Yet another libultra cleanup (#1384)

* os symbols

* various variables

* more variables

* more cleanup

* yeet HW_REG

* OS_PHYSICAL_TO_K0 and other cleanups

* Rename r4300.h

* migrate pimgr data and cleanup on initialize.c

* rename osFlash symbols

* cleanup gu

* vimodes

* yeet rmon, do libc files

* some os files

* hardwareinterrupt

* cleanup a lot of os files

* cleanup osVirtualToPhysical

* various io files

* another io chunk

* final io chunk

* yeet hardware.h

* yeet PHYSICAL_TO_VIRTUAL and VIRTUAL_TO_PHYSICAL

* fix typo

* fix merge

* remove global.h from libultra files

* fixes and format

* brief explanation

* review

* review

* review

* review

* SEGMENTED_TO_K0

* Revert "SEGMENTED_TO_K0"

This reverts commit f8d62d670f.

* take two

* bss

* bss
This commit is contained in:
Anghelo Carvajal
2023-10-26 10:44:27 -03:00
committed by GitHub
parent 6aaeb80f99
commit 6475196f0f
191 changed files with 938 additions and 765 deletions
+3 -3
View File
@@ -133,7 +133,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
}
void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
}
@@ -141,7 +141,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
s32 isUpdated = false;
if (enHy->actor.draw != NULL) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
SkelAnime_Update(&enHy->skelAnime);
isUpdated = true;
}
@@ -168,7 +168,7 @@ s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg
enHy->actor.objectSlot = enHy->skelLowerObjectSlot;
isInitialized = true;
ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objectSlot].segment);
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objectSlot].segment);
SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
ENHY_LIMB_MAX);
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);