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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>
This commit is contained in:
cadmic 2024-08-15 20:44:05 -07:00 committed by GitHub
parent b734a159e3
commit b82f54bb95
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8 changed files with 50 additions and 8 deletions

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