1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-12 01:40:47 +00:00

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
This commit is contained in:
Tharo 2025-02-04 11:55:04 +00:00 committed by GitHub
parent 6c06168e72
commit c028db03b4
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
51 changed files with 5756 additions and 52 deletions

View file

@ -125,22 +125,22 @@ static ColliderCylinderInit sLightBallCylinderInit = {
static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
#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" \
"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
#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" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
static EnGanonMant* sCape;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#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" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
static s32 sSeed1;
static s32 sSeed2;
static s32 sSeed3;
#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" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
static BossGanon* sGanondorf;

View file

@ -7,7 +7,7 @@
#include "assets/objects/object_toki_objects/object_toki_objects.h"
#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" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)

View file

@ -14,8 +14,8 @@
#include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
#include "terminal.h"
#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" \
"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
#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" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
@ -1397,7 +1397,7 @@ void func_80B3F3D8(void) {
}
#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" \
"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
"ique-cn:128 ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) {
static Vec3f D_80B42DA0;

View file

@ -454,7 +454,6 @@ static f32 sFishGroupAngle1;
static f32 sFishGroupAngle2;
static f32 sFishGroupAngle3;
static FishingEffect sEffects[FISHING_EFFECT_COUNT];
static Vec3f sStreamSfxProjectedPos;
void Fishing_SetColliderElement(s32 index, ColliderJntSph* collider, Vec3f* pos, f32 scale) {
collider->elements[index].dim.worldSphere.center.x = pos->x;
@ -5139,6 +5138,7 @@ static Vec3s sSinkingLureLocations[] = {
};
void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
static Vec3f sStreamSfxProjectedPos;
PlayState* play = play2;
Fishing* this = (Fishing*)thisx;
Vec3f multiVecSrc;

View file

@ -332,21 +332,21 @@ void Player_Action_CsAction(Player* this, PlayState* play);
// .bss part 1
#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" \
"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
"ique-cn:128 ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
static s32 D_80858AA0;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#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" \
"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
"ique-cn:128 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
static s32 sSavedCurrentMask;
static Vec3f sInteractWallCheckResult;
static Input* sControlInput;
#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" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
// .data

View file

@ -902,9 +902,14 @@ static void* sPromptChoiceTexs[][2] = {
#endif
};
//! @bug On the iQue version, kaleido bss is reported to be just 0x10 bytes large in the relocation section. This is
//! likely due to not counting the size of COMMON symbols in the overlay. sPlayerPreRender was likely originally
//! non-static, but we make it static here to match the bss order and patch the relocation section later in the build
//! as our relocation generator does count COMMON symbols.
static u8 D_808321A8[5];
static PreRender sPlayerPreRender;
static void* sPreRenderCvg;
void* sPreRenderCvg;
void KaleidoScope_SetupPlayerPreRender(PlayState* play) {
Gfx* gfx;