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Decompile z_play.c and Match/Document some of z_view.c (#74)
* Decompile z_play.c and Match/Document some of z_view.c Also fix the last non matching in z_sample.c and update some game state functions. * Suggestions from PR #74 * Fix undefined reference to Gameplay_DrawOverlay * Suggestion from PR #74 (2) * Fix a fake argument in func_800BC450
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278 changed files with 5139 additions and 5939 deletions
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@ -119,7 +119,7 @@ GameStateOverlay* Graph_GetNextGameState() {
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if (gameStateInitFunc == Title_Init) {
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return &gGameStateOverlayTable[2];
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}
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if (gameStateInitFunc == func_800BCA64) {
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if (gameStateInitFunc == Gameplay_Init) {
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return &gGameStateOverlayTable[3];
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}
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if (gameStateInitFunc == Opening_Init) {
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@ -389,7 +389,7 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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if (D_8012DBC0 && (!~(gameState->input[0].press.in.button | ~Z_TRIG)) &&
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(!~(gameState->input[0].cur.in.button | ~(L_TRIG | R_TRIG)))) {
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gSaveContext.game_mode = 0;
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gSaveContext.gameMode = 0;
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SET_NEXT_GAMESTATE(gameState, func_80801E44, char[0x240]); // TODO : SelectContext
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gameState->running = false;
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}
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@ -438,8 +438,7 @@ void Graph_ThreadEntry(void* arg0) {
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}
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func_800C5080(gameState, ovl->init, &gfxCtx); // Game_Ct
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while (func_800C547C(gameState)) // Game_IsGameStateRunning
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{
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while (func_800C547C(gameState)) { // Game_IsGameStateRunning
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Graph_Update(&gfxCtx, gameState);
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}
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