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Decompilation of The Legend of Zelda: Majora's Mask
format.sh
was run.make
builds a matching ROM (jenkins)code
and boot
segment files are documented. Overlays with documentation are complete.
TitleCase
(DmRavine
)
DmRavine_Init
)camelCase
(actionFunc
)
g
(gSaveContext
)s
(sSphereInit
)SCREAMING_SNAKE_CASE
(DM_RAVINE_STATE_ACTIVE
)EnJcMatoDamageTable
)what it says on the tin.
We should fix up the code to remove as many compiler warnings as possible while still keeping OK.
Further, we should implement something like this PR for OOT until we are ready to elevate warnings to errors.
zeldaret/oot#768
There has been the never ending discussion of how we should treat the various type of addresses that do not point to vram (ie, can't be derefernced directly).
Currently we use the void*
type for holding vram pointers in struct members, temps, function parameters, etc. And cast them to uintptr_t
when we need to do arithmetic on them.
We may want to have a distinction for the other numerical addresses.
RomOffset
type, which would be the uintptr_t
equivalent for rom addresses, allowing to represent this type, differentiate it from virtual addresses and allow arithmetic on them.a typo on the progress graph site, thought you'd like to know.
We will no longer be using submodules.
We also want to move tools that are used as part of building to a separate folder in the tools folder.
We need a specific directory for tools that are meant to be run manually on the command line.
We also want to ensure that there is a good reason for a tool in the root directory of the project.
Structs to rename
GameState
-> Game
GlobalContext
-> GamePlay
Variable names for Game
will be game
where possible.
Variable names for GamePlay
will be play
where possible.
Actor this
variables will be renamed to self. These are the derived class actor structs.
Actor thisx
variables will be called super or maybe actor. These are the based class actor structs.
Actor constructor/destructor/update/draw methods will be changed to accept the Game
base state rather than the GamePlay
/GlobalContext
derived class.
Whenever we use u32
or s32
to hold a pointer, we should change it to use uintptr_t
or intptr_t
instead.
Hey I was trying to build this on my Raspberry pi 4 but I ran into a issue
Log:
https://gist.github.com/coreybruce/c3d9916c43bfa0124be599a02a53b9d5
The PlayerAgeProperties
name is a holdover from the OoT decomp project because it is used for the two ages in OoT, but it is used for each transformation (and Kafei) in MM.
It would be nice if we could rename it to something that better reflects what it represents in MM. We should also consider if we want to keep the name synced with OoT.
Currently there are two possible options:
PlayerTransformationProperties
PlayerFormProperties
hi, been a lurker of this project for a while, and i have noticed that "Please don't rebase and force-push: it makes it harder to review since GitHub loses all the comments and it's hard to see what's actually changed." or something along those lines as had to be say more than once(here and on the ocarina), wouldn't it be appropriate then to add this warning on the "Contributing" section of README.md?
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