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Pause doc: World map points (#2141)

* Pause doc: World map points

* bss

* `WORLD_MAP_POINT_HYLIA_LAKESIDE` -> `_LAKE_HYLIA`
This commit is contained in:
Dragorn421 2024-09-07 10:14:08 +02:00 committed by GitHub
parent 87c304afcb
commit 3a9ebfbbad
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GPG key ID: B5690EEEBB952194
11 changed files with 326 additions and 150 deletions

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@ -100,13 +100,13 @@ static ColliderCylinderInit sLightBallCylinderInit = {
static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
#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:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0"
static EnGanonMant* sCape;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#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"
static s32 sSeed1;
static s32 sSeed2;

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@ -10,7 +10,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "terminal.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:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -14,7 +14,7 @@
#include "cic6105.h"
#endif
#pragma increment_block_number "gc-eu:153 gc-eu-mq:153 gc-jp:155 gc-jp-ce:155 gc-jp-mq:155 gc-us:155 gc-us-mq:155"
#pragma increment_block_number "gc-eu:147 gc-eu-mq:147 gc-jp:149 gc-jp-ce:149 gc-jp-mq:149 gc-us:149 gc-us-mq:149"
#define FLAGS ACTOR_FLAG_4