| Age | Commit message (Collapse) | Author |
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* Rename link back assets
* Rename sheath limb to back limb
* Rename sheath limb to back limb
* clang formatting
* Update src/code/z_player_lib.c
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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Signed-off-by: Callan Gray <cal.j.gray@gmail.com>
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* #ifndef ENVIRONMENT_H_ -> #ifndef ENVIRONMENT_H (remove trailing underscore)
* rm from makefile suggestion about additional assets/ folder (just use assets/)
* BgCheck_AnyLineTest 1-3 : change 0/1 args in calls to false/true
* func_8083C6B8 returns bool
* parens cleanup
* fix typos
* cleanup UNK_TYPE uses
* fix ACTOR_ID_MAX value comment
* EnDh.limbRotTable -> morphTable
* some xml formatting
* bool -> s32
* shadowAlpha = 0xFF -> 255
* EnRu1_SetPlatformCamSetting/EnRu1_GetPlatformCamSetting: use CAM_SET_
* rm leading & in extracted references to jfif data arrays
* remove references to zapd
* gPoeComposerFlatHeadDL_000060E0_Tex -> object_po_composer_000060E0_Tex in HACK_no_warn_bad_dims_Texs
* correct SKYBOX_CUTSCENE_MAP comment
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* UNUSED attribute for variables and parameters in static segments and for all stack padding variables
* No more unused variable warnings
* Make pad variable names consistent
* Small cleanup
* Macro-ify stack padding
* Use stack padding for more variables not previously named pad
* Format
* Check unused parameter on gamestate overlays and pause menu
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Merge 2x u8 stack pads into 1x s16 stack pad in en_ik
* Remove UNUSED from function prototypes
* Suggested changes
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* More unused variables
* Fix merge, updated for new versions
* Format
* questionable UNUSED and STACK_PAD more usage
* format
* format
* one more STACK_PADS in z_kaleido_map.c
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* rm PROJECT_DIR var from makefile
* fix tlutoffset missing 0x prefix
* fix FTOFIX32 redef warning
* `@bug:` -> `@bug`
* playerFloorPoly -> sPlayerFloorPoly
* fix settingChangeSuccessful use as bool
* fix broken english
* osEPiStartDma: use OS_MESG_PRI_HIGH
* EffectSsHahen_SpawnBurst: pass OBJECT_ for objId
* remove extra parens
* fix trailing comma warnings in enums
* EnRu1: decimal alpha
* fix parens
* fix ATELEM_SFX_NORMAL comment (collider "type" was renamed to material)
* fix comment in Math3D_TriChkPointParaYImpl
* use ANIMMODE_ more
* Remove leading 0s from enum comments (as they indicate octal in C)
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(#2823)
* Remove src/ from include path
* Define includes ordering for src/ includes
* Update includes.md
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* Apply includes style to `src/code/z_[r-z].c`
* fixup
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* z_scene Some comments and function names
* review changes
* further fixing from comments
* vromAddr
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Co-authored-by: djevangelia <djevangelia>
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* Document an includes style, apply to z_demo.c and z_play.c
* "reverse" style includes
* bss
* clarify what a "main header" is
* Update docs/includes.md
Co-authored-by: Tharo <tharo10600@gmail.com>
* Update docs/includes.md
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Co-authored-by: Tharo <tharo10600@gmail.com>
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* Document pass on WaterBox code
* implement suggestions, missing comment
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* [cc0 oot] z_vis*
* bss
* docs
* fixup
* further vis docs
* add FbFilterType enum
* bss
* gfxP
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* gActorSetupXluDL
* gActorSetupOpaDL
* ACTOR_SETUP_OPA_DL
* BSS
* Some more usages of ACTOR_SETUP_OPA_DL
* docs
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Rename EVENTCHKINF 40, 45, 80, C7
* Rename EVENTCHKINF 40, 45, 80, C7 w format
* updated save.h comment for accuracy
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Applied 'Zelda' to 'Zeldas' & 'Pulled' to 'Obtained' adjustments
* EVENTCHKINF_INDEX_OBTAINED_ZELDA_LETTER -> EVENTCHKINF_INDEX_OBTAINED_ZELDAS_LETTER
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* `@bug UB` in Item_Give and Item_CheckObtainability
* `@bug` on `envCtx->windSpeed` not initialized in Environment_Init
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* Document z_eff_ss_stone1.[ch]
* Incorporate feedback from PR review.
From https://github.com/zeldaret/oot/pull/2670:
- Shortened excessively verbose
suppressRTransFadeFlashAlphaStepAfterTwoFrames name to
suppressFadeFlash
- Fixed up comment that went waaaaaay beyond the column limit in
z_eff_ss_stone1.h
- Shortened comparison with 0 of variable bool semantics in
z_eff_ss_stone1.c
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
* Fix misnaming from PR review and document some more
From https://github.com/zeldaret/oot/pull/2670:
- shortenFadeFlash is incorrect - renamed to freezeFadeFlash
- Used `false` instead of 0 in EnArrow_Fly
- Elaborated comments about what exactly freezeFadeFlash does
Also added a few extra comments to z_eff_ss_stone1.c
* Ran clang-format
* More feedback from PR review, clarified comment
From https://github.com/zeldaret/oot/pull/2670:
- Change 0 to false in header comment
- Remove verbose speculation about former use of unused variable
- Made comment on use of viewDepth clearer
- Separated matrix and gfx code with a newline
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
* Marked the "1500" as being in units
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Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
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* Document `EnIn` (AKA the hard-working Ingo)
* Fix variable references
* Revert switch
* Rename race outcome functions for clarity
* Apply suggestions
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* [cc0 oot] "kanread"
* format
* document kanji_tex
* fixup
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* [cc0 oot] z_memory_utils
* format
* doc
* MemCopy: The memory regions must not overlap.
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* Document `EnSa`
* Rename INFTABLE entries
* Animation set -> group
* Remove trailing commas
* Rename textState field
* Remove trailing comma
* Rename EVENTCHKINF flag
* Correct frowning/closed swap of enum
* Rename INFTABLE flag
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* Document CIC6105
* Changes, AUDIOMGR_DEBUG_LEVEL -> AUDIOMGR_ACTIVITY_LEVEL
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* `Item_DropCollectibleRandom`: params macro and drop tables enum
* fixup
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* Simplify or comment on the remaining complex render mode settings
* Suggested changes
* Format
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* Macro-ify access to pauseCtx->playerSegment regions.
Using macros to indicate which region in the player segment is being
accessed makes the memory layout more obvious and indicates the
intended level of memory ownership, particularly in the case of the
texture image at the start of the segment.
* Add clarifications for gameplay_keep details
* Uniform macro name for the render texture
* Comment
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* oot-gc-eu-dbg-proto OK
* add gc-eu-dbg-proto to readme
* mention overdump trimming for all debug roms
* rename gc-eu-dbg-proto to gc-eu-dbg-2
Rationale: first version to make it into decomp (which should also be the first one that surfaces) gets an un-numbered version name, then the second version gets -2, and so on
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S2DEX2 after drawing a room background (#2725)
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* gc-eu-dbg OK
* cleanup/fortify makefile and line_numbers.h changes
* fill segments.csv
* add gc-eu-dbg to Jenkinsfile
* cleanup/fortify dmadata_table.h
* add gc-eu-dbg to readme
* fix checksum check and compressed checksum
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(#2706)
* Make bool return values of SkelAnime_Update and LinkAnimation_Update clear
* formatting: empty line after decl
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Fix F3DEX2 ucode name on N64 versions (not PosLight)
* put the not-PosLight / PosLight differences under F3DEX_GBI_PL
* revert bss changes
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* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64
* remove duplicate declarations in sfx.h
* use render mode presets more
* decimal for alpha values
* fix some z_camera comments typos
* fix references to preprocess.sh (used to be preprocess.py)
* remove outdated comment on deps in makefile
* code_800AD920 was renamed to z_viszbuf
* fix capitalization typo: gOcarinaofTimeDesignTex -> gOcarinaOfTimeDesignTex
* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -> remove extra f
* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -> gCrystal
* fix PARAMS_GET_U amount of bits
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* Document SysCfb_GetFbPtr bug
* cleaner comment
* fixes
* change wording again
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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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* Commit code assets
* Have different ifdefs
* Move to code files
* Missed an include
* Prevent code assets from having their source unnecessarily written
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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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* `Camera_KeepOn4` docs 2: RO and RW data
* fix unk_14 rename
* CAM_DATA_UNK_22 -> CAM_DATA_INIT_TIMER
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* Name HIT_BACKLASH_ and HIT_SPECIAL_EFFECT_ values
* SHOCK -> ELECTRIC
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* Rename AT `effect` to `hitSpecialEffect`
* bss
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* 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>
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* CollisionCheckInfo.atHitEffect -> atHitBacklash
* ColliderElementDamageInfoAC.effect -> hitBacklash
* add HIT_BACKLASH_ enum
* bss
* bss
* bss
* bss
* bss
* Update comments
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* doc `KaleidoScope_SetCursorPos`
* doc bug in `KaleidoScope_DrawWorldMap`
* fix anonymous enum
* `D_808321A8` -> `sSavedButtonStatus`
* s16 decimal for `sVtxPageMapDungeonQuads``X/Y/Width/Height`
* Use `LANGUAGE_` enum for indexing language-indexed regs
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`SFX_PLAY_AT_POS` (#2633)
* Add `SFX_PLAY_CENTERED`
* Add `SFX_PLAY_AT_POS`
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* `Camera_KeepOn4` docs 1
* add comment
* backticks around at, eye
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`Player_SetTurnAroundCamera`, `Player_RequestCameraSetting` (#2608)
* Introduce `CAM_SET_CAMERA_DATA_`, `CAM_ITEM_TYPE_` and name `Player_CameraChangeSettingTurnAround`
* bss and formatting
* func_80835E44 -> Player_RequestCameraSetting
* -> Player_SetTurnAroundCamera
* -> CAM_DATA_SET_
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