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Reduce dependencies on global.h (9) (#2488)
* split game states * split all GameState headers * match fig names * deduplicate headers from bad merge * split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h * fix compile error * .bss
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70fde8ac3b
commit
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48 changed files with 310 additions and 221 deletions
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@ -40,8 +40,8 @@
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* DPad-Up may be pressed to enable sending fault pages over osSyncPrintf as well as displaying them on-screen.
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* DPad-Down disables sending fault pages over osSyncPrintf.
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*/
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-eu-mq-dbg:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160" \
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"gc-us-mq:160 ique-cn:160"
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-eu-mq-dbg:160 gc-jp:176 gc-jp-ce:176 gc-jp-mq:176 gc-us:176" \
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"gc-us-mq:176 ique-cn:176"
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#include "global.h"
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#include "libc64/sleep.h"
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@ -2,8 +2,8 @@
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#include "libc64/sprintf.h"
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#include "libu64/debug.h"
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#include "console_logo_state.h"
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#include "buffers.h"
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#include "console_logo_state.h"
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#include "gfx.h"
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#include "fault.h"
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#include "file_select_state.h"
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@ -14,10 +14,11 @@
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#include "regs.h"
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#include "setup_state.h"
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#include "sys_ucode.h"
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#include "title_setup_state.h"
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#include "terminal.h"
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#include "title_setup_state.h"
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#include "ucode_disas.h"
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#include "versions.h"
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#include "z_game_dlftbls.h"
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#include "z64save.h"
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#include "z64play.h"
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@ -28,8 +28,8 @@ extern struct IrqMgr gIrqMgr;
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#include "global.h"
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#pragma increment_block_number "gc-eu:144 gc-eu-mq:144 gc-jp:144 gc-jp-ce:144 gc-jp-mq:144 gc-us:144 gc-us-mq:144" \
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"ique-cn:144 ntsc-1.0:129 ntsc-1.1:129 ntsc-1.2:129 pal-1.0:127 pal-1.1:127"
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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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"ique-cn:160 ntsc-1.0:140 ntsc-1.1:140 ntsc-1.2:140 pal-1.0:138 pal-1.1:138"
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extern u8 _buffersSegmentEnd[];
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@ -1,7 +1,7 @@
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#include "console_logo_state.h"
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#include "setup_state.h"
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#include "global.h"
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#include "console_logo_state.h"
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void Setup_InitImpl(SetupState* this) {
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PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initialization\n"));
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@ -1,7 +1,10 @@
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#include "libc64/malloc.h"
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#include "libu64/overlay.h"
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#include "global.h"
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#include "terminal.h"
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#include "ultra64.h"
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#include "z_game_dlftbls.h"
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#include "macros.h"
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void Overlay_LoadGameState(GameStateOverlay* overlayEntry) {
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if (overlayEntry->loadedRamAddr != NULL) {
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@ -13,8 +13,10 @@
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "versions.h"
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#include "z_actor_dlftbls.h"
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#include "z_lib.h"
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#include "zelda_arena.h"
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#include "z64actor.h"
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#include "z64effect.h"
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#include "z64light.h"
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#include "z64horse.h"
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@ -32,7 +34,7 @@
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#include "assets/objects/object_bdoor/object_bdoor.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-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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"ntsc-1.0:128 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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CollisionPoly* sCurCeilingPoly;
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s32 sCurCeilingBgId;
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@ -1,5 +1,8 @@
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#include "global.h"
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#include "fault.h"
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#include "segment_symbols.h"
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#include "z_actor_dlftbls.h"
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#include "macros.h"
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// Linker symbol declarations (used in the table below)
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#define DEFINE_ACTOR(name, _1, _2, _3) DECLARE_OVERLAY_SEGMENT(name)
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@ -11,7 +11,7 @@
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#include "z64player.h"
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#include "z64skin_matrix.h"
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#pragma increment_block_number "ntsc-1.0:176 ntsc-1.1:176 ntsc-1.2:176"
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#pragma increment_block_number "ntsc-1.0:184 ntsc-1.1:184 ntsc-1.2:184"
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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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@ -3642,7 +3642,7 @@ 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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"ique-cn:128 ntsc-1.0:109 ntsc-1.1:109 ntsc-1.2:109 pal-1.0:107 pal-1.1:107"
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"ique-cn:128 ntsc-1.0:120 ntsc-1.1:120 ntsc-1.2:120 pal-1.0:118 pal-1.1:118"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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@ -144,7 +144,7 @@ u16 gCamAtSplinePointsAppliedFrame;
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u16 gCamEyePointAppliedFrame;
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u16 gCamAtPointAppliedFrame;
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:128 gc-us:0 gc-us-mq:128 ique-cn:0" \
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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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// Cam ID to return to when a scripted cutscene is finished
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@ -1,8 +1,10 @@
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#include "libu64/overlay.h"
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#include "global.h"
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#include "sfx.h"
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#include "terminal.h"
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#include "zelda_arena.h"
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#include "z64frame_advance.h"
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#include "z64effect.h"
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#include "z64play.h"
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EffectSsInfo sEffectSsInfo = { 0 }; // "EffectSS2Info"
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@ -22,7 +22,7 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-eu-mq-dbg:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128" \
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"gc-us-mq:128 ntsc-1.2:128"
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"gc-us-mq:128 ntsc-1.0:128 ntsc-1.2:128"
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#define FLAGS 0
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@ -1,11 +1,11 @@
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#include "setup_state.h"
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#include "map_select_state.h"
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#include "segment_symbols.h"
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#include "console_logo_state.h"
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#include "z64play.h"
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#include "title_setup_state.h"
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#include "file_select_state.h"
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#include "global.h"
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#include "map_select_state.h"
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#include "setup_state.h"
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#include "title_setup_state.h"
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#include "z_game_dlftbls.h"
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#include "z64play.h"
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// Linker symbol declarations (used in the table below)
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#define DEFINE_GAMESTATE(typeName, enumName, name) DECLARE_OVERLAY_SEGMENT(name)
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#include "libu64/debug.h"
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#include "libu64/overlay.h"
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#include "global.h"
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#include "kaleido_manager.h"
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#include "segment_symbols.h"
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#include "terminal.h"
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#include "z64play.h"
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#include "macros.h"
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#define KALEIDO_OVERLAY(name, nameString) \
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{ NULL, ROM_FILE(ovl_##name), _ovl_##name##SegmentStart, _ovl_##name##SegmentEnd, 0, nameString, }
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@ -1,5 +1,5 @@
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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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"ique-cn:192 ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
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#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ique-cn:224 ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
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#include "libu64/debug.h"
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#include "kaleido_manager.h"
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@ -24,7 +24,7 @@
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#include "assets/textures/parameter_static/parameter_static.h"
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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-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:208 ntsc-1.1:208 ntsc-1.2:208 pal-1.0:128 pal-1.1:128"
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#if !PLATFORM_IQUE
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#define MSG_BUF_DECODED (msgCtx->msgBufDecoded)
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@ -23,6 +23,7 @@
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#include "terminal.h"
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#include "title_setup_state.h"
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#include "versions.h"
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#include "z_actor_dlftbls.h"
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#include "zelda_arena.h"
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#include "z64cutscene_flags.h"
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#include "z64debug_display.h"
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#include "global.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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"ique-cn:192 ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144 pal-1.0:144 pal-1.1:144"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:192" \
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"ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144 pal-1.0:144 pal-1.1:144"
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TransitionTile gTransitionTile;
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s32 gTransitionTileState;
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Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_CHECK_BG_ALT | CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG |
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CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_CAM_FUNC_FINISH |
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CAM_STATE_LOCK_MODE | CAM_STATE_DISTORTION | CAM_STATE_PLAY_INIT);
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Sram_Init(this, &this->sramCtx);
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Sram_Init(&this->state, &this->sramCtx);
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Regs_InitData(this);
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Message_Init(this);
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GameOver_Init(this);
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@ -1,9 +1,13 @@
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#include "gfx.h"
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#include "gfx_setupdl.h"
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#include "prenmi_state.h"
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#include "global.h"
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#include "regs.h"
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#include "terminal.h"
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#include "versions.h"
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#include "macros.h"
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#include "global.h"
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void func_80092320(PreNMIState* this) {
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this->state.running = false;
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this->state.init = NULL;
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#include "gfx.h"
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#include "gfx_setupdl.h"
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#include "controller.h"
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#include "regs.h"
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#include "sample_state.h"
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#include "global.h"
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#include "segment_symbols.h"
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#include "z64dma.h"
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#include "z64play.h"
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void Sample_HandleStateChange(SampleState* this) {
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if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {
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@ -2,6 +2,7 @@
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#include "seqcmd.h"
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#include "terminal.h"
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#include "versions.h"
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#include "z_actor_dlftbls.h"
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#include "z64save.h"
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SceneCmdHandlerFunc sSceneCmdHandlers[SCENE_CMD_ID_MAX];
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#include "file_select_state.h"
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#include "global.h"
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#include "controller.h"
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#include "terminal.h"
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#include "versions.h"
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#include "z64game.h"
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#include "z64message.h"
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#include "z64save.h"
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#include "z64scene.h"
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#include "z64sram.h"
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#include "z64ss_sram.h"
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#include "global.h"
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#define SLOT_SIZE (sizeof(SaveContext) + 0x28)
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#define CHECKSUM_SIZE (sizeof(Save) / 2)
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ASSERT(sramCtx->readBuff != NULL, "sram->read_buff != NULL", "../z_sram.c", 1295);
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}
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void Sram_Init(PlayState* play, SramContext* sramCtx) {
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void Sram_Init(GameState* gameState, SramContext* sramCtx) {
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}
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