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Refresh #2
1.) Match func_8009C0AC in z_scene_table.c (#147)
2.) Split a bunch of c files, make ido 5.3 files executable on linux to avoid permission erorrs (#149)
3.) Decompiling ovl_Bg_Hidan_Syoku (#146)
4.) Match func_80034EC0 (#148)
5.) Re-adding deleted files (sorry\!) nodoc (#150)
6.) boot Decompiled (#152)
7.) Match __osDevMgrMain (#154)
8.) Decompiled ovl_Bg_Menkuri_Nisekabe (#153)
9.) Decomped several files from libultra controller handling (#155)
10.) Bootstrapped actor decomp (#151)
11.) Match various boot functions (#156)
12.) Match func_8003115C in z_actor.c (#157)
13.) Rename some code files (+ a minor data fix) (#159)
14.) Bootstrapped the rest of the actors (#158)
15.) Resolve init vars in z_actor_dlftbls.c (#160)
16.) Decompiled main.c/sys_cfb.c, documented irqmgr (#161)
17.) Fix gfx buffer definitions (#162)
18.) Fix the type of gGfxPools (#163)
19.) Removing static from bootstrapped actor prototypes (#165)
20.) Removing 'static' from bootstrapped actor prototypes (nodoc) (#169)
21.) Decompiled ovl_opening (#172)
22.) Decompiled ovl_Bg_Jya_Kanaami (#173)
23.) Decompiled ovl_Bg_Bdan_Switch (#164)
24.) Decompiled __osMalloc.c z_malloc.c, debug_malloc.c, system_malloc.c (#171)
25.) Decompiled ovl_Bg_Jya_Amishutter (#168)
26.) amishutter fix (#174)
27.) Cleaned up the decompilation of ovl_En_Nutsball (#176)
28.) Cleaned up the decompilation of ovl_En_Bird (#175)
29.) En_Boom almost OK, 1 function left (#177)
30.) Decompiled irqmgr.c (#178)
31.) Decompiled ovl_En_Scene_Change (#167)
32.) Match 7 more functions in malloc files (#179)
33.) Cleaned up the decompilation of ovl_En_Tubo_Trap (#180)
34.) Bootstrapped the decompilation of ovl_title (#181)
35.) Bootstrapping the remaining 3 gamestates for decompilation (#183)
36.) 3 Actors Decompiled (#187)
37.) Decompiled ovl_Obj_Makekinsuta (#184)
38.) Decompiled ovl_Bg_Mizu_Uzu (#185)
39.) Update asm-processor (#182)
40.) En_Anubice_Tag OK (#190)
41.) Decompiled ovl_Bg_Spot01_Fusya (#189)
42.) Finishing decompilation of Bg_Bdan_Switch (#188)
43.) Decompiled ovl_Bg_Spot01_Idosoko (#186)
44.) Decompile z_parameter.c and code_80097A00.c (#191)
45.) Created headers for actors (#193)
46.) Decompile z_construct.c and change GameInfo access to REG macros (#192)
47.) Updated to a newer version of ZAP2, "decompiled" several rooms and scenes. (#194)
48.) Various renames/fixes and sys_matrix.c progress (#195)
Refresh #1
1.) Split a bunch of c files (#99)
2.) Removed asm files accidentally added to the repo. (#100)
3.) 3 more overlays disassembled (#104)
4.) check syntax with gcc
5.) Disassembled ovl_Bg_Bowl_Wall
6.) Disassembled ovl_Bg_Bombwall
7.) Disassembled ovl_Bg_Breakwall
8.) Disassembled ovl_Bg_Ddan_Jd
9.) port known libultra files from SM64
10.) rewrite questionable code
11.) Disassembled ovl_Bg_Ddan_Kd, fixed symbols.txt file to fix the index out of bounds error
12.) Forgot to add the actual ovl_Bg_Ddan_Kd
13.) Disassembled ovl_Bg_Dodoago and ovl_Bg_Dy_Yoseizo
14.) Some warnings gone
15.) Added defines for scenes. Updated z_actor, z_horse with these scene names.
16.) Getting rid of some compilation warnings (#110)
17.) Disassembled ovl_Bg_Ganon_Otyuka
18.) Disassembly of ovl_En_Xc (#107)
19.) Disassembled ovl_Bg_Gate_Shutter
20.) Disassembled some more overlays (#112)
21.) Updated progress.py script for more accurate and detailed results. (#113)
22.) Disassembling all remaining overlays (#111)
23.) Decompile gfxprint (#114)
24.) Atom $f31 -> $31 fix (#115)
25.) Various changes (#116)
26.) Deal with almost all remaining undefined symbols (#117)
27.) Added macros for ANSI escape codes and updated fixle.sh (#118)
28.) Decompiling various small functions (#106)
29.) Fix incorrect buffer symbol revert in #118 (#120)
30.) Suggested adjustments to the changes from #106 (#119)
31.) Decompiled two functions in z_play, set ido 5.3 compiler files to executable to avoid permission errors on linux
32.) Decompiled boot_800029F0.c/snprintf.c (#122)
33.) z_onepointdemo.c: 5 functions decompiled. z_locale.c cleaned up. (#123)
34.) Decompiled 800A9D40 (#124)
35.) Updated to new version of ZAP2, changes to how assets are handled. (#125)
36.) Decompiled z_std_dma.c (#126)
37.) Overlay rodata strings asciz-ified, using iconv to handle encoding change during assembly
38.) Overlay cleanup (#132)
39.) asm-processor update (#135)
40.) Disassemble most of code/boot rodata and split some files (#136)
41.) z_message_PAL jtbl work (#137)
42.) Condensing everything into one commit (#134)
43.) Adding .L: labels for branch labels (#141)
44.) Decompliation of ovl_Bg_Menkuri_Kaiten (#140)
45.) Fix some strings and floats inside non matchings (#142)
46.) Update diff.py script (#143)
47.) Fix the progress script to support overlay non matchings (#144)
48.) More strings converted to .asciz (#145)