diff --git a/src/boot/idle.c b/src/boot/idle.c index 17a983400b..d06945d5b0 100644 --- a/src/boot/idle.c +++ b/src/boot/idle.c @@ -1,7 +1,9 @@ #include "global.h" #include "terminal.h" +// clang-format off #pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64" +// clang-format on OSThread sMainThread; STACK(sMainStack, 0x900); diff --git a/src/code/fault.c b/src/code/fault.c index 997533ccd4..c79114a9fc 100644 --- a/src/code/fault.c +++ b/src/code/fault.c @@ -44,7 +44,9 @@ #include "terminal.h" #include "alloca.h" +// clang-format off #pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-eu-mq-dbg:0 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64" +// clang-format on void FaultDrawer_Init(void); void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled); diff --git a/src/code/main.c b/src/code/main.c index 3dada11023..36dce651eb 100644 --- a/src/code/main.c +++ b/src/code/main.c @@ -7,7 +7,9 @@ s32 gScreenWidth = SCREEN_WIDTH; s32 gScreenHeight = SCREEN_HEIGHT; u32 gSystemHeapSize = 0; +// clang-format off #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" +// clang-format on PreNmiBuff* gAppNmiBufferPtr; Scheduler gScheduler; diff --git a/src/code/sys_math3d.c b/src/code/sys_math3d.c index 6ac7482da3..e408256857 100644 --- a/src/code/sys_math3d.c +++ b/src/code/sys_math3d.c @@ -5,7 +5,9 @@ #include "macros.h" #include "sys_math3d.h" +// clang-format off #pragma increment_block_number "gc-eu:108 gc-eu-mq:108 gc-jp:108 gc-jp-ce:108 gc-jp-mq:108 gc-us:108 gc-us-mq:108" +// clang-format on s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB, Vec3f* lineAClosestToB, Vec3f* lineBClosestToA); diff --git a/src/code/z_actor.c b/src/code/z_actor.c index f41c557902..e52538ec63 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -8,7 +8,9 @@ #include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h" #include "assets/objects/object_bdoor/object_bdoor.h" +// clang-format off #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" +// clang-format on static CollisionPoly* sCurCeilingPoly; static s32 sCurCeilingBgId; @@ -1905,7 +1907,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, return false; } +// clang-format off #pragma increment_block_number "gc-eu:22 gc-eu-mq:22 gc-jp:22 gc-jp-ce:22 gc-jp-mq:22 gc-us:22 gc-us-mq:22" +// clang-format on // Local data used for Farore's Wind light (stored in BSS) LightInfo D_8015BC00; diff --git a/src/code/z_camera.c b/src/code/z_camera.c index ae9a744c5f..bd88d8e9f6 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -4,7 +4,9 @@ #include "terminal.h" #include "overlays/actors/ovl_En_Horse/z_en_horse.h" +// clang-format off #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" +// clang-format on s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags); s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange); @@ -3630,7 +3632,9 @@ s32 Camera_KeepOn3(Camera* camera) { return 1; } +// clang-format off #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" +// clang-format on s32 Camera_KeepOn4(Camera* camera) { static Vec3f D_8015BD50; diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 4303b0577b..f075c26122 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -12,7 +12,9 @@ typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec #define SAC_ENABLE (1 << 0) +// clang-format off #pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64" +// clang-format on #if OOT_DEBUG /** @@ -2693,7 +2695,9 @@ typedef enum { /* 2 */ MASSTYPE_NORMAL } ColChkMassType; +// clang-format off #pragma increment_block_number "gc-eu:252 gc-eu-mq:252 gc-jp:252 gc-jp-ce:252 gc-jp-mq:252 gc-us:252 gc-us-mq:252" +// clang-format on /** * Get mass type. Immovable colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immovable diff --git a/src/code/z_common_data.c b/src/code/z_common_data.c index 08e0184951..687d260083 100644 --- a/src/code/z_common_data.c +++ b/src/code/z_common_data.c @@ -1,7 +1,9 @@ #include "global.h" #include "region.h" +// clang-format off #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" +// clang-format on ALIGNED(16) SaveContext gSaveContext; u32 D_8015FA88; diff --git a/src/code/z_demo.c b/src/code/z_demo.c index efecba8dea..4a44263c90 100644 --- a/src/code/z_demo.c +++ b/src/code/z_demo.c @@ -120,7 +120,9 @@ u16 gCamAtSplinePointsAppliedFrame; u16 gCamEyePointAppliedFrame; u16 gCamAtPointAppliedFrame; +// clang-format off #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" +// clang-format on // Cam ID to return to when a scripted cutscene is finished s16 sReturnToCamId; diff --git a/src/code/z_kaleido_scope_call.c b/src/code/z_kaleido_scope_call.c index 70932408fc..fc1b82e985 100644 --- a/src/code/z_kaleido_scope_call.c +++ b/src/code/z_kaleido_scope_call.c @@ -1,7 +1,9 @@ #include "global.h" #include "terminal.h" +// clang-format off #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" +// clang-format on void (*sKaleidoScopeUpdateFunc)(PlayState* play); void (*sKaleidoScopeDrawFunc)(PlayState* play); diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c index aeef9228c0..fefc47de86 100644 --- a/src/code/z_kankyo.c +++ b/src/code/z_kankyo.c @@ -7,7 +7,9 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/gameplay_field_keep/gameplay_field_keep.h" +// clang-format off #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" +// clang-format on typedef enum { /* 0x00 */ LIGHTNING_BOLT_START, @@ -212,7 +214,9 @@ s16 sLightningFlashAlpha; s16 sSunDepthTestX; s16 sSunDepthTestY; +// clang-format off #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" +// clang-format on LightNode* sNGameOverLightNode; LightInfo sNGameOverLightInfo; diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c index 0f453078a0..0657c29b32 100644 --- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c +++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c @@ -100,19 +100,25 @@ 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 }; +// clang-format off #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" +// clang-format on 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. +// clang-format off #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" +// clang-format on static s32 sSeed1; static s32 sSeed2; static s32 sSeed3; +// clang-format off #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" +// clang-format on static BossGanon* sGanondorf; diff --git a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c index 1bfad680c6..082e48dffd 100644 --- a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c +++ b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c @@ -53,7 +53,9 @@ ActorProfile En_Wonder_Item_Profile = { /**/ NULL, }; +// clang-format off #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" +// clang-format on static Vec3f sTagPointsFree[9]; static Vec3f sTagPointsOrdered[9]; diff --git a/src/overlays/actors/ovl_En_Xc/z_en_xc.c b/src/overlays/actors/ovl_En_Xc/z_en_xc.c index 03a7ffd32d..2b96c1eb09 100644 --- a/src/overlays/actors/ovl_En_Xc/z_en_xc.c +++ b/src/overlays/actors/ovl_En_Xc/z_en_xc.c @@ -14,7 +14,9 @@ #include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h" #include "terminal.h" +// clang-format off #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" +// clang-format on #define FLAGS ACTOR_FLAG_4 @@ -1395,7 +1397,9 @@ void func_80B3F3D8(void) { Sfx_PlaySfxCentered2(NA_SE_PL_SKIP); } +// clang-format off #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" +// clang-format on void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) { static Vec3f D_80B42DA0; diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c index 1e87a5add9..09a8714cbe 100644 --- a/src/overlays/actors/ovl_Fishing/z_fishing.c +++ b/src/overlays/actors/ovl_Fishing/z_fishing.c @@ -11,7 +11,9 @@ #include "ichain.h" #include "terminal.h" +// clang-format off #pragma increment_block_number "gc-eu:205 gc-eu-mq:205 gc-jp:207 gc-jp-ce:207 gc-jp-mq:207 gc-us:207 gc-us-mq:207" +// clang-format on #define FLAGS ACTOR_FLAG_4 diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index e0c31c3df0..661152c03a 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -354,19 +354,25 @@ void Player_Action_CsAction(Player* this, PlayState* play); // .bss part 1 +// clang-format off #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" +// clang-format on static s32 D_80858AA0; // 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. +// clang-format off #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" +// clang-format on static s32 D_80858AA4; static Vec3f sInteractWallCheckResult; static Input* sControlInput; +// clang-format off #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" +// clang-format on // .data