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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
This commit is contained in:
mzxrules 2025-02-24 20:55:55 -05:00 committed by GitHub
parent 70fde8ac3b
commit 2e4c42719b
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GPG key ID: B5690EEEBB952194
48 changed files with 310 additions and 221 deletions

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@ -3,8 +3,8 @@
#include "ultra64.h" #include "ultra64.h"
#include "z64game.h" #include "z64game.h"
#include "z64view.h"
#include "z64sram.h" #include "z64sram.h"
#include "z64view.h"
typedef struct ConsoleLogoState { typedef struct ConsoleLogoState {
/* 0x0000 */ GameState state; /* 0x0000 */ GameState state;

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@ -2,12 +2,12 @@
#define FILE_SELECT_STATE_H #define FILE_SELECT_STATE_H
#include "ultra64.h" #include "ultra64.h"
#include "z64game.h"
#include "z64view.h"
#include "z64sram.h"
#include "z64skybox.h"
#include "z64message.h"
#include "z64environment.h" #include "z64environment.h"
#include "z64game.h"
#include "z64message.h"
#include "z64skybox.h"
#include "z64sram.h"
#include "z64view.h"
typedef struct FileSelectState { typedef struct FileSelectState {
/* 0x00000 */ GameState state; /* 0x00000 */ GameState state;

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@ -28,12 +28,6 @@ OSPiHandle* osDriveRomInit(void);
void Mio0_Decompress(u8* src, u8* dst); void Mio0_Decompress(u8* src, u8* dst);
void FlagSet_Update(PlayState* play); void FlagSet_Update(PlayState* play);
void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
void SaveContext_Init(void); void SaveContext_Init(void);
@ -102,12 +96,6 @@ void func_800C213C(PreRender* this, Gfx** gfxP);
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP); void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP);
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP); void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP);
void PreRender_ApplyFilters(PreRender* this); void PreRender_ApplyFilters(PreRender* this);
void Graph_InitTHGA(GraphicsContext* gfxCtx);
GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
void Graph_Init(GraphicsContext* gfxCtx);
void Graph_Destroy(GraphicsContext* gfxCtx);
void Graph_TaskSet00(GraphicsContext* gfxCtx);
void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState);
void Graph_ThreadEntry(void*); void Graph_ThreadEntry(void*);
ListAlloc* ListAlloc_Init(ListAlloc* this); ListAlloc* ListAlloc_Init(ListAlloc* this);

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@ -33,6 +33,8 @@ typedef struct OverlayRelocationSection {
/* 0x14 */ u32 relocations[1]; // size is nRelocations /* 0x14 */ u32 relocations[1]; // size is nRelocations
} OverlayRelocationSection; // size >= 0x18 } OverlayRelocationSection; // size >= 0x18
extern s32 gOverlayLogSeverity;
void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd); void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd);
void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, void* vramStart); void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, void* vramStart);
size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr); size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr);

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@ -89,14 +89,6 @@
#define PRINTF_RST() (void)0 #define PRINTF_RST() (void)0
#endif #endif
#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
if (1) { \
GameState* state = curState; \
\
(state)->init = newInit; \
(state)->size = sizeof(newStruct); \
} (void)0
#if DEBUG_FEATURES #if DEBUG_FEATURES
#define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSyncDebug(ram, vrom, size, file, line) #define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSyncDebug(ram, vrom, size, file, line)
#define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsyncDebug(req, ram, vrom, size, unk5, queue, msg, file, line) #define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsyncDebug(req, ram, vrom, size, unk5, queue, msg, file, line)

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@ -65,10 +65,6 @@ extern OSTime __osCurrentTime;
extern u32 __osBaseCounter; extern u32 __osBaseCounter;
extern u32 __osViIntrCount; extern u32 __osViIntrCount;
extern u32 __osTimerCounter; extern u32 __osTimerCounter;
extern EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX];
extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
extern s32 gMaxActorId; // original name: "MaxProfile"
extern s32 gZeldaArenaLogSeverity;
extern MapData gMapDataTable; extern MapData gMapDataTable;
extern s16 gSpoilingItems[3]; extern s16 gSpoilingItems[3];
extern s16 gSpoilingItemReverts[3]; extern s16 gSpoilingItemReverts[3];
@ -134,7 +130,6 @@ extern u8 gSoundModeList[];
extern u8 gAudioSpecId; extern u8 gAudioSpecId;
extern u8 D_80133418; extern u8 D_80133418;
extern AudioSpec gAudioSpecs[18]; extern AudioSpec gAudioSpecs[18];
extern s32 gOverlayLogSeverity;
extern s32 gSystemArenaLogSeverity; extern s32 gSystemArenaLogSeverity;
extern u8 __osPfsInodeCacheBank; extern u8 __osPfsInodeCacheBank;
extern s32 __osPfsLastChannel; extern s32 __osPfsLastChannel;

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@ -3,6 +3,7 @@
#include "color.h" #include "color.h"
#include "romfile.h" #include "romfile.h"
#include "z64actor_profile.h"
#include "z64animation.h" #include "z64animation.h"
#include "z64math.h" #include "z64math.h"
#include "z64collision_check.h" #include "z64collision_check.h"
@ -23,88 +24,16 @@
struct Actor; struct Actor;
struct ActorEntry; struct ActorEntry;
struct ActorOverlay;
struct CollisionPoly; struct CollisionPoly;
struct Lights; struct Lights;
struct Player; struct Player;
struct PlayState; struct PlayState;
typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*); typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*); typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*); typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
typedef struct ActorProfile {
/* 0x00 */ s16 id;
/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
/* 0x04 */ u32 flags;
/* 0x08 */ s16 objectId;
/* 0x0C */ u32 instanceSize;
/* 0x10 */ ActorFunc init; // Constructor
/* 0x14 */ ActorFunc destroy; // Destructor
/* 0x18 */ ActorFunc update; // Update Function
/* 0x1C */ ActorFunc draw; // Draw function
} ActorProfile; // size = 0x20
/**
* @see ACTOROVL_ALLOC_ABSOLUTE
*/
#if DEBUG_FEATURES
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
#else
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
#endif
/**
* The actor overlay should be allocated memory for when loading,
* and the memory deallocated when there is no more actor using the overlay.
*
* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
*
* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
*
* @see ACTOROVL_ALLOC_ABSOLUTE
* @see ACTOROVL_ALLOC_PERSISTENT
* @see actor_table.h
*/
#define ACTOROVL_ALLOC_NORMAL 0
/**
* The actor overlay should be loaded to "absolute space".
*
* Absolute space is a fixed amount of memory allocated once.
* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
*
* @note Only one such overlay may be loaded at a time.
* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
* when another absolute-allocated overlay is about to be used.
*
* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
* @see ActorContext.absoluteSpace
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
/**
* The actor overlay should be loaded persistently.
* It will stay loaded until the current game state instance ends.
*
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
typedef struct ActorOverlay {
/* 0x00 */ RomFile file;
/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
/* 0x14 */ ActorProfile* profile;
/* 0x18 */ char* name;
/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
/* 0x1E */ s8 numLoaded; // original name: "clients"
} ActorOverlay; // size = 0x20
typedef struct ActorShape { typedef struct ActorShape {
/* 0x00 */ Vec3s rot; // Current actor shape rotation /* 0x00 */ Vec3s rot; // Current actor shape rotation
/* 0x06 */ s16 face; // Used to index eyes and mouth textures. Only used by player /* 0x06 */ s16 face; // Used to index eyes and mouth textures. Only used by player
@ -309,7 +238,7 @@ typedef struct Actor {
/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy` /* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy`
/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll` /* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll`
/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw` /* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
/* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor /* 0x138 */ struct ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor
#if DEBUG_FEATURES #if DEBUG_FEATURES
/* 0x13C */ char dbgPad[0x10]; /* 0x13C */ char dbgPad[0x10];
#endif #endif
@ -396,35 +325,6 @@ typedef struct EnAObj {
/* 0x17C */ ColliderCylinder collider; /* 0x17C */ ColliderCylinder collider;
} EnAObj; // size = 0x1C8 } EnAObj; // size = 0x1C8
typedef enum ActorCategory {
/* 0x00 */ ACTORCAT_SWITCH,
/* 0x01 */ ACTORCAT_BG,
/* 0x02 */ ACTORCAT_PLAYER,
/* 0x03 */ ACTORCAT_EXPLOSIVE,
/* 0x04 */ ACTORCAT_NPC,
/* 0x05 */ ACTORCAT_ENEMY,
/* 0x06 */ ACTORCAT_PROP,
/* 0x07 */ ACTORCAT_ITEMACTION,
/* 0x08 */ ACTORCAT_MISC,
/* 0x09 */ ACTORCAT_BOSS,
/* 0x0A */ ACTORCAT_DOOR,
/* 0x0B */ ACTORCAT_CHEST,
/* 0x0C */ ACTORCAT_MAX
} ActorCategory;
#define DEFINE_ACTOR(_0, enum, _2, _3) enum,
#define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum,
#define DEFINE_ACTOR_UNSET(enum) enum,
typedef enum ActorID {
#include "tables/actor_table.h"
/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
} ActorID;
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
typedef enum DoorLockType { typedef enum DoorLockType {
DOORLOCK_NORMAL, DOORLOCK_NORMAL,
DOORLOCK_BOSS, DOORLOCK_BOSS,

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@ -0,0 +1,52 @@
#ifndef Z64ACTOR_PROFILE_H
#define Z64ACTOR_PROFILE_H
#include "ultra64.h"
struct Actor;
struct PlayState;
#define DEFINE_ACTOR(_0, enum, _2, _3) enum,
#define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum,
#define DEFINE_ACTOR_UNSET(enum) enum,
typedef enum ActorID {
#include "tables/actor_table.h"
/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
} ActorID;
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
typedef enum ActorCategory {
/* 0x00 */ ACTORCAT_SWITCH,
/* 0x01 */ ACTORCAT_BG,
/* 0x02 */ ACTORCAT_PLAYER,
/* 0x03 */ ACTORCAT_EXPLOSIVE,
/* 0x04 */ ACTORCAT_NPC,
/* 0x05 */ ACTORCAT_ENEMY,
/* 0x06 */ ACTORCAT_PROP,
/* 0x07 */ ACTORCAT_ITEMACTION,
/* 0x08 */ ACTORCAT_MISC,
/* 0x09 */ ACTORCAT_BOSS,
/* 0x0A */ ACTORCAT_DOOR,
/* 0x0B */ ACTORCAT_CHEST,
/* 0x0C */ ACTORCAT_MAX
} ActorCategory;
typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
typedef struct ActorProfile {
/* 0x00 */ s16 id;
/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
/* 0x04 */ u32 flags;
/* 0x08 */ s16 objectId;
/* 0x0C */ u32 instanceSize;
/* 0x10 */ ActorFunc init; // Constructor
/* 0x14 */ ActorFunc destroy; // Destructor
/* 0x18 */ ActorFunc update; // Update Function
/* 0x1C */ ActorFunc draw; // Draw function
} ActorProfile; // size = 0x20
#endif

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@ -262,6 +262,8 @@ typedef enum EffectSsType {
#undef DEFINE_EFFECT_SS #undef DEFINE_EFFECT_SS
#undef DEFINE_EFFECT_SS_UNSET #undef DEFINE_EFFECT_SS_UNSET
extern EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX];
void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2); void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
void EffectBlure_AddSpace(EffectBlure* this); void EffectBlure_AddSpace(EffectBlure* this);
void EffectBlure_Init1(void* thisx, void* initParamsx); void EffectBlure_Init1(void* thisx, void* initParamsx);

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@ -9,33 +9,6 @@
#include "tha.h" #include "tha.h"
struct GraphicsContext; struct GraphicsContext;
// Used in Graph_GetNextGameState in graph.c
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
typedef enum GameStateId {
#include "tables/gamestate_table.h"
GAMESTATE_ID_MAX
} GameStateId;
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
typedef struct GameStateOverlay {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ RomFile file; // if applicable
/* 0x0C */ void* vramStart; // if applicable
/* 0x10 */ void* vramEnd; // if applicable
/* 0x14 */ void* unk_14;
/* 0x18 */ void* init;
/* 0x1C */ void* destroy;
/* 0x20 */ void* unk_20;
/* 0x24 */ void* unk_24;
/* 0x28 */ s32 unk_28;
/* 0x2C */ u32 instanceSize;
} GameStateOverlay; // size = 0x30
extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
struct GameState; struct GameState;
typedef void (*GameStateFunc)(struct GameState* gameState); typedef void (*GameStateFunc)(struct GameState* gameState);
@ -54,6 +27,14 @@ typedef struct GameState {
/* 0xA0 */ u32 inPreNMIState; /* 0xA0 */ u32 inPreNMIState;
} GameState; // size = 0xA4 } GameState; // size = 0xA4
#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
if (1) { \
GameState* state = curState; \
\
(state)->init = newInit; \
(state)->size = sizeof(newStruct); \
} (void)0
void GameState_ReqPadData(GameState* gameState); void GameState_ReqPadData(GameState* gameState);
void GameState_Update(GameState* gameState); void GameState_Update(GameState* gameState);
void GameState_InitArena(GameState* gameState, size_t size); void GameState_InitArena(GameState* gameState, size_t size);

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@ -5,7 +5,6 @@
struct FileSelectState; struct FileSelectState;
struct GameState; struct GameState;
struct PlayState;
typedef struct SramContext { typedef struct SramContext {
/* 0x00 */ u8* readBuff; /* 0x00 */ u8* readBuff;
@ -32,6 +31,6 @@ void Sram_CopySave(struct FileSelectState* fileSelect, SramContext* sramCtx);
void Sram_WriteSramHeader(SramContext* sramCtx); void Sram_WriteSramHeader(SramContext* sramCtx);
void Sram_InitSram(struct GameState* gameState, SramContext* sramCtx); void Sram_InitSram(struct GameState* gameState, SramContext* sramCtx);
void Sram_Alloc(struct GameState* gameState, SramContext* sramCtx); void Sram_Alloc(struct GameState* gameState, SramContext* sramCtx);
void Sram_Init(struct PlayState* play, SramContext* sramCtx); void Sram_Init(struct GameState* play, SramContext* sramCtx);
#endif #endif

74
include/z_actor_dlftbls.h Normal file
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@ -0,0 +1,74 @@
#ifndef Z_ACTOR_DLFTBLS_H
#define Z_ACTOR_DLFTBLS_H
#include "romfile.h"
#include "z64actor_profile.h"
/**
* @see ACTOROVL_ALLOC_ABSOLUTE
*/
#if DEBUG_FEATURES
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
#else
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
#endif
/**
* The actor overlay should be allocated memory for when loading,
* and the memory deallocated when there is no more actor using the overlay.
*
* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
*
* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
*
* @see ACTOROVL_ALLOC_ABSOLUTE
* @see ACTOROVL_ALLOC_PERSISTENT
* @see actor_table.h
*/
#define ACTOROVL_ALLOC_NORMAL 0
/**
* The actor overlay should be loaded to "absolute space".
*
* Absolute space is a fixed amount of memory allocated once.
* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
*
* @note Only one such overlay may be loaded at a time.
* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
* when another absolute-allocated overlay is about to be used.
*
* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
* @see ActorContext.absoluteSpace
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
/**
* The actor overlay should be loaded persistently.
* It will stay loaded until the current game state instance ends.
*
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
typedef struct ActorOverlay {
/* 0x00 */ RomFile file;
/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
/* 0x14 */ ActorProfile* profile;
/* 0x18 */ char* name;
/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
/* 0x1E */ s8 numLoaded; // original name: "clients"
} ActorOverlay; // size = 0x20
extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
extern s32 gMaxActorId; // original name: "MaxProfile"
void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
#endif

37
include/z_game_dlftbls.h Normal file
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@ -0,0 +1,37 @@
#ifndef Z_GAME_DLFTBLS_H
#define Z_GAME_DLFTBLS_H
#include "ultra64.h"
#include "romfile.h"
#include "unk.h"
typedef struct GameStateOverlay {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ RomFile file; // if applicable
/* 0x0C */ void* vramStart; // if applicable
/* 0x10 */ void* vramEnd; // if applicable
/* 0x14 */ void* unk_14;
/* 0x18 */ void* init; // initializes and executes the given context
/* 0x1C */ void* destroy; // deconstructs the context, and sets the next context to load
/* 0x20 */ void* unk_20;
/* 0x24 */ void* unk_24;
/* 0x28 */ UNK_TYPE4 unk_28;
/* 0x2C */ u32 instanceSize;
} GameStateOverlay; // size = 0x30
// Used in Graph_GetNextGameState in graph.c
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
typedef enum GameStateId {
#include "tables/gamestate_table.h"
GAMESTATE_ID_MAX
} GameStateId;
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
#endif

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@ -3,6 +3,8 @@
#include "ultra64.h" #include "ultra64.h"
extern s32 gZeldaArenaLogSeverity;
void* ZeldaArena_Malloc(u32 size); void* ZeldaArena_Malloc(u32 size);
void* ZeldaArena_MallocR(u32 size); void* ZeldaArena_MallocR(u32 size);
void* ZeldaArena_Realloc(void* ptr, u32 newSize); void* ZeldaArena_Realloc(void* ptr, u32 newSize);

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@ -33,7 +33,7 @@
#include "global.h" #include "global.h"
#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" \ #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" \
"ntsc-1.2:76 pal-1.0:74 pal-1.1:74" "ntsc-1.2:86 pal-1.0:84 pal-1.1:84"
StackEntry sDmaMgrStackInfo; StackEntry sDmaMgrStackInfo;
OSMesgQueue sDmaMgrMsgQueue; OSMesgQueue sDmaMgrMsgQueue;

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@ -40,8 +40,8 @@
* DPad-Up may be pressed to enable sending fault pages over osSyncPrintf as well as displaying them on-screen. * DPad-Up may be pressed to enable sending fault pages over osSyncPrintf as well as displaying them on-screen.
* DPad-Down disables sending fault pages over osSyncPrintf. * DPad-Down disables sending fault pages over osSyncPrintf.
*/ */
#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" \ #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" \
"gc-us-mq:160 ique-cn:160" "gc-us-mq:176 ique-cn:176"
#include "global.h" #include "global.h"
#include "libc64/sleep.h" #include "libc64/sleep.h"

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@ -2,8 +2,8 @@
#include "libc64/sprintf.h" #include "libc64/sprintf.h"
#include "libu64/debug.h" #include "libu64/debug.h"
#include "console_logo_state.h"
#include "buffers.h" #include "buffers.h"
#include "console_logo_state.h"
#include "gfx.h" #include "gfx.h"
#include "fault.h" #include "fault.h"
#include "file_select_state.h" #include "file_select_state.h"
@ -14,10 +14,11 @@
#include "regs.h" #include "regs.h"
#include "setup_state.h" #include "setup_state.h"
#include "sys_ucode.h" #include "sys_ucode.h"
#include "title_setup_state.h"
#include "terminal.h" #include "terminal.h"
#include "title_setup_state.h"
#include "ucode_disas.h" #include "ucode_disas.h"
#include "versions.h" #include "versions.h"
#include "z_game_dlftbls.h"
#include "z64save.h" #include "z64save.h"
#include "z64play.h" #include "z64play.h"

View file

@ -28,8 +28,8 @@ extern struct IrqMgr gIrqMgr;
#include "global.h" #include "global.h"
#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" \ #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" \
"ique-cn:144 ntsc-1.0:129 ntsc-1.1:129 ntsc-1.2:129 pal-1.0:127 pal-1.1:127" "ique-cn:160 ntsc-1.0:140 ntsc-1.1:140 ntsc-1.2:140 pal-1.0:138 pal-1.1:138"
extern u8 _buffersSegmentEnd[]; extern u8 _buffersSegmentEnd[];

View file

@ -1,7 +1,7 @@
#include "console_logo_state.h"
#include "setup_state.h" #include "setup_state.h"
#include "global.h" #include "global.h"
#include "console_logo_state.h"
void Setup_InitImpl(SetupState* this) { void Setup_InitImpl(SetupState* this) {
PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initialization\n")); 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 @@
#include "libc64/malloc.h"
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "global.h"
#include "terminal.h" #include "terminal.h"
#include "ultra64.h"
#include "z_game_dlftbls.h"
#include "macros.h"
void Overlay_LoadGameState(GameStateOverlay* overlayEntry) { void Overlay_LoadGameState(GameStateOverlay* overlayEntry) {
if (overlayEntry->loadedRamAddr != NULL) { if (overlayEntry->loadedRamAddr != NULL) {

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@ -13,8 +13,10 @@
#include "sys_matrix.h" #include "sys_matrix.h"
#include "terminal.h" #include "terminal.h"
#include "versions.h" #include "versions.h"
#include "z_actor_dlftbls.h"
#include "z_lib.h" #include "z_lib.h"
#include "zelda_arena.h" #include "zelda_arena.h"
#include "z64actor.h"
#include "z64effect.h" #include "z64effect.h"
#include "z64light.h" #include "z64light.h"
#include "z64horse.h" #include "z64horse.h"
@ -32,7 +34,7 @@
#include "assets/objects/object_bdoor/object_bdoor.h" #include "assets/objects/object_bdoor/object_bdoor.h"
#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" \ #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" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0" "ntsc-1.0:128 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
CollisionPoly* sCurCeilingPoly; CollisionPoly* sCurCeilingPoly;
s32 sCurCeilingBgId; s32 sCurCeilingBgId;

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@ -1,5 +1,8 @@
#include "global.h"
#include "fault.h" #include "fault.h"
#include "segment_symbols.h"
#include "z_actor_dlftbls.h"
#include "macros.h"
// Linker symbol declarations (used in the table below) // Linker symbol declarations (used in the table below)
#define DEFINE_ACTOR(name, _1, _2, _3) DECLARE_OVERLAY_SEGMENT(name) #define DEFINE_ACTOR(name, _1, _2, _3) DECLARE_OVERLAY_SEGMENT(name)

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@ -11,7 +11,7 @@
#include "z64player.h" #include "z64player.h"
#include "z64skin_matrix.h" #include "z64skin_matrix.h"
#pragma increment_block_number "ntsc-1.0:176 ntsc-1.1:176 ntsc-1.2:176" #pragma increment_block_number "ntsc-1.0:184 ntsc-1.1:184 ntsc-1.2:184"
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList); u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector); void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);

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@ -3642,7 +3642,7 @@ s32 Camera_KeepOn3(Camera* camera) {
} }
#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" \ #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" \
"ique-cn:128 ntsc-1.0:109 ntsc-1.1:109 ntsc-1.2:109 pal-1.0:107 pal-1.1:107" "ique-cn:128 ntsc-1.0:120 ntsc-1.1:120 ntsc-1.2:120 pal-1.0:118 pal-1.1:118"
s32 Camera_KeepOn4(Camera* camera) { s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50; static Vec3f D_8015BD50;

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@ -144,7 +144,7 @@ u16 gCamAtSplinePointsAppliedFrame;
u16 gCamEyePointAppliedFrame; u16 gCamEyePointAppliedFrame;
u16 gCamAtPointAppliedFrame; u16 gCamAtPointAppliedFrame;
#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" \ #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" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128" "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
// Cam ID to return to when a scripted cutscene is finished // Cam ID to return to when a scripted cutscene is finished

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@ -1,8 +1,10 @@
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "global.h" #include "sfx.h"
#include "terminal.h" #include "terminal.h"
#include "zelda_arena.h"
#include "z64frame_advance.h" #include "z64frame_advance.h"
#include "z64effect.h"
#include "z64play.h"
EffectSsInfo sEffectSsInfo = { 0 }; // "EffectSS2Info" EffectSsInfo sEffectSsInfo = { 0 }; // "EffectSS2Info"

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@ -22,7 +22,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/gameplay_keep/gameplay_keep.h"
#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" \ #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" \
"gc-us-mq:128 ntsc-1.2:128" "gc-us-mq:128 ntsc-1.0:128 ntsc-1.2:128"
#define FLAGS 0 #define FLAGS 0

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@ -1,11 +1,11 @@
#include "setup_state.h" #include "segment_symbols.h"
#include "map_select_state.h"
#include "console_logo_state.h" #include "console_logo_state.h"
#include "z64play.h"
#include "title_setup_state.h"
#include "file_select_state.h" #include "file_select_state.h"
#include "map_select_state.h"
#include "global.h" #include "setup_state.h"
#include "title_setup_state.h"
#include "z_game_dlftbls.h"
#include "z64play.h"
// Linker symbol declarations (used in the table below) // Linker symbol declarations (used in the table below)
#define DEFINE_GAMESTATE(typeName, enumName, name) DECLARE_OVERLAY_SEGMENT(name) #define DEFINE_GAMESTATE(typeName, enumName, name) DECLARE_OVERLAY_SEGMENT(name)

View file

@ -1,7 +1,11 @@
#include "libu64/debug.h"
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "kaleido_manager.h"
#include "global.h" #include "segment_symbols.h"
#include "terminal.h" #include "terminal.h"
#include "z64play.h"
#include "macros.h"
#define KALEIDO_OVERLAY(name, nameString) \ #define KALEIDO_OVERLAY(name, nameString) \
{ NULL, ROM_FILE(ovl_##name), _ovl_##name##SegmentStart, _ovl_##name##SegmentEnd, 0, nameString, } { NULL, ROM_FILE(ovl_##name), _ovl_##name##SegmentStart, _ovl_##name##SegmentEnd, 0, nameString, }

View file

@ -1,5 +1,5 @@
#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" \ #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" \
"ique-cn:192 ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:224 pal-1.1:224" "ique-cn:224 ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
#include "libu64/debug.h" #include "libu64/debug.h"
#include "kaleido_manager.h" #include "kaleido_manager.h"

View file

@ -24,7 +24,7 @@
#include "assets/textures/parameter_static/parameter_static.h" #include "assets/textures/parameter_static/parameter_static.h"
#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" \ #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" \
"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:128 pal-1.1:128" "ntsc-1.0:208 ntsc-1.1:208 ntsc-1.2:208 pal-1.0:128 pal-1.1:128"
#if !PLATFORM_IQUE #if !PLATFORM_IQUE
#define MSG_BUF_DECODED (msgCtx->msgBufDecoded) #define MSG_BUF_DECODED (msgCtx->msgBufDecoded)

View file

@ -23,6 +23,7 @@
#include "terminal.h" #include "terminal.h"
#include "title_setup_state.h" #include "title_setup_state.h"
#include "versions.h" #include "versions.h"
#include "z_actor_dlftbls.h"
#include "zelda_arena.h" #include "zelda_arena.h"
#include "z64cutscene_flags.h" #include "z64cutscene_flags.h"
#include "z64debug_display.h" #include "z64debug_display.h"
@ -35,8 +36,8 @@
#include "global.h" #include "global.h"
#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" \ #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" \
"ique-cn:192 ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144 pal-1.0:144 pal-1.1:144" "ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144 pal-1.0:144 pal-1.1:144"
TransitionTile gTransitionTile; TransitionTile gTransitionTile;
s32 gTransitionTileState; s32 gTransitionTileState;
@ -325,7 +326,7 @@ void Play_Init(GameState* thisx) {
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_CHECK_BG_ALT | CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG | Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_CHECK_BG_ALT | CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG |
CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_CAM_FUNC_FINISH |
CAM_STATE_LOCK_MODE | CAM_STATE_DISTORTION | CAM_STATE_PLAY_INIT); CAM_STATE_LOCK_MODE | CAM_STATE_DISTORTION | CAM_STATE_PLAY_INIT);
Sram_Init(this, &this->sramCtx); Sram_Init(&this->state, &this->sramCtx);
Regs_InitData(this); Regs_InitData(this);
Message_Init(this); Message_Init(this);
GameOver_Init(this); GameOver_Init(this);

View file

@ -1,9 +1,13 @@
#include "gfx.h"
#include "gfx_setupdl.h"
#include "prenmi_state.h" #include "prenmi_state.h"
#include "regs.h"
#include "global.h"
#include "terminal.h" #include "terminal.h"
#include "versions.h" #include "versions.h"
#include "macros.h"
#include "global.h"
void func_80092320(PreNMIState* this) { void func_80092320(PreNMIState* this) {
this->state.running = false; this->state.running = false;
this->state.init = NULL; this->state.init = NULL;

View file

@ -1,6 +1,11 @@
#include "gfx.h"
#include "gfx_setupdl.h"
#include "controller.h"
#include "regs.h"
#include "sample_state.h" #include "sample_state.h"
#include "segment_symbols.h"
#include "global.h" #include "z64dma.h"
#include "z64play.h"
void Sample_HandleStateChange(SampleState* this) { void Sample_HandleStateChange(SampleState* this) {
if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) { if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {

View file

@ -2,6 +2,7 @@
#include "seqcmd.h" #include "seqcmd.h"
#include "terminal.h" #include "terminal.h"
#include "versions.h" #include "versions.h"
#include "z_actor_dlftbls.h"
#include "z64save.h" #include "z64save.h"
SceneCmdHandlerFunc sSceneCmdHandlers[SCENE_CMD_ID_MAX]; SceneCmdHandlerFunc sSceneCmdHandlers[SCENE_CMD_ID_MAX];

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@ -1,10 +1,16 @@
#include "file_select_state.h" #include "file_select_state.h"
#include "global.h" #include "controller.h"
#include "terminal.h" #include "terminal.h"
#include "versions.h" #include "versions.h"
#include "z64game.h"
#include "z64message.h"
#include "z64save.h" #include "z64save.h"
#include "z64scene.h"
#include "z64sram.h"
#include "z64ss_sram.h" #include "z64ss_sram.h"
#include "global.h"
#define SLOT_SIZE (sizeof(SaveContext) + 0x28) #define SLOT_SIZE (sizeof(SaveContext) + 0x28)
#define CHECKSUM_SIZE (sizeof(Save) / 2) #define CHECKSUM_SIZE (sizeof(Save) / 2)
@ -1060,5 +1066,5 @@ void Sram_Alloc(GameState* gameState, SramContext* sramCtx) {
ASSERT(sramCtx->readBuff != NULL, "sram->read_buff != NULL", "../z_sram.c", 1295); ASSERT(sramCtx->readBuff != NULL, "sram->read_buff != NULL", "../z_sram.c", 1295);
} }
void Sram_Init(PlayState* play, SramContext* sramCtx) { void Sram_Init(GameState* gameState, SramContext* sramCtx) {
} }

View file

@ -1,6 +1,8 @@
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "ultra64.h"
#include "z64dma.h"
#include "global.h" #include "macros.h"
size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr) { size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr) {
s32 pad[3]; s32 pad[3];

View file

@ -1,6 +1,7 @@
#include "libc64/malloc.h"
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "global.h" #include "macros.h"
void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd) { void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd) {
void* allocatedRamAddr = SYSTEM_ARENA_MALLOC_R((intptr_t)vramEnd - (intptr_t)vramStart, "../loadfragment2.c", 31); void* allocatedRamAddr = SYSTEM_ARENA_MALLOC_R((intptr_t)vramEnd - (intptr_t)vramStart, "../loadfragment2.c", 31);

View file

@ -6,9 +6,11 @@
* *
* @see Overlay_Relocate * @see Overlay_Relocate
*/ */
#include "libc64/malloc.h"
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "z64dma.h"
#include "global.h" #include "macros.h"
s32 gOverlayLogSeverity = 2; s32 gOverlayLogSeverity = 2;

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@ -1,3 +1,3 @@
#include "global.h" #include "libu64/overlay.h"
s32 gOverlayLogSeverity = 2; s32 gOverlayLogSeverity = 2;

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@ -7,8 +7,10 @@
* @see Overlay_Relocate * @see Overlay_Relocate
*/ */
#include "libu64/overlay.h" #include "libu64/overlay.h"
#include "attributes.h"
#include "ultra64.h"
#include "global.h" #include "macros.h"
// Extract MIPS register rs from an instruction word // Extract MIPS register rs from an instruction word
#define MIPS_REG_RS(insn) (((insn) >> 0x15) & 0x1F) #define MIPS_REG_RS(insn) (((insn) >> 0x15) & 0x1F)

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@ -24,6 +24,8 @@
#include "assets/objects/object_ddan_objects/object_ddan_objects.h" #include "assets/objects/object_ddan_objects/object_ddan_objects.h"
#pragma increment_block_number "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS 0 #define FLAGS 0
void BgDodoago_Init(Actor* thisx, PlayState* play); void BgDodoago_Init(Actor* thisx, PlayState* play);

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@ -1,7 +1,8 @@
#include "file_select_state.h"
#include "file_select.h" #include "file_select.h"
#include "file_select_state.h"
#include "attributes.h" #include "attributes.h"
#include "controller.h"
#include "gfx.h" #include "gfx.h"
#include "gfx_setupdl.h" #include "gfx_setupdl.h"
#include "letterbox.h" #include "letterbox.h"
@ -11,6 +12,8 @@
#include "n64dd.h" #include "n64dd.h"
#endif #endif
#include "regs.h" #include "regs.h"
#include "rumble.h"
#include "segment_symbols.h"
#include "seqcmd.h" #include "seqcmd.h"
#include "sequence.h" #include "sequence.h"
#include "sfx.h" #include "sfx.h"

View file

@ -1,5 +1,5 @@
#include "file_select_state.h"
#include "file_select.h" #include "file_select.h"
#include "file_select_state.h"
#include "controller.h" #include "controller.h"
#include "regs.h" #include "regs.h"

View file

@ -1,5 +1,5 @@
#include "file_select_state.h"
#include "file_select.h" #include "file_select.h"
#include "file_select_state.h"
#include "controller.h" #include "controller.h"
#include "gfx.h" #include "gfx.h"

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@ -4,11 +4,15 @@
* Description: Initializes the game into the title screen * Description: Initializes the game into the title screen
*/ */
#include "gfx.h"
#include "regs.h"
#include "sys_matrix.h"
#include "title_setup_state.h" #include "title_setup_state.h"
#include "z64game.h"
#include "global.h" #include "z64play.h"
#include "z64save.h" #include "z64save.h"
#include "z64sram.h" #include "z64sram.h"
#include "z64view.h"
void TitleSetup_SetupTitleScreen(TitleSetupState* this) { void TitleSetup_SetupTitleScreen(TitleSetupState* this) {
gSaveContext.gameMode = GAMEMODE_TITLE_SCREEN; gSaveContext.gameMode = GAMEMODE_TITLE_SCREEN;

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@ -4,21 +4,29 @@
* Description: Debug Scene Select Menu * Description: Debug Scene Select Menu
*/ */
#include "map_select_state.h" #include "libc64/qrand.h"
#include "libu64/gfxprint.h"
#include "ultra64.h" #include "ultra64.h"
#include "alloca.h" #include "alloca.h"
#include "console_logo_state.h" #include "console_logo_state.h"
#include "controller.h"
#include "gfx.h"
#include "gfx_setupdl.h"
#include "map_select_state.h"
#if PLATFORM_N64 #if PLATFORM_N64
#include "n64dd.h" #include "n64dd.h"
#endif #endif
#include "regs.h"
#include "segment_symbols.h"
#include "seqcmd.h" #include "seqcmd.h"
#include "sequence.h" #include "sequence.h"
#include "sfx.h"
#include "terminal.h" #include "terminal.h"
#include "z64play.h"
#include "z64save.h" #include "z64save.h"
#include "z64sram.h" #include "z64sram.h"
#include "global.h" #include "macros.h"
void MapSelect_LoadTitle(MapSelectState* this) { void MapSelect_LoadTitle(MapSelectState* this) {
this->state.running = false; this->state.running = false;

View file

@ -4,19 +4,28 @@
* Description: Displays the Nintendo Logo * Description: Displays the Nintendo Logo
*/ */
#include "console_logo_state.h" #include "libu64/gfxprint.h"
#include "global.h"
#include "alloca.h"
#include "title_setup_state.h"
#include "versions.h"
#if PLATFORM_N64 #if PLATFORM_N64
#include "cic6105.h" #include "cic6105.h"
#include "n64dd.h" #include "n64dd.h"
#endif #endif
#include "alloca.h"
#include "console_logo_state.h"
#include "gfx.h"
#include "gfx_setupdl.h"
#include "regs.h"
#include "segment_symbols.h"
#include "sequence.h"
#include "sys_matrix.h"
#include "title_setup_state.h"
#include "versions.h"
#include "z64actor.h"
#include "z64environment.h"
#include "z64save.h" #include "z64save.h"
#include "global.h"
#include "assets/textures/nintendo_rogo_static/nintendo_rogo_static.h" #include "assets/textures/nintendo_rogo_static/nintendo_rogo_static.h"
#if DEBUG_FEATURES #if DEBUG_FEATURES