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Environment documentation pass (#1115)
* some docs, start introducing time macro * most usages of CLOCK_TIME * finish up clock time defines, format * saving incase i need to revert * more docs * more docs progress * some more docs * format with 11 * change sos to storm * update functions.h * some depth stuff * review 1 and 2 * whoops * update zbuf stuff * most of review 3 * enum name * storm state enum * review 4 * fix enum * add comment to skyboxischanging * review * things dont match, committing so i can change branches * revert struct changes * define for override_full_control * new clock_time macro * fill alpha -> glare strength * update comment * remove indoor/outdoor, new name for underwater light variable * remove copy pasted comment * fix comments * remove whitespave * review
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d7bbe43ba7
commit
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50 changed files with 1339 additions and 1087 deletions
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@ -1476,13 +1476,13 @@ void FileChoose_LoadGame(GameState* thisx) {
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gSaveContext.unk_13F0 = 0;
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gSaveContext.unk_13F2 = 0;
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.skyboxTime = 0;
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gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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gSaveContext.cutsceneTrigger = 0;
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gSaveContext.chamberCutsceneNum = 0;
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gSaveContext.nextDayTime = 0xFFFF;
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gSaveContext.unk_13C3 = 0;
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gSaveContext.nextDayTime = NEXT_TIME_NONE;
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gSaveContext.retainWeatherMode = false;
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gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
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gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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@ -1826,28 +1826,28 @@ void FileChoose_InitContext(GameState* thisx) {
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ShrinkWindow_SetVal(0);
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gSaveContext.skyboxTime = 0;
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gSaveContext.dayTime = 0;
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gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
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gSaveContext.dayTime = CLOCK_TIME(0, 0);
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Skybox_Init(&this->state, &this->skyboxCtx, SKYBOX_NORMAL_SKY);
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gTimeIncrement = 10;
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gTimeSpeed = 10;
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envCtx->unk_19 = 0;
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envCtx->unk_1A = 0;
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envCtx->unk_21 = 0;
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envCtx->unk_22 = 0;
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envCtx->changeSkyboxState = CHANGE_SKYBOX_INACTIVE;
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envCtx->changeSkyboxTimer = 0;
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envCtx->changeLightEnabled = false;
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envCtx->changeLightTimer = 0;
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envCtx->skyboxDmaState = SKYBOX_DMA_INACTIVE;
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envCtx->skybox1Index = 99;
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envCtx->skybox2Index = 99;
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envCtx->unk_1F = 0;
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envCtx->unk_20 = 0;
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envCtx->unk_BD = 0;
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envCtx->unk_17 = 2;
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envCtx->lightConfig = 0;
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envCtx->changeLightNextConfig = 0;
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envCtx->lightSetting = 0;
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envCtx->skyboxConfig = 2;
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envCtx->skyboxDisabled = 0;
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envCtx->skyboxBlend = 0;
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envCtx->unk_84 = 0.0f;
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envCtx->unk_88 = 0.0f;
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envCtx->glareAlpha = 0.0f;
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envCtx->lensFlareAlphaScale = 0.0f;
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Environment_UpdateSkybox(SKYBOX_NORMAL_SKY, &this->envCtx, &this->skyboxCtx);
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@ -35,7 +35,7 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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gSaveContext.showTitleCard = true;
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gWeatherMode = 0;
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gWeatherMode = WEATHER_MODE_CLEAR;
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this->state.running = false;
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SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
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}
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@ -593,16 +593,16 @@ void Select_PrintCutsceneSetting(SelectContext* this, GfxPrint* printer, u16 csI
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switch (csIndex) {
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case 0:
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label = GFXP_HIRAGANA " ヨル " GFXP_KATAKANA "ゴロン";
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gSaveContext.dayTime = 0;
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gSaveContext.dayTime = CLOCK_TIME(0, 0);
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break;
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case 0x8000:
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// clang-format off
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gSaveContext.dayTime = 0x8000; label = GFXP_HIRAGANA "オヒル " GFXP_KATAKANA "ジャラ";
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gSaveContext.dayTime = CLOCK_TIME(12, 0); label = GFXP_HIRAGANA "オヒル " GFXP_KATAKANA "ジャラ";
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// clang-format on
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break;
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case 0xFFF0:
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// clang-format off
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gSaveContext.dayTime = 0x8000; label = "デモ00";
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gSaveContext.dayTime = CLOCK_TIME(12, 0); label = "デモ00";
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// clang-format on
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break;
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case 0xFFF1:
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