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Cleanup post good scene names (#1452)

* Cleanup scene names

* missing scene id use

* rename scene draw config functions

* remove now useless comments

* format

* fix double defense/magic swapped

* try precision on "from potion shop"

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
This commit is contained in:
Dragorn421 2022-12-05 19:37:40 +01:00 committed by GitHub
parent 8ff58118b3
commit 9bad1d108e
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 227 additions and 254 deletions

View file

@ -435,7 +435,7 @@ void func_8002F8F0(Actor* actor, u16 sfxId);
void func_8002F91C(Actor* actor, u16 sfxId);
void func_8002F948(Actor* actor, u16 sfxId);
void func_8002F974(Actor* actor, u16 sfxId);
void func_8002F994(Actor* actor, s32 arg1);
void func_8002F994(Actor* actor, s32 timer);
s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos);
void Actor_DisableLens(PlayState* play);
void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* playerEntry);

View file

@ -927,17 +927,17 @@
/* 0x2E9 */ DEFINE_ENTRANCE(ENTR_LON_LON_RANCH_3_3, SCENE_LON_LON_RANCH, 3, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
// Labeled as "Test Area" in Map Select
/* 0x2EA */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EB */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_1, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EC */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_2, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2ED */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_3, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EE */ DEFINE_ENTRANCE(ENTR_TEST_SPOT05_0_4, SCENE_SACRED_FOREST_MEADOW, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EF */ DEFINE_ENTRANCE(ENTR_TEST_HIRAL_DEMO_0_5, SCENE_CUTSCENE_MAP, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F0 */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_6, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F1 */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_7, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F2 */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_8, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F3 */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_9, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F4 */ DEFINE_ENTRANCE(ENTR_TEST_SYATEKIJYOU_0_10, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EA */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EB */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_1, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EC */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_2, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2ED */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_3, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EE */ DEFINE_ENTRANCE(ENTR_TEST_SACRED_FOREST_MEADOW_0_4, SCENE_SACRED_FOREST_MEADOW, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2EF */ DEFINE_ENTRANCE(ENTR_TEST_CUTSCENE_MAP_0_5, SCENE_CUTSCENE_MAP, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F0 */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_6, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F1 */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_7, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F2 */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_8, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F3 */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_9, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F4 */ DEFINE_ENTRANCE(ENTR_TEST_SHOOTING_GALLERY_0_10, SCENE_SHOOTING_GALLERY, 0, false, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F5 */ DEFINE_ENTRANCE(ENTR_SPIRIT_TEMPLE_1, SCENE_SPIRIT_TEMPLE, 1, true, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)
/* 0x2F6 */ DEFINE_ENTRANCE(ENTR_SPIRIT_TEMPLE_1_1, SCENE_SPIRIT_TEMPLE, 1, true, true, TRANS_TYPE_FADE_BLACK, TRANS_TYPE_FADE_BLACK)

View file

@ -16,8 +16,8 @@
/* 0x04 */ DEFINE_SCENE(HIDAN_scene, g_pn_03, SCENE_FIRE_TEMPLE, SDC_FIRE_TEMPLE, 2, 6)
/* 0x05 */ DEFINE_SCENE(MIZUsin_scene, g_pn_04, SCENE_WATER_TEMPLE, SDC_WATER_TEMPLE, 1, 7)
/* 0x06 */ DEFINE_SCENE(jyasinzou_scene, g_pn_05, SCENE_SPIRIT_TEMPLE, SDC_SPIRIT_TEMPLE, 1, 8)
/* 0x07 */ DEFINE_SCENE(HAKAdan_scene, g_pn_02, SCENE_SHADOW_TEMPLE, SDC_SHADOW_TEMPLE, 2, 9)
/* 0x08 */ DEFINE_SCENE(HAKAdanCH_scene, g_pn_54, SCENE_BOTTOM_OF_THE_WELL, SDC_SHADOW_TEMPLE, 2, 10)
/* 0x07 */ DEFINE_SCENE(HAKAdan_scene, g_pn_02, SCENE_SHADOW_TEMPLE, SDC_SHADOW_TEMPLE_AND_WELL, 2, 9)
/* 0x08 */ DEFINE_SCENE(HAKAdanCH_scene, g_pn_54, SCENE_BOTTOM_OF_THE_WELL, SDC_SHADOW_TEMPLE_AND_WELL, 2, 10)
/* 0x09 */ DEFINE_SCENE(ice_doukutu_scene, g_pn_10, SCENE_ICE_CAVERN, SDC_ICE_CAVERN, 0, 0)
/* 0x0A */ DEFINE_SCENE(ganon_scene, none, SCENE_GANONS_TOWER, SDC_DEFAULT, 2, 0)
/* 0x0B */ DEFINE_SCENE(men_scene, g_pn_11, SCENE_GERUDO_TRAINING_GROUND, SDC_GERUDO_TRAINING_GROUND, 0, 0)
@ -33,7 +33,7 @@
/* 0x15 */ DEFINE_SCENE(FIRE_bs_scene, none, SCENE_FIRE_TEMPLE_BOSS, SDC_FIRE_TEMPLE, 0, 0)
/* 0x16 */ DEFINE_SCENE(MIZUsin_bs_scene, none, SCENE_WATER_TEMPLE_BOSS, SDC_WATER_TEMPLE_BOSS, 0, 0)
/* 0x17 */ DEFINE_SCENE(jyasinboss_scene, none, SCENE_SPIRIT_TEMPLE_BOSS, SDC_DEFAULT, 0, 0)
/* 0x18 */ DEFINE_SCENE(HAKAdan_bs_scene, none, SCENE_SHADOW_TEMPLE_BOSS, SDC_SHADOW_TEMPLE, 0, 0)
/* 0x18 */ DEFINE_SCENE(HAKAdan_bs_scene, none, SCENE_SHADOW_TEMPLE_BOSS, SDC_SHADOW_TEMPLE_AND_WELL, 0, 0)
/* 0x19 */ DEFINE_SCENE(ganon_boss_scene, none, SCENE_GANONDORF_BOSS, SDC_DEFAULT, 0, 0)
/* 0x1A */ DEFINE_SCENE(ganon_final_scene, none, SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR, SDC_GANONS_TOWER_COLLAPSE_EXTERIOR, 0, 0)
/* 0x1B */ DEFINE_SCENE(entra_scene, none, SCENE_MARKET_ENTRANCE_DAY, SDC_DEFAULT, 0, 0)

View file

@ -388,12 +388,12 @@ typedef enum {
#define ENTR_LOAD_OPENING -1
typedef enum {
/* 0x7FF9 */ ENTR_RETURN_YOUSEI_IZUMI_YOKO = 0x7FF9, // Great Fairy Fountain (spells)
/* 0x7FFA */ ENTR_RETURN_SYATEKIJYOU, // Shooting gallery
/* 0x7FF9 */ ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_SPELLS = 0x7FF9,
/* 0x7FFA */ ENTR_RETURN_SHOOTING_GALLERY,
/* 0x7FFB */ ENTR_RETURN_2, // unused
/* 0x7FFC */ ENTR_RETURN_SHOP1, // Bazaar
/* 0x7FFC */ ENTR_RETURN_BAZAAR,
/* 0x7FFD */ ENTR_RETURN_4, // unused
/* 0x7FFE */ ENTR_RETURN_DAIYOUSEI_IZUMI, // Great Fairy Fountain (magic, double magic, double defense)
/* 0x7FFE */ ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_MAGIC,
/* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain
} ReturnEntranceIndex;
@ -416,13 +416,13 @@ typedef enum {
/* 15 */ SDC_DEATH_MOUNTAIN_CRATER,
/* 16 */ SDC_GORON_CITY,
/* 17 */ SDC_LON_LON_RANCH,
/* 18 */ SDC_FIRE_TEMPLE, // used for Fire Temple and its boss scene
/* 18 */ SDC_FIRE_TEMPLE,
/* 19 */ SDC_DEKU_TREE,
/* 20 */ SDC_DODONGOS_CAVERN,
/* 21 */ SDC_JABU_JABU, // used for Jabu-Jabu and its boss scene
/* 21 */ SDC_JABU_JABU,
/* 22 */ SDC_FOREST_TEMPLE,
/* 23 */ SDC_WATER_TEMPLE,
/* 24 */ SDC_SHADOW_TEMPLE, // used for Bottom Of The Well, Shadow Temple and its boss scene
/* 24 */ SDC_SHADOW_TEMPLE_AND_WELL,
/* 25 */ SDC_SPIRIT_TEMPLE,
/* 26 */ SDC_INSIDE_GANONS_CASTLE,
/* 27 */ SDC_GERUDO_TRAINING_GROUND,
@ -431,13 +431,13 @@ typedef enum {
/* 30 */ SDC_TEMPLE_OF_TIME,
/* 31 */ SDC_GROTTOS,
/* 32 */ SDC_CHAMBER_OF_THE_SAGES,
/* 33 */ SDC_GREAT_FAIRYS_FOUNTAIN, // used for both Great Fairy Fountains scenes
/* 33 */ SDC_GREAT_FAIRYS_FOUNTAIN,
/* 34 */ SDC_SHOOTING_GALLERY,
/* 35 */ SDC_CASTLE_COURTYARD_GUARDS, // used for Castle Courtyard (with the hedges) (day, night and debug scenes)
/* 36 */ SDC_OUTSIDE_GANONS_CASTLE, // used for two scenes
/* 35 */ SDC_CASTLE_COURTYARD_GUARDS,
/* 36 */ SDC_OUTSIDE_GANONS_CASTLE,
/* 37 */ SDC_ICE_CAVERN,
/* 38 */ SDC_GANONS_TOWER_COLLAPSE_EXTERIOR,
/* 39 */ SDC_FAIRYS_FOUNTAIN, // used for both Fairy Fountains scenes
/* 39 */ SDC_FAIRYS_FOUNTAIN,
/* 40 */ SDC_THIEVES_HIDEOUT,
/* 41 */ SDC_BOMBCHU_BOWLING_ALLEY,
/* 42 */ SDC_ROYAL_FAMILYS_TOMB,
@ -445,8 +445,8 @@ typedef enum {
/* 44 */ SDC_LON_LON_BUILDINGS,
/* 45 */ SDC_MARKET_GUARD_HOUSE,
/* 46 */ SDC_POTION_SHOP_GRANNY,
/* 47 */ SDC_CALM_WATER, // used for Castle Courtyard (with Zelda), Sacred Forest Meadow, and debug Jungle Gym
/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING, // used for one grave scene and the Dampé race scene
/* 47 */ SDC_CALM_WATER,
/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING,
/* 49 */ SDC_BESITU,
/* 50 */ SDC_FISHING_POND,
/* 51 */ SDC_GANONS_TOWER_COLLAPSE_INTERIOR,

View file

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

View file

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

View file

@ -668,7 +668,6 @@ void func_80996EE8(DoorShutter* this, PlayState* play) {
if (DoorShutter_GetPlayerSide(this, play) != 0) {
Player* player = GET_PLAYER(play);
// Jabu navi text for switch doors is different
player->naviTextId = (play->sceneId == SCENE_JABU_JABU) ? -0x20B : -0x202;
}
}

View file

@ -69,7 +69,7 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) {
case SPAWNER_LEEVER:
this->timer = 30;
this->maxCurSpawns = 5;
if (play->sceneId == SCENE_HAUNTED_WASTELAND) { // Haunted Wasteland
if (play->sceneId == SCENE_HAUNTED_WASTELAND) {
this->reduceLeevers = true;
this->maxCurSpawns = 3;
}
@ -81,7 +81,7 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) {
break;
case SPAWNER_STALCHILDREN:
case SPAWNER_WOLFOS:
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) {
this->maxTotalSpawns = 10000;
}
this->updateFunc = EnEncount1_SpawnStalchildOrWolfos;

View file

@ -101,7 +101,6 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
this->actor.targetMode = 6;
Actor_SetScale(&this->actor, 0.01f);
// In Gerudo Valley
this->actor.uncullZoneForward = ((play->sceneId == SCENE_GERUDO_VALLEY) ? 1000.0f : 1200.0f);
switch (this->actor.params & 0xFF) {

View file

@ -154,7 +154,6 @@ typedef struct {
} EnHorseSpawnpoint;
static EnHorseSpawnpoint sHorseSpawns[] = {
// Hyrule Field
{ SCENE_HYRULE_FIELD, 16, 0, 1341, 0 },
{ SCENE_HYRULE_FIELD, -1297, 0, 1459, 0 },
{ SCENE_HYRULE_FIELD, -5416, -300, 1296, 0 },
@ -296,12 +295,10 @@ static EnHorseSpawnpoint sHorseSpawns[] = {
{ SCENE_HYRULE_FIELD, -2915, -435, 11334, 0 },
{ SCENE_HYRULE_FIELD, 165, -278, 3352, 0 },
// Lake Hylia
{ SCENE_LAKE_HYLIA, -2109, -882, 1724, 0 },
{ SCENE_LAKE_HYLIA, -328, -1238, 2705, 0 },
{ SCENE_LAKE_HYLIA, -3092, -1033, 3527, 0 },
// Gerudo Valley
{ SCENE_GERUDO_VALLEY, 2687, -269, 753, 0 },
{ SCENE_GERUDO_VALLEY, 2066, -132, 317, 0 },
{ SCENE_GERUDO_VALLEY, 523, -8, 635, 0 },
@ -313,7 +310,6 @@ static EnHorseSpawnpoint sHorseSpawns[] = {
{ SCENE_GERUDO_VALLEY, -1666, 58, 378, 0 },
{ SCENE_GERUDO_VALLEY, -3044, 210, -648, 0 },
// Gerudo's Fortress
{ SCENE_GERUDOS_FORTRESS, -678, 21, -623, 0 },
{ SCENE_GERUDOS_FORTRESS, 149, 333, -2499, 0 },
{ SCENE_GERUDOS_FORTRESS, 499, 581, -547, 0 },
@ -324,7 +320,6 @@ static EnHorseSpawnpoint sHorseSpawns[] = {
{ SCENE_GERUDOS_FORTRESS, -966, 24, -761, 0 },
{ SCENE_GERUDOS_FORTRESS, -694, 174, -2820, 0 },
// Lon Lon Ranch
{ SCENE_LON_LON_RANCH, 1039, 0, 2051, 0 },
{ SCENE_LON_LON_RANCH, -1443, 0, 1429, 0 },
{ SCENE_LON_LON_RANCH, 856, 0, -918, 0 }, // Hardcoded to always load in lon lon

View file

@ -60,7 +60,6 @@ u16 EnTg_GetTextId(PlayState* play, Actor* thisx) {
if (temp != 0) {
return temp;
}
// Use a different set of dialogue in Kakariko Village (Adult)
if (play->sceneId == SCENE_KAKARIKO_VILLAGE) {
if (this->nextDialogue % 2 != 0) {
phi = 0x5089;

View file

@ -387,7 +387,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
break;
}
} else if (type == ENVIEWER_TYPE_2_ZELDA) {
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) {
switch (this->state) {
case 0:
if (play->csCtx.state != CS_STATE_IDLE) {
@ -587,7 +587,7 @@ void EnViewer_DrawHorse(EnViewer* this, PlayState* play) {
}
s32 EnViewer_ZeldaOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) {
if (limbIndex == 2) {
*dList = gChildZeldaCutsceneDressDL;
}
@ -624,7 +624,7 @@ void EnViewer_ZeldaPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
void EnViewer_DrawZelda(EnViewer* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1583);
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) {
if (play->csCtx.frames < 771) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gChildZeldaEyeInTex));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gChildZeldaEyeOutTex));

View file

@ -752,7 +752,7 @@ void ObjBean_SetupWaitForPlayer(ObjBean* this) {
void ObjBean_WaitForPlayer(ObjBean* this, PlayState* play) {
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
ObjBean_SetupFly(this);
if (play->sceneId == SCENE_LOST_WOODS) { // Lost woods
if (play->sceneId == SCENE_LOST_WOODS) {
Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
} else {
Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_GENERIC);

View file

@ -4364,43 +4364,43 @@ s32 func_80838FB8(PlayState* play, Player* this) {
* Note: grottos and normal fairy fountains use `ENTR_RETURN_GROTTO`
*/
s16 sReturnEntranceGroupData[] = {
// ENTR_RETURN_DAIYOUSEI_IZUMI
/* 0 */ ENTR_DEATH_MOUNTAIN_TRAIL_4, // DMT from Magic Fairy Fountain
/* 1 */ ENTR_DEATH_MOUNTAIN_CRATER_3, // DMC from Double Defense Fairy Fountain
/* 2 */ ENTR_HYRULE_CASTLE_2, // Hyrule Castle from Dins Fire Fairy Fountain
// ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_MAGIC
/* 0 */ ENTR_DEATH_MOUNTAIN_TRAIL_4, // from Magic Fairy Fountain
/* 1 */ ENTR_DEATH_MOUNTAIN_CRATER_3, // from Double Magic Fairy Fountain
/* 2 */ ENTR_HYRULE_CASTLE_2, // from Double Defense Fairy Fountain (as adult)
// ENTR_RETURN_2
/* 3 */ ENTR_KAKARIKO_VILLAGE_9, // Kakariko from Potion Shop
/* 4 */ ENTR_MARKET_DAY_5, // Market (child day) from Potion Shop
/* 3 */ ENTR_KAKARIKO_VILLAGE_9, // from Potion Shop in Kakariko
/* 4 */ ENTR_MARKET_DAY_5, // from Potion Shop in Market
// ENTR_RETURN_SHOP1
/* 5 */ ENTR_KAKARIKO_VILLAGE_3, // Kakariko from Bazaar
/* 6 */ ENTR_MARKET_DAY_6, // Market (child day) from Bazaar
// ENTR_RETURN_BAZAAR
/* 5 */ ENTR_KAKARIKO_VILLAGE_3,
/* 6 */ ENTR_MARKET_DAY_6,
// ENTR_RETURN_4
/* 7 */ ENTR_KAKARIKO_VILLAGE_11, // Kakariko from House of Skulltulas
/* 8 */ ENTR_BACK_ALLEY_DAY_2, // Back Alley (day) from Bombchu Shop
/* 7 */ ENTR_KAKARIKO_VILLAGE_11, // from House of Skulltulas
/* 8 */ ENTR_BACK_ALLEY_DAY_2, // from Bombchu Shop
// ENTR_RETURN_SYATEKIJYOU
/* 9 */ ENTR_KAKARIKO_VILLAGE_10, // Kakariko from Shooting Gallery
/* 10 */ ENTR_MARKET_DAY_8, // Market (child day) from Shooting Gallery
// ENTR_RETURN_SHOOTING_GALLERY
/* 9 */ ENTR_KAKARIKO_VILLAGE_10,
/* 10 */ ENTR_MARKET_DAY_8,
// ENTR_RETURN_YOUSEI_IZUMI_YOKO
/* 11 */ ENTR_ZORAS_FOUNTAIN_5, // Zoras Fountain from Farores Wind Fairy Fountain
/* 12 */ ENTR_HYRULE_CASTLE_2, // Hyrule Castle from Dins Fire Fairy Fountain
/* 13 */ ENTR_DESERT_COLOSSUS_7, // Desert Colossus from Nayrus Love Fairy Fountain
// ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_SPELLS
/* 11 */ ENTR_ZORAS_FOUNTAIN_5, // from Farores Wind Fairy Fountain
/* 12 */ ENTR_HYRULE_CASTLE_2, // from Dins Fire Fairy Fountain (as child)
/* 13 */ ENTR_DESERT_COLOSSUS_7, // from Nayrus Love Fairy Fountain
};
/**
* The values are indices into `sReturnEntranceGroupData` marking the start of each group
*/
u8 sReturnEntranceGroupIndices[] = {
11, // ENTR_RETURN_YOUSEI_IZUMI_YOKO
9, // ENTR_RETURN_SYATEKIJYOU
11, // ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_SPELLS
9, // ENTR_RETURN_SHOOTING_GALLERY
3, // ENTR_RETURN_2
5, // ENTR_RETURN_SHOP1
5, // ENTR_RETURN_BAZAAR
7, // ENTR_RETURN_4
0, // ENTR_RETURN_DAIYOUSEI_IZUMI
0, // ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_MAGIC
};
s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) {
@ -4436,10 +4436,10 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId)
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
play->transitionType = TRANS_TYPE_FADE_WHITE;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
} else if (play->nextEntranceIndex >= ENTR_RETURN_YOUSEI_IZUMI_YOKO) {
} else if (play->nextEntranceIndex >= ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_SPELLS) {
play->nextEntranceIndex =
sReturnEntranceGroupData[sReturnEntranceGroupIndices[play->nextEntranceIndex -
ENTR_RETURN_YOUSEI_IZUMI_YOKO] +
ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_SPELLS] +
play->spawn];
Scene_SetTransitionForNextEntrance(play);
} else {

View file

@ -45,84 +45,65 @@ void MapSelect_LoadGame(MapSelectState* this, s32 entranceIndex) {
// "Translation" (Actual name)
static SceneSelectEntry sScenes[] = {
// "1: SPOT00" (Hyrule Field)
{ " 1:SPOT00", MapSelect_LoadGame, ENTR_HYRULE_FIELD_0 },
// "2: SPOT01" (Kakariko Village)
{ " 2:SPOT01", MapSelect_LoadGame, ENTR_KAKARIKO_VILLAGE_0 },
// "3: SPOT02" (Graveyard)
{ " 3:SPOT02", MapSelect_LoadGame, ENTR_GRAVEYARD_0 },
// "4: SPOT03" (Zora's River)
{ " 4:SPOT03", MapSelect_LoadGame, ENTR_ZORAS_RIVER_0 },
// "5: SPOT04" (Kokiri Forest)
{ " 5:SPOT04", MapSelect_LoadGame, ENTR_KOKIRI_FOREST_0 },
// "6: SPOT05" (Sacred Forest Meadow)
{ " 6:SPOT05", MapSelect_LoadGame, ENTR_SACRED_FOREST_MEADOW_0 },
// "7: SPOT06" (Lake Hylia)
{ " 7:SPOT06", MapSelect_LoadGame, ENTR_LAKE_HYLIA_0 },
// "8: SPOT07" (Zora's Domain)
{ " 8:SPOT07", MapSelect_LoadGame, ENTR_ZORAS_DOMAIN_0 },
// "9: SPOT08" (Zora's Fountain)
{ " 9:SPOT08", MapSelect_LoadGame, ENTR_ZORAS_FOUNTAIN_0 },
// "10: SPOT09" (Gerudo Valley)
{ "10:SPOT09", MapSelect_LoadGame, ENTR_GERUDO_VALLEY_0 },
// "11: SPOT10" (Lost Woods)
{ "11:SPOT10", MapSelect_LoadGame, ENTR_LOST_WOODS_0 },
// "12: SPOT11" (Desert Colossus)
{ "12:SPOT11", MapSelect_LoadGame, ENTR_DESERT_COLOSSUS_0 },
// "13: SPOT12" (Gerudo's Fortress)
{ "13:SPOT12", MapSelect_LoadGame, ENTR_GERUDOS_FORTRESS_0 },
// "14: SPOT13" (Haunted Wasteland)
{ "14:SPOT13", MapSelect_LoadGame, ENTR_HAUNTED_WASTELAND_0 },
// "15: SPOT15" (Hyrule Castle)
{ "15:SPOT15", MapSelect_LoadGame, ENTR_HYRULE_CASTLE_0 },
// "16: SPOT16" (Death Mountain Trail)
{ "16:SPOT16", MapSelect_LoadGame, ENTR_DEATH_MOUNTAIN_TRAIL_0 },
// "17: SPOT17" (Death Mountain Crater)
{ "17:SPOT17", MapSelect_LoadGame, ENTR_DEATH_MOUNTAIN_CRATER_0 },
// "18: SPOT18" (Goron City)
{ "18:SPOT18", MapSelect_LoadGame, ENTR_GORON_CITY_0 },
// "19: SPOT20" (Lon Lon Ranch)
{ "19:SPOT20", MapSelect_LoadGame, ENTR_LON_LON_RANCH_0 },
// "20: Chamber of Time" (Temple Of Time)
// "20: Chamber of Time"
{ "20:" GFXP_HIRAGANA "トキノマ", MapSelect_LoadGame, ENTR_TEMPLE_OF_TIME_0 },
// "21: Chamber of the Sages" (Chamber of the Sages)
// "21: Chamber of the Sages"
{ "21:" GFXP_HIRAGANA "ケンジャノマ", MapSelect_LoadGame, ENTR_CHAMBER_OF_THE_SAGES_0 },
// "22: Target Range" (Shooting Gallery)
// "22: Target Range"
{ "22:" GFXP_HIRAGANA "シャテキジョウ", MapSelect_LoadGame, ENTR_SHOOTING_GALLERY_0 },
// "23: Hyrule Garden Game" (Hyrule Garden Minigame)
// "23: Hyrule Garden Game"
{ "23:" GFXP_KATAKANA "ハイラル" GFXP_HIRAGANA "ニワ" GFXP_KATAKANA "ゲーム", MapSelect_LoadGame,
ENTR_CASTLE_COURTYARD_GUARDS_DAY_0 },
// "24: Grave Dive Hole" (Grave (Redead))
// "24: Grave Dive Hole"
{ "24:" GFXP_HIRAGANA "ハカシタトビコミアナ", MapSelect_LoadGame, ENTR_REDEAD_GRAVE_0 },
// "25: Grave Dive Hole 2" (Grave (Fairy's Fountain))
// "25: Grave Dive Hole 2"
{ "25:" GFXP_HIRAGANA "ハカシタトビコミアナ 2", MapSelect_LoadGame, ENTR_GRAVE_WITH_FAIRYS_FOUNTAIN_0 },
// "26: Royal Family's Grave" (Royal Family's Tomb)
// "26: Royal Family's Grave"
{ "26:" GFXP_HIRAGANA "オウケ ノ ハカアナ", MapSelect_LoadGame, ENTR_ROYAL_FAMILYS_TOMB_0 },
// "27: Great Fairy's Fountain" (Great Fairy's Fountain (Upgrades))
// "27: Great Fairy's Fountain"
{ "27:" GFXP_HIRAGANA "ダイヨウセイノイズミ", MapSelect_LoadGame, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_0 },
// "28: Fairy Dive Hole" (Fairy's Fountain (Healing Fairies))
// "28: Fairy Dive Hole"
{ "28:" GFXP_HIRAGANA "トビコミ ヨウセイ アナ", MapSelect_LoadGame, ENTR_FAIRYS_FOUNTAIN_0 },
// "29: Magic Stone Fairy's Fountain" (Great Fairy's Fountain (Spells))
// "29: Magic Stone Fairy's Fountain"
{ "29:" GFXP_HIRAGANA "マホウセキ ヨウセイノイズミ", MapSelect_LoadGame, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_0 },
// "30: Final Battle With Ganon" (Battle With Ganon)
// "30: Final Battle With Ganon"
{ "30:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "サイシュウセン", MapSelect_LoadGame, ENTR_GANONS_TOWER_COLLAPSE_EXTERIOR_0 },
// "31: Hyrule Inner Garden" (Castle Courtyard)
// "31: Hyrule Inner Garden"
{ "31:" GFXP_KATAKANA "ハイラル" GFXP_HIRAGANA "ナカニワ", MapSelect_LoadGame, ENTR_CASTLE_COURTYARD_ZELDA_0 },
// "32: Fishing" (Fishing Pond)
// "32: Fishing"
{ "32:" GFXP_HIRAGANA "ツリボリ", MapSelect_LoadGame, ENTR_FISHING_POND_0 },
// "33: Bombchu Bowling" (Bombchu Bowling Alley)
// "33: Bombchu Bowling"
{ "33:" GFXP_KATAKANA "ボムチュウボーリング", MapSelect_LoadGame, ENTR_BOMBCHU_BOWLING_ALLEY_0 },
// "34: Lon Lon Ranch - Storehouse 1" (Talon's House)
{ "34:" GFXP_KATAKANA "ロンロン" GFXP_HIRAGANA "ボクジョウ ソウコ 1", MapSelect_LoadGame, ENTR_LON_LON_BUILDINGS_0 },
// "35: Lon Lon Ranch - Storehouse 2" (Ranch Silo)
{ "35:" GFXP_KATAKANA "ロンロン" GFXP_HIRAGANA "ボクジョウ ソウコ 2", MapSelect_LoadGame, ENTR_LON_LON_BUILDINGS_1 },
// "36: Lookout Hut" (Guard House)
// "36: Lookout Hut"
{ "36:" GFXP_HIRAGANA "ミハリ ゴヤ", MapSelect_LoadGame, ENTR_MARKET_GUARD_HOUSE_0 },
// "37: Magic Potion Shop" (Granny's Potion Shop)
// "37: Magic Potion Shop"
{ "37:" GFXP_HIRAGANA "マホウ ノ クスリヤ", MapSelect_LoadGame, ENTR_POTION_SHOP_GRANNY_0 },
// "38: Treasure Chest Shop" (Treasure Chest Game)
// "38: Treasure Chest Shop"
{ "38:" GFXP_HIRAGANA "タカラバコヤ", MapSelect_LoadGame, ENTR_TREASURE_BOX_SHOP_0 },
// "39: Gold Skulltula House" (House of Skulltula)
// "39: Gold Skulltula House"
{ "39:" GFXP_HIRAGANA "キン " GFXP_KATAKANA "スタルチュラ ハウス", MapSelect_LoadGame, ENTR_HOUSE_OF_SKULLTULA_0 },
// "40: Castle Town - Entrance" (Market Entrance)
{ "40:" GFXP_HIRAGANA "ジョウカマチ イリグチ", MapSelect_LoadGame, ENTR_MARKET_ENTRANCE_DAY_0 },
@ -132,98 +113,98 @@ static SceneSelectEntry sScenes[] = {
{ "42:" GFXP_HIRAGANA "ウラロジ", MapSelect_LoadGame, ENTR_BACK_ALLEY_DAY_0 },
// "43: In Front of the Temple of Time" (Temple of Time Exterior)
{ "43:" GFXP_HIRAGANA "トキノシンデン マエ", MapSelect_LoadGame, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_0 },
// "44: Link's House" (Link's House)
// "44: Link's House"
{ "44:" GFXP_HIRAGANA "リンクノイエ", MapSelect_LoadGame, ENTR_LINKS_HOUSE_0 },
// "45: Kakariko Village Row House" (Carpenter Boss's House)
// "45: Kakariko Village Row House"
{ "45:" GFXP_KATAKANA "カカリコ" GFXP_HIRAGANA "ムラノナガヤ", MapSelect_LoadGame, ENTR_KAKARIKO_CENTER_GUEST_HOUSE_0 },
// "46: Back Alley House" (Back Alley House (Man in Green))
// "46: Back Alley House"
{ "46:" GFXP_HIRAGANA "ウラロジノ イエ", MapSelect_LoadGame, ENTR_BACK_ALLEY_HOUSE_0 },
// "47: Kokiri Village - Know-It-All Brothers' House" (Know-It-All Brothers' House)
// "47: Kokiri Village - Know-It-All Brothers' House"
{ "47:" GFXP_HIRAGANA "コキリノムラ モノシリキョウダイノイエ", MapSelect_LoadGame, ENTR_KNOW_IT_ALL_BROS_HOUSE_0 },
// "48: Kokiri Village - Twins' House" (Twins' House)
// "48: Kokiri Village - Twins' House"
{ "48:" GFXP_HIRAGANA "コキリノムラ フタゴノイエ", MapSelect_LoadGame, ENTR_TWINS_HOUSE_0 },
// "49: Kokiri Village - Mido's House" (Mido's House)
// "49: Kokiri Village - Mido's House"
{ "49:" GFXP_HIRAGANA "コキリノムラ " GFXP_KATAKANA "ミド" GFXP_HIRAGANA "ノイエ", MapSelect_LoadGame, ENTR_MIDOS_HOUSE_0 },
// "50: Kokiri Village - Saria's House" (Saria's House)
// "50: Kokiri Village - Saria's House"
{ "50:" GFXP_HIRAGANA "コキリノムラ " GFXP_KATAKANA "サリア" GFXP_HIRAGANA "ノイエ", MapSelect_LoadGame, ENTR_SARIAS_HOUSE_0 },
// "51: Stable" (Stable)
// "51: Stable"
{ "51:" GFXP_HIRAGANA "ウマゴヤ", MapSelect_LoadGame, ENTR_STABLE_0 },
// "52: Grave Keeper's House" (Gravekeeper's Hut)
// "52: Grave Keeper's House"
{ "52:" GFXP_HIRAGANA "ハカモリノイエ", MapSelect_LoadGame, ENTR_GRAVEKEEPERS_HUT_0 },
// "53: Back Alley - Dog Lady's House" (Back Alley House)
// "53: Back Alley - Dog Lady's House"
{ "53:" GFXP_HIRAGANA "ウラロジ イヌオバサンノイエ", MapSelect_LoadGame, ENTR_DOG_LADY_HOUSE_0 },
// "54: Kakariko Village - Impa's House" (Impa's House)
// "54: Kakariko Village - Impa's House"
{ "54:" GFXP_HIRAGANA "カカリコムラ " GFXP_KATAKANA "インパ" GFXP_HIRAGANA "ノイエ", MapSelect_LoadGame, ENTR_IMPAS_HOUSE_0 },
// "55: Hylia Laboratory" (Lakeside Laboratory)
// "55: Hylia Laboratory"
{ "55:" GFXP_KATAKANA "ハイリア" GFXP_HIRAGANA " ケンキュウジョ", MapSelect_LoadGame, ENTR_LAKESIDE_LABORATORY_0 },
// "56: Tent" (Carpenters' Tent)
// "56: Tent"
{ "56:" GFXP_KATAKANA "テント", MapSelect_LoadGame, ENTR_CARPENTERS_TENT_0 },
// "57: Shield Shop" (Bazaar)
// "57: Shield Shop"
{ "57:" GFXP_HIRAGANA "タテノミセ", MapSelect_LoadGame, ENTR_BAZAAR_0 },
// "58: Kokiri Shop" (Kokiri Shop)
// "58: Kokiri Shop"
{ "58:" GFXP_HIRAGANA "コキリゾクノミセ", MapSelect_LoadGame, ENTR_KOKIRI_SHOP_0 },
// "59: Goron Shop" (Goron Shop)
// "59: Goron Shop"
{ "59:" GFXP_KATAKANA "ゴロン" GFXP_HIRAGANA "ノミセ", MapSelect_LoadGame, ENTR_GORON_SHOP_0 },
// "60: Zora Shop" (Zora Shop)
// "60: Zora Shop"
{ "60:" GFXP_KATAKANA "ゾーラ" GFXP_HIRAGANA "ノミセ", MapSelect_LoadGame, ENTR_ZORA_SHOP_0 },
// "61: Kakariko Village - Potion Shop" (Kakariko Potion Shop)
// "61: Kakariko Village - Potion Shop"
{ "61:" GFXP_KATAKANA "カカリコ" GFXP_HIRAGANA "ムラ クスリヤ", MapSelect_LoadGame, ENTR_POTION_SHOP_KAKARIKO_0 },
// "62: Castle Town - Potion Shop" (Market Potion Shop)
// "62: Castle Town - Potion Shop"
{ "62:" GFXP_HIRAGANA "ジョウカマチ クスリヤ", MapSelect_LoadGame, ENTR_POTION_SHOP_MARKET_0 },
// "63: Back Alley - Night Shop" (Bombchu Shop)
// "63: Back Alley - Night Shop"
{ "63:" GFXP_HIRAGANA "ウラロジ ヨルノミセ", MapSelect_LoadGame, ENTR_BOMBCHU_SHOP_0 },
// "64: Mask Shop" (Happy Mask Shop)
// "64: Mask Shop"
{ "64:" GFXP_HIRAGANA "オメンヤ", MapSelect_LoadGame, ENTR_HAPPY_MASK_SHOP_0 },
// "65: Gerudo Training Area" (Gerudo Training Ground)
// "65: Gerudo Training Area"
{ "65:" GFXP_KATAKANA "ゲルド" GFXP_HIRAGANA "ノシュウレンジョウ", MapSelect_LoadGame, ENTR_GERUDO_TRAINING_GROUND_0 },
// "66: Fairy Tree Dungeon" (Inside the Deku Tree)
// "66: Fairy Tree Dungeon"
{ "66:" GFXP_HIRAGANA "ヨウセイノキノ " GFXP_KATAKANA "ダンジョン", MapSelect_LoadGame, ENTR_DEKU_TREE_0 },
// "67: Fairy Tree Dungeon - Boss" (Gohma's Lair)
// "67: Fairy Tree Dungeon - Boss"
{ "67:" GFXP_HIRAGANA "ヨウセイノキノ " GFXP_KATAKANA "ダンジョン ボス", MapSelect_LoadGame, ENTR_DEKU_TREE_BOSS_0 },
// "68: Dondogo Dungeon" (Dodongo's Cavern)
// "68: Dondogo Dungeon"
{ "68:" GFXP_KATAKANA "ドドンゴ ダンジョン", MapSelect_LoadGame, ENTR_DODONGOS_CAVERN_0 },
// "69: Dondogo Dungeon - Boss" (King Dodongo's Lair)
// "69: Dondogo Dungeon - Boss"
{ "69:" GFXP_KATAKANA "ドドンゴ ダンジョン ボス", MapSelect_LoadGame, ENTR_DODONGOS_CAVERN_BOSS_0 },
// "70: Giant Fish Dungeon" (Inside Jabu-Jabu's Belly)
// "70: Giant Fish Dungeon"
{ "70:" GFXP_HIRAGANA "キョダイギョ " GFXP_KATAKANA "ダンジョン", MapSelect_LoadGame, ENTR_JABU_JABU_0 },
// "71: Giant Fish Dungeon - Boss" (Barinade's Lair)
// "71: Giant Fish Dungeon - Boss"
{ "71:" GFXP_HIRAGANA "キョダイギョ " GFXP_KATAKANA "ダンジョン ボス", MapSelect_LoadGame, ENTR_JABU_JABU_BOSS_0 },
// "72: Forest Temple" (Forest Temple)
// "72: Forest Temple"
{ "72:" GFXP_HIRAGANA "モリノシンデン", MapSelect_LoadGame, ENTR_FOREST_TEMPLE_0 },
// "73: Forest Temple - Boss" (Phantom Ganon's Lair)
// "73: Forest Temple - Boss"
{ "73:" GFXP_HIRAGANA "モリノシンデン " GFXP_KATAKANA "ボス", MapSelect_LoadGame, ENTR_FOREST_TEMPLE_BOSS_0 },
// "74: Dungeon Below the Well" (Bottom of the Well)
// "74: Dungeon Below the Well"
{ "74:" GFXP_HIRAGANA "イドシタ " GFXP_KATAKANA "ダンジョン", MapSelect_LoadGame, ENTR_BOTTOM_OF_THE_WELL_0 },
// "75: Dungeon Beneath the Graves" (Shadow Temple)
// "75: Dungeon Beneath the Graves"
{ "75:" GFXP_HIRAGANA "ハカシタ " GFXP_KATAKANA "ダンジョン", MapSelect_LoadGame, ENTR_SHADOW_TEMPLE_0 },
// "76: Dungeon Beneath the Graves - Boss" (Bongo Bongo's Lair)
// "76: Dungeon Beneath the Graves - Boss"
{ "76:" GFXP_HIRAGANA "ハカシタ " GFXP_KATAKANA "ダンジョン ボス", MapSelect_LoadGame, ENTR_SHADOW_TEMPLE_BOSS_0 },
// "77: Fire Temple" (Fire Temple)
// "77: Fire Temple"
{ "77:" GFXP_HIRAGANA "ヒノシンデン", MapSelect_LoadGame, ENTR_FIRE_TEMPLE_0 },
// "78: Fire Temple - Boss" (Volvagia's Lair)
// "78: Fire Temple - Boss"
{ "78:" GFXP_HIRAGANA "ヒノシンデン " GFXP_KATAKANA "ボス", MapSelect_LoadGame, ENTR_FIRE_TEMPLE_BOSS_0 },
// "79: Water Temple" (Water Temple)
// "79: Water Temple"
{ "79:" GFXP_HIRAGANA "ミズノシンデン", MapSelect_LoadGame, ENTR_WATER_TEMPLE_0 },
// "80: Water Temple - Boss" (Morpha's Lair)
// "80: Water Temple - Boss"
{ "80:" GFXP_HIRAGANA "ミズノシンデン " GFXP_KATAKANA "ボス", MapSelect_LoadGame, ENTR_WATER_TEMPLE_BOSS_0 },
// "81: Evil Goddess Statue Dungeon" (Spirit Temple)
// "81: Evil Goddess Statue Dungeon"
{ "81:" GFXP_HIRAGANA "ジャシンゾウ " GFXP_KATAKANA "ダンジョン", MapSelect_LoadGame, ENTR_SPIRIT_TEMPLE_0 },
// "82: Evil Goddess Statue Dungeon - Iron Knuckle" (Iron Knuckle's Lair)
{ "82:" GFXP_HIRAGANA "ジャシンゾウ " GFXP_KATAKANA "ダンジョン アイアンナック", MapSelect_LoadGame, ENTR_SPIRIT_TEMPLE_BOSS_0 },
// "83: Evil Goddess Statue Dungeon - Boss" (Twinrova's Lair)
{ "83:" GFXP_HIRAGANA "ジャシンゾウ " GFXP_KATAKANA "ダンジョン ボス", MapSelect_LoadGame, ENTR_SPIRIT_TEMPLE_BOSS_2 },
// "84: Ganon's Tower" (Ganon's Tower)
// "84: Ganon's Tower"
{ "84:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "ノトウ", MapSelect_LoadGame, ENTR_GANONS_TOWER_0 },
// "85: Ganon's Tower - Boss" (Ganondorf's Lair)
// "85: Ganon's Tower - Boss"
{ "85:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "ノトウ" GFXP_KATAKANA "ボス", MapSelect_LoadGame, ENTR_GANONDORF_BOSS_0 },
// "86: Ice Cavern" (Ice Cavern)
// "86: Ice Cavern"
{ "86:" GFXP_HIRAGANA "コオリノドウクツ", MapSelect_LoadGame, ENTR_ICE_CAVERN_0 },
// "87: Relay Beneath the Graves" (Dampé's Grave)
{ "87:" GFXP_HIRAGANA "ハカシタ" GFXP_KATAKANA "リレー", MapSelect_LoadGame, ENTR_WINDMILL_AND_DAMPES_GRAVE_0 },
// "88: Ganon's Basement Dungeon" (Inside Ganon's Castle)
// "88: Ganon's Basement Dungeon"
{ "88:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "チカ " GFXP_KATAKANA "ダンジョン", MapSelect_LoadGame,
ENTR_INSIDE_GANONS_CASTLE_0 },
// "89: Final Battle With Ganon - Cutscene & Battle" (Ganondorf's Death Scene & Tower Escape Exterior)
// "89: Final Battle With Ganon - Cutscene & Battle"
{ "89:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "サイシュウセン " GFXP_KATAKANA "デモ & バトル", MapSelect_LoadGame,
ENTR_GANON_BOSS_0 },
// "90: Ganon's Tower Aftermath 1" (Escaping Ganon's Tower 1)
@ -238,7 +219,7 @@ static SceneSelectEntry sScenes[] = {
// "93: Ganon's Tower Aftermath 4" (Escaping Ganon's Tower 4)
{ "93:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "ノトウ ソノゴ 4", MapSelect_LoadGame,
ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_6 },
// "94: Ganon's Basement Aftermath" (Escaping Ganon's Castle)
// "94: Ganon's Basement Aftermath"
{ "94:" GFXP_KATAKANA "ガノン" GFXP_HIRAGANA "チカ ソノゴ", MapSelect_LoadGame, ENTR_INSIDE_GANONS_CASTLE_COLLAPSE_0 },
// "95: Gerudo Passage 1-2" (Thieves' Hideout 1)
{ "95:" GFXP_KATAKANA "ゲルド" GFXP_HIRAGANA "ツウロ 1-2", MapSelect_LoadGame, ENTR_THIEVES_HIDEOUT_0 },
@ -280,7 +261,7 @@ static SceneSelectEntry sScenes[] = {
{ "113:" GFXP_HIRAGANA "カクシトビコミアナ 12", MapSelect_LoadGame, ENTR_GROTTOS_12 },
// "114: Hidden Dive Hole 13" (Grotto 13 - Rupees & Cow)
{ "114:" GFXP_HIRAGANA "カクシトビコミアナ 13", MapSelect_LoadGame, ENTR_GROTTOS_13 },
// "115: Hyrule Cutscenes" (Cutscene Map)
// "115: Hyrule Cutscenes"
{ "115:" GFXP_KATAKANA "ハイラル デモ", MapSelect_LoadGame, ENTR_CUTSCENE_MAP_0 },
// "116: Special Room (Treasure Chest Warp)" (Ganondorf Test Room)
{ "116:" GFXP_HIRAGANA "ベッシツ (タカラバコ" GFXP_KATAKANA "ワープ)", MapSelect_LoadGame, ENTR_BESITU_0 },
@ -296,8 +277,8 @@ static SceneSelectEntry sScenes[] = {
{ "121:" GFXP_KATAKANA "ボススタロフォス" GFXP_HIRAGANA "ベヤ", MapSelect_LoadGame, ENTR_SYOTES2_0 },
// "122: Stal" (Sutaru)
{ "122:Sutaru", MapSelect_LoadGame, ENTR_SUTARU_0 },
// "123: Test Area" (Shooting Gallery)
{ "123:jikkenjyou", MapSelect_LoadGame, ENTR_TEST_SYATEKIJYOU_0 },
// "123: Test Area"
{ "123:jikkenjyou", MapSelect_LoadGame, ENTR_TEST_SHOOTING_GALLERY_0 },
// "124: Depth Test" (Depth Test)
{ "124:depth" GFXP_KATAKANA "テスト", MapSelect_LoadGame, ENTR_DEPTH_TEST_0 },
// "125: Hyrule Garden Game 2" (Early Hyrule Garden Game)

View file

@ -395,7 +395,7 @@ wordReplace = {
"SDC_BDAN": "SDC_JABU_JABU",
"SDC_BMORI1": "SDC_FOREST_TEMPLE",
"SDC_MIZUSIN": "SDC_WATER_TEMPLE",
"SDC_HAKADAN": "SDC_SHADOW_TEMPLE",
"SDC_HAKADAN": "SDC_SHADOW_TEMPLE_AND_WELL",
"SDC_JYASINZOU": "SDC_SPIRIT_TEMPLE",
"SDC_GANONTIKA": "SDC_INSIDE_GANONS_CASTLE",
"SDC_MEN": "SDC_GERUDO_TRAINING_GROUND",