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Allow building the Debug ROM without debug features (#2052)

* Allow building the Debug ROM without debug features

* Fix bss

* Add comment

* Reword again

* Fix bss
This commit is contained in:
cadmic 2024-08-19 14:58:31 -07:00 committed by GitHub
parent 6bc6cedaf8
commit d191e8714e
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10 changed files with 17 additions and 10 deletions

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@ -648,7 +648,9 @@ DECLARE_ROM_SEGMENT(spot20_room_0)
DECLARE_ROM_SEGMENT(ganon_tou_room_0)
#if OOT_DEBUG
// Room symbols for compiling test scenes, these are not wrapped in an `#if OOT_DEBUG`
// so that debug ROMs (including gc-eu-mq-dbg) can be built with OOT_DEBUG=0.
DECLARE_ROM_SEGMENT(test01_room_0)
DECLARE_ROM_SEGMENT(besitu_room_0)
@ -670,6 +672,5 @@ DECLARE_ROM_SEGMENT(testroom_room_1)
DECLARE_ROM_SEGMENT(testroom_room_2)
DECLARE_ROM_SEGMENT(testroom_room_3)
DECLARE_ROM_SEGMENT(testroom_room_4)
#endif
#endif

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@ -7,7 +7,7 @@ s32 gScreenWidth = SCREEN_WIDTH;
s32 gScreenHeight = SCREEN_HEIGHT;
u32 gSystemHeapSize = 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"
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224"
PreNmiBuff* gAppNmiBufferPtr;
Scheduler gScheduler;

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@ -8,7 +8,7 @@
#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "assets/objects/object_bdoor/object_bdoor.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"
#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"
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;

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@ -120,7 +120,7 @@ u16 gCamAtSplinePointsAppliedFrame;
u16 gCamEyePointAppliedFrame;
u16 gCamAtPointAppliedFrame;
#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"
#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"
// Cam ID to return to when a scripted cutscene is finished
s16 sReturnToCamId;

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@ -3,6 +3,8 @@
#include "terminal.h"
#include "assets/textures/parameter_static/parameter_static.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"
s16 sTextFade = false; // original name: key_off_flag ?
u8 D_8014B2F4 = 0;

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@ -4,7 +4,7 @@
#include "z64frame_advance.h"
#pragma increment_block_number "gc-eu:24 gc-eu-mq:24 gc-jp:24 gc-jp-ce:24 gc-jp-mq:24 gc-us:24 gc-us-mq:24"
#pragma increment_block_number "gc-eu:252 gc-eu-mq:252 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0"
TransitionTile gTransitionTile;
s32 gTransitionTileState;

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@ -10,6 +10,8 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "terminal.h"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
#define MO_WATER_LEVEL(play) play->colCtx.colHeader->waterBoxes[0].ySurface

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@ -10,6 +10,8 @@
#include "overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.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"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10)
#define vParity actionVar

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@ -14,7 +14,7 @@
#include "cic6105.h"
#endif
#pragma increment_block_number "gc-eu:197 gc-eu-mq:197 gc-jp:199 gc-jp-ce:199 gc-jp-mq:199 gc-us:199 gc-us-mq:199"
#pragma increment_block_number "gc-eu:171 gc-eu-mq:171 gc-jp:173 gc-jp-ce:173 gc-jp-mq:173 gc-us:173 gc-us-mq:173"
#define FLAGS ACTOR_FLAG_4

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@ -354,19 +354,19 @@ void Player_Action_CsAction(Player* this, PlayState* play);
// .bss part 1
#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"
#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"
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:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
#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"
static s32 D_80858AA4;
static Vec3f sInteractWallCheckResult;
static Input* sControlInput;
#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"
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224"
// .data