467 Commits

Author SHA1 Message Date
Isghj ffc67c3e0a EnPr2 Skullfish documented (#1830)
* Pr2: some docs, first struct pass

* Pr2: Most functions named

* Pr2: more docs

* Pr2: object documented

* Pr2: object documented

* Pr2: format

* Pr2: more docs, format

* Pr2: requested changes

* Pr2: requested changes

* Pr2: forgot prz used the object too

* Pr2: more skelton limb enum changes

* Pr2: removed old comment
2026-04-19 09:35:39 -07:00
Dragorn421 6eb574fff7 Use <Limb LimbType=> not <Limb Type=> in gkeep and object_link_child (#1859) 2026-04-09 08:42:58 -04:00
Jordan Longstaff 215f01d670 Document BgAstrBombwall (#1865) 2026-04-09 07:47:28 -04:00
Jordan Longstaff 33f8d3c62b Document EnKendoJs (#1838)
* Document `EnKendoJs`

* Fix typedefs

* Fix isSlashingLog reference

* Found out what that unused animation was

* Rename animation constants

* Rename WEEKEVENTREG flag

* Remove trailing whitespaces

* Fix uses of isSlashingLog

* Rename Skel object

* Deciphered FF part of params

* Dismantle message enum

* Remove mask message macro

* Refactor message start macro

* Rename text ID arrays

* Use boolean values for isRetracting

* Remove statement added by faulty merge

* Rename message handler functions

* Minigame round union for clarity
2026-04-08 07:34:59 -04:00
Tharo 2121d62a6f Audio: Fix note values (#1864)
Due to the layout of the pitch_frequencies lookup table, note values
computed in extraction were reflected around middle C (midi note
number 60). This didn't matter for matching, values would successfully
roundtrip. However when using samples in external programs or
converting soundfonts to standard formats the note values would lead
to incorrect playback of sounds. This change corrects the note values
so that external programs correctly infer the pitch of the sound when
played at a particular MIDI key.
2026-03-28 18:01:53 -03:00
Jordan Longstaff 04d96d3d34 Bombers Part 1: Rename (used) assets (#1847)
* Bombers Part 1: Rename (used) assets

* Fix duplicate definition

* Suggested renames
2026-02-18 07:53:53 -03:00
Jordan Longstaff 0877ce4adf Document EnMaruta (#1839)
* Document `EnMaruta`

* Document type from params

* Rename display lists properly

* Format

* Add ASCII picture to explain DL array

* Use boolean values for isRetracting

* Shorten name of zero vector

* Rename to gPracticeLogWholeDL

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* Forgot to rename the other reference

* Rename to SetupRiseThroughFloor

* Add comments marking "on floor setup" as theory-only

---------

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
2025-12-15 07:29:53 -03:00
Isghj 5898c3e2b0 EnPoComposer and object_po_composer further documented (#1833)
* PoComposer: some docs

* PoComposer: the rest of the object documented

* PoComposer: docs tweaked

* PoComposer: missing weekevent reg in a schedule file wasnt found by rename script

* PoComposer: document tweaks

* PoComposer: forgot the texture name
2025-12-06 12:03:15 -08:00
Isghj 64d2e009fb EnFz and object_fz: Freezard documented (#1828)
* Freezard: some docs

* Freezard: more docs

* Freezard: most function names

* Freezard: last function named

* Freeza: more docs

* Freezard: oops wrong actor name

* Fz: more docs

* Fz: more docs

* Fz: Object named

* Fz: Object named

* Fz: changed my mind, function names changed to reflect old OOT behavior not seen in this game, in case someone confuses them

* Freezer: docs

* Free: more docs

* F: format

* Fz: more docs

* Fz: format

* EnFz: more docs, format

* Fz: More minor docs

* Fz: more docs, format

* Apply suggestions from code review

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* EnFz: More requested changes

* Fz: updated function declarations

* EnFz: one of the flags was still 0

* Fz: updated functions.txt for disasm

* Apply suggestions from code review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

---------

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-11-14 15:48:06 -08:00
engineer124 d31ceacfdf Document Player's Face and z_actor FaceChange functions (#1777)
* player face docs

* more docs

* cleanup

* toto

* more comments

* fix bss, names

* better comment

* PR, fix comment

* fix bss

* sEyeTextures comment

* FaceChange_UpdateBlinkingNonHuman

---------

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-06-03 18:59:25 -07:00
Tharo ace4043d1a Some sequence 0 improvements (#1811)
* Some sequence 0 improvements

* Fix writing s16
2025-05-25 22:48:29 -07:00
Derek Hensley 9ca02c79b5 Misc fixes (#1800)
* disasm_fix

* dtor

* Fault_LogThreadContext

* rearrange microcode

* sGfxPrintFont size of 0x800

* Move (null) to stackcheck

* vimgr bss

* sfx

* Remove code_801D1E80

* z_en_hy_code

* Fix assembler messages with endlabels and dlabels

* xlitob data

* Move skin unused bss pad to rumble
2025-03-24 10:52:10 -03:00
Isghj fde2b78a92 En_Kaizoku and object_kz documented: the pirate fighter miniboss (#1788)
* Kaizoku: some docs

* Kaizoku: more docs

* Kaizoku: more docs

* Kaizoku: all object labeled

* Kaizoku: more docs

* More docs

* Kaizoku: more docs

* Kaizoku: more docs

* Kaizoku: more docs

* Kaizoku: first pass complete

* format

* Kaizoku: minor tweaks

* Kaizoku: Anghelos requested changes pass1

* Kaizoku: minor docs

* Kaizoku: get'n't

* Kaizoku: format

* Apply suggestions from code review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Kaizoku: back to OK

* Kaizoku: more requested changes

* Kaizoku: outfit and lipstick color enums

* Kaizoku: rename object assets from gKaizoku to gFighterPirate

* Kaizoku: LIMB_FULL

* Kaizoku: some requested changes

* Kaizoku: more requested changes

* Apply suggestions from code review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Kaizoku: back to matching

* Kaizoku: requested changes

* Kaizoku: missed change

* Apply suggestions from code review

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>

* Kaizoku: back to matching and more requested changes

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
2025-02-26 16:59:58 -08:00
Dragorn421 679ae89099 Macroify MML opcodes (#1798)
* Macroify MML opcodes

* format

* sync w/ oot: shorten macro names, -DMML_VERSION in Makefile
2025-02-23 06:41:05 -08:00
Isghj 6f626d9186 EnIshi documentation pass, and gameplay_field_keep assets labeled (#1794)
* Ishi: some docs

* Ishi: more docs

* Ishi: more docs

* Ishi: field_keep assets labeled

* Ishi: format

* Ishi: minor docs/fixes

* Ishi: requested changes

* Spawn and Dust Funcs

* Ishi: only us version

* Ishi/Bombiwa: more requested changes

* Ishi: format

* Apply suggestions from code review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Ishi: back to matching

* Ishi: a value got inverted somehow

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2025-02-21 16:31:45 -08:00
Tom Overton 680829d394 Document original player animation names in gameplay_keep (#1786) 2025-01-20 08:40:06 -08:00
Tharo e8e73fe771 Sync soundfont_compiler.c with recent OoT change, give automatic names to sequence 0 channels that implement sfx (#1784)
* Sync soundfont_compiler.c with recent OoT change, give automatic names to sequence 0 channels that implement sfx

* Fix bss
2025-01-12 08:30:17 -08:00
Tom Overton 16d8f4870d Add original asset names to gameplay_field_keep and gameplay_dangeon_keep (#1772) 2024-12-22 20:10:12 -03:00
Tharo 5d49317876 Add missing ExternalFile tags to object_dmask and object_osn (#1770) 2024-12-19 16:29:04 +11:00
Tom Overton 0fe2e8f7d6 Add original asset names to all assets present in overlays (#1766) 2024-12-18 09:21:26 -08:00
Tom Overton 971d95b550 Add original asset names to all object_y* and object_z* files (#1765) 2024-12-17 08:30:28 -08:00
Tom Overton 417f682510 Add original asset names to all object_u*, object_v*, and object_w* files (#1761) 2024-12-15 09:14:50 -08:00
Tharo fc8d1165c8 [Audio 9/9] Loose ends (#1755)
* [Audio 9/9] Loose ends

* Fix sampleconv memset bug

* Doc updates from oot
2024-12-13 16:27:45 -08:00
louist103 f6d4a8731e Name OOT samples in sample bank 0 (#1695)
* Name samples

Fix FileName

FIx

Revert "FIx"

This reverts commit 510dcd8c03242f49d88173357c36fd0cc8911945.

Fix

* Formatting fixes

* fix

* \n

* snake case

* format

* Bank 2

* Fix extract assets

* Update SampleBank_0.xml

* Fix copy errors
2024-12-12 17:46:26 -08:00
Tom Overton fa240048cf Boss07 (Majora) OK and documented [mm-n64-us.z64 OK] (#1753)
* more matches

* more functions

* merge, I hope

* wrath done-ish

* 5 nonmatchings

* more matchings

* more improvements

* more stuff

* stuff

* docs part 1 / infinity

* more docs

* .

* more adjustments

* linked assets

* Document object_boss07 and match Boss07_Incarnation_Intro (thanks Synray!)

* more stuff

* play part 2

* lol merge

* update

* unk types

* SWEET GOOGLY MOOGLY IT MATCHES

* cam fixes

* adjust damage stuff

* if?

* stuff

* signs

* macro stuff. clean up later

* names

* Some small cleanup

* cleanup and docs

* more cleanup

* Wrath shadow docs

* Use `EVENTINF_INTRO_CS_WATCHED_MAJORA` after merging

* Update functions.txt

* Types cleanup

* Some low hanging fruit

* Undefined_syms.txt

* More static -> battle handler

* Lots of naming cleanup

* Remove z_boss_07_dmgtbl.inc
The reasoning behind removing this file is simple; it wasn't all that long, so extracting it out to an included file didn't really add much, and it made refactoring and/or things much harder, since you needed to check in multiple places to change things.

* Get most of the limb stuff named (and actually update the spec)

* Some minor cleanup

* Updating the repo with what we talked about in discord

* Some syncing with Odolwa and other misc name stuff

* Some Odolwa/Bio Baba sync

* Another bit of Odolwa/Bio Baba sync

* Name a lot of incarnation limb variables

* Finalize the incarnation intro variable stuff

* Fix a goof

* `incarnationWrathTransition` variables

* `generalCollider` and always use "tentacle"

* Completely remove "shot," always use "projectile"

* Clean up `Boss07_Mask_Draw`

* Name `maskShakeTimer`

* Give better names to a few more things

* Some beam-related struct vars

* undefined_syms

* More beam names

* More beam stuff

* Beam, pt 100000

* Some intro struct members

* Some timers

* More non-beam stuff, back to beam

* Done with beam finally

* All but one of the subcam variables, some other stuff

* Some variable names and cleanup

* More cleanup

* jumpSfxTimer -> landSfxTimer

* actionState -> subAction and a little bit of syncing with Odolwa

* A couple more variables sync

* Buncha variables

* Lots of non-whip variables

* Commit what I have before starting on some of the grab stuff

* All but one struct var done

* Lots of header cleanup

* Finish the header file

* Fix build after merging main

* Damage effect enums

* Update damage effect enums for Incarnation and Wrath

* Update damage effect enums for Mask and Remains

* First pass at top damage effects

* Do a few sub action enums so I have something to show

* Fix the damage effect enums, clean up a lot of subaction enums

* All remaining sub action enums, cleanup damage effect enums, other misc cleanup

* Finish enums

* Finish data

* Push up what I have

* Consistency

* scroll -> texScroll

* low hanging fruit

* PR + small fix

* Happy with >20% of functions

* Happy with >40% of functions

* Happy with >60% of functions

* Happy with >75% of functions

* Happy with >90% of functions

* Happy with >95% of functions

* Happy with `Boss07_Wrath_DeathCutscene`

* Happy with `Boss07_Mask_FireBeam`

* Happy with `Boss07_Wrath_CheckWhipCollisions`

* Happy with everything but `Boss07_Mask_Draw`

* Happy with all functions I think?

* Clean up forward declarations

* Write a half-decent file header

* Fix after merging

* Fix some minor stuff here and there

* Minor fix in the file header because I forgot I renamed this

* Respond to engineer's review

* Respond to Anghelo's review

* Replace as many actor lookups with for-loops as I can in Odolwa/Majora

* Change the comment about the hookshot from a `@note` to a `@bug`

* `drag` -> `deceleration`

* Extra scopes for the matrix stuff in `Boss07_Mask_DrawBeam`

* Use decimal numbers in the various `FillShadowTex` functions

---------

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: petrie911 <pmontag@Monday.localdomain>
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: petrie911 <petrie911@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
2024-12-10 18:06:55 -08:00
engineer124 86d8dc6a9f Player Docs: FocusActor and Lock-On Cleanup (#1711)
* focus actor docs

* small cleanup

* brackets

* remaining lock-on docs

* more cleanup/docs

* more reticle docs

* oops
2024-10-15 17:52:45 -07:00
Derek Hensley f946162a89 Extract assets to extracted (#1708) 2024-10-15 22:41:48 +11:00
Derek Hensley 0514d963d9 Port over OoT's new text pipeline (#1685)
* Port OoT's new msgdis and msgenc

* format

* Remove item_ids try block

* Update assets/text/charmap.txt

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>

---------

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
2024-10-12 21:03:44 -03:00
Tharo d14e1ac1df [Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays (#1679)
* [Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays

* Fix whitespace in aseq.h

* Suggested changes, adjust some MML syntax and add more instruction descriptions

* Special case progress script (#9)

* Hack progress script

* Small adjustment to text fileSectionFixer

* Add the dir of the input .seq file to the list of includes to sequence assembling so that assembler-level includes like .include or .incbin work intuitively

* Remove old comment that was missed before

* aseq.h tweaks

* Review suggestions, aseq.h adjustments

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2024-09-15 15:26:32 -07:00
Derek Hensley b9ea1c19ab Remove assets from automatic includes (#1683) 2024-09-10 15:16:56 -03:00
Derek Hensley e982c44721 Import data + bss (#1676)
* extract gfxprint font data as blobs

* Remove font from fault_drawer out name

* audio heap bss

* audio sequence bss

* audio session config bss

* Move code_801D1E80 down in the spec

* Gfxprint don't just include generated c file
2024-09-07 15:03:00 -07:00
Tharo f33aba87cc [Audio 7/?] Extract sequences to assembly (#1677)
* [Audio 7/?] Extract sequences to assembly

Co-authored-by: MNGoldenEagle <17274702+MNGoldenEagle@users.noreply.github.com>
Co-authored-by: zelda2774 <69368340+zelda2774@users.noreply.github.com>

* Changes from OoT PR reviews

* Remove unused multiprocessing import and regen assets/xml/audio/sequences

---------

Co-authored-by: MNGoldenEagle <17274702+MNGoldenEagle@users.noreply.github.com>
Co-authored-by: zelda2774 <69368340+zelda2774@users.noreply.github.com>
2024-09-04 13:51:51 -04:00
Derek Hensley e8cd6e622f Extract sFaultDrawerFont as blob (#1673) 2024-08-14 17:08:40 -04:00
Tharo fb7f6f1743 [Audio 2/?] Extract audio samples to wav (#1670)
* [Audio 2/?] Extract audio samples to wav

Co-authored-by: zelda2774 <69368340+zelda2774@users.noreply.github.com>

* How

* Hopefully fix warning I don't get locally

* [OoT Review] Pad default sample filenames, comment on the vadpcm frame encoder functions, other suggested changes

* Small tweaks to above

* Remove some obsolete code

---------

Co-authored-by: zelda2774 <69368340+zelda2774@users.noreply.github.com>
2024-08-08 19:39:12 -07:00
Tharo 6c4896d947 [Audio 1/?] Extract Samplebanks and Soundfonts to XML (#1666)
* [Audio 1/?] Extract Samplebanks and Soundfonts to XML

* Remove config.py in view of using config yamls for addresses in the future, implement suggested changes from OoT review

* Remove some commented out dead code, adjust setup-audio in makefile

* Move audio extraction from setup to assets in makefile
2024-08-08 14:11:38 +10:00
Derek Hensley 43cac34566 Misc Cleanup (#1665)
* prefix in-function static data in z_scene_proc with s

prefix in-function static data in z_eff_blure with s

prefix in-function static data in Graph_TaskSet00 with s

prefix in-function static data in Fault_SetOptions with s

* Use uintptr_t in main

* hardware_regs.ld

* Remove some unessary blob comments

* object_link_child_TLUT_00DA80

* object_kz texture and tlut

* initialize typos
2024-07-28 13:04:09 -04:00
Derek Hensley bd776e6bf5 Extract Keyframe Assets data (#1664)
* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "c31c5e9fe"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "c31c5e9fe"
git-subrepo:
  version:  "0.4.6"
  origin:   "git@github.com:ingydotnet/git-subrepo.git"
  commit:   "110b9eb"

* extract keyframe data

* initialize typo
2024-07-28 12:31:28 -04:00
Tharo 1685597d9a ovl_En_Knight OK (#1659)
* En_Knight matching

* Cleanup

* Fix

* Documentation Pass

* Suggested changes. Use IGOS_LIMB_* whenever it's guaranteed that the skeleton is gIgosSkel, still using KNIGHT_LIMB_* whenever it's ambiguous

* Remove related undefined syms

* More suggested changes

* BODYPART_NONE and bodypart enum

* Suggested changes

* Braces

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>

* csCamId

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>

* Various suggestions

* EnKnight_UpdateLimbCollider -> EnKnight_SetColliderSphere

* Yase/Debu -> Thin/Wide

* csCam -> subCam

* Format

* Fix

* animTranslation -> animMovement, dmgEffect -> drawDmgEff

* More brackets

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>

---------

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
2024-07-24 17:05:51 -07:00
Derek Hensley fb2ac7ecce Document object_bob (#1656)
* Document object_bob

* Better prefix for object_cne

* object_bba better prefix
2024-07-14 18:49:44 -07:00
Derek Hensley 1a003f9460 More General Cleanup (#1658)
* gDs2nEyeTexAnim

* sEnMm2EmptyDL

* object_um_Matanimheader_007D10

* object_mnk_Matanimheader_019A20

* gTurtleEmpty2TexAnim

* object_iknv_obj_Matanimheader_0113E0

* object_botihasira_Matanimheader_001A48

* gTwinmoldEmptyTexAnim

* gBeaverYoungerBrotherEmptyTexAnim

* gNwcEyeTexAnim

* gTwinmoldEmptyTex1Anim gTwinmoldEmpty2TexAnim

* gGyorgEmpty1TexAnim gGyorgEmpty2TexAnim

* gBurlyGuyEmpty1TexAnim gBurlyGuyEmpty2TexAnim

* gKotakeEyeTexAnim

* gDmZl4EmptyTexAnim

* object_cs_Matanimheader_00F6D4

* gAnju1UnusedTexAnim

* Empty blobs

* EnKusa_IsUnderwater

* IsUnderwater functions

* s on static variable names in col check

* scene_texture_01_Tex_002D40

* object_ds2_Tex_0030D8 object_ds2_Tex_0034D8 object_ds2_Tex_0038D8

* object_gk

* undefined_syms

* object_fall2_Matanimheader_005CF0

* gTwinmoldEmpty1TexAnim typo
2024-07-11 15:41:28 -04:00
Tom Overton 2f653a6037 Add original asset names to all object_t* files (#1657) 2024-07-09 17:51:46 -07:00
Tom Overton eccbbd47dc Explicitly extract room DLs that ZAPD can't detect (#1653) 2024-07-02 13:51:52 -07:00
Tom Overton bb221b4a0f EnOkuta (Octorok and its projectiles) OK and documented (#1641)
* Match EnOkuta

* Match data

* Use the generated reloc

* Delete extern stuff and format

* Extract the DL

* Fix lots of stuff

* Copy a lot of names over from EnSyatekiOkuta

* SFX enums

* Lots more stuff

* Constants and other stuff

* Some more stuff I missed

* Name more functions using OoT/SyatekiOkuta as reference

* An easy function I missed

* Some floats

* Getter macros

* Types enum

* Name the cylinder inits a little clearer

* Create bodyparts enum and name all data

* Name all functions

* Name `timer` struct var and all temps

* Name the `jumpHeight` struct var

* Create damage effect enum

* Name the extracted DL

* Name `numConsecutiveProjectiles`

* Finish docs

* Document XML

* Clarify that this blue Octorok isn't the shooting gallery one

* Respond to reviews

* Stuff

---------

Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2024-06-23 18:09:22 -07:00
Tharo 384115d2a0 ovl_En_Death and ovl_En_Minideath (#1645)
* En_Death new build system edition

* Fix merge

* Matched

* Fix merge

* Some names

* Suggested changes

* Further suggested changes

* Add value comments to MinideathAction
2024-06-20 18:36:11 -07:00
mzxrules 2c680efa91 z_map decompiled (#1032)
* First batch of functions

* more ok

* z_map_data OK

* More OKs, MinimapList ZAPD breaking change

* func_80103A58 improvements, more OK

* func_80106D5C and func_801091F0 decomped

* func_801031D0 decomped and some fixes

* house cleaning, more OKs more decomp

* Even more OKs

* func_80105C40 almost OK, more OKs

* func_80108AF8 OK and more

* All functions attempted

* func_8010534C OK

* Start documentation, rename DoorCtx

* More OKs, split map_data.data, more doc

* incremental clean-up, more function names

* more function names

* func_801068FC OK

* old uncommitted changes

* minor tweaks

* implement easy fixes

* more fixes

* z_map_disp OK, implement more suggestions

* delete utility program

* migrate data

* TransiActor ->TransitionActor

* Major documentation pass

* first pass of changes

* warning fix attempt, revert ZFile.cpp

* Fix FAKE match

* Easy fixes

* implement gDPLoadTextureBlock_Runtime

* z_demo bss patch

* Extract white square texture

* Implement more suggestions

* rework MapIndex/DungeonIndex

* revert dungeonSceneIndex -> mapIndex in some spots, implement suggestions

* more suggestions

* minor nits

* fix #include
2024-06-20 18:21:37 -07:00
Wimmer bd596f9869 obj_tab (#1495)
* obj_tab

* obj_tab update

removed (actorfunc) and moved the LIMB enum

* object_tab update

* PR Review

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2024-06-11 17:59:53 -07:00
Parker 34e326bc34 obj_b_heart documentation continuation (#1642)
* obj_b_heart

Unused Heart Piece object

* Update object_b_heart.xml

* fixing name

---------

Co-authored-by: Wimmer <71473855+Wimmerrad@users.noreply.github.com>
2024-06-05 16:59:09 -07:00
Tharo 44057c087a ovl_En_Wdhand (#1629)
* 2 non-matching

* Matching

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Cleanup + docs

* Suggested changes

* Format

* Update EnWdhand_GetInitVelocity

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2024-05-19 10:18:34 -07:00
Tharo c609d3dcae c_keyframe.c decompiled and documented (#1630)
* 2 non-matching

* 1 function left

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Fully matching

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Documented, has bss reordering issues

* Fixes

* Apply suggestions

* Format

* Re-add cast oops

* Remove != 0 for override and transform limb draws, format

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Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
2024-05-17 08:29:19 -04:00
Archez 77ea785cc1 fix song of time vtx count (#1624) 2024-05-08 10:48:28 -04:00