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2026-04-17Simplify or comment on the remaining complex render mode settings (#2713)Tharo
* Simplify or comment on the remaining complex render mode settings * Suggested changes * Format
2026-03-22Document bug where fog factors are not restored upon switching back from ↵Tharo
S2DEX2 after drawing a room background (#2725)
2025-06-04Remove "z64" prefix from all headers (#2518)fig02
* 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 --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2025-04-26add array_count.h (#2514)fig02
2025-04-24Use official macros for Physical Address conversion (#2511)fig02
2025-04-23macros.h 1/?: `PRINTF` and `T` (#2509)fig02
* create printf and translation headers * non-overlays complete * printf finished * move T macro * edit comment * fix error * fix bss * remove is_64 * fix bss
2025-02-19Reduce overlay dependencies on global.h (8) (#2478)mzxrules
* move variables into z64environment.h * z_room.h * z64sram.h, z64ss_sram.h, z64font.h, kanread.h * z64lifemeter.h, z64debug.h, debug_arena.h * buffers.h * remove z_bgcheck global * gamealloc.h * suggestions * .bdd
2025-02-16Reduce overlay dependencies on global.h (7) (#2472)mzxrules
* z64env_flags, z64quest_hint_commands * z64cutscene_spline, z64save.h moved from z64.h * bss * pr suggestion * bss * suggestions
2025-02-13Reduce overlay dependencies on global.h (6) (#2468)mzxrules
* add some headers, split some of z64.h * MtxClear -> IdentityMtx * more misc cleanups * move D_80116280 to header, fix build issue * remove z64.h * Revert "MtxClear -> IdentityMtx" This reverts commit 8fc74c0672f72b91ae4068e73228fc46fe9465d4. * split z64path.h and z64skin.h functions * z64face_reaction.h * cleanup overlay global references * trim padding * bss
2025-02-08Rename gMtx(F)Clear to gIdentityMtx(F) (#2458)mzxrules
2025-01-08[iQue] Create/update macros for printing debug strings (#2398)cadmic
2024-12-26Fix iQue audio and line numbers (#2386)cadmic
2024-12-15Add macros for line number differences (#2365)fig02
* initial work, think I got all of them * cleanup line_numbers.h * fix gc-eu-mq-dbg * fix matching problems * remove old lines * format * missed some stuff * comment fixes * other * review changes
2024-10-09[ntsc-1.0/1.1] Match line numbers in debug strings (#2255)cadmic
2024-09-30[ntsc-1.0/1.1] Match "game engine" files (#2244)cadmic
* [ntsc-1.0/1.1] Match "game engine" files * Use R_START_BTN_X/R_START_BTN_Y * Comment obvious bugs * Move Magic_Fill comments * Move EVENTINF_HORSES_INDEX printf inside #if * Replace "this function"
2024-09-11Cleanup gSPMatrix, rename `Matrix_New` -> `Matrix_Finalize`, add ↵Dragorn421
`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
2024-09-05Update Room Documentation (#2015)mzxrules
* Update Room Documentation * Write more complete documentation, implement suggestions. * Function name changes; minor comment tweaks * nit * Resolve Dragorn fixes * Resolve Fig suggestions, fix comment wording * fix bss, fig suggestion * bss
2024-09-05[ntsc-1.2] Organize n64dd declarations and convert to 1.0 addresses (#2127)cadmic
* Reorganize n64dd declarations * Fix bss * Really fix bss
2024-09-04[ntsc-1.2] Match game.c, z_play.c, z_room.c (#2117)cadmic
* Match z_room.c * Match game.c and z_play.c * Add undefined syms * Rewrite condition based on other file matches
2024-08-24T() macro 3 (#2083)Dragorn421
* T() in z_camera.c * T() in z_parameter.c * T() in z_room.c * T() in z_kaleido_scope_call.c * T() in z_map_exp.c
2024-08-14Generic actor params getters (#1359)Tharo
* 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>
2024-08-12Add names to all typedef'd structs, unions, and enums (#2028)cadmic
* Add names to all typedef'd structs, unions, and enums * wtf vs code * Use a better regex
2024-01-29Retail `z_quake.c` and `z_room.c` OK (#1661)engineer124
* quake OK * z_room OK
2024-01-12Replace most osSyncPrintf calls with PRINTF macro (#1598)cadmic
* Replace most osSyncPrintf calls with PRINTF macro * DEBUG -> OOT_DEBUG
2024-01-09Create debug macros for common functions (#1597)cadmic
* 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
2023-11-19Struct Returns (#1574)engineer124
* change args * PR Review * format
2023-07-10Use intptr in most remaining code files (#1438)Roman971
* Use intptr in most remaining code files * Fix missing uintptr_t in actor * Use u8* casts for texture pointer arithmetic * Use bg + 1 instead of casting in Room_DrawBackground2D
2023-01-12`EnHoll` docs (door-less transition between rooms) (#1419)Dragorn421
* some EnHoll cleanup * some more EnHoll cleanup * even more EnHoll cleanup * EnHoll docs * `enHollFillAlpha` -> `bgCoverAlpha` * Dl -> DL * one temp: action -> type * Move static data out of `EnHoll_HorizontalVisibleNarrow` * "fade" -> "bgcover" * spread sentence over several lines * tweak comments formatting Co-authored-by: fig02 <fig02srl@gmail.com>
2022-11-26Name scenes (scene enum, entrance enum, various identifiers) (#1343)Dragorn421
* Comment names on titled scenes * Comment some more scene names * Comment some map assets symbol prefixes * Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`) * Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors) * Fix symbol prefix for back alley night scene * Name the two grave scenes (normal and fairy's fountain variant) * Name most houses, name/update misc scenes Co-authored-by: fig02 <fig02srl@gmail.com> * (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific Co-authored-by: fig02 <fig02srl@gmail.com> * `miharigoya_scene`: `market_guard_house` * `kakariko_scene` -> `kakariko_center_house` * `richards_house` -> `dog_lady_house` (for localization differences) * Revert "Comment some map assets symbol prefixes" This reverts commit 210a38a6288d5d2fa318059f31988ca7ceb5c708. * remove other xml prefixes * ganon_boss, ganondorf_boss * comments to namefixer * `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE` * two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior * Run namefixer `find src include -type f -exec ./tools/namefixer.py {} \;` * run formatter Co-authored-by: fig02 <fig02srl@gmail.com>
2022-11-16More documentation for `z_std_dma.c` (#1415)Tharo
* More documentation for z_std_dma * uintptr casts for rom symbols in z64animation.h and z_kanfont.c * Format * Suggested changes, more defines for static texture sizes * PI Interface -> PI * Further suggested changes * Format * Comments about item_name and map_name texture assumptions
2022-11-01Rename `vt.h` to `terminal.h` (#1339)Dragorn421
* `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
2022-11-01Some doc on env light settings (#1307)Dragorn421
* remove `LightSettings` struct, typedef for zapd * more decimal * fog far -> z far * `LIGHTCTX_FOGNEAR_MAX`, `LIGHTCTX_ZFAR_MAX` * name sp88,sp8C in `Environment_Update` * `EnvLightSettings.fogNear` -> `blendRateAndFogNear` and macros * A different struct for `EnvironmentContext.lightSettings` * Uniform zapd compat typedefs todos * `LIGHTCTX_` -> `ENV_` * Comment on `blendRateAndFogNear` + "fogFar" * Move fogFar~1000 comment to zFar * comment rewrite attempt * move relevant macros down Co-authored-by: fig02 <fig02srl@gmail.com>
2022-10-16Rename scene lists (#1344)fig02
* first pass * revert unwanted zap change * review * name Actor_InitContext, change arg name * change bzero to use type
2022-10-15Quake Documentation Pass (#1402)engineer124
* begin quake docs * continue cleanup * quake offset * many more docs * cleanup * more cleanup * cleanup headers * move quake value to internal * update, still need to test shake zoom/yaw * more docs * better docs * add file descriptions * fix comment * explain random index * cleanup comments * better type 6 docs * expand orientation comment * fix old names, add comment * remove comment, twas a mistake * easy PR feedback * duration in dec * rm offset, clear up roll * oops * merge shakeInfo and QuakeCamData * match order that always appears in code * more PR suggestions * adjust comment * zeroVec * rm extra space * roman PR suggestions
2022-08-31Doc room drawing (#1283)Dragorn421
* (wip) some doc on room draw2 * doc room_draw2 * do what can be done for `func_80095AA0` * wip * more cleanup around Room_DrawBackground2D * format" * commit to naming things * move forward declarations of draw handlers to draw handlers array * two z_room regs * `R_MESH2_` -> `R_ROOM_CULL_` * offset -> quakeOffset * kb -> kB * Improve cull mesh type doc * `Sphere16` MeshHeaderCullEntry.bounds * Revert "`Sphere16` MeshHeaderCullEntry.bounds" (ZAPD...) This reverts commit cbe55e8090f2fcd00be3a81e64ae133254417599. * Mesh header type: "cull" -> "cullable" * Reword some Cullable doc Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * `boundsSphere*` for now for the can't-be-`Sphere16 bounds` * Improve the PrerenderMulti bgCamInfo usage situation * Comment on `overrideBgCamIndex` * "are left" -> "remain" * enum and defines for room draw debug regs * drawBg -> drawBackground * "mesh header all" -> "mesh header normal" :shrug: * array_count back to define * Name some temps a lot less specifically * "mesh header" -> "room shape" * "Room shape prerender" -> "Room shape image" * `ROOM_SHAPE_IMAGE_FORMAT_` -> `ROOM_SHAPE_IMAGE_AMOUNT_` * `RoomShapeImageMultiBackgroundEntry` -> `RoomShapeImageMultiBgEntry` * Remove references to "header" (old "mesh header" name) * Axe variable names Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
2022-07-31sceneNum -> sceneId (#1338)Derek Hensley
* sceneNum -> sceneId * forgot to save play * scene -> sceneId where appropriate * Missed 1 + format * Update src/code/z_sram.c Co-authored-by: mzxrules <mzxrules@gmail.com> * Update src/code/z_sram.c Co-authored-by: mzxrules <mzxrules@gmail.com> * PR * Fix Co-authored-by: mzxrules <mzxrules@gmail.com>
2022-06-17Document Camera BgCamData (#1232)engineer124
* Document bgCamData * More changes and cleanup * More docs * Clarify comments * PR Feedback, rename bgcheck functions * remove fallthrough cleanup (other pr that deals with that) * PR Suggestions * bug report * bgCamDataIndexBeforeUnderwater * PR/Discord Discussions * Missed some * sync function header args * Another suggestion * cleanup * Comments * Change bgCamData to s16 for now * PR suggestions * the * use "info" * Missed a suggestion * Discord Discussion * Revert bgCamFuncData to Vec3s * format
2022-06-09Doc pass on scene & room headers (#1240)Dragorn421
* Doc pass on scene & room headers * Remove comments on room draw handlers * `struct ActorEntry` -> `ActorEntry`
2022-06-03Add enum for setup dls and name `z_rcp.c` functions (#1196)Dragorn421
* 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`
2022-05-21PlayState Rename (#1231)fig02
* global context -> play * fix PlayState* PlayState
2022-05-21Documentation pass on scene/room commands (#1226)Dragorn421
* Rename handler functions * Rename cmd_id enum names for consistency * `char` -> `s8` for explicit padding in cmd structs * `Room.unk03/03` -> `behaviorType2/1` * `UNK_PTR` -> `void*` * `showInvisActors` -> `lensActorsMode` + enum * Add `ROOM_BEHAVIOR_TYPE1/2_` enums * "mesh" -> "mesh header" * `Polygon polygon` -> `PolygonBase base` (for now...) * Misc cleanup * "lens actors mode" -> "lens actor mode" * Revert "`char` -> `s8` for explicit padding in cmd structs" This reverts commit 59b9295828d0fa341b0f05fbe9d660adb04476aa. * `LENS_ACTOR_MODE_` -> `LENS_MODE_HIDE/SHOW_ACTORS`
2022-05-12Document Sub-Cameras (#989)engineer124
* Copying SubCam Changes from PR 908, made it to the end of bosses * Finish copying over PR * format * More cleanup * clean-up * PR Suggestions, Clean-Up, Improvement in CS * Remove substructs from fd/fd2 * format * Improve fishing * minor fix * Make CutsceneCameraDir more general * `sActiveCamMove` -> `sCamMove` * Fix conflict with object kankyo * Add CAM_ID_MAIN to object_kankyo * Improve cam cutscenes further * Revert cutscene cmd names (better for a separate PR) * At -> LookAt in the context of Cutscenes * Missed naming in diving game * Format * Fill in Ganon2 Names (now that it's matching) * format * `sActiveCamId` -> `sReturnToCamId` * activeCamId -> returnToCamId * Discord Discussions * FIRST * Move macro to bottom, comments * More suggestions * PR suggestion, cleanup comment * Oops * add comments * Adjust comment * Change edge-case * whoops Co-authored-by: fig02 <fig02srl@gmail.com>
2022-05-04Name rsp ucodes and surrounding cleanup (#1166)Tharo
* Name rsp ucodes and surrounding cleanup * Fix comments alignment and remove unnecessary & in sys_ucode * Change capitalization of sys_ucode variables * Remove unnecessary externs for aspMain * Improvements to Jpeg_ScheduleDecoderTask * Split unknown rsp code into a separate file, spacing
2022-04-08Message Queues, Threads, and surroundings cleanup (#1178)Tharo
* message queues, threads, and surroundings cleanup * Format, make the formatter prefer clang-format-11 if found * Fix __osThreadTail type * Q -> Queue, thread defines renamed * Reformat, add missing NULL * Suggested changes and further casting cleanup * Reformat * padmgr name fixes
2022-02-27Doc misc 1 (#1160)Dragorn421
* 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>
2021-12-07Cleanup more u32 being used as pointers. (#1052)louist103
* merge master * more u32 -> void* * remove jenkins file * format * z64.h * fix * re cleanup z64scene.h
2021-11-30Name the coordinate transformation matrices (#1042)engineer124
2021-11-01Document Camera Settings (#994)engineer124
* Document Settings * Clean Up z64Camera.h * Add comment
2021-09-24EnWf OK and documented (#967)EllipticEllipsis
* a ton of progress, 14 functions remain * cleanup * a few more functions done, 11 remain * finally all updated * another function matched * another action finished * damage table * death action done * started very large action func * more progress on long action funcs * large action func matched * 5 functions remain * another large action finished * start another action, doesn't match yet * a few new functions, neither match * done working on this for now * Correct one nonmatching, fix compiler warnings * Two functions left * one left * remove remaining gotos * OK * Delete outdated comment * namefixer * Flag macros * audio, dmgeff, some colour * Import symbols from object, reloc, name a few things * Rest of object done * Named a few more things, add action enum * Name body parts and another couple of actions * Last few names * Delete asm * Format * undefined_syms, mods where possible * Correct parent to EnEncount1 * Review * Last newline * louis and Dragorn's reviews * Format * More review * Put back to isInvisible and or, as in EnGeldB * Remove if (0)s in func_8009728C and change pointer arithmetic cast * More review * Unname headRot, make "fallthrough" case clearer, other review * Format * Even more review * Rephrase Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com>
2021-09-20Match remaining z_room functions (#978)Synray
* Match func_80095D04 * Match func_80096FE8 Most of the work was done by the co-authors, putting in this PR for convenience. Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> * Format * Remove asm * Caps Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>