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Name scenes (scene enum, entrance enum, various identifiers) (#1343)
* Comment names on titled scenes
* Comment some more scene names
* Comment some map assets symbol prefixes
* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)
* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)
* Fix symbol prefix for back alley night scene
* Name the two grave scenes (normal and fairy's fountain variant)
* Name most houses, name/update misc scenes
Co-authored-by: fig02 <fig02srl@gmail.com>
* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific
Co-authored-by: fig02 <fig02srl@gmail.com>
* `miharigoya_scene`: `market_guard_house`
* `kakariko_scene` -> `kakariko_center_house`
* `richards_house` -> `dog_lady_house` (for localization differences)
* Revert "Comment some map assets symbol prefixes"
This reverts commit 210a38a628
.
* remove other xml prefixes
* ganon_boss, ganondorf_boss
* comments to namefixer
* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`
* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior
* Run namefixer
`find src include -type f -exec ./tools/namefixer.py {} \;`
* run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
parent
eb0a82c513
commit
186ecc72b5
96 changed files with 3577 additions and 3274 deletions
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@ -54,24 +54,24 @@ void Map_SetFloorPalettesData(PlayState* play, s16 floor) {
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}
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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for (i = 0; i < gMapData->maxPaletteCount[mapIndex]; i++) {
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room = gMapData->paletteRoom[mapIndex][floor][i];
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if ((room != 0xFF) && (gSaveContext.sceneFlags[mapIndex].rooms & gBitFlags[room])) {
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@ -88,40 +88,40 @@ void Map_InitData(PlayState* play, s16 room) {
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s16 extendedMapIndex;
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switch (play->sceneId) {
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case SCENE_SPOT00:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SPOT03:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT06:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_SPOT09:
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case SCENE_SPOT10:
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case SCENE_SPOT11:
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case SCENE_SPOT12:
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case SCENE_SPOT13:
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case SCENE_SPOT15:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_SPOT20:
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case SCENE_GANON_TOU:
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
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case SCENE_HAUNTED_WASTELAND:
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case SCENE_HYRULE_CASTLE:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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case SCENE_LON_LON_RANCH:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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extendedMapIndex = mapIndex;
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if (play->sceneId == SCENE_SPOT02) {
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if (play->sceneId == SCENE_GRAVEYARD) {
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if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
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extendedMapIndex = 0x14;
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}
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} else if (play->sceneId == SCENE_SPOT06) {
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} else if (play->sceneId == SCENE_LAKE_HYLIA) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
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extendedMapIndex = 0x15;
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}
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} else if (play->sceneId == SCENE_SPOT09) {
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} else if (play->sceneId == SCENE_GERUDO_VALLEY) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
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extendedMapIndex = 0x16;
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}
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} else if (play->sceneId == SCENE_SPOT12) {
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} else if (play->sceneId == SCENE_GERUDOS_FORTRESS) {
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if (GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
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extendedMapIndex = 0x17;
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}
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@ -136,24 +136,24 @@ void Map_InitData(PlayState* play, s16 room) {
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gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
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interfaceCtx->unk_258 = mapIndex;
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break;
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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osSyncPrintf(VT_FGCOL(YELLOW));
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// "Deku Tree Dungeon MAP Texture DMA"
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osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
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@ -180,24 +180,24 @@ void Map_InitRoomData(PlayState* play, s16 room) {
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if (room >= 0) {
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.sceneFlags[mapIndex].rooms |= gBitFlags[room];
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osSyncPrintf("ROOM_INF=%d\n", gSaveContext.sceneFlags[mapIndex].rooms);
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interfaceCtx->mapRoomNum = room;
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@ -239,27 +239,27 @@ void Map_Init(PlayState* play) {
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ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
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switch (play->sceneId) {
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case SCENE_SPOT00:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SPOT03:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT06:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_SPOT09:
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case SCENE_SPOT10:
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case SCENE_SPOT11:
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case SCENE_SPOT12:
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case SCENE_SPOT13:
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case SCENE_SPOT15:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_SPOT20:
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case SCENE_GANON_TOU:
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mapIndex = play->sceneId - SCENE_SPOT00;
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
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case SCENE_HAUNTED_WASTELAND:
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case SCENE_HYRULE_CASTLE:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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case SCENE_LON_LON_RANCH:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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mapIndex = play->sceneId - SCENE_HYRULE_FIELD;
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R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
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R_COMPASS_SCALE_X = gMapData->owCompassInfo[mapIndex][0];
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R_COMPASS_SCALE_Y = gMapData->owCompassInfo[mapIndex][1];
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@ -269,34 +269,34 @@ void Map_Init(PlayState* play) {
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R_OW_MINIMAP_X = gMapData->owMinimapPosX[mapIndex];
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R_OW_MINIMAP_Y = gMapData->owMinimapPosY[mapIndex];
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break;
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_GANON:
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case SCENE_MEN:
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case SCENE_GERUDOWAY:
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case SCENE_GANONTIKA:
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case SCENE_GANON_SONOGO:
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case SCENE_GANONTIKA_SONOGO:
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case SCENE_TAKARAYA:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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mapIndex = (play->sceneId >= SCENE_YDAN_BOSS) ? play->sceneId - SCENE_YDAN_BOSS : play->sceneId;
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_TREASURE_BOX_SHOP:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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mapIndex = (play->sceneId >= SCENE_DEKU_TREE_BOSS) ? play->sceneId - SCENE_DEKU_TREE_BOSS : play->sceneId;
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R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
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if ((play->sceneId <= SCENE_ICE_DOUKUTO) || (play->sceneId >= SCENE_YDAN_BOSS)) {
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if ((play->sceneId <= SCENE_ICE_CAVERN) || (play->sceneId >= SCENE_DEKU_TREE_BOSS)) {
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R_COMPASS_SCALE_X = gMapData->dgnCompassInfo[mapIndex][0];
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R_COMPASS_SCALE_Y = gMapData->dgnCompassInfo[mapIndex][1];
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R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
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@ -367,16 +367,16 @@ void Minimap_Draw(PlayState* play) {
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if (play->pauseCtx.state < 4) {
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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if (!R_MINIMAP_DISABLED) {
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
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@ -419,26 +419,26 @@ void Minimap_Draw(PlayState* play) {
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}
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break;
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case SCENE_SPOT00:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SPOT03:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT06:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_SPOT09:
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case SCENE_SPOT10:
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case SCENE_SPOT11:
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case SCENE_SPOT12:
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case SCENE_SPOT13:
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case SCENE_SPOT15:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_SPOT20:
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case SCENE_GANON_TOU:
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
|
||||
case SCENE_LOST_WOODS:
|
||||
case SCENE_DESERT_COLOSSUS:
|
||||
case SCENE_GERUDOS_FORTRESS:
|
||||
case SCENE_HAUNTED_WASTELAND:
|
||||
case SCENE_HYRULE_CASTLE:
|
||||
case SCENE_DEATH_MOUNTAIN_TRAIL:
|
||||
case SCENE_DEATH_MOUNTAIN_CRATER:
|
||||
case SCENE_GORON_CITY:
|
||||
case SCENE_LON_LON_RANCH:
|
||||
case SCENE_OUTSIDE_GANONS_CASTLE:
|
||||
if (!R_MINIMAP_DISABLED) {
|
||||
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
||||
|
||||
|
@ -456,8 +456,8 @@ void Minimap_Draw(PlayState* play) {
|
|||
(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
|
||||
0, 1 << 10, 1 << 10);
|
||||
|
||||
if (((play->sceneId != SCENE_SPOT01) && (play->sceneId != SCENE_SPOT04) &&
|
||||
(play->sceneId != SCENE_SPOT08)) ||
|
||||
if (((play->sceneId != SCENE_KAKARIKO_VILLAGE) && (play->sceneId != SCENE_KOKIRI_FOREST) &&
|
||||
(play->sceneId != SCENE_ZORAS_FOUNTAIN)) ||
|
||||
(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
|
||||
if ((gMapData->owEntranceFlag[sEntranceIconMapIndex] == 0xFFFF) ||
|
||||
((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
|
||||
|
@ -477,7 +477,7 @@ void Minimap_Draw(PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
if ((play->sceneId == SCENE_SPOT08) &&
|
||||
if ((play->sceneId == SCENE_ZORAS_FOUNTAIN) &&
|
||||
(gSaveContext.infTable[INFTABLE_1AX_INDEX] & gBitFlags[INFTABLE_1A9_SHIFT])) {
|
||||
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8,
|
||||
8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
|
||||
|
@ -525,16 +525,16 @@ void Map_Update(PlayState* play) {
|
|||
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
|
||||
switch (play->sceneId) {
|
||||
case SCENE_YDAN:
|
||||
case SCENE_DDAN:
|
||||
case SCENE_BDAN:
|
||||
case SCENE_BMORI1:
|
||||
case SCENE_HIDAN:
|
||||
case SCENE_MIZUSIN:
|
||||
case SCENE_JYASINZOU:
|
||||
case SCENE_HAKADAN:
|
||||
case SCENE_HAKADANCH:
|
||||
case SCENE_ICE_DOUKUTO:
|
||||
case SCENE_DEKU_TREE:
|
||||
case SCENE_DODONGOS_CAVERN:
|
||||
case SCENE_JABU_JABU:
|
||||
case SCENE_FOREST_TEMPLE:
|
||||
case SCENE_FIRE_TEMPLE:
|
||||
case SCENE_WATER_TEMPLE:
|
||||
case SCENE_SPIRIT_TEMPLE:
|
||||
case SCENE_SHADOW_TEMPLE:
|
||||
case SCENE_BOTTOM_OF_THE_WELL:
|
||||
case SCENE_ICE_CAVERN:
|
||||
interfaceCtx->mapPalette[30] = 0;
|
||||
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
|
||||
interfaceCtx->mapPalette[31] = 1;
|
||||
|
@ -577,17 +577,17 @@ void Map_Update(PlayState* play) {
|
|||
|
||||
VREG(10) = interfaceCtx->mapRoomNum;
|
||||
break;
|
||||
case SCENE_YDAN_BOSS:
|
||||
case SCENE_DDAN_BOSS:
|
||||
case SCENE_BDAN_BOSS:
|
||||
case SCENE_MORIBOSSROOM:
|
||||
case SCENE_FIRE_BS:
|
||||
case SCENE_MIZUSIN_BS:
|
||||
case SCENE_JYASINBOSS:
|
||||
case SCENE_HAKADAN_BS:
|
||||
VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_YDAN_BOSS];
|
||||
R_MAP_TEX_INDEX =
|
||||
R_MAP_TEX_INDEX_BASE + gMapData->floorTexIndexOffset[play->sceneId - SCENE_YDAN_BOSS][VREG(30)];
|
||||
case SCENE_DEKU_TREE_BOSS:
|
||||
case SCENE_DODONGOS_CAVERN_BOSS:
|
||||
case SCENE_JABU_JABU_BOSS:
|
||||
case SCENE_FOREST_TEMPLE_BOSS:
|
||||
case SCENE_FIRE_TEMPLE_BOSS:
|
||||
case SCENE_WATER_TEMPLE_BOSS:
|
||||
case SCENE_SPIRIT_TEMPLE_BOSS:
|
||||
case SCENE_SHADOW_TEMPLE_BOSS:
|
||||
VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_DEKU_TREE_BOSS];
|
||||
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE +
|
||||
gMapData->floorTexIndexOffset[play->sceneId - SCENE_DEKU_TREE_BOSS][VREG(30)];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue