Comments (3)
I think we should perhaps be a little less stringent than this: in OoT there are several pretty horrible coding mistakes that cause warnings, that it would be possible to fix while maintaining OK, but OoT prefers not to since they are genuine mistakes in the original, not our own.
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I think we should perhaps be a little less stringent than this: in OoT there are several pretty horrible coding mistakes that cause warnings, that it would be possible to fix while maintaining OK, but OoT prefers not to since they are genuine mistakes in the original, not our own.
These would probably not be OK? Either way, if it's OK, how can you prove the original code had the mistake?
For MM I would rather fix the defect, as long as it's OK.
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Related Issues (12)
- a percent progress counter like the one on the ocarina repo(which is currently at 71.1%) would be neat HOT 1
- init build fails HOT 6
- Total Asset "Reconustruction" HOT 1
- Rename `PlayerAgeProperties` HOT 8
- Decide how to treat rom addresses, segmented addresses, physical addresses, etc HOT 1
- Add contributing documentation to the MM repo.
- Massage Actor entry point functions
- Remove u32/s32 being used as pointer storage
- Get MMs C code ready to be able to run format.sh for consistent code formatting across the project.
- ZAPD, asm-processor, asm-differ, decomp-permuter, and any other tools that have their own repo should be made into a subrepo. HOT 2
- Rebase and Force-push HOT 1
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