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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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@ -10,8 +10,11 @@
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#include "assets/objects/object_fish/object_fish.h"
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#include "ichain.h"
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#include "terminal.h"
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#if PLATFORM_N64
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#include "cic6105.h"
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#endif
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#pragma increment_block_number "gc-eu:205 gc-eu-mq:205 gc-jp:207 gc-jp-ce:207 gc-jp-mq:207 gc-us:207 gc-us-mq:207"
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#pragma increment_block_number "gc-eu:204 gc-eu-mq:204 gc-jp:206 gc-jp-ce:206 gc-jp-mq:206 gc-us:206 gc-us-mq:206"
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#define FLAGS ACTOR_FLAG_4
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@ -852,7 +855,14 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
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if (thisx->params < EN_FISH_PARAM) {
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FishingGroupFish* fish;
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#if PLATFORM_N64
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// Anti-piracy check, if the check fails the line can't be reeled in if
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// a fish is caught and the fish will always let go after 50 frames.
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sReelLock = !(B_80008EE0 == 0xAD090010);
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#else
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sReelLock = 0;
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#endif
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sFishingMain = this;
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Collider_InitJntSph(play, &sFishingMain->collider);
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Collider_SetJntSph(play, &sFishingMain->collider, thisx, &sJntSphInit, sFishingMain->colliderElements);
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