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Make Gamestates use thisx for entry point functions (#437)
* fix colliderinit typo * fix initchain * reloc * thisx * sample * review * forgot sample main
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b010db7c19
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7 changed files with 74 additions and 54 deletions
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@ -146,8 +146,8 @@ Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx) {
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globalCtx->lightCtx.unk_0A, 1000);
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}
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void Gameplay_Destroy(GlobalContext* globalCtx) {
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s32 pad;
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void Gameplay_Destroy(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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Player* player = PLAYER;
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globalCtx->state.gfxCtx->callback = NULL;
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@ -191,7 +191,8 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
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#ifdef NON_MATCHING
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// regalloc and stack usage differences
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// also missing some extra duplicated instructions
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void Gameplay_Init(GlobalContext* globalCtx) {
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void Gameplay_Init(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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GraphicsContext* gfxCtx;
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void* zAlloc; // 0x84
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void* zAllocAligned;
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@ -1329,7 +1330,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Draw.s")
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#endif
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void Gameplay_Main(GlobalContext* globalCtx) {
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void Gameplay_Main(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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D_8012D1F8 = &globalCtx->state.input[0];
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DebugDisplay_Init();
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@ -1,30 +1,30 @@
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#include "global.h"
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#include "vt.h"
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void func_80092320(PreNMIContext* prenmiCtx) {
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prenmiCtx->state.running = false;
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prenmiCtx->state.init = NULL;
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prenmiCtx->state.size = 0;
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void func_80092320(PreNMIContext* this) {
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this->state.running = false;
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this->state.init = NULL;
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this->state.size = 0;
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}
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void PreNMI_Update(PreNMIContext* prenmiCtx) {
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void PreNMI_Update(PreNMIContext* this) {
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osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_move\n" VT_RST);
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// Strings existing only in rodata
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("../z_prenmi.c");
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("(int)volume = %d\n");
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if (prenmiCtx->timer == 0) {
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if (this->timer == 0) {
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ViConfig_UpdateVi(1);
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func_80092320(prenmiCtx);
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func_80092320(this);
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return;
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}
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prenmiCtx->timer--;
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this->timer--;
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}
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void PreNMI_Draw(PreNMIContext* prenmiCtx) {
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GraphicsContext* gfxCtx = prenmiCtx->state.gfxCtx;
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void PreNMI_Draw(PreNMIContext* this) {
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_draw\n" VT_RST);
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@ -34,26 +34,30 @@ void PreNMI_Draw(PreNMIContext* prenmiCtx) {
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func_80095248(gfxCtx, 0, 0, 0);
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func_800940B0(gfxCtx);
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gDPSetFillColor(oGfxCtx->polyOpa.p++, (GPACK_RGBA5551(255, 255, 255, 1) << 16) | GPACK_RGBA5551(255, 255, 255, 1));
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gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, prenmiCtx->timer + 100, SCREEN_WIDTH - 1, prenmiCtx->timer + 100);
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gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, this->timer + 100, SCREEN_WIDTH - 1, this->timer + 100);
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CLOSE_DISPS(gfxCtx, "../z_prenmi.c", 112);
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}
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void PreNMI_Main(PreNMIContext* prenmiCtx) {
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PreNMI_Update(prenmiCtx);
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PreNMI_Draw(prenmiCtx);
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void PreNMI_Main(GameState* thisx) {
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PreNMIContext* this = (PreNMIContext*)thisx;
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PreNMI_Update(this);
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PreNMI_Draw(this);
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prenmiCtx->state.unk_A0 = 1;
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this->state.unk_A0 = 1;
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}
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void PreNMI_Destroy(PreNMIContext* prenmiCtx) {
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void PreNMI_Destroy(GameState* thisx) {
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}
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void PreNMI_Init(PreNMIContext* prenmiCtx) {
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prenmiCtx->state.main = PreNMI_Main;
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prenmiCtx->state.destroy = PreNMI_Destroy;
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prenmiCtx->timer = 30;
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prenmiCtx->unk_A8 = 10;
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void PreNMI_Init(GameState* thisx) {
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PreNMIContext* this = (PreNMIContext*)thisx;
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this->state.main = PreNMI_Main;
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this->state.destroy = PreNMI_Destroy;
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this->timer = 30;
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this->unk_A8 = 10;
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R_UPDATE_RATE = 1;
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}
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@ -38,12 +38,14 @@ void Sample_Draw(SampleContext* this) {
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CLOSE_DISPS(gfxCtx, "../z_sample.c", 111);
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}
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void Sample_Main(SampleContext* this) {
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void Sample_Main(GameState* thisx) {
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SampleContext* this = (SampleContext*)thisx;
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Sample_Draw(this);
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Sample_HandleStateChange(this);
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}
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void Sample_Destroy(SampleContext* this) {
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void Sample_Destroy(GameState* thisx) {
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}
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void Sample_SetupView(SampleContext* this) {
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@ -83,7 +85,9 @@ void Sample_LoadTitleStatic(SampleContext* this) {
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DmaMgr_SendRequest1(this->staticSegment, _title_staticSegmentRomStart, size, "../z_sample.c", 164);
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}
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void Sample_Init(SampleContext* this) {
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void Sample_Init(GameState* thisx) {
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SampleContext* this = (SampleContext*)thisx;
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this->state.main = Sample_Main;
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this->state.destroy = Sample_Destroy;
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R_UPDATE_RATE = 1;
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