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Document z_en_xc.c and csdis.py changes#2692

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mzxrules wants to merge 2 commits intozeldaret:mainfrom
mzxrules:cutscenes_doc
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Document z_en_xc.c and csdis.py changes#2692
mzxrules wants to merge 2 commits intozeldaret:mainfrom
mzxrules:cutscenes_doc

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@mzxrules
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@mzxrules mzxrules commented Jan 27, 2026

Contributions made in this pr are licensed under CC0

Some important bullets:

  • added actor_cue_id_table in csdis.py for outputting named enums for individual actor cue ids. I've set it up so that for actor cues, the CutsceneCommand id is equivalent to the enum_no for the cue id enumeration.
  • I don't know what to call the ActorMovement_func_ functions. I've just given them temp names to sort of make them more readable for now.
  • For the moment, I have put z_en_xc's different cueId enums into cutscenes.h because there isn't a way to import them where required atm.

/* 0x77 */ CS_DEST_ZELDAS_COURTYARD_RECEIVE_LETTER
} CutsceneDestination;

typedef enum EnXcCueId {
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since these are actor-specific I think it would make more sense to place them in the actor overlay header (if possible), I'm worried we'll end up with lots of actor-specific enums like this as more actor cues are documented in the future

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@Yanis002 Yanis002 Jan 27, 2026

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oh nvm I should learn how to read lol

I wouldn't be against having a separate header for actor-specific cutscene stuff, like instead of having them in z_en_xc.h directly we could make another file in that folder for this

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@mzxrules mzxrules Jan 29, 2026

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Personally I'd like to hold off until more asset splitting and cutscene documentation happens before deciding how to sort things.

Comment on lines +35 to +37
/* 00 */ SHEIK_ACTION_0_TEACH1_CHECK_DEMO_START,
/* 01 */ SHEIK_ACTION_1_TEACH1_INVISIBLE,
/* 02 */ SHEIK_ACTION_2_TEACH1_GRACEFUL_FALL,
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What's the purpose in keeping the numerical value in the enum name?

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