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Audio WIP (#836)
* being code_800EC960 * wip * wip * more audio progress * migrate data in code_800E11F0 * wip * make ok * remove asm * wip * move some variables outside of gAudioContext to the AudioContext structure due to the size used in func_800E3094 * more progress * wip * wip * split code_800E11F0 * migrate rodata in code_800E11F0 * match functions that couldn't because of data issues * move code_800E4FE0 asm files * wip * more wip * fix global functions, and forward declarations * wip * wip * wip * ocarina wip * match a couple functions * some progress * separate some bss * match func_800EDA3C * some matching * more matches * migrate audio rodata * some matches * more matchess * start on synthesis * work on synthesis * fix function declaration * Merge branch 'master' into audio * match a few more functions * wip * wip * more matching, rename Audio_SetBGM to Audio_QueueSeqCmd * name several audio functions, and audiocontext members * more naming, rename code_800E11F0 to audio_load, code_800DAAC0 to audio_synthesis * audio wip * match a few more functions. * wip * add missing NON_MATCHING directive * wip * some matching, data reogranization * match cursed function * wip * wip * formatting * remove prefix from struct memebers * missed function rename * review Co-authored-by: fig02 <fig02srl@gmail.com>
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429 changed files with 9047 additions and 17038 deletions
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@ -349,7 +349,7 @@ void func_80ACA76C(EnOwl* this, GlobalContext* globalCtx) {
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func_8002DF54(globalCtx, &this->actor, 8);
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if (func_8002F334(&this->actor, globalCtx)) {
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Audio_SetBGM(0x110000FF);
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Audio_QueueSeqCmd(0x110000FF);
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func_80ACA62C(this, globalCtx);
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this->actor.flags &= ~0x10000;
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}
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@ -359,7 +359,7 @@ void func_80ACA7E0(EnOwl* this, GlobalContext* globalCtx) {
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func_8002DF54(globalCtx, &this->actor, 8);
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if (func_8002F334(&this->actor, globalCtx)) {
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Audio_SetBGM(0x110000FF);
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Audio_QueueSeqCmd(0x110000FF);
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if ((this->unk_3EE & 0x3F) == 0) {
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func_80ACA62C(this, globalCtx);
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} else {
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@ -559,7 +559,7 @@ void func_80ACB03C(EnOwl* this, GlobalContext* globalCtx) {
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func_8002DF54(globalCtx, &this->actor, 8);
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if (func_8002F334(&this->actor, globalCtx)) {
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Audio_SetBGM(0x110000FF);
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Audio_QueueSeqCmd(0x110000FF);
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func_80ACA62C(this, globalCtx);
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this->actor.flags &= ~0x10000;
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}
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@ -588,7 +588,7 @@ void EnOwl_WaitZoraRiver(EnOwl* this, GlobalContext* globalCtx) {
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void func_80ACB148(EnOwl* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->actor, globalCtx)) {
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Audio_SetBGM(0x110000FF);
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Audio_QueueSeqCmd(0x110000FF);
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func_80ACA5C8(this);
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this->actionFunc = func_80ACC30C;
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Flags_SetSwitch(globalCtx, 0x23);
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@ -608,7 +608,7 @@ void EnOwl_WaitHyliaShortcut(EnOwl* this, GlobalContext* globalCtx) {
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void func_80ACB22C(EnOwl* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->actor, globalCtx)) {
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Audio_SetBGM(0x110000FF);
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Audio_QueueSeqCmd(0x110000FF);
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func_80ACA5C8(this);
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this->actionFunc = func_80ACC30C;
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}
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@ -616,7 +616,7 @@ void func_80ACB22C(EnOwl* this, GlobalContext* globalCtx) {
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void func_80ACB274(EnOwl* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->actor, globalCtx)) {
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Audio_SetBGM(0x110000FF);
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Audio_QueueSeqCmd(0x110000FF);
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this->actionFunc = EnOwl_WaitDeathMountainShortcut;
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}
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}
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