Tutorial on decompiling objects (and also object_dns documented) (#647)

* Fix existing documentation

* Fill out object_decomp.md

* First part of object decomp example

* Document animations

* Tutorial for identifying blob

* Naming everything else referenced in the actor

* Name all limb display lists

* Finish example

* Some tips and tricks

* Remove TODO

* Make merging.md consistent with everything else

* Name limbs properly

* Rename "bouncing idle" to "walk", since they use that animation to walk towards you if they catch you

* Run formatter again

* Purge hylian toolbox

* Be a bit more precise about vertex naming

* Also -> Further

* Correct description of how extract_assets works

* Format types of data

* Add note about palette

* Update text about object's C file

* Fix typo

* one more time -> in more detail

* Format render error as code

* explain what texture animations are

* Standardize on bullet points

* Use anon's sugestion for the "How we work with objects" section

* Trailing commas for better formatting

* Delete undefined_syms reference in object decomp

* Add note about root limbs

* Remove undefined_syms reference in object_decomp_example

* Remove "since"

* Explain *how* I changed the texture

* Explain what to do if the limb doesn't render anything

* Fix some extremely tiny incorrect enum name thing

* Explain the object symbol stuff bettter

* Add link to ZAPD documentation

* Also update documentation

* Update actor flags for Dns
This commit is contained in:
Tom Overton
2022-02-19 13:30:31 -08:00
committed by GitHub
parent 8e3d28b536
commit fed9dc991d
22 changed files with 599 additions and 188 deletions
+18 -24
View File
@@ -1,13 +1,13 @@
# Data
Up: [Contents](contents.md)
Previous: [Draw functions](draw_functions.md)
- Up: [Contents](contents.md)
- Previous: [Draw functions](draw_functions.md)
## Table of Contents
- [Data first](#data-first)
- [Extern and data last](#extern-and-data-last)
- [Segmented pointers](#segmented-pointers)
- [Segmented pointers and object symbols](#segmented-pointers-and-object-symbols)
- [Fake symbols](#fake-symbols)
- [Inlining](#inlining)
@@ -114,7 +114,7 @@ static s32 D_80C106C8 = 0;
That should be everything, and we should now be able to `make` without the data file with no issues.
## Segmented pointers
## Segmented pointers and object symbols
The game has a convenient system that allows it to sometimes effectively use offsets into a file instead of raw memory addresses to reference things. This is done by setting a file address to a *segment*. A segmented address is of the form `0x0XYYYYYY`, where `X` is the segment number. There are 16 available segments, and actors always set segment 6 to their object file, which is a file containing assets (skeleton, animations, textures, etc.) that they use. This is what all those `D_06...` are, and it is also what the entries in `D_80C106B0` are: they are currently raw numbers instead of symbols, though, and we would like to replace them.
@@ -124,29 +124,23 @@ mips-linux-gnu-ld: build/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.o:(
````
As we'd expect, of course: we didn't fulfil our promise that they were defined elsewhere.)
This is mitigated by use of the file `undefined_syms.txt`, which feeds the linker the raw addresses to use as the symbol definitions. If you find a segmented address that is not in already externed, `extern` it at the top of the file and add it to the actor's section in undefined_syms:
```C
extern void* D_0600F8F0;
extern void* D_0600FCF0;
extern void* D_060100F0;
extern void* D_0600FCF0;
For actors which have yet to be decompiled, this is mitigated by use of the file `undefined_syms.txt`, which feeds the linker the raw addresses to use as the symbol definitions. However, we want to replace these segmented addresses with proper object symbols whenever possible. In `En_Recepgirl_InitVars`, we can see that this actor uses the object `OBJECT_BG`:
```c
const ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
OBJECT_BG,
};
```
static void* D_80C106B0[4] = { &D_0600F8F0, &D_0600FCF0, &D_060100F0, &D_0600FCF0 };
```
and in undefined_syms.txt:
```
// ovl_En_Recepgirl
D_06000968 = 0x06000968;
D_06001384 = 0x06001384;
D_06009890 = 0x06009890;
D_0600A280 = 0x0600A280;
D_0600AD98 = 0x0600AD98;
D_0600F8F0 = 0x0600F8F0;
D_0600FCF0 = 0x0600FCF0;
D_060100F0 = 0x060100F0;
D_06011B60 = 0x06011B60;
If we open up `assets/objects/object_bg.h`, we can see a bunch of different names corresponding to every asset in the object. You may notice that some of these names look a bit familiar; `object_bg_Tex_00F8F0` seems very close to the segmented address `(void*)0x600F8F0`. This is the proper object symbol for this segmented address, so we should `#include` this header in our actor and use these object symbols like so:
```c
static void* D_80C106B0[4] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, object_bg_Tex_0100F0, object_bg_Tex_00FCF0 };
```
After replacing every segmented pointer with an object symbol, you should go ahead and delete every segmented pointer associated with this actor from `undefined_syms`.
We will come back and name these later when we do the object.