* Decompile update and stuff
* Decompile some more
* func_80A41FA4 non_matching
* init is a disaster
* Import bss
* match func_80A41D70
* Improve func_80A42AB8 a bit
* equivalent EnTest4_Init
* Import data
* CLOCK_TIME
* Run formatter
* func_80A42AB8 may be equivalent now, not completely sure
* match func_80A42AB8
* Some minor renames
* Name some struct members
* Format
* format in bigpo
* fix merge issue
* Apply suggestions from code review
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Description: Day transition effects
* Un-rename unk_144
* Update include/macros.h
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* sIsLoaded
* Update src/overlays/actors/ovl_En_Test4/z_en_test4.c
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* review
* format
* daytemp
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* ovl_opening OK
* un-format z64save.h
* Actually change the other uses of nextCutsceneIndex
* format
* Review
* engineer's review
* Get it to match again
* All functions in z_en_ending_hero6.c matching
* Add data to z_en_ending_hero6.c
* Remove duplicate declarations
* Add symbols to undefined_syms.txt
* Address initial PR comments
* Add heading, rename variables, and remove U suffix
* Further variable renamings according to PR suggestions
* Migrate data to C
* ObjEtcetera_Init OK
* ObjEtcetera_Destroy OK
* ObjEtcetera_Update OK
* func_80A7C690 OK
* func_80A7C718 OK
* func_80A7C168 OK
* func_80A7BE8C OK
* Make the draw functions take Actor*
* CollisionCheck_SetAC should take a Collider
* func_80A7BDC8 OK (with silly dummy label meme)
* func_80A7C1F0 OK
* unk_276 is almost certainly a u16 since I constantly have to cast it, so just retype it
* func_80A7BF08 OK
* Some minor cleanup
* Convert D_80A7C80C to array of CollisionHeader*
* Finish defining struct to prepare for func_80A7C308
* func_80A7C308 OK
* Move gameplay_keep symbols to variables.h
* Explanatory comment at the top
* Type gameplay_keep animation headers too
* Update the spec (why do I always forget this?)
* Rename func_80A7BDC8 to ObjEtcetera_PerformFlutter (name still up for debate)
* Name objIndex
* Document the types of flowers
* Name displayListPtr
* Name burrowFlag and provide a macro
* Name specialFlutterScale and clean up some things with newer understanding
* Give the draw functions (bad) names
* Name ObjEtcetera_Idle
* Name ObjEtcetera_Setup (name sucks but oh well lol)
* Name ObjEtcetera_ReturnToIdle. These names all suck but they're a start
* Document some of ObjEtcetera_Idle's behavior
* Name and document objectIds
* Remove the burrow macro because it's frankly more confusing for now
* Name the draw functions something slightly better
* MUCH better names for things + more documentation
* Clean up ObjEtcetera_Setup a bit
* Call it NUMBER_OF_FLOWER_TYPES instead
* A few more name changes
* Link -> Player in comments
* displayListPtr -> dList
* Trailing commas + format
* Move initialization of type up
* Improve conditional check
* Use BGCHECK_SCENE macro
* Move initialization of floorBgId up
* Use documentation comment style
* Match ObjEtcetera_DoNormalOscillation without a dummy label
* param_2 -> arg1
* Insert blank line after scoped pad
* OBJETCETERA_TYPE -> DEKU_FLOWER_TYPE
* Cleanup and rename enum
* Break up ObjEtcetera_Setup a bit and convert DekuFlowerType to an s32 to remove warnings
* Whoops, run format
* Delete leading 0 on struct comments
* Rename pad to requiredScopeTemp to match my other PR
* OK, asset XML made and symbols imported
* Missed a GLOBAL_ASM
* Remove data from spec
* engineer's review
* Correct arg
* Un-format functions.h
* Hopefully fix it
* OK, data imported, document
* spec
* Match cosf, document sinf and cosf
* Some more documentation, switch fu back
* Format
* Little more documentation
* Document coss too
* Move macros
* Review, add some .s
* Fix headers, review
* Started uncommenting statics, but then realized this actor has BSS, lol.
* Import .data and .bss. Run format.sh.
* ObjSyokudai_Init OK and mostly documented.
* ObjSyokudai_Destroy OK and fully documented.
* ObjSyokudai_Draw OK and partially documented.
* Good progress on ObjSyokudai_Update, but NOT OK.
* Instruction match, but needs regalloc and stack.
* Stack is closer now.
* Obj_Syokudai OK, no new warnings, ran formatter.
* Documented .data and .bss variables.
* Final documentation pass before PR.
* Add header, fix build errors.
* Use COLTYPE_METAL and COLTYPE_WOOD macros.
* Apply suggestions from code review
engineer124's suggestions.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Apply suggestions from code review
engineer124: WaterBox* instead of UNK_PTR
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Update src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c
engineer124: AC_HARD -> AC_HIT so Jenkins stops complaining
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Hopefully fix Jenkins via z_bg_lotus WaterBox*.
* Rename sp2C to waterBox in BgLotus.
* Run format.sh.
* Update include/functions.h
Change func_800F22C4 param_1 from s8 to s16.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Change func_801A5CFC param_1 to sfxId in prototype
* Document interactions.
* Run formatter.
* Clarify that posDiff is relative to stick *tip*.
* Changed interaction comparisons to better fit enum
* snuffTimer enum
* Added more #defines.
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* eeeee
* nonequivalents
* draw
* Import data
* Match Daytelop_LoadGraphics
* draw kinda better
* extract daytelops and gameover
* SEGMENT_ROM macros
* Use extracted symbols for daytelop
* match Daytelop_Draw
* Fix bss
* draw cleanup
* Daytelop_Update from non equivalent to non matching
* Some renames and spec
* Run formatter
* enum
* sfx
* Use SEGMENT_ROM_START macros everywhere
* more macros
* run formatter
* Add description
* update variables.txt
* Remove extra stuff in gbi.h
* Would this fix it?
* and again
* whoops
* Apply suggestions from code review
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* Tharo's suggestions
* match Daytelop_Update
* run formatter
* fix merge issues
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>