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Match BSS order and delete disassembly data
This commit is contained in:
cadmic 2024-08-08 00:26:48 -07:00 committed by GitHub
parent feac688313
commit 1021c482af
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23 changed files with 27 additions and 13695 deletions

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@ -44,7 +44,7 @@
#include "terminal.h"
#include "alloca.h"
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-eu-mq-dbg:0"
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-eu-mq-dbg:0 gc-us:64"
void FaultDrawer_Init(void);
void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled);

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@ -7,7 +7,7 @@ s32 gScreenWidth = SCREEN_WIDTH;
s32 gScreenHeight = SCREEN_HEIGHT;
u32 gSystemHeapSize = 0;
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
PreNmiBuff* gAppNmiBufferPtr;
Scheduler gScheduler;

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@ -5,7 +5,7 @@
#include "macros.h"
#include "sys_math3d.h"
#pragma increment_block_number "gc-eu:108 gc-eu-mq:108"
#pragma increment_block_number "gc-eu:108 gc-eu-mq:108 gc-us:108"
s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);

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@ -8,7 +8,7 @@
#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "assets/objects/object_bdoor/object_bdoor.h"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;
@ -1905,7 +1905,7 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
return false;
}
#pragma increment_block_number "gc-eu:22 gc-eu-mq:22"
#pragma increment_block_number "gc-eu:22 gc-eu-mq:22 gc-us:22"
// Local data used for Farore's Wind light (stored in BSS)
LightInfo D_8015BC00;

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@ -4,7 +4,7 @@
#include "terminal.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
@ -3630,7 +3630,7 @@ s32 Camera_KeepOn3(Camera* camera) {
return 1;
}
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50;

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@ -12,7 +12,7 @@ typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec
#define SAC_ENABLE (1 << 0)
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64"
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-us:64"
#if OOT_DEBUG
/**
@ -2693,7 +2693,7 @@ typedef enum {
/* 2 */ MASSTYPE_NORMAL
} ColChkMassType;
#pragma increment_block_number "gc-eu:252 gc-eu-mq:252"
#pragma increment_block_number "gc-eu:252 gc-eu-mq:252 gc-us:252"
/**
* Get mass type. Immovable colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immovable

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@ -1,6 +1,6 @@
#include "global.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
ALIGNED(16) SaveContext gSaveContext;
u32 D_8015FA88;

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@ -120,7 +120,7 @@ u16 gCamAtSplinePointsAppliedFrame;
u16 gCamEyePointAppliedFrame;
u16 gCamAtPointAppliedFrame;
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
// Cam ID to return to when a scripted cutscene is finished
s16 sReturnToCamId;

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@ -1,7 +1,7 @@
#include "global.h"
#include "terminal.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
void (*sKaleidoScopeUpdateFunc)(PlayState* play);
void (*sKaleidoScopeDrawFunc)(PlayState* play);

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@ -7,7 +7,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
typedef enum {
/* 0x00 */ LIGHTNING_BOLT_START,
@ -212,7 +212,7 @@ s16 sLightningFlashAlpha;
s16 sSunDepthTestX;
s16 sSunDepthTestY;
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
LightNode* sNGameOverLightNode;
LightInfo sNGameOverLightInfo;