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z_select decompiled, 1 non matching left (#202)

* First pass z_select

* lots of progress. 2 non matchings and data stuff needed

* match Select_LoadGame

* z_select almost ok, 1 func left

* remove comments

* remove comments and add description

* remove unused flg_set asm

* set_next_gamestate macro

* pr suggestions 1

* pr suggestions 2

* map -> scene

* pr suggestions 3

Co-authored-by: Kelebek1 <eeeedddccc@hotmail.co.uk>
This commit is contained in:
fig02 2020-06-13 22:59:58 -04:00 committed by GitHub
parent df3bfbc168
commit 031d946db7
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
38 changed files with 721 additions and 1675 deletions

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@ -112,7 +112,7 @@ GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
if (gameStateInitFunc == TitleSetup_Init) {
return &gGameStateOverlayTable[0];
}
if (gameStateInitFunc == func_80801E44) {
if (gameStateInitFunc == Select_Init) {
return &gGameStateOverlayTable[1];
}
if (gameStateInitFunc == Title_Init) {
@ -389,7 +389,7 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
if (D_8012DBC0 && CHECK_PAD(gameState->input[0].press, Z_TRIG) &&
CHECK_PAD(gameState->input[0].cur, L_TRIG | R_TRIG)) {
gSaveContext.gameMode = 0;
SET_NEXT_GAMESTATE(gameState, func_80801E44, char[0x240]); // TODO : SelectContext
SET_NEXT_GAMESTATE(gameState, Select_Init, SelectContext);
gameState->running = false;
}