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Match retail code data sizes (#1741)
* Match retail audio data * Fix various small code data problems * Disable terminal colors in debug builds * Match z_actor_dlftbls.c .rodata * Use _3 for unused nameString macro parameter * Move sDebugCutsceneScriptBuf to be in-function static * Comment on actor name being NULL * Split out padding the fault_drawer.bss.s
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c3faefc061
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c6e3ef4570
13 changed files with 79 additions and 13 deletions
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@ -102,11 +102,11 @@ FaultDrawer sFaultDrawerDefault = {
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#ifndef NON_MATCHING
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// TODO: match .bss (has reordering issues)
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extern FaultDrawer sFaultDrawer;
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extern char D_8016B6BC[0x24];
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extern char D_8016B6C0[0x20];
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#else
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// Non-matching version for struct shiftability
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FaultDrawer sFaultDrawer;
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char D_8016B6BC[0x24];
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char D_8016B6C0[0x20];
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#endif
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void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled) {
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@ -6,10 +6,11 @@ VisCvg sVisCvg;
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VisZBuf sVisZBuf;
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VisMono sVisMono;
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ViMode sViMode;
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#if OOT_DEBUG
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FaultClient sGameFaultClient;
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u16 sLastButtonPressed;
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#if OOT_DEBUG
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void GameState_FaultPrint(void) {
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static char sBtnChars[] = "ABZSuldr*+LRudlr";
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s32 i;
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@ -14,8 +14,13 @@ OSTime sGraphPrevUpdateEndTime;
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*/
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OSTime sGraphPrevTaskTimeStart;
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#if OOT_DEBUG
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FaultClient sGraphFaultClient;
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#endif
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CfbInfo sGraphCfbInfos[3];
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#if OOT_DEBUG
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FaultClient sGraphUcodeFaultClient;
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UCodeInfo D_8012D230[3] = {
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@ -30,7 +35,6 @@ UCodeInfo D_8012D248[3] = {
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{ UCODE_S2DEX, gspS2DEX2d_fifoTextStart },
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};
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#if OOT_DEBUG
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void Graph_FaultClient(void) {
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void* nextFb = osViGetNextFramebuffer();
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void* newFb = (SysCfb_GetFbPtr(0) != nextFb) ? SysCfb_GetFbPtr(0) : SysCfb_GetFbPtr(1);
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@ -45,14 +45,14 @@
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#define RDP_DONE_MSG 668
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#define NOTIFY_MSG 670 // original name: ENTRY_MSG
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vs32 sSchedDebugPrintfEnabled = false;
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OSTime sRSPGfxTimeStart;
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OSTime sRSPAudioTimeStart;
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OSTime sRSPOtherTimeStart;
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OSTime sRDPTimeStart;
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#if OOT_DEBUG
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vs32 sSchedDebugPrintfEnabled = false;
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#define SCHED_DEBUG_PRINTF \
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if (sSchedDebugPrintfEnabled) \
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PRINTF
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@ -23,6 +23,8 @@
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#undef DEFINE_ACTOR_UNSET
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// Actor Overlay Table definition
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#if OOT_DEBUG
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#define DEFINE_ACTOR(name, _1, allocType, nameString) \
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{ (uintptr_t)_ovl_##name##SegmentRomStart, \
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(uintptr_t)_ovl_##name##SegmentRomEnd, \
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@ -37,6 +39,24 @@
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#define DEFINE_ACTOR_INTERNAL(name, _1, allocType, nameString) \
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{ 0, 0, NULL, NULL, NULL, &name##_InitVars, nameString, allocType, 0 },
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#else
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// Actor name is set to NULL in retail builds
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#define DEFINE_ACTOR(name, _1, allocType, _3) \
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{ (uintptr_t)_ovl_##name##SegmentRomStart, \
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(uintptr_t)_ovl_##name##SegmentRomEnd, \
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_ovl_##name##SegmentStart, \
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_ovl_##name##SegmentEnd, \
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NULL, \
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&name##_InitVars, \
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NULL, \
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allocType, \
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0 },
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#define DEFINE_ACTOR_INTERNAL(name, _1, allocType, _3) { 0, 0, NULL, NULL, NULL, &name##_InitVars, NULL, allocType, 0 },
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#endif
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#define DEFINE_ACTOR_UNSET(_0) { 0 },
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ActorOverlay gActorOverlayTable[] = {
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@ -29,6 +29,7 @@ Color_RGBA8 sDebugCamTextColors[] = {
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{ 128, 255, 32, 128 }, // DEBUG_CAM_TEXT_GREEN
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};
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#if OOT_DEBUG
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InputCombo sRegGroupInputCombos[REG_GROUPS] = {
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{ BTN_L, BTN_CUP }, // REG
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{ BTN_L, BTN_CLEFT }, // SREG
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@ -93,6 +94,7 @@ char sRegGroupChars[REG_GROUPS] = {
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'k', // kREG
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'b', // bREG
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};
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#endif
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void Regs_Init(void) {
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s32 i;
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@ -10,9 +10,12 @@ TransitionTile sTransitionTile;
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s32 gTransitionTileState;
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VisMono sPlayVisMono;
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Color_RGBA8_u32 gVisMonoColor;
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#if OOT_DEBUG
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FaultClient D_801614B8;
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#endif
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s16 sTransitionFillTimer;
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u64 sDebugCutsceneScriptBuf[0xA00];
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void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
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@ -451,7 +454,10 @@ void Play_Init(GameState* thisx) {
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AnimationContext_Update(this, &this->animationCtx);
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gSaveContext.respawnFlag = 0;
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if (OOT_DEBUG && R_USE_DEBUG_CUTSCENE) {
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#if OOT_DEBUG
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if (R_USE_DEBUG_CUTSCENE) {
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static u64 sDebugCutsceneScriptBuf[0xA00];
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gDebugCutsceneScript = sDebugCutsceneScriptBuf;
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PRINTF("\nkawauso_data=[%x]", gDebugCutsceneScript);
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@ -459,6 +465,7 @@ void Play_Init(GameState* thisx) {
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// Presumably the ROM was larger at a previous point in development when this debug feature was used.
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DmaMgr_DmaRomToRam(0x03FEB000, gDebugCutsceneScript, sizeof(sDebugCutsceneScriptBuf));
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}
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#endif
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}
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void Play_Update(PlayState* this) {
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