Comments (4)
Thank you @DenSinH ! Please feel free to let us know if you make any further discoveries / want to get more involved with decomp in the future
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I didn't include the 2 structs in my PR since it seems you weren't too sure on them and they weren't used in these 2 functions. Let us know if you can flesh them out and get some functions which interact with them.
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@ethteck apparently the real N64 might theoretically be able to reach the 0 (hanging) state but the probabiliy is very low due to the 10% chance of the animation being reset before that. So it seems that this theory is correct.
@Kelebek1 the thing is that the structs look different depending on the state, and all fields correspond to fields in the itemEntity
struct, so I'm pretty sure that those are correct (except I don't know why the one for the 4 state is 2 32 bit values). The structs pointed at by field 4c and 50 (though 50 might point at some variable sized data), I don't know much about.
I would like to maybe help with the decomp some time, but I'll have to find some time to set it all up, since I gathered the goal is a byte-level accurate decompilation.
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I would like to maybe help with the decomp some time, but I'll have to find some time to set it all up, since I gathered the goal is a byte-level accurate decompilation.
Yep! IMO it's not especially difficult to set up if you have a Unix shell (Linux, macOS, WSL 2) already - there's no fancy stuff like manually setting up a N64 whole toolchain.
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Related Issues (20)
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