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Merge branch 'master' into doc_pause_menu

This commit is contained in:
Dragorn421 2022-11-27 13:02:25 +01:00
commit 9863650527
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GPG key ID: 32B53D2D16FC4118
120 changed files with 4017 additions and 3616 deletions

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@ -54,24 +54,24 @@ void Map_SetFloorPalettesData(PlayState* play, s16 floor) {
}
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
for (i = 0; i < gMapData->maxPaletteCount[mapIndex]; i++) {
room = gMapData->paletteRoom[mapIndex][floor][i];
if ((room != 0xFF) && (gSaveContext.sceneFlags[mapIndex].rooms & gBitFlags[room])) {
@ -88,40 +88,40 @@ void Map_InitData(PlayState* play, s16 room) {
s16 extendedMapIndex;
switch (play->sceneId) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
case SCENE_GERUDOS_FORTRESS:
case SCENE_HAUNTED_WASTELAND:
case SCENE_HYRULE_CASTLE:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
case SCENE_LON_LON_RANCH:
case SCENE_OUTSIDE_GANONS_CASTLE:
extendedMapIndex = mapIndex;
if (play->sceneId == SCENE_SPOT02) {
if (play->sceneId == SCENE_GRAVEYARD) {
if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
extendedMapIndex = 0x14;
}
} else if (play->sceneId == SCENE_SPOT06) {
} else if (play->sceneId == SCENE_LAKE_HYLIA) {
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
extendedMapIndex = 0x15;
}
} else if (play->sceneId == SCENE_SPOT09) {
} else if (play->sceneId == SCENE_GERUDO_VALLEY) {
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
extendedMapIndex = 0x16;
}
} else if (play->sceneId == SCENE_SPOT12) {
} else if (play->sceneId == SCENE_GERUDOS_FORTRESS) {
if (GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
extendedMapIndex = 0x17;
}
@ -136,24 +136,24 @@ void Map_InitData(PlayState* play, s16 room) {
gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
interfaceCtx->unk_258 = mapIndex;
break;
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
osSyncPrintf(VT_FGCOL(YELLOW));
// "Deku Tree Dungeon MAP Texture DMA"
osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
@ -180,24 +180,24 @@ void Map_InitRoomData(PlayState* play, s16 room) {
if (room >= 0) {
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
gSaveContext.sceneFlags[mapIndex].rooms |= gBitFlags[room];
osSyncPrintf("_%d\n", gSaveContext.sceneFlags[mapIndex].rooms);
interfaceCtx->mapRoomNum = room;
@ -239,27 +239,27 @@ void Map_Init(PlayState* play) {
ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
switch (play->sceneId) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
mapIndex = play->sceneId - SCENE_SPOT00;
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
case SCENE_GERUDOS_FORTRESS:
case SCENE_HAUNTED_WASTELAND:
case SCENE_HYRULE_CASTLE:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
case SCENE_LON_LON_RANCH:
case SCENE_OUTSIDE_GANONS_CASTLE:
mapIndex = play->sceneId - SCENE_HYRULE_FIELD;
R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
R_COMPASS_SCALE_X = gMapData->owCompassInfo[mapIndex][0];
R_COMPASS_SCALE_Y = gMapData->owCompassInfo[mapIndex][1];
@ -269,34 +269,34 @@ void Map_Init(PlayState* play) {
R_OW_MINIMAP_X = gMapData->owMinimapPosX[mapIndex];
R_OW_MINIMAP_Y = gMapData->owMinimapPosY[mapIndex];
break;
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_GANON:
case SCENE_MEN:
case SCENE_GERUDOWAY:
case SCENE_GANONTIKA:
case SCENE_GANON_SONOGO:
case SCENE_GANONTIKA_SONOGO:
case SCENE_TAKARAYA:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
mapIndex = (play->sceneId >= SCENE_YDAN_BOSS) ? play->sceneId - SCENE_YDAN_BOSS : play->sceneId;
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_TREASURE_BOX_SHOP:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
mapIndex = (play->sceneId >= SCENE_DEKU_TREE_BOSS) ? play->sceneId - SCENE_DEKU_TREE_BOSS : play->sceneId;
R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
if ((play->sceneId <= SCENE_ICE_DOUKUTO) || (play->sceneId >= SCENE_YDAN_BOSS)) {
if ((play->sceneId <= SCENE_ICE_CAVERN) || (play->sceneId >= SCENE_DEKU_TREE_BOSS)) {
R_COMPASS_SCALE_X = gMapData->dgnCompassInfo[mapIndex][0];
R_COMPASS_SCALE_Y = gMapData->dgnCompassInfo[mapIndex][1];
R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
@ -368,16 +368,16 @@ void Minimap_Draw(PlayState* play) {
if (play->pauseCtx.state < PAUSE_STATE_OPENING_1) {
/* PAUSE_STATE_OFF, PAUSE_STATE_WAIT_LETTERBOX, PAUSE_STATE_WAIT_BG_PRERENDER, PAUSE_STATE_INIT */
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
if (!R_MINIMAP_DISABLED) {
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
@ -420,26 +420,26 @@ void Minimap_Draw(PlayState* play) {
}
break;
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
case SCENE_GERUDOS_FORTRESS:
case SCENE_HAUNTED_WASTELAND:
case SCENE_HYRULE_CASTLE:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
case SCENE_LON_LON_RANCH:
case SCENE_OUTSIDE_GANONS_CASTLE:
if (!R_MINIMAP_DISABLED) {
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
@ -457,8 +457,8 @@ void Minimap_Draw(PlayState* play) {
(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
if (((play->sceneId != SCENE_SPOT01) && (play->sceneId != SCENE_SPOT04) &&
(play->sceneId != SCENE_SPOT08)) ||
if (((play->sceneId != SCENE_KAKARIKO_VILLAGE) && (play->sceneId != SCENE_KOKIRI_FOREST) &&
(play->sceneId != SCENE_ZORAS_FOUNTAIN)) ||
(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
if ((gMapData->owEntranceFlag[sEntranceIconMapIndex] == 0xFFFF) ||
((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
@ -478,7 +478,7 @@ void Minimap_Draw(PlayState* play) {
}
}
if ((play->sceneId == SCENE_SPOT08) &&
if ((play->sceneId == SCENE_ZORAS_FOUNTAIN) &&
(gSaveContext.infTable[INFTABLE_1AX_INDEX] & gBitFlags[INFTABLE_1A9_SHIFT])) {
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8,
8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
@ -526,16 +526,16 @@ void Map_Update(PlayState* play) {
if (!IS_PAUSED(&play->pauseCtx)) {
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
interfaceCtx->mapPalette[30] = 0;
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
interfaceCtx->mapPalette[31] = 1;
@ -578,17 +578,17 @@ void Map_Update(PlayState* play) {
VREG(10) = interfaceCtx->mapRoomNum;
break;
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_YDAN_BOSS];
R_MAP_TEX_INDEX =
R_MAP_TEX_INDEX_BASE + gMapData->floorTexIndexOffset[play->sceneId - SCENE_YDAN_BOSS][VREG(30)];
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_DEKU_TREE_BOSS];
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE +
gMapData->floorTexIndexOffset[play->sceneId - SCENE_DEKU_TREE_BOSS][VREG(30)];
break;
}
}