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.bss
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9a1b6854a0
commit
e6747ad15d
6 changed files with 16 additions and 15 deletions
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@ -33,7 +33,7 @@
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#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "assets/objects/object_bdoor/object_bdoor.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:128" \
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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CollisionPoly* sCurCeilingPoly;
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@ -1,5 +1,5 @@
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#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64 ique-cn:64" \
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"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
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#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 ique-cn:0" \
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#include "libc64/qrand.h"
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#include "libu64/gfxprint.h"
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@ -235,8 +235,8 @@ s16 sLightningFlashAlpha;
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s16 sSunDepthTestX;
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s16 sSunDepthTestY;
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
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"ique-cn:160 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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#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" \
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"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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LightNode* sNGameOverLightNode;
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LightInfo sNGameOverLightInfo;
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@ -24,7 +24,8 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/object_tw/object_tw.h"
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#pragma increment_block_number "gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0"
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#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128 ique-cn:128 ntsc-1.0:128" \
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"ntsc-1.1:128 ntsc-1.2:128"
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
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@ -21,8 +21,8 @@
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#include "assets/objects/object_efc_star_field/object_efc_star_field.h"
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#include "assets/objects/object_toki_objects/object_toki_objects.h"
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#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 ique-cn:0" \
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#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" \
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"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:0 pal-1.1:0"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@ -36,8 +36,8 @@
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#include "cic6105.h"
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#endif
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#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" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#pragma increment_block_number "gc-eu:32 gc-eu-mq:32 gc-jp:32 gc-jp-ce:32 gc-jp-mq:32 gc-us:32 gc-us-mq:32 ntsc-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -359,21 +359,21 @@ void Player_Action_CsAction(Player* this, PlayState* play);
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// .bss part 1
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#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" \
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"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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static s32 D_80858AA0;
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// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
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// data around. It would be easier if we had more options for controlling BSS ordering in debug.
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ique-cn:192 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ique-cn:224 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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static s32 sSavedCurrentMask;
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static Vec3f sInteractWallCheckResult;
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static Input* sControlInput;
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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#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" \
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"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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// .data
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