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Create macros for and decompile elf_message scripts (#999)
* elf_message * Review suggestions
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6 changed files with 464 additions and 25 deletions
129
include/z64elf_message.h
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129
include/z64elf_message.h
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#ifndef Z64ELF_MESSAGE_H
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#define Z64ELF_MESSAGE_H
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#include "ultra64.h"
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// Checks the condition and exits the script if the check passes
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#define ELF_MSG_TYPE_CHECK 0
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// ? (unused)
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#define ELF_MSG_TYPE_UNK_1 1
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// ? (unused)
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#define ELF_MSG_TYPE_UNK_2 2
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// Checks the condition and skips forward by some number of commands if the check passes
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#define ELF_MSG_TYPE_SKIP 3
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// Always ends the script, returning the text id for this command
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#define ELF_MSG_TYPE_END 7
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// Check an eventChkInf flag
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#define ELF_MSG_CONDITION_FLAG 0
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// Check a dungeon item (map, compass, boss key)
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#define ELF_MSG_CONDITION_DUNGEON_ITEM 1
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// Check if an item is in an item slot
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#define ELF_MSG_CONDITION_ITEM 2
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// "Other" conditions described below
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#define ELF_MSG_CONDITION_OTHER 3
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// Check what strength upgrade has been obtained so far
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#define ELF_MSG_CONDITION_STRENGTH_UPG 0
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// Check if specific boots have been obtained so far
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#define ELF_MSG_CONDITION_BOOTS 1
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// Check if a particular song has been obtained
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#define ELF_MSG_CONDITION_SONG 2
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// Check if a particular medallion has been obtained
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#define ELF_MSG_CONDITION_MEDALLION 3
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// Check if the magic meter has been obtained
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#define ELF_MSG_CONDITION_MAGIC 4
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/*
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* Bitpack byte 0
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*/
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#define ELF_MSG_B0(type, cond_type, tf) \
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_SHIFTL(ELF_MSG_TYPE_##type, 5, 3) | \
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_SHIFTL(ELF_MSG_CONDITION_##cond_type, 1, 4) | \
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_SHIFTL(tf, 0, 1)
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/*
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* Bitpack byte 1
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*/
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#define ELF_MSG_B1(cond_type, data) \
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_SHIFTL(ELF_MSG_CONDITION_##cond_type, 4, 4) | \
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_SHIFTL(data, 0, 4)
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/*
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* Other bytes
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*/
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#define ELF_MSG_B(data) \
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_SHIFTL(data, 0, 8)
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/*
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* Command macros
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*/
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#define ELF_MSG_FLAG(type, textId, tf, flag) \
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{ \
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ELF_MSG_B0(type, FLAG, tf), \
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ELF_MSG_B(flag), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(0), \
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}
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#define ELF_MSG_END(textId) \
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ELF_MSG_FLAG(END, textId, false, 0)
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#define ELF_MSG_DUNGEON_ITEM(type, textId, tf, itemId) \
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{ \
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ELF_MSG_B0(type, DUNGEON_ITEM, tf), \
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ELF_MSG_B(itemId), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(0), \
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}
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#define ELF_MSG_ITEM(type, textId, tf, slotItemId, itemId) \
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{ \
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ELF_MSG_B0(type, ITEM, tf), \
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ELF_MSG_B(slotItemId), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(itemId), \
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}
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#define ELF_MSG_STRENGTH_UPG(type, textId, tf, strUpg) \
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{ \
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ELF_MSG_B0(type, OTHER, tf), \
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ELF_MSG_B1(STRENGTH_UPG, strUpg), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(0), \
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}
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#define ELF_MSG_BOOTS(type, textId, tf, itemId) \
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{ \
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ELF_MSG_B0(type, OTHER, tf), \
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ELF_MSG_B1(BOOTS, 0), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(itemId), \
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}
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#define ELF_MSG_SONG(type, textId, tf, itemId) \
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{ \
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ELF_MSG_B0(type, OTHER, tf), \
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ELF_MSG_B1(SONG, 0), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(itemId), \
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}
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#define ELF_MSG_MEDALLION(type, textId, tf, itemId) \
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{ \
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ELF_MSG_B0(type, OTHER, tf), \
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ELF_MSG_B1(MEDALLION, 0), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(itemId), \
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}
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#define ELF_MSG_MAGIC(type, textId, tf) \
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{ \
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ELF_MSG_B0(type, OTHER, tf), \
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ELF_MSG_B1(MAGIC, 0), \
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ELF_MSG_B(textId), \
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ELF_MSG_B(0), \
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}
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#endif
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