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Decompile z_sram.c (#431)
* Decompile z_sram.c * rename Sram_CalcChecksum to Sram_WriteSaveSlot * progress * done i think * add original name comments * temp substructs * minor fixes * review * review 2 * fix Co-authored-by: fig <fig02srl@gmail.com>
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9d35542207
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74 changed files with 1514 additions and 1672 deletions
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@ -234,7 +234,7 @@ void Gameplay_Init(GlobalContext* globalCtx) {
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globalCtx->cameraPtrs[0]->uid = 0;
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globalCtx->activeCamera = 0;
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func_8005AC48(&globalCtx->mainCamera, 0xFF);
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func_800A9D28(globalCtx, &globalCtx->sub_1F74);
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Sram_Init(globalCtx, &globalCtx->sramCtx);
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func_80112098(globalCtx);
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func_80110F68(globalCtx);
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func_80110450(globalCtx);
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@ -317,7 +317,7 @@ void Gameplay_Init(GlobalContext* globalCtx) {
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if (gSaveContext.nextDayTime != 0xFFFF) {
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if (gSaveContext.nextDayTime == 0x8001) {
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gSaveContext.unk_14++;
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gSaveContext.numDays++;
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gSaveContext.unk_18++;
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gSaveContext.dogIsLost = true;
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if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
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@ -1724,12 +1724,12 @@ s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) {
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}
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void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) {
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SaveSceneFlags* sceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum];
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SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum];
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sceneFlags->chest = globalCtx->actorCtx.flags.chest;
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sceneFlags->swch = globalCtx->actorCtx.flags.swch;
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sceneFlags->clear = globalCtx->actorCtx.flags.clear;
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sceneFlags->collect = globalCtx->actorCtx.flags.collect;
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savedSceneFlags->chest = globalCtx->actorCtx.flags.chest;
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savedSceneFlags->swch = globalCtx->actorCtx.flags.swch;
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savedSceneFlags->clear = globalCtx->actorCtx.flags.clear;
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savedSceneFlags->collect = globalCtx->actorCtx.flags.collect;
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}
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void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entranceIndex, s32 roomIndex,
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