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* wip * fix * add disassembler * Disasm builds OK * Variable addends * More wip * Rodata migration implemented * Cleanup old tools * Try fix submodule -> subrepo merge * git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "602e609" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "602e609" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * Builds again but assets are totally broken * git subrepo pull --force tools/asm-processor subrepo: subdir: "tools/asm-processor" merged: "1ffdb08a" upstream: origin: "https://github.com/simonlindholm/asm-processor.git" branch: "master" commit: "1ffdb08a" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables * rm z64compress in preparation for subrepo * git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress subrepo: subdir: "tools/z64compress" merged: "eb11085c" upstream: origin: "https://github.com/z64me/z64compress.git" branch: "main" commit: "eb11085c" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * Fix asset extraction * Fix diff-init make rule * Split code bss * Split assumed linker bug padding from assembly files * add filelists for mm.us.rev1 * Maybe working, but I'm not sure * add overlays to spec * Add rodata to actos * Everything compiles * Make a lot of C files for code * Add almost every file in code to spec * whoops * 3 code files left * add scenes to spec * More progress on progress.py * Fix skelanime in spec * audio files! * Fix merge issues * Fix some C files in code * Fix remaining code files * Use existing O1 C files in spec * reorder boot order in spec * update spec * fault.c * Convert relocs on completed actors, fixbaserom uses current rom name * more boot files * Add VT macros and script * finish already existing boot files * most of libultra * fix 64bits libultra files * Use C files for libultra, wrap some functions in NON_MATCHING * Remove duplicate of OS_CLOCK_RATE from fault.c * C files for fbdemos * delete dumb files * bootstrap C files, still need to add them to the spec * update fixbaserom * boot OK? * I forgot to commit the spec * C for gamestates * C for kaleido * Change all includes to "" * copy actor sizes script from oot * I forgot to delete those files * Basic C files for effects * Add effects initvars names * Remove mislabelled boot functions from header/txt * Begin porting bootstrap_fx, some sizes * Fix <> * Fix enum * Fix diff.py * fix libultra stuff * update regconvert * update setup warnings * add some missing ; * Fix some makefile stuff and other fixes on some non_matching functions * add executable flag in extract_baserom and fixbaserom * fix relative path * copy assist from oot * fix map path * another assist path fix * Delete C files for handwritten files * add code_801A51F0 to spec * add gfxbuffers to spec * Move rodata to top of each file when possible * UNK_TYPEs for func_801A51F0 * Remove kaleido rodata from spec * Update spec and undefined_syms for recent merge * GCC warnings and fix errors in nonmatchings, * round percentage numbers * progress script: format changes * progress: error on non-existing files * fix warning in z_scene_table * Match 2 nonmatchings in z_actor * Warnings in lightswitch and invadepoh * Fix warning in z_actor_dlftbls * I though I fixed this one * whoops * Comment out CC_CHECK * Removed redundant ultra64.h includes * Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms * Completed gamestates bootstrap * Split kaleido_scope * Remove section.h and segment.h, move keep object externs to a common location in variables.h * Completed effects bootstrap * Segmented address externs for effects, fbdemos, gamestates and kaleido * Move actor data externs out of the if 0 * Segmented address externs for actors * Prepare actionfunc detection * fix script, how did it even work before * Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler * Automated actionFunc detection in actors * Segmented addresses from player .text * rm old segment addrs script and fix build * Move sizes folder to tools * Make build.py executable * New Jenkinsfile Prayge * Remove numpy dependencies * Add warnings_disasm_current.txt * my bad * Update spec and undefined_syms * Add z_eff_ss_hahen to pametfrog * git subrepo pull (merge) --force tools/z64compress subrepo: subdir: "tools/z64compress" merged: "163ca2af" upstream: origin: "https://github.com/z64me/z64compress.git" branch: "main" commit: "163ca2af" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * Make z64compress print to stdout * sneeky commit to update warnings tooling * test * Another test * Mark fixing overlay reloc generating as a TODO * Update warnings stuff * Communicate the return code from running z64compress back to the Makefile through the wrapper * Run formatter, remove extra commented copy of function * Re-fix some includes * Convert atan to hex to conform to decided style * Some tidying up, remove c for fp and the other two handwritten code files * BSS in z_collision_check & z_scene_proc * add static back in * Fix timerintr bss, add file to spec, some cleanup * Remove externs * Newline * Readd enums * Typo * Colours * Comments for hitmark enum values Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Improvements and suggestions * Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py Co-authored-by: angie <angheloalf95@gmail.com> Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
112 lines
2.9 KiB
C
112 lines
2.9 KiB
C
#include "global.h"
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void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
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func_80151938(globalCtx, textId);
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actor->textId = textId;
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}
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s32 nop_800E8ED0(UNK_TYPE4 param_1) {
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return 0;
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}
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void nop_800E8EE0(UNK_TYPE4 param_1) {
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}
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s32 nop_800E8EEC(UNK_TYPE4 param_1) {
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return 0;
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}
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void nop_800E8EFC(UNK_TYPE4 param_1) {
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}
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s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) {
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Math_SmoothStepToS(¶m_1->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_1->x, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_2->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_2->x, 0, 6, 6200, 100);
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return 1;
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}
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s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) {
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s16 targetPitch;
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s16 targetYaw;
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s16 yawDiffFromTarget;
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targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, param_2);
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targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y;
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Math_SmoothStepToS(¶m_3->x, targetPitch, 6, 2000, 1);
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param_3->x = CLAMP(param_3->x, -6000, 6000);
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yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1);
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param_3->y = CLAMP(param_3->y, -8000, 8000);
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if (yawDiffFromTarget != 0) {
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if (ABS_ALT(param_3->y) < 8000) {
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return 0;
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}
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}
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Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1);
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param_4->y = CLAMP(param_4->y, -12000, 12000);
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return 1;
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}
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s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
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Player* player = PLAYER;
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += param_5;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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sVar3A = ABS_ALT(sVar3);
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if (sVar3A >= 0x4300) {
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func_800E8F08(param_3, param_4);
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return 0;
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}
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}
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if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = globalCtx->view.eye;
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} else {
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local_14 = player->actor.focus.pos;
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}
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func_800E8FA4(actor, &local_14, param_3, param_4);
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return 1;
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}
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s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
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Player* player = PLAYER;
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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actor->focus.pos = param_5;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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sVar3A = ABS_ALT(sVar3);
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if (sVar3A >= 0x4300) {
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func_800E8F08(param_3, param_4);
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return 0;
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}
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}
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if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = globalCtx->view.eye;
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} else {
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local_14 = player->actor.focus.pos;
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}
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func_800E8FA4(actor, &local_14, param_3, param_4);
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return 1;
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}
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