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[headers] Create letterbox.h, move more protos from functions.h (#2225)

* [headers] Create z64shrink_window.h, move more protos from functions.h

* format

* include

* bss

* letterbox.h
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Dragorn421 2024-09-25 19:45:06 +02:00 committed by GitHub
parent 50985375b9
commit 7ccb0a641e
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GPG key ID: B5690EEEBB952194
14 changed files with 119 additions and 96 deletions

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@ -422,35 +422,6 @@ s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor); s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
s32 func_800435B4(DynaPolyActor* dynaActor); s32 func_800435B4(DynaPolyActor* dynaActor);
s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4); s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play);
void Camera_InitDataUsingPlayer(Camera* camera, Player* player);
s16 Camera_ChangeStatus(Camera* camera, s16 status);
Vec3s Camera_Update(Camera* camera);
void Camera_Finish(Camera* camera);
s32 Camera_RequestMode(Camera* camera, s16 mode);
s32 Camera_CheckValidMode(Camera* camera, s16 mode);
s32 Camera_RequestSetting(Camera* camera, s16 setting);
s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex);
s16 Camera_GetInputDirYaw(Camera* camera);
Vec3s Camera_GetCamDir(Camera* camera);
s16 Camera_GetCamDirPitch(Camera* camera);
s16 Camera_GetCamDirYaw(Camera* camera);
s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration);
s32 Camera_SetViewParam(Camera* camera, s32 viewFlag, void* param);
s32 Camera_OverwriteStateFlags(Camera* camera, s16 stateFlags);
s16 Camera_SetStateFlag(Camera* camera, s16 stateFlag);
s16 Camera_UnsetStateFlag(Camera* camera, s16 stateFlag);
s32 Camera_ResetAnim(Camera* camera);
s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCameraPoint* eyePoints, Player* player,
s16 relativeToPlayer);
s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
s16 timer3);
s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
Vec3f Camera_GetQuakeOffset(Camera* camera);
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
UNK_TYPE arg6);
s32 func_8005B198(void);
s16 Camera_SetFinishedFlag(Camera* camera);
void SaveContext_Init(void); void SaveContext_Init(void);
s32 func_800635D0(s32); s32 func_800635D0(s32);
@ -466,14 +437,7 @@ DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX,
f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type, f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type,
GraphicsContext* gfxCtx); GraphicsContext* gfxCtx);
void DebugDisplay_DrawObjects(PlayState* play); void DebugDisplay_DrawObjects(PlayState* play);
void Cutscene_InitContext(PlayState* play, CutsceneContext* csCtx);
void Cutscene_StartManual(PlayState* play, CutsceneContext* csCtx);
void Cutscene_StopManual(PlayState* play, CutsceneContext* csCtx);
void Cutscene_UpdateManual(PlayState* play, CutsceneContext* csCtx);
void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx);
void Cutscene_HandleEntranceTriggers(PlayState* play);
void Cutscene_HandleConditionalTriggers(PlayState* play);
void Cutscene_SetScript(PlayState* play, void* script);
void* MemCpy(void* dest, const void* src, s32 len); void* MemCpy(void* dest, const void* src, s32 len);
void GetItem_Draw(PlayState* play, s16 drawId); void GetItem_Draw(PlayState* play, s16 drawId);
@ -497,46 +461,7 @@ void Font_LoadCharWide(Font* font, u16 character, u16 codePointIndex);
void Font_LoadChar(Font* font, u8 character, u16 codePointIndex); void Font_LoadChar(Font* font, u8 character, u16 codePointIndex);
void Font_LoadMessageBoxIcon(Font* font, u16 icon); void Font_LoadMessageBoxIcon(Font* font, u16 icon);
void Font_LoadOrderedFont(Font* font); void Font_LoadOrderedFont(Font* font);
s32 Environment_ZBufValToFixedPoint(s32 zBufferVal);
u16 Environment_GetPixelDepth(s32 x, s32 y);
void Environment_GraphCallback(GraphicsContext* gfxCtx, void* param);
void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused);
u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minStep);
u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
f32 Environment_LerpWeightAccelDecel(u16 endFrame, u16 startFrame, u16 curFrame, u16 accelDuration, u16 decelDuration);
void Environment_EnableUnderwaterLights(PlayState* play, s32 waterLightsIndex);
void Environment_DisableUnderwaterLights(PlayState* play);
void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx,
PauseContext* pauseCtx, MessageContext* msgCtx, GameOverContext* gameOverCtx,
GraphicsContext* gfxCtx);
void Environment_DrawSunAndMoon(PlayState* play);
void Environment_DrawSunLensFlare(PlayState* play, EnvironmentContext* envCtx, View* view,
GraphicsContext* gfxCtx, Vec3f pos, s32 unused);
void Environment_DrawLensFlare(PlayState* play, EnvironmentContext* envCtx, View* view,
GraphicsContext* gfxCtx, Vec3f pos, s32 unused, s16 scale, f32 colorIntensity,
s16 glareStrength, u8 isSun);
void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx);
void Environment_ChangeLightSetting(PlayState* play, u32 lightSetting);
void Environment_UpdateLightningStrike(PlayState* play);
void Environment_AddLightningBolts(PlayState* play, u8 num);
void Environment_DrawLightning(PlayState* play, s32 unused);
void Environment_PlaySceneSequence(PlayState* play);
void Environment_DrawCustomLensFlare(PlayState* play);
void Environment_InitGameOverLights(PlayState* play);
void Environment_FadeInGameOverLights(PlayState* play);
void Environment_FadeOutGameOverLights(PlayState* play);
void Environment_FillScreen(GraphicsContext* gfxCtx, u8 red, u8 green, u8 blue, u8 alpha, u8 drawFlags);
void Environment_DrawSandstorm(PlayState* play, u8 sandstormState);
void Environment_AdjustLights(PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
s32 Environment_GetBgsDayCount(void);
void Environment_ClearBgsDayCount(void);
s32 Environment_GetTotalDays(void);
void Environment_ForcePlaySequence(u16 seqId);
s32 Environment_IsForcedSequenceDisabled(void);
void Environment_PlayStormNatureAmbience(PlayState* play);
void Environment_StopStormNatureAmbience(PlayState* play);
void Environment_WarpSongLeave(PlayState* play);
void Health_InitMeter(PlayState* play); void Health_InitMeter(PlayState* play);
void Health_UpdateMeter(PlayState* play); void Health_UpdateMeter(PlayState* play);
void Health_DrawMeter(PlayState* play); void Health_DrawMeter(PlayState* play);
@ -794,13 +719,7 @@ void TransitionFade_Draw(void* thisx, Gfx** gfxP);
s32 TransitionFade_IsDone(void* thisx); s32 TransitionFade_IsDone(void* thisx);
void TransitionFade_SetColor(void* thisx, u32 color); void TransitionFade_SetColor(void* thisx, u32 color);
void TransitionFade_SetType(void* thisx, s32 type); void TransitionFade_SetType(void* thisx, s32 type);
void Letterbox_SetSizeTarget(s32 target);
u32 Letterbox_GetSizeTarget(void);
void Letterbox_SetSize(s32 size);
u32 Letterbox_GetSize(void);
void Letterbox_Init(void);
void Letterbox_Destroy(void);
void Letterbox_Update(s32 updateRate);
void DebugCamera_Init(DebugCam* debugCam, Camera* cameraPtr); void DebugCamera_Init(DebugCam* debugCam, Camera* cameraPtr);
void DebugCamera_Enable(DebugCam* debugCam, Camera* cam); void DebugCamera_Enable(DebugCam* debugCam, Camera* cam);
void DebugCamera_Update(DebugCam* debugCam, Camera* cam); void DebugCamera_Update(DebugCam* debugCam, Camera* cam);

14
include/letterbox.h Normal file
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@ -0,0 +1,14 @@
#ifndef LETTERBOX_H
#define LETTERBOX_H
#include "ultra64.h"
void Letterbox_SetSizeTarget(s32 target);
u32 Letterbox_GetSizeTarget(void);
void Letterbox_SetSize(s32 size);
u32 Letterbox_GetSize(void);
void Letterbox_Init(void);
void Letterbox_Destroy(void);
void Letterbox_Update(s32 updateRate);
#endif

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@ -28,6 +28,7 @@
#include "z64animation.h" #include "z64animation.h"
#include "z64animation_legacy.h" #include "z64animation_legacy.h"
#include "z64dma.h" #include "z64dma.h"
#include "letterbox.h"
#include "z64math.h" #include "z64math.h"
#include "z64map_mark.h" #include "z64map_mark.h"
#include "z64message.h" #include "z64message.h"

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@ -6,6 +6,9 @@
#include "z64math.h" #include "z64math.h"
#include "z64save.h" #include "z64save.h"
struct CollisionContext;
struct View;
#define CAM_STAT_CUT 0 #define CAM_STAT_CUT 0
#define CAM_STAT_WAIT 1 #define CAM_STAT_WAIT 1
#define CAM_STAT_UNK3 3 #define CAM_STAT_UNK3 3
@ -1696,4 +1699,34 @@ typedef enum DebugCamTextColor {
/* 7 */ DEBUG_CAM_TEXT_GREEN /* 7 */ DEBUG_CAM_TEXT_GREEN
} DebugCamTextColor; } DebugCamTextColor;
void Camera_Init(Camera* camera, struct View* view, struct CollisionContext* colCtx, struct PlayState* play);
void Camera_InitDataUsingPlayer(Camera* camera, struct Player* player);
s16 Camera_ChangeStatus(Camera* camera, s16 status);
Vec3s Camera_Update(Camera* camera);
void Camera_Finish(Camera* camera);
s32 Camera_RequestMode(Camera* camera, s16 mode);
s32 Camera_CheckValidMode(Camera* camera, s16 mode);
s32 Camera_RequestSetting(Camera* camera, s16 setting);
s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex);
s16 Camera_GetInputDirYaw(Camera* camera);
Vec3s Camera_GetCamDir(Camera* camera);
s16 Camera_GetCamDirPitch(Camera* camera);
s16 Camera_GetCamDirYaw(Camera* camera);
s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration);
s32 Camera_SetViewParam(Camera* camera, s32 viewFlag, void* param);
s32 Camera_OverwriteStateFlags(Camera* camera, s16 stateFlags);
s16 Camera_SetStateFlag(Camera* camera, s16 stateFlag);
s16 Camera_UnsetStateFlag(Camera* camera, s16 stateFlag);
s32 Camera_ResetAnim(Camera* camera);
s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCameraPoint* eyePoints,
struct Player* player, s16 relativeToPlayer);
s32 Camera_ChangeDoorCam(Camera* camera, struct Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
s16 timer3);
s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
Vec3f Camera_GetQuakeOffset(Camera* camera);
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
UNK_TYPE arg6);
s32 func_8005B198(void);
s16 Camera_SetFinishedFlag(Camera* camera);
#endif #endif

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@ -4,6 +4,8 @@
#include "ultra64.h" #include "ultra64.h"
#include "z64math.h" #include "z64math.h"
struct PlayState;
typedef union CutsceneData { typedef union CutsceneData {
s32 i; s32 i;
f32 f; f32 f;
@ -513,4 +515,13 @@ typedef struct CutsceneContext {
/* 0x28 */ CsCmdActorCue* actorCues[10]; // "npcdemopnt" /* 0x28 */ CsCmdActorCue* actorCues[10]; // "npcdemopnt"
} CutsceneContext; // size = 0x50 } CutsceneContext; // size = 0x50
void Cutscene_InitContext(struct PlayState* play, CutsceneContext* csCtx);
void Cutscene_StartManual(struct PlayState* play, CutsceneContext* csCtx);
void Cutscene_StopManual(struct PlayState* play, CutsceneContext* csCtx);
void Cutscene_UpdateManual(struct PlayState* play, CutsceneContext* csCtx);
void Cutscene_UpdateScripted(struct PlayState* play, CutsceneContext* csCtx);
void Cutscene_HandleEntranceTriggers(struct PlayState* play);
void Cutscene_HandleConditionalTriggers(struct PlayState* play);
void Cutscene_SetScript(struct PlayState* play, void* script);
#endif #endif

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@ -5,8 +5,12 @@
#include "z64light.h" #include "z64light.h"
#include "z64dma.h" #include "z64dma.h"
struct GameOverContext;
struct MessageContext;
struct PauseContext;
struct PlayState; struct PlayState;
struct SkyboxContext; struct SkyboxContext;
struct View;
#define FILL_SCREEN_OPA (1 << 0) #define FILL_SCREEN_OPA (1 << 0)
#define FILL_SCREEN_XLU (1 << 1) #define FILL_SCREEN_XLU (1 << 1)
@ -241,4 +245,45 @@ extern u16 gTimeSpeed;
void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, struct SkyboxContext* skyboxCtx); void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, struct SkyboxContext* skyboxCtx);
void Environment_DrawSkyboxFilters(struct PlayState* play); void Environment_DrawSkyboxFilters(struct PlayState* play);
s32 Environment_ZBufValToFixedPoint(s32 zBufferVal);
u16 Environment_GetPixelDepth(s32 x, s32 y);
void Environment_GraphCallback(struct GraphicsContext* gfxCtx, void* param);
void Environment_Init(struct PlayState* play2, EnvironmentContext* envCtx, s32 unused);
u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minStep);
u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
f32 Environment_LerpWeightAccelDecel(u16 endFrame, u16 startFrame, u16 curFrame, u16 accelDuration, u16 decelDuration);
void Environment_EnableUnderwaterLights(struct PlayState* play, s32 waterLightsIndex);
void Environment_DisableUnderwaterLights(struct PlayState* play);
void Environment_Update(struct PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx,
struct PauseContext* pauseCtx, struct MessageContext* msgCtx,
struct GameOverContext* gameOverCtx, struct GraphicsContext* gfxCtx);
void Environment_DrawSunAndMoon(struct PlayState* play);
void Environment_DrawSunLensFlare(struct PlayState* play, EnvironmentContext* envCtx, struct View* view,
struct GraphicsContext* gfxCtx, Vec3f pos, s32 unused);
void Environment_DrawLensFlare(struct PlayState* play, EnvironmentContext* envCtx, struct View* view,
struct GraphicsContext* gfxCtx, Vec3f pos, s32 unused, s16 scale, f32 colorIntensity,
s16 glareStrength, u8 isSun);
void Environment_DrawRain(struct PlayState* play, struct View* view, struct GraphicsContext* gfxCtx);
void Environment_ChangeLightSetting(struct PlayState* play, u32 lightSetting);
void Environment_UpdateLightningStrike(struct PlayState* play);
void Environment_AddLightningBolts(struct PlayState* play, u8 num);
void Environment_DrawLightning(struct PlayState* play, s32 unused);
void Environment_PlaySceneSequence(struct PlayState* play);
void Environment_DrawCustomLensFlare(struct PlayState* play);
void Environment_InitGameOverLights(struct PlayState* play);
void Environment_FadeInGameOverLights(struct PlayState* play);
void Environment_FadeOutGameOverLights(struct PlayState* play);
void Environment_FillScreen(struct GraphicsContext* gfxCtx, u8 red, u8 green, u8 blue, u8 alpha, u8 drawFlags);
void Environment_DrawSandstorm(struct PlayState* play, u8 sandstormState);
void Environment_AdjustLights(struct PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
s32 Environment_GetBgsDayCount(void);
void Environment_ClearBgsDayCount(void);
s32 Environment_GetTotalDays(void);
void Environment_ForcePlaySequence(u16 seqId);
s32 Environment_IsForcedSequenceDisabled(void);
void Environment_PlayStormNatureAmbience(struct PlayState* play);
void Environment_StopStormNatureAmbience(struct PlayState* play);
void Environment_WarpSongLeave(struct PlayState* play);
#endif #endif

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@ -27,7 +27,7 @@
#endif #endif
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \ #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:106" "ntsc-1.2:100"
StackEntry sDmaMgrStackInfo; StackEntry sDmaMgrStackInfo;
OSMesgQueue sDmaMgrMsgQueue; OSMesgQueue sDmaMgrMsgQueue;

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@ -22,8 +22,8 @@ extern struct IrqMgr gIrqMgr;
#include "n64dd.h" #include "n64dd.h"
#endif #endif
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \ #pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ntsc-1.2:163" "ntsc-1.2:158"
extern u8 _buffersSegmentEnd[]; extern u8 _buffersSegmentEnd[];

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@ -1,7 +1,7 @@
#include "global.h" #include "global.h"
#include "terminal.h" #include "terminal.h"
#pragma increment_block_number "ntsc-1.2:152" #pragma increment_block_number "ntsc-1.2:144"
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList); u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector); void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);

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@ -3638,7 +3638,7 @@ s32 Camera_KeepOn3(Camera* camera) {
} }
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \ #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:107" "ntsc-1.2:102"
s32 Camera_KeepOn4(Camera* camera) { s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50; static Vec3f D_8015BD50;

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@ -3,7 +3,7 @@
#include "versions.h" #include "versions.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \ #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:224" "ntsc-1.2:192"
ALIGNED(16) SaveContext gSaveContext; ALIGNED(16) SaveContext gSaveContext;
u32 D_8015FA88; u32 D_8015FA88;

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@ -124,8 +124,8 @@ u16 gCamAtSplinePointsAppliedFrame;
u16 gCamEyePointAppliedFrame; u16 gCamEyePointAppliedFrame;
u16 gCamAtPointAppliedFrame; u16 gCamAtPointAppliedFrame;
#pragma increment_block_number "gc-eu:192 gc-eu-mq:176 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \ #pragma increment_block_number "gc-eu:192 gc-eu-mq:176 gc-jp:192 gc-jp-ce:192 gc-jp-mq:176 gc-us:192 gc-us-mq:176" \
"ntsc-1.2:96" "ntsc-1.2:80"
// Cam ID to return to when a scripted cutscene is finished // Cam ID to return to when a scripted cutscene is finished
s16 sReturnToCamId; s16 sReturnToCamId;

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@ -7,7 +7,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h" #include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.2:0" #pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.2:0"
typedef enum LightningBoltState { typedef enum LightningBoltState {
/* 0x00 */ LIGHTNING_BOLT_START, /* 0x00 */ LIGHTNING_BOLT_START,
@ -212,8 +212,8 @@ s16 sLightningFlashAlpha;
s16 sSunDepthTestX; s16 sSunDepthTestX;
s16 sSunDepthTestY; s16 sSunDepthTestY;
#pragma increment_block_number "gc-eu:112 gc-eu-mq:112 gc-jp:216 gc-jp-ce:216 gc-jp-mq:216 gc-us:216 gc-us-mq:216" \ #pragma increment_block_number "gc-eu:239 gc-eu-mq:239 gc-jp:216 gc-jp-ce:216 gc-jp-mq:216 gc-us:216 gc-us-mq:216" \
"ntsc-1.2:224" "ntsc-1.2:216"
LightNode* sNGameOverLightNode; LightNode* sNGameOverLightNode;
LightInfo sNGameOverLightInfo; LightInfo sNGameOverLightInfo;

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@ -16,7 +16,7 @@
#include "cic6105.h" #include "cic6105.h"
#endif #endif
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:130 gc-jp-ce:130 gc-jp-mq:130 gc-us:130 gc-us-mq:130" #pragma increment_block_number "gc-eu:123 gc-eu-mq:123 gc-jp:125 gc-jp-ce:125 gc-jp-mq:125 gc-us:125 gc-us-mq:125"
#define FLAGS ACTOR_FLAG_4 #define FLAGS ACTOR_FLAG_4