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Split z64.h: move various things, state, sram, gfx, jpeg, prerender, speedmeter (#1487)
* Split z64.h more * fix speedmeter.h (expect this kind of issue resolution to pop up eventually) * fix z64object.h * fix z64state.h * fix (probably only partially) z64play.h * fix fix speedmeter.h :) * revert making a play header (sadge), add/split transition & transition_instances * move stuff to cutscene, interface * Move `TransitionCircle%` enums to `z64transition_instances.h` * z64state.h -> z64game.h with a "this is not final" comment * forward declare GraphicsContext in z64game.h instead of including the header file for it * don't comment on where the forward declarations are from reasoning: 1) it's easy to go out of sync (like this comment, it was outdated anyway) 2) any IDE can easily find the struct anyway
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include/z64sram.h
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include/z64sram.h
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#ifndef Z64SRAM_H
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#define Z64SRAM_H
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#include "ultra64/ultratypes.h"
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typedef struct {
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/* 0x00 */ u8* readBuff;
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} SramContext; // size = 0x4
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#define SRAM_SIZE 0x8000
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#define SRAM_HEADER_SIZE 0x10
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typedef enum {
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/* 0x00 */ SRAM_HEADER_SOUND,
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/* 0x01 */ SRAM_HEADER_ZTARGET,
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/* 0x02 */ SRAM_HEADER_LANGUAGE,
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/* 0x03 */ SRAM_HEADER_MAGIC // must be the value of `sZeldaMagic` for save to be considered valid
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} SramHeaderField;
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#endif
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