clean up dolphin files / work on some rels (#212)

* d_a_alldie / d_a_tboxSw / d_a_tag_gstart / d_a_tag_hstop

* dolphin OS work / cleanup

* dolphin GX work / cleanup

* finish changing dolphin files to C

* more files into C

* match rest of MSL_C math functions

* more dolphin files converted to C

* remove asm

* d_bg_w work

* remove asm

* d_a_alink work / kytag14
This commit is contained in:
TakaRikka
2022-11-11 10:09:48 -08:00
committed by GitHub
parent f03b959831
commit 1114b13da8
665 changed files with 14863 additions and 30502 deletions
+689 -278
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File diff suppressed because it is too large Load Diff
+87 -41
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@@ -78,6 +78,7 @@ public:
void setBufferSize(u32 size) { mBufferSize = size; }
void setBuffer(u8* buf) { mBuffer = buf; }
u8* getBuffer() { return mBuffer; }
bool checkNoSetIdx() const { return mIdx == 0xFFFF; }
private:
/* 0x00 */ u16 mIdx;
@@ -198,29 +199,38 @@ public:
public:
enum daPy_FLG0 {
FLG0_UNK_40000000 = 0x40000000,
EQUIP_HEAVY_BOOTS = 0x2000000,
PLAYER_NO_DRAW = 0x8000000,
FLG0_EQUIP_HVY_BOOTS = 0x2000000,
FLG0_PLAYER_NO_DRAW = 0x8000000,
FLG0_UNK_10000000 = 0x10000000,
FLG0_UNK_1000000 = 0x1000000,
UNDER_WATER_MOVEMENT = 0x800000,
FLG0_UNDERWATER = 0x800000,
FLG0_UNK_100000 = 0x100000,
FLG0_UNK_80000 = 0x80000,
FLG0_UNK_20000 = 0x20000,
FLG0_UNK_8000 = 0x8000,
FLG0_UNK_4000 = 0x4000,
MAGNE_BOOTS_ON = 0x1000,
FLG0_UNK_2000 = 0x2000,
FLG0_MAGNE_BOOTS_ON = 0x1000,
FLG0_UNK_100 = 0x100,
FLG0_UNK_80 = 0x80,
FLG0_UNK_40 = 0x40,
FLG0_UNK_20 = 0x20,
UNK_F_ROLL_CRASH_2 = 0x10,
UNK_F_ROLL_CRASH_1 = 0x8,
MIDNA_RIDE = 4,
FLG0_UNK_10 = 0x10,
FLG0_UNK_8 = 0x8,
FLG0_MIDNA_RIDE = 4,
FLG0_UNK_2 = 2,
HEAVY_STATE_BOOTS = FLG0_UNK_40000000 | EQUIP_HEAVY_BOOTS | FLG0_UNK_20000,
FLG0_HVY_STATE = FLG0_UNK_40000000 | FLG0_EQUIP_HVY_BOOTS | FLG0_UNK_20000,
};
enum daPy_FLG1 {
IS_WOLF = 0x2000000,
FLG1_UNK_10000000 = 0x10000000,
FLG1_IS_WOLF = 0x2000000,
FLG1_UNK_400000 = 0x400000,
FLG1_UNK_10000 = 0x10000,
THROW_DAMAGE = 0x4000,
FLG1_THROW_DAMAGE = 0x4000,
FLG1_UNK_20 = 0x20,
FLG1_UNK_10 = 0x10,
FLG1_UNK_4 = 4,
FLG1_UNK_2 = 2,
};
@@ -229,51 +239,78 @@ public:
FLG2_UNK_20000000 = 0x20000000,
FLG2_UNK_4080000 = 0x4080000,
FLG2_UNK_2080000 = 0x2080000,
BOAR_SINGLE_BATTLE = 0x1800000,
STATUS_WINDOW_DRAW = 0x400000,
FLG2_BOAR_SINGLE_BATTLE = 0x1800000,
FLG2_UNK_1000000 = 0x1000000,
FLG2_UNK_800000 = 0x800000,
FLG2_STATUS_WINDOW_DRAW = 0x400000,
FLG2_UNK_280000 = 0x280000,
UNK_ARMOR = 0x80000,
SCENE_CHANGE_START = 0x8000,
FLG2_UNK_200000 = 0x200000,
FLG2_UNK_80000 = 0x80000,
FLG2_UNK_40000 = 0x40000,
FLG2_UNK_20000 = 0x20000,
FLG2_SCN_CHG_START = 0x8000,
FLG2_UNK_4000 = 0x4000,
UNK_FLG2_2 = 2,
UNK_DAPY_FLG2_1 = 1
FLG2_UNK_80 = 0x80,
FLG2_UNK_40 = 0x40,
FLG2_UNK_10 = 0x10,
FLG2_UNK_8 = 8,
FLG2_UNK_2 = 2,
FLG2_UNK_1 = 1,
FLG2_UNK_58 = FLG2_UNK_40 | FLG2_UNK_10 | FLG2_UNK_8,
};
enum daPy_FLG3 {
FLG3_UNK_40000000 = 0x40000000,
FLG3_UNK_2000000 = 0x2000000,
FLG3_UNK_1000000 = 0x1000000,
FLG3_UNK_100000 = 0x100000,
COPY_ROD_THROW_AFTER = 0x40000
FLG3_UNK_80000 = 0x80000,
FLG3_COPY_ROD_THROW_AFTER = 0x40000,
FLG3_UNK_4000 = 0x4000,
};
enum daPy_ERFLG0 {
ERFLG0_UNK_8000000 = 0x8000000,
ERFLG0_UNK_2000000 = 0x2000000,
ERFLG0_UNK_1000000 = 0x1000000,
ERFLG0_UNK_800000 = 0x800000,
ERFLG0_UNK_400000 = 0x400000,
ERFLG0_UNK_200000 = 0x200000,
ERFLG0_UNK_100000 = 0x100000,
ERFLG0_UNK_2000 = 0x2000,
ERFLG0_UNK_400 = 0x400,
ERFLG0_UNK_100 = 0x100,
ERFLG0_UNK_4 = 4,
ERFLG0_UNK_2 = 2,
ERFLG0_UNK_1 = 1,
};
enum daPy_ERFLG1 {
GANON_FINISH = 0x80000000,
UNK_FORCE_PUT_POS = 0x2000,
ERFLG1_GANON_FINISH = 0x80000000,
ERFLG1_UNK_10000000 = 0x10000000,
ERFLG1_UNK_4000000 = 0x4000000,
ERFLG1_UNK_40000 = 0x40000,
ERFLG1_UNK_2000 = 0x2000,
ERFLG1_UNK_200 = 0x200,
ERFLG1_UNK_4 = 4,
ERFLG1_UNK_2 = 2,
ERFLG1_UNK_1 = 1,
};
enum daPy_ERFLG2 {
ERFLG2_UNK_100 = 0x100,
ERFLG2_UNK_20 = 0x20,
};
enum daPy_RFLG0 {
RFLG0_UNK_8000000 = 0x8000000,
RFLG0_UNK_4000 = 0x4000,
ENEMY_ATTENTION_LOCK = 0x1000,
RFLG0_ENEMY_ATTN_LOCK = 0x1000,
RFLG0_UNK_400 = 0x400,
RFLG0_UNK_80 = 0x80,
RFLG0_UNK_40 = 0x40,
RFLG0_UNK_10 = 0x10,
RFLG0_UNK_2 = 0x2,
};
@@ -323,7 +360,7 @@ public:
static BOOL checkTradeItem(int);
static BOOL checkDungeonWarpItem(int);
static BOOL checkMasterSwordEquip();
void checkWoodShieldEquip();
bool checkWoodShieldEquip();
f32 getAttentionOffsetY();
s16 checkNowWolfEyeUp();
static void forceRestartRoom(int, u32, int);
@@ -345,10 +382,10 @@ public:
static void setPlayerDamage(int, int);
static void setMidnaMotionNum(int);
static void setMidnaFaceNum(int);
int checkNoResetFlg0(daPy_FLG0) const;
int checkEquipHeavyBoots() const;
int checkBoarSingleBattle() const;
int checkEndResetFlg0(daPy_ERFLG0) const;
u32 checkNoResetFlg0(daPy_FLG0) const;
u32 checkEquipHeavyBoots() const;
u32 checkBoarSingleBattle() const;
u32 checkEndResetFlg0(daPy_ERFLG0) const;
void onNoResetFlg2(daPy_py_c::daPy_FLG2);
void offNoResetFlg0(daPy_py_c::daPy_FLG0);
int checkEndResetFlg2(daPy_py_c::daPy_ERFLG2) const;
@@ -356,14 +393,14 @@ public:
int checkNoResetFlg3(daPy_py_c::daPy_FLG3) const;
BOOL checkShieldGet();
void onNoResetFlg0(daPy_py_c::daPy_FLG0);
int checkEndResetFlg1(daPy_py_c::daPy_ERFLG1) const;
u32 checkEndResetFlg1(daPy_py_c::daPy_ERFLG1) const;
void offNoResetFlg1(daPy_py_c::daPy_FLG1);
void offNoResetFlg2(daPy_py_c::daPy_FLG2);
int checkWolf() const;
u32 checkWolf() const;
BOOL checkSwordGet();
int checkResetFlg0(daPy_py_c::daPy_RFLG0) const;
int checkNoResetFlg2(daPy_py_c::daPy_FLG2) const;
int checkMagneBootsOn() const;
u32 checkResetFlg0(daPy_py_c::daPy_RFLG0) const;
u32 checkNoResetFlg2(daPy_py_c::daPy_FLG2) const;
u32 checkMagneBootsOn() const;
void changeDemoPos0(cXyz const*);
void changeDemoMode(u32, int, int, s16);
void changeDemoParam2(s16);
@@ -379,6 +416,7 @@ public:
/* 80182B9C */ void getRightHandPos() const;
/* 8015DFD8 */ const cXyz getItemPos() const;
/* 8015DFF4 */ const cXyz& getLeftHandPos() const;
/* 800977B4 */ bool checkMidnaRide() const;
/* const cXyz* getItemPos() const {
return &mItemPos;
@@ -567,15 +605,15 @@ public:
bool i_getSumouMode() const { return getSumouCameraMode(); }
bool checkStatusWindowDraw() { return i_checkNoResetFlg2(STATUS_WINDOW_DRAW); }
bool checkStatusWindowDraw() { return i_checkNoResetFlg2(FLG2_STATUS_WINDOW_DRAW); }
bool checkCargoCarry() const { return mSpecialMode == SMODE_CARGO_CARRY; }
bool getHeavyStateAndBoots() { return i_checkNoResetFlg0(HEAVY_STATE_BOOTS); }
bool checkEnemyAttentionLock() const { return i_checkResetFlg0(ENEMY_ATTENTION_LOCK); }
bool getHeavyStateAndBoots() { return i_checkNoResetFlg0(FLG0_HVY_STATE); }
bool checkEnemyAttentionLock() const { return i_checkResetFlg0(RFLG0_ENEMY_ATTN_LOCK); }
bool checkCanoeSlider() const { return mSpecialMode == 0x2D; }
u8 getCutType() const { return mCutType; }
u16 getSwordAtUpTime() const { return mSwordUpTimer; }
bool checkWaterInMove() const { return i_checkNoResetFlg0(UNDER_WATER_MOVEMENT); }
bool checkSceneChangeAreaStart() const { return i_checkNoResetFlg2(SCENE_CHANGE_START); }
bool checkWaterInMove() const { return i_checkNoResetFlg0(FLG0_UNDERWATER); }
bool checkSceneChangeAreaStart() const { return i_checkNoResetFlg2(FLG2_SCN_CHG_START); }
// some functions use these function as an inline
// is there a better way to handle this?
@@ -583,28 +621,36 @@ public:
int i_checkNoResetFlg1(daPy_FLG1 pFlag) const { return mNoResetFlg1 & pFlag; }
int i_checkNoResetFlg2(daPy_FLG2 pFlag) const { return mNoResetFlg2 & pFlag; }
int i_checkNoResetFlg3(daPy_FLG3 pFlag) const { return mNoResetFlg3 & pFlag; }
void i_onNoResetFlg0(int pFlg) { mNoResetFlg0 |= pFlg; }
void i_onNoResetFlg1(int pFlg) { mNoResetFlg1 |= pFlg; }
void i_onNoResetFlg2(int pFlg) { mNoResetFlg2 |= pFlg; }
void i_onNoResetFlg3(int pFlg) { mNoResetFlg3 |= pFlg; }
void i_offNoResetFlg0(int pFlg) { mNoResetFlg0 &= ~pFlg; }
void i_offNoResetFlg2(int pFlg) { mNoResetFlg2 &= ~pFlg; }
void i_offNoResetFlg3(int pFlg) { mNoResetFlg3 &= ~pFlg; }
void i_offResetFlg0(int flag) { mResetFlg0 &= ~flag; }
void i_onResetFlg0(int flag) { mResetFlg0 |= flag; }
void i_onResetFlg1(int flag) { mResetFlg1 |= flag; }
void i_onEndResetFlg0(int flag) { mEndResetFlg0 |= flag; }
void i_onEndResetFlg2(int flag) { mEndResetFlg2 |= flag; }
int i_checkResetFlg0(daPy_py_c::daPy_RFLG0 flag) const { return mResetFlg0 & flag; }
int i_checkEndResetFlg0(daPy_py_c::daPy_ERFLG0 flag) const { return mEndResetFlg0 & flag; }
int i_checkEndResetFlg1(daPy_py_c::daPy_ERFLG1 flag) const { return mEndResetFlg1 & flag; }
void i_onEndResetFlg1(daPy_ERFLG1 pFlg) { mEndResetFlg1 |= pFlg; }
u32 i_checkWolf() const { return i_checkNoResetFlg1(IS_WOLF); }
BOOL i_checkEquipHeavyBoots() const { return i_checkNoResetFlg0(EQUIP_HEAVY_BOOTS); }
BOOL i_checkMagneBootsOn() const { return i_checkNoResetFlg0(MAGNE_BOOTS_ON); }
bool i_checkMidnaRide() const { return i_checkNoResetFlg0(MIDNA_RIDE); }
void i_onPlayerNoDraw() { i_onNoResetFlg0(PLAYER_NO_DRAW); }
void i_offPlayerNoDraw() { i_offNoResetFlg0(PLAYER_NO_DRAW); }
u32 i_checkWolf() const { return i_checkNoResetFlg1(FLG1_IS_WOLF); }
BOOL i_checkEquipHeavyBoots() const { return i_checkNoResetFlg0(FLG0_EQUIP_HVY_BOOTS); }
BOOL i_checkMagneBootsOn() const { return i_checkNoResetFlg0(FLG0_MAGNE_BOOTS_ON); }
bool i_checkMidnaRide() const { return i_checkNoResetFlg0(FLG0_MIDNA_RIDE); }
void i_onPlayerNoDraw() { i_onNoResetFlg0(FLG0_PLAYER_NO_DRAW); }
void i_offPlayerNoDraw() { i_offNoResetFlg0(FLG0_PLAYER_NO_DRAW); }
inline static u32 i_getLastSceneMode();
inline static u32 getLastSceneMode();