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Merge branch 'master' into doc_pause_menu

This commit is contained in:
Dragorn421 2022-12-11 10:52:27 +01:00
commit 61c4864972
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GPG key ID: 32B53D2D16FC4118
103 changed files with 5237 additions and 7978 deletions

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1430,7 +1430,7 @@ s32 Cutscene_Command_07(PlayState* play, CutsceneContext* csCtx, u8* cmd, u8 unu
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_FREE0);
sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
Camera_SetParam(subCam, 64, &sp28);
Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &sp28);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
sp3C.y = csCtx->subCamLookAtPoints->pos.y;
sp3C.z = csCtx->subCamLookAtPoints->pos.z;

View file

@ -1700,7 +1700,8 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
Vec3f windDirection = { 0.0f, 0.0f, 0.0f };
Player* player = GET_PLAYER(play);
if (!(play->cameraPtrs[0]->unk_14C & 0x100) && (play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_8) &&
(play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
OPEN_DISPS(gfxCtx, "../z_kankyo.c", 2799);
vec.x = view->at.x - view->eye.x;

View file

@ -482,7 +482,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 3120:
csInfo->keyFrames = D_80121954[-(timer + 101)];
subCam->timer = 100;
subCam->unk_14C |= 2;
subCam->stateFlags |= CAM_STATE_1;
csInfo->keyFrameCnt = 2;
func_8002DF54(play, NULL, 8);
@ -494,7 +494,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
func_8002DF54(play, NULL, 8);
func_800C0808(play, subCamId, player, CAM_SET_CS_C);
subCam->unk_14C |= 2;
subCam->stateFlags |= CAM_STATE_1;
break;
case 3140:
D_80121C24[0].atTargetInit = play->view.at;
@ -1266,7 +1266,7 @@ s32 OnePointCutscene_Attention(PlayState* play, Actor* actor) {
sUnused = -1;
parentCam = play->cameraPtrs[CAM_ID_MAIN];
if (parentCam->mode == CAM_MODE_FOLLOWBOOMERANG) {
if (parentCam->mode == CAM_MODE_FOLLOW_BOOMERANG) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "actor attention demo camera: change mode BOOKEEPON -> NORMAL\n" VT_RST);
Camera_ChangeMode(parentCam, CAM_MODE_NORMAL);
}

View file

@ -255,7 +255,8 @@ void Play_Init(GameState* thisx) {
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
this->activeCamId = CAM_ID_MAIN;
func_8005AC48(&this->mainCamera, 0xFF);
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
Sram_Init(this, &this->sramCtx);
Regs_InitData(this);
Message_Init(this);
@ -1548,9 +1549,9 @@ s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, at);
ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, eye);
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
@ -1574,11 +1575,11 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, at);
ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, eye);
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
ret <<= 1;
ret |= Camera_SetParam(camera, 4, up);
ret |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
@ -1597,7 +1598,7 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
}
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1;
s32 ret = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
if (1) {}
return ret;

View file

@ -624,8 +624,8 @@ void func_8008EEAC(PlayState* play, Actor* actor) {
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetParam(Play_GetCamera(play, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_TARGET_FRIENDLY);
}
s32 func_8008EF30(PlayState* play) {

View file

@ -111,7 +111,7 @@ void* D_8012A2F8[] = {
gYdanTex_00CA18,
};
void Scene_DrawConfigYdan(PlayState* play) {
void Scene_DrawConfigDekuTree(PlayState* play) {
u32 gameplayFrames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
@ -129,7 +129,7 @@ void Scene_DrawConfigYdan(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783);
}
void Scene_DrawConfigYdanBoss(PlayState* play) {
void Scene_DrawConfigDekuTreeBoss(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4845);
@ -154,7 +154,7 @@ void* sDCLavaFloorTextures[] = {
gDCLavaFloor5Tex, gDCLavaFloor6Tex, gDCLavaFloor7Tex, gDCLavaFloor8Tex,
};
void Scene_DrawConfigDdan(PlayState* play) {
void Scene_DrawConfigDodongosCavern(PlayState* play) {
u32 gameplayFrames;
s32 pad;
Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
@ -190,7 +190,7 @@ void Scene_DrawConfigDdan(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
}
void Scene_DrawConfigTokinoma(PlayState* play) {
void Scene_DrawConfigTempleOfTime(PlayState* play) {
f32 temp;
Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Gfx));
@ -251,7 +251,7 @@ void Scene_DrawConfigTokinoma(PlayState* play) {
}
}
void Scene_DrawConfigKakusiana(PlayState* play) {
void Scene_DrawConfigGrottos(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5171);
@ -282,7 +282,7 @@ void Scene_DrawConfigKakusiana(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5212);
}
void Scene_DrawConfigKenjyanoma(PlayState* play) {
void Scene_DrawConfigChamberOfTheSages(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5226);
@ -351,7 +351,7 @@ void Scene_DrawConfigGraveExitLightShining(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5330);
}
void Scene_DrawConfigFairyFountain(PlayState* play) {
void Scene_DrawConfigFairysFountain(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5346);
@ -372,7 +372,7 @@ void Scene_DrawConfigFairyFountain(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5367);
}
void Scene_DrawConfigHakadan(PlayState* play) {
void Scene_DrawConfigShadowTempleAndWell(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5384);
@ -403,7 +403,7 @@ void* sThievesHideoutEntranceTextures[] = {
gThievesHideoutNightEntranceTex,
};
void Scene_DrawConfigGerudoway(PlayState* play) {
void Scene_DrawConfigThievesHideout(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5490);
@ -422,7 +422,7 @@ void* D_8012A330[] = {
gWaterTempleNightEntranceTex,
};
void Scene_DrawConfigMizusin(PlayState* play) {
void Scene_DrawConfigWaterTemple(PlayState* play) {
u32 gameplayFrames;
s32 spB0;
s32 spAC;
@ -491,7 +491,7 @@ void Scene_DrawConfigMizusin(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644);
}
void Scene_DrawConfigMizusinBs(PlayState* play) {
void Scene_DrawConfigWaterTempleBoss(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5791);
@ -509,7 +509,7 @@ void Scene_DrawConfigMizusinBs(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5808);
}
void Scene_DrawConfigSyatekijyou(PlayState* play) {
void Scene_DrawConfigShootingGallery(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5822);
@ -523,7 +523,7 @@ void Scene_DrawConfigSyatekijyou(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5836);
}
void Scene_DrawConfigHairalNiwa(PlayState* play) {
void Scene_DrawConfigCastleCourtyardGuards(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5850);
@ -547,7 +547,7 @@ void Scene_DrawConfigHairalNiwa(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5876);
}
void Scene_DrawConfigGanonCastleExterior(PlayState* play) {
void Scene_DrawConfigOutsideGanonsCastle(PlayState* play) {
u32 gameplayFrames;
s8 sp83;
@ -603,7 +603,7 @@ void func_8009BEEC(PlayState* play) {
}
}
void Scene_DrawConfigGanonFinal(PlayState* play) {
void Scene_DrawConfigGanonsTowerCollapseExterior(PlayState* play) {
u32 gameplayFrames;
s8 sp7B;
@ -650,7 +650,7 @@ void* sIceCavernEntranceTextures[] = {
gIceCavernNightEntranceTex,
};
void Scene_DrawConfigIceDoukuto(PlayState* play) {
void Scene_DrawConfigIceCavern(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -678,7 +678,7 @@ void Scene_DrawConfigIceDoukuto(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6076);
}
void Scene_DrawConfigHakaanaOuke(PlayState* play) {
void Scene_DrawConfigRoyalFamilysTomb(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6151);
@ -704,7 +704,7 @@ void Scene_DrawConfigHakaanaOuke(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6187);
}
void Scene_DrawConfigHyliaLabo(PlayState* play) {
void Scene_DrawConfigLakesideLaboratory(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6201);
@ -753,7 +753,7 @@ void* sGTGEntranceTextures[] = {
gGTGNightEntranceTex,
};
void Scene_DrawConfigMen(PlayState* play) {
void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -799,7 +799,7 @@ Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y
return displayList;
}
void Scene_DrawConfigTuribori(PlayState* play) {
void Scene_DrawConfigFishingPond(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6433);
@ -819,7 +819,7 @@ void Scene_DrawConfigTuribori(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6449);
}
void Scene_DrawConfigBowling(PlayState* play) {
void Scene_DrawConfigBombchuBowlingAlley(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6463);
@ -846,7 +846,7 @@ void* sLonLonHouseEntranceTextures[] = {
gLonLonHouseNightEntranceTex,
};
void Scene_DrawConfigSouko(PlayState* play) {
void Scene_DrawConfigLonLonBuildings(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6515);
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -870,7 +870,7 @@ void* sGuardHouseView1Textures[] = {
gGuardHouseOutSideView2NightTex,
};
void Scene_DrawConfigMiharigoya(PlayState* play) {
void Scene_DrawConfigMarketGuardHouse(PlayState* play) {
s32 var;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6560);
@ -893,7 +893,7 @@ void Scene_DrawConfigMiharigoya(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6581);
}
void Scene_DrawConfigMahouya(PlayState* play) {
void Scene_DrawConfigPotionShopGranny(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6595);
@ -918,7 +918,7 @@ void* sForestTempleEntranceTextures[] = {
gForestTempleNightEntranceTex,
};
void Scene_DrawConfigBmori1(PlayState* play) {
void Scene_DrawConfigForestTemple(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -951,7 +951,7 @@ void* sSpiritTempleEntranceTextures[] = {
gSpiritTempleNightEntranceTex,
};
void Scene_DrawConfigJyasinzou(PlayState* play) {
void Scene_DrawConfigSpiritTemple(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6752);
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -960,7 +960,7 @@ void Scene_DrawConfigJyasinzou(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6762);
}
void Scene_DrawConfigSpot00(PlayState* play) {
void Scene_DrawConfigHyruleField(PlayState* play) {
u32 gameplayFrames;
Gfx* displayListHead;
@ -1012,7 +1012,7 @@ void* sKakarikoWindowTextures[] = {
gKakarikoVillageNightWindowTex,
};
void Scene_DrawConfigSpot01(PlayState* play) {
void Scene_DrawConfigKakarikoVillage(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6890);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sKakarikoWindowTextures[((void)0, gSaveContext.nightFlag)]));
@ -1026,7 +1026,7 @@ void Scene_DrawConfigSpot01(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6903);
}
void Scene_DrawConfigSpot03(PlayState* play) {
void Scene_DrawConfigZorasRiver(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6917);
@ -1054,7 +1054,7 @@ void Scene_DrawConfigSpot03(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6948);
}
void Scene_DrawConfigSpot04(PlayState* play) {
void Scene_DrawConfigKokiriForest(PlayState* play) {
u32 gameplayFrames;
u8 spA3;
u16 spA0;
@ -1111,7 +1111,7 @@ void Scene_DrawConfigSpot04(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7044);
}
void Scene_DrawConfigSpot06(PlayState* play) {
void Scene_DrawConfigLakeHylia(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7058);
@ -1139,7 +1139,7 @@ void* sZorasDomainEntranceTextures[] = {
gZorasDomainNightEntranceTex,
};
void Scene_DrawConfigSpot07(PlayState* play) {
void Scene_DrawConfigZorasDomain(PlayState* play) {
u32 gameplayFrames;
u32 var;
@ -1162,7 +1162,7 @@ void Scene_DrawConfigSpot07(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7147);
}
void Scene_DrawConfigSpot08(PlayState* play) {
void Scene_DrawConfigZorasFountain(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7161);
@ -1187,7 +1187,7 @@ void Scene_DrawConfigSpot08(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7192);
}
void Scene_DrawConfigSpot09(PlayState* play) {
void Scene_DrawConfigGerudoValley(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7206);
@ -1221,7 +1221,7 @@ void Scene_DrawConfigSpot09(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7260);
}
void Scene_DrawConfigSpot10(PlayState* play) {
void Scene_DrawConfigLostWoods(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -1253,7 +1253,7 @@ void Scene_DrawConfigSpot10(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7309);
}
void Scene_DrawConfigSpot11(PlayState* play) {
void Scene_DrawConfigDesertColossus(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7323);
@ -1277,7 +1277,7 @@ void* D_8012A380[] = {
gSpot12_00DE78Tex,
};
void Scene_DrawConfigSpot12(PlayState* play) {
void Scene_DrawConfigGerudosFortress(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7363);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[((void)0, gSaveContext.nightFlag)]));
@ -1285,7 +1285,7 @@ void Scene_DrawConfigSpot12(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7371);
}
void Scene_DrawConfigSpot13(PlayState* play) {
void Scene_DrawConfigHauntedWasteland(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7385);
@ -1307,7 +1307,7 @@ void Scene_DrawConfigSpot13(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7409);
}
void Scene_DrawConfigSpot15(PlayState* play) {
void Scene_DrawConfigHyruleCastle(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7423);
@ -1331,7 +1331,7 @@ void Scene_DrawConfigSpot15(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7443);
}
void Scene_DrawConfigSpot16(PlayState* play) {
void Scene_DrawConfigDeathMountainTrail(PlayState* play) {
Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7461);
@ -1365,7 +1365,7 @@ void Scene_DrawConfigSpot16(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7495);
}
void Scene_DrawConfigSpot17(PlayState* play) {
void Scene_DrawConfigDeathMountainCrater(PlayState* play) {
s8 sp6F = coss((play->gameplayFrames * 1500) & 0xFFFF) >> 8;
s8 sp6E = coss((play->gameplayFrames * 1500) & 0xFFFF) >> 8;
u32 gameplayFrames;
@ -1394,7 +1394,7 @@ void* sGoronCityEntranceTextures[] = {
gGoronCityNightEntranceTex,
};
void Scene_DrawConfigSpot18(PlayState* play) {
void Scene_DrawConfigGoronCity(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7555);
@ -1421,7 +1421,7 @@ void* sLonLonRanchWindowTextures[] = {
gLonLonRangeNightWindowsTex,
};
void Scene_DrawConfigSpot20(PlayState* play) {
void Scene_DrawConfigLonLonRanch(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7602);
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1436,7 +1436,7 @@ void Scene_DrawConfigSpot20(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7615);
}
void Scene_DrawConfigHidan(PlayState* play) {
void Scene_DrawConfigFireTemple(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7630);
@ -1461,7 +1461,7 @@ void Scene_DrawConfigHidan(PlayState* play) {
f32 D_8012A398 = 0.0f;
void Scene_DrawConfigBdan(PlayState* play) {
void Scene_DrawConfigJabuJabu(PlayState* play) {
static s16 D_8012A39C = 538;
static s16 D_8012A3A0 = 4272;
u32 gameplayFrames;
@ -1539,7 +1539,7 @@ void Scene_DrawConfigBdan(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7811);
}
void Scene_DrawConfigGanontika(PlayState* play) {
void Scene_DrawConfigInsideGanonsCastle(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7825);
@ -1567,11 +1567,11 @@ void Scene_DrawConfigGanontika(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7852);
}
void Scene_DrawConfigGanontikaSonogo(PlayState* play) {
void Scene_DrawConfigInsideGanonsCastleCollapse(PlayState* play) {
func_8009BEEC(play);
}
void Scene_DrawConfigGanonSonogo(PlayState* play) {
void Scene_DrawConfigGanonsTowerCollapseInterior(PlayState* play) {
func_8009BEEC(play);
}
@ -1594,59 +1594,59 @@ void Scene_DrawConfigBesitu(PlayState* play) {
}
void (*sSceneDrawConfigs[SDC_MAX])(PlayState*) = {
Scene_DrawConfigDefault, // SDC_DEFAULT
Scene_DrawConfigSpot00, // SDC_HYRULE_FIELD
Scene_DrawConfigSpot01, // SDC_KAKARIKO_VILLAGE
Scene_DrawConfigSpot03, // SDC_ZORAS_RIVER
Scene_DrawConfigSpot04, // SDC_KOKIRI_FOREST
Scene_DrawConfigSpot06, // SDC_LAKE_HYLIA
Scene_DrawConfigSpot07, // SDC_ZORAS_DOMAIN
Scene_DrawConfigSpot08, // SDC_ZORAS_FOUNTAIN
Scene_DrawConfigSpot09, // SDC_GERUDO_VALLEY
Scene_DrawConfigSpot10, // SDC_LOST_WOODS
Scene_DrawConfigSpot11, // SDC_DESERT_COLOSSUS
Scene_DrawConfigSpot12, // SDC_GERUDOS_FORTRESS
Scene_DrawConfigSpot13, // SDC_HAUNTED_WASTELAND
Scene_DrawConfigSpot15, // SDC_HYRULE_CASTLE
Scene_DrawConfigSpot16, // SDC_DEATH_MOUNTAIN_TRAIL
Scene_DrawConfigSpot17, // SDC_DEATH_MOUNTAIN_CRATER
Scene_DrawConfigSpot18, // SDC_GORON_CITY
Scene_DrawConfigSpot20, // SDC_LON_LON_RANCH
Scene_DrawConfigHidan, // SDC_FIRE_TEMPLE
Scene_DrawConfigYdan, // SDC_DEKU_TREE
Scene_DrawConfigDdan, // SDC_DODONGOS_CAVERN
Scene_DrawConfigBdan, // SDC_JABU_JABU
Scene_DrawConfigBmori1, // SDC_FOREST_TEMPLE
Scene_DrawConfigMizusin, // SDC_WATER_TEMPLE
Scene_DrawConfigHakadan, // SDC_SHADOW_TEMPLE
Scene_DrawConfigJyasinzou, // SDC_SPIRIT_TEMPLE
Scene_DrawConfigGanontika, // SDC_INSIDE_GANONS_CASTLE
Scene_DrawConfigMen, // SDC_GERUDO_TRAINING_GROUND
Scene_DrawConfigYdanBoss, // SDC_DEKU_TREE_BOSS
Scene_DrawConfigMizusinBs, // SDC_WATER_TEMPLE_BOSS
Scene_DrawConfigTokinoma, // SDC_TEMPLE_OF_TIME
Scene_DrawConfigKakusiana, // SDC_GROTTOS
Scene_DrawConfigKenjyanoma, // SDC_CHAMBER_OF_THE_SAGES
Scene_DrawConfigGreatFairyFountain, // SDC_GREAT_FAIRYS_FOUNTAIN
Scene_DrawConfigSyatekijyou, // SDC_SHOOTING_GALLERY
Scene_DrawConfigHairalNiwa, // SDC_CASTLE_COURTYARD_GUARDS
Scene_DrawConfigGanonCastleExterior, // SDC_OUTSIDE_GANONS_CASTLE
Scene_DrawConfigIceDoukuto, // SDC_ICE_CAVERN
Scene_DrawConfigGanonFinal, // SDC_GANONS_TOWER_COLLAPSE_EXTERIOR
Scene_DrawConfigFairyFountain, // SDC_FAIRYS_FOUNTAIN
Scene_DrawConfigGerudoway, // SDC_THIEVES_HIDEOUT
Scene_DrawConfigBowling, // SDC_BOMBCHU_BOWLING_ALLEY
Scene_DrawConfigHakaanaOuke, // SDC_ROYAL_FAMILYS_TOMB
Scene_DrawConfigHyliaLabo, // SDC_LAKESIDE_LABORATORY
Scene_DrawConfigSouko, // SDC_LON_LON_BUILDINGS
Scene_DrawConfigMiharigoya, // SDC_MARKET_GUARD_HOUSE
Scene_DrawConfigMahouya, // SDC_POTION_SHOP_GRANNY
Scene_DrawConfigCalmWater, // SDC_CALM_WATER
Scene_DrawConfigGraveExitLightShining, // SDC_GRAVE_EXIT_LIGHT_SHINING
Scene_DrawConfigBesitu, // SDC_BESITU
Scene_DrawConfigTuribori, // SDC_FISHING_POND
Scene_DrawConfigGanonSonogo, // SDC_GANONS_TOWER_COLLAPSE_INTERIOR
Scene_DrawConfigGanontikaSonogo, // SDC_INSIDE_GANONS_CASTLE_COLLAPSE
Scene_DrawConfigDefault, // SDC_DEFAULT
Scene_DrawConfigHyruleField, // SDC_HYRULE_FIELD
Scene_DrawConfigKakarikoVillage, // SDC_KAKARIKO_VILLAGE
Scene_DrawConfigZorasRiver, // SDC_ZORAS_RIVER
Scene_DrawConfigKokiriForest, // SDC_KOKIRI_FOREST
Scene_DrawConfigLakeHylia, // SDC_LAKE_HYLIA
Scene_DrawConfigZorasDomain, // SDC_ZORAS_DOMAIN
Scene_DrawConfigZorasFountain, // SDC_ZORAS_FOUNTAIN
Scene_DrawConfigGerudoValley, // SDC_GERUDO_VALLEY
Scene_DrawConfigLostWoods, // SDC_LOST_WOODS
Scene_DrawConfigDesertColossus, // SDC_DESERT_COLOSSUS
Scene_DrawConfigGerudosFortress, // SDC_GERUDOS_FORTRESS
Scene_DrawConfigHauntedWasteland, // SDC_HAUNTED_WASTELAND
Scene_DrawConfigHyruleCastle, // SDC_HYRULE_CASTLE
Scene_DrawConfigDeathMountainTrail, // SDC_DEATH_MOUNTAIN_TRAIL
Scene_DrawConfigDeathMountainCrater, // SDC_DEATH_MOUNTAIN_CRATER
Scene_DrawConfigGoronCity, // SDC_GORON_CITY
Scene_DrawConfigLonLonRanch, // SDC_LON_LON_RANCH
Scene_DrawConfigFireTemple, // SDC_FIRE_TEMPLE
Scene_DrawConfigDekuTree, // SDC_DEKU_TREE
Scene_DrawConfigDodongosCavern, // SDC_DODONGOS_CAVERN
Scene_DrawConfigJabuJabu, // SDC_JABU_JABU
Scene_DrawConfigForestTemple, // SDC_FOREST_TEMPLE
Scene_DrawConfigWaterTemple, // SDC_WATER_TEMPLE
Scene_DrawConfigShadowTempleAndWell, // SDC_SHADOW_TEMPLE_AND_WELL
Scene_DrawConfigSpiritTemple, // SDC_SPIRIT_TEMPLE
Scene_DrawConfigInsideGanonsCastle, // SDC_INSIDE_GANONS_CASTLE
Scene_DrawConfigGerudoTrainingGround, // SDC_GERUDO_TRAINING_GROUND
Scene_DrawConfigDekuTreeBoss, // SDC_DEKU_TREE_BOSS
Scene_DrawConfigWaterTempleBoss, // SDC_WATER_TEMPLE_BOSS
Scene_DrawConfigTempleOfTime, // SDC_TEMPLE_OF_TIME
Scene_DrawConfigGrottos, // SDC_GROTTOS
Scene_DrawConfigChamberOfTheSages, // SDC_CHAMBER_OF_THE_SAGES
Scene_DrawConfigGreatFairyFountain, // SDC_GREAT_FAIRYS_FOUNTAIN
Scene_DrawConfigShootingGallery, // SDC_SHOOTING_GALLERY
Scene_DrawConfigCastleCourtyardGuards, // SDC_CASTLE_COURTYARD_GUARDS
Scene_DrawConfigOutsideGanonsCastle, // SDC_OUTSIDE_GANONS_CASTLE
Scene_DrawConfigIceCavern, // SDC_ICE_CAVERN
Scene_DrawConfigGanonsTowerCollapseExterior, // SDC_GANONS_TOWER_COLLAPSE_EXTERIOR
Scene_DrawConfigFairysFountain, // SDC_FAIRYS_FOUNTAIN
Scene_DrawConfigThievesHideout, // SDC_THIEVES_HIDEOUT
Scene_DrawConfigBombchuBowlingAlley, // SDC_BOMBCHU_BOWLING_ALLEY
Scene_DrawConfigRoyalFamilysTomb, // SDC_ROYAL_FAMILYS_TOMB
Scene_DrawConfigLakesideLaboratory, // SDC_LAKESIDE_LABORATORY
Scene_DrawConfigLonLonBuildings, // SDC_LON_LON_BUILDINGS
Scene_DrawConfigMarketGuardHouse, // SDC_MARKET_GUARD_HOUSE
Scene_DrawConfigPotionShopGranny, // SDC_POTION_SHOP_GRANNY
Scene_DrawConfigCalmWater, // SDC_CALM_WATER
Scene_DrawConfigGraveExitLightShining, // SDC_GRAVE_EXIT_LIGHT_SHINING
Scene_DrawConfigBesitu, // SDC_BESITU
Scene_DrawConfigFishingPond, // SDC_FISHING_POND
Scene_DrawConfigGanonsTowerCollapseInterior, // SDC_GANONS_TOWER_COLLAPSE_INTERIOR
Scene_DrawConfigInsideGanonsCastleCollapse, // SDC_INSIDE_GANONS_CASTLE_COLLAPSE
};
void Scene_Draw(PlayState* play) {

View file

@ -221,7 +221,7 @@ void Sram_InitNewSave(void) {
gSaveContext.horseData.angle = -0x6AD9;
gSaveContext.magicLevel = 0;
gSaveContext.infTable[INFTABLE_1DX_INDEX] = 1;
gSaveContext.sceneFlags[5].swch = 0x40000000;
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch = 0x40000000;
}
static SavePlayerData sDebugSavePlayerData = {
@ -378,7 +378,7 @@ void Sram_InitDebugSave(void) {
gSaveContext.entranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.magicLevel = 0;
gSaveContext.sceneFlags[5].swch = 0x40000000;
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch = 0x40000000;
}
static s16 sDungeonEntrances[] = {