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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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@ -133,7 +133,7 @@ void EnHeishi3_StandSentinelInGrounds(EnHeishi3* this, GlobalContext* globalCtx)
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if ((this->actor.xzDistToPlayer < sightRange) &&
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(fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 100.0f) && (sPlayerCaught == 0)) {
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sPlayerCaught = 1;
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func_8010B680(globalCtx, 0x702D, &this->actor);
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Message_StartTextbox(globalCtx, 0x702D, &this->actor);
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func_80078884(NA_SE_SY_FOUND);
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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func_8002DF54(globalCtx, &this->actor, 1);
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@ -161,7 +161,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
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}
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}
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sPlayerCaught = 1;
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func_8010B680(globalCtx, 0x702D, &this->actor);
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Message_StartTextbox(globalCtx, 0x702D, &this->actor);
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func_80078884(NA_SE_SY_FOUND);
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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func_8002DF54(globalCtx, &this->actor, 1);
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@ -202,7 +202,8 @@ void EnHeishi3_ResetAnimationToIdle(EnHeishi3* this, GlobalContext* globalCtx) {
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// This function initiates the respawn after the player gets caught.
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void func_80A55D00(EnHeishi3* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && (func_80106BC8(globalCtx) != 0) && (this->respawnFlag == 0)) {
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if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx) &&
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(this->respawnFlag == 0)) {
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gSaveContext.eventChkInf[4] |= 0x4000;
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globalCtx->nextEntranceIndex = 0x47E; // Hyrule Castle from Guard Capture (outside)
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globalCtx->sceneLoadFlag = 0x14;
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