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
+2 -2
View File
@@ -1,7 +1,7 @@
# Draw functions
Up: [Contents](contents.md)
Previous: [The rest of the functions in the actor](other_functions.md)
- Up: [Contents](contents.md)
- Previous: [The rest of the functions in the actor](other_functions.md)
Draw functions behave completely differently from the other functions in an actor. They often use a lot of macros.