mirror of https://github.com/zeldaret/mm.git
Bootstrap BgHeavyBlock
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@ -11,6 +11,7 @@
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*
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* DEFINE_ACTOR_UNSET is needed to define empty entries from the original game
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*/
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#include "versions.h"
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/* 0x000 */ DEFINE_ACTOR_INTERNAL(Player, ACTOR_PLAYER, ALLOCTYPE_NORMAL, "Player")
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/* 0x001 */ DEFINE_ACTOR(En_Test, ACTOR_EN_TEST, ALLOCTYPE_NORMAL, "En_Test")
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/* 0x002 */ DEFINE_ACTOR(En_GirlA, ACTOR_EN_GIRLA, ALLOCTYPE_NORMAL, "En_GirlA")
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@ -89,7 +90,11 @@
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/* 0x04B */ DEFINE_ACTOR_UNSET(ACTOR_UNSET_4B)
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/* 0x04C */ DEFINE_ACTOR(En_Rd, ACTOR_EN_RD, ALLOCTYPE_NORMAL, "En_Rd")
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/* 0x04D */ DEFINE_ACTOR(Bg_F40_Flift, ACTOR_BG_F40_FLIFT, ALLOCTYPE_NORMAL, "Bg_F40_Flift")
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/* 0x04E */ DEFINE_ACTOR_UNSET(ACTOR_UNSET_4E)
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#if MM_VERSION >= N64_US
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/* 0x04E */ DEFINE_ACTOR_UNSET(ACTOR_BG_HEAVY_BLOCK)
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#else
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/* 0x04E */ DEFINE_ACTOR(Bg_Heavy_Block, ACTOR_BG_HEAVY_BLOCK, ALLOCTYPE_NORMAL, "Bg_Heavy_Block")
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#endif
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/* 0x04F */ DEFINE_ACTOR(Obj_Mure, ACTOR_OBJ_MURE, ALLOCTYPE_NORMAL, "Obj_Mure")
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/* 0x050 */ DEFINE_ACTOR(En_Sw, ACTOR_EN_SW, ALLOCTYPE_NORMAL, "En_Sw")
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/* 0x051 */ DEFINE_ACTOR(Object_Kankyo, ACTOR_OBJECT_KANKYO, ALLOCTYPE_NORMAL, "Object_Kankyo")
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11
spec/spec
11
spec/spec
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@ -2,6 +2,8 @@
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* ROM spec file
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*/
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#include "include/versions.h"
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beginseg
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name "framebuffer_lo"
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address 0x80000500
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@ -1257,6 +1259,15 @@ beginseg
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include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_F40_Flift/ovl_Bg_F40_Flift_reloc.o"
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endseg
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#if MM_VERSION < N64_US
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beginseg
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name "ovl_Bg_Heavy_Block"
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compress
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include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.o"
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include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Heavy_Block/ovl_Bg_Heavy_Block_reloc.o"
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endseg
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#endif
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beginseg
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name "ovl_Obj_Mure"
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compress
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@ -0,0 +1,40 @@
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/*
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* File: z_bg_heavy_block.c
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* Overlay: ovl_Bg_Heavy_Block
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* Description: Large block that can only be lifted with Golden Gauntlets
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*/
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#include "z_bg_heavy_block.h"
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#include "versions.h"
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#define FLAGS 0
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void BgHeavyBlock_Init(Actor* thisx, PlayState* play);
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void BgHeavyBlock_Destroy(Actor* thisx, PlayState* play);
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void BgHeavyBlock_Update(Actor* thisx, PlayState* play);
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void BgHeavyBlock_Draw(Actor* thisx, PlayState* play);
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ActorProfile Bg_Heavy_Block_Profile = {
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/**/ ACTOR_BG_HEAVY_BLOCK,
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/**/ ACTORCAT_BG,
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/**/ FLAGS,
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/**/ OBJECT_HEAVY_OBJECT,
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/**/ sizeof(BgHeavyBlock),
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/**/ BgHeavyBlock_Init,
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/**/ BgHeavyBlock_Destroy,
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/**/ BgHeavyBlock_Update,
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/**/ BgHeavyBlock_Draw,
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};
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void BgHeavyBlock_Init(Actor* thisx, PlayState* play) {
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}
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void BgHeavyBlock_Destroy(Actor* thisx, PlayState* play) {
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}
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void BgHeavyBlock_Update(Actor* thisx, PlayState* play) {
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}
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void BgHeavyBlock_Draw(Actor* thisx, PlayState* play) {
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}
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@ -0,0 +1,16 @@
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#ifndef Z_BG_HEAVY_BLOCK_H
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#define Z_BG_HEAVY_BLOCK_H
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#include "global.h"
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struct BgHeavyBlock;
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typedef void (*BgHeavyBlockActionFunc)(struct BgHeavyBlock*, PlayState*);
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typedef struct BgHeavyBlock {
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/* 0x000 */ DynaPolyActor dyna;
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/* 0x15C */ char unk_15C[0x16C - 0x15C];
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/* 0x16C */ BgHeavyBlockActionFunc actionFunc;
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} BgHeavyBlock; // size = 0x170
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#endif // Z_BG_HEAVY_BLOCK_H
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