Files
HackerOoT/tools/disasm_elf_msg.py
Yanis42 c4be73b629 Merged decomp into HackerOoT (#21)
* Improve rcp.h, remove `HW_REG` macro (#1425)

* Real rcp.h

* Correction to comment in initialize.c

* Try fix R4300.h

* Adjust rcp.h formatting, remove defines in other headers that are now in rcp.h

* Suggested changes, document a bug in the modified osAiSetNextBuffer

* More rcp.h formatting changes

* Fix misc 18 (#1423)

* two more ABS

* fixup item_name_static texs outnames

* fixup CollisionCheck_SetOCvsOC docs

* Cleanup int comments alignments

* collsion -> collision

* `SQ*` macros fixup

* use `LERP` more

* static -> `s` prefix

* grammar: dont -> don't

* 3

* Improvements to Video Interface related functions and data (#1332)

* Improvements to VI related functions

* Fix

* Suggested changes

* Comment enum values

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Suggested changes, plus comments in visetspecial.c

* Name gViConfigModeType

* Further suggested changes

* Format

* Fix comment on modeLPN2

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* TwoHeadArena and TwoHeadGfxArena docs (#1349)

* TwoHeadArena and TwoHeadGfxArena docs, ALIGNOF macro

* AllocStart -> AllocHead , AllocEnd -> AllocTail

* Format

* Suggested changes

* Fix

* Further suggested changes

* z_en_horse_zelda doc (#1430)

* z_en_horse_zelda doc

Zelda's horse has been better documented. Horse seemed to follow a path around Hyrule Field

* `z_en_horse_zelda` revised based on feedback

* Update z_en_horse_zelda.c

EnHorseZelda_ResetAnimation -> EnHorseZelda_SetupStop

* z_horse_zelda: changes based on feedback

* Mempak doc (#1382)

* Mempak doc

* Format

* Suggested changes

* Further changes

* Update item names (#1376)

* Reevaluate item names (`ItemID` enum)

* format

* Carry `ItemID` changes to `ExchangeItemID`

* format

* Add item enum comments on items to slots array

* Rename slots according to current item enum names

* Add item enum comments on items to PlayerItemAction array

* Rename PlayerItemAction enum names according to current item enum names

* gi, gid names...

* `QUEST_GERUDO_CARD` -> `QUEST_GERUDOS_CARD`

* `DUNGEON_KEY_BOSS` -> `DUNGEON_BOSS_KEY`

* `UPG_` sticks/nuts : +deku

* Fixed remove array enum comments in `sDebugSaveEquips`

* "magic beans" -> "magic bean" (singular)

* cucco -> chicken (the one from weird egg, "alarm clock bird" from literal japanese translation)

* Document Timers (#1412)

* Document Timers, First Draft

* some progress

* more timer docs

* cleanup

* small cleanup

* more cleanup

* comments

* more cleanup

* extra comment

* more docs

* brackets

* PR Suggestions

* cleanup, missed some

* more suggestions

* more PR Suggestions

* small change

* environmental

* More documentation for `z_std_dma.c` (#1415)

* More documentation for z_std_dma

* uintptr casts for rom symbols in z64animation.h and z_kanfont.c

* Format

* Suggested changes, more defines for static texture sizes

* PI Interface -> PI

* Further suggested changes

* Format

* Comments about item_name and map_name texture assumptions

* `z_en_bird` doc (#1431)

* `z_en_bird` doc

Documented `z_en_bird`

* `Z_en_bird` changes from feedback

* Update z_en_bird.c

* `z_en_bird`: suggested changes

* `z_en_bird`: changes based on feedback

animation speed mod field changed, redundant comments removed.

* z_shot_sun: minor doc (#1429)

* z_shot_sun: minor doc

document one field and function remaining in z_shot_sun

* z_shot_sun: updated state doc'ing

* Update z_shot_sun.c

format enum

* ran format.py

* `z_shot_sun`: changes based on feedback

gave enum better name, removed redundant comment.

* Update z_shot_sun.c

enum changed.

* `z_obj_lift`: doc remaining funcs and field (#1440)

* `z_obj_lift`: doc funcs and field

doc remaining funcs and field in `z_obj_lift`

* `z_obj_lift`: shakeVec->shakeOrientation

* removed space from copy-paste of field name

* Small `Actor_UpdateAll` doc (#1432)

* Small `Actor_UpdateAll` doc

* improve, "freeze"

* rename "freeze category masks"

* shorten to "category freeze mask" everywhere

* Doc object_rs (#1439)

* Document En_Ko Animations (#1306)

* Document Kokiri Children animations

* Remove BOY, GIRL, and FADO prefixes

* Formatting

* Further prefix removal

* more fixups

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Document Hud Mode (#1323)

* begin interface alpha docs

* more progress/docs

* First draft of docs done

* cleanup

* Consistency

* Display -> Mode

* Remaining display -> mode

* Better docs

* Small touchups

* Small Update

* Apply discord discussion

* small fix

* More discussions

* PR Suggestions

* Roman PR Suggestions

* better comments

* PR Suggestions

* another suggestion

* discord discussions

* cleanup comments

* more discord/pr suggestions

* Document NPC talking and player tracking (#1426)

* Rename npc dialog state variable

* Rename and doc NPC actor talking funtion

* Introduce NpcTalkState enum

* Rename NPC_TALK_STATE enum values

* Document NpcPlayerInteractionState and related functions

* Rename player tracking opt enum variants

* Rename npc functions, interact info

* Minor npc actor function tweaks

* Minor comment fixes for npc

* Generalize NPC player tracking to point tracking

* Change unused NpcInteractInfo field type and name

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Rename headRot and torsoRot

* Rename GetTalkState to UpdateTalkState

* Minor comment fixes

* Rename rotateActorShape and clarify related comments

* Remove unneeded parentheses in z_en_heishi4.c

* Reformat

* Remove unclear comment

* Rename yPosOffset to yOffset

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Player doc: Temporary `PLAYER_ANIMGROUP` names from original animation names (#1446)

* Name `PLAYER_ANIMGROUP_` based on original names

* format

* add comment indicating source of names

* Document HREG debugging system (#1351)

* progress

* progress

* change

* named most

* name prerender things

* fix and format

* play prefix

* address most comments (still a few more things to do)

* fix error

* reword input test comments

* some more

* rework env draw flags

* add hilite

* merge and format

* init to proper values

* rename env draw flag names

* 7 to 6

* more small changes

* Name scenes (scene enum, entrance enum, various identifiers) (#1343)

* Comment names on titled scenes

* Comment some more scene names

* Comment some map assets symbol prefixes

* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)

* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)

* Fix symbol prefix for back alley night scene

* Name the two grave scenes (normal and fairy's fountain variant)

* Name most houses, name/update misc scenes

Co-authored-by: fig02 <fig02srl@gmail.com>

* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific

Co-authored-by: fig02 <fig02srl@gmail.com>

* `miharigoya_scene`: `market_guard_house`

* `kakariko_scene` -> `kakariko_center_house`

* `richards_house` -> `dog_lady_house` (for localization differences)

* Revert "Comment some map assets symbol prefixes"

This reverts commit 210a38a6288d5d2fa318059f31988ca7ceb5c708.

* remove other xml prefixes

* ganon_boss, ganondorf_boss

* comments to namefixer

* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`

* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior

* Run namefixer

`find src include -type f -exec ./tools/namefixer.py {} \;`

* run formatter

Co-authored-by: fig02 <fig02srl@gmail.com>

* Add skybox .h and cleanup, `SkyboxDraw_` -> `Skybox_` (#1435)

* Add skybox .h and cleanup

* move forward declared structs to top of file

* `SkyboxDraw_` -> `Skybox_`

* format

* move more forward declared structs to top of file

* Document Surface Material (#1447)

* material

* cleanup

* iron boots

* climb

* more docs

* rename

* small fix

* comments

* adjust bug comment

* simplify comment

* Document Camera for Elevator Platforms (Camera_Special7) (#1448)

* document camera for vertical platforms

* cleanup

* another rename

* small

* another rename

* add comment

* PR Suggestions

* more cleanup

* oops

* adjust comment

* Skelanime/Animation header cleanup (#1434)

* Skelanime/Animation header cleanup

* touch up names of the two existing moveFlags macros

* formatter is a dum dum D:

* fixed z_select.h changes

* fixed config entrance name

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: blackgamma7 <blackgamma7@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: Charles Averill <46544495+CharlesAverill@users.noreply.github.com>
Co-authored-by: Lauri Koskela <luryus@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
2022-12-03 19:02:57 +01:00

257 lines
8.0 KiB
Python

#!/usr/bin/env python3
import struct, sys
item_ids = {
0x00 : "ITEM_DEKU_STICK",
0x01 : "ITEM_DEKU_NUT",
0x02 : "ITEM_BOMB",
0x03 : "ITEM_BOW",
0x04 : "ITEM_ARROW_FIRE",
0x05 : "ITEM_DINS_FIRE",
0x06 : "ITEM_SLINGSHOT",
0x07 : "ITEM_OCARINA_FAIRY",
0x08 : "ITEM_OCARINA_OF_TIME",
0x09 : "ITEM_BOMBCHU",
0x0A : "ITEM_HOOKSHOT",
0x0B : "ITEM_LONGSHOT",
0x0C : "ITEM_ARROW_ICE",
0x0D : "ITEM_FARORES_WIND",
0x0E : "ITEM_BOOMERANG",
0x0F : "ITEM_LENS_OF_TRUTH",
0x10 : "ITEM_MAGIC_BEAN",
0x11 : "ITEM_HAMMER",
0x12 : "ITEM_ARROW_LIGHT",
0x13 : "ITEM_NAYRUS_LOVE",
0x14 : "ITEM_BOTTLE_EMPTY",
0x15 : "ITEM_BOTTLE_POTION_RED",
0x16 : "ITEM_BOTTLE_POTION_GREEN",
0x17 : "ITEM_BOTTLE_POTION_BLUE",
0x18 : "ITEM_BOTTLE_FAIRY",
0x19 : "ITEM_BOTTLE_FISH",
0x1A : "ITEM_BOTTLE_MILK_FULL",
0x1B : "ITEM_BOTTLE_RUTOS_LETTER",
0x1C : "ITEM_BOTTLE_BLUE_FIRE",
0x1D : "ITEM_BOTTLE_BUG",
0x1E : "ITEM_BOTTLE_BIG_POE",
0x1F : "ITEM_BOTTLE_MILK_HALF",
0x20 : "ITEM_BOTTLE_POE",
0x21 : "ITEM_WEIRD_EGG",
0x22 : "ITEM_CHICKEN",
0x23 : "ITEM_ZELDAS_LETTER",
0x24 : "ITEM_MASK_KEATON",
0x25 : "ITEM_MASK_SKULL",
0x26 : "ITEM_MASK_SPOOKY",
0x27 : "ITEM_MASK_BUNNY_HOOD",
0x28 : "ITEM_MASK_GORON",
0x29 : "ITEM_MASK_ZORA",
0x2A : "ITEM_MASK_GERUDO",
0x2B : "ITEM_MASK_TRUTH",
0x2C : "ITEM_SOLD_OUT",
0x2D : "ITEM_POCKET_EGG",
0x2E : "ITEM_POCKET_CUCCO",
0x2F : "ITEM_COJIRO",
0x30 : "ITEM_ODD_MUSHROOM",
0x31 : "ITEM_ODD_POTION",
0x32 : "ITEM_POACHERS_SAW",
0x33 : "ITEM_BROKEN_GORONS_SWORD",
0x34 : "ITEM_PRESCRIPTION",
0x35 : "ITEM_EYEBALL_FROG",
0x36 : "ITEM_EYE_DROPS",
0x37 : "ITEM_CLAIM_CHECK",
0x38 : "ITEM_BOW_FIRE",
0x39 : "ITEM_BOW_ICE",
0x3A : "ITEM_BOW_LIGHT",
0x3B : "ITEM_SWORD_KOKIRI",
0x3C : "ITEM_SWORD_MASTER",
0x3D : "ITEM_SWORD_BIGGORON",
0x3E : "ITEM_SHIELD_DEKU",
0x3F : "ITEM_SHIELD_HYLIAN",
0x40 : "ITEM_SHIELD_MIRROR",
0x41 : "ITEM_TUNIC_KOKIRI",
0x42 : "ITEM_TUNIC_GORON",
0x43 : "ITEM_TUNIC_ZORA",
0x44 : "ITEM_BOOTS_KOKIRI",
0x45 : "ITEM_BOOTS_IRON",
0x46 : "ITEM_BOOTS_HOVER",
0x47 : "ITEM_BULLET_BAG_30",
0x48 : "ITEM_BULLET_BAG_40",
0x49 : "ITEM_BULLET_BAG_50",
0x4A : "ITEM_QUIVER_30",
0x4B : "ITEM_QUIVER_40",
0x4C : "ITEM_QUIVER_50",
0x4D : "ITEM_BOMB_BAG_20",
0x4E : "ITEM_BOMB_BAG_30",
0x4F : "ITEM_BOMB_BAG_40",
0x50 : "ITEM_STRENGTH_GORONS_BRACELET",
0x51 : "ITEM_STRENGTH_SILVER_GAUNTLETS",
0x52 : "ITEM_STRENGTH_GOLD_GAUNTLETS",
0x53 : "ITEM_SCALE_SILVER",
0x54 : "ITEM_SCALE_GOLDEN",
0x55 : "ITEM_GIANTS_KNIFE",
0x56 : "ITEM_ADULTS_WALLET",
0x57 : "ITEM_GIANTS_WALLET",
0x58 : "ITEM_DEKU_SEEDS",
0x59 : "ITEM_FISHING_POLE",
0x5A : "ITEM_SONG_MINUET",
0x5B : "ITEM_SONG_BOLERO",
0x5C : "ITEM_SONG_SERENADE",
0x5D : "ITEM_SONG_REQUIEM",
0x5E : "ITEM_SONG_NOCTURNE",
0x5F : "ITEM_SONG_PRELUDE",
0x60 : "ITEM_SONG_LULLABY",
0x61 : "ITEM_SONG_EPONA",
0x62 : "ITEM_SONG_SARIA",
0x63 : "ITEM_SONG_SUN",
0x64 : "ITEM_SONG_TIME",
0x65 : "ITEM_SONG_STORMS",
0x66 : "ITEM_MEDALLION_FOREST",
0x67 : "ITEM_MEDALLION_FIRE",
0x68 : "ITEM_MEDALLION_WATER",
0x69 : "ITEM_MEDALLION_SPIRIT",
0x6A : "ITEM_MEDALLION_SHADOW",
0x6B : "ITEM_MEDALLION_LIGHT",
0x6C : "ITEM_KOKIRI_EMERALD",
0x6D : "ITEM_GORON_RUBY",
0x6E : "ITEM_ZORA_SAPPHIRE",
0x6F : "ITEM_STONE_OF_AGONY",
0x70 : "ITEM_GERUDOS_CARD",
0x71 : "ITEM_SKULL_TOKEN",
0x72 : "ITEM_HEART_CONTAINER",
0x73 : "ITEM_HEART_PIECE",
0x74 : "ITEM_DUNGEON_BOSS_KEY",
0x75 : "ITEM_DUNGEON_COMPASS",
0x76 : "ITEM_DUNGEON_MAP",
0x77 : "ITEM_SMALL_KEY",
0x78 : "ITEM_MAGIC_JAR_SMALL",
0x79 : "ITEM_MAGIC_JAR_BIG",
0x7A : "ITEM_HEART_PIECE_2",
0x7B : "ITEM_INVALID_1",
0x7C : "ITEM_INVALID_2",
0x7D : "ITEM_INVALID_3",
0x7E : "ITEM_INVALID_4",
0x7F : "ITEM_INVALID_5",
0x80 : "ITEM_INVALID_6",
0x81 : "ITEM_INVALID_7",
0x82 : "ITEM_MILK",
0x83 : "ITEM_RECOVERY_HEART",
0x84 : "ITEM_RUPEE_GREEN",
0x85 : "ITEM_RUPEE_BLUE",
0x86 : "ITEM_RUPEE_RED",
0x87 : "ITEM_RUPEE_PURPLE",
0x88 : "ITEM_RUPEE_GOLD",
0x89 : "ITEM_INVALID_8",
0x8A : "ITEM_DEKU_STICKS_5",
0x8B : "ITEM_DEKU_STICKS_10",
0x8C : "ITEM_DEKU_NUTS_5",
0x8D : "ITEM_DEKU_NUTS_10",
0x8E : "ITEM_BOMBS_5",
0x8F : "ITEM_BOMBS_10",
0x90 : "ITEM_BOMBS_20",
0x91 : "ITEM_BOMBS_30",
0x92 : "ITEM_ARROWS_5",
0x93 : "ITEM_ARROWS_10",
0x94 : "ITEM_ARROWS_30",
0x95 : "ITEM_DEKU_SEEDS_30",
0x96 : "ITEM_BOMBCHUS_5",
0x97 : "ITEM_BOMBCHUS_20",
0x98 : "ITEM_DEKU_STICK_UPGRADE_20",
0x99 : "ITEM_DEKU_STICK_UPGRADE_30",
0x9A : "ITEM_DEKU_NUT_UPGRADE_30",
0x9B : "ITEM_DEKU_NUT_UPGRADE_40",
0xFC : "ITEM_LAST_USED",
0xFE : "ITEM_NONE_FE",
0xFF : "ITEM_NONE",
}
def disas_elfmsgs(start):
baserom = None
with open("baserom.z64", "rb") as infile:
baserom = bytearray(infile.read())
branches = []
pos = start
while (True):
print(f"/* {pos - start:04X} {((pos - start) // 4):3} */ ", end="")
b0, b1, b2, b3 = struct.unpack(">BBBB", baserom[pos:pos+4])
elf_message_types = {
0x00: "CHECK",
0x20: "UNK_1",
0x40: "UNK_2",
0x60: "SKIP",
0xE0: "END",
}
cont = True
branch_to = None
# Get Type
elf_message_type = b0 & 0xE0
ARG_0 = elf_message_types[elf_message_type]
if elf_message_type in [0, 0x20, 0x40, 0xE0]:
if elf_message_type == 0xE0:
cont = False
ARG_1 = f"0x{(b2 & 0xFF):04X}"
elif elf_message_type == 0x60:
branch_to = 4 * (b2 & 0xFF)
ARG_1 = (b2 & 0xFF)
else:
assert False , "Encountered unknown type"
ARG_2 = f"{bool(b0 & 1)}".lower()
# Get condition
condition_type = b0 & 0x1E
if condition_type == 0:
if elf_message_type == 0xE0 and b1 == 0 and not (b0 & 1):
print(f"QUEST_HINT_END({ARG_1}),")
else:
print(f"QUEST_HINT_FLAG({ARG_0}, {ARG_1}, {ARG_2}, 0x{b1:02X}), /* eventChkInf[{(b1 >> 4) & 0xF}] & 0x{1 << (b1 & 0xF):X} */")
assert b3 == 0
elif condition_type == 2:
print(f"QUEST_HINT_DUNGEON_ITEM({ARG_0}, {ARG_1}, {ARG_2}, {item_ids[b1]}),")
assert b3 == 0
elif condition_type == 4:
print(f"QUEST_HINT_ITEM({ARG_0}, {ARG_1}, {ARG_2}, {item_ids[b1]}, {item_ids[b3]}),")
elif condition_type == 6:
condition_other_type = b1 & 0xF0
if condition_other_type == 0:
print(f"QUEST_HINT_STRENGTH_UPG({ARG_0}, {ARG_1}, {ARG_2}, {b1 & 0xF}),")
assert b3 == 0
elif condition_other_type == 0x10:
print(f"QUEST_HINT_BOOTS({ARG_0}, {ARG_1}, {ARG_2}, {item_ids[b3]}),")
assert (b1 & 0xF) == 0
elif condition_other_type == 0x20:
print(f"QUEST_HINT_SONG({ARG_0}, {ARG_1}, {ARG_2}, {item_ids[b3]}),")
assert (b1 & 0xF) == 0
elif condition_other_type == 0x30:
print(f"QUEST_HINT_MEDALLION({ARG_0}, {ARG_1}, {ARG_2}, {item_ids[b3]}),")
assert (b1 & 0xF) == 0
elif condition_other_type == 0x40:
print(f"QUEST_HINT_MAGIC({ARG_0}, {ARG_1}, {ARG_2}),")
assert (b1 & 0xF) == 0
assert b3 == 0
else:
assert False , "Encountered unknown condition (other) type"
else:
assert False , "Encountered unknown condition type"
# Control flow
if branch_to is not None:
branches.append(branch_to)
pos += 4
if not cont:
print("")
if not cont and all([dst < pos - start for dst in branches]):
break
disas_elfmsgs(int(sys.argv[1],16))