Commit Graph

749 Commits

Author SHA1 Message Date
LagoLunatic 2a75abb376 Use composition for d_a_ks 2026-04-02 18:52:28 -04:00
LagoLunatic 0342876722 Switch inheritance->composition for more C-style actors 2026-04-01 23:40:08 -04:00
LagoLunatic 36c9a1e4b4 d_a_wind_tag OK (#944) 2026-04-01 18:58:31 -04:00
LagoLunatic 63a3aa2399 ProcID cleanup 2026-04-01 18:50:20 -04:00
LagoLunatic 7df5ceeb49 d_a_fganon nearly matching for demo 2026-03-31 19:44:40 -04:00
LagoLunatic bf8e0b31cb Use composition instead of inheritance for fganon 2026-03-31 17:54:29 -04:00
maimai0254 9223937baf Bwds 100% (#941)
* bwds 100%

* configure.py debug

* Update NonMatching

* Fix function order

* Fix issues from code review
2026-03-26 04:17:48 -04:00
LagoLunatic 061fa893eb Replace particle enums with official names 2026-03-20 16:02:41 -04:00
LagoLunatic b7cc6fb693 Remove alignment padding comments 2026-03-14 19:04:03 -04:00
LagoLunatic ff60c624ce Clean up dComIfGp_evmng_getMyActIdx calls 2026-03-12 17:46:14 -04:00
LagoLunatic 37000df61b Make Proc_e enum values consistent across actors 2026-03-12 17:26:42 -04:00
LagoLunatic e580412bcf Fix missing returns and other warnings 2026-03-12 17:14:10 -04:00
Zeclos e70562699f D_a_npc_zl1 matching for retail (#900)
* should be fixed

* matching ?

* matching now

* matching for GZLE01 and GZLP01

* fixed  dDemo_setDemoData probably

* matching  except setfrontwalltype for demo
2026-03-12 16:53:07 -04:00
Zeclos cca42433ac D_a_fm matching (#917)
* small progress push

* bit of progress

* most funcs done

* mostly matching

* debug drawr matching

* cleanup and matching

* bit of cleanup, matching for GZLE01 and GZLP01

* accidentally changed the wrong actor  in configure.py

* even more cleanup

* removed changed configure.py

* fully matching

* version select jut assert
2026-03-12 16:48:04 -04:00
Zeclos 27793379ea D_a_obj_apzl matching (#923)
* bit too difficult for me for now, might go back later

* progress

* getmsg

* logic matching data isnt

* data section matches

* mathubcg 100%

* cleanup

* revert this change

* final cleanup and configure.py

* nevermind cleanup

* Equivalent onstead of matching

* removed padding

* cleanup code comments and a bit more

* matching

* cleanup

* matching for retail

* matching

* documentation

* changed field name

* matching for GZLE01, GZLP01

* GZLJ01 and D44J01

* verion select for jutassert

* tiny bit of cleanup and moving enums to header

* feedback from pr

* itemNo renamed to enum
2026-03-11 23:29:25 -04:00
LagoLunatic 256b4eeb37 Fix some clangd errors 2026-03-04 13:47:40 -05:00
Zeclos dcf4862387 D_a_npc_tc matching for retail (#930)
* progress

* code matching non-demo

* cleanup for d_a_npc_tc and d_a_obj_smplbg
2026-03-04 13:25:59 -05:00
Briggs Baltzell d54d983a4a d_a_boomerang matching (#936)
* Added constructor implementation for `daBoomerang_c`.

* Extend `daBoomerang_sightPacket_c` with `dDlst_base_c` base class.

* Refactor `d_a_boomerang.h`: reorganize class definitions and update member layout in `daBoomerang_c`.

* Extend `daBoomerang_c`: add new arrays, members, and static assertions for structure validation.

* Extend `daBoomerang_c`: add `dBgS_BoomerangLinChk` member and update padding fields.

* Extend `daBoomerang_c`: implement `create` method, add new members, and update function signatures.

* Refactor `daBoomerang_c`: update `createHeap` function to return `BOOL` and adjust related calls.

* Extend `daBoomerang_c`: implement `execute` method logic, update member variables, and adjust structure layout in `d_a_boomerang.h`.

* Extend `daBoomerang_c`: add static blur vector definitions for `l_blur_top` and `l_blur_root`.

* Add fields to `daBoomerang_blur_c`.

* Refactor `daBoomerang_blur_c`: implement `initBlur` logic, add `pos` field, update structure layout in `d_a_boomerang.h`.

* Refactor `daBoomerang_blur_c`: update `initBlur` and `copyBlur` logic, modify array structure to use 2D layout, and adjust declarations in `d_a_boomerang.h`.

* Match `copyBlur`

* Update `config.yml`: add symbol `l_matDL` for `daBoomerang_blur_c`.

* Extend `daBoomerang_blur_c`: implement `draw` method, add vertex description, attribute format lists, and texture handling logic.

* Add fields to `daBoomerang_sightPacket_c`

* Update `play` method in `daBoomerang_sightPacket_c`: implement looping logic for modifying `field_0xF4` values.

* Refactor `setSight` and `play` in `daBoomerang_sightPacket_c`: implement animation logic, replace `field_0xF4` with `arr_0xF4`, add `arr_0xF9`, and update structure in `d_a_boomerang.h`.

* Refactor `daBoomerang_sightPacket_c`: add `setTex` and `setImage` methods; update image data logic in `d_a_boomerang.cpp` and `d_a_boomerang.h`.

* Update `initFrame` and `resetSightOn` in `daBoomerang_sightPacket_c`: initialize `arr_0xF4` and reset `targetFlags`.

* Replace hardcoded array size with `BOOM_TARGET_MAX` in `d_a_boomerang.cpp` and `d_a_boomerang.h`

* Refactor `daBoomerang_sightPacket_c`: rename variables for clarity, update structure fields, and adjust logic in `setSight`, `play`, and related methods.

* Implement `draw` method in `daBoomerang_sightPacket_c`: add vertex descriptor/attribute format lists, texture handling, and sight rendering logic.

* Adjust vertex attribute formats in `d_a_boomerang.cpp`: update position to `GX_S8` and texture to `GX_U8`.

* Reorder includes in `d_a_boomerang.cpp` to resolve dependencies for `l_sightMatDL` and `l_sightDL__d_a_boomerang`

* Update `getFlyMax` in `daBoomerang_c`: add player status and stage name checks to determine maximum flight distance.

* Refactor `procMove` and `execute` in `daBoomerang_c`: improve boomerang targeting logic, rename variables for clarity, update array structures, and adjust control flow.

* Implement enhanced boomerang movement logic in `daBoomerang_c`: calculate angles, update position/rotation, handle water effects, and refine collision detection. Adjust structure fields in `d_a_boomerang.h`.

* Refactor `daBoomerang_c` control flow: reorder player retrieval logic, adjust distance-based normalization, and refine boomerang return handling.

* Change return type of `returnBoomerang` from `int` to `BOOL` in `d_a_player_main.h` and `d_a_player_boomerang.inc`.

* Change `setItemWaterEffect` return type from `u32` to `BOOL` and refactor its parameters and logic for clarity and behavior adjustment.

* Adjust `setItemWaterEffect` call in `d_a_boomerang.cpp` to use explicit `BOOL` comparison for clarity.

* Refactor `daBoomerang_c` control flow and targeting logic: introduce `mTargetRayEnd`, enhance position/angle calculations, integrate player sight checks, and update camera handling. Adjust includes and structure definitions for consistency.

* Match `rockLineCallback`

* Rename `param_1` to `pHitActor` in `rockLineCallback` for clarity.

* Match `setAimActor` in `d_a_boomerang.cpp`.

* Refactor `daBoomerang_c`: update `setLockActor` to use `BOOL` type, modify related logic for clarity, and ensure consistent parameter usage across `d_a_boomerang.cpp`.

* Match `resetLockActor` in `d_a_boomerang.cpp`: initialize target arrays and reset counters for consistency.

* Refactor `daBoomerang_c`: Fix struct offsets, update instance size

* Match `setRoomInfo` in `d_a_boomerang.cpp`: update position handling, ground checks, room ID assignment, and environment override logic.

* Match `create` in `d_a_boomerang.cpp`: update matrix handling, target ID initialization, callback setup, and clean up unused code.

* Match `setKeepMatrix` in `d_a_boomerang.cpp`: update transformation logic to align boomerang with Link's hand.

* Refactor `d_a_player_main` boomerang logic: rename `m36F4` to `mBoomerangCatchPos`, implement `getBoomerangCatchPos` accessor

* Match `setAimPos` in `d_a_boomerang.cpp`: implement target position logic based on current target index and player catch position.

* Match `checkBgHit` in `d_a_boomerang.cpp`: implement background collision logic, position updates, sound effects, and behavior adjustments.

* Continue matching `procWait` in `d_a_boomerang.cpp`

* Refactor `d_a_boomerang.cpp`: rename `field_0xF3A` to `mModelRotY` for clarity, update all associated references, and adjust struct definition in the header file.

* Continue matching `procWait` in `d_a_boomerang.cpp`

* Match `procWait` in `d_a_boomerang.cpp`

* Continue matching `procMove` in `d_a_boomerang.cpp`

* Refactor `d_a_boomerang.cpp`: convert `u8` fields to `bool` for clarity and better type usage, update header and references accordingly.

* Match `draw` in `d_a_boomerang.cpp`: implement drawing logic with model updates, light settings, shadow handling, and target sight management. Update struct definition to include `mGroundY`.

* Refactor `procMove` in `d_a_boomerang.cpp`: simplify angle calculations, update `mInWater` to `u8`, and improve readability by reducing nested logic.

* Fix `at_offset` initialization in `procMove` in `d_a_boomerang.cpp`

* Match `procMove` in `d_a_boomerang.cpp`

* Refine `draw` in `d_a_boomerang.cpp`: inline comments for quads setup, add light yellow trail color definition.

* Refactor `d_a_boomerang.cpp` and header: rename `field_0x14` to `numTrailSegments` for improved clarity and update all related references.

* Refactor `draw` in `d_a_boomerang.cpp`: reorganize quads initialization and alpha blending loops for improved structure and readability.

* Refactor `draw` in `d_a_boomerang.cpp`: combine alpha variable declarations for improved local scope and clarity.

* Refactor `draw` in `d_a_boomerang.cpp`: introduce `QUAD_VERT` macro to streamline quad vertex setup and improve code readability.

* Refactor `draw` in `d_a_boomerang.cpp`: rename `alpha` variables to `uCoord` for improved clarity and consistency with their purpose.

* Refactor `d_a_boomerang.cpp` and header: introduce `SEGMENTS_PER_STEP` constant for improved clarity and consistency, update related loops and data structures.

* Refactor `d_a_boomerang.cpp` and header: rename trail arrays for improved clarity and consistency, update all related references.

* Refactor `d_a_boomerang.cpp` and header: simplify trail vertex array indexing by flattening multidimensional arrays and updating all related code.

* Refactor `d_a_boomerang.cpp`: mark `se_flg` array as `const` for improved immutability and clarity.

* Refactor `d_a_boomerang.cpp`: relocate `l_at_cps_src` definition for improved organization and consistency.

* Refactor `d_a_boomerang.cpp` and header: rename and clarify multiple variables (e.g., `field_0xF2C` to `mIsReturning`) for improved readability and consistency, update all related references and logic.

* Refactor `d_a_boomerang.h`: add destructors to `daBoomerang_blur_c` and `daBoomerang_sightPacket_c` for proper ordering.

* Refactor `daBoomerang_blur_c::draw` in `d_a_boomerang.cpp`: reorder variable initialization, streamline loops, and adjust `QUAD_VERT` macro usage for improved clarity and consistency.

* Add inline geometry utility functions to `GFGeometry.h`

* Refactor `d_a_boomerang.cpp`: simplify geometry rendering by updating `QUAD_VERT` macro implementation and replacing manual vertex management with `GFBegin`/`GFEnd`.

* Refactor `d_a_boomerang.cpp`: simplify trail rendering by streamlining `uCoord` handling, reducing redundant variables, and improving clarity in loops.

* Refactor `d_a_boomerang.cpp`: rename `QUAD_VERT` to `QUAD_VTX` for clarity and update all related references.

* Add `l_matDL$4438` entry to config files for `daBoomerang_blur_c` rendering assets.

* Add version check around `j3dSys.reinitGX()` in `d_a_boomerang.cpp` to limit execution to non-demo builds.

* Refactor `d_a_boomerang.cpp`: replace direct `current.roomNo` usage with `roomNo` variable for improved clarity and consistency.

* Add version-specific asserts in `d_a_boomerang.cpp` for demo and non-demo builds

* Add version-specific asserts and adjust version check logic in `d_a_boomerang.cpp` for Japanese build

* Align `GXVtxDescList` and `GXVtxAttrFmtList` declarations with `ALIGN_DECL(32)` in `d_a_boomerang.cpp` for consistent memory alignment.

* Update `d_a_boomerang` to use `MatchingFor` in configuration

* Remove outdated `FIXME` comment in `d_a_boomerang.cpp`.

* Refactor `d_a_boomerang.cpp`: replace hardcoded rotation constants with `yRotPerStep` variable for clarity and maintainability.

* Update `d_a_boomerang.cpp` configuration to use `Matching` instead of `MatchingFor`.

* Refactor `d_a_boomerang.cpp`: rename `field_0xF2E` to `mJustHit` and `field_0xF2D` to `unused_0xF2D` for improved clarity.

* Replace hardcoded value in `d_a_boomerang.cpp` with `daBoomerang_blur_c::SEGMENTS_PER_STEP` for improved readability and maintainability.

* Refactor `d_a_boomerang.cpp`: replace `fpcM_GetParam` with `fopAcM_GetParam` for consistency with actor parameter retrieval methods.

* Introduce `Mode` enum in `d_a_boomerang` and replace related hardcoded values for improved readability and maintainability.

* Refactor `setAimActor` in `d_a_boomerang.cpp`: rename parameter for improved clarity.

* Replace `fpcM_SetParam` with `fopAcM_SetParam` in `d_a_boomerang.cpp` for consistency with actor parameter setting methods.

* Replace hardcoded `0` with `dEvtMode_NONE_e` in `d_a_boomerang.cpp` for improved readability and maintainability.

* Replace `BOOM_TARGET_MAX` with `BOOMERANG_LOCK_MAX` in `d_a_boomerang` for consistency.

* Refactor `d_a_boomerang.cpp` and `d_a_boomerang.h`: rename target-related variables and methods to lock-related for improved clarity and consistency.

* Refactor `daBoomerang_Draw` and `daBoomerang_Execute` in `d_a_boomerang.cpp` to simplify and remove redundant casts.

* Replace `Mode_0` and `Mode_1` with `Mode_Wait` and `Mode_Throw` in `d_a_boomerang`

* Simplify boolean assignment in boomerang lock condition in `d_a_boomerang.cpp`.

* Rename variable `b` to `isAiming` in `d_a_boomerang.cpp` for improved readability.

* Refactor draw methods in `d_a_boomerang.cpp` to streamline list-setting logic.

* Refactor particle effect in `d_a_boomerang.cpp` to use `dComIfGp_particle_setP1` for improved clarity and maintainability.

* Replace `g_dComIfG_gameInfo` camera getter with `dComIfGp` equivalents in `d_a_boomerang.cpp` for consistency.

* Simplify version-specific `JUT_ASSERT` calls in `d_a_boomerang.cpp` with `VERSION_SELECT` for improved maintainability.

* Replace direct model matrix assignment with `fopAcM_SetMtx` in `d_a_boomerang.cpp` for consistency.

* Update matching logic for `d_a_boomerang.cpp` to use `MatchingFor`.
2026-03-03 23:44:51 -05:00
Roland 60b0d94e2a d_a_obj_auzu (#935)
* 59% matching in .text

* d_a_obj_auzu 100% for demo and retail

* Named all fields of daObjAuzu::Act_c

* All fields named
2026-03-01 18:36:56 -05:00
Roland 034b90bfdc d_a_daiocta and d_a_daiocta_eye matching (#934)
* Initial work; 25% matching in .text

* 27% matching in .text

* Match daDaiocta_c::modeProc

* 56% matching in .text

* 61% matching in .text

* 69% matching in .text

* 74% matching in .text

* 84% matching in .text

* daDaiocta_Eye_c 31%

* Match daDaiocta_Eye_c node callbacks

* daDaiocta_Eye_c 69%

* daDaiocta_Eye_c 85%

* daDaiocta_Eye_c 100% for retail and demo

* daDaiocta_c 96%

* daDaiocta_c 100% for retail and demo

* Field name cleanup

* More field naming

* Implement {is_, to_, to_dis}appear daObjAuzu inlines

* Misc code formatting changes

* Use JntHitType enum (d_a_daiocta)

* Apply suggestions from code review

Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>

* Use fopAcM_SetMtx inline

---------

Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
2026-02-27 14:04:36 -05:00
SuperDude88 1d96a4c988 d_a_fgmahou OK (#932)
* d_a_fgmahou OK

* Some Cleanup

- Add offset comments
- Name some class fields
- Use a couple inlines from the map
2026-02-26 14:46:54 -05:00
TetrisGG 847a5e98bf d_a_obj_mkie - matching retail (#931)
* d_a_obj_mkie - matching

* review changes
2026-02-15 10:23:06 -05:00
ssorenson130 579931b72c d_a_obj_volcano matching (#924)
* start

* startfire

* some partial matches

* matching

* cleanup

* demo matching
2026-02-11 22:45:53 -05:00
Roland 2168699559 d_a_npc_rsh1 matching (#927)
* Initial work

* 14% matching in .text
- Add some of the static data
- Match sinit function
- Match HIO constructor
- Match _create
- Match some other trivial functions

* Match CreateHeap

* 20% matching in .text

* 31% matching in .text

* 34% matching in .text

* 38% matching in .text

* 51% matching in .text

* createShopList work

* More createShopList work

* 54% matching in .text: Match createShopList

* 57% matching in .text

* 68% matching in .text

* Variable name updates

* 75% matching in .text

* 81% matching in .text

* Match lookBack

* d_a_npc_rsh1 100% for demo and retail

* Replace magic constants with applicable enums

* Give some member fields trivial names and name some method parameters

* Fix a few renaming errors

* More renaming work

* Rename HIO fields and rest of actor fields

* Replace magic numbers associated with mItemNo
2026-02-11 22:40:15 -05:00
Roland c79fa65efd d_a_npc_ls1 matching (#925)
* Match daNpc_Ls1_c::create, decideType, and ctor

* 16% matching in .text
-Match daNpc_Ls1_c::CreateHeap
-Match daNpc_Ls1_c::itemCreateHeap
-Match daNpc_Ls1_c::handCreateHeap
-Match daNpc_Ls1_c::_delete
-Match other trivial functions

* Add hio_prm_c

* 27% matching in .text
-Add some static data
-Match daNpc_Ls1_c::endEvent
-Match daNpc_Ls1_c::isEventEntry
-Match daNpc_Ls1_c::execute
-Match daNpc_Ls1_c::bodyCreateHeap
-Match some more trivial funcs

* 33% matching in .text
-Match daNpc_Ls1_c::create_init
-Match daNpc_Ls1_c::chngAnmTag
-Match daNpc_Ls1_c::ctrlAnmTag
-Match init_LS1_#n() funcs
-Match searchActor funcs

* Add daNpc_Ls1_c::anm_prm_c struct and associated static data

* 39% matching in .text
- Matched daNpc_Ls1_matAnm_c::calc
- Matched static node callbacks
- Matched daNpc_Ls1_c::setAnm_anm
- Matched daNpc_Ls1_c::setAnm_NUM
- Matched daNpc_Ls1_c::chngAnmAtr
- Misc code formatting changes

* 52% matching in .text
- Match daNpc_Ls1_c::play_animation
- Match daNpc_Ls1_c::set_mtx
- Match ResID funcs
- Match daNpc_Ls1_c::setBtp
- Match daNpc_Ls1_c::setMat
- Match daNpc_Ls1_c::setBtk
- Match daNpc_Ls1_c::init_texPttrnAnm
- Match daNpc_Ls1_c::play_btp_anm
- Match daNpc_Ls1_c::play_btk_anm
- Match daNpc_Ls1_c::ctrlAnmAtr
- Match daNpc_Ls1_c::setAnm_ATR
- Match daNpc_Ls1_c::chk_parts_notMov
- Match daNpc_Ls1_c::cut_init_LOK_PLYER
- Match daNpc_Ls1_c::cut_move_WAI
- Match daNpc_Ls1_c::cut_init_ANM_CHG
- Match daNpc_Ls1_c::set_action

* Update comments

* Match daNpc_Ls1_c::_draw

* 63% matching in .text
- Match member J3D node callbacks
- Match daNpc_Ls1_c::eye_ctrl
- Match daNpc_Ls1_c::next_msgStatus
- Match daNpc_Ls1_c::getMsg
- Match daNpc_Ls1_c::chk_talk
- Match daNpc_Ls1_c::setEyeCtrl
- Match daNpc_Ls1_c::clrEyeCtrl
- Match daNpc_Ls1_c::setAttention
- Add misc enums
- Add a_cut_tbl

* 66% matching in .text
- Matched daNpc_Ls1_c::searchByID
- Matched daNpc_Ls1_c::partner_search_sub
- Matched daNpc_Ls1_c::partner_search
- Matched daNpc_Ls1_c::chkAttention
- Marched daNpc_Ls1_c::shadowDraw

* 75% matching in .text
- Match daNpc_Ls1_c::anmAtr
- Match daNpc_Ls1_c::getMsg_LS1_0
- Match daNpc_Ls1_c::chk_talk
- Match daNpc_Ls1_c::setStt
- Match daNpc_Ls1_c::get_playerEvnPos
- Match daNpc_Ls1_c::chkTelescope
- Match daNpc_Ls1_c::wait_1
- Match daNpc_Ls1_c::wait_4
- Match daNpc_Ls1_c::talk_1
- Match daNpc_Ls1_c::demo_action1

* Match daNpc_Ls1_c::wait_3

* 100% matching for both demo and retail

* Update comments

* Initial refactoring work

* Renaming work & declaring functions in f_op_msg_mng header

* Refactoring continued

* Last bit of renaming work

* Add missing include
2026-02-11 22:31:05 -05:00
Roland 1763262970 d_a_oship matching (#929)
* Initial work, 30% matching in .text

* 42% matching in .text

* 51% matching in .text

* 72% matching in .text

* 75% matching in .text

* 93% matching in .text

* d_a_oship 100% for both demo and retail
2026-02-11 22:24:08 -05:00
Mike Lester 9cc61c4058 Fix up a shadow-related variable/parameter names (#920)
* Fix up a shadow-related variable/parameter names

* Fix compilation errors in d_a_obj_barrel.cpp
2026-01-13 01:01:35 -05:00
Roland ba4a7b481c d_a_obj_buoyrace - matching (#921)
* 13% matching in .text

* 32% matching in .text

* d_a_obj_buoyrace 98%

* d_a_obj_buoyrace demo 98%

* link d_a_obj_buoyrace

* Small refactor

* More refactoring

* Small renaming work

* Fix errors

* Variable name cleanup
2026-01-12 14:17:01 -05:00
Roland 6893c2588e d_a_goal_flag - matching (#918)
* initial work on d_a_goal_flag

* Update config.yml to extract symbols from d_a_goal_flag; also add l_pos and l_texCoord

* 17% matching in .text

* daGoal_Flag_c::CreateHeap matched

* RopeMove 99%

* Update d_a_goal_flag.cpp

* getRacePath 100%

* 31% in .text

* 47% matching in .text

* 56% matching in .text

* 70% matching in .text
Add definitions to inlines in daGFlag_packet_c and fully matched some daGFlag_packet_c methods.

* 84% matching in .text
Match daGFlag_packet_c::draw

* 91% matching in .text
- Formatting tweaks
- Match TimerExecute
- Add fopMsgM_MiniGameTerminater_create inline
- Move daGoal_Flag_c::_create in the correct place to match .data

* d_a_goal_flag matching 100% for retail

* d_a_goal_flag demo 99%

* Resolve _create fakematch

* d_a_goal_flag demo matching 100%

* link d_a_goal_flag for demo

* Renaming of fields/variables and some refactoring

* Refactoring continued
- Change direct calls to VECDotProduct to cXyz::getDotProduct

* Named more HIO fields and packet fields

* Implement fopMsgM_MiniGameStarter_create

* Name all used HIO fields

* Named all fields in daGoal_Flag_c

* Finishing touches
2026-01-09 13:09:23 -05:00
LagoLunatic d272deb179 ospbox OK for demo 2025-12-29 13:28:29 -05:00
LagoLunatic 1c3762cf14 Move daPy methods into d_a_player headers 2025-12-29 13:20:45 -05:00
LagoLunatic e095de7b01 Fix d_a_obj_gnnbtltaki and d_a_obj_gnndemotakie create_heap 2025-12-29 12:59:43 -05:00
Nuss cdaed9aadd d_a_obj_gnndemotakie - matching (#914)
* matching 100%

* D44J01 matching

* demo stuff
2025-12-29 12:47:20 -05:00
LagoLunatic bc8b894e21 Inlines cleanup 2025-12-27 21:32:04 -05:00
LagoLunatic 8787f8a1f7 Resolve tevStr fakematches 2025-12-27 21:32:04 -05:00
LagoLunatic 4547fcca91 d_a_obj_movebox: Remove attr inline fakematch 2025-12-27 21:32:04 -05:00
Roland 49d9ed5757 d_a_obj_ajav - matching (#911)
* initial work on d_a_obj_ajav

* matched Act_c::_create and Part_c::init_data

* initialized cXyz arrays

* 44% matching in .text

* more work on d_a_obj_ajav

* 73% matching in .text

* 83% matching in .text

* 99% of .text matching

* 100% .data matching

* fakematch _execute and link d_a_obj_ajav

* demo matching

* initial code cleanup

* named all fields in Act_c and some Part_c fields

* more documentation

* make a fakematch slightly less fake

* fix _execute for demo

* named more fields in Part_c

* named most fields and parameters

* finishing touches

* update d_a_obj_ajav .cpp and .h

* Commit review suggestions
2025-12-27 18:42:16 -05:00
123456789758 d0852db127 d_meter - 99% matching (#907)
Co-authored-by: ‎ ‎ ‎ <‎ ‎ ‎>
2025-12-27 16:23:15 -05:00
Roland 24708b315d d_a_warpgn (#910)
* initial work on daWarpgn_c

* 76% of .text matching

* d_a_warpgn matching for retail

* fixed initWarpArrive for GZLJ01

* d_a_warpgn matching for both demo and retail; reformat field names

* Update configure.py

* Update d_a_warpgn.cpp

* unlink from demo and commit suggestions from review
2025-12-23 23:51:56 -05:00
Zeclos 65611e09a4 D_a_npc_hi1 matching for retail (#897)
* bit too difficult for me for now, might go back later

* progress

* getmsg

* logic matching data isnt

* data section matches

* mathubcg 100%

* cleanup

* revert this change

* final cleanup and configure.py

* nevermind cleanup

* Equivalent onstead of matching

* removed padding

* cleanup code comments and a bit more

* matching

* cleanup

* matching for retail

* little bit of cleanup
2025-12-23 23:20:37 -05:00
Roland a0476593c9 d_a_obj_rflw matching (#908)
* initial work on d_a_obj_rflw

* 50% matching in .text

* d_a_obj_rflw 100% for retail and demo

* removed goto from CreateHeap

* cleaning up d_a_obj_rflw

* Update d_a_obj_rflw.cpp

Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>

---------

Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
2025-12-19 00:04:05 -05:00
LagoLunatic 729f81babf Fix HIO load issues for d_a_player_main 2025-12-10 17:31:47 -05:00
123456789758 9536fe8336 Bosses - misc. cleanup/improvements (#898)
Co-authored-by: ‎ ‎ ‎ <‎ ‎ ‎>
2025-11-10 23:52:23 -08:00
Kristopher Early 2c7dbdc59d d_a_obj_gnnbtltaki OK (#887)
* d_a_obj_gnnbtltaki OK

* d_a_obj_gnnbtltaki Cleanup

* set d_a_obj_gnnbtltaki as matching.

* d_a_obj_gnnbtltaki OK for GZLJ01, GZLE01, GZLP01

* Update d_a_obj_gnnbtltaki.cpp

* d_a_obj_gnnbtltaki Retail and Demo OK
2025-11-10 23:49:10 -08:00
KallePM e7b951841e d_a_yougan (#878)
* d_a_yougan: match retail

* d_a_yougan: match demo

* d_a_yougan: remove nonmatching comments
2025-11-10 23:48:23 -08:00
KallePM cf668ea219 d_a_kmon (#868)
* d_a_kmon: match for retail

* d_a_kmon: match for demo

* d_a_kmon: remove nonmatching comments
2025-11-10 23:46:41 -08:00
LagoLunatic d89fe27888 Use composition instead of inheritance for most f_op classes 2025-09-25 15:59:25 -04:00
LagoLunatic 0e9059b633 d_a_dr2 matching for demo 2025-09-19 18:44:06 -04:00
LagoLunatic 5dbb7e875e Added enums for all used event/tmp bits/regs (#893) 2025-09-19 15:06:44 -04:00
LagoLunatic 048d242eef bpw partial cleanup, fix inline usage across several actors 2025-09-18 20:17:27 -04:00