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Doc misc 5 (#1223)
* Annotate global equip and upgrade masks data * Trivial respawn doc stuff Move the respawn mode enum up to use the _MAX enum value in the save context struct * Comment on the `sceneFlags[127]` debug-strings-suggested out-of-bounds access * Reword `room_inf[127]` comments (attempt)
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9 changed files with 108 additions and 51 deletions
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@ -81,12 +81,12 @@ extern Gfx gCullBackDList[];
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extern Gfx gCullFrontDList[];
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extern Gfx gEmptyDL[];
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extern u32 gBitFlags[32];
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extern u16 gEquipMasks[4];
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extern u16 gEquipNegMasks[4];
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extern u32 gUpgradeMasks[8];
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extern u8 gEquipShifts[4];
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extern u8 gUpgradeShifts[8];
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extern u16 gUpgradeCapacities[8][4];
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extern u16 gEquipMasks[EQUIP_TYPE_MAX];
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extern u16 gEquipNegMasks[EQUIP_TYPE_MAX];
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extern u32 gUpgradeMasks[UPG_MAX];
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extern u8 gEquipShifts[EQUIP_TYPE_MAX];
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extern u8 gUpgradeShifts[UPG_MAX];
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extern u16 gUpgradeCapacities[UPG_MAX][4];
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extern u32 gGsFlagsMasks[4];
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extern u32 gGsFlagsShifts[4];
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extern void* gItemIcons[0x82];
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@ -78,7 +78,8 @@ typedef enum {
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/* 0x04 */ UPG_WALLET,
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/* 0x05 */ UPG_BULLET_BAG,
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/* 0x06 */ UPG_STICKS,
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/* 0x07 */ UPG_NUTS
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/* 0x07 */ UPG_NUTS,
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/* 0x08 */ UPG_MAX
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} UpgradeType;
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typedef enum {
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@ -38,6 +38,19 @@ typedef struct {
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/* 0x08 */ s16 angle;
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} HorseData; // size = 0x0A
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/**
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* The respawn mode names refer to the perceived player movement when respawning
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* "down": being on ground
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* "return": coming from the ground
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* "top": coming from the air
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*/
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typedef enum {
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/* 0x00 */ RESPAWN_MODE_DOWN, /* Normal Void Outs */
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/* 0x01 */ RESPAWN_MODE_RETURN, /* Grotto Returnpoints */
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/* 0x02 */ RESPAWN_MODE_TOP, /* Farore's Wind */
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/* 0x03 */ RESPAWN_MODE_MAX
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} RespawnMode;
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typedef struct {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ s16 yaw;
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@ -117,7 +130,7 @@ typedef struct {
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/* 0x135C */ s32 gameMode;
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/* 0x1360 */ s32 sceneSetupIndex;
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/* 0x1364 */ s32 respawnFlag; // "restart_flag"
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/* 0x1368 */ RespawnData respawn[3]; // "restart_data"
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/* 0x1368 */ RespawnData respawn[RESPAWN_MODE_MAX]; // "restart_data"
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/* 0x13BC */ f32 entranceSpeed;
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/* 0x13C0 */ u16 entranceSound;
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/* 0x13C2 */ char unk_13C2[0x0001];
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@ -175,12 +188,6 @@ typedef struct {
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/* 0x1424 */ s16 healthAccumulator;
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} SaveContext; // size = 0x1428
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typedef enum {
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/* 0x00 */ RESPAWN_MODE_DOWN, /* Normal Void Outs */
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/* 0x01 */ RESPAWN_MODE_RETURN, /* Grotto Returnpoints */
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/* 0x02 */ RESPAWN_MODE_TOP /* Farore's Wind */
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} RespawnMode;
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typedef enum {
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/* 0x00 */ BTN_ENABLED,
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/* 0xFF */ BTN_DISABLED = 0xFF
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@ -11,26 +11,67 @@ u32 gBitFlags[] = {
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(1 << 24), (1 << 25), (1 << 26), (1 << 27), (1 << 28), (1 << 29), (1 << 30), (1 << 31),
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};
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u16 gEquipMasks[] = { 0x000F, 0x00F0, 0x0F00, 0xF000 };
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u16 gEquipNegMasks[] = { 0xFFF0, 0xFF0F, 0xF0FF, 0x0FFF };
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u32 gUpgradeMasks[] = {
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0x00000007, 0x00000038, 0x000001C0, 0x00000E00, 0x00003000, 0x0001C000, 0x000E0000, 0x00700000,
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u16 gEquipMasks[EQUIP_TYPE_MAX] = {
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0xF << (EQUIP_TYPE_SWORD * 4), // EQUIP_TYPE_SWORD
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0xF << (EQUIP_TYPE_SHIELD * 4), // EQUIP_TYPE_SHIELD
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0xF << (EQUIP_TYPE_TUNIC * 4), // EQUIP_TYPE_TUNIC
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0xF << (EQUIP_TYPE_BOOTS * 4), // EQUIP_TYPE_BOOTS
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};
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u32 gUpgradeNegMasks[] = {
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0xFFFFFFF8, 0xFFFFFFC7, 0xFFFFFE3F, 0xFFFFF1FF, 0xFFFFCFFF, 0xFFFE3FFF, 0xFFF1FFFF, 0xFF8FFFFF,
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u16 gEquipNegMasks[EQUIP_TYPE_MAX] = {
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(u16) ~(0xF << (EQUIP_TYPE_SWORD * 4)), // EQUIP_TYPE_SWORD
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(u16) ~(0xF << (EQUIP_TYPE_SHIELD * 4)), // EQUIP_TYPE_SHIELD
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(u16) ~(0xF << (EQUIP_TYPE_TUNIC * 4)), // EQUIP_TYPE_TUNIC
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(u16) ~(0xF << (EQUIP_TYPE_BOOTS * 4)), // EQUIP_TYPE_BOOTS
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};
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u8 gEquipShifts[] = { 0, 4, 8, 12 };
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u8 gUpgradeShifts[] = { 0, 3, 6, 9, 12, 14, 17, 20 };
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u16 gUpgradeCapacities[][4] = {
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{ 0, 30, 40, 50 }, // Quivers
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{ 0, 20, 30, 40 }, // Bomb Bags
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{ 0, 0, 0, 0 }, // Unused (Scale)
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{ 0, 0, 0, 0 }, // Unused (Strength)
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{ 99, 200, 500, 500 }, // Wallets
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{ 0, 30, 40, 50 }, // Deku Seed Bullet Bags
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{ 0, 10, 20, 30 }, // Deku Stick Upgrades
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{ 0, 20, 30, 40 }, // Deku Nut Upgrades
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u32 gUpgradeMasks[UPG_MAX] = {
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0x00000007, // UPG_QUIVER
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0x00000038, // UPG_BOMB_BAG
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0x000001C0, // UPG_STRENGTH
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0x00000E00, // UPG_SCALE
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0x00003000, // UPG_WALLET
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0x0001C000, // UPG_BULLET_BAG
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0x000E0000, // UPG_STICKS
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0x00700000, // UPG_NUTS
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};
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u32 gUpgradeNegMasks[UPG_MAX] = {
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~0x00000007, // UPG_QUIVER
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~0x00000038, // UPG_BOMB_BAG
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~0x000001C0, // UPG_STRENGTH
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~0x00000E00, // UPG_SCALE
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~0x00003000, // UPG_WALLET
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~0x0001C000, // UPG_BULLET_BAG
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~0x000E0000, // UPG_STICKS
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~0x00700000, // UPG_NUTS
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};
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u8 gEquipShifts[EQUIP_TYPE_MAX] = {
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EQUIP_TYPE_SWORD * 4, // EQUIP_TYPE_SWORD
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EQUIP_TYPE_SHIELD * 4, // EQUIP_TYPE_SHIELD
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EQUIP_TYPE_TUNIC * 4, // EQUIP_TYPE_TUNIC
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EQUIP_TYPE_BOOTS * 4, // EQUIP_TYPE_BOOTS
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};
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u8 gUpgradeShifts[UPG_MAX] = {
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0, // UPG_QUIVER
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3, // UPG_BOMB_BAG
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6, // UPG_STRENGTH
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9, // UPG_SCALE
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12, // UPG_WALLET
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14, // UPG_BULLET_BAG
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17, // UPG_STICKS
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20, // UPG_NUTS
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};
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u16 gUpgradeCapacities[UPG_MAX][4] = {
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{ 0, 30, 40, 50 }, // UPG_QUIVER
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{ 0, 20, 30, 40 }, // UPG_BOMB_BAG
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{ 0, 0, 0, 0 }, // UPG_STRENGTH (unused)
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{ 0, 0, 0, 0 }, // UPG_SCALE (unused)
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{ 99, 200, 500, 500 }, // UPG_WALLET
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{ 0, 30, 40, 50 }, // UPG_BULLET_BAG
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{ 0, 10, 20, 30 }, // UPG_STICKS
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{ 0, 20, 30, 40 }, // UPG_NUTS
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};
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u32 gGsFlagsMasks[] = { 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 };
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@ -874,7 +874,7 @@ void DemoKankyo_DrawWarpSparkles(Actor* thisx, GlobalContext* globalCtx) {
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sWarpSparkleEnvColors[globalCtx->msgCtx.lastPlayedSong].g,
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sWarpSparkleEnvColors[globalCtx->msgCtx.lastPlayedSong].b, 255);
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} else {
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s8 respawnData = gSaveContext.respawn[1].data;
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s8 respawnData = gSaveContext.respawn[RESPAWN_MODE_RETURN].data;
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gDPSetEnvColor(POLY_XLU_DISP++, sWarpSparkleEnvColors[respawnData].r,
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sWarpSparkleEnvColors[respawnData].g, sWarpSparkleEnvColors[respawnData].b, 255);
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@ -1406,8 +1406,14 @@ void func_80A053F0(Actor* thisx, GlobalContext* globalCtx) {
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} else {
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this->actionFunc(this, globalCtx);
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thisx->shape.rot.y = this->unk_2BC;
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nREG(80) = HIGH_SCORE(HS_HBA);
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// `gSaveContext.sceneFlags[127].chest` (like in the debug string) instead of `HIGH_SCORE(HS_HBA)` matches too,
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// but, with how the `SaveContext` struct is currently defined, it is an out-of-bounds read in the `sceneFlags`
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// array.
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// It is theorized the original `room_inf` (currently `sceneFlags`) was an array of length 128, not broken up
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// like currently into structs. Structs are currently used because they're easier to work with and still match.
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// There is another occurrence of this elsewhere.
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nREG(80) = HIGH_SCORE(HS_HBA);
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if ((nREG(81) != 0) && (HIGH_SCORE(HS_HBA) != 0)) {
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LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", HIGH_SCORE(HS_HBA), "../z_en_elf.c", 2595);
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}
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@ -629,6 +629,8 @@ void EnGe1_TalkNoPrize_Archery(EnGe1* this, GlobalContext* globalCtx) {
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void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx) {
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CLEAR_EVENTINF(EVENTINF_HORSES_08);
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LOG_NUM("z_common_data.yabusame_total", gSaveContext.minigameScore, "../z_en_ge1.c", 1110);
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// With the current `SaveContext` struct definition, the expression in the debug string is an out-of-bounds read,
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// see the other occurrence of this for more details.
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LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", HIGH_SCORE(HS_HBA), "../z_en_ge1.c", 1111);
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this->actor.flags |= ACTOR_FLAG_16;
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@ -8913,7 +8913,7 @@ void func_80845EF8(Player* this, GlobalContext* globalCtx) {
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func_80097534(globalCtx, &globalCtx->roomCtx);
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}
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func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
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Gameplay_SetupRespawnPoint(globalCtx, 0, 0xDFF);
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Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
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}
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return;
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}
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@ -9296,8 +9296,8 @@ void Player_Init(Actor* thisx, GlobalContext* globalCtx2) {
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SceneTableEntry* scene = globalCtx->loadedScene;
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u32 titleFileSize;
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s32 initMode;
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s32 sp50;
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s32 sp4C;
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s32 respawnFlag;
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s32 respawnMode;
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globalCtx->shootingGalleryStatus = globalCtx->bombchuBowlingStatus = 0;
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@ -9322,34 +9322,34 @@ void Player_Init(Actor* thisx, GlobalContext* globalCtx2) {
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Player_InitCommon(this, globalCtx, gPlayerSkelHeaders[((void)0, gSaveContext.linkAge)]);
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this->giObjectSegment = (void*)(((u32)ZeldaArena_MallocDebug(0x3008, "../z_player.c", 17175) + 8) & ~0xF);
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sp50 = gSaveContext.respawnFlag;
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respawnFlag = gSaveContext.respawnFlag;
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if (sp50 != 0) {
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if (sp50 == -3) {
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if (respawnFlag != 0) {
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if (respawnFlag == -3) {
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thisx->params = gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams;
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} else {
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if ((sp50 == 1) || (sp50 == -1)) {
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if ((respawnFlag == 1) || (respawnFlag == -1)) {
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this->unk_A86 = -2;
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}
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if (sp50 < 0) {
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sp4C = 0;
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if (respawnFlag < 0) {
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respawnMode = RESPAWN_MODE_DOWN;
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} else {
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sp4C = sp50 - 1;
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Math_Vec3f_Copy(&thisx->world.pos, &gSaveContext.respawn[sp50 - 1].pos);
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respawnMode = respawnFlag - 1;
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Math_Vec3f_Copy(&thisx->world.pos, &gSaveContext.respawn[respawnMode].pos);
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Math_Vec3f_Copy(&thisx->home.pos, &thisx->world.pos);
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Math_Vec3f_Copy(&thisx->prevPos, &thisx->world.pos);
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this->fallStartHeight = thisx->world.pos.y;
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this->currentYaw = thisx->shape.rot.y = gSaveContext.respawn[sp4C].yaw;
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thisx->params = gSaveContext.respawn[sp4C].playerParams;
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this->currentYaw = thisx->shape.rot.y = gSaveContext.respawn[respawnMode].yaw;
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thisx->params = gSaveContext.respawn[respawnMode].playerParams;
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}
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globalCtx->actorCtx.flags.tempSwch = gSaveContext.respawn[sp4C].tempSwchFlags & 0xFFFFFF;
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globalCtx->actorCtx.flags.tempCollect = gSaveContext.respawn[sp4C].tempCollectFlags;
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globalCtx->actorCtx.flags.tempSwch = gSaveContext.respawn[respawnMode].tempSwchFlags & 0xFFFFFF;
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globalCtx->actorCtx.flags.tempCollect = gSaveContext.respawn[respawnMode].tempCollectFlags;
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}
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}
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if ((sp50 == 0) || (sp50 < -1)) {
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if ((respawnFlag == 0) || (respawnFlag < -1)) {
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titleFileSize = scene->titleFile.vromEnd - scene->titleFile.vromStart;
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if ((titleFileSize != 0) && gSaveContext.showTitleCard) {
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if ((gSaveContext.sceneSetupIndex < 4) &&
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gSaveContext.showTitleCard = true;
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}
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if (func_80845C68(globalCtx, (sp50 == 2) ? 1 : 0) == 0) {
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if (func_80845C68(globalCtx, (respawnFlag == 2) ? 1 : 0) == 0) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams = (thisx->params & 0xFF) | 0xD00;
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}
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@ -1458,7 +1458,7 @@ void FileChoose_LoadGame(GameState* thisx) {
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this->state.running = false;
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}
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gSaveContext.respawn[0].entranceIndex = ENTR_LOAD_OPENING;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_LOAD_OPENING;
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gSaveContext.respawnFlag = 0;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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