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z_message_PAL, message_data_static and surrounding doc (#996)
* Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
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216 changed files with 7052 additions and 16801 deletions
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@ -13,10 +13,8 @@ void GameOver_FadeInLights(GlobalContext* globalCtx) {
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}
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}
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// This variable has the same problem as z_message's data going to rodata.
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// A fix for this is planned, and will be taken care of with z_message.
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// For now this variable is externed from z_message's rodata.s file.
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extern s16 D_80153D80; // todo: rename to `timer` and make this in function static (after rodata issue is resolved)
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// This variable cannot be moved into this file as all of z_message_PAL rodata is in the way
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extern s16 gGameOverTimer;
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void GameOver_Update(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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@ -28,7 +26,7 @@ void GameOver_Update(GlobalContext* globalCtx) {
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switch (gameOverCtx->state) {
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case GAMEOVER_DEATH_START:
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func_80106CCC(globalCtx);
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Message_CloseTextbox(globalCtx);
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gSaveContext.timer1State = 0;
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gSaveContext.timer2State = 0;
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@ -75,7 +73,7 @@ void GameOver_Update(GlobalContext* globalCtx) {
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gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = 0;
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Environment_InitGameOverLights(globalCtx);
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D_80153D80 = 20;
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gGameOverTimer = 20;
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if (1) {}
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v90 = VREG(90);
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v91 = VREG(91);
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@ -91,9 +89,9 @@ void GameOver_Update(GlobalContext* globalCtx) {
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break;
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case GAMEOVER_DEATH_DELAY_MENU:
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D_80153D80--;
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gGameOverTimer--;
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if (D_80153D80 == 0) {
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if (gGameOverTimer == 0) {
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globalCtx->pauseCtx.state = 8;
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gameOverCtx->state++;
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func_800AA15C();
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@ -102,13 +100,13 @@ void GameOver_Update(GlobalContext* globalCtx) {
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case GAMEOVER_REVIVE_START:
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gameOverCtx->state++;
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D_80153D80 = 0;
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gGameOverTimer = 0;
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Environment_InitGameOverLights(globalCtx);
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ShrinkWindow_SetVal(0x20);
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return;
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case GAMEOVER_REVIVE_RUMBLE:
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D_80153D80 = 50;
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gGameOverTimer = 50;
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gameOverCtx->state++;
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if (1) {}
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@ -121,28 +119,28 @@ void GameOver_Update(GlobalContext* globalCtx) {
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break;
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case GAMEOVER_REVIVE_WAIT_GROUND:
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D_80153D80--;
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gGameOverTimer--;
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if (D_80153D80 == 0) {
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D_80153D80 = 64;
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if (gGameOverTimer == 0) {
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gGameOverTimer = 64;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_WAIT_FAIRY:
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D_80153D80--;
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gGameOverTimer--;
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if (D_80153D80 == 0) {
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D_80153D80 = 50;
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if (gGameOverTimer == 0) {
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gGameOverTimer = 50;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_FADE_OUT:
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Environment_FadeOutGameOverLights(globalCtx);
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D_80153D80--;
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gGameOverTimer--;
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if (D_80153D80 == 0) {
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if (gGameOverTimer == 0) {
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gameOverCtx->state = GAMEOVER_INACTIVE;
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}
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break;
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