Refresh #8 1.) Use INT_STATUS_ macros for oInteractStatus (#911) 2.) Update bullet_bill.inc.c (#912) 3.) Make geo.c in levels nonconst to reduce diffs with gcc enhancement patch in future (#913) 4.) Improve process_level_music_dynamics (#915) 5.) add AVOID_UB define for fixing libultra aliasing. (#916) 6.) const hack to TARGET_N64 and tweak ld script (#918) 7.) Replace raw level/course numbers with defines (#919) 8.) Label all graph node flags. (#920) 9.) readme.md capitalization 10.) The Big Function PR (Part 5) (#910) 11.) Label hardware registers (#922) 12.) Match EU synthesis_process_note (#923) 13.) Some quick value changes (#909) 14.) Added sequence player defines (#926) 15.) Shindou diffs 2 [merge game.c and display.c, required for SH] (#927) 16.) Match synthesis_process_notes and use -sopt for synthesis.c (#928) 17.) Fix mips64-binutils for Fedora 31 and similar Linux distros (#931) 18.) Update first-diff.py to work with Shindou (#933) 19.) Labelled behavior_script.c (#929) 20.) shindou diffs up to level_update (#932) 21.) Update diff.py and diff_settings.py to work with SH (#936) 22.) Add some Shindou resources to extract_assets.py (#939) 23.) Label and document gd_math.c (#930) 24.) Label all of Mario's actions. (#941) 25.) Label all particles. (#940) 26.) Renamed death related warpBhvs (#942) 27.) Small Shindou differences (#945) 28.) match player_performed_grab_escape_action in all versions (#943) 29.) add main alignment (aglab2, #947) 30.) Match a bunch of fake EU matchings (#944) 31.) Shindou diffs round 4 (#937) 32.) Easy PAL fake matchings (#946) 33.) Merge object_helpers and object_helpers2 headers (#948) 34.) match cap_check_quicksand (#950) 35.) Shindou crash screen diffs (#938) 36.) Thread6 (#951) 37.) Correct IPL3 function and label addresses (#952) 38.) Add COMPILER flag for Makefile and add official mips gcc support. (#953) 39.) add align to sequence_00 (fixes gcc build) (#957) 40.) Fixed itty bitty typo (#959) Refresh #7 1.) update README.md (#861) 2.) [eu] fix decompilation bugs in synthesis_process_note (#862) 3.) Label and document Snufit.inc.c (#863) 4.) Label and document Snufit.inc.c (#863) 5.) Match append_bubble_vertex_buffer, append_snowflake_vertex_buffer (#860) 6.) Compile audio/effects.c with -sopt (#870) 7.) Match handle_dialog_text_and_pages (#872) 8.) Remove improperly used LEVEL_SA define. (#875) 9.) Remove unused EU ASM files (#873) 10.) Shindou build flag support (#876) 11.) The Big Function PR (Part 1) (#864) 12.) "Re-document" file_select and star_select for EU (#877) 13.) Document paintings.c (#868) 14.) Minor interaction.c labelling/documentation. (#882) 15.) Match synthesis_execute, prepare_reverb_ring_buffer, func_eu_802e00d8 (#886) 16.) The Big Function PR (Part 2) (#874) 17.) Additional painting documentation (#883) 18.) Some EU audio labelling (#885) 19.) Bring synthesis_do_one_audio_update a bit closer to matching (#887) 20.) Misleading comment, this actually contols Bowser's init action (#889) 21.) Match synthesis_do_one_audio_update (#890) 22.) Remove unneeded if(1) in synthesis_do_one_audio_update (#891) 23.) Match synthesis_resample_and_mix_reverb (#893) 24.) Set LANG=C (#896) 25.) Match note_apply_headset_pan_effects (#897) 26.) Match play_sequence (#898) 27.) Match sequence_channel_enable (#899) 28.) Match sequence_player_process_sequence (#900) 29.) Match (eu) alloc_bank_or_seq (#901) 30.) Match alloc_bank_or_seq (#903) 31.) Update README.md (again) 32.) Documented behaviour/fish.inc.c & blue_fish.inc.c (#894) 33.) Labelled 4 behavior files, made object_helper functions consistent (#881) 34.) Add a make target for .copt (#902) 35.) The Big Function PR (Part 3) (#888) 36.) The Big Function PR (Part 4) (#906) 37.) Rename src/audio/memory.c -> heap.c (#907) 38.) Fix BBH texture (#908) Refresh #6 1.) Make tools work on MinGW (#804) 2.) Document mario_misc (#628) 3.) add patch_libmalloc.py script to work around compiler crashes (#811) 4.) Label the coffins file. (#829) 5.) Convert enhancements into patches (#827) 6.) Document Tweester.inc.c (#840) 7.) EU OK and cleanup EU (#782) Refresh #5 1.) mem_error_screen.inc.c updated for C (#775) 2.) updated patch_libultra_math to work directly on libultra.a (#781) 3.) Enhancement: Debug boxes (#783) 4.) Label effects MemoryPool (#784) 5.) Use full-width characters for JP text and rename mislabeled stuff (#772) 6.) Small asset extraction fixes (#785) 7.) Fix incremental asset extraction after the last PR (#790) 8.) Labelled behavior script commands, tidied up behavior scripts and ren… 9.) Document camera.c (#741) 10.) Fix a HMC texture asset (#795) 11.) Fix UB in angle conversion for paintings. Needed for pc-port. (#796) 12.) Fix PSS texture assets (#801) 13.) Fix some camera typos (#802) Refresh #4 1.) Label screen_transition.c (#737) 2.) Revamp macros (#738) 3.) Simplify the cake makefile logic (#739) 4.) Move zbuffer to C (#742) 5.) Audio blob endian/64-bit fixes (#740) 6.) Ub fixes (#745) 7.) process_level_music_dynamics: slightly better stack and regalloc (#746) 8.) move level order specific definitions out to levels/level_defines.h (#743) 9.) Renamed some mislabelled sound effects (#748) 10.) Very minor white space fixes in Mario.c (#752) 11.) Renamed GRAVITY to OBJ_PHYSICS (#755) 12.) Use defined macros instead of literal values for interactions in behavior_data.c (#754) 13.) iQue Player console detection + full support (#756) 14.) Fix Goddard Mario head for little endian etc. (#757) 15.) Small bits of audio doc (#749) 16.) Update diff script (#750) 17.) Nicer format for course/dialog text, enum for dialog IDs (#753) 18.) first-diff: store most recent mtime during check (#759) 19.) Use Lights1 struct for light values (#760) 20.) Detect mips64-elf in diff.py (#761) 21.) Name display lists in gd renderer.c (#764) 22.) Document a variety of PU type crashes. (#765) 23.) Label object_behaviors. (#716) 24.) Update swoop.inc.c (#767) 25.) Label tilting_pyramid.inc.c (#768) 26.) Label red_coin.inc.c (#770) 27.) Use more level defines (#758) 28.) Named Mario actions 6, 7, and 8 and noted causes of hands-free holding glitch (#769) Refresh #3 1.) Small bits of sound sample labelling 2.) Append 'b' to fopen calls in n64graphics to satisfy Windows 3.) Document synthesis.c and abi.h 4.) Remove gbi_old.h and use gbi.h instead for F3D_OLD 5.) Fix and change most values used by f3d commands 6.) Convert actors to C 7.) Make extract_assets.py fail on bad baserom 8.) Fix some (pragma-ignored) warnings 9.) Convert trig tables and data/ buffers into C 10.) Document intro behaviors and some of camera.c 11.) Match dma_sample_data 12.) Convert levels, bin, text, goddard_tex_dl to C 13.) Remove .bss size hardcoding 14.) Add mips64 fallback and alt dump option to diff.sh 15.) Convert behavior_data to C 16.) Get rid of the enum in behavior_data. 17.) Change more values used by f3d commands 18.) Document game/skybox.c 19.) Actors levels fixup 20.) Convert Mario animations to C (kind of) 22.) generate skybox data from 248x248 images 23.) 64-bit fixes 24.) Move demo data to C 25.) Change uintptr_t to GeoLayout for actors 26.) Move libc includes to include/libc/ Refresh #2a (hotfix) Changes from Refresh #2: 1.) Fixed text Makefile dependencies" Refresh #2 Changes from Refresh #1: 1.) Label src/game/behaviors/boo.inc.c 2.) Verify half of audio_defines.h 3.) Label ingame_menu.c and some dialog stuff 4.) Improve handle_dialog_text_and_pages EU non-matching 5.) Fix texture format for water splash/sparkle 6.) Merge ucode.bin and ucode_unk.bin 7.) 64-bit fixes 8.) [AUDIO] Match func_80316928 9.) Documented bug in Tuxie's mother's code 10.) [AUDIO] Slightly closer matching for process_level_music_dynamics 11.) Name channel scripts in sequence 0 12.) Nicer error message when sha1sum doesn't match 13.) Refactor object fields 14.) Document file_select.c 15.) Document star_select.c 16.) Add uncompressed string support to textconv 17.) Document main_menu geo and leveldata 18.) Document hud.c and rename char textures 19.) Correct gSPTextureRectangle values 20.) Linker script wildcard - Fixes "undefined reference to x in discarded section y" linker errors. - Also means that you no longer have to add linker script entries for source files. 21.) Reference qemu-irix package and add project structure - Installing qemu-irix is as simple as installing the provided Debian package on the GitHub "Releases" tab (https://github.com/n64decomp/qemu-irix). - Old qemu-irix installs are unaffected by this change, and it is still possible to install qemu-irix with the older method. Refresh #1 Changes from initial release: 1.) More README cleanups and documentation 2.) Fix .gitignore in tools/ 3.) More README cleanups and corrections 4.) oUnk190 -> oInteractionSubtype 5.) Normalize line endings 6.) Replace bank_sets.s by sequences.json + build magic 7.) Fix tabledesign in .gitignore 8.) Cleaned and documented arrays in audio/ 9.) Change minimum Python 3 requirement in README.md to 3.6 10.) Remove whitespace in ingame_menu.c, save_file.c, and star_select.c 11.) Documentation comment style fixed 12.) sm64.map -> sm64.version.map (ex: sm64.us.map) 13.) Decompile EU versions of HUD and obj behaviors 14.) Label ukiki.inc.c and ukiki_cage.inc.c 15.) Add missing OS header includes 16.) Fix alignment issue in model_ids.h 17.) A bunch of behavior changes: a.) Made styles consistent with function names (ex: BehBehaviorLoop -> beh_behavior_loop) b.) Split obj_behaviors_2.c into multiple .inc.c files in behaviors/ c.) bhvHauntedRoomCheck -> bhvCoffinManager 18.) Update README.md notes on WSL and add links 19.) Added tidy.sh and also bracing around single-line ifs and loops