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AgeCommit message (Expand)Author
2024-12-13[Audio 10/10] Loose ends (#2337)Tharo
2024-12-13Naming cutscenes from Lon-Lon Ranch (#2359)Yanis
2024-12-13Document Culling (#2318)fig02
2024-12-12Name Kokiri Forest cutscenes (and related ones) (#2338)Yanis
2024-12-12Rename item get flags for Forest Stage upgrades (#2333)Jordan Longstaff
2024-12-11Rename EVENTCHKINF_69 (#2330)Jordan Longstaff
2024-12-10Rename symbols related to Kakariko Well being drained (#2332)Jordan Longstaff
2024-12-09Renamed EVENTCHKINF_33 (#2326)Jordan Longstaff
2024-12-09Document Mido functions, fields, and animations (#2289)Leonid Kapitonov
2024-12-08Split code_800D31A0.c into sys_freeze.c and sys_debug_controller.c (#2315)cadmic
2024-12-08Rename code_80069420.c -> z_memory_utils.c (#2314)cadmic
2024-12-08Rename code_800BB0A0.c -> z_cutscene_spline.c (#2313)cadmic
2024-12-08Use MM names for some unnamed code files (#2312)cadmic
2024-12-08Document Player Params (#2307)fig02
2024-12-07Rename EVENTCHKINF_02 (#2322)Jordan Longstaff
2024-12-02More descriptive names for CS_BEGIN_CUTSCENE and CS_END (#2311)mracsys
2024-12-02Fix some more GCC warnings, mark some bugs based on GCC warnings (#2309)Tharo
2024-11-30Document time-specific textures for Deku Tree and Gerudo Fortress similar to ...mracsys
2024-11-27Document Actor "Fidget Tables" (#2287)Leonid Kapitonov
2024-11-21Document Hookshot Attachment (#2300)fig02
2024-11-18Player Docs: Begin "Start Mode" Documentation (#2301)fig02
2024-11-17Decouple Debug Features From gc-eu-mq-dbg (#2296)fig02
2024-11-15Use debug macros even in N64-only code (#2298)cadmic
2024-11-15Document `enum PauseState` game over parts (#2283)Leonid Kapitonov
2024-11-12Completely match ntsc-1.0/1.1 bss and add to CI (#2294)cadmic
2024-11-11[ntsc-1.0/1.1] Match audio and loose ends (#2293)cadmic
2024-11-01libu64 (#2267)Dragorn421
2024-10-24Document `PLAYER_STATE1_SHIELDING` (#2279)Pepe20129
2024-10-20Document `ACTOR_FLAG_CAN_PRESS_SWITCHES` (#2275)fig02
2024-10-20Document `ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT` (#2276)fig02
2024-10-17Document `ACTOR_FLAG_UPDATE_DURING_OCARINA` and `PLAYER_STATE2_USING_OCARINA`...fig02
2024-10-15EnHy + objects docs (#1499)Derek Hensley
2024-10-14Rename RoomBehaviorType1 to RoomType (#2271)mzxrules
2024-10-12Rename RoomBehaviorType2 (#2270)mzxrules
2024-10-10Name talking action related things (#2260)fig02
2024-10-10Document `Player_Action_Idle` (#2266)fig02
2024-10-09Pause doc: misc, fixups (#2265)Dragorn421
2024-10-09Player doc: some rotation logic/data (#1443)Dragorn421
2024-10-09[ntsc-1.0/1.1] Match "system" files (#2254)cadmic
2024-10-09[ntsc-1.0/1.1] Match line numbers in debug strings (#2255)cadmic
2024-10-08Document `Player_ChooseNextIdleAnim` (#2262)fig02
2024-10-07[includes] z_collision_check.c (#2252)Dragorn421
2024-10-04Document bug in Camera_BGCheckInfo (#2258)cadmic
2024-10-03Add missing HS_FISHING constant (#2256)cadmic
2024-10-01Actor flag: `ACTOR_FLAG_CARRY_X_ROT_INFLUENCE` (#2237)fig02
2024-10-01[headers] Create `one_point_cutscene.h`, `z64olib.h` and move stuff to `z64{o...Dragorn421
2024-10-01[headers] Create zelda_arena.h, move protos to z64effect.h, and misc fixups (...Dragorn421
2024-09-30[ntsc-1.0/1.1] Match "game engine" files (#2244)cadmic
2024-09-30Name Talking Related Actor Flags (#2230)fig02
2024-09-28[PAL N64] Completely match pal-1.0 and pal-1.1 and add to CI (#2246)cadmic