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https://github.com/zeldaret/oot.git
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parent
feac688313
commit
1021c482af
23 changed files with 27 additions and 13695 deletions
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@ -100,19 +100,19 @@ static ColliderCylinderInit sLightBallCylinderInit = {
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static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
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static EnGanonMant* sCape;
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// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
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// data around. It would be easier if we had more options for controlling BSS ordering in debug.
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
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static s32 sSeed1;
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static s32 sSeed2;
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static s32 sSeed3;
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192"
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-us:192"
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static BossGanon* sGanondorf;
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@ -53,7 +53,7 @@ ActorProfile En_Wonder_Item_Profile = {
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/**/ NULL,
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};
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
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static Vec3f sTagPointsFree[9];
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static Vec3f sTagPointsOrdered[9];
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@ -14,7 +14,7 @@
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#include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
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#include "terminal.h"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
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#define FLAGS ACTOR_FLAG_4
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@ -1395,7 +1395,7 @@ void func_80B3F3D8(void) {
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Sfx_PlaySfxCentered2(NA_SE_PL_SKIP);
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}
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
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void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) {
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static Vec3f D_80B42DA0;
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@ -11,7 +11,7 @@
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#include "ichain.h"
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#include "terminal.h"
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#pragma increment_block_number "gc-eu:206 gc-eu-mq:206"
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#pragma increment_block_number "gc-eu:206 gc-eu-mq:206 gc-us:208"
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#define FLAGS ACTOR_FLAG_4
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@ -354,19 +354,19 @@ void Player_Action_CsAction(Player* this, PlayState* play);
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// .bss part 1
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-us:0"
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static s32 D_80858AA0;
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// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
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// data around. It would be easier if we had more options for controlling BSS ordering in debug.
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-us:128"
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static s32 D_80858AA4;
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static Vec3f sInteractWallCheckResult;
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static Input* sControlInput;
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192"
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-us:192"
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// .data
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