more small improvements
* Separate declaration and assignment in func_80091738 and Item_Give
Co-authored-by: Thar0 <maximilianc64@gmail.com>
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* First batch of files
* Add missing folders back
* Fix missing folders again
* Finish fixing existing texture files
* Gameplay_Keep XML finished
* Most actor gameplay_keep undefined syms removed
* Only ~200 gkeep symbols remain
* All gkeep symbols that ZAP supports are fixed
* Cleanup, and make gkeep names more accurate
* Starting to figure out what some unknown blobs are, merge zeldaret in
* fix a few more things
* refactor gkeep
* Change how gitkeep is handled
* gkeep xml cleanup
* Gkeep finished, now just waiting up ZAP updates
* 100 link animations finished
* 150 link animations finished
* 200 link animations finished
* 250 link animations finished
* 350 link animations finished
* 400 link animations finished
* 450 link animations finished
* 500 link animations finished
* 550 link animations finished
* All Link animations finished
cannot build yet because ZAP doesn't have LinkAnimationHeader yet
* xml changes for new zap stuff
* finish gameplay_keep
* fixing existing objects
* ready for pr besides zap padding issue
* mostly ready for pr
* format all c files
* all conflicts fixed
* make changes that roman requested
* fix thing i didn't mean to change
* some animation symbols renamed
* fixed roman's stuff
* lifemeter hardcoded pointers removed
* fix issue with incorrect data in gameplay_keep
* removed unused asm
* fixed most of fig's comments
* fix all of fig's comments
* reformat files
* Update assets/xml/textures/icon_item_static.xml
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* Update assets/xml/textures/icon_item_static.xml
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* fixed stuff
* fixed most of roman's comments
* remove leading zeroes
* should build now
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "f84d8337b"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "f84d8337b"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* all of gkeep symbols fixed
* compiler error fixed
* format files
* final changes
Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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* reformat header
* type -> category
* done for now i think
* some more stuff
* first -> head
* focus
* flag comment
* ground -> floor
* remove asm, name wrapper funcs
* name func, format
* review
* targetPriority, format
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "0305ec2c2"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "0305ec2c2"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* comment
* review
* feet flags
* horse shadow
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* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* some decomp
* still playing around with this
* rename functions
* ZAP again
* ZAP again
* the renaming begins
* more renaming. hopefully didn't break anything
* change all the things
* this and then merge
* and done
* one little thing
* small docs, small rename
* changed mind on cylinder and quad elements
* something
* more stuff
* more docs
* more adjustments
* Fixed some types
* more fixes
* all sorts of cleanup
* now with flags
* match!
* names and such
* update tools
* damage tables
* ColChkInfo
* one more thing
* formatting
* more formatting
* anime merge
* some stuff
* damage table
* again
* changes
* .s
* changes
* oc2 type
* a couple things
* format
* un-name magic arrows, not enough proof yet
* fix damage table script and remove old one
* EnAObj
* changes
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: Fig02 <fig02srl@gmail.com>
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* beginning of migrating changes
* got matching
* changed order a bit
* clean up bgcheck
* fix conflict
* fix conflict again
* first stab at identifying types, some oks
* Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs
* more OKs, z_bgcheck.bss migration, update some sys_math3d.c args
* couple more OKs
* pushing some OKs
* fix compilation issues
* code_800430A0.c OK, more files decomp'd
* 8003A3E0 big OK :)
* Decomp most of func_8003C614, decomp helper funcs
* Decomp SurfaceType, CamData, and WaterBox property related functions
* more OKs, big OK in 8003C078
* more OKs, more progress, move a function definition in z_collision_check to functions.h
* more clean-ups, more OKs, dyn_vtx is now defined as u8*
* 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better
* data migrated, more OKs
* 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled
* func_80040284, 800409A8 non_matching, add IS_ZERO macro
* All asm files have C representations, some big OKs, lots of minor tweaks
* More OKs, non-matching code cleanup
* 8003FBF4 and 80040BE4 OK, improve codegen for most functions
* format z_bgcheck.c
* fix warnings, compile errors on NON_MATCHING
* func_8003EE80 is now NON_MATCHING
* begin documenting some functions
* formatting
* more documentation, func_8003A95C OK
* fix PHYSICAL_TO_VIRTUAL changes
* fix var rename
* More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP
* func_8004239C ok, more NON_MATCHING improvements, more documentation
* Implement most suggested changes
* Convert comments to slower comments
* /**
* Implement ZAP2 changes
* my anti-virus ate my format.sh results
* Rename a couple hundred functions, fix minor stuff
* rename var so that clang formats correctly
* run format.sh
* implement Petrie's matches/suggestions
* format
* matches
* and the asm
* slight error
* Add SSList
* two more matches
* stuff
* implement code changes
* clean up Petrie's matchings
Co-authored-by: Arthur <arthurtilly413@gmail.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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* Darkmeiro decompilation
Bg_Gnd_Darkmeiro decompiled, matched, and documented.
* give this a shot
* fix conflict
* one more try
* could be useful
* whoops
* ZAP2 stuff
* ZAP why
* ZAP again
* maths
* Factoriali -> Factorial
* soon, soon
* renames
* rand
* docs
* merged
* formatting
* little more cleanup
* asm crept back in
* changes to MathF
* smooth criminal
* functions.h
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* fix colliderinit typo
* fix initchain
* reloc
* add defines
* add defines
* missed some on merge
* rename gfxCtx and add comment
* remove space
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* cleanup libultra
* fixes
- use quotes instead of <> for includes
- add macros for zelda specific thread priorities
- fix Makefile
- properly format the remaining pfs structs
* fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL
* remove ULTRA_ABS
* fix includes
* update z_player.c/z_lib.c + run format.sh
* merge upstream/master
* fix include in En_Goroiwa
* fix includes
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* fix colliderinit typo
* convert as many colors i can find to decimal
* fix GPACK_RGBA5551, merge fhgFire
* fix remaining colors
* remove unwanted file
* alpha as 1
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* match ShotSun_Init
* match ShotSun_Destroy
* match func_80BADDCC
* break up unk_19C to add spawnTimer
* ShotSun_Update
* func_80BADE74
* work on func_80BAE05C
* make func_80BAE05C closer
* use proper macros for osSyncPrintf
* format if statement better and add temp player pointer func_80BAE05C
* Reorder spawnPos to match stack args later
* match func_80BAE05C
* almost match func_80BADF0C
* Remove temporary and add parenthesis
* change part of comment and move last unk_1A4 assignment to be similar to decompiler
* Change do while(false) to if (1)
* func_80BADF0C
* change comment
* update spec
* fix vt macro
* cleanup and name
* remove asm
* remove data
* remove extern
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
* remove & for function pointers
* rename and retype D_02007020
* format
* remove tiny whitespace
* reorder if statement
* finish renaming
* replace cast with bitwise operation
* move globally used functions to functions.h
* reorder description
* move headers for EnItem00 and EnAObj to z64actor.h
* retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00*
* rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy
* rename ShotSun_FairyCountdown to ShotSun_SpawnFairy
* add unk_E3EC field to MessageContext
* rename to ShotSun_UpdateHyliaSun for now
* remove != 0 on flag check
* remove unsigned suffix and use enum constant for Item_DropCollectible call
* add unk_95C field to Player
* add ub comment
* retype unk_1A4 and remove explicit struct padding
* Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: Random <28494085+Random06457@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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* Various SFX fixes
* Fix sfx references in z_en_zl2.c
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* rename some things
* reword one comment
* rename vars
* fix bgjyalift
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