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revert all local to the branch bss shifts
This commit is contained in:
parent
4b3e0dceb6
commit
1d84bca790
12 changed files with 17 additions and 17 deletions
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@ -27,7 +27,7 @@
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#endif
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.2:86 pal-1.0:84 pal-1.1:84"
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"ntsc-1.2:88 pal-1.0:86 pal-1.1:86"
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StackEntry sDmaMgrStackInfo;
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OSMesgQueue sDmaMgrMsgQueue;
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@ -42,8 +42,8 @@
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*/
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#if PLATFORM_GC
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#pragma increment_block_number "gc-eu:176 gc-eu-mq:176 gc-eu-mq-dbg:176 gc-jp:176 gc-jp-ce:176 gc-jp-mq:176 gc-us:176" \
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"gc-us-mq:176"
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-eu-mq-dbg:176 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192" \
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"gc-us-mq:192"
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#include "global.h"
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#include "alloca.h"
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@ -24,7 +24,7 @@ extern struct IrqMgr gIrqMgr;
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#endif
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
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"ntsc-1.0:145 ntsc-1.1:145 ntsc-1.2:145 pal-1.0:143 pal-1.1:143"
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"ntsc-1.0:148 ntsc-1.1:148 ntsc-1.2:148 pal-1.0:146 pal-1.1:146"
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extern u8 _buffersSegmentEnd[];
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "terminal.h"
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#pragma increment_block_number "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:0"
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#pragma increment_block_number "ntsc-1.0:136 ntsc-1.1:136 ntsc-1.2:136"
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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@ -3639,7 +3639,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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}
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:87 ntsc-1.1:87 ntsc-1.2:87 pal-1.0:85 pal-1.1:85"
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"ntsc-1.0:90 ntsc-1.1:90 ntsc-1.2:90 pal-1.0:88 pal-1.1:88"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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@ -16,7 +16,7 @@
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#include "z_lib.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
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"ntsc-1.0:104 ntsc-1.1:104 ntsc-1.2:104 pal-1.0:104 pal-1.1:104"
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typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
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typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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@ -124,8 +124,8 @@ u16 gCamAtSplinePointsAppliedFrame;
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u16 gCamEyePointAppliedFrame;
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u16 gCamAtPointAppliedFrame;
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#pragma increment_block_number "gc-eu:186 gc-eu-mq:176 gc-jp:186 gc-jp-ce:186 gc-jp-mq:176 gc-us:186 gc-us-mq:176" \
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"ntsc-1.0:76 ntsc-1.1:76 ntsc-1.2:80 pal-1.0:76 pal-1.1:76"
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#pragma increment_block_number "gc-eu:186 gc-eu-mq:176 gc-jp:188 gc-jp-ce:188 gc-jp-mq:176 gc-us:188 gc-us-mq:176" \
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"ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:80 pal-1.0:80 pal-1.1:80"
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// Cam ID to return to when a scripted cutscene is finished
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s16 sReturnToCamId;
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@ -1,5 +1,5 @@
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#pragma increment_block_number "gc-eu:240 gc-eu-mq:240 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:244 pal-1.1:244"
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#pragma increment_block_number "gc-eu:244 gc-eu-mq:244 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:248 pal-1.1:248"
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#include "global.h"
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#include "ultra64.h"
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@ -8,7 +8,7 @@
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#endif
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:0 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:112 pal-1.0:128 pal-1.1:128"
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#if !PLATFORM_GC
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#define OCARINA_BUTTON_A_PRIM_1_R 80
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@ -7,7 +7,7 @@
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#include "assets/objects/object_toki_objects/object_toki_objects.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128"
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"ntsc-1.2:128"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
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@ -35,7 +35,7 @@
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#include "cic6105.h"
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#endif
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#pragma increment_block_number "gc-eu:174 gc-eu-mq:174 gc-jp:174 gc-jp-ce:174 gc-jp-mq:174 gc-us:174 gc-us-mq:174" \
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#pragma increment_block_number "gc-eu:177 gc-eu-mq:177 gc-jp:177 gc-jp-ce:177 gc-jp-mq:177 gc-us:177 gc-us-mq:177" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#define FLAGS ACTOR_FLAG_4
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@ -343,21 +343,21 @@ 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:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:64 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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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:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ntsc-1.0:192 ntsc-1.1:128 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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static s32 sSavedCurrentMask;
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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 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:128 ntsc-1.1:192 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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// .data
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