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Document Magic (#1199)
* Magic docs WIP * More docs, first round finished * Better docs * More renaming * Simpler name * Another small adjustment * rm if(1) * Better names again after in-game testing * Change comments * change comment * Big rename based on all the suggestions * Small touch-up * More PR Suggestions * RESTORE_IDLE -> RESET * More docs * Capitalization * PR suggestions * Make declaration consistent * Health_ChangeBy (amount) * PR Suggestions * Missed one * More PR Suggestions * Change comment * Add another clarity comment * Discord discussions on `magicFillTarget` * Comments * grammar * More comment clarity * Another bad comment * PR suggestions, improved comments * One more comment * one more thing * bar -> meter
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35 changed files with 327 additions and 249 deletions
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@ -1473,8 +1473,8 @@ void FileChoose_LoadGame(GameState* thisx) {
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gSaveContext.unk_13EE = 0x32;
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gSaveContext.nayrusLoveTimer = 0;
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gSaveContext.healthAccumulator = 0;
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gSaveContext.unk_13F0 = 0;
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gSaveContext.unk_13F2 = 0;
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gSaveContext.magicState = MAGIC_STATE_IDLE;
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gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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@ -1488,16 +1488,16 @@ void FileChoose_LoadGame(GameState* thisx) {
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gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC =
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gSaveContext.unk_13F4 = 0;
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gSaveContext.magicCapacity = 0;
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gSaveContext.unk_13F6 = gSaveContext.magic;
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gSaveContext.magic = 0;
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gSaveContext.magicLevel = gSaveContext.magic;
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if (1) {}
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// Set the fill target to be the saved magic amount
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gSaveContext.magicFillTarget = gSaveContext.magic;
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// Set `magicLevel` and `magic` to 0 so `magicCapacity` then `magic` grows from nothing to respectively the full
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// capacity and `magicFillTarget`
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gSaveContext.magicLevel = gSaveContext.magic = 0;
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osSyncPrintf(VT_FGCOL(GREEN));
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osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.unk_13F6), gSaveContext.magic);
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osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.magicFillTarget), gSaveContext.magic);
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osSyncPrintf(VT_RST);
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gSaveContext.naviTimer = 0;
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@ -20,10 +20,12 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
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osSyncPrintf(VT_RST);
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if (gSaveContext.fileNum == 0xFF) {
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Sram_InitDebugSave();
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gSaveContext.unk_13F6 = gSaveContext.magic;
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gSaveContext.magic = 0;
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gSaveContext.unk_13F4 = 0;
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gSaveContext.magicLevel = gSaveContext.magic;
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// Set the fill target to be the saved magic amount
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gSaveContext.magicFillTarget = gSaveContext.magic;
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// Set `magicLevel` and `magic` to 0 so `magicCapacity` then `magic` grows from nothing
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// to respectively the full capacity and `magicFillTarget`
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gSaveContext.magicCapacity = 0;
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gSaveContext.magicLevel = gSaveContext.magic = 0;
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}
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gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
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gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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