Files
tp/README.md
T
Pheenoh 85ad8b190d d_a_npc work
daBaseNpc_c::setBckAnm and J3DAnmTransform* daBaseNpc_c

daBaseNpc_c::setBtpAnm

daBaseNpc_c::attnSttsOn

daBaseNpc_c::orderEvent

daBaseNpc_c::setEnvTevColor

daBaseNpc_c::setRoomNo

daBaseNpc_c::checkEndAnm attempt

CheckCreateHeap

daNpcF_addIdx

daNpcF_subIdx

daNpcF_incIdx

daNpcF_decIdx

daNpcF_ActorMngr_c::initialize()

daNpcF_ActorMngr_c::entry

cleanup daNpcF_ActorMngr_c::entry

daNpcF_ActorMngr_c::remove

daNpcF_ActorMngr_c::getActorP

daNpcF_MatAnm_c::calc attempt

daNpcF_SPCurve_c::initialize

minor fixes

daNpcF_Path_c::initialize

daNpcF_Path_c::setPathInfo

daNpcF_Path_c::chkPassed

daNpcF_Path_c::reverse

daNpcF_Path_c::setNextIdx

daNpcF_Path_c::getNextIdx

daNpcF_Path_c::getBeforeIdx

daNpcF_Path_c::getBeforePos

daNpcF_Path_c::getNextPos

daNpcT_MatAnm_c::initialize

daNpcT_MatAnm_c::calc

daNpcT_addIdx

daNpcT_subIdx

daNpcT_decIdx

daNpcT_Path_c::hermite

daNpcT_Path_c::initialize

daNpcT_Path_c::setPathInfo attempt

daNpcT_Path_c::setNextPathInfo

daNpcT_Path_c::reverse

daNpcT_Path_c::setNextIdx

daNpcT_Path_c::getDstPos attempt

daNpcT_DmgStagger_c::setParam

Add FLOAT_LABEL where possible

fopEn_enemy / fix e_wb

move jasper's jsystem work over

d_attention / d_demo / d_lib work

remove asm

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

initial changes to d_a_e_yc

checkpoint until virtual destructor issue is solved

daNpcF_Lookat_c::adjustMoveDisAngle

daBaseNpc_c::setMtx

daBaseNpc_moveBgActor_c::daBaseNpc_moveBgActor_c()

daNpcT_c::ctrlFaceMotion

daNpcT_c::ctrlMsgAnm attempt

daNpcT_c::initTalk

daNpcF_clearMessageTmpBit

daNpcF_getDistTableIdx

daNpcF_offTmpBit

daNpcF_onTmpBit

daNpcF_chkTmpBit

daNpcF_onEvtBit

daNpcF_chkEvtBit

daNpcF_c::getDistTableIdx

daNpcF_chkPointInArea

daNpcF_chkDoBtnEqSpeak

daNpcF_getPlayerInfoFromPlayerList attempt

daNpcF_pntVsLineSegmentLengthSquare2D

daNpcF_c::chkPointInArea

daNpcF_c::chkPointInArea

daNpcF_c::getAttentionPos

daNpcT_chkTmpBit

daNpcT_offTmpBit

daNpcT_onTmpBit

daNpcT_chkEvtBit

daNpcT_offEvtBit

daNpcT_onEvtBit

daNpcT_chkDoBtnIsSpeak

daNpcT_getDistTableIdx

daBaseNpc_acMngr_c::entry

daNpcF_c::initTalk

undo override
2022-12-20 16:28:41 -07:00

143 lines
3.3 KiB
Markdown

# The Legend of Zelda: Twilight Princess
This repo contains a WIP decompilation of The Legend of Zelda: Twilight Princess (GCN USA).
<!--ts-->
* [Progress](./Progress.md)
* [Project Setup](#project-setup)
* [Building The Game](#building-the-game)
* [Clean Directories](#clean-directories)
* [Project Overview](#project-overview)
* [Contributing](./docs/Contributing.md)
* [FAQ](https://zelda64.dev/games/tp)
<!--te-->
Project Setup
=================
1. Clone down project
```bash
git clone https://github.com/zeldaret/tp
```
2. Setup compiler directory
```bash
mkdir -p tools/mwcc_compiler/
```
3. Download `GC_COMPILERS.zip` from the [Discord](https://discord.gg/Nshw5pHS4h) server. See the pins in the `#tp-decomp` channel under the Twilight Princess group.
4. Extract `GC_COMPILERS.zip` into the previously created `mwcc_compiler` directory
```bash
unzip GC_COMPILERS.zip -d tools/mwcc_compiler/
```
5. Place a copy of NTSC-U GCN Twilight Princess in the root directory and call it `gz2e01.iso` (find this on your own)
6. Setup the project
```bash
./tp setup
```
Building The Game
-----
1. To build a playable game, complete the [Project Setup](#project-setup) steps, then run
```bash
make game
```
The completed build is under `build/dolzel2/game/sys/main.dol`
Build DOL
```bash
make
```
(Note that any time you run make you can add the -j# argument where # is the amount of threads your system has in order to greatly speed up build times)
Build RELs
```bash
make rels
```
The completed RELs will be under `build/dolzel2/rel`
Extract Game Assets
```bash
make assets
```
Create Expected Directory
1. Run `make`
2. Run:
```bash
./tp expected
```
Clean Directories
-----
Clean RELs
```bash
make clean_rels
```
Clean Game Directory
```bash
make clean_game
```
Clean Build Directory
```bash
make clean_all
```
Clean Dol
```bash
make clean
```
Project Overview
=================
```
tp/
├── .github # Github actions for this project.
├── asm # The assembly for unmatched functions.
├── defs # Python modules used by dol2asm.
├── docs # Notes and documentation about this project.
├── include # Header files used by this project.
├── libs # Source code for the libraries based on the symbol map.
├── rel # Source code for the game RELs.
├── src # Source code for the main game.
├── tools # Various tools to support the project.
├── .clang-format # Clang format file.
├── .gitignore # Files/folders to ignore changes to when making commits.
├── Doxyfile # Doxygen configuration file.
├── Makefile # Makefile for the project containing various targets.
├── Progress.md # Markdown file that displays the current progress of the project.
├── README.md # The file you're currently reading.
├── diff.py # Python script to diff two functions.
├── diff_settings.py # Settings for the diff.py script.
├── dolzel2.sha1 # SHA1 of the dol.
├── include_link.mk # Makefiles to include in the main Makefile.
├── obj_files.mk # Object files to include in the main Makefile.
└── tp # Bash script used to call the main tp python script in tools directory.
```