* UNUSED attribute for variables and parameters in static segments and for all stack padding variables
* No more unused variable warnings
* Make pad variable names consistent
* Small cleanup
* Macro-ify stack padding
* Use stack padding for more variables not previously named pad
* Format
* Check unused parameter on gamestate overlays and pause menu
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Merge 2x u8 stack pads into 1x s16 stack pad in en_ik
* Remove UNUSED from function prototypes
* Suggested changes
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* More unused variables
* Fix merge, updated for new versions
* Format
* questionable UNUSED and STACK_PAD more usage
* format
* format
* one more STACK_PADS in z_kaleido_map.c
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* introduce `enum CutsceneIndex` as a first step
* crudely rename `enum CutsceneIndex` entries
* run `check_format.py ...` separetely
so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files
* apply a draft PR suggestion
Co-authored-by: mzxrules <mzxrules@gmail.com>
* rename `CS_INDEX_*` with PR suggestions
and some additional observations
reverified with
> `check_format.py ...`
> `make ...`
additionally:
- current clang-format lacks a rule for trailing commas
- compiler says about them `cfe: Warning 624`
* improve `CS_INDEX_*` naming, rem `ENTRANCE` suffix
https://github.com/zeldaret/oot/pull/2286#discussion_r1829165205
reverified with
> `check_format.py ...`
> `make ...`
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/4/console
hmm, i do need this automation locally to
* apply a PR suggestion
https://github.com/zeldaret/oot/pull/2286#discussion_r1829219841
* remove redundant comments, fix the header comment
and add a comment chunk from https://github.com/zeldaret/oot/pull/2286#discussion_r1829108940
* rename the flag for freeing `nextCutsceneIndex`
* rename the flag for automatic `sceneLayer` calc
it gets assigned to the `nextCutsceneIndex`,
so `CS_INDEX_NONE` name was misleading
* use explicit scene layer names instead of numbers
* ok, now the last two `CS_INDEX_*` are less unknown
the purpose of `CS_INDEX_BARRIER` is not quite clear still
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/14/console
* run `fix_bss` locally
`ntsc-1.2` refused to comply though
* revert all local to the branch bss shifts
* ugh, use defines instead of an enum
probably size of enum entries doesn't match well? originally these were
just numbers. besides, not like it's a real enumeration from zero to a
value or some bit flags
* still, add a BSS pragma for `z_demo.c`
* apply review changes
* factor out a cutscene layer formula
* give scene layers names throughout code
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/32/console
* tweak `CS_INDEX` descriptions
* apply PR review suggestions
* rename "auto" -> "default"
* apply PR review suggestions
https://github.com/zeldaret/oot/pull/2286#discussion_r1868693980
essentially reverts 106cb1021b, except for 2 generic `z_scene.c` lines
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/77/console
* Apply suggestions from code review
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: mzxrules <mzxrules@gmail.com>
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/175/console
* Move CS_INDEX_* macros to z64save.h, with the definition of gSaveContext.save.cutsceneIndex
* `#define CS_INDEX_D 0xFFFD` and co.
Co-authored-by: cadmic <cadmic24@gmail.com>
* add comment on CS_INDEX_D
* review
* CS_INDEX_NONE is back
* bss
* expand comment about 0xFFFD
* fix comment about 0xFFFF usage
* review
---------
Co-authored-by: mzxrules <mzxrules@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: cadmic <cadmic24@gmail.com>
* z64 - a
* z64 - b
* z64 - c
* z64 - d
* z64 - e
* z64 - f
* z64 - g
* z64 - h
* z64 - i
* z64 - l
* z64 - m
* z64 - o
* z64 - p
* z64 - q
* z64 - r
* z64 - s
* z64 - t
* z64 - v
* restore file
* fix merge
* fix merge
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* split game states
* split all GameState headers
* match fig names
* deduplicate headers from bad merge
* split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h
* fix compile error
* .bss
* [iQue] z_sram: Use iQue-specific read/write macros
* [iQue] z_sram: Make checksum a struct
* [iQue] z_sram: Finish matching
* Call the trigraph usage a bug
* Fix bss
* Sram_iQueReadWrite -> Sram_ReadWriteIQue
* Use SRAM_HEADER_MAGIC for loop bound
* Rename sZeldaMagic -> sSramDefaultHeader and use less char literals
* T() in z_kankyo.c
* T() in z_demo.c
* T() in z_effect.c
* remaining T() in z_sram.c
* T() in z_en_encount1.c
* T() in z_en_owl.c
* T() in z_en_wonder_item.c
* fix forgot T
* Demonstration -> Demo
* Match NTSC file select
Co-authored-by: inspectredc <inspectredc@gmail.com>
* nes -> eng in macros
* Duplicate more code but use less #ifs
* Format
---------
Co-authored-by: inspectredc <inspectredc@gmail.com>
* Create FILENAME_ macros for NTSC filename encoding
* Add defines/comments for all filename characters
* FILENAME_EXCLAMATION_POINT -> FILENAME_EXCLAMATION_MARK to match kanji file
* hirigana -> hiragana
* Create debug macros for common functions
* Revert NDEBUG change
* MALLOCR -> MALLOC_R
* DEBUG -> OOT_DEBUG
* Use the same name for debug and non-debug matrix functions
* Fix file/line argument order
* Revert g[s]DPNoOp[Tag]
* Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug
* MTXF_TO_MTX -> MATRIX_TO_MTX
* "bgs sword" -> "biggoron sword"
* Animation_ChangeImpl: last arg is `ANIMTAPER_` enum
* TransitionTileStatus -> state
* Tiny gbi.h formatting fixups
* some cleanup on floormaster
* misc float ops cleanup
* sunsSongState = SUNSSONG_INACTIVE
* continueFlag == CS_CMD_STOP
* fix few camera names inconsistency
* textual 0 padding? not on my lawn
* libultra: construct address from end of dmem rather than oob from imem
* more free1 -> 2 fixup
* Cleanup scene names
* missing scene id use
* rename scene draw config functions
* remove now useless comments
* format
* fix double defense/magic swapped
* try precision on "from potion shop"
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
* Comment names on titled scenes
* Comment some more scene names
* Comment some map assets symbol prefixes
* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)
* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)
* Fix symbol prefix for back alley night scene
* Name the two grave scenes (normal and fairy's fountain variant)
* Name most houses, name/update misc scenes
Co-authored-by: fig02 <fig02srl@gmail.com>
* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific
Co-authored-by: fig02 <fig02srl@gmail.com>
* `miharigoya_scene`: `market_guard_house`
* `kakariko_scene` -> `kakariko_center_house`
* `richards_house` -> `dog_lady_house` (for localization differences)
* Revert "Comment some map assets symbol prefixes"
This reverts commit 210a38a628.
* remove other xml prefixes
* ganon_boss, ganondorf_boss
* comments to namefixer
* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`
* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior
* Run namefixer
`find src include -type f -exec ./tools/namefixer.py {} \;`
* run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
* `vt.h` -> `terminal.h`
* `VT_` -> `T_` (as in Terminal)
* `vt.h` -> `terminal.h` in includes too Pepega
* Sort out tiny terminal.h include inconsistencies
* Format
* -> `TE_`
* format
* `TE_` -> back to `VT_` (parkour!)
* explicit VT
* Comment enums on some big arrays
* z_camera_data too
* comment in get item table on own lines
* `sDebugSaveInventory.ammo`
* More in z_sram
* `0xFF` -> `ITEM_NONE` in `sNewSaveInventory.items`
* Some cleanup on bgcheck waterbox y funcs
* Fix some typo/spelling
* EnFz_ApplyDamage match fixup
* Turn another sus construction into a switch
* Fixup comment on restoring MS as adult
* "doesnt, isnt" -> "doesn't, isn't"
* Hunt down whitespace at end of lines
* Format (clang-format does not like figs bug comment on bongo cutscene unskip sadge)
* Viewport z scale/translation: `0x1FF` -> `G_MAXZ/2` (see proman "9.7 Mixing CPU and SP Addresses", "12.7.6 Depth Source")
* static symbols: g -> s prefix
* Link young/old -> child/adult
* Fixups
* Get rid of signed vs unsigned comparison warning by changing room temps to s32
* waterbox search funcs consistency
* Revert "waterbox search funcs consistency"
This reverts commit 8f386e038f.
* `curWaterBox` -> `waterBox`
* Magic docs WIP
* More docs, first round finished
* Better docs
* More renaming
* Simpler name
* Another small adjustment
* rm if(1)
* Better names again after in-game testing
* Change comments
* change comment
* Big rename based on all the suggestions
* Small touch-up
* More PR Suggestions
* RESTORE_IDLE -> RESET
* More docs
* Capitalization
* PR suggestions
* Make declaration consistent
* Health_ChangeBy (amount)
* PR Suggestions
* Missed one
* More PR Suggestions
* Change comment
* Add another clarity comment
* Discord discussions on `magicFillTarget`
* Comments
* grammar
* More comment clarity
* Another bad comment
* PR suggestions, improved comments
* One more comment
* one more thing
* bar -> meter
* some docs, start introducing time macro
* most usages of CLOCK_TIME
* finish up clock time defines, format
* saving incase i need to revert
* more docs
* more docs progress
* some more docs
* format with 11
* change sos to storm
* update functions.h
* some depth stuff
* review 1 and 2
* whoops
* update zbuf stuff
* most of review 3
* enum name
* storm state enum
* review 4
* fix enum
* add comment to skyboxischanging
* review
* things dont match, committing so i can change branches
* revert struct changes
* define for override_full_control
* new clock_time macro
* fill alpha -> glare strength
* update comment
* remove indoor/outdoor, new name for underwater light variable
* remove copy pasted comment
* fix comments
* remove whitespave
* review
* entrance table OK
* entrance enum fixed
* most entrances using enum, still need to do conditionals
* more entrances
* entrance_table.h cleanups
* some review
* remove _0 from first entrance in a group of setups
* change table description
* typo
* wens spellcheck in vscode
* remove extra line