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Some OOT transfers, some renaming, etc (#75)
* Progress on various files * gfxprint stuff * split some rodata, add iconv for rodata string parsing * z_std_dma rodata * 2 nonmatchings in gfxprint * mtxuty-cvt ok * more * match a function in idle.c * progress * Cleanup * Rename BgPolygon to CollisionPoly * progress * some effect stuff * more effect progress * updates * made suggested changes * z_effect_soft_sprite_old_init mostly ok Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
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+10
-10
@@ -28,11 +28,11 @@ void* Lib_MemSet(u8* a0, u32 a1, u32 a2) {
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lib/Lib_MemSet.asm")
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#endif
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f32 Math_Coss(s16 angle) {
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f32 Math_CosS(s16 angle) {
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return coss(angle) * D_801DDA80;
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}
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f32 Math_Sins(s16 angle) {
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f32 Math_SinS(s16 angle) {
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return sins(angle) * D_801DDA84;
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}
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@@ -212,12 +212,12 @@ void func_800FF3A0(void) {
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lib/func_800FF3A0.asm")
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#endif
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s16 Math_Rand_S16Offset(s16 base, s16 range) {
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return (s16)(randZeroOne() * range) + base;
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s16 Rand_S16Offset(s16 base, s16 range) {
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return (s16)(Rand_ZeroOne() * range) + base;
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}
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s16 Math_Rand_S16OffsetStride(s16 base, s16 stride, s16 range) {
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return (s16)(randZeroOne() * range) * stride + base;
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return (s16)(Rand_ZeroOne() * range) * stride + base;
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}
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void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src) {
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@@ -373,11 +373,11 @@ f32 Math_Vec3f_DiffY(Vec3f* a, Vec3f* b) {
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s16 Math_Vec3f_Yaw(Vec3f* from, Vec3f* to) {
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f32 f14 = to->x - from->x;
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f32 f12 = to->z - from->z;
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return atans_flip(f12, f14);
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return Math_FAtan2F(f12, f14);
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}
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s16 Math_Vec3f_Pitch(Vec3f* from, Vec3f* to) {
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return atans_flip(Math_Vec3f_DistXZ(from, to), from->y - to->y);
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return Math_FAtan2F(Math_Vec3f_DistXZ(from, to), from->y - to->y);
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}
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void Actor_ProcessInitChain(Actor* actor, InitChainEntry* init) {
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@@ -561,8 +561,8 @@ void Lib_TranslateAndRotateYVec3f(Vec3f* translation, s16 rotation, Vec3f* src,
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f32 sp1C;
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f32 f0;
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sp1C = Math_Coss(rotation);
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f0 = Math_Sins(rotation);
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sp1C = Math_CosS(rotation);
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f0 = Math_SinS(rotation);
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dst->x = translation->x + (src->x * sp1C + src->z * f0);
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dst->y = translation->y + src->y;
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dst->z = translation->z + (src->z * sp1C - src->x * f0);
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@@ -585,7 +585,7 @@ f32 Lib_PushAwayVec3f(Vec3f* start, Vec3f* pusher, f32 distanceToApproach) {
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f32 f0;
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Math_Vec3f_Diff(pusher, start, &sp24);
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f0 = Math3D_Length(&sp24);
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f0 = Math3D_Vec3fMagnitude(&sp24);
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if (distanceToApproach < f0) {
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f2 = distanceToApproach / f0;
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f0 = f0 - distanceToApproach;
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