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2025-07-15Finish rename scene lists (#2652)Dragorn421
2025-06-17Document `Save.cutsceneIndex` and adjacent data / code (#2286)Leonid Kapitonov
* introduce `enum CutsceneIndex` as a first step * crudely rename `enum CutsceneIndex` entries * run `check_format.py ...` separetely so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files * apply a draft PR suggestion Co-authored-by: mzxrules <mzxrules@gmail.com> * rename `CS_INDEX_*` with PR suggestions and some additional observations reverified with > `check_format.py ...` > `make ...` additionally: - current clang-format lacks a rule for trailing commas - compiler says about them `cfe: Warning 624` * improve `CS_INDEX_*` naming, rem `ENTRANCE` suffix https://github.com/zeldaret/oot/pull/2286#discussion_r1829165205 reverified with > `check_format.py ...` > `make ...` * apply Jenkins fixes https://jenkins.deco.mp/job/OOT/job/PR-2286/4/console hmm, i do need this automation locally to * apply a PR suggestion https://github.com/zeldaret/oot/pull/2286#discussion_r1829219841 * remove redundant comments, fix the header comment and add a comment chunk from https://github.com/zeldaret/oot/pull/2286#discussion_r1829108940 * rename the flag for freeing `nextCutsceneIndex` * rename the flag for automatic `sceneLayer` calc it gets assigned to the `nextCutsceneIndex`, so `CS_INDEX_NONE` name was misleading * use explicit scene layer names instead of numbers * ok, now the last two `CS_INDEX_*` are less unknown the purpose of `CS_INDEX_BARRIER` is not quite clear still * apply Jenkins fixes https://jenkins.deco.mp/job/OOT/job/PR-2286/14/console * run `fix_bss` locally `ntsc-1.2` refused to comply though * revert all local to the branch bss shifts * ugh, use defines instead of an enum probably size of enum entries doesn't match well? originally these were just numbers. besides, not like it's a real enumeration from zero to a value or some bit flags * still, add a BSS pragma for `z_demo.c` * apply review changes * factor out a cutscene layer formula * give scene layers names throughout code * apply Jenkins fixes https://jenkins.deco.mp/job/OOT/job/PR-2286/32/console * tweak `CS_INDEX` descriptions * apply PR review suggestions * rename "auto" -> "default" * apply PR review suggestions https://github.com/zeldaret/oot/pull/2286#discussion_r1868693980 essentially reverts 106cb1021be88f745ee303838c11c7d7cbf9c79d, except for 2 generic `z_scene.c` lines * apply Jenkins fixes https://jenkins.deco.mp/job/OOT/job/PR-2286/77/console * Apply suggestions from code review Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> * apply Jenkins fixes https://jenkins.deco.mp/job/OOT/job/PR-2286/175/console * Move CS_INDEX_* macros to z64save.h, with the definition of gSaveContext.save.cutsceneIndex * `#define CS_INDEX_D 0xFFFD` and co. Co-authored-by: cadmic <cadmic24@gmail.com> * add comment on CS_INDEX_D * review * CS_INDEX_NONE is back * bss * expand comment about 0xFFFD * fix comment about 0xFFFF usage * review --------- Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: cadmic <cadmic24@gmail.com>
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
2025-04-25macros.h 3/5: Split various macros (#2512)fig02
* split out various macros * fix * fix2 * fix dw * libc path * fix macro * does this fix bss * fix bss
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
2025-02-26Reduce dependencies on global.h (10) (#2490)mzxrules
* reduce z64.h size * fix z_cheap_proc.inc.c * ,bss * remove temp delcaration
2025-02-24Reduce dependencies on global.h (9) (#2488)mzxrules
* split game states * split all GameState headers * match fig names * deduplicate headers from bad merge * split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h * fix compile error * .bss
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
2025-01-08[iQue] Create/update macros for printing debug strings (#2398)cadmic
2024-10-14Rename RoomBehaviorType1 to RoomType (#2271)mzxrules
* Rename RoomBehaviorType1 to RoomType * suggestions * Update include/z64scene.h --------- Co-authored-by: fig02 <fig02srl@gmail.com>
2024-10-12Rename RoomBehaviorType2 (#2270)mzxrules
* Rename RoomBehavior2 * fig proposal * fig comment
2024-10-01[headers] Create `one_point_cutscene.h`, `z64olib.h` and move stuff to ↵Dragorn421
`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
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"
2024-09-23[PAL N64] Miscellaneous changes (#2211)cadmic
* [PAL N64] Miscellaneous changes * Reword comment Co-authored-by: fig02 <fig02srl@gmail.com> * glitch -> Glitch --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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
2024-09-04Pause docs: `WorldMapArea` enum and related data (#2130)Dragorn421
* Pause docs: WorldMapArea enum and related data * `WORLD_MAP_AREA_20` -> `_QUESTION_MARK` * bss
2024-08-23T() macro 2 (#2073)Dragorn421
* T() in idle.c, irqmgr.c, padmgr.c, z_locale.c * T() in z_sram.c * T() in z_bgcheck.c, z_scene.c * format
2024-08-02`InitVars` -> `Profile` (#2011)fig02
* rename ActorInit * rename actorInit * rename initInfo * EffectSs Profile * _InitVars -> _Profile * format, loose ends * revert tutorial
2024-06-25Move `PlayState` to a new `z64play.h` (#1966)Anghelo Carvajal
* ActorContext * frameadvance * SfxSource * GameOverContext * RoomContext * TransitionActorContext * fix bss * Move PlayState * Move play functions to new header * SAC_ENABLE * no longer needed * SAC_ENABLE again * z_demo being silly * comment * format headers * fix retail bss * actually fix bss * Cutscene_ProcessScript comment * bss again * Update src/code/z_demo.c Co-authored-by: cadmic <cadmic24@gmail.com> * rename to frame_advance and remove it from z64.h * move macros too * review * Rename SequenceContext to SceneSequences --------- Co-authored-by: cadmic <cadmic24@gmail.com>
2024-02-01Retail z_scene matching (#1677)fig02
* one left * cursed match for Scene_CommandObjectList * format * revert printf modification for permuter * more bad-returns * format * typedef scene command func
2024-01-16Move Scene_SetTransitionForNextEntrance to z_scene.c (#1609)cadmic
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
2023-09-19Doc/Cleanup pass on object handling (#1227)Dragorn421
* `Object_InitBank` -> `Object_InitContext` * Add and use `OBJECT_SPACE_SIZE_BASE` * Remove `OBJECT_EXCHANGE_BANK_MAX` -> use `ARRAY_COUNT()` instead * "object status" -> "object load entry" * Misc. cleanup/renames * Partial docs and way too much batch renaming and cleanup for a single commit * ctrl shift h * format * format clang-11.1 * fix regressions * Improve a `@bug` comment * Move `OBJECT_SPACE_SIZE_BASE` from header to near `Object_InitContext` * "objectID" -> "objectId" * Revert iterator index to `i` in `Actor_KillActorsWithUnloadedObject` * "object load entry index" -> "object entry" * `Object_UpdateLoadEntries` -> `Object_UpdateEntries` * Run format.sh * "object entry" -> "object slot" (except internal usage) * Proper `Object_SpawnPersistent` doc Co-authored-by: fig02 <fig02srl@gmail.com> * fixup one comment "object bank index" -> "object slot" * Amend `Object_SpawnPersistent` comment to mention running out of free slots * `Actor_KillActorsWithUnloadedObject` -> `Actor_KillAllWithMissingObject` * Remove useless mention of what uses `Object_SpawnPersistent` * Fix mistake on `Object_SpawnPersistent` doing sync dma, not async * run formatter * `Object_InitContext` -> `Object_Init` * `waitObjectSlot` -> `requiredObjectSlot` * `Object_Init` -> `func_80097DD8` * one objectIndex -> objectSlot * Remove `OBJECT_SPACE_SIZE_BASE` * light fix on the merge (rm OBJECT_EXCHANGE_BANK_MAX) * `func_80097DD8` -> `Object_InitContext` --------- Co-authored-by: fig02 <fig02srl@gmail.com>
2023-08-13Split `SaveContext` into sub-structs (#1393)Dragorn421
* Split SaveContext struct * run formatter * Remove temporary-until-split stuff in z_sram * . * run formatter
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
2022-12-24z_demo documentation (#1327)fig02
* commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-12`z_actor` documentation pass (#1445)Anghelo Carvajal
* Actor_Offer* and Actor_SetClosestSecretDistance * color filter stuff * KillAll * format * comment * Update src/code/z_actor.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * review Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * format * COLORFILTER_INTENSITY_FLAG * Remove - Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * yeet COLORFILTER_GET_XLUFLAG * bug * frug * Undo Actor_KillAllFromUnloadedRooms * update Actor_OfferGetItem comment * Update Actor_OfferGetItem description * diving Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.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
2022-10-29Move object table from `z_scene.c` to new file `object_table.c` (#1416)Dragorn421
* Move object table from z_scene to new file z_scene_dlftbls ("inspired by z_actor_dlftbls.c") * -> `object_table.c`
2022-10-21improve matches (#1413)engineer124
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
2022-10-15Document elf_message scripting system (#1398)fig02
* `cUpElfMsgs` -> `cUpMsgs` Motivation: ElfMessage is the name of the system that handles c-up messages from navi, but also messages from child/adult saria so it would make sense to name this after the system name like "ElfMsg" but "cUpElf" primarily reads like (to me) "c up navi" since the actor implementing navi is EnElf I think it'd be better to clear that confusion between "navi" and "elfmsg system" by just not using "elf" in the name * Standardize c-up navi messages ElfMessage data to be named after "CUp" * -> "Navi" * Make symbols in `elf_message_` segments static * new docs * change commands, format * introduce navi file id * use enum * remove concat * add clarifying comment for skip * concat cmd type * Hints -> QuestHint * rename command header * s -> g * missed enum name * singular * missed one Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-10-07Document code_800F9280.c -> audio_seqcmd.c i.e. (Audio_QueueSeqCmd) (#1234)engineer124
* Document SoundSources * PR Suggestions * Duration timers to dec * `PlaySfxByPosAndId` -> `PlaySoundByPosition` * Begin importing docs from MM * Finish cleanup using code from MM * Start documenting commands * First attempt at thorough AudioSeqCmd wrappers * Improve names * Merge branch 'master' into audio_seqCmd fix name to minimize conflicts * Combine macros, implement them through repo * Improve docs * More progress, begin sequence command docs * seqcmd.h * More documentation of seqcmd.h * More docs * cleanup * More cleanup * More docs * VOL_SCALE_INDEX enum * missed enums * More Cleanup * docs * More docs * Add comments about sfxChannelLayout * More cleanup * Even better docs * Add a file description * small touchups * More cleanup of comments * more * More cleanup * More cleanup * Missing space * typos * Audio_SetVolumeScaleNow * More cleanup * Fill in enum * one more cleanup * Capitalize macros * remove AUDIO_ * cleanup * more cleanup * Small Fix * Add a lot of backticks for docs * Restructuring docs * More cleanup * swap channel args, cleanup * Typos * Many suggestions, revert filename * pr suggestions * even more PR * more pr suggestions * pr suggestion
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>
2022-07-30Rename "Scene Setup Index" to "Scene Layer" (#1300)fig02
* setup -> layer * IS_CUTSCENE_LAYER * review * backtick * remove some more mentions of setup * alt header block * clarifying comment
2022-06-20Document Viewpoints and Scene Cam Types (#1285)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 * Indoor BgCamData * Change bgCamData to s16 for now * PR suggestions * the * use "info" * Missed a suggestion * Update and sync docs * More docs * Even more docs * Revert macro * Add comment * Better comments * More cleanup * Better Cam Scene Docs * Small change * Market -> Pivot * "only" * swap * Better comment * Another comment * to * Implement suggestions from discord * Discord Discussion * Revert bgCamFuncData to Vec3s * cleanup * Remaining cleanup * docs cleanup * format * More docs * Improve notes * Cleanup * Change enum * PR Suggestions * Improve comment * Rephrase * Implement discussion from discord * Discord discussion * fixed to locked * Update comments * Few more comments * Update include/z64.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Update include/z64camera.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Better comments * PR Suggestions * rm numbers * Update src/code/z_play.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.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`
2022-05-21PlayState 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`
2022-05-20Environment documentation pass (#1115)fig02
* some docs, start introducing time macro * most usages of CLOCK_TIME * finish up clock time defines, format * saving incase i need to revert * more docs * more docs progress * some more docs * format with 11 * change sos to storm * update functions.h * some depth stuff * review 1 and 2 * whoops * update zbuf stuff * most of review 3 * enum name * storm state enum * review 4 * fix enum * add comment to skyboxischanging * review * things dont match, committing so i can change branches * revert struct changes * define for override_full_control * new clock_time macro * fill alpha -> glare strength * update comment * remove indoor/outdoor, new name for underwater light variable * remove copy pasted comment * fix comments * remove whitespave * review
2022-05-18Gameplay_ -> Play_ and this (#1229)fig02
2022-05-09Introduce DEFINE_ENTRANCE for entrance table and create entrance enum (#1213)fig02
* entrance table OK * entrance enum fixed * most entrances using enum, still need to do conditionals * more entrances * entrance_table.h cleanups * some review * remove _0 from first entrance in a group of setups * change table description * typo * wens spellcheck in vscode * remove extra line
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