mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-13 11:24:40 +00:00
Merge branch 'master' into doc_pause_menu
This commit is contained in:
commit
61c4864972
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
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@ -1430,7 +1430,7 @@ s32 Cutscene_Command_07(PlayState* play, CutsceneContext* csCtx, u8* cmd, u8 unu
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|||
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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||||
Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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||||
sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
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||||
Camera_SetParam(subCam, 64, &sp28);
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||||
Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &sp28);
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||||
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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sp3C.y = csCtx->subCamLookAtPoints->pos.y;
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sp3C.z = csCtx->subCamLookAtPoints->pos.z;
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@ -1700,7 +1700,8 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
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|||
Vec3f windDirection = { 0.0f, 0.0f, 0.0f };
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||||
Player* player = GET_PLAYER(play);
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||||
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||||
if (!(play->cameraPtrs[0]->unk_14C & 0x100) && (play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
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if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_8) &&
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(play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
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OPEN_DISPS(gfxCtx, "../z_kankyo.c", 2799);
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vec.x = view->at.x - view->eye.x;
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@ -482,7 +482,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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case 3120:
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csInfo->keyFrames = D_80121954[-(timer + 101)];
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subCam->timer = 100;
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subCam->unk_14C |= 2;
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subCam->stateFlags |= CAM_STATE_1;
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csInfo->keyFrameCnt = 2;
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func_8002DF54(play, NULL, 8);
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@ -494,7 +494,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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|||
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||||
func_8002DF54(play, NULL, 8);
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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subCam->unk_14C |= 2;
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subCam->stateFlags |= CAM_STATE_1;
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break;
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case 3140:
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D_80121C24[0].atTargetInit = play->view.at;
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@ -1266,7 +1266,7 @@ s32 OnePointCutscene_Attention(PlayState* play, Actor* actor) {
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sUnused = -1;
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parentCam = play->cameraPtrs[CAM_ID_MAIN];
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if (parentCam->mode == CAM_MODE_FOLLOWBOOMERANG) {
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if (parentCam->mode == CAM_MODE_FOLLOW_BOOMERANG) {
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osSyncPrintf(VT_COL(YELLOW, BLACK) "actor attention demo camera: change mode BOOKEEPON -> NORMAL\n" VT_RST);
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Camera_ChangeMode(parentCam, CAM_MODE_NORMAL);
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}
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@ -255,7 +255,8 @@ void Play_Init(GameState* thisx) {
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this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
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this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
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this->activeCamId = CAM_ID_MAIN;
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func_8005AC48(&this->mainCamera, 0xFF);
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Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
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CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
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Sram_Init(this, &this->sramCtx);
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Regs_InitData(this);
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Message_Init(this);
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@ -1548,9 +1549,9 @@ s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
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Camera* camera = this->cameraPtrs[camIdx];
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Player* player;
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ret |= Camera_SetParam(camera, 1, at);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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ret <<= 1;
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ret |= Camera_SetParam(camera, 2, eye);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
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||||
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@ -1574,11 +1575,11 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
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|||
Camera* camera = this->cameraPtrs[camIdx];
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Player* player;
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|
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ret |= Camera_SetParam(camera, 1, at);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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ret <<= 1;
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ret |= Camera_SetParam(camera, 2, eye);
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||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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||||
ret <<= 1;
|
||||
ret |= Camera_SetParam(camera, 4, up);
|
||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
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||||
|
||||
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
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||||
|
||||
|
@ -1597,7 +1598,7 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
|
|||
}
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||||
|
||||
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
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||||
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;
|
||||
|
|
|
@ -624,8 +624,8 @@ void func_8008EEAC(PlayState* play, Actor* actor) {
|
|||
this->unk_664 = actor;
|
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this->unk_684 = actor;
|
||||
this->stateFlags1 |= PLAYER_STATE1_16;
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Camera_SetParam(Play_GetCamera(play, CAM_ID_MAIN), 8, actor);
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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) {
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||||
|
|
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@ -111,7 +111,7 @@ void* D_8012A2F8[] = {
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gYdanTex_00CA18,
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};
|
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|
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void Scene_DrawConfigYdan(PlayState* play) {
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void Scene_DrawConfigDekuTree(PlayState* play) {
|
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u32 gameplayFrames = play->gameplayFrames;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
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||||
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@ -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;
|
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s32 pad;
|
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Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
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@ -190,7 +190,7 @@ void Scene_DrawConfigDdan(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
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||||
}
|
||||
|
||||
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) {
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void Scene_DrawConfigGrottos(PlayState* play) {
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||||
u32 gameplayFrames;
|
||||
|
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5171);
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||||
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@ -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;
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||||
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5226);
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@ -351,7 +351,7 @@ void Scene_DrawConfigGraveExitLightShining(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5330);
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||||
}
|
||||
|
||||
void Scene_DrawConfigFairyFountain(PlayState* play) {
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||||
void Scene_DrawConfigFairysFountain(PlayState* play) {
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u32 gameplayFrames;
|
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||||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5346);
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||||
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@ -372,7 +372,7 @@ void Scene_DrawConfigFairyFountain(PlayState* play) {
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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) {
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void Scene_DrawConfigThievesHideout(PlayState* play) {
|
||||
u32 gameplayFrames;
|
||||
|
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5490);
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|
@ -422,7 +422,7 @@ void* D_8012A330[] = {
|
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gWaterTempleNightEntranceTex,
|
||||
};
|
||||
|
||||
void Scene_DrawConfigMizusin(PlayState* play) {
|
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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) {
|
||||
|
|
|
@ -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[] = {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue