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Merge branch 'main' into doc_pause_menu

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Dragorn421 2024-09-07 10:54:18 +02:00
commit b9bf8595a5
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93 changed files with 1055 additions and 802 deletions

View file

@ -1,9 +1,9 @@
<Root>
<File Name="map_name_static" Segment="11">
<!-- Place names for each world map point -->
<!-- Place names for each world map point -->
<Texture Name="gHauntedWastelandPointNameJPNTex" OutName="haunted_wasteland_point_name_jpn" Format="ia4" Width="128" Height="16" Offset="0x0"/>
<Texture Name="gHauntedWastelandPointNameJPNTex" OutName="haunted_wasteland_point_name_jpn" Format="ia4" Width="128" Height="16" Offset="0x0"/>
<Texture Name="gGerudosFortressPointNameJPNTex" OutName="gerudos_fortress_point_name_jpn" Format="ia4" Width="128" Height="16" Offset="0x400"/>
<Texture Name="gGerudoValleyPointNameJPNTex" OutName="gerudo_valley_point_name_jpn" Format="ia4" Width="128" Height="16" Offset="0x800"/>
<Texture Name="gHyliaLakesidePointNameJPNTex" OutName="hylia_lakeside_point_name_jpn" Format="ia4" Width="128" Height="16" Offset="0xC00"/>
@ -29,7 +29,7 @@
<Texture Name="gKokiriForestPointNameENGTex" OutName="kokiri_forest_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x5800"/>
<Texture Name="gZorasDomainPointNameENGTex" OutName="zoras_domain_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x5C00"/>
<!-- Place names for each world map area -->
<!-- Place names for each world map area -->
<Texture Name="gHyruleFieldPositionNameJPNTex" OutName="hyrule_field_position_name_jpn" Format="ia8" Width="80" Height="32" Offset="0x6000"/>
<Texture Name="gKakarikoVillagePositionNameJPNTex" OutName="kakariko_village_position_name_jpn" Format="ia8" Width="80" Height="32" Offset="0x6A00"/>

View file

@ -1,5 +1,8 @@
<Root>
<File Name="map_name_static" Segment="11">
<!-- Place names for each world map point -->
<Texture Name="gHauntedWastelandPointNameENGTex" OutName="haunted_wasteland_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x0"/>
<Texture Name="gGerudosFortressPointNameENGTex" OutName="gerudos_fortress_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x400"/>
<Texture Name="gGerudoValleyPointNameENGTex" OutName="gerudo_valley_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x800"/>
@ -12,6 +15,7 @@
<Texture Name="gLostWoodsPointNameENGTex" OutName="lost_woods_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x2400"/>
<Texture Name="gKokiriForestPointNameENGTex" OutName="kokiri_forest_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x2800"/>
<Texture Name="gZorasDomainPointNameENGTex" OutName="zoras_domain_point_name_eng" Format="ia4" Width="128" Height="16" Offset="0x2c00"/>
<Texture Name="gHauntedWastelandPointNameGERTex" OutName="haunted_wasteland_point_name_ger" Format="ia4" Width="128" Height="16" Offset="0x3000"/>
<Texture Name="gGerudosFortressPointNameGERTex" OutName="gerudos_fortress_point_name_ger" Format="ia4" Width="128" Height="16" Offset="0x3400"/>
<Texture Name="gGerudoValleyPointNameGERTex" OutName="gerudo_valley_point_name_ger" Format="ia4" Width="128" Height="16" Offset="0x3800"/>
@ -24,6 +28,7 @@
<Texture Name="gLostWoodsPointNameGERTex" OutName="lost_woods_point_name_ger" Format="ia4" Width="128" Height="16" Offset="0x5400"/>
<Texture Name="gKokiriForestPointNameGERTex" OutName="kokiri_forest_point_name_ger" Format="ia4" Width="128" Height="16" Offset="0x5800"/>
<Texture Name="gZorasDomainPointNameGERTex" OutName="zoras_domain_point_name_ger" Format="ia4" Width="128" Height="16" Offset="0x5c00"/>
<Texture Name="gHauntedWastelandPointNameFRATex" OutName="haunted_wasteland_point_name_fra" Format="ia4" Width="128" Height="16" Offset="0x6000"/>
<Texture Name="gGerudosFortressPointNameFRATex" OutName="gerudos_fortress_point_name_fra" Format="ia4" Width="128" Height="16" Offset="0x6400"/>
<Texture Name="gGerudoValleyPointNameFRATex" OutName="gerudo_valley_point_name_fra" Format="ia4" Width="128" Height="16" Offset="0x6800"/>
@ -36,6 +41,9 @@
<Texture Name="gLostWoodsPointNameFRATex" OutName="lost_woods_point_name_fra" Format="ia4" Width="128" Height="16" Offset="0x8400"/>
<Texture Name="gKokiriForestPointNameFRATex" OutName="kokiri_forest_point_name_fra" Format="ia4" Width="128" Height="16" Offset="0x8800"/>
<Texture Name="gZorasDomainPointNameFRATex" OutName="zoras_domain_point_name_fra" Format="ia4" Width="128" Height="16" Offset="0x8c00"/>
<!-- Place names for each world map area -->
<Texture Name="gHyruleFieldPositionNameENGTex" OutName="hyrule_field_position_name_eng" Format="ia8" Width="80" Height="32" Offset="0x9000"/>
<Texture Name="gKakarikoVillagePositionNameENGTex" OutName="kakariko_village_position_name_eng" Format="ia8" Width="80" Height="32" Offset="0x9a00"/>
<Texture Name="gGraveyardPositionNameENGTex" OutName="graveyard_position_name_eng" Format="ia8" Width="80" Height="32" Offset="0xa400"/>
@ -58,6 +66,7 @@
<Texture Name="gLonLonRanchPositionNameENGTex" OutName="lon_lon_ranch_position_name_eng" Format="ia8" Width="80" Height="32" Offset="0x14e00"/>
<Texture Name="gQuestionMarkPositionNameENGTex" OutName="question_mark_position_name_eng" Format="ia8" Width="80" Height="32" Offset="0x15800"/>
<Texture Name="gGanonsCastlePositionNameENGTex" OutName="ganons_castle_position_name_eng" Format="ia8" Width="80" Height="32" Offset="0x16200"/>
<Texture Name="gHyruleFieldPositionNameGERTex" OutName="hyrule_field_position_name_ger" Format="ia8" Width="80" Height="32" Offset="0x16c00"/>
<Texture Name="gKakarikoVillagePositionNameGERTex" OutName="kakariko_village_position_name_ger" Format="ia8" Width="80" Height="32" Offset="0x17600"/>
<Texture Name="gGraveyardPositionNameGERTex" OutName="graveyard_position_name_ger" Format="ia8" Width="80" Height="32" Offset="0x18000"/>
@ -80,6 +89,7 @@
<Texture Name="gLonLonRanchPositionNameGERTex" OutName="lon_lon_ranch_position_name_ger" Format="ia8" Width="80" Height="32" Offset="0x22a00"/>
<Texture Name="gQuestionMarkPositionNameGERTex" OutName="question_mark_position_name_ger" Format="ia8" Width="80" Height="32" Offset="0x23400"/>
<Texture Name="gGanonsCastlePositionNameGERTex" OutName="ganons_castle_position_name_ger" Format="ia8" Width="80" Height="32" Offset="0x23e00"/>
<Texture Name="gHyruleFieldPositionNameFRATex" OutName="hyrule_field_position_name_fra" Format="ia8" Width="80" Height="32" Offset="0x24800"/>
<Texture Name="gKakarikoVillagePositionNameFRATex" OutName="kakariko_village_position_name_fra" Format="ia8" Width="80" Height="32" Offset="0x25200"/>
<Texture Name="gGraveyardPositionNameFRATex" OutName="graveyard_position_name_fra" Format="ia8" Width="80" Height="32" Offset="0x25c00"/>

27
include/controller.h Normal file
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@ -0,0 +1,27 @@
#ifndef CONTROLLER_H
#define CONTROLLER_H
#define BTN_A 0x8000
#define BTN_B 0x4000
#define BTN_Z 0x2000
#define BTN_START 0x1000
#define BTN_DUP 0x0800
#define BTN_DDOWN 0x0400
#define BTN_DLEFT 0x0200
#define BTN_DRIGHT 0x0100
#define BTN_L 0x0020
#define BTN_R 0x0010
#define BTN_CUP 0x0008
#define BTN_CDOWN 0x0004
#define BTN_CLEFT 0x0002
#define BTN_CRIGHT 0x0001
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#if PLATFORM_N64
#define CHECK_BTN_ALL(state, combo) (((state) & (combo)) == (combo))
#else
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#endif
#endif

View file

@ -72,11 +72,13 @@ void Fault_DrawText(s32 x, s32 y, const char* fmt, ...);
#if PLATFORM_N64
void func_800AE1F8(void);
// Not implemented. Silently noop-ing is fine, these are not essential for functionality.
#define Fault_SetFontColor(color) (void)0
#define Fault_SetCharPad(padW, padH) (void)0
#else
#elif PLATFORM_GC
void Fault_InitDrawer(void);
void Fault_SetForeColor(u16 color);
@ -90,10 +92,11 @@ s32 Fault_VPrintf(const char* fmt, va_list args);
#if PLATFORM_N64
extern vs32 gFaultMsgId;
extern volatile OSThread* gFaultFaultedThread;
#define FAULT_MSG_ID gFaultMsgId
#else
#elif PLATFORM_GC
typedef struct FaultMgr {
/* 0x000 */ OSThread thread;

View file

@ -382,7 +382,7 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag);
PosRot Actor_GetFocus(Actor* actor);
PosRot Actor_GetWorld(Actor* actor);
PosRot Actor_GetWorldPosShapeRot(Actor* actor);
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag);
s32 Target_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash);
s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play);
s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId);
s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId);
@ -647,99 +647,7 @@ void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* d
UNK_TYPE arg6);
s32 func_8005B198(void);
s16 Camera_SetFinishedFlag(Camera* camera);
DamageTable* DamageTable_Get(s32 index);
void DamageTable_Clear(DamageTable* table);
#if OOT_DEBUG
void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
#endif
s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* jntSph);
s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* jntSph);
s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* jntSph);
s32 Collider_SetJntSphToActor(PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
s32 Collider_SetJntSphAllocType1(PlayState* play, ColliderJntSph* dest, Actor* actor,
ColliderJntSphInitType1* src);
s32 Collider_SetJntSphAlloc(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
s32 Collider_SetJntSph(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src,
ColliderJntSphElement* jntSphElements);
s32 Collider_ResetJntSphAT(PlayState* play, Collider* col);
s32 Collider_ResetJntSphAC(PlayState* play, Collider* col);
s32 Collider_ResetJntSphOC(PlayState* play, Collider* col);
s32 Collider_InitCylinder(PlayState* play, ColliderCylinder* cyl);
s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* cyl);
s32 Collider_SetCylinderToActor(PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
s32 Collider_SetCylinderType1(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInitType1* src);
s32 Collider_SetCylinder(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInit* src);
s32 Collider_ResetCylinderAT(PlayState* play, Collider* col);
s32 Collider_ResetCylinderAC(PlayState* play, Collider* col);
s32 Collider_ResetCylinderOC(PlayState* play, Collider* col);
s32 Collider_InitTris(PlayState* play, ColliderTris* tris);
s32 Collider_FreeTris(PlayState* play, ColliderTris* tris);
s32 Collider_DestroyTris(PlayState* play, ColliderTris* tris);
s32 Collider_SetTrisAllocType1(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInitType1* src);
s32 Collider_SetTrisAlloc(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
s32 Collider_SetTris(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
ColliderTrisElement* trisElements);
s32 Collider_ResetTrisAT(PlayState* play, Collider* col);
s32 Collider_ResetTrisAC(PlayState* play, Collider* col);
s32 Collider_ResetTrisOC(PlayState* play, Collider* col);
s32 Collider_InitQuad(PlayState* play, ColliderQuad* quad);
s32 Collider_DestroyQuad(PlayState* play, ColliderQuad* quad);
s32 Collider_SetQuadType1(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInitType1* src);
s32 Collider_SetQuad(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInit* src);
s32 Collider_ResetQuadAT(PlayState* play, Collider* col);
s32 Collider_ResetQuadAC(PlayState* play, Collider* col);
s32 Collider_ResetQuadOC(PlayState* play, Collider* col);
s32 Collider_InitLine(PlayState* play, OcLine* line);
s32 Collider_DestroyLine(PlayState* play, OcLine* line);
s32 Collider_SetLinePoints(PlayState* play, OcLine* ocLine, Vec3f* a, Vec3f* b);
s32 Collider_SetLine(PlayState* play, OcLine* dest, OcLine* src);
s32 Collider_ResetLineOC(PlayState* play, OcLine* line);
void CollisionCheck_InitContext(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_DestroyContext(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_ClearContext(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_EnableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_DisableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
#if OOT_DEBUG
void Collider_Draw(PlayState* play, Collider* col);
void CollisionCheck_DrawCollision(PlayState* play, CollisionCheckContext* colChkCtx);
#endif
s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetAC_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
s32 CollisionCheck_SetOC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetOC_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
s32 CollisionCheck_SetOCLine(PlayState* play, CollisionCheckContext* colChkCtx, OcLine* collider);
void CollisionCheck_BlueBlood(PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_OC(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_InitInfo(CollisionCheckInfo* info);
void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx);
s32 CollisionCheck_LineOCCheckAll(PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOCCheck(PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
Actor** exclusions, s32 numExclusions);
void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* cyl);
void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos);
void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c);
void Collider_SetTrisDim(PlayState* play, ColliderTris* tris, s32 elemIndex, ColliderTrisElementDimInit* src);
void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph);
void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos);
void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
void SaveContext_Init(void);
s32 func_800635D0(s32);
void Regs_Init(void);
@ -1044,12 +952,12 @@ void func_80095974(GraphicsContext* gfxCtx);
void func_80095AA0(PlayState* play, Room* room, Input* input, s32 arg3);
void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode,
u16 tlutCount, f32 offsetX, f32 offsetY);
void func_80096FD4(PlayState* play, Room* room);
u32 func_80096FE8(PlayState* play, RoomContext* roomCtx);
s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum);
s32 func_800973FC(PlayState* play, RoomContext* roomCtx);
void Room_Init(PlayState* play, Room* room);
u32 Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx);
s32 Room_RequestNewRoom(PlayState* play, RoomContext* roomCtx, s32 roomNum);
s32 Room_ProcessRoomRequest(PlayState* play, RoomContext* roomCtx);
void Room_Draw(PlayState* play, Room* room, u32 flags);
void func_80097534(PlayState* play, RoomContext* roomCtx);
void Room_FinishRoomChange(PlayState* play, RoomContext* roomCtx);
void Sample_Destroy(GameState* thisx);
void Sample_Init(GameState* thisx);
void Inventory_ChangeEquipment(s16 equipment, u16 value);
@ -1061,7 +969,7 @@ s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
void func_800981B8(ObjectContext* objectCtx);
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors);
void Scene_SetTransitionForNextEntrance(PlayState* play);
void Scene_Draw(PlayState* play);
@ -1272,42 +1180,7 @@ void* SysCfb_GetFbEnd(void);
void Math3D_DrawSphere(PlayState* play, Sphere16* sph);
void Math3D_DrawCylinder(PlayState* play, Cylinder16* cyl);
void Matrix_Init(GameState* gameState);
void Matrix_Push(void);
void Matrix_Pop(void);
void Matrix_Get(MtxF* dest);
void Matrix_Put(MtxF* src);
void Matrix_Mult(MtxF* mf, u8 mode);
void Matrix_Translate(f32 x, f32 y, f32 z, u8 mode);
void Matrix_Scale(f32 x, f32 y, f32 z, u8 mode);
void Matrix_RotateX(f32 x, u8 mode);
void Matrix_RotateY(f32 y, u8 mode);
void Matrix_RotateZ(f32 z, u8 mode);
void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode);
void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation);
void Matrix_SetTranslateRotateYXZ(f32 translateX, f32 translateY, f32 translateZ, Vec3s* rot);
Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest);
#if OOT_DEBUG
Mtx* Matrix_ToMtx(Mtx* dest, const char* file, int line);
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx, const char* file, int line);
#else
Mtx* Matrix_ToMtx(Mtx* dest);
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx);
#endif
void Matrix_MultVec3f(Vec3f* src, Vec3f* dest);
void Matrix_MtxFCopy(MtxF* dest, MtxF* src);
void Matrix_MtxToMtxF(Mtx* src, MtxF* dest);
void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf);
void Matrix_Transpose(MtxF* mf);
void Matrix_ReplaceRotation(MtxF* mf);
void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag);
void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag);
void Matrix_RotateAxis(f32 angle, Vec3f* axis, u8 mode);
#if OOT_DEBUG
MtxF* Matrix_CheckFloats(MtxF* mf, const char* file, int line);
#endif
void Matrix_SetTranslateScaleMtx2(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY,
f32 translateZ);
u64* SysUcode_GetUCodeBoot(void);
size_t SysUcode_GetUCodeBootSize(void);
u64* SysUcode_GetUCode(void);

View file

@ -34,7 +34,7 @@ typedef struct GfxPrint {
#define GFXP_FLAG_RAINBOW (1 << 1)
#define GFXP_FLAG_SHADOW (1 << 2)
#define GFXP_FLAG_UPDATE (1 << 3)
#if PLATFORM_GC
#if !PLATFORM_N64
#define GFXP_FLAG_ENLARGE (1 << 6)
#endif
#define GFXP_FLAG_OPEN (1 << 7)

View file

@ -60,7 +60,7 @@ f64 sqrt(f64 f);
#pragma intrinsic(sqrt)
#endif
#if PLATFORM_GC
#if !PLATFORM_N64
extern float qNaN0x3FFFFF;
extern float qNaN0x10000;
extern float sNaN0x3FFFFF;

View file

@ -105,14 +105,6 @@
? gSaveContext.save.info.equips.buttonItems[(button) + 1] \
: ITEM_NONE)
#if PLATFORM_N64
#define CHECK_BTN_ALL(state, combo) (((state) & (combo)) == (combo))
#else
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#endif
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
// IDO doesn't support variadic macros, but it merely throws a warning for the
@ -197,9 +189,6 @@ extern struct GraphicsContext* __gfxCtx;
(void)0
#define GRAPH_ALLOC(gfxCtx, size) Graph_Alloc(gfxCtx, size)
#define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx, file, line)
#define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx, file, line)
#define MATRIX_CHECK_FLOATS(mtx, file, line) Matrix_CheckFloats(mtx, file, line)
#define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSyncDebug(ram, vrom, size, file, line)
#define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsyncDebug(req, ram, vrom, size, unk5, queue, msg, file, line)
#define GAME_STATE_ALLOC(gameState, size, file, line) GameState_Alloc(gameState, size, file, line)
@ -229,9 +218,6 @@ extern struct GraphicsContext* __gfxCtx;
(void)0
#define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - ALIGN16(size))))
#define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx)
#define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx)
#define MATRIX_CHECK_FLOATS(mtx, file, line) (mtx)
#define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSync(ram, vrom, size)
#define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsync(req, ram, vrom, size, unk5, queue, msg)
#define GAME_STATE_ALLOC(gameState, size, file, line) THA_AllocTailAlign16(&(gameState)->tha, size)

View file

@ -4,10 +4,11 @@
#include "ultra64.h"
#include "z64pause.h"
#include "z64scene.h"
#include "z64map_mark.h"
struct Font;
struct GameState;
union Gfx;
struct MapData;
struct MessageTableEntry;
struct PlayState;
struct RegEditor;
@ -32,7 +33,13 @@ typedef struct n64ddStruct_80121220 {
void (*unk_0C)(struct PlayState* play);
void (*unk_10)(struct PlayState* play);
void (*unk_14)(struct PlayState* play);
char unk_18[0x1C];
s32 (*unk_18)(struct MapData**);
s32 (*unk_1C)(struct MapData**);
s32 (*unk_20)(struct MapData*);
s32 (*unk_24)(void);
s32 (*unk_28)(struct PlayState*);
s32 (*unk_2C)(MapMarkData***);
s32 (*unk_30)(MapMarkData***);
void (*unk_34)(PauseMapMarksData**);
void (*unk_38)(PauseMapMarksData**);
void (*unk_3C)(void);
@ -61,7 +68,7 @@ void func_800AD590(void);
void func_800AD598(s32 arg0, s32 arg1, s32 arg2);
u32 func_801C6E80(void);
void func_801C6EA0(union Gfx** gfxP);
void func_801C6EA0(Gfx** gfxP);
s32 func_801C70FC(void);
void func_801C7268(void);
s32 func_801C7658(void);

View file

@ -10,7 +10,7 @@ void Rand_Seed_Variable(u32* rndNum, u32 seed);
u32 Rand_Next_Variable(u32* rndNum);
f32 Rand_ZeroOne_Variable(u32* rndNum);
#if PLATFORM_GC
#if !PLATFORM_N64
f32 Rand_Centered(void);
f32 Rand_Centered_Variable(u32* rndNum);
#endif

View file

@ -133,7 +133,7 @@ void Audio_ProcessSfxRequest(void);
void Audio_ChooseActiveSfx(u8 bankId);
void Audio_PlayActiveSfx(u8 bankId);
void Audio_StopSfxByBank(u8 bankId);
void func_800F8884(u8 bankId, Vec3f* pos);
void Audio_RemoveSfxFromBankByPos(u8 bankId, Vec3f* pos);
void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos);
void Audio_StopSfxByPos(Vec3f* pos);
void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId);

85
include/sys_matrix.h Normal file
View file

@ -0,0 +1,85 @@
#ifndef SYS_MATRIX_H
#define SYS_MATRIX_H
#include "z64math.h"
struct GraphicsContext;
struct GameState;
typedef enum MatrixMode {
/* 0 */ MTXMODE_NEW, // generates a new matrix
/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
} MatrixMode;
extern Mtx gMtxClear;
extern MtxF gMtxFClear;
/* Stack operations */
void Matrix_Init(struct GameState* gameState);
void Matrix_Push(void);
void Matrix_Pop(void);
void Matrix_Get(MtxF* dest);
void Matrix_Put(MtxF* src);
/* Basic operations */
void Matrix_Mult(MtxF* mf, u8 mode);
void Matrix_Translate(f32 x, f32 y, f32 z, u8 mode);
void Matrix_Scale(f32 x, f32 y, f32 z, u8 mode);
void Matrix_RotateX(f32 x, u8 mode);
void Matrix_RotateY(f32 y, u8 mode);
void Matrix_RotateZ(f32 z, u8 mode);
/* Compound operations */
void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode);
void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation);
void Matrix_SetTranslateRotateYXZ(f32 translateX, f32 translateY, f32 translateZ, Vec3s* rot);
void Matrix_SetTranslateScaleMtx2(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY,
f32 translateZ);
/* Conversion and allocation operations */
Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest);
#if OOT_DEBUG
Mtx* Matrix_ToMtx(Mtx* dest, const char* file, int line);
Mtx* Matrix_NewMtx(struct GraphicsContext* gfxCtx, const char* file, int line);
MtxF* Matrix_CheckFloats(MtxF* mf, const char* file, int line);
#define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx, file, line)
#define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx, file, line)
#define MATRIX_CHECK_FLOATS(mtx, file, line) Matrix_CheckFloats(mtx, file, line)
#else
Mtx* Matrix_ToMtx(Mtx* dest);
Mtx* Matrix_NewMtx(struct GraphicsContext* gfxCtx);
#define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx)
#define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx)
#define MATRIX_CHECK_FLOATS(mtx, file, line) (mtx)
#endif
/* Vector operations */
void Matrix_MultVec3f(Vec3f* src, Vec3f* dest);
void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf);
/* Copy and another conversion */
void Matrix_MtxFCopy(MtxF* dest, MtxF* src);
void Matrix_MtxToMtxF(Mtx* src, MtxF* dest);
/* Miscellaneous */
void Matrix_Transpose(MtxF* mf);
void Matrix_ReplaceRotation(MtxF* mf);
void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag);
void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag);
void Matrix_RotateAxis(f32 angle, Vec3f* axis, u8 mode);
#endif

View file

@ -103,22 +103,6 @@
#define CONT_BLOCK_GB_BANK CONT_BLOCKS(CONT_ADDR_GB_BANK)
#define CONT_BLOCK_GB_STATUS CONT_BLOCKS(CONT_ADDR_GB_STATUS)
/* Buttons */
#define BTN_CRIGHT 0x0001
#define BTN_CLEFT 0x0002
#define BTN_CDOWN 0x0004
#define BTN_CUP 0x0008
#define BTN_R 0x0010
#define BTN_L 0x0020
#define BTN_DRIGHT 0x0100
#define BTN_DLEFT 0x0200
#define BTN_DDOWN 0x0400
#define BTN_DUP 0x0800
#define BTN_START 0x1000
#define BTN_Z 0x2000
#define BTN_B 0x4000
#define BTN_A 0x8000
#ifdef __GNUC__
// Ensure data cache coherency for OSPifRam structures by aligning to the data cache line size.
// On older compilers such as IDO this was done by placing each OSPifRam at the top of the file it is declared in,

View file

@ -15,7 +15,4 @@
#define OS_PHYSICAL_TO_K0(x) (void*)(((u32)(x)+0x80000000))
#define OS_PHYSICAL_TO_K1(x) (void*)(((u32)(x)+0xA0000000))
#define OS_MSEC_TO_CYCLES(n) OS_USEC_TO_CYCLES((n) * 1000)
#define OS_SEC_TO_CYCLES(n) OS_MSEC_TO_CYCLES((n) * 1000)
#endif

View file

@ -187,7 +187,7 @@ extern const s32 LEORAM_BYTE[];
extern s32 __leoActive;
extern LEOVersion __leoVersion;
extern STACK(leoDiskStack, 0xFF0);
extern STACK(leoDiskStack, 0x1000);
extern OSPiHandle* LEOPiInfo;

View file

@ -529,7 +529,7 @@
#define VI_CTRL_ANTIALIAS_MODE_2 0x00200 // Bit [9:8] anti-alias mode: AA disabled, resampling enabled, operate as if everything is covered
#define VI_CTRL_ANTIALIAS_MODE_3 0x00300 // Bit [9:8] anti-alias mode: AA disabled, resampling disabled, replicate pixels
#define VI_CTRL_PIXEL_ADV_MASK 0x0F000 // [15:12] pixel advance mode
#define VI_CTRL_PIXEL_ADV(n) (((n) << 12) & VI_CTRL_PIXEL_ADV_MASK) // Bit [15:12] pixel advance mode: Always 3 on N64
#define VI_CTRL_PIXEL_ADV_3 0x03000 // Bit [15:12] pixel advance mode: Always 3 on N64
#define VI_CTRL_DITHER_FILTER_ON 0x10000 // 16: dither-filter mode
/*

View file

@ -7,10 +7,10 @@
extern Mtx D_01000000;
extern u32 osTvType;
extern u32 osRomBase;
extern u32 osResetType;
extern u32 osCicId;
extern void* osRomBase;
extern s32 osTvType;
extern s32 osResetType;
extern s32 osCicId;
extern u32 osMemSize;
extern u8 osAppNMIBuffer[0x40];
@ -104,8 +104,6 @@ extern u8 gBossMarkState;
extern s32 gScreenWidth;
extern s32 gScreenHeight;
extern Mtx gMtxClear;
extern MtxF gMtxFClear;
#if OOT_DEBUG
extern u32 gIsCtrlr2Valid;
#endif

View file

@ -5,6 +5,7 @@
#include "ultra64/gs2dex.h"
#include "attributes.h"
#include "audiomgr.h"
#include "controller.h"
#include "z64save.h"
#include "z64light.h"
#include "z64bgcheck.h"
@ -65,6 +66,7 @@
#include "sys_math.h"
#include "sys_math3d.h"
#include "fp_math.h"
#include "sys_matrix.h"
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
@ -389,11 +391,6 @@ typedef struct DebugDispObject {
/* 0x28 */ struct DebugDispObject* next;
} DebugDispObject; // size = 0x2C
typedef enum MatrixMode {
/* 0 */ MTXMODE_NEW, // generates a new matrix
/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
} MatrixMode;
typedef struct StackEntry {
/* 0x00 */ struct StackEntry* next;
/* 0x04 */ struct StackEntry* prev;

View file

@ -96,39 +96,6 @@ typedef struct ActorOverlay {
/* 0x1E */ s8 numLoaded; // original name: "clients"
} ActorOverlay; // size = 0x20
typedef struct DamageTable {
u8 table[32];
} DamageTable;
typedef struct CollisionCheckInfoInit {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ u8 mass;
} CollisionCheckInfoInit;
typedef struct CollisionCheckInfoInit2 {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ s16 cylYShift;
/* 0x08 */ u8 mass;
} CollisionCheckInfoInit2;
typedef struct CollisionCheckInfo {
/* 0x00 */ DamageTable* damageTable;
/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
/* 0x10 */ s16 cylRadius; // Used for various purposes
/* 0x12 */ s16 cylHeight; // Used for various purposes
/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
/* 0x18 */ u8 damage; // Amount to decrement health by
/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
} CollisionCheckInfo; // size = 0x1C
typedef struct ActorShape {
/* 0x00 */ Vec3s rot; // Current actor shape rotation
/* 0x06 */ s16 face; // Used to index eyes and mouth textures. Only used by player

View file

@ -1,12 +1,17 @@
#ifndef Z64COLLISION_CHECK_H
#define Z64COLLISION_CHECK_H
#include "ultra64.h"
#include "z64math.h"
#define COLLISION_CHECK_AT_MAX 50
#define COLLISION_CHECK_AC_MAX 60
#define COLLISION_CHECK_OC_MAX 50
#define COLLISION_CHECK_OC_LINE_MAX 3
struct Actor;
struct GraphicsContext;
struct PlayState;
/*
* Bases for all shapes of colliders
@ -437,4 +442,131 @@ typedef struct CollisionCheckContext {
#define DMG_RANGED (DMG_ARROW | DMG_HOOKSHOT | DMG_SLINGSHOT)
#define DMG_DEFAULT ~(DMG_SHIELD | DMG_MIR_RAY)
typedef struct DamageTable {
u8 table[32];
} DamageTable;
typedef struct CollisionCheckInfoInit {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ u8 mass;
} CollisionCheckInfoInit;
typedef struct CollisionCheckInfoInit2 {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ s16 cylYShift;
/* 0x08 */ u8 mass;
} CollisionCheckInfoInit2;
typedef struct CollisionCheckInfo {
/* 0x00 */ DamageTable* damageTable;
/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
/* 0x10 */ s16 cylRadius; // Used for various purposes
/* 0x12 */ s16 cylHeight; // Used for various purposes
/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
/* 0x18 */ u8 damage; // Amount to decrement health by
/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
} CollisionCheckInfo; // size = 0x1C
DamageTable* DamageTable_Get(s32 index);
void DamageTable_Clear(DamageTable* table);
#if OOT_DEBUG
void Collider_DrawRedPoly(struct GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
void Collider_DrawPoly(struct GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
#endif
s32 Collider_InitJntSph(struct PlayState* play, ColliderJntSph* jntSph);
s32 Collider_FreeJntSph(struct PlayState* play, ColliderJntSph* jntSph);
s32 Collider_DestroyJntSph(struct PlayState* play, ColliderJntSph* jntSph);
s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor,
ColliderJntSphInitType1* src);
s32 Collider_SetJntSphAlloc(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src);
s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src,
ColliderJntSphElement* jntSphElements);
s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* col);
s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* col);
s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* col);
s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* cyl);
s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* cyl);
s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInitType1* src);
s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* col);
s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* col);
s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* col);
s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris);
s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris);
s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInitType1* src);
s32 Collider_SetTrisAlloc(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src);
s32 Collider_SetTris(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src,
ColliderTrisElement* trisElements);
s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col);
s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col);
s32 Collider_ResetTrisOC(struct PlayState* play, Collider* col);
s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* quad);
s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* quad);
s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInitType1* src);
s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInit* src);
s32 Collider_ResetQuadAT(struct PlayState* play, Collider* col);
s32 Collider_ResetQuadAC(struct PlayState* play, Collider* col);
s32 Collider_ResetQuadOC(struct PlayState* play, Collider* col);
s32 Collider_InitLine(struct PlayState* play, OcLine* line);
s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
s32 Collider_SetLinePoints(struct PlayState* play, OcLine* ocLine, Vec3f* a, Vec3f* b);
s32 Collider_SetLine(struct PlayState* play, OcLine* dest, OcLine* src);
s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
#if OOT_DEBUG
void Collider_Draw(struct PlayState* play, Collider* col);
void CollisionCheck_DrawCollision(struct PlayState* play, CollisionCheckContext* colChkCtx);
#endif
s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colChkCtx, OcLine* collider);
void CollisionCheck_BlueBlood(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_InitInfo(CollisionCheckInfo* info);
void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colChkCtx);
s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
struct Actor** exclusions, s32 numExclusions);
void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* cyl);
void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos);
void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c);
void Collider_SetTrisDim(struct PlayState* play, ColliderTris* tris, s32 elemIndex, ColliderTrisElementDimInit* src);
void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph);
void CollisionCheck_SpawnRedBlood(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetal(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetalSfx(struct PlayState* play, Vec3f* v, Vec3f* pos);
void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* actorPos);
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
#endif

View file

@ -151,7 +151,7 @@ typedef struct InterfaceContext {
#define A_BUTTON_X 186
#define A_BUTTON_Y 9
#if PLATFORM_N64
#if !PLATFORM_GC
#define A_BUTTON_R 90
#define A_BUTTON_G 90
#define A_BUTTON_B 255
@ -164,7 +164,7 @@ typedef struct InterfaceContext {
#define B_BUTTON_X 160
#define B_BUTTON_Y 17
#if PLATFORM_N64
#if !PLATFORM_GC
#define B_BUTTON_R 0
#define B_BUTTON_G 150
#define B_BUTTON_B 0
@ -186,7 +186,7 @@ typedef struct InterfaceContext {
#define C_UP_BUTTON_X 254
#define C_UP_BUTTON_Y 16
#if PLATFORM_N64
#if !PLATFORM_GC
#define START_BUTTON_R 200
#define START_BUTTON_G 0
#define START_BUTTON_B 0

View file

@ -7,6 +7,11 @@
#define SQ(x) ((x)*(x))
#define VEC_SET(V,X,Y,Z) (V).x=(X);(V).y=(Y);(V).z=(Z)
typedef union FloatInt {
f32 f;
u32 i;
} FloatInt;
typedef struct Vec2f {
f32 x, y;
} Vec2f; // size = 0x08

View file

@ -121,7 +121,7 @@ typedef enum WorldMapPoint {
/* 0 */ WORLD_MAP_POINT_HAUNTED_WASTELAND,
/* 1 */ WORLD_MAP_POINT_GERUDOS_FORTRESS,
/* 2 */ WORLD_MAP_POINT_GERUDO_VALLEY,
/* 3 */ WORLD_MAP_POINT_HYLIA_LAKESIDE,
/* 3 */ WORLD_MAP_POINT_LAKE_HYLIA,
/* 4 */ WORLD_MAP_POINT_LON_LON_RANCH,
/* 5 */ WORLD_MAP_POINT_MARKET,
/* 6 */ WORLD_MAP_POINT_HYRULE_FIELD,

View file

@ -63,7 +63,7 @@ typedef struct PlayState {
/* 0x10B20 */ AnimTaskQueue animTaskQueue;
/* 0x117A4 */ ObjectContext objectCtx;
/* 0x11CBC */ RoomContext roomCtx;
/* 0x11D34 */ TransitionActorContext transiActorCtx;
/* 0x11D34 */ TransitionActorList transitionActors;
/* 0x11D3C */ void (*playerInit)(Player* player, struct PlayState* play, FlexSkeletonHeader* skelHeader);
/* 0x11D40 */ void (*playerUpdate)(Player* player, struct PlayState* play, Input* input);
/* 0x11D44 */ int (*isPlayerDroppingFish)(struct PlayState* play);
@ -81,8 +81,7 @@ typedef struct PlayState {
/* 0x11DE9 */ u8 haltAllActors;
/* 0x11DEA */ u8 spawn;
/* 0x11DEB */ u8 numActorEntries;
/* 0x11DEC */ u8 numRooms;
/* 0x11DF0 */ RomFile* roomList;
/* 0x11DEC */ RoomList roomList;
/* 0x11DF4 */ ActorEntry* playerEntry;
/* 0x11DF8 */ ActorEntry* actorEntryList;
/* 0x11DFC */ void* unk_11DFC;

View file

@ -40,10 +40,10 @@ typedef struct TransitionActorEntry {
/* 0x0E */ s16 params;
} TransitionActorEntry; // size = 0x10
typedef struct TransitionActorContext {
/* 0x00 */ u8 numActors;
typedef struct TransitionActorList {
/* 0x00 */ u8 count;
/* 0x04 */ TransitionActorEntry* list;
} TransitionActorContext; // size = 0x8
} TransitionActorList; // size = 0x8
typedef struct Spawn {
/* 0x00 */ u8 playerEntryIndex;
@ -171,7 +171,7 @@ typedef enum RoomBehaviorType2 {
} RoomBehaviorType2;
typedef struct Room {
/* 0x00 */ s8 num;
/* 0x00 */ s8 num; // -1 is invalid room
/* 0x01 */ u8 unk_01;
/* 0x02 */ u8 behaviorType2;
/* 0x03 */ u8 behaviorType1;
@ -185,16 +185,21 @@ typedef struct Room {
typedef struct RoomContext {
/* 0x00 */ Room curRoom;
/* 0x14 */ Room prevRoom;
/* 0x28 */ void* bufPtrs[2];
/* 0x30 */ u8 unk_30;
/* 0x31 */ s8 status;
/* 0x34 */ void* unk_34;
/* 0x28 */ void* bufPtrs[2]; // Start and end pointers for the room buffer. Can be split into two pages, where page 0 is allocated from the start pointer and page 1 is allocated from the end pointer.
/* 0x30 */ u8 activeBufPage; // 0 - First page in memory, 1 - Last page in memory
/* 0x31 */ s8 status; // 0 - Free for new room request, 1 - DmaRequest for a new room is in progress
/* 0x34 */ void* roomRequestAddr; // Pointer to where the requested room segment will be stored
/* 0x38 */ DmaRequest dmaRequest;
/* 0x58 */ OSMesgQueue loadQueue;
/* 0x70 */ OSMesg loadMsg;
/* 0x74 */ s16 unk_74[2]; // context-specific data used by the current scene draw config
/* 0x74 */ s16 drawParams[2]; // context-specific data used by the current scene draw config
} RoomContext; // size = 0x78
typedef struct RoomList {
/* 0x00 */ u8 count;
/* 0x04 */ RomFile* romFiles; // Array of rom addresses for each room in a scene
} RoomList;
#define ROOM_DRAW_OPA (1 << 0)
#define ROOM_DRAW_XLU (1 << 1)

View file

@ -11,7 +11,7 @@ typedef struct Arena {
#if PLATFORM_N64
/* 0x08 */ u32 size;
/* 0x0C */ u8 allocFailures;
#else
#elif PLATFORM_GC
/* 0x08 */ OSMesgQueue lockQueue;
/* 0x20 */ u8 allocFailures; // only used in non-debug builds
/* 0x21 */ u8 isInit;

View file

@ -3,7 +3,7 @@
#define ABS_ALT(x) ((x) < 0 ? -(x) : (x))
#if PLATFORM_GC
#if !PLATFORM_N64
#define AUDIO_PRINTF osSyncPrintf
#elif IDO_PRINTF_WORKAROUND
#define AUDIO_PRINTF(args) (void)0
@ -858,8 +858,8 @@ NatureAmbienceDataIO sNatureAmbienceDataIO[20] = {
},
};
#if PLATFORM_GC
u32 sOcarinaAllowedButtonMask = (BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP);
#if !PLATFORM_N64
u32 sOcarinaAllowedButtonMask = (BTN_A | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT);
s32 sOcarinaAButtonMap = BTN_A;
s32 sOcarinaCUpButtonMap = BTN_CUP;
s32 sOcarinaCDownButtonMap = BTN_CDOWN;
@ -1310,7 +1310,7 @@ s32 Audio_SetGanonsTowerBgmVolume(u8 targetVol);
#if PLATFORM_N64
#define OCARINA_ALLOWED_BUTTON_MASK (BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP)
#define OCARINA_ALLOWED_BUTTON_MASK (BTN_A | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT)
#define OCARINA_A_MAP BTN_A
#define OCARINA_CUP_MAP BTN_CUP
#define OCARINA_CDOWN_MAP BTN_CDOWN

View file

@ -342,7 +342,7 @@ void Audio_ChooseActiveSfx(u8 bankId) {
entry->sfxId, entry->posX, entry->posZ, *entry->posX, *entry->posY, *entry->posZ);
}
entry->priority = (u32)entry->dist + (SQ(0xFF - sfxImportance) * SQ(76));
#if PLATFORM_GC
#if !PLATFORM_N64
temp3 = entry->sfxId; // fake
entry->priority = entry->priority + temp3 - temp3;
#endif
@ -533,7 +533,7 @@ void Audio_StopSfxByBank(u8 bankId) {
Audio_RemoveMatchingSfxRequests(0, &cmp);
}
void func_800F8884(u8 bankId, Vec3f* pos) {
void Audio_RemoveSfxFromBankByPos(u8 bankId, Vec3f* pos) {
SfxBankEntry* entry;
u8 entryIndex = gSfxBanks[bankId][0].next;
u8 prevEntryIndex = 0;
@ -557,7 +557,7 @@ void func_800F8884(u8 bankId, Vec3f* pos) {
void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos) {
SfxBankEntry cmp;
func_800F8884(bankId, pos);
Audio_RemoveSfxFromBankByPos(bankId, pos);
cmp.sfxId = bankId << 12;
cmp.posX = &pos->x;
Audio_RemoveMatchingSfxRequests(1, &cmp);
@ -568,7 +568,7 @@ void Audio_StopSfxByPos(Vec3f* pos) {
SfxBankEntry cmp;
for (i = 0; i < ARRAY_COUNT(gSfxBanks); i++) {
func_800F8884(i, pos);
Audio_RemoveSfxFromBankByPos(i, pos);
}
cmp.posX = &pos->x;
Audio_RemoveMatchingSfxRequests(2, &cmp);

View file

@ -18,7 +18,7 @@ void StackCheck_Init(StackEntry* entry, void* stackBottom, void* stackTop, u32 i
entry->minSpace = minSpace;
entry->name = name;
#if PLATFORM_GC
#if !PLATFORM_N64
iter = sStackInfoListStart;
while (iter) {
if (iter == entry) {

View file

@ -42,8 +42,8 @@
*/
#if PLATFORM_GC
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-eu-mq-dbg:208 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224" \
"gc-us-mq:224"
#pragma increment_block_number "gc-eu:208 gc-eu-mq:208 gc-eu-mq-dbg:208 gc-jp:208 gc-jp-ce:208 gc-jp-mq:208 gc-us:208" \
"gc-us-mq:208"
#include "global.h"
#include "alloca.h"
@ -144,7 +144,8 @@ void Fault_ClientRunTask(FaultClientTask* task) {
// Await done
while (true) {
osSetTimer(&timer, OS_SEC_TO_CYCLES(1), 0, &queue, (OSMesg)timerMsgVal);
// Wait for 1 second
osSetTimer(&timer, OS_USEC_TO_CYCLES(1000000), 0, &queue, (OSMesg)timerMsgVal);
osRecvMesg(&queue, &recMsg, OS_MESG_BLOCK);
if (recMsg != (OSMesg)666) {
@ -214,7 +215,9 @@ void Fault_AddClient(FaultClient* client, void* callback, void* arg0, void* arg1
end:
osSetIntMask(mask);
if (alreadyExists) {
osSyncPrintf(VT_COL(RED, WHITE) "fault_AddClient: %08x は既にリスト中にある\n" VT_RST, client);
osSyncPrintf(VT_COL(RED, WHITE) T("fault_AddClient: %08x は既にリスト中にある\n",
"fault_AddClient: %08x is already in the list\n") VT_RST,
client);
}
}
@ -250,7 +253,9 @@ void Fault_RemoveClient(FaultClient* client) {
osSetIntMask(mask);
if (listIsEmpty) {
osSyncPrintf(VT_COL(RED, WHITE) "fault_RemoveClient: %08x リスト不整合です\n" VT_RST, client);
osSyncPrintf(VT_COL(RED, WHITE) T("fault_RemoveClient: %08x リスト不整合です\n",
"fault_RemoveClient: %08x list inconsistency\n") VT_RST,
client);
}
}
@ -292,7 +297,9 @@ void Fault_AddAddrConvClient(FaultAddrConvClient* client, void* callback, void*
end:
osSetIntMask(mask);
if (alreadyExists) {
osSyncPrintf(VT_COL(RED, WHITE) "fault_AddressConverterAddClient: %08x は既にリスト中にある\n" VT_RST, client);
osSyncPrintf(VT_COL(RED, WHITE) T("fault_AddressConverterAddClient: %08x は既にリスト中にある\n",
"fault_AddressConverterAddClient: %08x is already in the list\n") VT_RST,
client);
}
}
@ -326,7 +333,8 @@ void Fault_RemoveAddrConvClient(FaultAddrConvClient* client) {
osSetIntMask(mask);
if (listIsEmpty) {
osSyncPrintf(VT_COL(RED, WHITE) "fault_AddressConverterRemoveClient: %08x は既にリスト中にある\n" VT_RST,
osSyncPrintf(VT_COL(RED, WHITE) T("fault_AddressConverterRemoveClient: %08x は既にリスト中にある\n",
"fault_AddressConverterRemoveClient: %08x is already in the list\n") VT_RST,
client);
}
}
@ -653,7 +661,7 @@ void Fault_Wait5Seconds(void) {
do {
Fault_Sleep(1000 / 60);
} while ((osGetTime() - start) < OS_SEC_TO_CYCLES(5) + 1);
} while ((osGetTime() - start) <= OS_USEC_TO_CYCLES(5000000)); // 5 seconds
sFaultInstance->autoScroll = true;
}
@ -674,14 +682,16 @@ void Fault_WaitForButtonCombo(void) {
if (1) {}
if (1) {}
// KeyWaitB (LRZ Up Down Up Down Left Left Right Right B A START)
osSyncPrintf(
VT_FGCOL(WHITE) "KeyWaitB ( " VT_FGCOL(WHITE) "" VT_FGCOL(YELLOW) "" VT_FGCOL(YELLOW) "" VT_FGCOL(WHITE) "" VT_FGCOL(WHITE) "" VT_FGCOL(
YELLOW) "" VT_FGCOL(YELLOW) "" VT_FGCOL(WHITE) "" VT_FGCOL(GREEN) "" VT_FGCOL(BLUE) "" VT_FGCOL(RED) "START" VT_FGCOL(WHITE) ")" VT_RST
"\n");
// KeyWaitB'(LR Left Right START)
osSyncPrintf(VT_FGCOL(WHITE) "KeyWaitB'(LR左" VT_FGCOL(YELLOW) "右 +" VT_FGCOL(RED) "START" VT_FGCOL(
WHITE) ")" VT_RST "\n");
// "KeyWaitB (L R Z Up Down Up Down Left Left Right Right B A START)"
osSyncPrintf(VT_FGCOL(WHITE) T("KeyWaitB ( ", "KeyWaitB (L R Z ") VT_FGCOL(WHITE) T("", "Up ")
VT_FGCOL(YELLOW) T("", "Down ") VT_FGCOL(YELLOW) T("", "Up ") VT_FGCOL(WHITE)
T("", "Down ") VT_FGCOL(WHITE) T("", "Left ") VT_FGCOL(YELLOW) T("", "Left ")
VT_FGCOL(YELLOW) T("", "Right ") VT_FGCOL(WHITE) T("", "Right ") VT_FGCOL(GREEN)
T("", "B ") VT_FGCOL(BLUE) T("", "A ")
VT_FGCOL(RED) "START" VT_FGCOL(WHITE) ")" VT_RST "\n");
// "KeyWaitB'(L R Left Right +START)"
osSyncPrintf(VT_FGCOL(WHITE) T("KeyWaitB'(LR左", "KeyWaitB'(L R Left ") VT_FGCOL(YELLOW) T("右 +", "Right +")
VT_FGCOL(RED) "START" VT_FGCOL(WHITE) ")" VT_RST "\n");
Fault_SetForeColor(GPACK_RGBA5551(255, 255, 255, 1));
Fault_SetBackColor(GPACK_RGBA5551(0, 0, 0, 1));
@ -1184,20 +1194,20 @@ void Fault_ThreadEntry(void* arg) {
if (msg == FAULT_MSG_CPU_BREAK) {
sFaultInstance->msgId = (u32)FAULT_MSG_CPU_BREAK;
// Fault Manager: OS_EVENT_CPU_BREAK received
osSyncPrintf("フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました\n");
osSyncPrintf(T("フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました\n",
"Fault Manager: OS_EVENT_CPU_BREAK received\n"));
} else if (msg == FAULT_MSG_FAULT) {
sFaultInstance->msgId = (u32)FAULT_MSG_FAULT;
// Fault Manager: OS_EVENT_FAULT received
osSyncPrintf("フォルトマネージャ:OS_EVENT_FAULTを受信しました\n");
osSyncPrintf(
T("フォルトマネージャ:OS_EVENT_FAULTを受信しました\n", "Fault Manager: OS_EVENT_FAULT received\n"));
} else if (msg == FAULT_MSG_UNK) {
Fault_UpdatePad();
faultedThread = NULL;
continue;
} else {
sFaultInstance->msgId = (u32)FAULT_MSG_UNK;
// Fault Manager: Unknown message received
osSyncPrintf("フォルトマネージャ:不明なメッセージを受信しました\n");
osSyncPrintf(T("フォルトマネージャ:不明なメッセージを受信しました\n",
"Fault Manager: Unknown message received\n"));
}
faultedThread = __osGetCurrFaultedThread();

View file

@ -7,6 +7,7 @@
#include "global.h"
#include "fault.h"
#include "terminal.h"
#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#if PLATFORM_GC

View file

@ -93,7 +93,7 @@ FaultCursorCoords sFaultCursorPos;
vs32 sFaultExit;
vs32 gFaultMsgId;
vs32 sFaultDisplayEnable;
OSThread* sFaultFaultedThread;
volatile OSThread* gFaultFaultedThread;
s32 B_80122570[16];
s32 B_801225B0[8]; // Unused (file padding?)
@ -109,7 +109,7 @@ void Fault_WaitForInputImpl(void) {
Fault_SleepImpl(0x10);
PadMgr_RequestPadData(&gPadMgr, inputs, 0);
btnPress = inputs[0].press.button;
} while (!CHECK_BTN_ANY(btnPress, (BTN_A | BTN_B | BTN_START | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP)));
} while (!CHECK_BTN_ANY(btnPress, (BTN_A | BTN_B | BTN_START | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT)));
}
void Fault_WaitForInput(void) {
@ -449,11 +449,14 @@ void Fault_WaitForButtonCombo(void) {
s32 count;
s32 pad[4];
// KeyWaitB (LRZ Up Down Up Down Left Left Right Right B A START)
osSyncPrintf(
VT_FGCOL(WHITE) "KeyWaitB ( " VT_FGCOL(WHITE) "" VT_FGCOL(YELLOW) "" VT_FGCOL(YELLOW) "" VT_FGCOL(WHITE) "" VT_FGCOL(WHITE) "" VT_FGCOL(
YELLOW) "" VT_FGCOL(YELLOW) "" VT_FGCOL(WHITE) "" VT_FGCOL(GREEN) "" VT_FGCOL(BLUE) "" VT_FGCOL(RED) "START" VT_FGCOL(WHITE) ")" VT_RST
"\n");
// "KeyWaitB (L R Z Up Down Up Down Left Left Right Right B A START)"
osSyncPrintf(VT_FGCOL(WHITE) T("KeyWaitB ( ", "KeyWaitB (L R Z ") VT_FGCOL(WHITE) T("", "Up ")
VT_FGCOL(YELLOW) T("", "Down ") VT_FGCOL(YELLOW) T("", "Up ") VT_FGCOL(WHITE)
T("", "Down ") VT_FGCOL(WHITE) T("", "Left ") VT_FGCOL(YELLOW) T("", "Left ")
VT_FGCOL(YELLOW) T("", "Right ") VT_FGCOL(WHITE) T("", "Right ") VT_FGCOL(GREEN)
T("", "B ") VT_FGCOL(BLUE) T("", "A ")
VT_FGCOL(RED) "START" VT_FGCOL(WHITE) ")" VT_RST "\n");
x = 0;
y = 0;
count = 0;
@ -585,8 +588,7 @@ void Fault_WaitForButtonCombo(void) {
if ((btnCur == (BTN_A | BTN_B | BTN_START)) && (btnPress == BTN_START)) {
f32 comboTimeSeconds = OS_CYCLES_TO_USEC(osGetTime() - comboStartTime) / 1000000.0f;
// Input time %f seconds
osSyncPrintf("入力時間 %f 秒\n", comboTimeSeconds);
osSyncPrintf(T("入力時間 %f 秒\n", "Input time %f seconds\n"), comboTimeSeconds);
if (comboTimeSeconds <= 50.0f) {
x = 11;
} else {
@ -750,16 +752,16 @@ void Fault_ThreadEntry(void* arg0) {
osRecvMesg(&gFaultMgr.queue, &msg, OS_MESG_BLOCK);
if (msg == FAULT_MSG_CPU_BREAK) {
gFaultMsgId = (s32)FAULT_MSG_CPU_BREAK;
// Fault Manager: OS_EVENT_CPU_BREAK received
osSyncPrintf("フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました\n");
osSyncPrintf(T("フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました\n",
"Fault Manager: OS_EVENT_CPU_BREAK received\n"));
} else if (msg == FAULT_MSG_FAULT) {
gFaultMsgId = (s32)FAULT_MSG_FAULT;
// Fault Manager: OS_EVENT_FAULT received
osSyncPrintf("フォルトマネージャ:OS_EVENT_FAULTを受信しました\n");
osSyncPrintf(
T("フォルトマネージャ:OS_EVENT_FAULTを受信しました\n", "Fault Manager: OS_EVENT_FAULT received\n"));
} else {
gFaultMsgId = (s32)FAULT_MSG_UNK;
// Fault Manager: Unknown message received
osSyncPrintf("フォルトマネージャ:不明なメッセージを受信しました\n");
osSyncPrintf(T("フォルトマネージャ:不明なメッセージを受信しました\n",
"Fault Manager: Unknown message received\n"));
}
faultedThread = __osGetCurrFaultedThread();
osSyncPrintf("__osGetCurrFaultedThread()=%08x\n", faultedThread);
@ -768,7 +770,7 @@ void Fault_ThreadEntry(void* arg0) {
osSyncPrintf("FindFaultedThread()=%08x\n", faultedThread);
}
} while (faultedThread == NULL);
sFaultFaultedThread = faultedThread;
gFaultFaultedThread = faultedThread;
Fault_LogThreadContext(faultedThread);
osSyncPrintf("%d %s %d:%s = %d\n", osGetThreadId(NULL), "fault.c", 1454, "fault_display_enable",
sFaultDisplayEnable);

View file

@ -6,7 +6,7 @@
.balign 16
#if PLATFORM_GC
#if !PLATFORM_N64
DATA(qNaN0x3FFFFF)
.word 0x7FBFFFFF
ENDDATA(qNaN0x3FFFFF)

View file

@ -1,7 +1,7 @@
#include "z64math.h"
#include "macros.h"
#if PLATFORM_GC
#if !PLATFORM_N64
s32 gUseAtanContFrac;
#endif
@ -46,7 +46,7 @@ f32 Math_FNearbyIntF(f32 x) {
return nearbyintf(x);
}
#if PLATFORM_GC
#if !PLATFORM_N64
/* Arctangent approximation using a Taylor series (one quadrant) */
f32 Math_FAtanTaylorQF(f32 x) {
static const f32 coeffs[] = {
@ -173,7 +173,7 @@ f32 Math_FAtanContFracF(f32 x) {
#endif
}
#if PLATFORM_GC
#if !PLATFORM_N64
/**
* @return arctan(x) in radians, in (-pi/2,pi/2) range
*/

View file

@ -302,22 +302,22 @@ void GameState_Update(GameState* gameState) {
gfxCtx->xScale = gViConfigXScale;
gfxCtx->yScale = gViConfigYScale;
if (SREG(63) == 6 || (SREG(63) == 2u && osTvType == OS_TV_NTSC)) {
if (SREG(63) == 6 || (SREG(63) == 2u && (u32)osTvType == OS_TV_NTSC)) {
gfxCtx->viMode = &osViModeNtscLan1;
gfxCtx->yScale = 1.0f;
}
if (SREG(63) == 5 || (SREG(63) == 2u && osTvType == OS_TV_MPAL)) {
if (SREG(63) == 5 || (SREG(63) == 2u && (u32)osTvType == OS_TV_MPAL)) {
gfxCtx->viMode = &osViModeMpalLan1;
gfxCtx->yScale = 1.0f;
}
if (SREG(63) == 4 || (SREG(63) == 2u && osTvType == OS_TV_PAL)) {
if (SREG(63) == 4 || (SREG(63) == 2u && (u32)osTvType == OS_TV_PAL)) {
gfxCtx->viMode = &osViModePalLan1;
gfxCtx->yScale = 1.0f;
}
if (SREG(63) == 3 || (SREG(63) == 2u && osTvType == OS_TV_PAL)) {
if (SREG(63) == 3 || (SREG(63) == 2u && (u32)osTvType == OS_TV_PAL)) {
gfxCtx->viMode = &osViModeFpalLan1;
gfxCtx->yScale = 0.833f;
}
@ -533,7 +533,7 @@ void* GameState_Alloc(GameState* gameState, size_t size, const char* file, int l
void* ret;
if (THA_IsCrash(&gameState->tha)) {
PRINTF("ハイラルは滅亡している\n");
PRINTF(T("ハイラルは滅亡している\n", "Hyrule is destroyed\n"));
ret = NULL;
} else if ((u32)THA_GetRemaining(&gameState->tha) < size) {
PRINTF(T("滅亡寸前のハイラルには %d バイトの余力もない(滅亡まであと %d バイト)\n",

View file

@ -126,7 +126,7 @@ u8 sGfxPrintFontData[(16 * 256) / 2] = {
0x1B, 0xAA, 0x40, 0x21, 0x00, 0x23, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
#if PLATFORM_GC
#if !PLATFORM_N64
// Can be used to set GFXP_FLAG_ENLARGE by default
static u8 sDefaultSpecialFlags;
#endif
@ -342,7 +342,7 @@ void GfxPrint_Init(GfxPrint* this) {
this->flags |= GFXP_FLAG_SHADOW;
this->flags |= GFXP_FLAG_UPDATE;
#if PLATFORM_GC
#if !PLATFORM_N64
if (sDefaultSpecialFlags & GFXP_FLAG_ENLARGE) {
this->flags |= GFXP_FLAG_ENLARGE;
} else {
@ -361,7 +361,7 @@ void GfxPrint_Open(GfxPrint* this, Gfx* dList) {
GfxPrint_Setup(this);
} else {
#if PLATFORM_N64 || OOT_DEBUG
osSyncPrintf("gfxprint_open:2重オープンです\n");
osSyncPrintf(T("gfxprint_open:2重オープンです\n", "gfxprint_open: Double open\n"));
#endif
}
}
@ -370,7 +370,7 @@ Gfx* GfxPrint_Close(GfxPrint* this) {
Gfx* ret;
this->flags &= ~GFXP_FLAG_OPEN;
#if PLATFORM_GC
#if !PLATFORM_N64
gDPPipeSync(this->dList++);
#endif
ret = this->dList;

View file

@ -179,6 +179,7 @@ void Graph_TaskSet00(GraphicsContext* gfxCtx) {
{
CfbInfo* cfb;
// Schedule a message to be handled in 3 seconds, for RCP timeout
osSetTimer(&timer, OS_USEC_TO_CYCLES(3000000), 0, &gfxCtx->queue, (OSMesg)666);
osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);

View file

@ -164,7 +164,7 @@ void IrqMgr_HandlePreNMI(IrqMgr* irqMgr) {
sIrqMgrResetTime = irqMgr->resetTime = osGetTime();
// Schedule a PRENMI450 message to be handled in 450ms
osSetTimer(&irqMgr->timer, OS_MSEC_TO_CYCLES(450), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI450_MSG);
osSetTimer(&irqMgr->timer, OS_USEC_TO_CYCLES(450000), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI450_MSG);
IrqMgr_JamMesgToClients(irqMgr, (OSMesg)&irqMgr->prenmiMsg);
}
@ -190,7 +190,7 @@ void IrqMgr_HandlePreNMI450(IrqMgr* irqMgr) {
irqMgr->resetStatus = IRQ_RESET_STATUS_NMI;
// Schedule a PRENMI480 message to be handled in 30ms
osSetTimer(&irqMgr->timer, OS_MSEC_TO_CYCLES(30), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI480_MSG);
osSetTimer(&irqMgr->timer, OS_USEC_TO_CYCLES(30000), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI480_MSG);
// Send the NMI event to clients
IrqMgr_SendMesgToClients(irqMgr, (OSMesg)&irqMgr->nmiMsg);
}
@ -199,7 +199,7 @@ void IrqMgr_HandlePreNMI480(IrqMgr* irqMgr) {
u32 result;
// Schedule a PRENMI500 message to be handled in 20ms
osSetTimer(&irqMgr->timer, OS_MSEC_TO_CYCLES(20), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI500_MSG);
osSetTimer(&irqMgr->timer, OS_USEC_TO_CYCLES(20000), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI500_MSG);
result = osAfterPreNMI();
if (result != 0) {
@ -207,7 +207,7 @@ void IrqMgr_HandlePreNMI480(IrqMgr* irqMgr) {
// osAfterPreNMI failed, try again in 1ms
//! @bug setting the same timer for a second time without letting the first one complete breaks
//! the timer linked list
osSetTimer(&irqMgr->timer, OS_MSEC_TO_CYCLES(1), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI480_MSG);
osSetTimer(&irqMgr->timer, OS_USEC_TO_CYCLES(1000), 0, &irqMgr->queue, (OSMesg)IRQ_PRENMI480_MSG);
}
}

View file

@ -42,6 +42,7 @@
* @note Original name: qrand.c
*/
#include "rand.h"
#include "z64math.h"
#define RAND_MULTIPLIER 1664525
#define RAND_INCREMENT 1013904223
@ -53,13 +54,13 @@
*/
static u32 sRandInt = 1;
#if PLATFORM_GC
#if !PLATFORM_N64
/**
* Space to store a value to be re-interpreted as a float.
*
* @note Orignal name: __qrand_itemp
*/
static fu sRandFloat;
static FloatInt sRandFloat;
#endif
/**
@ -114,7 +115,7 @@ f32 Rand_ZeroOne(void) {
#endif
}
#if PLATFORM_GC
#if !PLATFORM_N64
/**
* Returns a pseudo-random floating-point number between -0.5f and 0.5f by the same manner in which Rand_ZeroOne
* generates its result.
@ -179,7 +180,7 @@ f32 Rand_ZeroOne_Variable(u32* rndNum) {
#endif
}
#if PLATFORM_GC
#if !PLATFORM_N64
/**
* Generates the next pseudo-random floating-point number between -0.5f and 0.5f from the provided rndNum.
*

View file

@ -5,7 +5,7 @@
#include "macros.h"
#include "sys_math3d.h"
#pragma increment_block_number "gc-eu:106 gc-eu-mq:106 gc-jp:106 gc-jp-ce:106 gc-jp-mq:106 gc-us:106 gc-us-mq:106"
#pragma increment_block_number "gc-eu:103 gc-eu-mq:103 gc-jp:103 gc-jp-ce:103 gc-jp-mq:103 gc-us:103 gc-us-mq:103"
s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);

View file

@ -222,7 +222,7 @@ void UCodeDisas_SetCurUCodeImpl(UCodeDisas* this, void* ptr) {
}
}
if (i >= this->ucodeInfoCount) {
DISAS_LOG("マイクロコードが一致しなかった\n"); // "Microcode did not match"
DISAS_LOG(T("マイクロコードが一致しなかった\n", "Microcode did not match\n"));
this->ucodeType = UCODE_NULL;
}
}
@ -413,7 +413,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
settile.shiftt, (settile.cs << 1) + settile.ms, settile.masks, settile.shifts);
if (this->tileSyncRequired) {
DISAS_LOG("### TileSyncが必要です。\n");
DISAS_LOG(T("### TileSyncが必要です。\n", "### TileSync is required.\n"));
this->syncErr++;
}
} break;
@ -432,7 +432,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
loadtile.th);
if (this->loadSyncRequired) {
DISAS_LOG("### LoadSyncが必要です。\n");
DISAS_LOG(T("### LoadSyncが必要です。\n", "### LoadSync is required.\n"));
this->syncErr++;
}
this->pipeSyncRequired = true;
@ -476,7 +476,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
UCodeDisas_GetCombineAlphaName(setcombine.Ad1, COMBINER_D));
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -529,7 +529,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
this->modeH |= s2;
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -571,7 +571,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
this->modeL |= s2;
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -582,7 +582,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
this->modeL = curGfx->words.w1;
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -632,7 +632,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
(curGfx->dma.len & 0xFFF) + 1, curGfx->setimg.dram, addr);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -641,7 +641,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
DISAS_LOG("gsDPSetDepthImage(0x%08x(0x%08x)),", curGfx->setimg.dram, addr);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -668,7 +668,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
curGfx->setcolor.b, curGfx->setcolor.a);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -678,7 +678,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
curGfx->setcolor.b, curGfx->setcolor.a);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -688,7 +688,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
curGfx->setcolor.b, curGfx->setcolor.a);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -697,7 +697,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
DISAS_LOG("gsDPSetFillColor(0x%08x),", curGfx->setcolor.color);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -706,7 +706,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
DISAS_LOG("gsDPSetPrimDepth(%d, %d),", curGfx->setprimdepth.z, curGfx->setprimdepth.dz);
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;
@ -721,7 +721,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, Gfx* ptr) {
DISAS_LOG("gsDPFullSync(),");
if (this->pipeSyncRequired) {
DISAS_LOG("### PipeSyncが必要です。\n");
DISAS_LOG(T("### PipeSyncが必要です。\n", "### PipeSync is required.\n"));
this->syncErr++;
}
} break;

View file

@ -772,19 +772,19 @@ void TitleCard_Update(PlayState* play, TitleCardContext* titleCtx) {
void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
s32 width;
s32 height;
s32 unused;
s32 titleX;
s32 doubleWidth;
s32 titleY;
s32 titleSecondY;
s32 titleX1;
s32 titleX2;
s32 titleY1;
s32 titleY2;
s32 textureLanguageOffset;
if (titleCtx->alpha != 0) {
width = titleCtx->width;
height = titleCtx->height;
doubleWidth = width * 2;
titleX = (titleCtx->x * 4) - (width * 2);
titleY = (titleCtx->y * 4) - (height * 2);
titleX1 = (titleCtx->x * 4) - (width * 2);
titleY1 = (titleCtx->y * 4) - (height * 2);
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 2824);
@ -797,8 +797,13 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
#else
textureLanguageOffset = width * height * gSaveContext.language;
#endif
height = (width * height > 0x1000) ? 0x1000 / width : height;
titleSecondY = titleY + (height * 4);
if (width * height > 0x1000) {
height = 0x1000 / width;
}
titleX2 = titleX1 + (doubleWidth * 2);
titleY2 = titleY1 + (height * 4);
OVERLAY_DISP = Gfx_SetupDL_52NoCD(OVERLAY_DISP);
@ -809,8 +814,8 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gSPTextureRectangle(OVERLAY_DISP++, titleX1, titleY1, titleX2 - 4, titleY2 - 1, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
height = titleCtx->height - height;
@ -820,8 +825,8 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, titleX, titleSecondY, ((doubleWidth * 2) + titleX) - 4,
titleSecondY + (height * 4) - 1, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gSPTextureRectangle(OVERLAY_DISP++, titleX1, titleY2, titleX2 - 4, titleY2 + (height * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 2880);
@ -911,8 +916,7 @@ void Actor_Destroy(Actor* actor, PlayState* play) {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
// "No Actor class destruct [%s]"
PRINTF("Actorクラス デストラクトがありません [%s]\n" VT_RST, name);
PRINTF(T("Actorクラス デストラクトがありません [%s]\n", "No Actor class destruct [%s]\n") VT_RST, name);
#endif
}
}
@ -1629,29 +1633,46 @@ TargetRangeParams sTargetRanges[TARGET_MODE_MAX] = {
};
/**
* Checks if an actor at distance `distSq` is inside the range specified by its targetMode
* Checks if an actor at `distSq` is inside the range specified by its `targetMode`.
*
* Note that this gets used for both the target range check and for the lock-on leash range check.
* Despite how the data is presented in `sTargetRanges`, the leash range is stored as a scale factor value.
* When checking the leash range, this scale factor is applied to the input distance and checked against
* the base `rangeSq` value, which was used to initiate the lock-on in the first place.
*/
u32 Target_ActorIsInRange(Actor* actor, f32 distSq) {
return distSq < sTargetRanges[actor->targetMode].rangeSq;
}
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
/**
* Returns true if an actor lock-on should be released.
* This function does not actually release the lock-on, as that is Player's responsibility.
*
* If an actor's update function is NULL or `ACTOR_FLAG_0` is unset, the lock-on should be released.
*
* There is also a check for Player exceeding the lock-on leash distance.
* Note that this check will be ignored if `ignoreLeash` is true.
*
*/
s32 Target_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_0)) {
return true;
}
if (!flag) {
s16 var = (s16)(actor->yawTowardsPlayer - 0x8000) - player->actor.shape.rot.y;
s16 abs_var = ABS(var);
f32 dist;
if (!ignoreLeash) {
s16 yawDiff = (s16)(actor->yawTowardsPlayer - 0x8000) - player->actor.shape.rot.y;
s16 yawDiffAbs = ABS(yawDiff);
f32 distSq;
if ((player->focusActor == NULL) && (abs_var > 0x2AAA)) {
dist = MAXFLOAT;
if ((player->focusActor == NULL) && (yawDiffAbs > 0x2AAA)) {
// This function is only called (and is only relevant) when `player->focusActor != NULL`.
// This is unreachable.
distSq = MAXFLOAT;
} else {
dist = actor->xyzDistToPlayerSq;
distSq = actor->xyzDistToPlayerSq;
}
return !Target_ActorIsInRange(actor, sTargetRanges[actor->targetMode].leashScale * dist);
return !Target_ActorIsInRange(actor, sTargetRanges[actor->targetMode].leashScale * distSq);
}
return false;
@ -1972,7 +1993,7 @@ void func_8002F994(Actor* actor, s32 timer) {
// Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true
s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) {
if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) {
play->roomCtx.unk_74[0] = 1;
play->roomCtx.drawParams[0] = 1;
CollisionCheck_BlueBlood(play, NULL, pos);
Actor_PlaySfx(actor, NA_SE_IT_WALL_HIT_BUYO);
return true;
@ -2403,13 +2424,13 @@ void Actor_FaultPrint(Actor* actor, char* command) {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
PRINTF("アクターの名前(%08x:%s)\n", actor, name); // "Actor name (%08x:%s)"
PRINTF(T("アクターの名前(%08x:%s)\n", "Actor name (%08x:%s)\n"), actor, name);
#else
name = "";
#endif
if (command != NULL) {
PRINTF("コメント:%s\n", command); // "Command:%s"
PRINTF(T("コメント:%s\n", "Command: %s\n"), command);
}
Fault_SetCursor(48, 24);
@ -2813,7 +2834,7 @@ void func_80031C3C(ActorContext* actorCtx, PlayState* play) {
}
}
ACTOR_DEBUG_PRINTF("絶対魔法領域解放\n"); // "Absolute magic field deallocation"
ACTOR_DEBUG_PRINTF(T("絶対魔法領域解放\n", "Absolute magic field deallocation\n"));
if (actorCtx->absoluteSpace != NULL) {
ZELDA_ARENA_FREE(actorCtx->absoluteSpace, "../z_actor.c", 6731);
@ -2883,24 +2904,24 @@ void Actor_FreeOverlay(ActorOverlay* actorOverlay) {
PRINTF(VT_FGCOL(CYAN));
if (actorOverlay->numLoaded == 0) {
ACTOR_DEBUG_PRINTF("アクタークライアントが0になりました\n"); // "Actor client is now 0"
ACTOR_DEBUG_PRINTF(T("アクタークライアントが0になりました\n", "Actor clients are now 0\n"));
if (actorOverlay->loadedRamAddr != NULL) {
if (actorOverlay->allocType & ACTOROVL_ALLOC_PERSISTENT) {
ACTOR_DEBUG_PRINTF("オーバーレイ解放しません\n"); // "Overlay will not be deallocated"
ACTOR_DEBUG_PRINTF(T("オーバーレイ解放しません\n", "Overlay will not be deallocated\n"));
} else if (actorOverlay->allocType & ACTOROVL_ALLOC_ABSOLUTE) {
// "Absolute magic field reserved, so deallocation will not occur"
ACTOR_DEBUG_PRINTF("絶対魔法領域確保なので解放しません\n");
ACTOR_DEBUG_PRINTF(T("絶対魔法領域確保なので解放しません\n",
"Absolute magic field reserved, so deallocation will not occur\n"));
actorOverlay->loadedRamAddr = NULL;
} else {
ACTOR_DEBUG_PRINTF("オーバーレイ解放します\n"); // "Overlay deallocated"
ACTOR_DEBUG_PRINTF(T("オーバーレイ解放します\n", "Overlay deallocated\n"));
ZELDA_ARENA_FREE(actorOverlay->loadedRamAddr, "../z_actor.c", 6834);
actorOverlay->loadedRamAddr = NULL;
}
}
} else {
// "%d of actor client remains"
ACTOR_DEBUG_PRINTF("アクタークライアントはあと %d 残っています\n", actorOverlay->numLoaded);
ACTOR_DEBUG_PRINTF(T("アクタークライアントはあと %d 残っています\n", "%d of actor client remaining\n"),
actorOverlay->numLoaded);
}
PRINTF(VT_RST);
@ -2926,32 +2947,31 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
// "Actor class addition [%d:%s]"
ACTOR_DEBUG_PRINTF("アクタークラス追加 [%d:%s]\n", actorId, name);
ACTOR_DEBUG_PRINTF(T("アクタークラス追加 [%d:%s]\n", "Actor class addition [%d:%s]\n"), actorId, name);
if (actorCtx->total > ACTOR_NUMBER_MAX) {
// " set number exceeded"
PRINTF(VT_COL(YELLOW, BLACK) "Actorセット数オーバー\n" VT_RST);
PRINTF(VT_COL(YELLOW, BLACK) T("Actorセット数オーバー\n", "Actor set number exceeded\n") VT_RST);
return NULL;
}
if (overlayEntry->vramStart == NULL) {
ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay"
ACTOR_DEBUG_PRINTF(T("オーバーレイではありません\n", "Not an overlay\n"));
profile = overlayEntry->profile;
} else {
if (overlayEntry->loadedRamAddr != NULL) {
ACTOR_DEBUG_PRINTF("既にロードされています\n"); // "Already loaded"
ACTOR_DEBUG_PRINTF(T("既にロードされています\n", "Already loaded\n"));
} else {
if (overlayEntry->allocType & ACTOROVL_ALLOC_ABSOLUTE) {
ASSERT(overlaySize <= ACTOROVL_ABSOLUTE_SPACE_SIZE, "actor_segsize <= AM_FIELD_SIZE", "../z_actor.c",
6934);
if (actorCtx->absoluteSpace == NULL) {
// "AMF: absolute magic field"
actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0);
// "Absolute magic field reservation - %d bytes reserved"
ACTOR_DEBUG_PRINTF("絶対魔法領域確保 %d バイト確保\n", ACTOROVL_ABSOLUTE_SPACE_SIZE);
actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(
ACTOROVL_ABSOLUTE_SPACE_SIZE, T("AMF:絶対魔法領域", "AMF: absolute magic field"), 0);
ACTOR_DEBUG_PRINTF(
T("絶対魔法領域確保 %d バイト確保\n", "Absolute magic field allocation %d bytes allocated\n"),
ACTOROVL_ABSOLUTE_SPACE_SIZE);
}
overlayEntry->loadedRamAddr = actorCtx->absoluteSpace;
@ -2962,8 +2982,8 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
}
if (overlayEntry->loadedRamAddr == NULL) {
// "Cannot reserve actor program memory"
PRINTF(VT_COL(RED, WHITE) "Actorプログラムメモリが確保できません\n" VT_RST);
PRINTF(VT_COL(RED, WHITE) T("Actorプログラムメモリが確保できません\n",
"Cannot reserve actor program memory\n") VT_RST);
return NULL;
}
@ -2992,9 +3012,9 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if ((objectSlot < 0) ||
((profile->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
// "No data bank!! <data bank%d> (profilep->bank=%d)"
PRINTF(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST, objectSlot,
profile->objectId);
PRINTF(VT_COL(RED, WHITE) T("データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n",
"No data bank!! <data bank=%d> (profilep->bank=%d)\n") VT_RST,
objectSlot, profile->objectId);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
@ -3002,9 +3022,9 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
actor = ZELDA_ARENA_MALLOC(profile->instanceSize, name, 1);
if (actor == NULL) {
// "Actor class cannot be reserved! %s <size%d bytes>"
PRINTF(VT_COL(RED, WHITE) "Actorクラス確保できません! %s <サイズ=%dバイト>\n", VT_RST, name,
profile->instanceSize);
PRINTF(VT_COL(RED, WHITE) T("Actorクラス確保できません! %s <サイズ=%dバイト>\n",
"Actor class cannot be reserved! %s <size=%d bytes>\n"),
VT_RST, name, profile->instanceSize);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
@ -3015,8 +3035,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if (1) {}
// "Actor client No. %d"
ACTOR_DEBUG_PRINTF("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded);
ACTOR_DEBUG_PRINTF(T("アクタークライアントは %d 個目です\n", "Actor client No. %d\n"), overlayEntry->numLoaded);
Lib_MemSet((u8*)actor, profile->instanceSize, 0);
actor->overlayEntry = overlayEntry;
@ -3079,8 +3098,8 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
u8 numActors;
s32 i;
transitionActor = play->transiActorCtx.list;
numActors = play->transiActorCtx.numActors;
transitionActor = play->transitionActors.list;
numActors = play->transitionActors.count;
for (i = 0; i < numActors; i++) {
if (transitionActor->id >= 0) {
@ -3095,7 +3114,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
(i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params);
transitionActor->id = -transitionActor->id;
numActors = play->transiActorCtx.numActors;
numActors = play->transitionActors.count;
}
}
transitionActor++;
@ -3118,7 +3137,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
ACTOR_DEBUG_PRINTF("アクタークラス削除 [%s]\n", name); // "Actor class deleted [%s]"
ACTOR_DEBUG_PRINTF(T("アクタークラス削除 [%s]\n", "Actor class deleted [%s]\n"), name);
if ((player != NULL) && (actor == player->focusActor)) {
func_8008EDF0(player);
@ -3145,7 +3164,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
ZELDA_ARENA_FREE(actor, "../z_actor.c", 7242);
if (overlayEntry->vramStart == NULL) {
ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay"
ACTOR_DEBUG_PRINTF(T("オーバーレイではありません\n", "Not an overlay\n"));
} else {
ASSERT(overlayEntry->loadedRamAddr != NULL, "actor_dlftbl->allocp != NULL", "../z_actor.c", 7251);
ASSERT(overlayEntry->numLoaded > 0, "actor_dlftbl->clients > 0", "../z_actor.c", 7252);

View file

@ -98,19 +98,47 @@ void ActorOverlayTable_LogPrint(void) {
void ActorOverlayTable_FaultPrint(void* arg0, void* arg1) {
ActorOverlay* overlayEntry;
u32 overlaySize;
uintptr_t ramStart;
uintptr_t ramEnd;
u32 offset;
#if PLATFORM_N64
uintptr_t pc = gFaultFaultedThread != NULL ? gFaultFaultedThread->context.pc : 0;
uintptr_t ra = gFaultFaultedThread != NULL ? gFaultFaultedThread->context.ra : 0;
u32 i;
#else
s32 i;
#endif
#if PLATFORM_N64
func_800AE1F8();
Fault_Printf("actor_dlftbls %u\n", gMaxActorId);
Fault_Printf("No. RamStart-RamEnd Offset\n");
#else
Fault_SetCharPad(-2, 0);
Fault_Printf("actor_dlftbls %u\n", gMaxActorId);
Fault_Printf("No. RamStart- RamEnd cn Name\n");
#endif
for (i = 0, overlayEntry = &gActorOverlayTable[0]; i < gMaxActorId; i++, overlayEntry++) {
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
if (overlayEntry->loadedRamAddr != NULL) {
Fault_Printf("%3d %08x-%08x %3d %s\n", i, overlayEntry->loadedRamAddr,
(uintptr_t)overlayEntry->loadedRamAddr + overlaySize, overlayEntry->numLoaded,
ramStart = (uintptr_t)overlayEntry->loadedRamAddr;
ramEnd = ramStart + overlaySize;
offset = (uintptr_t)overlayEntry->vramStart - ramStart;
if (ramStart != 0) {
#if PLATFORM_N64
Fault_Printf("%3d %08x-%08x %08x", i, ramStart, ramEnd, offset);
if (ramStart <= pc && pc < ramEnd) {
Fault_Printf(" PC:%08x", pc + offset);
} else if (ramStart <= ra && ra < ramEnd) {
Fault_Printf(" RA:%08x", ra + offset);
}
Fault_Printf("\n");
#else
Fault_Printf("%3d %08x-%08x %3d %s\n", i, ramStart, ramEnd, overlayEntry->numLoaded,
(OOT_DEBUG && overlayEntry->name != NULL) ? overlayEntry->name : "");
#endif
}
}
}

View file

@ -2318,7 +2318,6 @@ void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChk
static s8 sBssDummy3;
static s8 sBssDummy4;
static s8 sBssDummy5;
static s8 sBssDummy6;
#endif
void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,

View file

@ -170,7 +170,7 @@ void Regs_UpdateEditor(Input* input) {
s32 increment;
s32 i;
dPadInputCur = input->cur.button & (BTN_DUP | BTN_DLEFT | BTN_DRIGHT | BTN_DDOWN);
dPadInputCur = input->cur.button & (BTN_DUP | BTN_DDOWN | BTN_DLEFT | BTN_DRIGHT);
if (CHECK_BTN_ALL(input->cur.button, BTN_L) || CHECK_BTN_ALL(input->cur.button, BTN_R) ||
CHECK_BTN_ALL(input->cur.button, BTN_START)) {

View file

@ -310,8 +310,8 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
break;
case CS_MISC_FADE_KOKIRI_GRASS_ENV_ALPHA:
if (play->roomCtx.unk_74[0] <= 127) {
play->roomCtx.unk_74[0] += 4;
if (play->roomCtx.drawParams[0] <= 127) {
play->roomCtx.drawParams[0] += 4;
}
break;
@ -324,14 +324,14 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
break;
case CS_MISC_DEKU_TREE_DEATH:
if (play->roomCtx.unk_74[0] < 1650) {
play->roomCtx.unk_74[0] += 20;
if (play->roomCtx.drawParams[0] < 1650) {
play->roomCtx.drawParams[0] += 20;
}
if (csCtx->curFrame == 783) {
Sfx_PlaySfxCentered(NA_SE_EV_DEKU_DEATH);
} else if (csCtx->curFrame == 717) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
}
break;
@ -344,12 +344,12 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
break;
case CS_MISC_TRIFORCE_FLASH:
if (play->roomCtx.unk_74[1] == 0) {
if (play->roomCtx.drawParams[1] == 0) {
Sfx_PlaySfxCentered(NA_SE_EV_TRIFORCE_FLASH);
}
if (play->roomCtx.unk_74[1] < 255) {
play->roomCtx.unk_74[1] += 5;
if (play->roomCtx.drawParams[1] < 255) {
play->roomCtx.drawParams[1] += 5;
}
break;

View file

@ -399,7 +399,7 @@ void EffectBlure_DrawElemNoInterpolation(EffectBlure* this, EffectBlureElement*
if (vtx == NULL) {
PRINTF(T("z_eff_blure.c::SQ_NoInterpolate_disp() 頂点確保できず。\n",
"z_eff_blure.c::SQ_NoInterpolate_disp() Vertices cannot be secured.\n"));
goto end;
goto close_disps;
}
vtx[0].v = baseVtx;
@ -470,7 +470,7 @@ void EffectBlure_DrawElemNoInterpolation(EffectBlure* this, EffectBlureElement*
gSPVertex(POLY_XLU_DISP++, vtx, 4, 0);
gSP2Triangles(POLY_XLU_DISP++, 0, 1, 2, 0, 0, 2, 3, 0);
end:
close_disps:
CLOSE_DISPS(gfxCtx, "../z_eff_blure.c", 932);
}

View file

@ -174,7 +174,7 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) {
if (vertices == NULL) {
PRINTF(T("EffectSparkInfo_disp():メモリー確保失敗 graph_malloc\n",
"EffectSparkInfo_disp(): Memory Allocation Failure graph_malloc\n"));
goto end;
goto close_disps;
}
j = 0;
@ -262,7 +262,7 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) {
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &sp12C);
if (mtx == NULL) {
goto end;
goto close_disps;
}
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -273,6 +273,6 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) {
gDPPipeSync(POLY_XLU_DISP++);
}
end:
close_disps:
CLOSE_DISPS(gfxCtx, "../z_eff_spark.c", 498);
}

View file

@ -30,7 +30,7 @@ void func_80026400(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3) {
Gfx* displayListHead;
f32 cos;
#if PLATFORM_GC
#if !PLATFORM_N64
if (arg3 == 0) {
return;
}

View file

@ -2,6 +2,7 @@
#include "stdbool.h"
#include "controller.h"
#include "padmgr.h"
#include "macros.h"

View file

@ -441,8 +441,8 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
sLightningBolts[i].state = LIGHTNING_BOLT_INACTIVE;
}
play->roomCtx.unk_74[0] = 0;
play->roomCtx.unk_74[1] = 0;
play->roomCtx.drawParams[0] = 0;
play->roomCtx.drawParams[1] = 0;
for (i = 0; i < ARRAY_COUNT(play->csCtx.actorCues); i++) {
play->csCtx.actorCues[i] = NULL;

View file

@ -61,8 +61,8 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
OPEN_DISPS(gfxCtx, "../z_lights.c", 339);
gSPNumLights(POLY_OPA_DISP++, lights->numLights);
gSPNumLights(POLY_XLU_DISP++, lights->numLights);
gSPNumLights(POLY_OPA_DISP++, (u32)lights->numLights);
gSPNumLights(POLY_XLU_DISP++, (u32)lights->numLights);
light = &lights->l.l[0];
i = 0;

View file

@ -2,6 +2,9 @@
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/textures/parameter_static/parameter_static.h"
#if PLATFORM_N64
#include "n64dd.h"
#endif
MapData* gMapData;
@ -160,10 +163,22 @@ void Map_InitData(PlayState* play, s16 room) {
"Deku Tree Dungeon MAP Texture DMA(%x) scene_id_offset=%d VREG(30)=%d\n"),
room, mapIndex, VREG(30));
PRINTF(VT_RST);
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_28 != NULL) && B_80121220->unk_28(play)) {
} else {
DmaMgr_RequestSync(play->interfaceCtx.mapSegment,
(uintptr_t)_map_i_staticSegmentRomStart +
((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
MAP_I_TEX_SIZE);
}
#else
DMA_REQUEST_SYNC(play->interfaceCtx.mapSegment,
(uintptr_t)_map_i_staticSegmentRomStart +
((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
#endif
R_COMPASS_OFFSET_X = gMapData->roomCompassOffsetX[mapIndex][room];
R_COMPASS_OFFSET_Y = gMapData->roomCompassOffsetY[mapIndex][room];
Map_SetFloorPalettesData(play, VREG(30));
@ -221,6 +236,16 @@ void Map_InitRoomData(PlayState* play, s16 room) {
void Map_Destroy(PlayState* play) {
MapMark_ClearPointers(play);
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_24 != NULL)) {
B_80121220->unk_24();
}
if ((B_80121220 != NULL) && (B_80121220->unk_1C != NULL)) {
B_80121220->unk_1C(&gMapData);
}
#endif
gMapData = NULL;
}
@ -230,6 +255,12 @@ void Map_Init(PlayState* play) {
gMapData = &gMapDataTable;
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_18 != NULL)) {
B_80121220->unk_18(&gMapData);
}
#endif
interfaceCtx->unk_258 = -1;
interfaceCtx->unk_25A = -1;
@ -303,6 +334,11 @@ void Map_Init(PlayState* play) {
R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
R_COMPASS_OFFSET_Y = gMapData->dgnCompassInfo[mapIndex][3];
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE = gMapData->dgnTexIndexBase[mapIndex];
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_20 != NULL)) {
B_80121220->unk_20(gMapData);
}
#endif
Map_InitRoomData(play, play->roomCtx.curRoom.num);
MapMark_Init(play);
}

View file

@ -1,6 +1,9 @@
#include "global.h"
#include "terminal.h"
#include "assets/textures/parameter_static/parameter_static.h"
#if PLATFORM_N64
#include "n64dd.h"
#endif
typedef struct MapMarkInfo {
/* 0x00 */ void* texture;
@ -52,9 +55,21 @@ void MapMark_Init(PlayState* play) {
? (void*)((uintptr_t)overlay->vramTable -
(intptr_t)((uintptr_t)overlay->vramStart - (uintptr_t)overlay->loadedRamAddr))
: NULL);
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_2C != NULL)) {
B_80121220->unk_2C(&sLoadedMarkDataTable);
}
#endif
}
void MapMark_ClearPointers(PlayState* play) {
#if PLATFORM_N64
if ((B_80121220 != NULL) && (B_80121220->unk_30 != NULL)) {
B_80121220->unk_30(&sLoadedMarkDataTable);
}
#endif
sMapMarkDataOvl.loadedRamAddr = NULL;
sLoadedMarkDataTable = NULL;
}

View file

@ -10,7 +10,7 @@
#pragma increment_block_number "gc-eu:128 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#if PLATFORM_N64
#if !PLATFORM_GC
#define OCARINA_BUTTON_A_PRIM_R 80
#define OCARINA_BUTTON_A_PRIM_G 150
#define OCARINA_BUTTON_A_PRIM_B 255
@ -465,9 +465,8 @@ void Message_FindMessagePAL(PlayState* play, u16 textId) {
nextSeg = messageTableEntry->segment;
font->msgOffset = foundSeg - seg;
font->msgLength = nextSeg - foundSeg;
// "Message found!!!"
PRINTF(" メッセージが,見つかった!!! = %x "
"(data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n",
PRINTF(T(" メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n",
"Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n"),
textId, font->msgOffset, font->msgLength, foundSeg, seg, nextSeg);
return;
}
@ -486,9 +485,8 @@ void Message_FindMessagePAL(PlayState* play, u16 textId) {
nextSeg = *languageSegmentTable;
font->msgOffset = foundSeg - seg;
font->msgLength = nextSeg - foundSeg;
// "Message found!!!"
PRINTF(" メッセージが,見つかった!!! = %x "
"(data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n",
PRINTF(T(" メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n",
"Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n"),
textId, font->msgOffset, font->msgLength, foundSeg, seg, nextSeg);
return;
}
@ -496,8 +494,7 @@ void Message_FindMessagePAL(PlayState* play, u16 textId) {
languageSegmentTable++;
}
}
// "Message not found!!!"
PRINTF(" メッセージが,見つからなかった!!! = %x\n", textId);
PRINTF(T(" メッセージが,見つからなかった!!! = %x\n", "Message not found!!! = %x\n"), textId);
messageTableEntry = sNesMessageEntryTablePtr;
if (gSaveContext.language == LANGUAGE_ENG) {
@ -535,8 +532,8 @@ void Message_FindCreditsMessage(PlayState* play, u16 textId) {
nextSeg = messageTableEntry->segment;
font->msgOffset = foundSeg - seg;
font->msgLength = nextSeg - foundSeg;
// "Message found!!!"
PRINTF(" メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n",
PRINTF(T(" メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n",
"Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)\n"),
textId, font->msgOffset, font->msgLength, foundSeg, seg, nextSeg);
return;
}
@ -941,11 +938,11 @@ void Message_HandleOcarina(PlayState* play) {
if (msgCtx->ocarinaAction == OCARINA_ACTION_SCARECROW_LONG_RECORDING) {
msgCtx->msgMode = MSGMODE_SCARECROW_LONG_RECORDING_START;
// "Recording Start / Recording Start / Recording Start / Recording Start -> "
PRINTF("録音開始 録音開始 録音開始 録音開始 -> ");
PRINTF(T("録音開始 録音開始 録音開始 録音開始 -> ",
"Recording Start Recording Start Recording Start Recording Start -> "));
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_SCARECROW_LONG_PLAYBACK) {
// "Recording Playback / Recording Playback / Recording Playback / Recording Playback -> "
PRINTF("録音再生 録音再生 録音再生 録音再生 -> ");
PRINTF(T("録音再生 録音再生 録音再生 録音再生 -> ",
"Recording Playback Recording Playback Recording Playback Recording Playback -> "));
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
msgCtx->ocarinaStaff = AudioOcarina_GetPlaybackStaff();
@ -957,11 +954,10 @@ void Message_HandleOcarina(PlayState* play) {
AudioOcarina_SetPlaybackSong(OCARINA_SONG_SCARECROW_LONG + 1, 1);
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_SCARECROW_SPAWN_RECORDING) {
msgCtx->msgMode = MSGMODE_SCARECROW_SPAWN_RECORDING_START;
// "8 Note Recording Start / 8 Note Recording Start / 8 Note Recording Start -> "
PRINTF("8音録音開始 8音録音開始 8音録音開始 -> ");
PRINTF(T("8音録音開始 8音録音開始 8音録音開始 -> ",
"8 Note Recording Start 8 Note Recording Start 8 Note Recording Start -> "));
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_SCARECROW_SPAWN_PLAYBACK) {
// "8 Note Playback / 8 Note Playback / 8 Note Playback -> "
PRINTF("8音再生 8音再生 8音再生 -> ");
PRINTF(T("8音再生 8音再生 8音再生 -> ", "8 Note Playback 8 Note Playback 8 Note Playback -> "));
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
msgCtx->ocarinaStaff = AudioOcarina_GetPlaybackStaff();
@ -973,15 +969,13 @@ void Message_HandleOcarina(PlayState* play) {
AudioOcarina_SetPlaybackSong(OCARINA_SONG_SCARECROW_SPAWN + 1, 1);
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_MEMORY_GAME) {
msgCtx->msgMode = MSGMODE_MEMORY_GAME_START;
// "Musical Round Start / Musical Round Start / Musical Round Start / Musical Round Start -> "
PRINTF("輪唱開始 輪唱開始 輪唱開始 輪唱開始 -> ");
PRINTF(T("輪唱開始 輪唱開始 輪唱開始 輪唱開始 -> ",
"Musical Round Start Musical Round Start Musical Round Start Musical Round Start -> "));
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_FROGS) {
msgCtx->msgMode = MSGMODE_FROGS_START;
// "Frog Chorus / Frog Chorus -> "
PRINTF("カエルの合唱 カエルの合唱 -> ");
PRINTF(T("カエルの合唱 カエルの合唱 -> ", "Frog Chorus Frog Chorus -> "));
} else {
// "Ocarina%d"
PRINTF("オカリナ(%d ", msgCtx->ocarinaAction);
PRINTF(T("オカリナ(%d ", "Ocarina (%d)"), msgCtx->ocarinaAction);
if (msgCtx->ocarinaAction == OCARINA_ACTION_UNK_0 || msgCtx->ocarinaAction == OCARINA_ACTION_FREE_PLAY ||
msgCtx->ocarinaAction >= OCARINA_ACTION_CHECK_SARIA) {
msgCtx->msgMode = MSGMODE_OCARINA_STARTING;
@ -1447,20 +1441,18 @@ void Message_DrawText(PlayState* play, Gfx** gfxP) {
if (msgCtx->msgMode == MSGMODE_TEXT_DISPLAYING) {
msgCtx->msgMode = MSGMODE_TEXT_DONE;
msgCtx->textboxEndType = TEXTBOX_ENDTYPE_FADING;
// "Timer"
PRINTF("タイマー (%x) (%x)", msgCtx->msgBufDecoded[i + 1], msgCtx->msgBufDecoded[i + 2]);
PRINTF(T("タイマー (%x) (%x)", "Timer (%x) (%x)"), msgCtx->msgBufDecoded[i + 1],
msgCtx->msgBufDecoded[i + 2]);
msgCtx->stateTimer = msgCtx->msgBufDecoded[++i] << 8;
msgCtx->stateTimer |= msgCtx->msgBufDecoded[++i];
// "Total wct"
PRINTF("合計wct=%x(%d)\n", msgCtx->stateTimer, msgCtx->stateTimer);
PRINTF(T("合計wct=%x(%d)\n", " Total wct=%x(%d)\n"), msgCtx->stateTimer, msgCtx->stateTimer);
}
*gfxP = gfx;
return;
case MESSAGE_SFX:
if (msgCtx->msgMode == MSGMODE_TEXT_DISPLAYING && !sMessageHasSetSfx) {
sMessageHasSetSfx = true;
// "Sound (SE)"
PRINTF("サウンド(SE)\n");
PRINTF(T("サウンド(SE)\n", "Sound (SE)\n"));
sfxHi = msgCtx->msgBufDecoded[i + 1];
sfxHi <<= 8;
Audio_PlaySfxGeneral(sfxHi | msgCtx->msgBufDecoded[i + 2], &gSfxDefaultPos, 4,
@ -1644,16 +1636,14 @@ void Message_LoadItemIcon(PlayState* play, u16 itemId, s16 y) {
R_TEXTBOX_ICON_DIMENSION = ITEM_ICON_WIDTH; // assumes the image is square
DMA_REQUEST_SYNC(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE, GET_ITEM_ICON_VROM(itemId), ITEM_ICON_SIZE,
"../z_message_PAL.c", 1473);
// "Item 32-0"
PRINTF("アイテム32-0\n");
PRINTF(T("アイテム32-0\n", "Item 32-0\n"));
} else {
R_TEXTBOX_ICON_XPOS = R_TEXT_INIT_XPOS - sIconItem24XOffsets[gSaveContext.language];
R_TEXTBOX_ICON_YPOS = y + ((44 - QUEST_ICON_HEIGHT) / 2);
R_TEXTBOX_ICON_DIMENSION = QUEST_ICON_WIDTH; // assumes the image is square
DMA_REQUEST_SYNC(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE, GET_QUEST_ICON_VROM(itemId), QUEST_ICON_SIZE,
"../z_message_PAL.c", 1482);
// "Item 24"
PRINTF("アイテム24%d (%d) {%d}\n", itemId, itemId - ITEM_KOKIRI_EMERALD, 84);
PRINTF(T("アイテム24%d (%d) {%d}\n", "Item 24=%d (%d) {%d}\n"), itemId, itemId - ITEM_KOKIRI_EMERALD, 84);
}
msgCtx->msgBufPos++;
msgCtx->choiceNum = 1;
@ -2062,8 +2052,7 @@ void Message_Decode(PlayState* play) {
break;
}
}
// "Name"
PRINTF("\n名前 ");
PRINTF(T("\n名前 ", "\nName = "));
for (i = 0; i < playerNameLen; i++) {
curChar = gSaveContext.save.info.playerData.playerName[i];
if (curChar == FILENAME_SPACE) {
@ -2094,8 +2083,7 @@ void Message_Decode(PlayState* play) {
} else if (curChar == MESSAGE_MARATHON_TIME || curChar == MESSAGE_RACE_TIME) {
// Convert the values of the appropriate timer to digits and add the
// digits to the decoded buffer in place of the control character.
// "EVENT timer"
PRINTF("\nEVENTタイマー ");
PRINTF(T("\nEVENTタイマー ", "\nEVENT timer = "));
digits[0] = digits[1] = digits[2] = 0;
if (curChar == MESSAGE_RACE_TIME) {
digits[3] = gSaveContext.timerSeconds;
@ -2135,8 +2123,7 @@ void Message_Decode(PlayState* play) {
} else if (curChar == MESSAGE_POINTS) {
// Convert the values of the current minigame score to digits and
// add the digits to the decoded buffer in place of the control character.
// "Yabusame score"
PRINTF("\n流鏑馬スコア %d\n", gSaveContext.minigameScore);
PRINTF(T("\n流鏑馬スコア %d\n", "\nYabusame score = %d\n"), gSaveContext.minigameScore);
digits[0] = digits[1] = digits[2] = 0;
digits[3] = gSaveContext.minigameScore;
@ -2169,8 +2156,8 @@ void Message_Decode(PlayState* play) {
} else if (curChar == MESSAGE_TOKENS) {
// Convert the current number of collected gold skulltula tokens to digits and
// add the digits to the decoded buffer in place of the control character.
// "Total number of gold stars"
PRINTF("\n金スタ合計数 %d", gSaveContext.save.info.inventory.gsTokens);
PRINTF(T("\n金スタ合計数 %d", "\nTotal number of gold stars = %d"),
gSaveContext.save.info.inventory.gsTokens);
digits[0] = digits[1] = 0;
digits[2] = gSaveContext.save.info.inventory.gsTokens;
@ -2198,8 +2185,7 @@ void Message_Decode(PlayState* play) {
}
decodedBufPos--;
} else if (curChar == MESSAGE_FISH_INFO) {
// "Fishing hole fish size"
PRINTF("\n釣り堀魚サイズ ");
PRINTF(T("\n釣り堀魚サイズ ", "\nFishing hole fish size = "));
digits[0] = 0;
digits[1] = gSaveContext.minigameScore;
@ -2220,8 +2206,7 @@ void Message_Decode(PlayState* play) {
decodedBufPos--;
} else if (curChar == MESSAGE_HIGHSCORE) {
value = HIGH_SCORE((u8)font->msgBuf[++msgCtx->msgBufPos]);
// "Highscore"
PRINTF("ランキング=%d\n", font->msgBuf[msgCtx->msgBufPos]);
PRINTF(T("ランキング=%d\n", "Highscore=%d\n"), font->msgBuf[msgCtx->msgBufPos]);
if ((font->msgBuf[msgCtx->msgBufPos] & 0xFF) == 2) {
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
value &= 0x7F;
@ -2307,8 +2292,7 @@ void Message_Decode(PlayState* play) {
break;
}
} else if (curChar == MESSAGE_TIME) {
// "Zelda time"
PRINTF("\nゼルダ時間 ");
PRINTF(T("\nゼルダ時間 ", "\nZelda time = "));
digits[0] = 0;
timeInSeconds = gSaveContext.save.dayTime * (24.0f * 60.0f / 0x10000);
@ -2527,8 +2511,7 @@ void Message_OpenText(PlayState* play, u16 textId) {
msgCtx->textBoxType = msgCtx->textBoxProperties >> 4;
msgCtx->textBoxPos = msgCtx->textBoxProperties & 0xF;
textBoxType = msgCtx->textBoxType;
// "Text Box Type"
PRINTF("吹き出し種類=%d\n", msgCtx->textBoxType);
PRINTF(T("吹き出し種類=%d\n", "Text Box Type = %d\n"), msgCtx->textBoxType);
if (textBoxType < TEXTBOX_TYPE_NONE_BOTTOM) {
DMA_REQUEST_SYNC(msgCtx->textboxSegment,
(uintptr_t)_message_staticSegmentRomStart +
@ -2568,8 +2551,7 @@ void Message_StartTextbox(PlayState* play, u16 textId, Actor* actor) {
MessageContext* msgCtx = &play->msgCtx;
PRINTF(VT_FGCOL(BLUE));
// "Message"
PRINTF("めっせーじ=%x(%d)\n", textId, actor);
PRINTF(T("めっせーじ=%x(%d)\n", "Message=%x(%d)\n"), textId, actor);
PRINTF(VT_RST);
msgCtx->ocarinaAction = 0xFFFF;
@ -2589,8 +2571,7 @@ void Message_ContinueTextbox(PlayState* play, u16 textId) {
#endif
PRINTF(VT_FGCOL(GREEN));
// "Message"
PRINTF("めっせーじ=%x message->msg_data\n", textId, msgCtx->msgLength);
PRINTF(T("めっせーじ=%x message->msg_data\n", "Message=%x message->msg_data\n"), textId, msgCtx->msgLength);
PRINTF(VT_RST);
msgCtx->msgLength = 0;
@ -2652,8 +2633,8 @@ void Message_StartOcarinaImpl(PlayState* play, u16 ocarinaActionId) {
Message_ResetOcarinaNoteState();
sLastPlayedSong = msgCtx->unk_E3F2 = msgCtx->lastOcarinaButtonIndex = 0xFF;
// "Ocarina Number"
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ オカリナ番号=%d(%d) ☆☆☆☆☆\n" VT_RST, ocarinaActionId, 2);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ オカリナ番号=%d(%d) ☆☆☆☆☆\n", "☆☆☆☆☆ Ocarina Number = %d(%d) ☆☆☆☆☆\n") VT_RST,
ocarinaActionId, 2);
noStopDoAction = false;
if (ocarinaActionId >= 0x893) {
Message_OpenText(play, ocarinaActionId); // You played the [song name]
@ -2690,8 +2671,7 @@ void Message_StartOcarinaImpl(PlayState* play, u16 ocarinaActionId) {
}
}
msgCtx->talkActor = NULL;
// "Ocarina Mode"
PRINTF("オカリナモード = %d (%x)\n", msgCtx->ocarinaAction, textId);
PRINTF(T("オカリナモード = %d (%x)\n", "Ocarina Mode = %d (%x)\n"), msgCtx->ocarinaAction, textId);
msgCtx->textDelayTimer = 0;
play->msgCtx.ocarinaMode = OCARINA_MODE_00;
R_TEXTBOX_X = 34;
@ -2714,8 +2694,7 @@ void Message_StartOcarinaImpl(PlayState* play, u16 ocarinaActionId) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_B_ALT);
gSaveContext.hudVisibilityMode = noStopDoAction;
}
// "Music Performance Start"
PRINTF("演奏開始\n");
PRINTF(T("演奏開始\n", "Music Performance Start\n"));
if (ocarinaActionId == OCARINA_ACTION_FREE_PLAY || ocarinaActionId == OCARINA_ACTION_CHECK_NOWARP) {
msgCtx->msgMode = MSGMODE_OCARINA_STARTING;
msgCtx->textBoxType = 0x63;
@ -2727,8 +2706,8 @@ void Message_StartOcarinaImpl(PlayState* play, u16 ocarinaActionId) {
Message_Decode(play);
msgCtx->msgMode = MSGMODE_MEMORY_GAME_START;
} else if (ocarinaActionId == OCARINA_ACTION_SCARECROW_LONG_PLAYBACK) {
// "?????Recording Playback / Recording Playback / Recording Playback / Recording Playback -> "
PRINTF("?????録音再生 録音再生 録音再生 録音再生 -> ");
PRINTF(T("?????録音再生 録音再生 録音再生 録音再生 -> ",
"????? Recording Playback Recording Playback Recording Playback Recording Playback -> "));
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
msgCtx->ocarinaStaff = AudioOcarina_GetPlaybackStaff();
@ -2959,8 +2938,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
msgCtx->ocarinaAction == OCARINA_ACTION_CHECK_NOWARP) {
AudioOcarina_Start(sOcarinaSongBitFlags + 0xC000);
} else {
// "On Stage Performance"
PRINTF("台上演奏\n");
PRINTF(T("台上演奏\n", "On Stage Performance\n"));
AudioOcarina_Start(sOcarinaSongBitFlags);
}
} else {
@ -2973,8 +2951,8 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
msgCtx->msgMode = MSGMODE_SONG_DEMONSTRATION_SELECT_INSTRUMENT;
} else {
AudioOcarina_Start((1 << (msgCtx->ocarinaAction - OCARINA_ACTION_PLAYBACK_MINUET)) + 0x8000);
// "Performance Check"
PRINTF("演奏チェック=%d\n", msgCtx->ocarinaAction - OCARINA_ACTION_PLAYBACK_MINUET);
PRINTF(T("演奏チェック=%d\n", "Performance Check = %d\n"),
msgCtx->ocarinaAction - OCARINA_ACTION_PLAYBACK_MINUET);
msgCtx->msgMode = MSGMODE_SONG_PLAYBACK;
}
if (msgCtx->ocarinaAction != OCARINA_ACTION_FREE_PLAY &&
@ -3012,8 +2990,9 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
&gSfxDefaultReverb);
msgCtx->msgMode = MSGMODE_OCARINA_STARTING;
} else {
// "Ocarina_Flog Correct Example Performance"
PRINTF("Ocarina_Flog 正解模範演奏=%x\n", msgCtx->lastPlayedSong);
PRINTF(T("Ocarina_Flog 正解模範演奏=%x\n",
"Ocarina_Flog Correct Example Performance = %x\n"),
msgCtx->lastPlayedSong);
Message_ContinueTextbox(play, 0x86F); // Ocarina
msgCtx->msgMode = MSGMODE_SONG_PLAYED;
msgCtx->textBoxType = TEXTBOX_TYPE_OCARINA;
@ -3032,8 +3011,9 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
msgCtx->stateTimer = 10;
msgCtx->msgMode = MSGMODE_OCARINA_FAIL;
} else {
// "Ocarina_Flog Correct Example Performance"
PRINTF("Ocarina_Flog 正解模範演奏=%x\n", msgCtx->lastPlayedSong);
PRINTF(T("Ocarina_Flog 正解模範演奏=%x\n",
"Ocarina_Flog Correct Example Performance = %x\n"),
msgCtx->lastPlayedSong);
Message_ContinueTextbox(play, 0x86F); // Ocarina
msgCtx->msgMode = MSGMODE_SONG_PLAYED;
msgCtx->textBoxType = TEXTBOX_TYPE_OCARINA;
@ -3044,8 +3024,9 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING);
}
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_FREE_PLAY) {
// "Ocarina_Free Correct Example Performance"
PRINTF("Ocarina_Free 正解模範演奏=%x\n", msgCtx->lastPlayedSong);
PRINTF(
T("Ocarina_Free 正解模範演奏=%x\n", "Ocarina_Free Correct Example Performance = %x\n"),
msgCtx->lastPlayedSong);
Message_ContinueTextbox(play, 0x86F); // Ocarina
msgCtx->msgMode = MSGMODE_SONG_PLAYED;
msgCtx->textBoxType = TEXTBOX_TYPE_OCARINA;
@ -3198,8 +3179,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
if (msgCtx->stateTimer == 0) {
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
if (msgCtx->msgMode == MSGMODE_OCARINA_CORRECT_PLAYBACK) {
// "Correct Example Performance"
PRINTF("正解模範演奏=%x\n", msgCtx->lastPlayedSong);
PRINTF(T("正解模範演奏=%x\n", "Correct Example Performance = %x\n"), msgCtx->lastPlayedSong);
Message_ContinueTextbox(play, 0x86F); // Ocarina
msgCtx->msgMode = MSGMODE_SONG_PLAYED;
msgCtx->textBoxType = TEXTBOX_TYPE_OCARINA;
@ -3230,16 +3210,14 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
if (msgCtx->stateTimer == 0) {
R_OCARINA_BUTTONS_YPOS_OFFSET = 1;
if (msgCtx->msgMode == MSGMODE_SONG_PLAYBACK_FAIL) {
// "kokokokokoko"
PRINTF("ここここここ\n");
PRINTF(T("ここここここ\n", "Here here here\n"));
Message_ContinueTextbox(play, 0x88B); // red X background
Message_Decode(play);
msgCtx->msgMode = MSGMODE_SONG_PLAYBACK_NOTES_DROP;
} else {
msgCtx->msgMode = MSGMODE_OCARINA_NOTES_DROP;
}
// "Cancel"
PRINTF("キャンセル\n");
PRINTF(T("キャンセル\n", "Cancel\n"));
}
break;
case MSGMODE_OCARINA_NOTES_DROP:
@ -3306,8 +3284,8 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
case MSGMODE_SONG_DEMONSTRATION_SELECT_INSTRUMENT:
msgCtx->stateTimer--;
if (msgCtx->stateTimer == 0) {
// "ocarina_no=%d Song Chosen=%d"
PRINTF("ocarina_no=%d 選曲=%d\n", msgCtx->ocarinaAction, 0x16);
PRINTF(T("ocarina_no=%d 選曲=%d\n", "ocarina_no=%d Song Chosen=%d\n"), msgCtx->ocarinaAction,
0x16);
if (msgCtx->ocarinaAction < OCARINA_ACTION_TEACH_SARIA) {
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_HARP);
} else if (msgCtx->ocarinaAction == OCARINA_ACTION_TEACH_EPONA) {
@ -3319,8 +3297,8 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
} else {
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
}
// "Example Performance"
PRINTF("模範演奏=%x\n", msgCtx->ocarinaAction - OCARINA_ACTION_TEACH_MINUET);
PRINTF(T("模範演奏=%x\n", "Example Performance = %x\n"),
msgCtx->ocarinaAction - OCARINA_ACTION_TEACH_MINUET);
AudioOcarina_SetPlaybackSong(msgCtx->ocarinaAction - OCARINA_ACTION_TEACH_MINUET + 1, 2);
sOcarinaButtonIndexBufPos = 0;
msgCtx->msgMode = MSGMODE_SONG_DEMONSTRATION;
@ -3443,8 +3421,8 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
msgCtx->msgMode = MSGMODE_SONG_PLAYBACK_SUCCESS;
Item_Give(play, ITEM_SONG_MINUET + gOcarinaSongItemMap[msgCtx->ocarinaStaff->state]);
PRINTF(VT_FGCOL(YELLOW));
// "z_message.c Song Acquired"
PRINTF("z_message.c 取得メロディ=%d\n", ITEM_SONG_MINUET + msgCtx->ocarinaStaff->state);
PRINTF(T("z_message.c 取得メロディ=%d\n", "z_message.c Song Acquired = %d\n"),
ITEM_SONG_MINUET + msgCtx->ocarinaStaff->state);
PRINTF(VT_RST);
msgCtx->stateTimer = 20;
Audio_PlaySfxGeneral(NA_SE_SY_TRE_BOX_APPEAR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
@ -3464,8 +3442,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
}
break;
case MSGMODE_SCARECROW_LONG_RECORDING_START:
// "Scarecrow Recording Initialization"
PRINTF("案山子録音 初期化\n");
PRINTF(T("案山子録音 初期化\n", "Scarecrow Recording Initialization\n"));
AudioOcarina_SetRecordingState(OCARINA_RECORD_SCARECROW_LONG);
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_DEFAULT);
msgCtx->ocarinaStaff = AudioOcarina_GetRecordingStaff();
@ -3486,8 +3463,8 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
}
sOcarinaButtonIndexBufLen--;
}
// "Button Entered"
PRINTF(" 入力ボタン【%d】=%d", sOcarinaButtonIndexBufLen, msgCtx->ocarinaStaff->buttonIndex);
PRINTF(T(" 入力ボタン【%d】=%d", " Button Entered[%d]=%d"), sOcarinaButtonIndexBufLen,
msgCtx->ocarinaStaff->buttonIndex);
msgCtx->lastOcarinaButtonIndex = sOcarinaButtonIndexBuf[sOcarinaButtonIndexBufLen] =
msgCtx->ocarinaStaff->buttonIndex;
sOcarinaButtonIndexBufLen++;
@ -3500,8 +3477,9 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
if (msgCtx->ocarinaStaff->state == OCARINA_RECORD_OFF ||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B)) {
if (sOcarinaButtonIndexBufLen != 0) {
// "Recording complete"
PRINTF("録音終了!!!!!!!!! message->info->status=%d \n", msgCtx->ocarinaStaff->state);
PRINTF(T("録音終了!!!!!!!!! message->info->status=%d \n",
"Recording complete!!!!!!!!! message->info->status=%d \n"),
msgCtx->ocarinaStaff->state);
gSaveContext.save.info.scarecrowLongSongSet = true;
}
Audio_PlaySfxGeneral(NA_SE_SY_OCARINA_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
@ -3511,8 +3489,8 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
msgCtx->stateTimer = 10;
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
Message_CloseTextbox(play);
// "Recording completeRecording Complete"
PRINTF("録音終了!!!!!!!!!録音終了\n");
PRINTF(
T("録音終了!!!!!!!!!録音終了\n", "Recording complete!!!!!!!!! Recording Complete\n"));
PRINTF(VT_FGCOL(YELLOW));
PRINTF("\n====================================================================\n");
MemCpy(gSaveContext.save.info.scarecrowLongSong, gScarecrowLongSongPtr,
@ -3572,8 +3550,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
sOcarinaButtonIndexBuf[sOcarinaButtonIndexBufPos] = OCARINA_BTN_INVALID;
}
if (msgCtx->ocarinaStaff->state == OCARINA_RECORD_OFF) {
// "8 Note Recording "
PRINTF("8音録音OK!\n");
PRINTF(T("8音録音OK!\n", "8 Note Recording OK!\n"));
msgCtx->stateTimer = 20;
gSaveContext.save.info.scarecrowSpawnSongSet = true;
msgCtx->msgMode = MSGMODE_SCARECROW_SPAWN_RECORDING_DONE;
@ -3590,8 +3567,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
PRINTF("\n====================================================================\n");
} else if (msgCtx->ocarinaStaff->state == OCARINA_RECORD_REJECTED ||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B)) {
// "Played an existing song"
PRINTF("すでに存在する曲吹いた!!! \n");
PRINTF(T("すでに存在する曲吹いた!!! \n", "Played an existing song!!! \n"));
AudioOcarina_SetRecordingState(OCARINA_RECORD_OFF);
Audio_PlaySfxGeneral(NA_SE_SY_OCARINA_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@ -3664,16 +3640,14 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
sOcarinaButtonIndexBufPos++;
}
if (msgCtx->ocarinaStaff->state == 0xFF) {
// "Musical round failed"
PRINTF("輪唱失敗!!!!!!!!!\n");
PRINTF(T("輪唱失敗!!!!!!!!!\n", "Musical round failed!!!!!!!!!\n"));
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
Audio_PlaySfxGeneral(NA_SE_SY_OCARINA_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
msgCtx->stateTimer = 10;
play->msgCtx.ocarinaMode = OCARINA_MODE_03;
} else if (msgCtx->ocarinaStaff->state == OCARINA_SONG_MEMORY_GAME) {
// "Musical round succeeded"
PRINTF("輪唱成功!!!!!!!!!\n");
PRINTF(T("輪唱成功!!!!!!!!!\n", "Musical round succeeded!!!!!!!!!\n"));
Audio_PlaySfxGeneral(NA_SE_SY_GET_ITEM, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
msgCtx->msgMode = MSGMODE_MEMORY_GAME_ROUND_SUCCESS;
@ -3979,8 +3953,8 @@ void Message_Update(PlayState* play) {
while (entry->textId != 0xFFFD) {
if (entry->textId == R_MESSAGE_DEBUGGER_TEXTID) {
// "The message was found! !! !!"
PRINTF(" メッセージが,見つかった!!! = %x\n", R_MESSAGE_DEBUGGER_TEXTID);
PRINTF(T(" メッセージが,見つかった!!! = %x\n", "The message was found!!! = %x\n"),
R_MESSAGE_DEBUGGER_TEXTID);
Message_StartTextbox(play, R_MESSAGE_DEBUGGER_TEXTID, NULL);
R_MESSAGE_DEBUGGER_TEXTID++;
R_MESSAGE_DEBUGGER_SELECT = 0;

View file

@ -468,7 +468,8 @@ void Play_Init(GameState* thisx) {
Actor_InitContext(this, &this->actorCtx, this->playerEntry);
while (!func_800973FC(this, &this->roomCtx)) {
// Busyloop until the room loads
while (!Room_ProcessRoomRequest(this, &this->roomCtx)) {
; // Empty Loop
}
@ -950,7 +951,7 @@ void Play_Update(PlayState* this) {
}
} else {
PLAY_LOG(3606);
func_800973FC(this, &this->roomCtx);
Room_ProcessRoomRequest(this, &this->roomCtx);
PLAY_LOG(3612);
CollisionCheck_AT(this, &this->colChkCtx);
@ -1524,8 +1525,8 @@ void Play_InitScene(PlayState* this, s32 spawn) {
Object_InitContext(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);
Scene_ResetTransitionActorList(&this->state, &this->transitionActors);
Room_Init(this, &this->roomCtx.curRoom);
R_SCENE_CAM_TYPE = SCENE_CAM_TYPE_DEFAULT;
gSaveContext.worldMapArea = WORLD_MAP_AREA_HYRULE_FIELD;
Scene_ExecuteCommands(this, this->sceneSegment);
@ -1579,7 +1580,7 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
}
#endif
size = func_80096FE8(this, &this->roomCtx);
size = Room_SetupFirstRoom(this, &this->roomCtx);
PRINTF("ROOM SIZE=%fK\n", size / 1024.0f);
}
@ -1913,7 +1914,7 @@ s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
return 0;
}
transitionActor = &this->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(actor)];
transitionActor = &this->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(actor)];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {

View file

@ -1813,8 +1813,6 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
gSPDisplayList(WORK_DISP++, POLY_OPA_DISP);
gSPDisplayList(WORK_DISP++, POLY_XLU_DISP);
{ s32 pad[2]; }
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gDPPipeSync(POLY_OPA_DISP++);
@ -1826,7 +1824,14 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
// Also matches if some of the previous graphics commands are moved inside this block too. Possible macro?
if (1) {
s32 pad[2];
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
}
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);

View file

@ -536,13 +536,18 @@ void Room_DrawImage(PlayState* play, Room* room, u32 flags) {
}
}
void func_80096FD4(PlayState* play, Room* room) {
void Room_Init(PlayState* play, Room* room) {
room->num = -1;
room->segment = NULL;
}
u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
u32 maxRoomSize = 0;
/**
* Allocates memory for rooms and fetches the first room that the player will spawn into.
*
* @return u32 size of the buffer reserved for room data
*/
u32 Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx) {
u32 roomBufferSize = 0;
u32 roomSize;
s32 i;
s32 j;
@ -553,25 +558,27 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
u32 cumulRoomSize;
s32 pad;
// Set roomBufferSize to the largest room
{
RomFile* roomList = play->roomList;
RomFile* roomList = play->roomList.romFiles;
for (i = 0; i < play->numRooms; i++) {
for (i = 0; i < play->roomList.count; i++) {
roomSize = roomList[i].vromEnd - roomList[i].vromStart;
PRINTF("ROOM%d size=%d\n", i, roomSize);
if (maxRoomSize < roomSize) {
maxRoomSize = roomSize;
if (roomBufferSize < roomSize) {
roomBufferSize = roomSize;
}
}
}
if ((u32)play->transiActorCtx.numActors != 0) {
RomFile* roomList = play->roomList;
TransitionActorEntry* transitionActor = &play->transiActorCtx.list[0];
// If there any rooms are connected, find their combined size and update roomBufferSize if larger
if ((u32)play->transitionActors.count != 0) {
RomFile* roomList = play->roomList.romFiles;
TransitionActorEntry* transitionActor = &play->transitionActors.list[0];
LOG_NUM("game_play->room_rom_address.num", play->numRooms, "../z_room.c", 912);
LOG_NUM("game_play->room_rom_address.num", play->roomList.count, "../z_room.c", 912);
for (j = 0; j < play->transiActorCtx.numActors; j++) {
for (j = 0; j < play->transitionActors.count; j++) {
frontRoom = transitionActor->sides[0].room;
backRoom = transitionActor->sides[1].room;
frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
@ -580,32 +587,52 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
PRINTF("DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d>\n", j, cumulRoomSize, frontRoom, frontRoomSize, backRoom,
backRoomSize);
if (maxRoomSize < cumulRoomSize) {
maxRoomSize = cumulRoomSize;
if (roomBufferSize < cumulRoomSize) {
roomBufferSize = cumulRoomSize;
}
transitionActor++;
}
}
PRINTF(VT_FGCOL(YELLOW));
PRINTF(T("部屋バッファサイズ=%08x(%5.1fK)\n", "Room buffer size=%08x(%5.1fK)\n"), maxRoomSize,
maxRoomSize / 1024.0f);
roomCtx->bufPtrs[0] = GAME_STATE_ALLOC(&play->state, maxRoomSize, "../z_room.c", 946);
PRINTF(T("部屋バッファサイズ=%08x(%5.1fK)\n", "Room buffer size=%08x(%5.1fK)\n"), roomBufferSize,
roomBufferSize / 1024.0f);
roomCtx->bufPtrs[0] = GAME_STATE_ALLOC(&play->state, roomBufferSize, "../z_room.c", 946);
PRINTF(T("部屋バッファ開始ポインタ=%08x\n", "Room buffer initial pointer=%08x\n"), roomCtx->bufPtrs[0]);
roomCtx->bufPtrs[1] = (void*)((uintptr_t)roomCtx->bufPtrs[0] + maxRoomSize);
roomCtx->bufPtrs[1] = (void*)((uintptr_t)roomCtx->bufPtrs[0] + roomBufferSize);
PRINTF(T("部屋バッファ終了ポインタ=%08x\n", "Room buffer end pointer=%08x\n"), roomCtx->bufPtrs[1]);
PRINTF(VT_RST);
roomCtx->unk_30 = 0;
roomCtx->activeBufPage = 0;
roomCtx->status = 0;
frontRoom = gSaveContext.respawnFlag > 0 ? ((void)0, gSaveContext.respawn[gSaveContext.respawnFlag - 1].roomIndex)
: play->spawnList[play->spawn].room;
func_8009728C(play, roomCtx, frontRoom);
return maxRoomSize;
// Load into a room for the first time.
// Since curRoom was initialized to `room = -1` and `segment = NULL` in Play_InitScene, the previous room
// will also be initialized to the nulled state when this function completes.
Room_RequestNewRoom(play, roomCtx, frontRoom);
return roomBufferSize;
}
s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
/**
* Tries to create an asynchronous request to transfer room data into memory.
* If successful, the requested room will be loaded into memory and becomes the new current room; the room that was
* current before becomes the previous room.
*
* Room_RequestNewRoom will be blocked from loading new rooms until Room_ProcessRoomRequest completes room
* initialization.
*
* Calling Room_RequestNewRoom outside of Room_SetupFirstRoom will allow for two rooms being initialized simultaneously.
* This allows an actor like ACTOR_EN_HOLL to seamlessly swap the two rooms as the player moves between them. Calling
* Room_FinishRoomChange afterward will finalize the room swap.
*
* @param roomNum is the id of the room to load. roomNum must NOT be the same id as curRoom.num, since this will create
* duplicate actor instances that cannot be cleaned up by calling Room_FinishRoomChange
* @returns bool false if the request could not be created.
*/
s32 Room_RequestNewRoom(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
if (roomCtx->status == 0) {
u32 size;
@ -614,11 +641,11 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
roomCtx->curRoom.segment = NULL;
roomCtx->status = 1;
ASSERT(roomNum < play->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
ASSERT(roomNum < play->roomList.count, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
size = play->roomList[roomNum].vromEnd - play->roomList[roomNum].vromStart;
roomCtx->unk_34 =
(void*)ALIGN16((uintptr_t)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
size = play->roomList.romFiles[roomNum].vromEnd - play->roomList.romFiles[roomNum].vromStart;
roomCtx->roomRequestAddr = (void*)ALIGN16((uintptr_t)roomCtx->bufPtrs[roomCtx->activeBufPage] -
((size + 8) * roomCtx->activeBufPage + 7));
osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1);
@ -626,37 +653,44 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
if ((B_80121220 != NULL) && (B_80121220->unk_08 != NULL)) {
B_80121220->unk_08(play, roomCtx, roomNum);
} else {
DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
&roomCtx->loadQueue, NULL, "../z_room.c", 1036);
DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->roomRequestAddr,
play->roomList.romFiles[roomNum].vromStart, size, 0, &roomCtx->loadQueue, NULL,
"../z_room.c", 1036);
}
#else
DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
&roomCtx->loadQueue, NULL, "../z_room.c", 1036);
DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->roomRequestAddr, play->roomList.romFiles[roomNum].vromStart,
size, 0, &roomCtx->loadQueue, NULL, "../z_room.c", 1036);
#endif
roomCtx->unk_30 ^= 1;
roomCtx->activeBufPage ^= 1;
return true;
}
return false;
}
s32 func_800973FC(PlayState* play, RoomContext* roomCtx) {
/**
* Completes room initialization for the room requested by a call to Room_RequestNewRoom.
* This function does not block the thread if the room data is still being transferred.
*
* @returns bool false if a dma transfer is in progress.
*/
s32 Room_ProcessRoomRequest(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->status == 1) {
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
roomCtx->status = 0;
roomCtx->curRoom.segment = roomCtx->unk_34;
gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
roomCtx->curRoom.segment = roomCtx->roomRequestAddr;
gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->curRoom.segment);
Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
Player_SetBootData(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
} else {
return 0;
return false;
}
}
return 1;
return true;
}
void Room_Draw(PlayState* play, Room* room, u32 flags) {
@ -668,9 +702,17 @@ void Room_Draw(PlayState* play, Room* room, u32 flags) {
}
}
void func_80097534(PlayState* play, RoomContext* roomCtx) {
/**
* Finalizes a swap between two rooms.
*
* When a new room is created with Room_RequestNewRoom, the previous room and its actors remain in memory. This allows
* an actor like ACTOR_EN_HOLL to seamlessly swap the two rooms as the player moves between them.
*/
void Room_FinishRoomChange(PlayState* play, RoomContext* roomCtx) {
// Delete the previous room
roomCtx->prevRoom.num = -1;
roomCtx->prevRoom.segment = NULL;
func_80031B14(play, &play->actorCtx);
Actor_SpawnTransitionActors(play, &play->actorCtx);
Map_InitRoomData(play, roomCtx->curRoom.num);

View file

@ -230,8 +230,8 @@ BAD_RETURN(s32) Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
play->numRooms = cmd->roomList.length;
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
play->roomList.count = cmd->roomList.length;
play->roomList.romFiles = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
}
BAD_RETURN(s32) Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
@ -327,12 +327,12 @@ BAD_RETURN(s32) Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) {
play->transiActorCtx.numActors = cmd->transiActorList.length;
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
play->transitionActors.count = cmd->transiActorList.length;
play->transitionActors.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
}
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
transiActorCtx->numActors = 0;
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors) {
transitionActors->count = 0;
}
BAD_RETURN(s32) Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {

View file

@ -137,7 +137,7 @@ Gfx sDefaultDisplayList[] = {
gsSPEndDisplayList(),
};
#if PLATFORM_N64 // Scene_Draw is at end of file in GC versions
#if PLATFORM_N64 // Scene_Draw is at end of file in GC/iQue versions
SceneDrawConfigFunc sSceneDrawConfigs[SDC_MAX] = {
Scene_DrawConfigDefault, // SDC_DEFAULT
@ -289,12 +289,12 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x0B, displayListHead);
gDPPipeSync(displayListHead++);
gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT]);
gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
gDPPipeSync(displayListHead++);
gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT]);
gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT]);
gSPEndDisplayList(displayListHead++);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
@ -306,7 +306,7 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5069);
temp = play->roomCtx.unk_74[0] / 255.0f;
temp = play->roomCtx.drawParams[0] / 255.0f;
gSPSegment(POLY_XLU_DISP++, 0x08, displayListHead);
gSPSegment(POLY_OPA_DISP++, 0x08, displayListHead);
@ -323,7 +323,7 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x0A, displayListHead);
gSPSegment(POLY_XLU_DISP++, 0x0A, displayListHead);
gDPPipeSync(displayListHead++);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[0]);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[0]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0B, displayListHead);
@ -331,7 +331,7 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
gDPSetPrimColor(displayListHead++, 0, 0, 89 + (u8)(166.0f * temp), 89 + (u8)(166.0f * temp),
89 + (u8)(166.0f * temp), 255);
gDPPipeSync(displayListHead++);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[0]);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[0]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
@ -339,13 +339,13 @@ void Scene_DrawConfigTempleOfTime(PlayState* play) {
gDPSetPrimColor(displayListHead++, 0, 0, 255 + (u8)(179.0f * temp), 255 + (u8)(179.0f * temp),
255 + (u8)(179.0f * temp), 255);
gDPPipeSync(displayListHead++);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[0]);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[0]);
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0D, displayListHead);
gSPSegment(POLY_XLU_DISP++, 0x0D, displayListHead);
gDPPipeSync(displayListHead++);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.unk_74[1]);
gDPSetEnvColor(displayListHead++, 0, 0, 0, play->roomCtx.drawParams[1]);
gSPEndDisplayList(displayListHead);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5145);
@ -539,8 +539,8 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5535);
spB0 = (play->roomCtx.unk_74[1] >> 8) & 0xFF;
spAC = play->roomCtx.unk_74[1] & 0xFF;
spB0 = (play->roomCtx.drawParams[1] >> 8) & 0xFF;
spAC = play->roomCtx.drawParams[1] & 0xFF;
gameplayFrames = play->gameplayFrames;
#if !OOT_MQ
@ -613,7 +613,7 @@ void Scene_DrawConfigWaterTempleBoss(PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, play->roomCtx.unk_74[0]);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, play->roomCtx.drawParams[0]);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 145);
@ -913,7 +913,7 @@ void Scene_DrawConfigFishingPond(PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScrollPrimColor(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32, 255, 255,
255, play->roomCtx.unk_74[0] + 127));
255, play->roomCtx.drawParams[0] + 127));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1093,16 +1093,16 @@ void Scene_DrawConfigHyruleField(PlayState* play) {
gSPEndDisplayList(displayListHead++);
} else {
if (gSaveContext.save.dayTime > CLOCK_TIME(18, 30)) {
if (play->roomCtx.unk_74[0] != 255) {
Math_StepToS(&play->roomCtx.unk_74[0], 255, 5);
if (play->roomCtx.drawParams[0] != 255) {
Math_StepToS(&play->roomCtx.drawParams[0], 255, 5);
}
} else if (gSaveContext.save.dayTime >= CLOCK_TIME(6, 0)) {
if (play->roomCtx.unk_74[0] != 0) {
Math_StepToS(&play->roomCtx.unk_74[0], 0, 10);
if (play->roomCtx.drawParams[0] != 0) {
Math_StepToS(&play->roomCtx.drawParams[0], 0, 10);
}
}
gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.unk_74[0]);
gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.drawParams[0]);
gSPDisplayList(displayListHead++, spot00_room_0DL_012B20);
gSPEndDisplayList(displayListHead++);
}
@ -1187,9 +1187,9 @@ void Scene_DrawConfigKokiriForest(PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
if (gSaveContext.sceneLayer == 4) {
spA3 = 255 - (u8)play->roomCtx.unk_74[0];
spA3 = 255 - (u8)play->roomCtx.drawParams[0];
} else if (gSaveContext.sceneLayer == 6) {
spA0 = play->roomCtx.unk_74[0] + 500;
spA0 = play->roomCtx.drawParams[0] + 500;
} else if ((!IS_CUTSCENE_LAYER || LINK_IS_ADULT) && GET_EVENTCHKINF(EVENTCHKINF_07)) {
spA0 = 2150;
}
@ -1206,8 +1206,8 @@ void Scene_DrawConfigKokiriForest(PlayState* play) {
gSPEndDisplayList(displayListHead++);
gSPSegment(POLY_OPA_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16,
1, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (s16)(-play->roomCtx.drawParams[0] * 0.02f), 32,
16, 1, 0, (s16)(-play->roomCtx.drawParams[0] * 0.02f), 32, 16));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7044);
}
@ -1218,16 +1218,16 @@ void Scene_DrawConfigLakeHylia(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7058);
if (IS_CUTSCENE_LAYER || (LINK_IS_ADULT && !GET_EVENTCHKINF(EVENTCHKINF_69))) {
play->roomCtx.unk_74[0] = 87;
play->roomCtx.drawParams[0] = 87;
}
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, gameplayFrames, 32, 32, 1,
0, 0, 32, 32, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
0, 0, 32, 32, 0, 0, 0, play->roomCtx.drawParams[0] + 168));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, -gameplayFrames, 32, 32,
1, 0, 0, 16, 64, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
1, 0, 0, 16, 64, 0, 0, 0, play->roomCtx.drawParams[0] + 168));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 128);
@ -1341,12 +1341,12 @@ void Scene_DrawConfigLostWoods(PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
if ((play->roomCtx.unk_74[0] == 0) && (INV_CONTENT(ITEM_COJIRO) == ITEM_COJIRO)) {
if (play->roomCtx.unk_74[1] == 50) {
if ((play->roomCtx.drawParams[0] == 0) && (INV_CONTENT(ITEM_COJIRO) == ITEM_COJIRO)) {
if (play->roomCtx.drawParams[1] == 50) {
Player_PlaySfx(GET_PLAYER(play), NA_SE_EV_CHICKEN_CRY_M);
play->roomCtx.unk_74[0] = 1;
play->roomCtx.drawParams[0] = 1;
}
play->roomCtx.unk_74[1]++;
play->roomCtx.drawParams[1]++;
}
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7309);
@ -1441,16 +1441,16 @@ void Scene_DrawConfigDeathMountainTrail(PlayState* play) {
gSPEndDisplayList(displayListHead++);
} else {
if (gSaveContext.save.dayTime > CLOCK_TIME(18, 0)) {
if (play->roomCtx.unk_74[0] != 255) {
Math_StepToS(&play->roomCtx.unk_74[0], 255, 5);
if (play->roomCtx.drawParams[0] != 255) {
Math_StepToS(&play->roomCtx.drawParams[0], 255, 5);
}
} else if (gSaveContext.save.dayTime >= CLOCK_TIME(6, 0)) {
if (play->roomCtx.unk_74[0] != 0) {
Math_StepToS(&play->roomCtx.unk_74[0], 0, 10);
if (play->roomCtx.drawParams[0] != 0) {
Math_StepToS(&play->roomCtx.drawParams[0], 0, 10);
}
}
gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.unk_74[0]);
gDPSetPrimColor(displayListHead++, 0, 0, 255, 255, 255, play->roomCtx.drawParams[0]);
gSPDisplayList(displayListHead++, spot16_room_0DL_00AA48);
gSPEndDisplayList(displayListHead++);
}
@ -1604,27 +1604,27 @@ void Scene_DrawConfigJabuJabu(PlayState* play) {
1.f + (1 * temp * Math_CosS(D_8012A39C)));
View_SetDistortionSpeed(&play->view, 0.95f);
switch (play->roomCtx.unk_74[0]) {
switch (play->roomCtx.drawParams[0]) {
case 0:
break;
case 1:
if (play->roomCtx.unk_74[1] < 1200) {
play->roomCtx.unk_74[1] += 200;
if (play->roomCtx.drawParams[1] < 1200) {
play->roomCtx.drawParams[1] += 200;
} else {
play->roomCtx.unk_74[0]++;
play->roomCtx.drawParams[0]++;
}
break;
case 2:
if (play->roomCtx.unk_74[1] > 0) {
play->roomCtx.unk_74[1] -= 30;
if (play->roomCtx.drawParams[1] > 0) {
play->roomCtx.drawParams[1] -= 30;
} else {
play->roomCtx.unk_74[1] = 0;
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[1] = 0;
play->roomCtx.drawParams[0] = 0;
}
break;
}
D_8012A398 += 0.15f + (play->roomCtx.unk_74[1] * 0.001f);
D_8012A398 += 0.15f + (play->roomCtx.drawParams[1] * 0.001f);
}
if (play->roomCtx.curRoom.num == 2) {
@ -1693,7 +1693,7 @@ void Scene_DrawConfigBesitu(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7910);
}
#if PLATFORM_GC // Scene_Draw is at beginning of file in N64 versions
#if !PLATFORM_N64 // Scene_Draw is at beginning of file in N64 versions
SceneDrawConfigFunc sSceneDrawConfigs[SDC_MAX] = {
Scene_DrawConfigDefault, // SDC_DEFAULT

View file

@ -85,7 +85,7 @@ void ViMode_Configure(ViMode* viMode, s32 type, s32 tvType, s32 loRes, s32 antia
yScaleHiOddField = modeF ? (loResInterlaced ? (F210(0.75) << 16) : (F210(0.5) << 16)) : 0;
viMode->customViMode.type = type;
viMode->customViMode.comRegs.ctrl = VI_CTRL_PIXEL_ADV(3) | VI_CTRL_GAMMA_ON | VI_CTRL_GAMMA_DITHER_ON |
viMode->customViMode.comRegs.ctrl = VI_CTRL_PIXEL_ADV_3 | VI_CTRL_GAMMA_ON | VI_CTRL_GAMMA_DITHER_ON |
(!loResDeinterlaced ? VI_CTRL_SERRATE_ON : 0) |
(antialiasOn ? VI_CTRL_DIVOT_ON : 0) |
(fb32Bit ? VI_CTRL_TYPE_32 : VI_CTRL_TYPE_16);

View file

@ -69,10 +69,10 @@ s32 Skybox_CalculateFace256(SkyboxContext* skyboxCtx, Vtx* roomVtx, s32 roomVtxS
s32 k;
u16 index;
s16 m;
s16 l;
s16 ult;
s16 uls;
s16 vtxIdx;
s16 l;
s32 xPoints[9 * 5];
s32 yPoints[9 * 5];
s32 zPoints[9 * 5];
@ -304,6 +304,8 @@ s32 Skybox_CalculateFace128(SkyboxContext* skyboxCtx, Vtx* roomVtx, s32 roomVtxS
break;
}
if (1) {}
// Select gfx buffer
skyboxCtx->gfx = &skyboxCtx->dListBuf[2 * faceNum][0];

View file

@ -1,4 +1,5 @@
#include "global.h"
#include "ultra64/asm.h"
#include "ultra64/leo.h"
#include "ultra64/leoappli.h"
#include "ultra64/leodrive.h"
@ -25,7 +26,7 @@ s32 LeoCACreateLeoManager(s32 comPri, s32 intPri, OSMesg* cmdBuf, s32 cmdMsgCnt)
driveRomHandle = osDriveRomInit();
__leoActive = true;
__osSetHWIntrRoutine(OS_INTR_CART, __osLeoInterrupt, STACK_TOP(leoDiskStack));
__osSetHWIntrRoutine(OS_INTR_CART, __osLeoInterrupt, (u8*)STACK_TOP(leoDiskStack) - FRAMESZ(SZREG * NARGSAVE));
leoInitialize(comPri, intPri, cmdBuf, cmdMsgCnt);
if (osResetType == 1) { // NMI

View file

@ -1,4 +1,5 @@
#include "global.h"
#include "ultra64/asm.h"
#include "ultra64/leo.h"
#include "ultra64/leoappli.h"
#include "ultra64/leodrive.h"
@ -25,7 +26,7 @@ s32 LeoCJCreateLeoManager(s32 comPri, s32 intPri, OSMesg* cmdBuf, s32 cmdMsgCnt)
driveRomHandle = osDriveRomInit();
__leoActive = true;
__osSetHWIntrRoutine(OS_INTR_CART, __osLeoInterrupt, STACK_TOP(leoDiskStack));
__osSetHWIntrRoutine(OS_INTR_CART, __osLeoInterrupt, (u8*)STACK_TOP(leoDiskStack) - FRAMESZ(SZREG * NARGSAVE));
leoInitialize(comPri, intPri, cmdBuf, cmdMsgCnt);
if (osResetType == 1) { // NMI

View file

@ -9,7 +9,7 @@ extern OSHWIntr __OSGlobalIntMask;
void __osLeoAbnormalResume(void);
void __osLeoResume(void);
STACK(leoDiskStack, 0xFF0);
STACK(leoDiskStack, 0x1000);
s32 __osLeoInterrupt(void) {
u32 stat = 0;

View file

@ -16,15 +16,15 @@ OSViMode osViModeFpalLan1 = {
{
// comRegs
VI_CTRL_TYPE_16 | VI_CTRL_GAMMA_DITHER_ON | VI_CTRL_GAMMA_ON | VI_CTRL_DIVOT_ON | VI_CTRL_ANTIALIAS_MODE_1 |
VI_CTRL_PIXEL_ADV(3), // ctrl
WIDTH(320), // width
BURST(58, 30, 4, 69), // burst
VSYNC(625), // vSync
HSYNC(3177, 23), // hSync
LEAP(3183, 3181), // leap
HSTART(128, 768), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
VI_CTRL_PIXEL_ADV_3, // ctrl
WIDTH(320), // width
BURST(58, 30, 4, 69), // burst
VSYNC(625), // vSync
HSYNC(3177, 23), // hSync
LEAP(3183, 3181), // leap
HSTART(128, 768), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
},
{ // fldRegs
{

View file

@ -16,15 +16,15 @@ OSViMode osViModeMpalLan1 = {
{
// comRegs
VI_CTRL_TYPE_16 | VI_CTRL_GAMMA_DITHER_ON | VI_CTRL_GAMMA_ON | VI_CTRL_DIVOT_ON | VI_CTRL_ANTIALIAS_MODE_1 |
VI_CTRL_PIXEL_ADV(3), // ctrl
WIDTH(320), // width
BURST(57, 30, 5, 70), // burst
VSYNC(525), // vSync
HSYNC(3089, 4), // hSync
LEAP(3097, 3098), // leap
HSTART(108, 748), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
VI_CTRL_PIXEL_ADV_3, // ctrl
WIDTH(320), // width
BURST(57, 30, 5, 70), // burst
VSYNC(525), // vSync
HSYNC(3089, 4), // hSync
LEAP(3097, 3098), // leap
HSTART(108, 748), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
},
{ // fldRegs
{

View file

@ -16,15 +16,15 @@ OSViMode osViModeNtscLan1 = {
{
// comRegs
VI_CTRL_TYPE_16 | VI_CTRL_GAMMA_DITHER_ON | VI_CTRL_GAMMA_ON | VI_CTRL_DIVOT_ON | VI_CTRL_ANTIALIAS_MODE_1 |
VI_CTRL_PIXEL_ADV(3), // ctrl
WIDTH(320), // width
BURST(57, 34, 5, 62), // burst
VSYNC(525), // vSync
HSYNC(3093, 0), // hSync
LEAP(3093, 3093), // leap
HSTART(108, 748), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
VI_CTRL_PIXEL_ADV_3, // ctrl
WIDTH(320), // width
BURST(57, 34, 5, 62), // burst
VSYNC(525), // vSync
HSYNC(3093, 0), // hSync
LEAP(3093, 3093), // leap
HSTART(108, 748), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
},
{ // fldRegs
{

View file

@ -16,15 +16,15 @@ OSViMode osViModePalLan1 = {
{
// comRegs
VI_CTRL_TYPE_16 | VI_CTRL_GAMMA_DITHER_ON | VI_CTRL_GAMMA_ON | VI_CTRL_DIVOT_ON | VI_CTRL_ANTIALIAS_MODE_1 |
VI_CTRL_PIXEL_ADV(3), // ctrl
WIDTH(320), // width
BURST(58, 30, 4, 69), // burst
VSYNC(625), // vSync
HSYNC(3177, 23), // hSync
LEAP(3183, 3181), // leap
HSTART(128, 768), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
VI_CTRL_PIXEL_ADV_3, // ctrl
WIDTH(320), // width
BURST(58, 30, 4, 69), // burst
VSYNC(625), // vSync
HSYNC(3177, 23), // hSync
LEAP(3183, 3181), // leap
HSTART(128, 768), // hStart
SCALE(2, 0), // xScale
VCURRENT(0), // vCurrent
},
{ // fldRegs
{

View file

@ -287,7 +287,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else if (CHECK_BTN_ANY(play->state.input[0].press.button,
(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN))) {
(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT))) {
this->timer = 0;
}
}

View file

@ -121,7 +121,7 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
if (Flags_GetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 0, 6))) {
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
this->dyna.actor.shape.rot.x = 0x1333;
play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] = play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] = 255;
play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] = play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] = 255;
return;
}
@ -154,15 +154,15 @@ void BgDodoago_WaitExplosives(BgDodoago* this, PlayState* play) {
? BGDODOAGO_EYE_RIGHT
: BGDODOAGO_EYE_LEFT;
if (((play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
((play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
if (((play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
((play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
Flags_SetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 0, 6));
this->state = 0;
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
BgDodoago_SetupAction(this, BgDodoago_OpenJaw);
OnePointCutscene_Init(play, 3380, 160, &this->dyna.actor, CAM_ID_MAIN);
} else if (play->roomCtx.unk_74[this->state] == 0) {
} else if (play->roomCtx.drawParams[this->state] == 0) {
OnePointCutscene_Init(play, 3065, 40, &this->dyna.actor, CAM_ID_MAIN);
BgDodoago_SetupAction(this, BgDodoago_LightOneEye);
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
@ -212,14 +212,14 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play) {
s32 i;
// make both eyes red (one already is)
if (play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] < 255) {
play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] += 5;
if (play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] < 255) {
play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] += 5;
}
if (play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] < 255) {
play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] += 5;
if (play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] < 255) {
play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] += 5;
}
if (play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] != 255 || play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] != 255) {
if (play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] != 255 || play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] != 255) {
sTimer--;
return;
}
@ -260,9 +260,9 @@ void BgDodoago_DoNothing(BgDodoago* this, PlayState* play) {
}
void BgDodoago_LightOneEye(BgDodoago* this, PlayState* play) {
play->roomCtx.unk_74[this->state] += 5;
play->roomCtx.drawParams[this->state] += 5;
if (play->roomCtx.unk_74[this->state] == 255) {
if (play->roomCtx.drawParams[this->state] == 255) {
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
}
}

View file

@ -238,7 +238,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 5.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
Message_CloseTextbox(play);
}
@ -253,7 +253,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[6].ySurface = this->actor.world.pos.y;
@ -265,7 +265,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[8].ySurface = this->actor.world.pos.y;
@ -277,7 +277,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[16].ySurface = this->actor.world.pos.y;
@ -323,7 +323,7 @@ void BgMizuWater_Update(Actor* thisx, PlayState* play) {
unk1 = 255 - (s32)((posY - WATER_TEMPLE_WATER_F2_Y) / (WATER_TEMPLE_WATER_F3_Y - WATER_TEMPLE_WATER_F2_Y) *
(255 - 160));
}
play->roomCtx.unk_74[1] = ((u8)unk0 << 8) | (unk1 & 0xFF);
play->roomCtx.drawParams[1] = ((u8)unk0 << 8) | (unk1 & 0xFF);
}
this->actionFunc(this, play);

View file

@ -105,7 +105,7 @@ void func_808BA018(Actor* thisx, PlayState* play) {
}
void func_808BA204(BgTokiHikari* this, PlayState* play) {
if (play->roomCtx.unk_74[1] != 0) {
if (play->roomCtx.drawParams[1] != 0) {
this->actionFunc = func_808BA22C;
}
}

View file

@ -77,7 +77,7 @@ void BgTokiSwd_Init(Actor* thisx, PlayState* play) {
}
if (gSaveContext.sceneLayer == 5) {
play->roomCtx.unk_74[0] = 0xFF;
play->roomCtx.drawParams[0] = 0xFF;
}
Collider_InitCylinder(play, &this->collider);
@ -119,10 +119,10 @@ void func_808BAF40(BgTokiSwd* this, PlayState* play) {
}
}
if (gSaveContext.sceneLayer == 5) {
if (play->roomCtx.unk_74[0] > 0) {
play->roomCtx.unk_74[0]--;
if (play->roomCtx.drawParams[0] > 0) {
play->roomCtx.drawParams[0]--;
} else {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
}
}
}
@ -146,8 +146,8 @@ void func_808BB0AC(BgTokiSwd* this, PlayState* play) {
}
void func_808BB128(BgTokiSwd* this, PlayState* play) {
if (CutsceneFlags_Get(play, 1) && (play->roomCtx.unk_74[0] < 0xFF)) {
play->roomCtx.unk_74[0] += 5;
if (CutsceneFlags_Get(play, 1) && (play->roomCtx.drawParams[0] < 0xFF)) {
play->roomCtx.drawParams[0] += 5;
}
}

View file

@ -241,7 +241,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
}
if (gSaveContext.sceneLayer == 6) {
alpha = (play->roomCtx.unk_74[0] + 0x1F4);
alpha = (play->roomCtx.drawParams[0] + 0x1F4);
}
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, alpha * 0.1f);

View file

@ -337,7 +337,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Flags_SetSwitch(play, 0x14);
sMorphaCore = this;
MO_WATER_LEVEL(play) = this->waterLevel = MO_WATER_LEVEL(play);
play->roomCtx.unk_74[0] = 0xA0;
play->roomCtx.drawParams[0] = 0xA0;
play->specialEffects = sEffects;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++) {
sEffects[i].type = MO_FX_NONE;
@ -357,7 +357,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, -280.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
play->roomCtx.unk_74[0] = 0xFF;
play->roomCtx.drawParams[0] = 0xFF;
MO_WATER_LEVEL(play) = -500;
return;
}
@ -1711,9 +1711,9 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
}
}
if (sMorphaCore->waterLevel < -200.0f) {
play->roomCtx.unk_74[0]++;
if (play->roomCtx.unk_74[0] >= 0xFF) {
play->roomCtx.unk_74[0] = 0xFF;
play->roomCtx.drawParams[0]++;
if (play->roomCtx.drawParams[0] >= 0xFF) {
play->roomCtx.drawParams[0] = 0xFF;
}
}
if (sMorphaCore->waterLevel < -250.0f) {
@ -2261,7 +2261,7 @@ void BossMo_UpdateCore(Actor* thisx, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_0;
}
#if PLATFORM_GC
#if !PLATFORM_N64
BossMo_SfxTest();
#endif
}
@ -3051,7 +3051,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
CLOSE_DISPS(gfxCtx, "../z_boss_mo.c", 7482);
}
#if PLATFORM_GC
#if !PLATFORM_N64
void BossMo_SfxTest(void) {
// Appears to be a test function for sound effects.
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };

View file

@ -3411,45 +3411,48 @@ void func_80942C70(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 6765);
if (this->beamDist != 0.0f) {
Matrix_Push();
gSPSegment(POLY_XLU_DISP++, 0xC,
Gfx_TexScroll(play->state.gfxCtx, 0, (u8)(this->work[CS_TIMER_1] * -0xF), 0x20, 0x40));
alpha = this->beamScale * 100.0f * 255.0f;
if (this->actor.params == TW_KOUME) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 60, alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 100, 255, 128);
}
Matrix_Translate(this->beamOrigin.x, this->beamOrigin.y, this->beamOrigin.z, MTXMODE_NEW);
Matrix_RotateY(this->beamYaw, MTXMODE_APPLY);
Matrix_RotateX(this->beamPitch, MTXMODE_APPLY);
Matrix_RotateZ(this->beamRoll, MTXMODE_APPLY);
Matrix_Scale(this->beamScale, this->beamScale, (this->beamDist * 0.01f * 98.0f) / 20000.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6846),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBeamDL));
if (this->beamReflectionDist > 10.0f) {
Matrix_Translate(this->beamReflectionOrigin.x, this->beamReflectionOrigin.y, this->beamReflectionOrigin.z,
MTXMODE_NEW);
Matrix_RotateY(this->beamReflectionYaw, MTXMODE_APPLY);
Matrix_RotateX(this->beamReflectionPitch, MTXMODE_APPLY);
Matrix_RotateZ(this->beamRoll, MTXMODE_APPLY);
Matrix_Scale(this->beamScale, this->beamScale, (this->beamReflectionDist * 0.01f * 100.0f) / 20000.0f,
MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6870),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBeamDL));
}
Matrix_Pop();
if (this->beamDist == 0.0f) {
goto close_disps;
}
Matrix_Push();
gSPSegment(POLY_XLU_DISP++, 0xC,
Gfx_TexScroll(play->state.gfxCtx, 0, (u8)(this->work[CS_TIMER_1] * -0xF), 0x20, 0x40));
alpha = this->beamScale * 100.0f * 255.0f;
if (this->actor.params == TW_KOUME) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 60, alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 100, 255, 128);
}
Matrix_Translate(this->beamOrigin.x, this->beamOrigin.y, this->beamOrigin.z, MTXMODE_NEW);
Matrix_RotateY(this->beamYaw, MTXMODE_APPLY);
Matrix_RotateX(this->beamPitch, MTXMODE_APPLY);
Matrix_RotateZ(this->beamRoll, MTXMODE_APPLY);
Matrix_Scale(this->beamScale, this->beamScale, (this->beamDist * 0.01f * 98.0f) / 20000.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6846),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBeamDL));
if (this->beamReflectionDist > 10.0f) {
Matrix_Translate(this->beamReflectionOrigin.x, this->beamReflectionOrigin.y, this->beamReflectionOrigin.z,
MTXMODE_NEW);
Matrix_RotateY(this->beamReflectionYaw, MTXMODE_APPLY);
Matrix_RotateX(this->beamReflectionPitch, MTXMODE_APPLY);
Matrix_RotateZ(this->beamRoll, MTXMODE_APPLY);
Matrix_Scale(this->beamScale, this->beamScale, (this->beamReflectionDist * 0.01f * 100.0f) / 20000.0f,
MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6870),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBeamDL));
}
Matrix_Pop();
close_disps:
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 6878);
}

View file

@ -236,7 +236,7 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_TOKI, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x0000);
} else {
play->roomCtx.unk_74[1] = 0xFF;
play->roomCtx.drawParams[1] = 0xFF;
Actor_Kill(&this->actor);
}
break;

View file

@ -350,7 +350,7 @@ void DoorShutter_SetupAction(DoorShutter* this, DoorShutterActionFunc actionFunc
* @return true if the door is barred
*/
s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) {
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
TransitionActorEntry* transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
s8 frontRoom = transitionEntry->sides[0].room;
s32 doorType = this->doorType;
DoorShutterStyleInfo* styleInfo = &sStyleInfo[this->styleType];
@ -462,7 +462,7 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play) {
if (this->dyna.actor.room >= 0) {
s32 transitionActorId = GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor);
play->transiActorCtx.list[transitionActorId].id *= -1;
play->transitionActors.list[transitionActorId].id *= -1;
}
}
@ -801,7 +801,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
Vec3f relPlayerPos;
Actor_WorldToActorCoords(&this->dyna.actor, &relPlayerPos, &player->actor.world.pos);
this->dyna.actor.room = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
this->dyna.actor.room = play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
.sides[(relPlayerPos.z < 0.0f) ? 0 : 1]
.room;
if (room != this->dyna.actor.room) {
@ -809,9 +809,9 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
play->roomCtx.curRoom = play->roomCtx.prevRoom;
play->roomCtx.prevRoom = tempRoom;
play->roomCtx.unk_30 ^= 1;
play->roomCtx.activeBufPage ^= 1;
}
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0x0EFF);
}
this->isActive = false;
@ -1012,7 +1012,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
} else {
if (gfxInfo->barsDL != NULL) {
TransitionActorEntry* transitionEntry =
&play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
&play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
if (play->roomCtx.prevRoom.num >= 0 ||
transitionEntry->sides[0].room == transitionEntry->sides[1].room) {

View file

@ -166,7 +166,7 @@ void EnDoor_Destroy(Actor* thisx, PlayState* play) {
TransitionActorEntry* transitionEntry;
EnDoor* this = (EnDoor*)thisx;
transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
if (transitionEntry->id < 0) {
transitionEntry->id = -transitionEntry->id;
}
@ -334,7 +334,7 @@ s32 EnDoor_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
TransitionActorEntry* transitionEntry;
Gfx** doorDLists = sDoorDLists[this->dListIndex];
transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
rot->z += this->actor.world.rot.y;
if ((play->roomCtx.prevRoom.num >= 0) || (transitionEntry->sides[0].room == transitionEntry->sides[1].room)) {
// Draw the side of the door that is visible to the camera

View file

@ -133,7 +133,7 @@ void EnHoll_Init(Actor* thisx, PlayState* play) {
void EnHoll_Destroy(Actor* thisx, PlayState* play) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(thisx);
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[transitionActorIndex];
TransitionActorEntry* transitionEntry = &play->transitionActors.list[transitionActorIndex];
transitionEntry->id = -transitionEntry->id;
}
@ -145,7 +145,7 @@ void EnHoll_SwapRooms(PlayState* play) {
tempRoom = roomCtx->curRoom;
roomCtx->curRoom = roomCtx->prevRoom;
roomCtx->prevRoom = tempRoom;
play->roomCtx.unk_30 ^= 1;
play->roomCtx.activeBufPage ^= 1;
}
/**
@ -196,14 +196,14 @@ void EnHoll_HorizontalVisibleNarrow(EnHoll* this, PlayState* play) {
transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
if (orthogonalDistToPlayer > sHorizontalVisibleNarrowTriggerDists[triggerDistsIndex][1]) {
if (play->roomCtx.prevRoom.num >= 0 && play->roomCtx.status == 0) {
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[this->side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[this->side].room;
EnHoll_SwapRooms(play);
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
}
} else {
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[this->side ^ 1].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[this->side ^ 1].room;
if (play->roomCtx.prevRoom.num < 0) {
func_8009728C(play, &play->roomCtx, this->actor.room);
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room);
} else {
this->planeAlpha =
(255.0f / (sHorizontalVisibleNarrowTriggerDists[triggerDistsIndex][2] -
@ -239,14 +239,14 @@ void EnHoll_HorizontalInvisible(EnHoll* this, PlayState* play) {
orthogonalDistToSubject > ENHOLL_H_INVISIBLE_LOAD_DEPTH_MIN))) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
s32 side = (relSubjectPos.z < 0.0f) ? 0 : 1;
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[transitionActorIndex];
TransitionActorEntry* transitionEntry = &play->transitionActors.list[transitionActorIndex];
s32 room = transitionEntry->sides[side].room;
this->actor.room = room;
if (isKokiriLayer8) {}
if (this->actor.room != play->roomCtx.curRoom.num) {
if (room) {}
if (func_8009728C(play, &play->roomCtx, this->actor.room)) {
if (Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@ -273,11 +273,11 @@ void EnHoll_VerticalDownBgCoverLarge(EnHoll* this, PlayState* play) {
}
if (absYDistToPlayer < ENHOLL_V_DOWN_LOAD_YDIST) {
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[1].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[1].room;
Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 1.0f, 50.0f, 10.0f);
Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 1.0f, 50.0f, 10.0f);
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
this->resetBgCoverAlpha = true;
player->actor.speed = 0.0f;
@ -308,9 +308,9 @@ void EnHoll_VerticalBgCover(EnHoll* this, PlayState* play) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
s32 side = (this->actor.yDistToPlayer > 0.0f) ? 0 : 1;
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
this->resetBgCoverAlpha = true;
}
@ -334,9 +334,9 @@ void EnHoll_VerticalInvisible(EnHoll* this, PlayState* play) {
absYDistToPlayer > ENHOLL_V_INVISIBLE_LOAD_YDIST_MIN) {
transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
side = (this->actor.yDistToPlayer > 0.0f) ? 0 : 1;
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@ -375,9 +375,9 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) {
if (orthogonalDistToPlayer < ENHOLL_H_SWITCHFLAG_LOAD_DEPTH) {
s32 side = (relPlayerPos.z < 0.0f) ? 0 : 1;
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@ -392,7 +392,7 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) {
void EnHoll_WaitRoomLoaded(EnHoll* this, PlayState* play) {
if (!EnHoll_IsKokiriLayer8() && play->roomCtx.status == 0) {
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
if (play->bgCoverAlpha == 0) {
this->resetBgCoverAlpha = false;
}

View file

@ -151,8 +151,8 @@ void EnMag_CheckSramResetCode(PlayState* play, EnMag* this) {
s32 var_v1;
var_v1 =
play->state.input[2].cur.button & (BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_R | BTN_L | BTN_DRIGHT |
BTN_DLEFT | BTN_DDOWN | BTN_DUP | BTN_START | BTN_Z | BTN_B | BTN_A);
play->state.input[2].cur.button & (BTN_A | BTN_B | BTN_Z | BTN_START | BTN_DUP | BTN_DDOWN | BTN_DLEFT |
BTN_DRIGHT | BTN_L | BTN_R | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT);
if (this->unk_E31C == var_v1) {
this->unk_E320--;
if (this->unk_E320 < 0) {

View file

@ -16,7 +16,7 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
#if PLATFORM_N64
#if !PLATFORM_GC
#define CURSOR_COLOR_R 0
#define CURSOR_COLOR_G 80
#define CURSOR_COLOR_B 255

View file

@ -14,7 +14,7 @@
#include "cic6105.h"
#endif
#pragma increment_block_number "gc-eu:148 gc-eu-mq:148 gc-jp:150 gc-jp-ce:150 gc-jp-mq:150 gc-us:150 gc-us-mq:150"
#pragma increment_block_number "gc-eu:141 gc-eu-mq:141 gc-jp:143 gc-jp-ce:143 gc-jp-mq:143 gc-us:143 gc-us-mq:143"
#define FLAGS ACTOR_FLAG_4
@ -920,10 +920,10 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
sFishGameNumber = (HIGH_SCORE(HS_FISHING) & (HS_FISH_PLAYED * 255)) >> 0x10;
if ((sFishGameNumber & 7) == 7) {
play->roomCtx.unk_74[0] = 90;
play->roomCtx.drawParams[0] = 90;
sFishingFoggy = 1;
} else {
play->roomCtx.unk_74[0] = 40;
play->roomCtx.drawParams[0] = 40;
sFishingFoggy = 0;
}

View file

@ -366,7 +366,7 @@ static s32 D_80858AA4;
static Vec3f sInteractWallCheckResult;
static Input* sControlInput;
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224"
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192"
// .data
@ -2789,7 +2789,7 @@ int func_80834E44(PlayState* play) {
int func_80834E7C(PlayState* play) {
return (play->shootingGalleryStatus != 0) &&
((play->shootingGalleryStatus < 0) ||
CHECK_BTN_ANY(sControlInput->cur.button, BTN_A | BTN_B | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN));
CHECK_BTN_ANY(sControlInput->cur.button, BTN_A | BTN_B | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT));
}
s32 func_80834EB8(Player* this, PlayState* play) {
@ -3540,7 +3540,7 @@ s32 func_80836AB8(Player* this, s32 arg1) {
// Update things related to Z Targeting
void func_80836BEC(Player* this, PlayState* play) {
s32 sp1C = 0;
s32 ignoreLeash = false;
s32 zTrigPressed = CHECK_BTN_ALL(sControlInput->cur.button, BTN_Z);
Actor* actorToTarget;
s32 pad;
@ -3567,7 +3567,7 @@ void func_80836BEC(Player* this, PlayState* play) {
}
if (this->unk_66C >= 6) {
sp1C = 1;
ignoreLeash = true;
}
cond = func_8083224C(play);
@ -3614,7 +3614,7 @@ void func_80836BEC(Player* this, PlayState* play) {
if (this->focusActor != NULL) {
if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->unk_684) &&
func_8002F0C8(this->focusActor, this, sp1C)) {
Target_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) {
func_8008EDF0(this);
this->stateFlags1 |= PLAYER_STATE1_30;
} else if (this->focusActor != NULL) {
@ -5008,7 +5008,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
if (slidingDoor->dyna.actor.category == ACTORCAT_DOOR) {
this->cv.slidingDoorBgCamIndex =
play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&slidingDoor->dyna.actor)]
play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&slidingDoor->dyna.actor)]
.sides[(doorDirection > 0) ? 0 : 1]
.bgCamIndex;
@ -5091,7 +5091,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
} else {
Camera_ChangeDoorCam(Play_GetCamera(play, CAM_ID_MAIN), doorActor,
play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
.sides[(doorDirection > 0) ? 0 : 1]
.bgCamIndex,
0, 38.0f * D_808535EC, 26.0f * D_808535EC, 10.0f * D_808535EC);
@ -5100,12 +5100,12 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
if ((this->doorType != PLAYER_DOORTYPE_FAKE) && (doorActor->category == ACTORCAT_DOOR)) {
frontRoom = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
frontRoom = play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
.sides[(doorDirection > 0) ? 0 : 1]
.room;
if ((frontRoom >= 0) && (frontRoom != play->roomCtx.curRoom.num)) {
func_8009728C(play, &play->roomCtx, frontRoom);
Room_RequestNewRoom(play, &play->roomCtx, frontRoom);
}
}
@ -6957,7 +6957,7 @@ s32 func_8083EAF0(Player* this, Actor* actor) {
s32 Player_ActionChange_9(Player* this, PlayState* play) {
if ((this->stateFlags1 & PLAYER_STATE1_11) && (this->heldActor != NULL) &&
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)) {
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT)) {
if (!func_80835644(play, this, this->heldActor)) {
if (!func_8083EAF0(this, this->heldActor)) {
Player_SetupAction(play, this, Player_Action_808464B0, 1);
@ -8999,7 +8999,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
heldActor = this->heldActor;
if (!func_80835644(play, this, heldActor) && (heldActor->id == ACTOR_EN_NIW) &&
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)) {
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT)) {
func_8084409C(play, this, this->speedXZ + 2.0f, this->actor.velocity.y + 2.0f);
}
}
@ -9703,7 +9703,7 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
} else {
func_8083C0E8(this, play);
if (play->roomCtx.prevRoom.num >= 0) {
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
}
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
@ -9785,7 +9785,7 @@ void Player_Action_80846260(Player* this, PlayState* play) {
} else if (LinkAnimation_OnFrame(&this->skelAnime, 25.0f)) {
Player_PlayVoiceSfx(this, NA_SE_VO_LI_SWORD_L);
}
} else if (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)) {
} else if (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT)) {
Player_SetupAction(play, this, Player_Action_80846358, 1);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_silver_throw);
}
@ -11866,7 +11866,7 @@ void Player_Action_8084B1D8(Player* this, PlayState* play) {
func_80833B2C(this) || (!func_8002DD78(this) && !func_808334B4(this)))) ||
((this->unk_6AD == 1) &&
CHECK_BTN_ANY(sControlInput->press.button,
BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)))) {
BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT)))) {
func_8083C148(this, play);
Sfx_PlaySfxCentered(NA_SE_SY_CAMERA_ZOOM_UP);
} else if ((DECR(this->av2.actionVar2) == 0) || (this->unk_6AD != 2)) {
@ -13816,7 +13816,7 @@ void Player_Action_8084FBF4(Player* this, PlayState* play) {
s32 Player_UpdateNoclip(Player* this, PlayState* play) {
sControlInput = &play->state.input[0];
if ((CHECK_BTN_ALL(sControlInput->cur.button, BTN_L | BTN_R | BTN_A) &&
if ((CHECK_BTN_ALL(sControlInput->cur.button, BTN_A | BTN_L | BTN_R) &&
CHECK_BTN_ALL(sControlInput->press.button, BTN_B)) ||
(CHECK_BTN_ALL(sControlInput->cur.button, BTN_L) && CHECK_BTN_ALL(sControlInput->press.button, BTN_DRIGHT))) {
@ -13845,7 +13845,7 @@ s32 Player_UpdateNoclip(Player* this, PlayState* play) {
this->actor.world.pos.y -= speed;
}
if (CHECK_BTN_ANY(sControlInput->cur.button, BTN_DUP | BTN_DLEFT | BTN_DDOWN | BTN_DRIGHT)) {
if (CHECK_BTN_ANY(sControlInput->cur.button, BTN_DUP | BTN_DDOWN | BTN_DLEFT | BTN_DRIGHT)) {
s16 angle;
s16 temp;

View file

@ -3,6 +3,9 @@
#include "versions.h"
#include "assets/textures/title_static/title_static.h"
#include "assets/textures/parameter_static/parameter_static.h"
#if PLATFORM_N64
#include "n64dd.h"
#endif
static s16 sUnused = 106;
@ -219,6 +222,14 @@ void FileSelect_UpdateMainMenu(GameState* thisx) {
} else if (!this->n64ddFlags[this->buttonIndex]) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
#if PLATFORM_N64
if (D_80121212 != 0) {
func_801C7268();
// Setting ioData to 1 and writing it to ioPort 7 will skip the harp intro
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, NA_BGM_FILE_SELECT, 0, 7, 1);
}
#endif
}
} else {
if (this->warningLabel == FS_WARNING_NONE) {
@ -824,14 +835,13 @@ static s16 sHeartEnvColors[2][3] = { { 50, 40, 60 }, { 255, 255, 255 } };
void FileSelect_DrawFileInfo(GameState* thisx, s16 fileIndex, s16 isActive) {
FileSelectState* this = (FileSelectState*)thisx;
Font* sp54 = &this->font;
s32 heartType;
s16 i;
s16 heartType;
s16 vtxOffset;
s16 i;
s16 j;
s16 k;
s16 deathCountSplit[3];
if (1) {}
OPEN_DISPS(this->state.gfxCtx, "../z_file_choose.c", 1709);
gDPPipeSync(POLY_OPA_DISP++);
@ -860,8 +870,8 @@ void FileSelect_DrawFileInfo(GameState* thisx, s16 fileIndex, s16 isActive) {
FileSelect_SplitNumber(this->deaths[fileIndex], &deathCountSplit[0], &deathCountSplit[1], &deathCountSplit[2]);
// draw death count
for (i = 0, vtxOffset = 0; i < 3; i++, vtxOffset += 4) {
FileSelect_DrawCharacter(this->state.gfxCtx, sp54->fontBuf + deathCountSplit[i] * FONT_CHAR_TEX_SIZE,
for (k = 0, vtxOffset = 0; k < 3; k++, vtxOffset += 4) {
FileSelect_DrawCharacter(this->state.gfxCtx, sp54->fontBuf + deathCountSplit[k] * FONT_CHAR_TEX_SIZE,
vtxOffset);
}
@ -877,10 +887,10 @@ void FileSelect_DrawFileInfo(GameState* thisx, s16 fileIndex, s16 isActive) {
gDPSetEnvColor(POLY_OPA_DISP++, sHeartEnvColors[heartType][0], sHeartEnvColors[heartType][1],
sHeartEnvColors[heartType][2], 255);
i = this->healthCapacities[fileIndex] / 0x10;
k = this->healthCapacities[fileIndex] / 0x10;
// draw hearts
for (vtxOffset = 0, j = 0; j < i; j++, vtxOffset += 4) {
for (vtxOffset = 0, j = 0; j < k; j++, vtxOffset += 4) {
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[D_8081284C[fileIndex] + vtxOffset] + 0x30, 4, 0);
POLY_OPA_DISP = FileSelect_QuadTextureIA8(POLY_OPA_DISP, sHeartTextures[heartType], 0x10, 0x10, 0);
@ -987,9 +997,9 @@ static void* sOptionsButtonTextures[] = LANGUAGE_ARRAY(gFileSelOptionsButtonJPNT
void FileSelect_DrawWindowContents(GameState* thisx) {
FileSelectState* this = (FileSelectState*)thisx;
s16 fileIndex;
s16 temp;
s16 i;
s16 quadVtxIndex;
s16 temp;
s16 isActive;
s16 pad;
@ -1563,6 +1573,14 @@ void FileSelect_LoadGame(GameState* thisx) {
gSaveContext.save.info.equips.equipment &= gEquipNegMasks[EQUIP_TYPE_SWORD];
gSaveContext.save.info.inventory.equipment ^= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, swordEquipValue - 1);
}
#if PLATFORM_N64
if (D_80121212 != 0) {
s32 fileNum = gSaveContext.fileNum;
n64dd_SetDiskVersion(this->n64ddFlags[fileNum]);
}
#endif
}
static void (*sSelectModeUpdateFuncs[])(GameState*) = {
@ -1648,7 +1666,15 @@ void FileSelect_Main(GameState* thisx) {
OPEN_DISPS(this->state.gfxCtx, "../z_file_choose.c", 2898);
#if PLATFORM_N64
if ((D_80121212 != 0) && (func_801C70FC() != 0)) {
this->n64ddFlag = 1;
} else {
this->n64ddFlag = 0;
}
#else
this->n64ddFlag = 0;
#endif
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x01, this->staticSegment);
@ -1927,6 +1953,12 @@ void FileSelect_Init(GameState* thisx) {
u32 size = (uintptr_t)_title_staticSegmentRomEnd - (uintptr_t)_title_staticSegmentRomStart;
s32 pad;
#if PLATFORM_N64
if (D_80121212 != 0) {
func_801C7268();
}
#endif
SREG(30) = 1;
PRINTF("SIZE=%x\n", size);

View file

@ -308,7 +308,7 @@ void FileSelect_SetNameEntryVtx(GameState* thisx) {
gSPVertex(POLY_OPA_DISP++, this->nameEntryVtx + 4, 32, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->nameEntryBoxAlpha);
for (phi_v0 = 0, phi_s0 = 0; phi_s0 < 0x20; phi_s0 += 4, phi_v0++) {
for (phi_s0 = 0, phi_v0 = 0; phi_s0 < 0x20; phi_s0 += 4, phi_v0++) {
FileSelect_DrawCharacter(this->state.gfxCtx,
font->fontBuf + this->fileNames[this->buttonIndex][phi_v0] * FONT_CHAR_TEX_SIZE,
phi_s0);

View file

@ -4,7 +4,7 @@
#define SONG_MAX_LENGTH 8
#if PLATFORM_N64
#if !PLATFORM_GC
#define KALEIDO_COLOR_COLLECT_UNK_R 80
#define KALEIDO_COLOR_COLLECT_UNK_G 150
#define KALEIDO_COLOR_COLLECT_UNK_B 255

View file

@ -753,7 +753,7 @@ void KaleidoScope_DrawWorldMap(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 235, 235, 235, pauseCtx->alpha);
for (k = 0; k < 15; k += 8) {
gSPVertex(POLY_OPA_DISP++, &pauseCtx->mapPageVtx[15 * 4 + k * 4], 32, 0);
gSPVertex(POLY_OPA_DISP++, &pauseCtx->mapPageVtx[(PAGE_BG_QUADS + k) * 4], 32, 0);
for (j = i = 0; i < 8; i++, j += 4) {
if (!(gSaveContext.save.info.worldMapAreaData & gBitFlags[cloudFlagNums[k + i]])) {

View file

@ -15,7 +15,7 @@
#include "assets/textures/icon_item_gameover_static/icon_item_gameover_static.h"
#include "terminal.h"
#if PLATFORM_N64
#if !PLATFORM_GC
#define KALEIDO_COLOR_PROMPT_UNK_R 100
#define KALEIDO_COLOR_PROMPT_UNK_G 100
#define KALEIDO_COLOR_PROMPT_UNK_B 255
@ -560,7 +560,7 @@ s16 gVtxPageMapWorldQuadsWidth[VTX_PAGE_MAP_WORLD_QUADS] = {
8, // WORLD_MAP_POINT_HAUNTED_WASTELAND
8, // WORLD_MAP_POINT_GERUDOS_FORTRESS
8, // WORLD_MAP_POINT_GERUDO_VALLEY
8, // WORLD_MAP_POINT_HYLIA_LAKESIDE
8, // WORLD_MAP_POINT_LAKE_HYLIA
8, // WORLD_MAP_POINT_LON_LON_RANCH
8, // WORLD_MAP_POINT_MARKET
8, // WORLD_MAP_POINT_HYRULE_FIELD
@ -595,7 +595,7 @@ s16 gVtxPageMapWorldQuadsHeight[VTX_PAGE_MAP_WORLD_QUADS] = {
8, // WORLD_MAP_POINT_HAUNTED_WASTELAND
8, // WORLD_MAP_POINT_GERUDOS_FORTRESS
8, // WORLD_MAP_POINT_GERUDO_VALLEY
8, // WORLD_MAP_POINT_HYLIA_LAKESIDE
8, // WORLD_MAP_POINT_LAKE_HYLIA
8, // WORLD_MAP_POINT_LON_LON_RANCH
8, // WORLD_MAP_POINT_MARKET
8, // WORLD_MAP_POINT_HYRULE_FIELD
@ -2148,12 +2148,12 @@ void KaleidoScope_UpdateNamePanel(PlayState* play) {
// `texIndex` is a `WorldMapPoint` enum value
if (gSaveContext.language) { // != LANGUAGE_JPN for NTSC versions, LANGUAGE_ENG for PAL versions
texIndex += 12;
texIndex += WORLD_MAP_POINT_MAX;
}
#if OOT_PAL
if (gSaveContext.language == LANGUAGE_FRA) {
texIndex += 12;
texIndex += WORLD_MAP_POINT_MAX;
}
#endif
@ -2303,7 +2303,7 @@ static s16 sVtxPageMapWorldQuadsX[VTX_PAGE_MAP_WORLD_QUADS] = {
-93, // WORLD_MAP_POINT_HAUNTED_WASTELAND
-67, // WORLD_MAP_POINT_GERUDOS_FORTRESS
-56, // WORLD_MAP_POINT_GERUDO_VALLEY
-33, // WORLD_MAP_POINT_HYLIA_LAKESIDE
-33, // WORLD_MAP_POINT_LAKE_HYLIA
-10, // WORLD_MAP_POINT_LON_LON_RANCH
1, // WORLD_MAP_POINT_MARKET
14, // WORLD_MAP_POINT_HYRULE_FIELD
@ -2365,7 +2365,7 @@ static s16 sVtxPageMapWorldQuadsY[VTX_PAGE_MAP_WORLD_QUADS] = {
31, // WORLD_MAP_POINT_HAUNTED_WASTELAND
27, // WORLD_MAP_POINT_GERUDOS_FORTRESS
15, // WORLD_MAP_POINT_GERUDO_VALLEY
-49, // WORLD_MAP_POINT_HYLIA_LAKESIDE
-49, // WORLD_MAP_POINT_LAKE_HYLIA
8, // WORLD_MAP_POINT_LON_LON_RANCH
38, // WORLD_MAP_POINT_MARKET
7, // WORLD_MAP_POINT_HYRULE_FIELD
@ -3918,13 +3918,13 @@ void KaleidoScope_Update(PlayState* play) {
}
if (CUR_UPG_VALUE(UPG_SCALE)) {
pauseCtx->worldMapPoints[WORLD_MAP_POINT_HYLIA_LAKESIDE] = WORLD_MAP_POINT_STATE_SHOW;
pauseCtx->worldMapPoints[WORLD_MAP_POINT_LAKE_HYLIA] = WORLD_MAP_POINT_STATE_SHOW;
}
if (CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, EQUIP_INV_BOOTS_IRON)) {
pauseCtx->worldMapPoints[WORLD_MAP_POINT_HYLIA_LAKESIDE] = WORLD_MAP_POINT_STATE_HIGHLIGHT;
pauseCtx->worldMapPoints[WORLD_MAP_POINT_LAKE_HYLIA] = WORLD_MAP_POINT_STATE_HIGHLIGHT;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
pauseCtx->worldMapPoints[WORLD_MAP_POINT_HYLIA_LAKESIDE] = WORLD_MAP_POINT_STATE_SHOW;
pauseCtx->worldMapPoints[WORLD_MAP_POINT_LAKE_HYLIA] = WORLD_MAP_POINT_STATE_SHOW;
}
if (GET_EVENTCHKINF(EVENTCHKINF_09)) {
@ -4069,7 +4069,7 @@ void KaleidoScope_Update(PlayState* play) {
pauseCtx->tradeQuestLocation = WORLD_MAP_POINT_ZORAS_DOMAIN;
}
if (i == ITEM_EYEBALL_FROG) {
pauseCtx->tradeQuestLocation = WORLD_MAP_POINT_HYLIA_LAKESIDE;
pauseCtx->tradeQuestLocation = WORLD_MAP_POINT_LAKE_HYLIA;
}
if ((i == ITEM_CLAIM_CHECK) && !gSaveContext.save.info.playerData.bgsFlag) {
pauseCtx->tradeQuestLocation = WORLD_MAP_POINT_DEATH_MOUNTAIN;
@ -4124,7 +4124,7 @@ void KaleidoScope_Update(PlayState* play) {
pauseCtx->state = PAUSE_STATE_CLOSING;
R_PAUSE_OFFSET_VERTICAL = -6240;
func_800F64E0(0);
#if PLATFORM_GC && OOT_NTSC
#if !PLATFORM_N64 && OOT_NTSC
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
#endif
} else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
@ -4282,7 +4282,7 @@ void KaleidoScope_Update(PlayState* play) {
R_PAUSE_OFFSET_VERTICAL = -6240;
YREG(8) = pauseCtx->rollRotSavePrompt_;
func_800F64E0(0);
#if PLATFORM_GC && OOT_NTSC
#if !PLATFORM_N64 && OOT_NTSC
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
#endif
} else {
@ -4315,7 +4315,7 @@ void KaleidoScope_Update(PlayState* play) {
gSaveContext.buttonStatus[3] = BTN_ENABLED;
gSaveContext.hudVisibilityMode = HUD_VISIBILITY_NO_CHANGE;
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_ALL);
#if PLATFORM_GC && OOT_NTSC
#if !PLATFORM_N64 && OOT_NTSC
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
#endif
}

View file

@ -120,6 +120,8 @@ typedef enum EquipQuad {
#define WORLD_MAP_IMAGE_FRAG_HEIGHT ((TMEM_SIZE / 2) / (WORLD_MAP_IMAGE_WIDTH * G_IM_SIZ_8b_BYTES))
#define WORLD_MAP_IMAGE_FRAG_NUM (((WORLD_MAP_IMAGE_HEIGHT - 1) / WORLD_MAP_IMAGE_FRAG_HEIGHT) + 1)
// Clouds quads cover undiscovered areas.
// Point quads are location markers. They can also be highlighted as a hint of where to go.
typedef enum MapQuad {
/* 0 */ QUAD_MAP_WORLD_CLOUDS_SACRED_FOREST_MEADOW,
/* 1 */ QUAD_MAP_WORLD_CLOUDS_HYRULE_FIELD,

View file

@ -1,7 +1,7 @@
offset,vram,.text
0,80803880,src/overlays/gamestates/ovl_file_choose/z_file_copy_erase
3040,808068C0,src/overlays/gamestates/ovl_file_choose/z_file_nameset
8440,8080BCC0,z_file_choose
8440,8080BCC0,src/overlays/gamestates/ovl_file_choose/z_file_choose
offset,vram,.data
EC50,808124D0,src/overlays/gamestates/ovl_file_choose/z_file_nameset_data

1 offset vram .text
2 0 80803880 src/overlays/gamestates/ovl_file_choose/z_file_copy_erase
3 3040 808068C0 src/overlays/gamestates/ovl_file_choose/z_file_nameset
4 8440 8080BCC0 z_file_choose src/overlays/gamestates/ovl_file_choose/z_file_choose
5 offset vram .data
6 EC50 808124D0 src/overlays/gamestates/ovl_file_choose/z_file_nameset_data
7 F330 80812BB0 src/overlays/gamestates/ovl_file_choose/z_file_copy_erase

View file

@ -410,7 +410,7 @@ Actor_GetWorld = 0x80022CE4; // type:func
Actor_GetWorldPosShapeRot = 0x80022D18; // type:func
Target_WeightedDistToPlayerSq = 0x80022D94; // type:func
Target_ActorIsInRange = 0x80022E64; // type:func
func_8002F0C8 = 0x80022EA0; // type:func
Target_ShouldReleaseLockOn = 0x80022EA0; // type:func
Actor_TalkOfferAccepted = 0x80022F70; // type:func
Actor_OfferTalkExchange = 0x80022FA0; // type:func
Actor_OfferTalkExchangeEquiCylinder = 0x80023074; // type:func
@ -1595,12 +1595,12 @@ Room_DrawImageSingle = 0x800805E0; // type:func
Room_GetImageMultiBgEntry = 0x80080990; // type:func
Room_DrawImageMulti = 0x80080A7C; // type:func
Room_DrawImage = 0x80080E48; // type:func
func_80096FD4 = 0x80080EB0; // type:func
func_80096FE8 = 0x80080EC8; // type:func
func_8009728C = 0x80081064; // type:func
func_800973FC = 0x800811CC; // type:func
Room_Init = 0x80080EB0; // type:func
Room_SetupFirstRoom = 0x80080EC8; // type:func
Room_RequestNewRoom = 0x80081064; // type:func
Room_ProcessRoomRequest = 0x800811CC; // type:func
Room_Draw = 0x80081270; // type:func
func_80097534 = 0x800812C0; // type:func
Room_FinishRoomChange = 0x800812C0; // type:func
Sample_HandleStateChange = 0x80081360; // type:func
Sample_Draw = 0x80081394; // type:func
Sample_Main = 0x80081580; // type:func
@ -1632,7 +1632,7 @@ Scene_CommandObjectList = 0x80082308; // type:func
Scene_CommandLightList = 0x800824BC; // type:func
Scene_CommandPathList = 0x8008256C; // type:func
Scene_CommandTransitionActorEntryList = 0x800825B4; // type:func
TransitionActor_InitContext = 0x8008260C; // type:func
Scene_ResetTransitionActorList = 0x8008260C; // type:func
Scene_CommandLightSettingsList = 0x8008261C; // type:func
Scene_CommandSkyboxSettings = 0x80082674; // type:func
Scene_CommandSkyboxDisables = 0x800826B8; // type:func
@ -2795,7 +2795,7 @@ Audio_RemoveSfxBankEntry = 0x800C8F78; // type:func
Audio_ChooseActiveSfx = 0x800C9110; // type:func
Audio_PlayActiveSfx = 0x800C9844; // type:func
Audio_StopSfxByBank = 0x800C9B64; // type:func
func_800F8884 = 0x800C9C48; // type:func
Audio_RemoveSfxFromBankByPos = 0x800C9C48; // type:func
Audio_StopSfxByPosAndBank = 0x800C9D64; // type:func
Audio_StopSfxByPos = 0x800C9DAC; // type:func
Audio_StopSfxByPosAndId = 0x800C9E08; // type:func
@ -3099,6 +3099,8 @@ Regs_InitDataImpl = 0x800E2704; // type:func
Regs_InitData = 0x800E35D0; // type:func
njpgdspMainTextStart = 0x800E7200; // type:func
func_801C6E80 = 0x801C7740; // type:func
func_801C70FC = 0x801C79BC; // type:func
func_801C7268 = 0x801C7BC4; // type:func
func_801C7C1C = 0x801C8510; // type:func
n64dd_SetDiskVersion = 0x801C8808; // type:func
ConsoleLogo_Calc = 0x80800000; // type:func