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Decompile N64 anti-piracy checks in overlays (#2042)
* Decompile N64 anti-piracy checks in overlays * Fix BSS splits (I think) * Use physical address and comment on meaning Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> --------- Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
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8 changed files with 50 additions and 8 deletions
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@ -447,17 +447,25 @@ void func_80B4F230(EnZl2* this, s16 arg1, s32 arg2) {
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s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx, Gfx** gfx) {
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s32 pad;
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EnZl2* this = (EnZl2*)thisx;
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Mtx* sp74;
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MtxF sp34;
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Vec3s sp2C;
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s16 pad2;
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s16* unk_1DC = this->unk_1DC;
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if (limbIndex == 14) {
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sp74 = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
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Mtx* sp74 = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
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MtxF sp34;
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Vec3s sp2C;
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s16 pad2;
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s16* unk_1DC = this->unk_1DC;
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gSPSegment((*gfx)++, 0x0C, sp74);
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Matrix_Push();
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#if PLATFORM_N64
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// Anti-piracy check, Zelda's hair is misshapen if the check fails
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if (osCicId != 6105) {
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Matrix_Scale(2.0f, 0.5f, 2.0f, MTXMODE_APPLY);
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}
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#endif
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Matrix_Translate(pos->x, pos->y, pos->z, MTXMODE_APPLY);
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Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
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Matrix_Push();
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