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* 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
2.2 KiB
2.2 KiB
Getting started
Introduction to decomp
- What we are doing
- Structure of the code
Pre-decompilation
- Building the repo (follow the instructions in the README.md)
- Most of us use VSCode. Some useful information is here.
- Choosing a first actor (You want something small that has simple interactions with the environment. A simple NPC can also work, and is what we will use as an illustration for most of the tutorial. There is a collection of actors we think are suitable for beginners on the spreadsheet or Trello)
Decompilation
-
Begining decompilation: order, Init and the actor struct
- Order of decompilation
- Init and common actor features
- Initchains
- Actors and dynapoly actors
- Colliders
- Skelanime
-
The rest of the functions in the actor
- Order of decompilation
- Action Functions and other functions
-
Data, migration and non-migration
- Importing the data: early and late
- Segmented pointers
- Fake symbols
- Inlining
Object Decompilation
- Object files
- How we decompile objects
After Decompilation
- See the CONTRIBUTING.md for most of the details for submitting PRs. Remember to format again after making adjustments from reviews!
- More information about specific preparations is in this document.
Appendices
- Types, Structs and Padding (a miscellany of useful stuff)
- Advanced control flow (an example of a more complex function which mips2c is not so good at)
- Using the diff script and the permuter (using the diff script and the permuter to match something)
- control flow (branches) -> instruction ordering -> register allocation -> stack
- [Helper scripts] TODO: link when merged
To be written, maybe
- How we use git and GitHub
- Some notes on the basic structure of N64 MIPS
- Glossary
- Conventions