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path: root/src/d/d_tree.cpp
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2026-07-13Extract Embedded Model DataSuperDude88
2026-06-28dMinigame_Starter_c::_execute matchLagoLunatic
2026-06-26d_tree OK for retailLagoLunatic
2026-06-26tree (#1067)TakaRikka
* tree * WorkCo fix from superdude
2026-05-26Process profiles and enums cleanup (#1031)LagoLunatic
* Fix some profile comments * Add missing static for local visibility data * Move proc name and draw priority enums to f_pc * Add _e suffix to daObjBarrier_c proc enum * Change proc name enum format to match TP * Change draw prio enum format to match TP * Change ItemNo enum format, finish fixing item names * Revert static for cb1 hio * Clean up formatting of profile comments * Fix comment alignment
2026-03-14GX Vertex Format Fixes (#938)Briggs Baltzell
* Update vertex attribute formats in `d_a_hookshot.cpp` for improved correctness. * Fix texture coordinate formats in `J3DSys.cpp` to use `GX_TEX_ST` for improved semantics. * Update vertex attribute formats in `JFWDisplay.cpp` for improved semantics. * Update texture coordinate vertex format in `J2DWindow.cpp` to use `GX_TEX_ST` for improved semantics. * Refactor `J2DWindow.cpp` for improved readability: update constructor initialization style, inline function arguments, and add spacing for clarity in GX rendering logic. * Update vertex attribute formats in `JUTResFont.cpp` for improved correctness and semantic clarity. * Update vertex attribute format in `d_kankyo_rain.cpp` to use `GX_POS_XYZ` for improved correctness. * Update texture coordinate formats in `d_ovlp_fade2.cpp` to use `GX_TEX_ST` for improved semantics. * Update texture coordinate format in `d_ovlp_fade4.cpp` to use `GX_TEX_ST` for improved semantics * Format vertex attribute and texture coordinate initialization in `d_a_goal_flag.cpp` for improved consistency and semantics. * Update vertex attribute and texture coordinate formats in `d_a_majuu_flag.cpp` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_a_pirate_flag.cpp` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_a_sail.cpp` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_a_player_particle.inc` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_a_player_particle.inc` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_a_sea.cpp` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_wood.cpp` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `m_Do_ext.cpp` for improved correctness and semantics. * Undid formatting of `halftofull` array in `JUTResFont.cpp` * Update vertex attribute and texture coordinate formats in `d_tree.cpp` for improved correctness and semantics. * Update vertex attribute and texture coordinate formats in `d_a_bwdg.cpp` for improved correctness and semantics.
2025-08-20Use precompiled headers, fix weak data issuesLagoLunatic
2024-11-20Clean up the weak data fakematches to be slightly closer to the real codeLagoLunatic
2024-11-01Add custom build rule for material display lists with image addresses in themLagoLunatic
2024-11-01Starting switching u8 arrays to use dtk asset extract featureLagoLunatic
2024-10-31clean up d_wood and d_tree data, match d_wood on JPN, match rest of d_tree ↵LagoLunatic
.data section
2024-10-31d_wood (bushes) matching (#682)Mike Lester
* d_wood (bushes) 73% matching * d_wood::Unit_c::set_ground 100% match Jasper pointed me to the fact that the complicated inv_sqrt function I wrote was indeed just std::sqrtf(), which unlocked the rest of the match * Replace some bitshifts with multiplies based on PR feedback * Remove all instances of "this->" from d_wood * Add missing struct offset comment for mTevStr * Cleaned up d_tree externs * Use MTXIdentity instead of PSMTXIdentity * Remove incorrect TODO rearding cCcD_ObjAtType enum * Use the mDoAud_seStart inline function * Remove unnecessary parenthesis * Fix incorrect branching logic in d_wood::cc_hit_before_cut() * d_wood data sections fixup * Re-add "Nonmatching" comments to all nonmatching functions * Formatting: reformat from 2 to 4 space indentation This was a local system problem which slipped by me in a previous commit * 100% match for d_wood::Anm_c::mode_norm() Thanks Chippy! https://discord.com/channels/727908905392275526/873250400483024976/1298360716964790294 * Use cLib_*Bit() functions for flag checking and setting Based on the inline functions from the .map * d_wood: Use AnmID_e according to the .map file * d_wood: add a couple AnmID_e related inlines from the .map * d_wood: Name remaining unknowns related to animation * d_wood: Match cc_hit_before_cut() * d_wood: Match calc_cc() by using the dComIfGp_roomControl_getStayNo() inline * d_wood: Match string table and search_anm() by using a constant in assert string * d_wood: Match mode_to_norm() Switching normAnim to a const* did most of the work * d_wood: 100% match for L_attr and the .rodata section * d_wood: Fill in .data section. Still some extra data from vtables * d_wood: Match .sbss section * d_wood: Match .sdata section * d_wood: 98% match for Packet_c::draw() The only error is that g_dTree_shadowTexCoord is still using a 32-bit load instead of 16. the only way I know of to fix that is to define the data in this compilation unit. But that can't be right * d_wood: Various small formatting changes - No one line function implementations - Replaced instances of (SomeType*)0x0 (copy/pasted from Ghidra) with NULL - Replaced a few instances of 0.0 with 0.0f - Replaced one instance where a number was used instead of an enum value * d_wood: More formatting fixes - Removed unused variables from functions - Removed unnecessary iVar1 loop variables (leftover Ghidra detritus) - Fixed dtk function comments being wrapped by autoformatter. They now always appear on one line * d_tree: 100% match of data which is used by d_wood This moves g_dTree_shadowTexCoord into .sdata which allows d_wood::Packet_c::draw() to load its address with a single instruction. This makes a 100% match for draw() * d_wood: Removed unnecessary comment now that draw() matches g_dTree_shadowTexCoord now lives in the d_tree .sdata section, so its instruction can be loaded with a single instruction. This makes a 100% match with draw(). * d_wood: 100% match for mode_cut() * d_wood: Match mode_push_into() Also renamed mWindDir to mForceDir as it represents both wind and an actor pushing from a vector * d_wood: Match mode_push_back * d_wood: Match __sinit_d_wood_cpp The l_matDL display list is dynamically patched to reference the l_Txa_swood_bTEX texture at static initialization time. Is there a better way to represent this? * d_wood: Fix incorrect constant in set_ground() * d_wood: Simplify dummy data at the top of .data section * d_wood: Mark as matching in configure.py Had to move Packet_c destructor to get the functions in the right order. See discussion: https://discord.com/channels/727908905392275526/873250400483024976/1300680009458913280 * d_wood: Add `d/d_cc_d.h` include as some enums have moved * d_wood: Clean up some types at the top * Mark d_wood as non-matching for the Japanese version
2023-12-20make more TUs compileJcw87
2023-11-24Remove a bunch of weak symbols from TUsJasper St. Pierre
Done with regex /\* .* \*/ .*symbol.*.*\(.*\).* \{ \/\* Nonmatching \*\/ \}
2023-09-10Import projectLuke Street
Original repository: https://github.com/encounter/ww