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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
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25 changed files with 224 additions and 165 deletions
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@ -100,12 +100,22 @@ static ColliderCylinderInit sLightBallCylinderInit = {
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static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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// For retail BSS ordering, the block number of sGanondorf must be 0 or just above.
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// TODO: There's probably a way to do this 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 50
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static EnGanonMant* sCape;
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#pragma increment_block_number 200
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static s32 sSeed1;
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static s32 sSeed2;
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static s32 sSeed3;
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#pragma increment_block_number 200
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static BossGanon* sGanondorf;
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static EnZl3* sZelda;
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