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Match EnTorch2_Update (#975)

* score = 965

* score = 305

* Clean-Up

* More clean-up

* Down to `sp30` <--> `sp34` swap, and extra `.data + 0x18` at the top?

* clean-up

* EnTorch2 OK, but does not reloc properly

* final cleanup

* Remove comments about non-matching

* Fix reloc non-matching

* Delete reloc

* Better solution

* PR Suggestions
This commit is contained in:
engineer124 2021-09-21 04:15:21 +10:00 committed by GitHub
parent ac8dd91626
commit bf53f2c95e
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 36 additions and 1886 deletions

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@ -1,13 +0,0 @@
.include "macro.inc"
# assembler directives
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.set gp=64 # allow use of 64-bit general purpose registers
.section .rodata
.balign 16
glabel D_80B1FA80
.incbin "baserom/ovl_En_Torch2", 0x2100, 0x000006B0

4
spec
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@ -2932,11 +2932,7 @@ endseg
beginseg
name "ovl_En_Torch2"
include "build/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o"
#ifdef NON_MATCHING
include "build/src/overlays/actors/ovl_En_Torch2/ovl_En_Torch2_reloc.o"
#else
include "build/data/overlays/actors/z_en_torch2.reloc.o"
#endif
endseg
beginseg

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@ -228,32 +228,23 @@ void EnTorch2_Backflip(Player* this, Input* input, Actor* thisx) {
sCounterState = 0;
}
#ifdef NON_MATCHING
/**
* Static variables are sometimes loaded from pointers and sometimes directly. While
* neither this nor the original are consistent about it, unfortunately they're not
* inconsistent in the same way. Also a small instruction mismatch in the input section
*/
void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
Player* player = GET_PLAYER(globalCtx);
Player* player2 = GET_PLAYER(globalCtx2);
Player* player = player2;
Player* this = THIS;
Input* input = &sInput;
u16 phi_a2;
s8 tempX;
s8 tempY;
Camera* camera;
u8 staggerThreshold;
s8 temp;
s16 sp66;
u32 phi_v0;
u8 staggerThreshold;
s8 stickY;
s32 pad60;
Actor* attackItem;
s16 sp5A;
s16 pad58;
s32 pad54;
u32 pad54;
f32 sp50;
s16 sp4E;
s16 pad4C;
sp5A = player->actor.shape.rot.y - this->actor.shape.rot.y;
input->cur.button = 0;
@ -275,9 +266,10 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
input->cur.button = BTN_A;
sZTargetFlag = false;
sp66 = camera->camDir.y - sStickAngle;
input->cur.stick_x = sStickTilt * Math_SinS(sp66);
temp = sStickTilt * Math_CosS(sp66);
input->cur.stick_y = temp;
sInput.cur.stick_x = sStickTilt * Math_SinS(sp66);
stickY = sStickTilt * Math_CosS(sp66);
if (stickY) {}
sInput.cur.stick_y = stickY;
}
func_800F5ACC(0x38);
sActionState = ENTORCH2_ATTACK;
@ -292,9 +284,9 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
if ((this->swordQuads[0].base.acFlags & AC_BOUNCED) || (this->swordQuads[1].base.acFlags & AC_BOUNCED)) {
this->swordQuads[0].base.acFlags &= ~AC_BOUNCED;
this->swordQuads[1].base.acFlags &= ~AC_BOUNCED;
this->swordQuads[0].base.atFlags |= AT_BOUNCED; // Loads these out of order
this->swordQuads[0].base.atFlags |= AT_BOUNCED;
this->swordQuads[1].base.atFlags |= AT_BOUNCED;
this->cylinder.base.atFlags &= ~AC_HIT;
this->cylinder.base.acFlags &= ~AC_HIT;
if (sLastSwordAnim != this->swordAnimation) {
sStaggerCount++;
@ -307,7 +299,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
* creating a hole in his defenses. This also makes Dark Link harder at low
* health, while the other health checks are intended to make him easier.
*/
if ((gSaveContext.health < 0x50) && (sCounterState != 0)) { // Loads in wrong order
if ((gSaveContext.health < 0x50) && (sCounterState != 0)) {
sCounterState = 0;
sStaggerTimer = 50;
}
@ -320,7 +312,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Ignores hits when jumping on Link's sword
if ((this->invincibilityTimer < 0) && (sActionState != ENTORCH2_DAMAGE) &&
(this->cylinder.base.acFlags & AC_HIT)) {
this->cylinder.base.atFlags &= ~AC_HIT;
this->cylinder.base.acFlags &= ~AC_HIT;
}
// Handles Dark Link rolling to dodge item attacks
@ -345,10 +337,10 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
} else {
sStickAngle = this->actor.yawTowardsPlayer - 0x4000;
}
sStickTilt = 127.0f; // Does not store with pointer
sJumpslashFlag = false; // Does not store with POinter
input->cur.button |= BTN_A;
sStickTilt = 127.0f;
sJumpslashTimer = 15;
sJumpslashFlag = false;
input->cur.button |= BTN_A;
// Handles jumping on Link's sword
@ -364,7 +356,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
player->actor.world.pos.z,
1.0f, 5.0f, 0.0f);
sSwordJumpTimer--;
if ((sSwordJumpTimer == 0) || ((player->invincibilityTimer > 0) && (this->swordState == 0))) {
if (((u32)sSwordJumpTimer == 0) || ((player->invincibilityTimer > 0) && (this->swordState == 0))) {
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
input->cur.button = BTN_A;
player->stateFlags3 &= ~4;
@ -391,7 +383,6 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Handles Dark Link's reaction to sword attack other than jumpslashes
if (func_800354B4(globalCtx, &this->actor, 120.0f, 0x7FFF, 0x7FFF, this->actor.world.rot.y)) {
// Loads arguments in wrong order. Probably related to static variables problem.
if ((player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) {
// Handles the reaction to a one-handed stab. If the conditions are satisfied,
@ -421,17 +412,17 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Handles reactions to all other sword attacks
sStickAngle = this->actor.yawTowardsPlayer; // Not loaded into pointer
sStickAngle = thisx->yawTowardsPlayer;
input->cur.button = BTN_B;
if (player->swordAnimation <= FORWARD_COMBO_2H) {
sStickTilt = 0.0f;
} else if (player->swordAnimation <= RIGHT_COMBO_2H) {
sStickTilt = 127.0f;
sStickAngle += sStickAngle; // Not loaded from pointer
sStickAngle += 0x4000;
} else if (player->swordAnimation <= LEFT_COMBO_2H) {
sStickTilt = 127.0f;
sStickAngle += -0x4000; // Not loaded from pointer
sStickAngle -= 0x4000;
} else if (player->swordAnimation <= HAMMER_SIDE) {
input->cur.button = BTN_R;
} else if (player->swordAnimation <= BIG_SPIN_2H) {
@ -439,7 +430,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
} else {
EnTorch2_Backflip(this, input, &this->actor);
}
if (CHECK_BTN_ANY(input->cur.button, BTN_A | BTN_R) && (this->swordState == 0) &&
if (!CHECK_BTN_ANY(input->cur.button, BTN_A | BTN_R) && (this->swordState == 0) &&
(player->swordState != 0)) {
sCounterState = 1;
}
@ -448,7 +439,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Handles movement and attacks when not reacting to Link's actions
sStickAngle = this->actor.yawTowardsPlayer;
sStickAngle = thisx->yawTowardsPlayer;
sp50 = 0.0f;
if ((90.0f >= this->actor.xzDistToPlayer) && (this->actor.xzDistToPlayer > 70.0f) &&
(ABS(sp5A) >= 0x7800) && (this->actor.isTargeted || !(player->stateFlags1 & 0x00400000))) {
@ -493,10 +484,11 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
} else if (sJumpslashFlag && (sAlpha == 255) && (this->actor.velocity.y > 0)) {
input->cur.button |= BTN_B;
} else if (!sJumpslashFlag && (this->actor.bgCheckFlags & 1)) {
sStickAngle = this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
sStickAngle = this->actor.yawTowardsPlayer;
if (sAlpha != 255) {
sStickAngle += 0x8000;
sStickTilt = 127.0f; // Not loaded from pointer
sStickTilt = 127.0f;
sZTargetFlag = true;
}
input->cur.button |= BTN_A;
@ -507,9 +499,10 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Rotates Dark Link's stick angle from Link-relative to camera-relative.
sp66 = camera->camDir.y - sStickAngle;
input->cur.stick_x = Math_SinS(sp66) * sStickTilt;
temp = Math_CosS(sp66) * sStickTilt;
input->cur.stick_y = temp;
sInput.cur.stick_x = sStickTilt * Math_SinS(sp66);
stickY = sStickTilt * Math_CosS(sp66);
if (sAlpha) {}
sInput.cur.stick_y = stickY;
if ((sAlpha != 255) && ((globalCtx->gameplayFrames % 8) == 0)) {
sAlpha++;
@ -579,18 +572,13 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Updates Dark Link's "controller". The conditional seems to cause him to
// stop targeting and hold shield if he's been holding it long enough.
phi_a2 = input->cur.button;
pad54 = input->cur.button ^ input->prev.button;
pad54 = input->prev.button ^ input->cur.button;
input->press.button = input->cur.button & pad54;
phi_v0 = input->cur.button;
if (input->cur.button & BTN_R) {
input->cur.button = phi_a2;
phi_a2 = ((sCounterState == 0) && (this->swordState == 0)) ? BTN_R : phi_v0 ^ BTN_R;
phi_v0 = phi_a2; // instruction mismatch
input->cur.button = ((sCounterState == 0) && (this->swordState == 0)) ? BTN_R : input->cur.button ^ BTN_R;
}
input->rel.button = input->prev.button & pad54;
input->prev.button = phi_v0 & 0x3FFF; // & ~(BTN_A | BTN_B)
input->cur.button = phi_a2;
input->prev.button = input->cur.button & (u16)~(BTN_A | BTN_B);
PadUtils_UpdateRelXY(input);
input->press.stick_x += (s8)(input->cur.stick_x - input->prev.stick_x);
@ -606,7 +594,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
}
if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) &&
(this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & 0x04000000) &&
!(this->swordQuads[0].base.acFlags & AT_HIT) && !(this->swordQuads[1].base.acFlags & AT_HIT)) {
!(this->swordQuads[0].base.atFlags & AT_HIT) && !(this->swordQuads[1].base.atFlags & AT_HIT)) {
if (!Actor_ApplyDamage(&this->actor)) {
func_800F5B58();
@ -619,7 +607,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
sDeathFlag++;
sActionState = ENTORCH2_DEATH;
Enemy_StartFinishingBlow(globalCtx, &this->actor);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xC0);
Item_DropCollectibleRandom(globalCtx, &this->actor, &thisx->world.pos, 0xC0);
this->stateFlags3 &= ~4;
} else {
func_800F5ACC(0x38);
@ -631,9 +619,9 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
}
} else {
this->actor.flags &= ~1;
this->unk_8A0 = this->actor.colChkInfo.damage;
this->unk_8A1 = 1;
this->unk_8A8 = 6.0f;
this->unk_8A0 = this->actor.colChkInfo.damage;
this->unk_8A4 = 8.0f;
this->unk_8A2 = this->actor.yawTowardsPlayer + 0x8000;
Actor_SetDropFlag(&this->actor, &this->cylinder.info, 1);
@ -764,9 +752,6 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
this->actor.focus.pos.y += 20.0f;
this->actor.shape.yOffset = sSwordJumpHeight;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Torch2/EnTorch2_Update.s")
#endif
s32 EnTorch2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {