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Update item names (#1376)
* Reevaluate item names (`ItemID` enum) * format * Carry `ItemID` changes to `ExchangeItemID` * format * Add item enum comments on items to slots array * Rename slots according to current item enum names * Add item enum comments on items to PlayerItemAction array * Rename PlayerItemAction enum names according to current item enum names * gi, gid names... * `QUEST_GERUDO_CARD` -> `QUEST_GERUDOS_CARD` * `DUNGEON_KEY_BOSS` -> `DUNGEON_BOSS_KEY` * `UPG_` sticks/nuts : +deku * Fixed remove array enum comments in `sDebugSaveEquips` * "magic beans" -> "magic bean" (singular) * cucco -> chicken (the one from weird egg, "alarm clock bird" from literal japanese translation)
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54 changed files with 1049 additions and 1042 deletions
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@ -138,8 +138,8 @@ static ItemEquips sNewSaveEquips = {
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static Inventory sNewSaveInventory = {
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// items
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{
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ITEM_NONE, // SLOT_STICK
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ITEM_NONE, // SLOT_NUT
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ITEM_NONE, // SLOT_DEKU_STICK
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ITEM_NONE, // SLOT_DEKU_NUT
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ITEM_NONE, // SLOT_BOMB
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ITEM_NONE, // SLOT_BOW
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ITEM_NONE, // SLOT_ARROW_FIRE
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@ -151,8 +151,8 @@ static Inventory sNewSaveInventory = {
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ITEM_NONE, // SLOT_ARROW_ICE
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ITEM_NONE, // SLOT_FARORES_WIND
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ITEM_NONE, // SLOT_BOOMERANG
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ITEM_NONE, // SLOT_LENS
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ITEM_NONE, // SLOT_BEAN
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ITEM_NONE, // SLOT_LENS_OF_TRUTH
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ITEM_NONE, // SLOT_MAGIC_BEAN
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ITEM_NONE, // SLOT_HAMMER
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ITEM_NONE, // SLOT_ARROW_LIGHT
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ITEM_NONE, // SLOT_NAYRUS_LOVE
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@ -165,8 +165,8 @@ static Inventory sNewSaveInventory = {
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},
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// ammo
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{
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0, // SLOT_STICK
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0, // SLOT_NUT
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0, // SLOT_DEKU_STICK
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0, // SLOT_DEKU_NUT
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0, // SLOT_BOMB
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0, // SLOT_BOW
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0, // SLOT_ARROW_FIRE
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@ -178,8 +178,8 @@ static Inventory sNewSaveInventory = {
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0, // SLOT_ARROW_ICE
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0, // SLOT_FARORES_WIND
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0, // SLOT_BOOMERANG
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0, // SLOT_LENS
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0, // SLOT_BEAN
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0, // SLOT_LENS_OF_TRUTH
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0, // SLOT_MAGIC_BEAN
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0, // SLOT_HAMMER
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},
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// equipment
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@ -268,35 +268,35 @@ static ItemEquips sDebugSaveEquips = {
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static Inventory sDebugSaveInventory = {
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// items
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{
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ITEM_STICK, // SLOT_STICK
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ITEM_NUT, // SLOT_NUT
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ITEM_BOMB, // SLOT_BOMB
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ITEM_BOW, // SLOT_BOW
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ITEM_ARROW_FIRE, // SLOT_ARROW_FIRE
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ITEM_DINS_FIRE, // SLOT_DINS_FIRE
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ITEM_SLINGSHOT, // SLOT_SLINGSHOT
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ITEM_OCARINA_FAIRY, // SLOT_OCARINA
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ITEM_BOMBCHU, // SLOT_BOMBCHU
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ITEM_HOOKSHOT, // SLOT_HOOKSHOT
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ITEM_ARROW_ICE, // SLOT_ARROW_ICE
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ITEM_FARORES_WIND, // SLOT_FARORES_WIND
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ITEM_BOOMERANG, // SLOT_BOOMERANG
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ITEM_LENS, // SLOT_LENS
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ITEM_BEAN, // SLOT_BEAN
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ITEM_HAMMER, // SLOT_HAMMER
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ITEM_ARROW_LIGHT, // SLOT_ARROW_LIGHT
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ITEM_NAYRUS_LOVE, // SLOT_NAYRUS_LOVE
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ITEM_BOTTLE, // SLOT_BOTTLE_1
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ITEM_POTION_RED, // SLOT_BOTTLE_2
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ITEM_POTION_GREEN, // SLOT_BOTTLE_3
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ITEM_POTION_BLUE, // SLOT_BOTTLE_4
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ITEM_POCKET_EGG, // SLOT_TRADE_ADULT
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ITEM_WEIRD_EGG, // SLOT_TRADE_CHILD
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ITEM_DEKU_STICK, // SLOT_DEKU_STICK
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ITEM_DEKU_NUT, // SLOT_DEKU_NUT
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ITEM_BOMB, // SLOT_BOMB
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ITEM_BOW, // SLOT_BOW
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ITEM_ARROW_FIRE, // SLOT_ARROW_FIRE
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ITEM_DINS_FIRE, // SLOT_DINS_FIRE
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ITEM_SLINGSHOT, // SLOT_SLINGSHOT
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ITEM_OCARINA_FAIRY, // SLOT_OCARINA
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ITEM_BOMBCHU, // SLOT_BOMBCHU
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ITEM_HOOKSHOT, // SLOT_HOOKSHOT
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ITEM_ARROW_ICE, // SLOT_ARROW_ICE
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ITEM_FARORES_WIND, // SLOT_FARORES_WIND
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ITEM_BOOMERANG, // SLOT_BOOMERANG
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ITEM_LENS_OF_TRUTH, // SLOT_LENS_OF_TRUTH
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ITEM_MAGIC_BEAN, // SLOT_MAGIC_BEAN
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ITEM_HAMMER, // SLOT_HAMMER
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ITEM_ARROW_LIGHT, // SLOT_ARROW_LIGHT
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ITEM_NAYRUS_LOVE, // SLOT_NAYRUS_LOVE
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ITEM_BOTTLE_EMPTY, // SLOT_BOTTLE_1
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ITEM_BOTTLE_POTION_RED, // SLOT_BOTTLE_2
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ITEM_BOTTLE_POTION_GREEN, // SLOT_BOTTLE_3
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ITEM_BOTTLE_POTION_BLUE, // SLOT_BOTTLE_4
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ITEM_POCKET_EGG, // SLOT_TRADE_ADULT
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ITEM_WEIRD_EGG, // SLOT_TRADE_CHILD
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},
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// ammo
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{
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50, // SLOT_STICK
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50, // SLOT_NUT
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50, // SLOT_DEKU_STICK
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50, // SLOT_DEKU_NUT
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10, // SLOT_BOMB
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30, // SLOT_BOW
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1, // SLOT_ARROW_FIRE
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@ -308,8 +308,8 @@ static Inventory sDebugSaveInventory = {
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1, // SLOT_ARROW_ICE
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1, // SLOT_FARORES_WIND
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1, // SLOT_BOOMERANG
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1, // SLOT_LENS
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1, // SLOT_BEAN
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1, // SLOT_LENS_OF_TRUTH
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1, // SLOT_MAGIC_BEAN
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1 // SLOT_HAMMER
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},
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// equipment
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@ -534,10 +534,10 @@ void Sram_OpenSave(SramContext* sramCtx) {
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i = gSaveContext.eventChkInf[EVENTCHKINF_40_INDEX] & ~EVENTCHKINF_40_MASK;
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gSaveContext.eventChkInf[EVENTCHKINF_40_INDEX] = i;
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INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN;
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INV_CONTENT(ITEM_ZELDAS_LETTER) = ITEM_CHICKEN;
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for (j = 1; j < 4; j++) {
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if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) {
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if (gSaveContext.equips.buttonItems[j] == ITEM_ZELDAS_LETTER) {
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gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
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}
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}
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