Tharo
Tharo
Finally an explanation for the weird `SPFogFactor` values. Thanks Wiseguy for pointing out the overflow issue when near and far are close
Not totally happy with this, since `macros.h` and the new `stack.h` are not libultra headers but are still used in some libultra files for now, however this is the bulk...
Consider an xml using `OutName` for files, such as a split gameplay_keep: ```xml ... ... ``` Headers are created such as `assets/objects/gameplay_keep/hilite_textures.h`, `assets/objects/gameplay_keep/gameplay_keep_0x32090.h`, etc. Other assets that refer to gameplay_keep...
For example consider ```xml ``` This file has 8 bytes of padding at the end. Currently this causes it to emit an array containing the rest of gameplay_keep, that is...
This adds more detections to the object analyzer: - BgCheck Collision - CollisionHeader - CollisionVertices - CollisionPolygons - CollisionSurfaceTypes - CollisionCamData - Other limb types - SkinLimb - LODLimb -...
ultramodern / recomp runtime: Relax alignment restrictions in osEPiReadIo, implement some more stubs
- osDriveRomInit - __osPiGetAccess - __osPiRelAccess - osPfsChecker (Note that this doesn't fully implement Disk Drive DMA, it just provides initialization of the PI Handle. An attempt by a recompiled...
I'm not 100% sure on the bug comment in `z_inventory.c` since I can't determine what the intention of this code originally was. Thanks to @engineer124 for decompiling the functions initially.
Tile indices will (usually, see below) wrap mod 8 rather than saturate at tile 7. This is even the case when LOD is used to select the tile for texture0,...
Many files still unnamed, help wanted