mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-05 23:44:53 +00:00
Match retail BSS ordering (#1927)
* Match retail BSS ordering * Revert moving some global variables to headers * Adjust block numbers after header changes * Fix debug build * Overlay bss ordering * Fix BSS ordering after header changes * gc-eu-mq OK * Implement preprocessor for #pragma increment_block_number * Transfer usage comment from reencode.sh * Use temporary directory instead of temporary file * Move ColChkMassType back
This commit is contained in:
parent
a94661054e
commit
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25 changed files with 224 additions and 165 deletions
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@ -44,6 +44,15 @@
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#include "terminal.h"
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#include "alloca.h"
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// For retail BSS ordering, the block number of sFaultInstance must be 0 or
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// just above (the exact upper bound depends on the block numbers assigned to
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// extern variables declared in headers).
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#if OOT_DEBUG
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#pragma increment_block_number 20
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#else
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#pragma increment_block_number 25
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#endif
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void FaultDrawer_Init(void);
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void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled);
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void FaultDrawer_DrawRecImpl(s32 xStart, s32 yStart, s32 xEnd, s32 yEnd, u16 color);
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@ -76,21 +85,11 @@ const char* sFpExceptionNames[] = {
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"Unimplemented operation", "Invalid operation", "Division by zero", "Overflow", "Underflow", "Inexact operation",
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};
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#ifndef NON_MATCHING
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// TODO: match .bss (has reordering issues)
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extern FaultMgr* sFaultInstance;
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extern u8 sFaultAwaitingInput;
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extern STACK(sFaultStack, 0x600);
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extern StackEntry sFaultThreadInfo;
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extern FaultMgr gFaultMgr;
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#else
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// Non-matching version for struct shiftability
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FaultMgr* sFaultInstance;
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u8 sFaultAwaitingInput;
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STACK(sFaultStack, 0x600);
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StackEntry sFaultThreadInfo;
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FaultMgr gFaultMgr;
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#endif
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typedef struct {
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/* 0x00 */ s32 (*callback)(void*, void*);
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@ -99,15 +99,8 @@ FaultDrawer sFaultDrawerDefault = {
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NULL,
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};
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#ifndef NON_MATCHING
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// TODO: match .bss (has reordering issues)
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extern FaultDrawer sFaultDrawer;
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extern char D_8016B6C0[0x20];
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#else
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// Non-matching version for struct shiftability
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FaultDrawer sFaultDrawer;
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char D_8016B6C0[0x20];
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#endif
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void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled) {
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sFaultDrawer.osSyncPrintfEnabled = enabled;
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@ -1,6 +1,10 @@
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#include "global.h"
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#include "terminal.h"
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// For retail BSS ordering, the block number of cbf in Math3D_CylVsCylOverlapCenterDist
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// must be 0.
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#pragma increment_block_number 190
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s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
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Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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s32 Math3D_TriLineIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA,
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@ -8,6 +8,9 @@
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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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// For retail BSS ordering, the block number of sCurCeilingPoly
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// must be between 2 and 243 inclusive.
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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@ -1894,7 +1897,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
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return false;
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}
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// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
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#pragma increment_block_number 22
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// Local data used for Farore's Wind light (stored in BSS)
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LightInfo D_8015BC00;
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LightNode* D_8015BC10;
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s32 D_8015BC14;
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@ -4,6 +4,10 @@
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#include "terminal.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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// For retail BSS ordering, the block number of D_8015BD7C
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// must be between 88 and 123 inclusive.
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#pragma increment_block_number 30
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s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
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s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
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s32 Camera_UpdateWater(Camera* camera);
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@ -3628,6 +3632,8 @@ s32 Camera_KeepOn3(Camera* camera) {
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return 1;
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}
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#pragma increment_block_number 100
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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static Vec3f D_8015BD60;
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@ -7,6 +7,10 @@ typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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typedef void (*ColChkVsFunc)(PlayState*, CollisionCheckContext*, Collider*, Collider*);
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typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec3f*, Vec3f*);
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// For retail BSS ordering, the block number of sparkInit in CollisionCheck_BlueBlood
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// must be between 183 and 255 inclusive.
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#pragma increment_block_number 50
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#if OOT_DEBUG
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/**
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* Draws a red triangle with vertices vA, vB, and vC.
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@ -2238,8 +2242,10 @@ void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChk
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy0;
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static s8 sBssDummy1;
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#endif
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void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
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static TriNorm tri1;
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy3;
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static s8 sBssDummy4;
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static s8 sBssDummy5;
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static s8 sBssDummy6;
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#endif
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void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
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Collider* acCol) {
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy7;
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static s8 sBssDummy8;
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static s8 sBssDummy9;
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static s8 sBssDummy10;
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#endif
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void CollisionCheck_ATTrisVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
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Collider* acCol) {
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*/
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void CollisionCheck_SetHitEffects(PlayState* play, CollisionCheckContext* colChkCtx) {
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Collider** acColP;
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Collider* acCol;
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for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
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Collider* acCol = *acColP;
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acCol = *acColP;
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if (acCol != NULL && acCol->acFlags & AC_ON) {
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if (acCol->actor != NULL && acCol->actor->update == NULL) {
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*/
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void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol) {
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Collider** acColP;
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Collider* acCol;
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for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
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Collider* acCol = *acColP;
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acCol = *acColP;
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if (acCol != NULL && acCol->acFlags & AC_ON) {
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if (acCol->actor != NULL && acCol->actor->update == NULL) {
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*/
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void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colChkCtx) {
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Collider** atColP;
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Collider* atCol;
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if (colChkCtx->colATCount == 0 || colChkCtx->colACCount == 0) {
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return;
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}
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for (atColP = colChkCtx->colAT; atColP < colChkCtx->colAT + colChkCtx->colATCount; atColP++) {
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Collider* atCol = *atColP;
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atCol = *atColP;
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if (atCol != NULL && atCol->atFlags & AT_ON) {
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if (atCol->actor != NULL && atCol->actor->update == NULL) {
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/* 2 */ MASSTYPE_NORMAL
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} ColChkMassType;
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#pragma increment_block_number 253
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/**
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* Get mass type. Immovable colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immovable
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* colliders.
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*/
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void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx) {
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s32 i;
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Collider* col;
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for (i = 0; i < colChkCtx->colACCount; i++) {
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Collider* col = colChkCtx->colAC[i];
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col = colChkCtx->colAC[i];
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if (col == NULL) {
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continue;
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Collider_SetTrisElementDim(play, &trisElem->dim, src);
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}
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#if OOT_DEBUG
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// Due to an unknown reason, bss ordering changed between the 2 static Vec3f variables in the function below.
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// In order to reproduce this behavior, we need a specific number of bss variables in the file before that point.
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// For this, we introduce a certain amount of dummy variables throughout the file, which we fit inside padding added
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// by the compiler between structs like TriNorm and/or Vec3f, so they don't take space in bss.
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static s8 sBssDummy11;
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static s8 sBssDummy12;
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#endif
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/**
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* Updates the world spheres for all of the collider's JntSph elements attached to the specified limb
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@ -1,5 +1,10 @@
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#include "global.h"
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// For retail BSS ordering, the block number of D_8015FA88 must be 0 or
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// just above (the exact upper bound depends on the block numbers assigned to
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// extern variables declared in headers).
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#pragma increment_block_number 60
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ALIGNED(16) SaveContext gSaveContext;
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u32 D_8015FA88;
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u32 D_8015FA8C;
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@ -1,6 +1,11 @@
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#include "global.h"
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#include "terminal.h"
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// For retail BSS ordering, the block number of sKaleidoScopeUpdateFunc must be 0 or
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// just above (the exact upper bound depends on the block numbers assigned to
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// extern variables declared in headers).
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#pragma increment_block_number 60
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void (*sKaleidoScopeUpdateFunc)(PlayState* play);
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void (*sKaleidoScopeDrawFunc)(PlayState* play);
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f32 gBossMarkScale;
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@ -4,6 +4,11 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
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// For retail BSS ordering, the block number of sLensFlareUnused must be lower
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// than the extern variables declared in the header (e.g. gLightningStrike)
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// while the block number of sNGameOverLightNode must be higher.
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#pragma increment_block_number 80
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typedef enum {
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/* 0x00 */ LIGHTNING_BOLT_START,
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/* 0x01 */ LIGHTNING_BOLT_WAIT,
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u8 gCustomLensFlareOn;
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Vec3f gCustomLensFlarePos;
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s16 gLensFlareUnused;
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s16 sLensFlareUnused;
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s16 gLensFlareScale;
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f32 gLensFlareColorIntensity;
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s16 gLensFlareGlareStrength;
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s16 sSunDepthTestX;
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s16 sSunDepthTestY;
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// These variables could be moved farther down in the file to reduce the amount
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// of block number padding here, but currently this causes BSS ordering issues
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// for debug.
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#pragma increment_block_number 230
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LightNode* sNGameOverLightNode;
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LightInfo sNGameOverLightInfo;
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LightNode* sSGameOverLightNode;
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pos.y = gCustomLensFlarePos.y;
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pos.z = gCustomLensFlarePos.z;
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Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, pos, gLensFlareUnused,
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Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, pos, sLensFlareUnused,
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gLensFlareScale, gLensFlareColorIntensity, gLensFlareGlareStrength, false);
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}
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}
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@ -9,9 +9,9 @@ UNK_TYPE D_8012D1F4 = 0; // unused
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Input* D_8012D1F8 = NULL;
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TransitionTile sTransitionTile;
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TransitionTile gTransitionTile;
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s32 gTransitionTileState;
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VisMono sPlayVisMono;
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VisMono gPlayVisMono;
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Color_RGBA8_u32 gVisMonoColor;
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#if OOT_DEBUG
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@ -199,7 +199,7 @@ void Play_Destroy(GameState* thisx) {
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CollisionCheck_DestroyContext(this, &this->colChkCtx);
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if (gTransitionTileState == TRANS_TILE_READY) {
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TransitionTile_Destroy(&sTransitionTile);
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TransitionTile_Destroy(&gTransitionTile);
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gTransitionTileState = TRANS_TILE_OFF;
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}
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@ -211,7 +211,7 @@ void Play_Destroy(GameState* thisx) {
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Letterbox_Destroy();
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TransitionFade_Destroy(&this->transitionFadeFlash);
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VisMono_Destroy(&sPlayVisMono);
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VisMono_Destroy(&gPlayVisMono);
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if (gSaveContext.save.linkAge != this->linkAgeOnLoad) {
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Inventory_SwapAgeEquipment();
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@ -409,7 +409,7 @@ void Play_Init(GameState* thisx) {
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TransitionFade_SetType(&this->transitionFadeFlash, TRANS_INSTANCE_TYPE_FADE_FLASH);
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TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255));
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TransitionFade_Start(&this->transitionFadeFlash);
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VisMono_Init(&sPlayVisMono);
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VisMono_Init(&gPlayVisMono);
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gVisMonoColor.a = 0;
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CutsceneFlags_UnsetAll(this);
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@ -521,18 +521,18 @@ void Play_Update(PlayState* this) {
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if (gTransitionTileState != TRANS_TILE_OFF) {
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switch (gTransitionTileState) {
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case TRANS_TILE_PROCESS:
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if (TransitionTile_Init(&sTransitionTile, 10, 7) == NULL) {
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if (TransitionTile_Init(&gTransitionTile, 10, 7) == NULL) {
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PRINTF("fbdemo_init呼出し失敗!\n"); // "fbdemo_init call failed!"
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gTransitionTileState = TRANS_TILE_OFF;
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} else {
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sTransitionTile.zBuffer = (u16*)gZBuffer;
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gTransitionTile.zBuffer = (u16*)gZBuffer;
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gTransitionTileState = TRANS_TILE_READY;
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R_UPDATE_RATE = 1;
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}
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break;
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case TRANS_TILE_READY:
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TransitionTile_Update(&sTransitionTile);
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TransitionTile_Update(&gTransitionTile);
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break;
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default:
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@ -687,7 +687,7 @@ void Play_Update(PlayState* this) {
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this->transitionMode = TRANS_MODE_OFF;
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if (gTransitionTileState == TRANS_TILE_READY) {
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TransitionTile_Destroy(&sTransitionTile);
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TransitionTile_Destroy(&gTransitionTile);
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gTransitionTileState = TRANS_TILE_OFF;
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R_UPDATE_RATE = 3;
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}
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@ -1135,8 +1135,8 @@ void Play_Draw(PlayState* this) {
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TransitionFade_Draw(&this->transitionFadeFlash, &gfxP);
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if (gVisMonoColor.a > 0) {
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sPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
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VisMono_Draw(&sPlayVisMono, &gfxP);
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gPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
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VisMono_Draw(&gPlayVisMono, &gfxP);
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}
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gSPEndDisplayList(gfxP++);
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@ -1147,7 +1147,7 @@ void Play_Draw(PlayState* this) {
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if (gTransitionTileState == TRANS_TILE_READY) {
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Gfx* sp88 = POLY_OPA_DISP;
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TransitionTile_Draw(&sTransitionTile, &sp88);
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TransitionTile_Draw(&gTransitionTile, &sp88);
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POLY_OPA_DISP = sp88;
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goto Play_Draw_DrawOverlayElements;
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}
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