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Finish matching ique-cn (#2451)
* git subrepo clone git@github.com:Thar0/com-plugin.git tools/com-plugin subrepo: subdir: "tools/com-plugin" merged: "e8543312d" upstream: origin: "git@github.com:Thar0/com-plugin.git" branch: "main" commit: "e8543312d" git-subrepo: version: "0.4.6" origin: "https://github.com/ingydotnet/git-subrepo" commit: "110b9eb" * ique-cn OK * Review suggestions * Most suggestions * git subrepo pull tools/com-plugin subrepo: subdir: "tools/com-plugin" merged: "81595ed1c" upstream: origin: "git@github.com:Thar0/com-plugin.git" branch: "main" commit: "81595ed1c" git-subrepo: version: "0.4.6" origin: "https://github.com/ingydotnet/git-subrepo" commit: "110b9eb" * Fix other versions
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51 changed files with 5756 additions and 52 deletions
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@ -125,22 +125,22 @@ static ColliderCylinderInit sLightBallCylinderInit = {
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static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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static EnGanonMant* sCape;
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// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
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// data around. It would be easier if we had more options for controlling BSS ordering in debug.
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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static s32 sSeed1;
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static s32 sSeed2;
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static s32 sSeed3;
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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static BossGanon* sGanondorf;
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@ -7,7 +7,7 @@
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#include "assets/objects/object_toki_objects/object_toki_objects.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@ -14,8 +14,8 @@
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#include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
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#include "terminal.h"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:128" \
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -1397,7 +1397,7 @@ void func_80B3F3D8(void) {
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}
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#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64" \
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"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
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"ique-cn:128 ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
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void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) {
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static Vec3f D_80B42DA0;
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@ -454,7 +454,6 @@ static f32 sFishGroupAngle1;
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static f32 sFishGroupAngle2;
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static f32 sFishGroupAngle3;
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static FishingEffect sEffects[FISHING_EFFECT_COUNT];
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static Vec3f sStreamSfxProjectedPos;
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void Fishing_SetColliderElement(s32 index, ColliderJntSph* collider, Vec3f* pos, f32 scale) {
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collider->elements[index].dim.worldSphere.center.x = pos->x;
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@ -5139,6 +5138,7 @@ static Vec3s sSinkingLureLocations[] = {
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};
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void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
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static Vec3f sStreamSfxProjectedPos;
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PlayState* play = play2;
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Fishing* this = (Fishing*)thisx;
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Vec3f multiVecSrc;
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@ -332,21 +332,21 @@ void Player_Action_CsAction(Player* this, PlayState* play);
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// .bss part 1
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
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"ique-cn:128 ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
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static s32 D_80858AA0;
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// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
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// data around. It would be easier if we had more options for controlling BSS ordering in debug.
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ique-cn:128 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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static s32 sSavedCurrentMask;
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static Vec3f sInteractWallCheckResult;
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static Input* sControlInput;
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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// .data
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@ -902,9 +902,14 @@ static void* sPromptChoiceTexs[][2] = {
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#endif
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};
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//! @bug On the iQue version, kaleido bss is reported to be just 0x10 bytes large in the relocation section. This is
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//! likely due to not counting the size of COMMON symbols in the overlay. sPlayerPreRender was likely originally
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//! non-static, but we make it static here to match the bss order and patch the relocation section later in the build
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//! as our relocation generator does count COMMON symbols.
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static u8 D_808321A8[5];
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static PreRender sPlayerPreRender;
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static void* sPreRenderCvg;
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void* sPreRenderCvg;
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void KaleidoScope_SetupPlayerPreRender(PlayState* play) {
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Gfx* gfx;
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