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Doc pass on scene & room headers (#1240)

* Doc pass on scene & room headers

* Remove comments on room draw handlers

* `struct ActorEntry` -> `ActorEntry`
This commit is contained in:
Dragorn421 2022-06-09 12:02:18 -07:00 committed by GitHub
parent 3ff19c253e
commit 73ba138f54
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
6 changed files with 296 additions and 340 deletions

View file

@ -840,80 +840,6 @@ typedef struct {
/* 0x000C */ ObjectStatus status[OBJECT_EXCHANGE_BANK_MAX];
} ObjectContext; // size = 0x518
typedef struct {
/* 0x00 */ Gfx* opa;
/* 0x04 */ Gfx* xlu;
} PolygonDlist; // size = 0x8
typedef struct {
/* 0x00 */ u8 type;
} PolygonBase;
typedef struct {
/* 0x00 */ PolygonBase base;
/* 0x01 */ u8 num; // number of dlist entries
/* 0x04 */ void* start;
/* 0x08 */ void* end;
} PolygonType0; // size = 0xC
typedef struct {
/* 0x00 */ u16 unk_00;
/* 0x02 */ u8 id;
/* 0x04 */ u32 source;
/* 0x08 */ u32 unk_0C;
/* 0x0C */ u32 tlut;
/* 0x10 */ u16 width;
/* 0x12 */ u16 height;
/* 0x14 */ u8 fmt;
/* 0x15 */ u8 siz;
/* 0x16 */ u16 mode0;
/* 0x18 */ u16 tlutCount;
} BgImage; // size = 0x1C
typedef struct {
/* 0x00 */ PolygonBase base;
/* 0x01 */ u8 format; // 1 = single, 2 = multi
/* 0x04 */ Gfx* dlist;
union {
struct {
/* 0x08 */ void* source;
/* 0x0C */ u32 unk_0C;
/* 0x10 */ void* tlut;
/* 0x14 */ u16 width;
/* 0x16 */ u16 height;
/* 0x18 */ u8 fmt;
/* 0x19 */ u8 siz;
/* 0x1A */ u16 mode0;
/* 0x1C */ u16 tlutCount;
} single;
struct {
/* 0x08 */ u8 count;
/* 0x0C */ BgImage* list;
} multi;
};
} PolygonType1;
typedef struct {
/* 0x00 */ Vec3s pos;
/* 0x06 */ s16 unk_06;
/* 0x08 */ Gfx* opa;
/* 0x0C */ Gfx* xlu;
} PolygonDlist2; // size = 0x8
typedef struct {
/* 0x00 */ PolygonBase base;
/* 0x01 */ u8 num; // number of dlist entries
/* 0x04 */ void* start;
/* 0x08 */ void* end;
} PolygonType2; // size = 0xC
typedef union {
PolygonBase base;
PolygonType0 polygon0;
PolygonType1 polygon1;
PolygonType2 polygon2;
} MeshHeader; // "Ground Shape"
typedef enum {
/* 0 */ LENS_MODE_HIDE_ACTORS, // lens actors are visible by default, and hidden by using lens (for example, fake walls)
/* 1 */ LENS_MODE_SHOW_ACTORS // lens actors are invisible by default, and shown by using lens (for example, invisible enemies)
@ -1097,29 +1023,6 @@ typedef struct {
/* 0x24C */ s32 (*isDone)(void* transition);
} TransitionContext; // size = 0x250
typedef struct {
/* 0x00 */ s16 id;
/* 0x02 */ Vec3s pos;
/* 0x08 */ Vec3s rot;
/* 0x0E */ s16 params;
} ActorEntry; // size = 0x10
typedef struct {
struct {
s8 room; // Room to switch to
s8 effects; // How the camera reacts during the transition
} /* 0x00 */ sides[2]; // 0 = front, 1 = back
/* 0x04 */ s16 id;
/* 0x06 */ Vec3s pos;
/* 0x0C */ s16 rotY;
/* 0x0E */ s16 params;
} TransitionActorEntry; // size = 0x10
typedef struct {
/* 0x00 */ u8 spawn;
/* 0x01 */ u8 room;
} EntranceEntry;
typedef struct {
/* 0x00 */ u8* readBuff;
} SramContext; // size = 0x4

View file

@ -1,6 +1,8 @@
#ifndef Z64SCENE_H
#define Z64SCENE_H
#include "z64.h"
#include "command_macros_base.h"
typedef struct {
@ -17,6 +19,148 @@ typedef struct {
/* 0x13 */ u8 unk_13;
} SceneTableEntry; // size = 0x14
typedef struct {
/* 0x00 */ s16 id;
/* 0x02 */ Vec3s pos;
/* 0x08 */ Vec3s rot;
/* 0x0E */ s16 params;
} ActorEntry; // size = 0x10
typedef struct {
struct {
s8 room; // Room to switch to
s8 effects; // How the camera reacts during the transition
} /* 0x00 */ sides[2]; // 0 = front, 1 = back
/* 0x04 */ s16 id;
/* 0x06 */ Vec3s pos;
/* 0x0C */ s16 rotY;
/* 0x0E */ s16 params;
} TransitionActorEntry; // size = 0x10
typedef struct {
/* 0x00 */ u8 spawn;
/* 0x01 */ u8 room;
} EntranceEntry;
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 diffuseDir1[3];
/* 0x06 */ u8 diffuseColor1[3];
/* 0x09 */ s8 diffuseDir2[3];
/* 0x0C */ u8 diffuseColor2[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ u16 fogNear;
/* 0x14 */ u16 fogFar;
} LightSettings; // size = 0x16
typedef struct {
/* 0x00 */ u8 count; // number of points in the path
/* 0x04 */ Vec3s* points; // Segment Address to the array of points
} Path; // size = 0x8
// Mesh headers
typedef enum {
/* 0 */ MESH_HEADER_TYPE_0,
/* 1 */ MESH_HEADER_TYPE_1,
/* 2 */ MESH_HEADER_TYPE_2,
/* 3 */ MESH_HEADER_TYPE_MAX
} MeshHeaderType;
typedef struct {
/* 0x00 */ u8 type;
} MeshHeaderBase; // size = 0x01
typedef struct {
/* 0x00 */ Gfx* opa;
/* 0x04 */ Gfx* xlu;
} MeshHeader01Entry; // size = 0x08
typedef struct {
/* 0x00 */ MeshHeaderBase base;
/* 0x01 */ u8 numEntries;
/* 0x04 */ MeshHeader01Entry* entries;
/* 0x08 */ MeshHeader01Entry* entriesEnd;
} MeshHeader0; // size = 0x0C
typedef enum {
/* 1 */ MESH_HEADER1_FORMAT_SINGLE = 1,
/* 2 */ MESH_HEADER1_FORMAT_MULTI
} MeshHeader1Format;
typedef struct {
/* 0x00 */ MeshHeaderBase base;
/* 0x01 */ u8 format; // MeshHeader1Format
/* 0x04 */ MeshHeader01Entry* entry;
} MeshHeader1Base; // size = 0x08
typedef struct {
/* 0x00 */ MeshHeader1Base base;
/* 0x08 */ void* source;
/* 0x0C */ u32 unk_0C;
/* 0x10 */ void* tlut;
/* 0x14 */ u16 width;
/* 0x16 */ u16 height;
/* 0x18 */ u8 fmt;
/* 0x19 */ u8 siz;
/* 0x1A */ u16 mode0;
/* 0x1C */ u16 tlutCount;
} MeshHeader1Single; // size = 0x20
typedef struct {
/* 0x00 */ u16 unk_00;
/* 0x02 */ u8 id;
/* 0x04 */ u32 source;
/* 0x08 */ u32 unk_0C;
/* 0x0C */ u32 tlut;
/* 0x10 */ u16 width;
/* 0x12 */ u16 height;
/* 0x14 */ u8 fmt;
/* 0x15 */ u8 siz;
/* 0x16 */ u16 mode0;
/* 0x18 */ u16 tlutCount;
} BgImage; // size = 0x1C
typedef struct {
/* 0x00 */ MeshHeader1Base base;
/* 0x08 */ u8 count;
/* 0x0C */ BgImage* list;
} MeshHeader1Multi; // size = 0x10
typedef struct {
/* 0x00 */ Vec3s pos;
/* 0x06 */ s16 unk_06;
/* 0x08 */ Gfx* opa;
/* 0x0C */ Gfx* xlu;
} MeshHeader2Entry; // size = 0x10
typedef struct {
/* 0x00 */ MeshHeaderBase base;
/* 0x01 */ u8 numEntries;
/* 0x04 */ MeshHeader2Entry* entries;
/* 0x08 */ MeshHeader2Entry* entriesEnd;
} MeshHeader2; // size = 0x0C
typedef union {
MeshHeaderBase base;
MeshHeader0 meshHeader0;
MeshHeader1Base meshHeader1Base;
MeshHeader1Single meshHeader1Single;
MeshHeader1Multi meshHeader1Multi;
MeshHeader2 meshHeader2;
} MeshHeader; // "Ground Shape"
// TODO update ZAPD
typedef MeshHeader01Entry PolygonDlist;
typedef MeshHeader0 PolygonType0;
typedef MeshHeader2Entry PolygonDlist2;
typedef MeshHeader2 PolygonType2;
#define ROOM_DRAW_OPA (1 << 0)
#define ROOM_DRAW_XLU (1 << 1)
// Scene commands
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
@ -25,14 +169,14 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ ActorEntry* data;
} SCmdSpawnList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ ActorEntry* data;
} SCmdActorList;
typedef struct {
@ -44,13 +188,13 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ CollisionHeader* data;
} SCmdColHeader;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ RomFile* data;
} SCmdRoomList;
typedef struct {
@ -66,7 +210,7 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ EntranceEntry* data;
} SCmdEntranceList;
typedef struct {
@ -84,37 +228,37 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ MeshHeaderBase* data;
} SCmdMesh;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ s16* data;
} SCmdObjectList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ LightInfo* data;
} SCmdLightList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ Path* data;
} SCmdPathList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ TransitionActorEntry* data;
} SCmdTransiActorList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 num;
/* 0x04 */ void* segment;
/* 0x01 */ u8 length;
/* 0x04 */ EnvLightSettings* data;
} SCmdLightSettingList;
typedef struct {
@ -123,7 +267,7 @@ typedef struct {
/* 0x02 */ char pad[2];
/* 0x04 */ u8 hour;
/* 0x05 */ u8 min;
/* 0x06 */ u8 unk_06;
/* 0x06 */ u8 timeSpeed;
} SCmdTimeSettings;
typedef struct {
@ -131,16 +275,16 @@ typedef struct {
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 skyboxId;
/* 0x05 */ u8 unk_05;
/* 0x06 */ u8 unk_06;
/* 0x05 */ u8 skyboxConfig;
/* 0x06 */ u8 envLightMode;
} SCmdSkyboxSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 unk_04;
/* 0x05 */ u8 unk_05;
/* 0x04 */ u8 skyboxDisabled;
/* 0x05 */ u8 sunMoonDisabled;
} SCmdSkyboxDisables;
typedef struct {
@ -152,7 +296,7 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ s16* data;
} SCmdExitList;
typedef struct {
@ -173,13 +317,13 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ void* data;
} SCmdCutsceneData;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
/* 0x04 */ void* data;
} SCmdAltHeaders;
typedef struct {
@ -188,91 +332,6 @@ typedef struct {
/* 0x04 */ u32 area;
} SCmdMiscSettings;
typedef struct {
u8 headerType;
} MeshHeaderBase;
typedef struct {
MeshHeaderBase base;
u8 numEntries;
Gfx* dListStart;
Gfx* dListEnd;
} MeshHeader0;
typedef struct {
Gfx* opaqueDList;
Gfx* translucentDList;
} MeshEntry0;
typedef struct {
MeshHeaderBase base;
u8 format;
u32 entryRecord;
} MeshHeader1Base;
typedef struct {
MeshHeader1Base base;
void* imagePtr; // 0x08
u32 unknown; // 0x0C
u32 unknown2; // 0x10
u16 bgWidth; // 0x14
u16 bgHeight; // 0x16
u8 imageFormat; // 0x18
u8 imageSize; // 0x19
u16 imagePal; // 0x1A
u16 imageFlip; // 0x1C
} MeshHeader1Single;
typedef struct {
MeshHeader1Base base;
u8 bgCnt;
void* bgRecordPtr;
} MeshHeader1Multi;
typedef struct {
u16 unknown; // 0x00
s8 bgID; // 0x02
void* imagePtr; // 0x04
u32 unknown2; // 0x08
u32 unknown3; // 0x0C
u16 bgWidth; // 0x10
u16 bgHeight; // 0x12
u8 imageFmt; // 0x14
u8 imageSize; // 0x15
u16 imagePal; // 0x16
u16 imageFlip; // 0x18
} BackgroundRecord;
typedef struct {
s16 playerXMax, playerZMax;
s16 playerXMin, playerZMin;
Gfx* opaqueDList;
Gfx* translucentDList;
} MeshEntry2;
typedef struct {
MeshHeaderBase base;
u8 numEntries;
Gfx* dListStart;
Gfx* dListEnd;
} MeshHeader2;
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 diffuseDir1[3];
/* 0x06 */ u8 diffuseColor1[3];
/* 0x09 */ s8 diffuseDir2[3];
/* 0x0C */ u8 diffuseColor2[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ u16 fogNear;
/* 0x14 */ u16 fogFar;
} LightSettings; // size = 0x16
typedef struct {
/* 0x00 */ u8 count; // number of points in the path
/* 0x04 */ Vec3s* points; // Segment Address to the array of points
} Path; // size = 0x8
typedef union {
SCmdBase base;
SCmdSpawnList spawnList;
@ -475,11 +534,11 @@ typedef enum {
#define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \
{ SCENE_CMD_ID_LIGHT_SETTINGS_LIST, numLightSettings, CMD_PTR(lightSettingsList) }
#define SCENE_CMD_TIME_SETTINGS(hour, min, speed) \
{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, speed, 0) }
#define SCENE_CMD_TIME_SETTINGS(hour, min, timeSpeed) \
{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, timeSpeed, 0) }
#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, weather, isIndoors) \
{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, weather, isIndoors, 0) }
#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, skyboxConfig, envLightMode) \
{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, skyboxConfig, envLightMode, 0) }
#define SCENE_CMD_SKYBOX_DISABLES(disableSky, disableSunMoon) \
{ SCENE_CMD_ID_SKYBOX_DISABLES, 0, CMD_BBBB(disableSky, disableSunMoon, 0, 0) }

View file

@ -6948,7 +6948,7 @@ void func_80057FC4(Camera* camera) {
if (camera != &camera->play->mainCamera) {
camera->prevSetting = camera->setting = CAM_SET_FREE0;
camera->unk_14C &= ~0x4;
} else if (camera->play->roomCtx.curRoom.meshHeader->base.type != 1) {
} else if (camera->play->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) {
switch (camera->play->roomCtx.curRoom.behaviorType1) {
case ROOM_BEHAVIOR_TYPE1_1:
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);

View file

@ -1197,7 +1197,7 @@ void Play_Draw(PlayState* this) {
POLY_OPA_DISP = sp84;
goto Play_Draw_DrawOverlayElements;
} else {
s32 sp80;
s32 roomDrawFlags;
if ((HREG(80) != 10) || (HREG(83) != 0)) {
if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) {
@ -1236,13 +1236,13 @@ void Play_Draw(PlayState* this) {
if ((HREG(80) != 10) || (HREG(84) != 0)) {
if (VREG(94) == 0) {
if (HREG(80) != 10) {
sp80 = 3;
roomDrawFlags = ROOM_DRAW_OPA | ROOM_DRAW_XLU;
} else {
sp80 = HREG(84);
roomDrawFlags = HREG(84);
}
Scene_Draw(this);
Room_Draw(this, &this->roomCtx.curRoom, sp80 & 3);
Room_Draw(this, &this->roomCtx.prevRoom, sp80 & 3);
Room_Draw(this, &this->roomCtx.curRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
Room_Draw(this, &this->roomCtx.prevRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
}
}
@ -1808,8 +1808,8 @@ void Play_TriggerRespawn(PlayState* this) {
}
s32 func_800C0CB8(PlayState* this) {
return (this->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
(YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
return (this->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) && (YREG(15) != 0x20) &&
(YREG(15) != 0x30) && (YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
}
s32 FrameAdvance_IsEnabled(PlayState* this) {

View file

@ -1,9 +1,9 @@
#include "global.h"
#include "vt.h"
void func_80095AB4(PlayState* play, Room* room, u32 flags);
void func_80095D04(PlayState* play, Room* room, u32 flags);
void func_80096F6C(PlayState* play, Room* room, u32 flags);
void Room_Draw0(PlayState* play, Room* room, u32 flags);
void Room_Draw2(PlayState* play, Room* room, u32 flags);
void Room_Draw1(PlayState* play, Room* room, u32 flags);
Vec3f D_801270A0 = { 0.0f, 0.0f, 0.0f };
@ -22,49 +22,48 @@ Gfx D_801270B0[] = {
gsSPEndDisplayList(),
};
void (*sRoomDrawHandlers[])(PlayState* play, Room* room, u32 flags) = {
func_80095AB4,
func_80096F6C,
func_80095D04,
void (*sRoomDrawHandlers[MESH_HEADER_TYPE_MAX])(PlayState* play, Room* room, u32 flags) = {
Room_Draw0,
Room_Draw1,
Room_Draw2,
};
void func_80095AA0(PlayState* play, Room* room, Input* arg2, UNK_TYPE arg3) {
}
// Room Draw Polygon Type 0
void func_80095AB4(PlayState* play, Room* room, u32 flags) {
void Room_Draw0(PlayState* play, Room* room, u32 flags) {
s32 i;
PolygonType0* polygon0;
PolygonDlist* polygonDlist;
MeshHeader0* meshHeader0;
MeshHeader01Entry* meshHeader0Entry;
OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 193);
if (flags & 1) {
if (flags & ROOM_DRAW_OPA) {
func_800342EC(&D_801270A0, play);
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
func_80093C80(play);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
if (flags & ROOM_DRAW_XLU) {
func_8003435C(&D_801270A0, play);
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
polygon0 = &room->meshHeader->polygon0;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon0->start);
for (i = 0; i < polygon0->num; i++) {
if ((flags & 1) && (polygonDlist->opa != NULL)) {
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
meshHeader0 = &room->meshHeader->meshHeader0;
meshHeader0Entry = SEGMENTED_TO_VIRTUAL(meshHeader0->entries);
for (i = 0; i < meshHeader0->numEntries; i++) {
if ((flags & ROOM_DRAW_OPA) && (meshHeader0Entry->opa != NULL)) {
gSPDisplayList(POLY_OPA_DISP++, meshHeader0Entry->opa);
}
if ((flags & 2) && (polygonDlist->xlu != NULL)) {
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
if ((flags & ROOM_DRAW_XLU) && (meshHeader0Entry->xlu != NULL)) {
gSPDisplayList(POLY_XLU_DISP++, meshHeader0Entry->xlu);
}
polygonDlist++;
meshHeader0Entry++;
}
CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 239);
@ -73,16 +72,15 @@ void func_80095AB4(PlayState* play, Room* room, u32 flags) {
#define SHAPE_SORT_MAX 64
typedef struct struct_80095D04 {
/* 0x00 */ PolygonDlist2* unk_00;
/* 0x00 */ MeshHeader2Entry* unk_00;
/* 0x04 */ f32 unk_04;
/* 0x08 */ struct struct_80095D04* unk_08;
/* 0x0C */ struct struct_80095D04* unk_0C;
} struct_80095D04; // size = 0x10
// Room Draw Polygon Type 2
void func_80095D04(PlayState* play, Room* room, u32 flags) {
PolygonType2* polygon2;
PolygonDlist2* polygonDlist;
void Room_Draw2(PlayState* play, Room* room, u32 flags) {
MeshHeader2* meshHeader2;
MeshHeader2Entry* meshHeader2Entry;
struct_80095D04 spB8[SHAPE_SORT_MAX];
struct_80095D04* spB4 = NULL;
struct_80095D04* spB0 = NULL;
@ -95,41 +93,41 @@ void func_80095D04(PlayState* play, Room* room, u32 flags) {
Vec3f projectedPos;
f32 projectedW;
s32 pad2;
PolygonDlist2* polygonDlistFirst;
PolygonDlist2* polygonDlistIter;
MeshHeader2Entry* meshHeader2Entries;
MeshHeader2Entry* meshHeader2EntryIter;
f32 temp_f2;
OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 287);
if (flags & 1) {
if (flags & ROOM_DRAW_OPA) {
func_800342EC(&D_801270A0, play);
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
func_80093C80(play);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (1) {}
if (flags & 2) {
if (flags & ROOM_DRAW_XLU) {
func_8003435C(&D_801270A0, play);
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
}
polygon2 = &room->meshHeader->polygon2;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon2->start);
meshHeader2 = &room->meshHeader->meshHeader2;
meshHeader2Entry = SEGMENTED_TO_VIRTUAL(meshHeader2->entries);
spA4 = spB8;
ASSERT(polygon2->num <= SHAPE_SORT_MAX, "polygon2->num <= SHAPE_SORT_MAX", "../z_room.c", 317);
polygonDlistFirst = polygonDlist;
ASSERT(meshHeader2->numEntries <= SHAPE_SORT_MAX, "polygon2->num <= SHAPE_SORT_MAX", "../z_room.c", 317);
meshHeader2Entries = meshHeader2Entry;
for (i = 0; i < polygon2->num; i++, polygonDlist++) {
pos.x = polygonDlist->pos.x;
pos.y = polygonDlist->pos.y;
pos.z = polygonDlist->pos.z;
for (i = 0; i < meshHeader2->numEntries; i++, meshHeader2Entry++) {
pos.x = meshHeader2Entry->pos.x;
pos.y = meshHeader2Entry->pos.y;
pos.z = meshHeader2Entry->pos.z;
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &projectedPos, &projectedW);
if (-(f32)polygonDlist->unk_06 < projectedPos.z) {
temp_f2 = projectedPos.z - polygonDlist->unk_06;
if (-(f32)meshHeader2Entry->unk_06 < projectedPos.z) {
temp_f2 = projectedPos.z - meshHeader2Entry->unk_06;
if (temp_f2 < play->lightCtx.fogFar) {
spA4->unk_00 = polygonDlist;
spA4->unk_00 = meshHeader2Entry;
spA4->unk_04 = temp_f2;
iter = spB4;
if (iter == NULL) {
@ -164,45 +162,45 @@ void func_80095D04(PlayState* play, Room* room, u32 flags) {
}
}
iREG(87) = polygon2->num & 0xFFFF & 0xFFFF & 0xFFFF; // if this is real then I might not be
iREG(87) = meshHeader2->numEntries & 0xFFFF & 0xFFFF & 0xFFFF; // if this is real then I might not be
for (i = 1; spB4 != NULL; spB4 = spB4->unk_0C, i++) {
Gfx* displayList;
polygonDlist = spB4->unk_00;
meshHeader2Entry = spB4->unk_00;
if (iREG(86) != 0) {
polygonDlistIter = polygonDlistFirst;
for (j = 0; j < polygon2->num; j++, polygonDlistIter++) {
if (polygonDlist == polygonDlistIter) {
meshHeader2EntryIter = meshHeader2Entries;
for (j = 0; j < meshHeader2->numEntries; j++, meshHeader2EntryIter++) {
if (meshHeader2Entry == meshHeader2EntryIter) {
break; // This loop does nothing?
}
}
if (((iREG(86) == 1) && (iREG(89) >= i)) || ((iREG(86) == 2) && (iREG(89) == i))) {
if (flags & 1) {
displayList = polygonDlist->opa;
if (flags & ROOM_DRAW_OPA) {
displayList = meshHeader2Entry->opa;
if (displayList != NULL) {
gSPDisplayList(POLY_OPA_DISP++, displayList);
}
}
if (flags & 2) {
displayList = polygonDlist->xlu;
if (flags & ROOM_DRAW_XLU) {
displayList = meshHeader2Entry->xlu;
if (displayList != NULL) {
gSPDisplayList(POLY_XLU_DISP++, displayList);
}
}
}
} else {
if (flags & 1) {
displayList = polygonDlist->opa;
if (flags & ROOM_DRAW_OPA) {
displayList = meshHeader2Entry->opa;
if (displayList != NULL) {
gSPDisplayList(POLY_OPA_DISP++, displayList);
}
}
if (flags & 2) {
displayList = polygonDlist->xlu;
if (flags & ROOM_DRAW_XLU) {
displayList = meshHeader2Entry->xlu;
if (displayList != NULL) {
gSPDisplayList(POLY_XLU_DISP++, displayList);
}
@ -305,12 +303,11 @@ void func_8009638C(Gfx** displayList, void* source, void* tlut, u16 width, u16 h
*displayList = displayListHead;
}
// Room Draw Polygon Type 1 - Single Format
void func_80096680(PlayState* play, Room* room, u32 flags) {
void Room_Draw1Single(PlayState* play, Room* room, u32 flags) {
Camera* activeCam;
Gfx* spA8;
PolygonType1* polygon1;
PolygonDlist* polygonDlist;
MeshHeader1Single* meshHeader1Single;
MeshHeader01Entry* meshHeader1Entry;
u32 isFixedCamera;
u32 drawBg;
u32 drawOpa;
@ -320,11 +317,11 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
activeCam = GET_ACTIVE_CAM(play);
isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED);
polygon1 = &room->meshHeader->polygon1;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
drawBg = (flags & 1) && isFixedCamera && polygon1->single.source && !(SREG(25) & 1);
drawOpa = (flags & 1) && (polygonDlist->opa != NULL) && !(SREG(25) & 2);
drawXlu = (flags & 2) && (polygonDlist->xlu != NULL) && !(SREG(25) & 4);
meshHeader1Single = &room->meshHeader->meshHeader1Single;
meshHeader1Entry = SEGMENTED_TO_VIRTUAL(meshHeader1Single->base.entry);
drawBg = (flags & ROOM_DRAW_OPA) && isFixedCamera && meshHeader1Single->source && !(SREG(25) & 1);
drawOpa = (flags & ROOM_DRAW_OPA) && (meshHeader1Entry->opa != NULL) && !(SREG(25) & 2);
drawXlu = (flags & ROOM_DRAW_XLU) && (meshHeader1Entry->xlu != NULL) && !(SREG(25) & 4);
if (drawOpa || drawBg) {
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
@ -332,7 +329,7 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
if (drawOpa) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
gSPDisplayList(POLY_OPA_DISP++, meshHeader1Entry->opa);
}
if (drawBg) {
@ -342,9 +339,9 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
Vec3f sp60;
spA8 = POLY_OPA_DISP;
Camera_GetSkyboxOffset(&sp60, activeCam);
func_8009638C(&spA8, polygon1->single.source, polygon1->single.tlut, polygon1->single.width,
polygon1->single.height, polygon1->single.fmt, polygon1->single.siz,
polygon1->single.mode0, polygon1->single.tlutCount,
func_8009638C(&spA8, meshHeader1Single->source, meshHeader1Single->tlut, meshHeader1Single->width,
meshHeader1Single->height, meshHeader1Single->fmt, meshHeader1Single->siz,
meshHeader1Single->mode0, meshHeader1Single->tlutCount,
(sp60.x + sp60.z) * 1.2f + sp60.y * 0.6f, sp60.y * 2.4f + (sp60.x + sp60.z) * 0.3f);
POLY_OPA_DISP = spA8;
}
@ -357,13 +354,13 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
gSPDisplayList(POLY_XLU_DISP++, meshHeader1Entry->xlu);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 691);
}
BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
BgImage* func_80096A74(MeshHeader1Multi* meshHeader1Multi, PlayState* play) {
Camera* activeCam = GET_ACTIVE_CAM(play);
s32 camDataIdx;
s16 camDataIdx2;
@ -381,8 +378,8 @@ BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
player = GET_PLAYER(play);
player->actor.params = (player->actor.params & 0xFF00) | camDataIdx;
bgImage = SEGMENTED_TO_VIRTUAL(polygon1->multi.list);
for (i = 0; i < polygon1->multi.count; i++) {
bgImage = SEGMENTED_TO_VIRTUAL(meshHeader1Multi->list);
for (i = 0; i < meshHeader1Multi->count; i++) {
if (bgImage->id == camDataIdx) {
return bgImage;
}
@ -396,13 +393,12 @@ BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
return NULL;
}
// Room Draw Polygon Type 1 - Multi Format
void func_80096B6C(PlayState* play, Room* room, u32 flags) {
void Room_Draw1Multi(PlayState* play, Room* room, u32 flags) {
Camera* activeCam;
Gfx* gfx;
PolygonType1* polygon1;
MeshHeader1Multi* meshHeader1Multi;
BgImage* bgImage;
PolygonDlist* polygonDlist;
MeshHeader01Entry* meshHeader1Entry;
u32 isFixedCamera;
u32 drawBg;
u32 drawOpa;
@ -412,12 +408,12 @@ void func_80096B6C(PlayState* play, Room* room, u32 flags) {
activeCam = GET_ACTIVE_CAM(play);
isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED);
polygon1 = &room->meshHeader->polygon1;
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
bgImage = func_80096A74(polygon1, play);
drawBg = (flags & 1) && isFixedCamera && bgImage->source && !(SREG(25) & 1);
drawOpa = (flags & 1) && (polygonDlist->opa != NULL) && !(SREG(25) & 2);
drawXlu = (flags & 2) && (polygonDlist->xlu != NULL) && !(SREG(25) & 4);
meshHeader1Multi = &room->meshHeader->meshHeader1Multi;
meshHeader1Entry = SEGMENTED_TO_VIRTUAL(meshHeader1Multi->base.entry);
bgImage = func_80096A74(meshHeader1Multi, play);
drawBg = (flags & ROOM_DRAW_OPA) && isFixedCamera && bgImage->source && !(SREG(25) & 1);
drawOpa = (flags & ROOM_DRAW_OPA) && (meshHeader1Entry->opa != NULL) && !(SREG(25) & 2);
drawXlu = (flags & ROOM_DRAW_XLU) && (meshHeader1Entry->xlu != NULL) && !(SREG(25) & 4);
if (drawOpa || drawBg) {
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
@ -425,7 +421,7 @@ void func_80096B6C(PlayState* play, Room* room, u32 flags) {
if (drawOpa) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
gSPDisplayList(POLY_OPA_DISP++, meshHeader1Entry->opa);
}
if (drawBg) {
@ -451,20 +447,19 @@ void func_80096B6C(PlayState* play, Room* room, u32 flags) {
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
gSPDisplayList(POLY_XLU_DISP++, meshHeader1Entry->xlu);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 819);
}
// Room Draw Polygon Type 1
void func_80096F6C(PlayState* play, Room* room, u32 flags) {
PolygonType1* polygon1 = &room->meshHeader->polygon1;
void Room_Draw1(PlayState* play, Room* room, u32 flags) {
MeshHeader1Base* meshHeader1Base = &room->meshHeader->meshHeader1Base;
if (polygon1->format == 1) {
func_80096680(play, room, flags);
} else if (polygon1->format == 2) {
func_80096B6C(play, room, flags);
if (meshHeader1Base->format == MESH_HEADER1_FORMAT_SINGLE) {
Room_Draw1Single(play, room, flags);
} else if (meshHeader1Base->format == MESH_HEADER1_FORMAT_MULTI) {
Room_Draw1Multi(play, room, flags);
} else {
LogUtils_HungupThread("../z_room.c", 841);
}

View file

@ -184,7 +184,7 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
ActorEntry* linkEntry = play->linkActorEntry =
(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) + play->setupEntranceList[play->curSpawn].spawn;
(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.data) + play->setupEntranceList[play->curSpawn].spawn;
s16 linkObjectId;
play->linkAgeOnLoad = ((void)0, gSaveContext.linkAge);
@ -196,8 +196,8 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
}
void Scene_CommandActorList(PlayState* play, SceneCmd* cmd) {
play->numSetupActors = cmd->actorList.num;
play->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.segment);
play->numSetupActors = cmd->actorList.length;
play->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.data);
}
void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
@ -205,7 +205,7 @@ void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
}
void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.segment);
CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.data);
colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList);
@ -217,12 +217,12 @@ void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
}
void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
play->numRooms = cmd->roomList.num;
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.segment);
play->numRooms = cmd->roomList.length;
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
}
void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd) {
play->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.segment);
play->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.data);
}
void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
@ -244,7 +244,7 @@ void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
}
void Scene_CommandMeshHeader(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.meshHeader = SEGMENTED_TO_VIRTUAL(cmd->mesh.segment);
play->roomCtx.curRoom.meshHeader = SEGMENTED_TO_VIRTUAL(cmd->mesh.data);
}
void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
@ -254,7 +254,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
ObjectStatus* status;
ObjectStatus* status2;
ObjectStatus* firstStatus;
s16* objectEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.segment);
s16* objectEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
void* nextPtr;
k = 0;
@ -281,10 +281,10 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
status++;
}
ASSERT(cmd->objectList.num <= OBJECT_EXCHANGE_BANK_MAX, "scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX",
"../z_scene.c", 705);
ASSERT(cmd->objectList.length <= OBJECT_EXCHANGE_BANK_MAX,
"scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX", "../z_scene.c", 705);
while (k < cmd->objectList.num) {
while (k < cmd->objectList.length) {
nextPtr = func_800982FC(&play->objectCtx, i, *objectEntry);
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
firstStatus[i + 1].segment = nextPtr;
@ -299,21 +299,21 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
s32 i;
LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.segment);
LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.data);
for (i = 0; i < cmd->lightList.num; i++) {
for (i = 0; i < cmd->lightList.length; i++) {
LightContext_InsertLight(play, &play->lightCtx, lightInfo);
lightInfo++;
}
}
void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
play->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.segment);
play->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data);
}
void Scene_CommandTransitionActorList(PlayState* play, SceneCmd* cmd) {
play->transiActorCtx.numActors = cmd->transiActorList.num;
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.segment);
play->transiActorCtx.numActors = cmd->transiActorList.length;
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
}
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
@ -321,19 +321,19 @@ void TransitionActor_InitContext(GameState* state, TransitionActorContext* trans
}
void Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
play->envCtx.numLightSettings = cmd->lightSettingList.num;
play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.segment);
play->envCtx.numLightSettings = cmd->lightSettingList.length;
play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.data);
}
void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
play->skyboxId = cmd->skyboxSettings.skyboxId;
play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.unk_05;
play->envCtx.lightMode = cmd->skyboxSettings.unk_06;
play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig;
play->envCtx.lightMode = cmd->skyboxSettings.envLightMode;
}
void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
play->envCtx.skyboxDisabled = cmd->skyboxDisables.unk_04;
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk_05;
play->envCtx.skyboxDisabled = cmd->skyboxDisables.skyboxDisabled;
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.sunMoonDisabled;
}
void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
@ -342,8 +342,8 @@ void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000);
}
if (cmd->timeSettings.unk_06 != 0xFF) {
play->envCtx.sceneTimeSpeed = cmd->timeSettings.unk_06;
if (cmd->timeSettings.timeSpeed != 0xFF) {
play->envCtx.sceneTimeSpeed = cmd->timeSettings.timeSpeed;
} else {
play->envCtx.sceneTimeSpeed = 0;
}
@ -386,7 +386,7 @@ void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
}
void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
play->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.segment);
play->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data);
}
void Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) {
@ -414,7 +414,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
osSyncPrintf("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneSetupIndex));
if (gSaveContext.sceneSetupIndex != 0) {
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.segment))[gSaveContext.sceneSetupIndex - 1];
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneSetupIndex - 1];
if (1) {}
@ -426,8 +426,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
osSyncPrintf("\nげぼはっ! 指定されたデータがないでええっす!");
if (gSaveContext.sceneSetupIndex == 3) {
altHeader =
((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.segment))[gSaveContext.sceneSetupIndex - 2];
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneSetupIndex - 2];
// "Using adult day data there!"
osSyncPrintf("\nそこで、大人の昼データを使用するでええっす!!");
@ -443,7 +442,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
void Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) {
osSyncPrintf("\ngame_play->demo_play.data=[%x]", play->csCtx.segment);
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.segment);
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.data);
}
// Camera & World Map Area