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<title>tww/include/JSystem/J3DGraphBase/J3DTexture.h, branch main</title>
<subtitle>Decompilation of The Legend of Zelda: The Wind Waker (GCN)</subtitle>
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<entry>
<title>Some npc/ship inline fixes from debug map</title>
<updated>2026-07-17T20:08:55+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2026-07-17T20:08:55+00:00</published>
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<entry>
<title>d_a_obj_rcloud (#849)</title>
<updated>2025-08-14T20:26:54+00:00</updated>
<author>
<name>Kristopher Early</name>
<email>1191258+MrPolymorph@users.noreply.github.com</email>
</author>
<published>2025-08-14T20:26:54+00:00</published>
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* d_a_obj_rcloud

* Refactor daObjRcloud_c and update resource usage

Renamed enum values and return types in daObjRcloud_c for clarity and consistency. Updated resource indices to use named constants from res_bvkumo.h. Replaced magic numbers and variable names for improved readability. Removed an obsolete comment in J3DTexture.h.

* Rename variable o_phase to phase in _create method

Refactored the variable name from o_phase to phase in the daObjRcloud_c::_create() method for clarity and consistency.

* Set configure.py to matching.</content>
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* d_a_obj_rcloud

* Refactor daObjRcloud_c and update resource usage

Renamed enum values and return types in daObjRcloud_c for clarity and consistency. Updated resource indices to use named constants from res_bvkumo.h. Replaced magic numbers and variable names for improved readability. Removed an obsolete comment in J3DTexture.h.

* Rename variable o_phase to phase in _create method

Refactored the variable name from o_phase to phase in the daObjRcloud_c::_create() method for clarity and consistency.

* Set configure.py to matching.</pre>
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</entry>
<entry>
<title>Various inline cleanup</title>
<updated>2025-06-19T23:03:11+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2025-06-19T23:03:11+00:00</published>
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<entry>
<title>J3DMaterialFactory and J3DMaterialFactory_v21 OK</title>
<updated>2025-04-09T02:47:27+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2025-04-09T02:47:27+00:00</published>
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<entry>
<title>d_a_ship 95% (#706)</title>
<updated>2025-03-28T18:17:21+00:00</updated>
<author>
<name>mattias-blum</name>
<email>142374929+mattias-blum@users.noreply.github.com</email>
</author>
<published>2025-03-28T18:17:21+00:00</published>
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* Initial Progress

Basic functions at 100% matching

100% Matching:
- `daShip_Draw`
- `daShip_Execute`
- `daShip_IsDelete`
- `daShip_Delete`
- `daShip_createHeap`
- `daShip_Create`

* implemented `getJointPos` inlines in `daTornado_c` needed for d_a_ship

* implemented `Center()` inline in `dCamera_c` needed for d_a_ship

* added `setTranslationX` inline to `J3DTexMtx` needed for match in d_a_ship

* parameters set to `const` for certain inlines in `m_Do_mtx.h`

* added `dComIfGp_onMenuCollect` inline

* changed `shipSpecialDemoStart` return type to `BOOL`

* added member functions to `dPa_waveEcallBack`, `dPa_splashEcallBack `, `dPa_trackEcallBack`

also modified member type of `mRotMtx` of `dPa_waveEcallBack`  and `mPos` of `dPa_trackEcallBack`

* added member to `daGrid_c` that is used in d_a_ship

* added `mDoAud_setShipSailState` and `mDoAud_shipCruiseSePlay` inline functions

* added `fopAcM_seenPlayerAngleY` inline

* d_a_ship mostly matching

approx. 90% matching, mostly regalloc issues. , `checkNextMode`, `setRopePos`, `setHeadAnm`, and `execute` need to have their logic fixer

* replace `unknown_inline_TODO ` from `daShip_c` with `checkForceMove`

* .data match

* .rodata matching

* more inline return type changes from `bool` to `BOOL`

Also changed the array size of `mPlayerStatus`

* implemented `force_calc_wind_rel_angle` inline in `daGrid_c`

* fix `d_a_ship_static`

* fixed `getEmitterAxis`, might need review but works for now

* more progress

* reverted change to `getEmitterAxis`, moved casts to function call in `dPa_waveEcallBack::executeAfter`

* more progress

* change return types of certain inlines from `BOOL` to `u32`

`dComIfGp_checkCameraAttentionStatus`, `dComIfGp_checkPlayerStatus0`, `dComIfGp_checkPlayerStatus1` needed for match in d_a_ship

* fixed memory addresses in `daGrid_c`

* more progress

* resolving symbols

* Initial PR changes

* Removed unnecessary cast

* replaced instances of `PSVECSquareMag` with corresponding inline functions

* update memory layout in `d_a_grid` for consistency

* More PR changes

`checkNextMode` and `procZevDemo` now at 100% matching</content>
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* Initial Progress

Basic functions at 100% matching

100% Matching:
- `daShip_Draw`
- `daShip_Execute`
- `daShip_IsDelete`
- `daShip_Delete`
- `daShip_createHeap`
- `daShip_Create`

* implemented `getJointPos` inlines in `daTornado_c` needed for d_a_ship

* implemented `Center()` inline in `dCamera_c` needed for d_a_ship

* added `setTranslationX` inline to `J3DTexMtx` needed for match in d_a_ship

* parameters set to `const` for certain inlines in `m_Do_mtx.h`

* added `dComIfGp_onMenuCollect` inline

* changed `shipSpecialDemoStart` return type to `BOOL`

* added member functions to `dPa_waveEcallBack`, `dPa_splashEcallBack `, `dPa_trackEcallBack`

also modified member type of `mRotMtx` of `dPa_waveEcallBack`  and `mPos` of `dPa_trackEcallBack`

* added member to `daGrid_c` that is used in d_a_ship

* added `mDoAud_setShipSailState` and `mDoAud_shipCruiseSePlay` inline functions

* added `fopAcM_seenPlayerAngleY` inline

* d_a_ship mostly matching

approx. 90% matching, mostly regalloc issues. , `checkNextMode`, `setRopePos`, `setHeadAnm`, and `execute` need to have their logic fixer

* replace `unknown_inline_TODO ` from `daShip_c` with `checkForceMove`

* .data match

* .rodata matching

* more inline return type changes from `bool` to `BOOL`

Also changed the array size of `mPlayerStatus`

* implemented `force_calc_wind_rel_angle` inline in `daGrid_c`

* fix `d_a_ship_static`

* fixed `getEmitterAxis`, might need review but works for now

* more progress

* reverted change to `getEmitterAxis`, moved casts to function call in `dPa_waveEcallBack::executeAfter`

* more progress

* change return types of certain inlines from `BOOL` to `u32`

`dComIfGp_checkCameraAttentionStatus`, `dComIfGp_checkPlayerStatus0`, `dComIfGp_checkPlayerStatus1` needed for match in d_a_ship

* fixed memory addresses in `daGrid_c`

* more progress

* resolving symbols

* Initial PR changes

* Removed unnecessary cast

* replaced instances of `PSVECSquareMag` with corresponding inline functions

* update memory layout in `d_a_grid` for consistency

* More PR changes

`checkNextMode` and `procZevDemo` now at 100% matching</pre>
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</content>
</entry>
<entry>
<title>Various cleanup</title>
<updated>2025-02-24T00:59:54+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2025-02-24T00:59:54+00:00</published>
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</entry>
<entry>
<title>Use _GX name typedefs</title>
<updated>2025-01-15T03:47:21+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2025-01-15T03:47:21+00:00</published>
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</entry>
<entry>
<title>JPADrawVisitor couple funcs</title>
<updated>2024-01-08T23:02:31+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2024-01-08T23:02:31+00:00</published>
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<entry>
<title>d_a_player_main</title>
<updated>2024-01-03T20:55:56+00:00</updated>
<author>
<name>LagoLunatic</name>
<email>LagoLunatic@users.noreply.github.com</email>
</author>
<published>2024-01-03T20:55:56+00:00</published>
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<entry>
<title>J3DMaterialFactory, J3DShapeFactory</title>
<updated>2023-12-24T22:16:36+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2023-12-24T22:16:36+00:00</published>
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mostly pulled from tp
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mostly pulled from tp
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