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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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13 changed files with 79 additions and 13 deletions
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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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