cadmic
471fe51c82
Set up build system for ique-cn ( #2382 )
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* Set up build system for ique-cn
* Fix size of fbdemo_circle assets
* Treat iQue as NTSC and Use "NES" for Chinese text
* Revert z_kanfont
2024-12-21 14:13:56 -05:00
Yanis
f88e62bfe1
fix tiny mistake ( #2368 )
2024-12-16 10:53:59 -05:00
Yanis
76c1b621ac
Name cutscenes of remaining actors ( #2366 )
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* name cs from remaining actors
* small change for consistency
* review
2024-12-15 14:29:52 -05:00
Yanis
b270d58f43
Name cutscenes from Temple of Time ( #2363 )
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* name temple of time cutscenes
* review
2024-12-15 13:00:51 -05:00
Yanis
2eb0b91516
Name cutscenes from Death Mountain Trail ( #2357 )
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* name dmt cutscenes
* review
2024-12-15 07:24:17 -05:00
Yanis
db8d351c5b
Name some scene cutscenes 2 (Graveyard, Meadow and Lake Hylia) ( #2339 )
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* name cs from graveyard, meadow and lake hylia
* `gLakeHyliaWaterRaisingCs` --> `gLakeHyliaRestoredCs`
2024-12-14 19:53:28 -05:00
Yanis
793516290e
name cs from chamber of sages, link's house, courtyard and shooting gallery ( #2362 )
2024-12-13 23:26:06 -05:00
Yanis
a59a60e414
Name cutscenes from dungeons (Spirit Boss Room, Jabu-Jabu's Belly and Ganon) ( #2361 )
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* name cs from dungeons
* review
2024-12-13 21:17:04 -05:00
Yanis
4b20d8269b
Naming cutscenes from Lon-Lon Ranch ( #2359 )
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* name cs from ranch
* fixed llr credits cs dest part 5 and 6 being inverted
* format
2024-12-13 18:28:48 -05:00
Yanis
d12750b956
Name some cutscenes 3 (Zora's Domain, Zora's Fountain, Lost Woods and Desert Colossus) ( #2355 )
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* name cs from domain, fountain, lost woods and colossus
* review
2024-12-13 17:28:20 -05:00
Yanis
2f40fed5c1
Naming some cutscenes 4 (Gerudo Fortress, Death Mountain Crater and Goron City) ( #2356 )
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* name cs from gerudo fortress, dmc and goron city
* format and updated comment about the darunia dancing cutscene
* review 2
2024-12-13 17:03:51 -05:00
Yanis
0fc36972fb
Name Kokiri Forest cutscenes (and related ones) ( #2338 )
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* named kokiri forest cutscenes (and related parts)
* added missing pal n64 names (and changes in code)
* removed unneeded comments
* add kokiri forest duplicates from spirit temple
* review 1
* review 2 (+ build fix)
2024-12-12 20:21:49 -05:00
Leonid Kapitonov
9305a71458
Document Mido functions, fields, and animations ( #2289 )
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* Document `func_80AAA250`
new name: `EnMd_ReverseAnimation`
* rename `enum EnMdAnimation` > `enum EnMdAnimIndex`
* Document `struct EnMd` fields (and functions)
the list:
* `func_80AAAC78` -> `EnMd_TrackMessageState`
* `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking`
* `func_80AAA92C` -> `EnMd_SetAnimState`
* `func_80AAA93C` -> `EnMd_UpdateAnimState`
* `func_80AAA274` -> `EnMd_UpdateAnimState1`
* `func_80AAA308` -> `EnMd_UpdateAnimState2`
* `func_80AAA39C` -> `EnMd_UpdateAnimState3`
* `func_80AAA474` -> `EnMd_UpdateAnimState4`
* `func_80AAA508` -> `EnMd_UpdateAnimState5`
* `func_80AAA5A4` -> `EnMd_UpdateAnimState6`
* `func_80AAA638` -> `EnMd_UpdateAnimState7`
* `func_80AAA6D4` -> `EnMd_UpdateAnimState8`
* `func_80AAA768` -> `EnMd_UpdateAnimState9`
* `func_80AAA7FC` -> `EnMd_UpdateAnimState10`
* `func_80AAA890` -> `EnMd_UpdateAnimState11`
* Document `func_80AAB158`
new name: `EnMd_UpdateTalking`
* Document `func_80034DD4` @ `z_actor.c`
new name: `Actor_SmoothStep_Attention`
* Document `func_80AAB5A4`
new name: `EnMd_SmoothStep_Attention`
* Document Mido's action functions
the list:
* `func_80AAB874` -> `EnMd_Idle`
* `func_80AAB8F8` -> `EnMd_Watch`
* `func_80AAB948` -> `EnMd_BlockPath`
* `func_80AABC10` -> `EnMd_ListenToOcarina`
* `func_80AABD0C` -> `EnMd_Walk`
* rename flag `temp2` -> `canUpdateTalking`
* (re)document Mido's animations
via blender and fast64
* marginally improve comments
* marginally improve comments
* actually, yes, let's name action functions as such
* Document eye textures as an enum
to clarify for `EnMd_UpdateEyes`
* rename `eyeIdx` -> `eyeTexIndex`
Mido has two eyes and different textures for them
* Undocument eye textures as an enum
i was wrong: `_Draw` function might not follow the eyes texture order
it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah
* ugh, and fix a typo with blinking
rushing is no good
* drop the `Action` suffix
https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286
* rename animation states as sequences
https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923
* `func_80034DD4` -> `Actor_FadeInOut`
https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267
* rename animation states as sequences
a continuation of b11a9e9942e1725824e54099f84085ff2165e854
* `func_80034DD4` -> `Actor_UpdateAlphaByDistance`
https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475
* clarify a comment
* Document `actor.params` bits allocation
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
* apply review suggestions
2024-12-09 08:06:05 -05:00
Yanis
da7958db22
Name some scene cutscenes (Hyrule Field and Kakariko Village) ( #2321 )
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* give names for hyrule field and kakariko cutscenes
* review
2024-12-07 06:25:14 -05:00
mracsys
e0bd123312
Document time-specific textures for Deku Tree and Gerudo Fortress similar to other scenes ( #2310 )
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* rename time-specific scene file textures
* linter fixes
2024-11-30 13:56:59 -05:00
Tharo
2d454933f3
[Audio 9/?] Multiversion samplebank and soundfont extraction xmls, 1.0 and 1.1 audio extraction ( #2291 )
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* [Audio 9/?] Multiversion samplebank and soundfont extraction xmls, 1.0 and 1.1 audio extraction
* Rework multiversion samplebanks to reduce duplicates
2024-11-12 08:47:34 -05:00
Derek Hensley
a53fb02699
EnHy + objects docs ( #1499 )
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* document object_bba
* Clean up cne
* object bob
* object_aob
* object_cob
* object_bji
* object_ahg
* object_boj
* All functions named plus some cleanup
* enums
* Remove body wiggle comments
* Format
* Remove case comments
* comments with default
* Format
* format
2024-10-15 05:20:46 -04:00
cadmic
d3bf8ae78b
[ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1 ( #2253 )
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* [ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1
* Fix merge with pal-1.0/1.1
2024-10-09 14:22:57 +02:00
cadmic
04498f808f
[PAL N64] Match file select language selection ( #2240 )
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* [PAL N64] Match file select language selection
* sInitialLanguageInputTimerY -> sInitialLanguageInputTimerX
2024-09-28 13:12:57 -04:00
cadmic
2f3c8084c9
[PAL N64] Set up build system and extract assets for pal-1.0 and pal-1.1 ( #2205 )
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* [PAL N64] Set up build system and extract assets
* TOOD -> TODO
* Apparently this is what the formatter wants
2024-09-26 15:19:23 -04:00
cadmic
f7a0117e7d
[ntsc-1.0/1.1] Match z_boss_ganon.c and z_boss_ganon2.c changes from PAL 1.0 ( #2228 )
2024-09-25 23:36:58 -04:00
cadmic
dc9782b5b3
[PAL N64] Rename file select assets ( #2197 )
2024-09-16 16:40:20 -04:00
AJ Otto
58d8abfe03
Added eye texture offsets for extraction for object_oE5.xml ( #2181 )
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* Blob object_oE5_Blob_003A40 corrected to extract eye half open and eye closed textures for object_oE5
* Fixed spacing in object_oE5 xml file for commit
2024-09-10 13:53:49 -04:00
cadmic
e52d135e15
[ntsc-1.2] Import n64dd code from Decompollaborate/n64dd ( #2136 )
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* Import n64dd code from Decompollaborate/n64dd
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com >
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com >
* Don't stub out missing textures
* Remove @brief
* Add low-effort file comments
* Match OoT if style
* Fix n64dd matching due to int vs long
* Fix English n64dd error textures
* Compress n64dd segment
* Align n64dd to 0x40
---------
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com >
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com >
2024-09-08 03:37:15 +09:00
fig02
88c4475967
Target -> Attention (System Rename) ( #2149 )
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* TargetContext -> Attention
* targetCtx -> attention
* Target_ -> Attention_
* FindTargetableActor -> FindActor
* targetableActorP -> attentionActorP
* data vars (and 1 function I missed)
* targetMode -> attentionRangeType
* attention range enum comments
* ATTENTION_RANGE_
* attention range data
* TargetColor -> AttentionColor
* missed one
* fixup color variables
* targetArrowOffset -> lockOnArrowOffset
* focus pos comment
* targetPriority -> attentionPriority
* assets
* loose-ends
* Attention System Description
* format
* skj range type
* enemy bgm
2024-09-07 09:23:04 -04:00