* Changed `Color_RGBA8_u32` struct.
* Removed one color class and a replaced it with the correct one.
* Fixed the color issue in GfxPrint
Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
Added the array gItemIconsGray that holds all grayed out icons.
Added the array gItemIconsCurrent that points to either the original or grayed out icons.
Gray icons are generate at game start.
Co-authored-by: DaMarkov <DaMarkovZED@gmail,com>
* Changed solution file so that GLidenN64 is also included as a project.
Set GLidenN64 as dependency of OOT.
* Added preliminary support for frame buffer emulation (FBE).
Added a text box and code the switch FBE on/off during gameplay.
* Added back a few vi* files from libultra.
Part of the implementation has already moved to ultra_reimplementation.cpp.
* Disabled the post-processing step in PreRender_Calc() to restore the pause menu.
* Moved the enable frame buffer emulation to pc_main, so that it can be deactivated without recompiling GLidenN64.
This will also make the updated GLidenN64 (with FBE) compatible with the old OOT (FBE disabled).
* Renamed func_80095248().
* Moved code from io/vi*.c into ultra_reimplementation.cpp.
And other code cleanup.
* Further cleanup. (idle.c, viconfig.c)
* Removed viconfig.c.
Changed the vi*.c files in libulta/io to the state they are in OOT master.
* Removed function from ultra_reimplementation.cpp that are not necessary.
* Reverted idle.c back to the state it's in master.
Further cleanup.
Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
Co-authored-by: DaMarkov <damarkov@gmail.com>
* Fixed cucco lady. `objectOsAnimeIndex` is at least 16 bits large.
* Changed `objectOsAnimeIndex` to `s32` since its a bank id.
* Went through all instances of `Object_GetIndex` to find other bank IDs that are only of size `s8`.
Changed them all to `s32`. This has changed the sizes of a few structs.
Thanks to vertigo!
Co-authored-by: DaMarkov <damarkov@gmail.com>
Also renamed ACTOR_FLAG_5 to ACTOR_FLAG_UNCULLED.
Introduced the compiler flag NO_CULLING to disable culling.
This should ensure that all actors get rendered independent of the distance
to the camera.
* remove fake match
* merge master
* animations
* dog limbs
* textures
* KZ limbs and DL
* a few KZ textures and make a file for link_boy
* the rest of KZ
* Far Limb DLs
* near DLs and limbs
* small fix to child
* boots and some sword and more child clean ups
* a bunch of DLs
* fix boy
* fix link child for real this time
* adult should be good now
* progress
* all undefined symbols done
* progress
* done (for now)
* restore makefile
* child -> adult
* child -> adult
* dog fixes
* KZ fixes
* more player fixes
* remove unneeded enum in dog
* rename hookshot stuff
* Update z_player_lib.c
* revert model group stuff
* move comment
* fix mirror shield upper
* remove useless 2
* OOT -> Oot
* gauntlet plate 2 fix
* fix
Co-authored-by: Louis <louist103@pop-os.localdomain>
* Document `func_80033480` more
* More doc in `BgDdanKd`
* WIP Document BgDodoago
The dodongo skull light-eyes-with-bomb puzzle
Some TODOs, jank/legacy code which I'm unsure if it achieves something significant
* Finish documenting BgDodoago
* `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives`
* Run formatter
* `dlistBuffer` -> `displayListHead`
* Add ACTOR_FLAG_ defines
* Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere
* Remove unused ACTOR_FLAG_* constants
* actor flags in bigokuta & ko
* actor flags in obj_mure
* actor flags in stalfos, twinrova & ganon2
* actor flags in morpha & barinade
* name some previously missed actor flags
* found some comments using hex for actor flags
* Actor flags in ovl_En_Ganon_Mant
* Actor flags in EnWf
* Flags in en_zf
* Actor flags in BossGanon (FeelsOKMan)
* Remove `ACTOR_FLAG_NONE`
* Wrap expansion of `FLAGS` in parentheses
* `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL`
* Move `CHECK_FLAG_ALL` to `macros.h`
* Run formatter
* data migrated and OK
* some functions ported
* everything ported and updated
* merge message
* plenty of functions matched
* remove unwanted file
* 5 more, progress on update
* update matched
* fix proto
* fix
* func_808E06FC
* asm
* 2 left
* 1 more
* last function inital decomp
* Dbg MQ OK
* docs progress
* revert limb stuff
* some more docs
* docs progress
* more docs
* done with docs for now i think
* revert unwanted change
* some symbols
* anime2
* format
* small changes
* some more changes
* merge master and fix matrices
* reviews 1 and 2
* remove continue
* review 3 and 4
* un-name bodyPartsPos for now