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Hunt down whitespace at end of lines

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Dragorn421 2022-10-05 13:02:06 +02:00
parent c09e1829ec
commit 2219f3398d
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GPG key ID: 32B53D2D16FC4118
13 changed files with 24 additions and 24 deletions

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@ -1,6 +1,6 @@
/**
* Matching dmadata layout for PAL MQ Debug
*
*
* DEFINE_DMA_ENTRY should be used for all dmadata entries
* - Argument 1: Name of the spec segment
* - Argument 2: String matching the original name of the segment

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@ -7,7 +7,7 @@
* - Argument 3: Spawn number for this entrance
* - Argument 4: Toggle if bgm should continue during the transition using this entrance (true or false)
* NOTE: For non-cutscene layers, this field is only read from the `SCENE_LAYER_CHILD_DAY` layer.
* Meaning, the setting only matters for the first entry within a group of layers and that
* Meaning, the setting only matters for the first entry within a group of layers and that
* setting will apply to the other 3 non-cutscene layers.
* - Argument 5: Toggle if a title card should display when using this entrance (true or false)
* - Argument 6: Transition type when entering using this entrance (second half of a scene transition)

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@ -28,7 +28,7 @@
#define RDB_TYPE_HtoG_DEBUG 14
#define RDB_TYPE_HtoG_DEBUG_CT 15
#define RDB_TYPE_HtoG_DATA 16
#define RDB_TYPE_HtoG_DATA_DONE 17
#define RDB_TYPE_HtoG_DATA_DONE 17
#define RDB_TYPE_HtoG_REQ_RAMROM 18
#define RDB_TYPE_HtoG_FREE_RAMROM 19
#define RDB_TYPE_HtoG_KDEBUG 20

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@ -9,7 +9,7 @@
#define SP_UCODE_SIZE 0x1000
#define SP_UCODE_DATA_SIZE 0x800
extern u64 rspbootTextStart[], rspbootTextEnd[];
extern u64 aspMainTextStart[], aspMainTextEnd[];

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@ -965,7 +965,7 @@ typedef enum {
/* 6 */ TRANS_TYPE_FADE_BLACK_SLOW,
/* 7 */ TRANS_TYPE_FADE_WHITE_SLOW,
/* 8 */ TRANS_TYPE_WIPE_FAST,
/* 9 */ TRANS_TYPE_FILL_WHITE2,
/* 9 */ TRANS_TYPE_FILL_WHITE2,
/* 10 */ TRANS_TYPE_FILL_WHITE,
/* 11 */ TRANS_TYPE_INSTANT,
/* 12 */ TRANS_TYPE_FILL_BROWN,

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@ -606,7 +606,7 @@ typedef struct {
/**
* The high-level audio specifications requested when initializing or resetting the audio heap.
* The audio heap can be reset on various occasions, including on most scene transitions.
*/
*/
typedef struct {
/* 0x00 */ u32 samplingFrequency; // Target sampling rate in Hz
/* 0x04 */ u8 unk_04;
@ -908,7 +908,7 @@ typedef struct {
/* 0x2990 */ AudioAllocPool sessionPool; // A sub-pool to main pool, contains all sub-pools and data that changes every audio reset
/* 0x29A0 */ AudioAllocPool externalPool; // pool allocated externally to the audio heap. Never used in game
/* 0x29B0 */ AudioAllocPool initPool;// A sub-pool to the main pool, contains all sub-pools and data that persists every audio reset
/* 0x29C0 */ AudioAllocPool miscPool; // A sub-pool to the session pool.
/* 0x29C0 */ AudioAllocPool miscPool; // A sub-pool to the session pool.
/* 0x29D0 */ char unk_29D0[0x20]; // probably two unused pools
/* 0x29F0 */ AudioAllocPool cachePool; // The common pool for cache entries
/* 0x2A00 */ AudioAllocPool persistentCommonPool; // A sub-pool to the cache pool, contains caches for data stored persistently

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@ -27,7 +27,7 @@
#define PARENT_CAM(cam) ((cam)->play->cameraPtrs[(cam)->parentCamId])
#define CHILD_CAM(cam) ((cam)->play->cameraPtrs[(cam)->childCamId])
// All scenes using `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT` or `SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT` are expected
// All scenes using `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT` or `SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT` are expected
// to have their first two bgCamInfo entries be the following:
#define BGCAM_INDEX_TOGGLE_LOCKED 0
#define BGCAM_INDEX_TOGGLE_PIVOT 1

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@ -26,12 +26,12 @@
#define LIGHT_BLEND_OVERRIDE_NONE 0
#define LIGHT_BLEND_OVERRIDE_ON 1
// This mode disables the light system's automatic blending between
// This mode disables the light system's automatic blending between
// light settings for `LIGHT_MODE_SETTINGS` (or using a light setting override).
// This is a bit of a hack used only by bosses in the original game.
#define LIGHT_BLEND_OVERRIDE_FULL_CONTROL 2
typedef enum {
typedef enum {
/* 0 */ LIGHT_MODE_TIME, // environment lights use `lightConfig` and change based on time of day
/* 1 */ LIGHT_MODE_SETTINGS // environment lights use `lightSetting`
} LightMode;
@ -76,7 +76,7 @@ typedef enum {
typedef enum {
/* 0 */ PRECIP_RAIN_MAX, // max number of raindrops that can draw; uses this or SOS_MAX, whichever is larger
/* 1 */ PRECIP_RAIN_CUR, // current number of rain drops being drawn on screen
/* 1 */ PRECIP_RAIN_CUR, // current number of rain drops being drawn on screen
/* 2 */ PRECIP_SNOW_CUR, // current number of snowflakes being drawn on screen
/* 3 */ PRECIP_SNOW_MAX, // max number of snowflakes that can draw
/* 4 */ PRECIP_SOS_MAX, // max number of rain drops requested from song of storms specifically

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@ -148,14 +148,14 @@ typedef enum {
/**
* bFlat4Flag Note:
* Flag for resolving whether (pitch = OCARINA_PITCH_BFLAT4)
* Flag for resolving whether (pitch = OCARINA_PITCH_BFLAT4)
* gets mapped to either C_RIGHT and C_LEFT
*
*
* This is required as C_RIGHT and C_LEFT are the only notes
* that map to two semitones apart (OCARINA_PITCH_A4 and OCARINA_PITCH_B4)
* 0x40 - BTN_Z is pressed to lower note by a semitone
* 0x80 - BTN_R is pressed to raise note by a semitone
*/
*/
typedef struct {
/* 0x0 */ u8 pitch; // number of semitones above middle C

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@ -12,7 +12,7 @@ typedef enum {
/* 0x4 */ MAGIC_STATE_METER_FLASH_2, // Flashes border and draws yellow magic to preview target consumption
/* 0x5 */ MAGIC_STATE_RESET, // Reset colors and return to idle
/* 0x6 */ MAGIC_STATE_METER_FLASH_3, // Flashes border with no additional behaviour
/* 0x7 */ MAGIC_STATE_CONSUME_LENS, // Magic slowly consumed by lens.
/* 0x7 */ MAGIC_STATE_CONSUME_LENS, // Magic slowly consumed by lens.
/* 0x8 */ MAGIC_STATE_STEP_CAPACITY, // Step `magicCapacity` to full capacity
/* 0x9 */ MAGIC_STATE_FILL, // Add magic until magicFillTarget is reached.
/* 0xA */ MAGIC_STATE_ADD // Add requested magic
@ -257,7 +257,7 @@ typedef enum {
/* 1 */ SCENE_LAYER_CHILD_NIGHT,
/* 2 */ SCENE_LAYER_ADULT_DAY,
/* 3 */ SCENE_LAYER_ADULT_NIGHT,
/* 4 */ SCENE_LAYER_CUTSCENE_FIRST
/* 4 */ SCENE_LAYER_CUTSCENE_FIRST
} SceneLayer;
#define IS_CUTSCENE_LAYER (gSaveContext.sceneLayer >= SCENE_LAYER_CUTSCENE_FIRST)

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@ -16,7 +16,7 @@
* A nice Shift-JIS codepoint table: https://uic.io/en/charset/show/shift_jis/
* The file `kanji` contains the 'Level 1' kanji (0x889F-0x9872), and a reworked
* version of the non-kanji section that includes extra English and Hylian glyphs.
*
*
* @note This function assumes that its argument is a valid Shift-JIS codepoint;
* there is no range protection at all.
*
@ -26,15 +26,15 @@
* @remark Original name: "LeoGetKadr"
*/
LEAF(Kanji_OffsetFromShiftJIS)
// Characters with codepoints >= 0x8800 are kanji. Arrangement is regular,
// Characters with codepoints >= 0x8800 are kanji. Arrangement is regular,
// so convert index directly.
li $at, 0x8800
slt $at, $a0, $at
bnez $at, .nonkanji
// 0xBC is number of glyphs in one block in the `kanji` file:
// 0x100 possible codepoints with the same byte1
// - 0x40 unused at beginning
// - 1 unused at 0x7F
// - 0x40 unused at beginning
// - 1 unused at 0x7F
// - 3 unused at 0xFD, 0xFE, 0xFF
li $a2, 0xBC
// Get byte1 and adjust so starts at 0
@ -99,7 +99,7 @@ END(Kanji_OffsetFromShiftJIS)
* if (byte2 >= 0x40) {
* byte2--;
* }
*
*
* if (sjis >= 0x8800) {
* byte1 -= 0x88;
* return (0x30A + byte2 + byte1 * 0xBC) * FONT_CHAR_TEX_SIZE;
@ -134,7 +134,7 @@ DATA(sNonKanjiIndices)
/* 0x824_ */ .half 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0092
/* 0x825_ */ .half 0x0093, 0x0094, 0x0095, 0x0096, 0x0097, 0x0098, 0x0099, 0x009A, 0x009B, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000
/* 0x826_ */ .half 0x009C, 0x009D, 0x009E, 0x009F, 0x00A0, 0x00A1, 0x00A2, 0x00A3, 0x00A4, 0x00A5, 0x00A6, 0x00A7, 0x00A8, 0x00A9, 0x00AA, 0x00AB
/* 0x827_ */ .half 0x00AC, 0x00AD, 0x00AE, 0x00AF, 0x00B0, 0x00B1, 0x00B2, 0x00B3, 0x00B4, 0x00B5, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000
/* 0x827_ */ .half 0x00AC, 0x00AD, 0x00AE, 0x00AF, 0x00B0, 0x00B1, 0x00B2, 0x00B3, 0x00B4, 0x00B5, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000
/* 0x828_ */ .half 0x0000, 0x00B6, 0x00B7, 0x00B8, 0x00B9, 0x00BA, 0x00BB, 0x00BC, 0x00BD, 0x00BE, 0x00BF, 0x00C0, 0x00C1, 0x00C2, 0x00C3, 0x00C4
/* 0x829_ */ .half 0x00C5, 0x00C6, 0x00C7, 0x00C8, 0x00C9, 0x00CA, 0x00CB, 0x00CC, 0x00CD, 0x00CE, 0x00CF, 0x0000, 0x0000, 0x0000, 0x0000, 0x00D0
/* 0x82A_ */ .half 0x00D1, 0x00D2, 0x00D3, 0x00D4, 0x00D5, 0x00D6, 0x00D7, 0x00D8, 0x00D9, 0x00DA, 0x00DB, 0x00DC, 0x00DD, 0x00DE, 0x00DF, 0x00E0

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@ -438,7 +438,7 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) {
} else if (GET_EVENTCHKINF(EVENTCHKINF_77)) {
//! @bug This condition assumes that the second bounce on the ground will occur before frame 545 on the timer.
//! However, it is possible to delay Player's descent to the ground by, for example, jumpslashing on the last possible
//! frame before the cutscene takes control. This delays Player's fall to the ground by enough time such that
//! frame before the cutscene takes control. This delays Player's fall to the ground by enough time such that
//! the second bounce will occur after the timer has decremented past 546.
//! The end result is that the cutscene will not be shortened like it should even though the flag is set.
sHands[RIGHT]->actor.draw = BossSst_DrawHand;

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@ -18,7 +18,7 @@ typedef struct EnHeishi2 {
/* 0x0260 */ Vec3s unk_260;
/* 0x0266 */ char unk_266[0x06];
/* 0x026C */ Vec3s unk_26C; // padding inbetween these
/* 0x0274 */ Vec3f unk_274;
/* 0x0274 */ Vec3f unk_274;
/* 0x0280 */ Vec3f subCamEye;
/* 0x028C */ Vec3f subCamAt;
/* 0x0298 */ Vec3f subCamAtInit;