Scene table (#1207)

* scene_table.h

* Move restriction flgs to scene_table.h

* format

* rename D_801C5FC0 to sPersistentCycleFlags

* format

* move persistent flags to table

* cleanups

* review

* PERSISTENT_CYCLE_FLAGS_SET

* PERSISTENT_CYCLE_FLAGS_NONE

* move comment above the scene

* bss

* tons of bss

* whoops

* bss

* bss

* bss

* Update include/tables/scene_table.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_scene_table.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* SCENE_MAX

* bss

* bss

* bss

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal 2023-05-29 19:57:14 -04:00 committed by GitHub
parent 65d72a54cf
commit 4143097c5a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
22 changed files with 308 additions and 585 deletions

View File

@ -124,56 +124,44 @@ DECLARE_ROM_SEGMENT(d2_fine_pal_static)
DECLARE_ROM_SEGMENT(elf_message_field)
DECLARE_ROM_SEGMENT(elf_message_ydan)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI2)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI2_room_00)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI2_room_01)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI2_room_02)
DECLARE_ROM_SEGMENT(Z2_WITCH_SHOP)
DECLARE_ROM_SEGMENT(Z2_WITCH_SHOP_room_00)
DECLARE_ROM_SEGMENT(Z2_LAST_BS)
DECLARE_ROM_SEGMENT(Z2_LAST_BS_room_00)
DECLARE_ROM_SEGMENT(Z2_HAKASHITA)
DECLARE_ROM_SEGMENT(Z2_HAKASHITA_room_00)
DECLARE_ROM_SEGMENT(Z2_HAKASHITA_room_01)
DECLARE_ROM_SEGMENT(Z2_HAKASHITA_room_02)
DECLARE_ROM_SEGMENT(Z2_HAKASHITA_room_03)
DECLARE_ROM_SEGMENT(Z2_HAKASHITA_room_04)
DECLARE_ROM_SEGMENT(Z2_AYASHIISHOP)
DECLARE_ROM_SEGMENT(Z2_AYASHIISHOP_room_00)
DECLARE_ROM_SEGMENT(Z2_AYASHIISHOP_room_01)
DECLARE_ROM_SEGMENT(Z2_OMOYA)
DECLARE_ROM_SEGMENT(Z2_OMOYA_room_00)
DECLARE_ROM_SEGMENT(Z2_OMOYA_room_01)
DECLARE_ROM_SEGMENT(Z2_OMOYA_room_02)
DECLARE_ROM_SEGMENT(Z2_BOWLING)
DECLARE_ROM_SEGMENT(Z2_BOWLING_room_00)
DECLARE_ROM_SEGMENT(Z2_SONCHONOIE)
DECLARE_ROM_SEGMENT(Z2_SONCHONOIE_room_00)
DECLARE_ROM_SEGMENT(Z2_SONCHONOIE_room_01)
DECLARE_ROM_SEGMENT(Z2_SONCHONOIE_room_02)
DECLARE_ROM_SEGMENT(Z2_SONCHONOIE_room_03)
DECLARE_ROM_SEGMENT(Z2_IKANA)
DECLARE_ROM_SEGMENT(Z2_IKANA_room_00)
DECLARE_ROM_SEGMENT(Z2_IKANA_room_01)
DECLARE_ROM_SEGMENT(Z2_IKANA_room_02)
DECLARE_ROM_SEGMENT(Z2_IKANA_room_03)
DECLARE_ROM_SEGMENT(Z2_IKANA_room_04)
DECLARE_ROM_SEGMENT(Z2_KAIZOKU)
DECLARE_ROM_SEGMENT(Z2_KAIZOKU_room_00)
DECLARE_ROM_SEGMENT(Z2_MILK_BAR)
DECLARE_ROM_SEGMENT(Z2_MILK_BAR_room_00)
DECLARE_ROM_SEGMENT(Z2_INISIE_N)
DECLARE_ROM_SEGMENT(Z2_INISIE_N_room_00)
DECLARE_ROM_SEGMENT(Z2_INISIE_N_room_01)
DECLARE_ROM_SEGMENT(Z2_INISIE_N_room_02)
@ -187,10 +175,8 @@ DECLARE_ROM_SEGMENT(Z2_INISIE_N_room_09)
DECLARE_ROM_SEGMENT(Z2_INISIE_N_room_10)
DECLARE_ROM_SEGMENT(Z2_INISIE_N_room_11)
DECLARE_ROM_SEGMENT(Z2_TAKARAYA)
DECLARE_ROM_SEGMENT(Z2_TAKARAYA_room_00)
DECLARE_ROM_SEGMENT(Z2_INISIE_R)
DECLARE_ROM_SEGMENT(Z2_INISIE_R_room_00)
DECLARE_ROM_SEGMENT(Z2_INISIE_R_room_01)
DECLARE_ROM_SEGMENT(Z2_INISIE_R_room_02)
@ -204,14 +190,11 @@ DECLARE_ROM_SEGMENT(Z2_INISIE_R_room_09)
DECLARE_ROM_SEGMENT(Z2_INISIE_R_room_10)
DECLARE_ROM_SEGMENT(Z2_INISIE_R_room_11)
DECLARE_ROM_SEGMENT(Z2_OKUJOU)
DECLARE_ROM_SEGMENT(Z2_OKUJOU_room_00)
DECLARE_ROM_SEGMENT(Z2_OPENINGDAN)
DECLARE_ROM_SEGMENT(Z2_OPENINGDAN_room_00)
DECLARE_ROM_SEGMENT(Z2_OPENINGDAN_room_01)
DECLARE_ROM_SEGMENT(Z2_MITURIN)
DECLARE_ROM_SEGMENT(Z2_MITURIN_room_00)
DECLARE_ROM_SEGMENT(Z2_MITURIN_room_01)
DECLARE_ROM_SEGMENT(Z2_MITURIN_room_02)
@ -226,10 +209,8 @@ DECLARE_ROM_SEGMENT(Z2_MITURIN_room_10)
DECLARE_ROM_SEGMENT(Z2_MITURIN_room_11)
DECLARE_ROM_SEGMENT(Z2_MITURIN_room_12)
DECLARE_ROM_SEGMENT(Z2_13HUBUKINOMITI)
DECLARE_ROM_SEGMENT(Z2_13HUBUKINOMITI_room_00)
DECLARE_ROM_SEGMENT(Z2_CASTLE)
DECLARE_ROM_SEGMENT(Z2_CASTLE_room_00)
DECLARE_ROM_SEGMENT(Z2_CASTLE_room_01)
DECLARE_ROM_SEGMENT(Z2_CASTLE_room_02)
@ -241,16 +222,12 @@ DECLARE_ROM_SEGMENT(Z2_CASTLE_room_07)
DECLARE_ROM_SEGMENT(Z2_CASTLE_room_08)
DECLARE_ROM_SEGMENT(Z2_CASTLE_room_09)
DECLARE_ROM_SEGMENT(Z2_DEKUTES)
DECLARE_ROM_SEGMENT(Z2_DEKUTES_room_00)
DECLARE_ROM_SEGMENT(Z2_MITURIN_BS)
DECLARE_ROM_SEGMENT(Z2_MITURIN_BS_room_00)
DECLARE_ROM_SEGMENT(Z2_SYATEKI_MIZU)
DECLARE_ROM_SEGMENT(Z2_SYATEKI_MIZU_room_00)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_room_00)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_room_01)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_room_02)
@ -266,10 +243,8 @@ DECLARE_ROM_SEGMENT(Z2_HAKUGIN_room_11)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_room_12)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_room_13)
DECLARE_ROM_SEGMENT(Z2_ROMANYMAE)
DECLARE_ROM_SEGMENT(Z2_ROMANYMAE_room_00)
DECLARE_ROM_SEGMENT(Z2_PIRATE)
DECLARE_ROM_SEGMENT(Z2_PIRATE_room_00)
DECLARE_ROM_SEGMENT(Z2_PIRATE_room_01)
DECLARE_ROM_SEGMENT(Z2_PIRATE_room_02)
@ -286,20 +261,16 @@ DECLARE_ROM_SEGMENT(Z2_PIRATE_room_12)
DECLARE_ROM_SEGMENT(Z2_PIRATE_room_13)
DECLARE_ROM_SEGMENT(Z2_PIRATE_room_14)
DECLARE_ROM_SEGMENT(Z2_SYATEKI_MORI)
DECLARE_ROM_SEGMENT(Z2_SYATEKI_MORI_room_00)
DECLARE_ROM_SEGMENT(Z2_SINKAI)
DECLARE_ROM_SEGMENT(Z2_SINKAI_room_00)
DECLARE_ROM_SEGMENT(Z2_YOUSEI_IZUMI)
DECLARE_ROM_SEGMENT(Z2_YOUSEI_IZUMI_room_00)
DECLARE_ROM_SEGMENT(Z2_YOUSEI_IZUMI_room_01)
DECLARE_ROM_SEGMENT(Z2_YOUSEI_IZUMI_room_02)
DECLARE_ROM_SEGMENT(Z2_YOUSEI_IZUMI_room_03)
DECLARE_ROM_SEGMENT(Z2_YOUSEI_IZUMI_room_04)
DECLARE_ROM_SEGMENT(Z2_KINSTA1)
DECLARE_ROM_SEGMENT(Z2_KINSTA1_room_00)
DECLARE_ROM_SEGMENT(Z2_KINSTA1_room_01)
DECLARE_ROM_SEGMENT(Z2_KINSTA1_room_02)
@ -307,7 +278,6 @@ DECLARE_ROM_SEGMENT(Z2_KINSTA1_room_03)
DECLARE_ROM_SEGMENT(Z2_KINSTA1_room_04)
DECLARE_ROM_SEGMENT(Z2_KINSTA1_room_05)
DECLARE_ROM_SEGMENT(Z2_KINDAN2)
DECLARE_ROM_SEGMENT(Z2_KINDAN2_room_00)
DECLARE_ROM_SEGMENT(Z2_KINDAN2_room_01)
DECLARE_ROM_SEGMENT(Z2_KINDAN2_room_02)
@ -315,108 +285,77 @@ DECLARE_ROM_SEGMENT(Z2_KINDAN2_room_03)
DECLARE_ROM_SEGMENT(Z2_KINDAN2_room_04)
DECLARE_ROM_SEGMENT(Z2_KINDAN2_room_05)
DECLARE_ROM_SEGMENT(Z2_TENMON_DAI)
DECLARE_ROM_SEGMENT(Z2_TENMON_DAI_room_00)
DECLARE_ROM_SEGMENT(Z2_TENMON_DAI_room_01)
DECLARE_ROM_SEGMENT(Z2_LAST_DEKU)
DECLARE_ROM_SEGMENT(Z2_LAST_DEKU_room_00)
DECLARE_ROM_SEGMENT(Z2_LAST_DEKU_room_01)
DECLARE_ROM_SEGMENT(Z2_22DEKUCITY)
DECLARE_ROM_SEGMENT(Z2_22DEKUCITY_room_00)
DECLARE_ROM_SEGMENT(Z2_22DEKUCITY_room_01)
DECLARE_ROM_SEGMENT(Z2_22DEKUCITY_room_02)
DECLARE_ROM_SEGMENT(Z2_KAJIYA)
DECLARE_ROM_SEGMENT(Z2_KAJIYA_room_00)
DECLARE_ROM_SEGMENT(Z2_00KEIKOKU)
DECLARE_ROM_SEGMENT(Z2_00KEIKOKU_room_00)
DECLARE_ROM_SEGMENT(Z2_POSTHOUSE)
DECLARE_ROM_SEGMENT(Z2_POSTHOUSE_room_00)
DECLARE_ROM_SEGMENT(Z2_LABO)
DECLARE_ROM_SEGMENT(Z2_LABO_room_00)
DECLARE_ROM_SEGMENT(Z2_DANPEI2TEST)
DECLARE_ROM_SEGMENT(Z2_DANPEI2TEST_room_00)
DECLARE_ROM_SEGMENT(Z2_DANPEI2TEST_room_01)
DECLARE_ROM_SEGMENT(Z2_16GORON_HOUSE)
DECLARE_ROM_SEGMENT(Z2_16GORON_HOUSE_room_00)
DECLARE_ROM_SEGMENT(Z2_16GORON_HOUSE_room_01)
DECLARE_ROM_SEGMENT(Z2_33ZORACITY)
DECLARE_ROM_SEGMENT(Z2_33ZORACITY_room_00)
DECLARE_ROM_SEGMENT(Z2_8ITEMSHOP)
DECLARE_ROM_SEGMENT(Z2_8ITEMSHOP_room_00)
DECLARE_ROM_SEGMENT(Z2_F01)
DECLARE_ROM_SEGMENT(Z2_F01_room_00)
DECLARE_ROM_SEGMENT(Z2_INISIE_BS)
DECLARE_ROM_SEGMENT(Z2_INISIE_BS_room_00)
DECLARE_ROM_SEGMENT(Z2_30GYOSON)
DECLARE_ROM_SEGMENT(Z2_30GYOSON_room_00)
DECLARE_ROM_SEGMENT(Z2_31MISAKI)
DECLARE_ROM_SEGMENT(Z2_31MISAKI_room_00)
DECLARE_ROM_SEGMENT(Z2_TAKARAKUJI)
DECLARE_ROM_SEGMENT(Z2_TAKARAKUJI_room_00)
DECLARE_ROM_SEGMENT(Z2_TORIDE)
DECLARE_ROM_SEGMENT(Z2_TORIDE_room_00)
DECLARE_ROM_SEGMENT(Z2_FISHERMAN)
DECLARE_ROM_SEGMENT(Z2_FISHERMAN_room_00)
DECLARE_ROM_SEGMENT(Z2_GORONSHOP)
DECLARE_ROM_SEGMENT(Z2_GORONSHOP_room_00)
DECLARE_ROM_SEGMENT(Z2_DEKU_KING)
DECLARE_ROM_SEGMENT(Z2_DEKU_KING_room_00)
DECLARE_ROM_SEGMENT(Z2_LAST_GORON)
DECLARE_ROM_SEGMENT(Z2_LAST_GORON_room_00)
DECLARE_ROM_SEGMENT(Z2_LAST_GORON_room_01)
DECLARE_ROM_SEGMENT(Z2_24KEMONOMITI)
DECLARE_ROM_SEGMENT(Z2_24KEMONOMITI_room_00)
DECLARE_ROM_SEGMENT(Z2_F01_B)
DECLARE_ROM_SEGMENT(Z2_F01_B_room_00)
DECLARE_ROM_SEGMENT(Z2_F01C)
DECLARE_ROM_SEGMENT(Z2_F01C_room_00)
DECLARE_ROM_SEGMENT(Z2_BOTI)
DECLARE_ROM_SEGMENT(Z2_BOTI_room_00)
DECLARE_ROM_SEGMENT(Z2_BOTI_room_01)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_BS)
DECLARE_ROM_SEGMENT(Z2_HAKUGIN_BS_room_00)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI_room_00)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI_room_01)
DECLARE_ROM_SEGMENT(Z2_20SICHITAI_room_02)
DECLARE_ROM_SEGMENT(Z2_21MITURINMAE)
DECLARE_ROM_SEGMENT(Z2_21MITURINMAE_room_00)
DECLARE_ROM_SEGMENT(Z2_LAST_ZORA)
DECLARE_ROM_SEGMENT(Z2_LAST_ZORA_room_00)
DECLARE_ROM_SEGMENT(Z2_11GORONNOSATO2)
DECLARE_ROM_SEGMENT(Z2_11GORONNOSATO2_room_00)
DECLARE_ROM_SEGMENT(Z2_11GORONNOSATO2_room_01)
DECLARE_ROM_SEGMENT(Z2_SEA)
DECLARE_ROM_SEGMENT(Z2_SEA_room_00)
DECLARE_ROM_SEGMENT(Z2_SEA_room_01)
DECLARE_ROM_SEGMENT(Z2_SEA_room_02)
@ -434,10 +373,8 @@ DECLARE_ROM_SEGMENT(Z2_SEA_room_13)
DECLARE_ROM_SEGMENT(Z2_SEA_room_14)
DECLARE_ROM_SEGMENT(Z2_SEA_room_15)
DECLARE_ROM_SEGMENT(Z2_35TAKI)
DECLARE_ROM_SEGMENT(Z2_35TAKI_room_00)
DECLARE_ROM_SEGMENT(Z2_REDEAD)
DECLARE_ROM_SEGMENT(Z2_REDEAD_room_00)
DECLARE_ROM_SEGMENT(Z2_REDEAD_room_01)
DECLARE_ROM_SEGMENT(Z2_REDEAD_room_02)
@ -453,31 +390,24 @@ DECLARE_ROM_SEGMENT(Z2_REDEAD_room_11)
DECLARE_ROM_SEGMENT(Z2_REDEAD_room_12)
DECLARE_ROM_SEGMENT(Z2_REDEAD_room_13)
DECLARE_ROM_SEGMENT(Z2_BANDROOM)
DECLARE_ROM_SEGMENT(Z2_BANDROOM_room_00)
DECLARE_ROM_SEGMENT(Z2_BANDROOM_room_01)
DECLARE_ROM_SEGMENT(Z2_BANDROOM_room_02)
DECLARE_ROM_SEGMENT(Z2_BANDROOM_room_03)
DECLARE_ROM_SEGMENT(Z2_BANDROOM_room_04)
DECLARE_ROM_SEGMENT(Z2_11GORONNOSATO)
DECLARE_ROM_SEGMENT(Z2_11GORONNOSATO_room_00)
DECLARE_ROM_SEGMENT(Z2_11GORONNOSATO_room_01)
DECLARE_ROM_SEGMENT(Z2_GORON_HAKA)
DECLARE_ROM_SEGMENT(Z2_GORON_HAKA_room_00)
DECLARE_ROM_SEGMENT(Z2_SECOM)
DECLARE_ROM_SEGMENT(Z2_SECOM_room_00)
DECLARE_ROM_SEGMENT(Z2_SECOM_room_01)
DECLARE_ROM_SEGMENT(Z2_10YUKIYAMANOMURA)
DECLARE_ROM_SEGMENT(Z2_10YUKIYAMANOMURA_room_00)
DECLARE_ROM_SEGMENT(Z2_TOUGITES)
DECLARE_ROM_SEGMENT(Z2_TOUGITES_room_00)
DECLARE_ROM_SEGMENT(Z2_DANPEI)
DECLARE_ROM_SEGMENT(Z2_DANPEI_room_00)
DECLARE_ROM_SEGMENT(Z2_DANPEI_room_01)
DECLARE_ROM_SEGMENT(Z2_DANPEI_room_02)
@ -488,48 +418,34 @@ DECLARE_ROM_SEGMENT(Z2_DANPEI_room_06)
DECLARE_ROM_SEGMENT(Z2_DANPEI_room_07)
DECLARE_ROM_SEGMENT(Z2_DANPEI_room_08)
DECLARE_ROM_SEGMENT(Z2_IKANAMAE)
DECLARE_ROM_SEGMENT(Z2_IKANAMAE_room_00)
DECLARE_ROM_SEGMENT(Z2_DOUJOU)
DECLARE_ROM_SEGMENT(Z2_DOUJOU_room_00)
DECLARE_ROM_SEGMENT(Z2_MUSICHOUSE)
DECLARE_ROM_SEGMENT(Z2_MUSICHOUSE_room_00)
DECLARE_ROM_SEGMENT(Z2_IKNINSIDE)
DECLARE_ROM_SEGMENT(Z2_IKNINSIDE_room_00)
DECLARE_ROM_SEGMENT(Z2_IKNINSIDE_room_01)
DECLARE_ROM_SEGMENT(Z2_MAP_SHOP)
DECLARE_ROM_SEGMENT(Z2_MAP_SHOP_room_00)
DECLARE_ROM_SEGMENT(Z2_F40)
DECLARE_ROM_SEGMENT(Z2_F40_room_00)
DECLARE_ROM_SEGMENT(Z2_F41)
DECLARE_ROM_SEGMENT(Z2_F41_room_00)
DECLARE_ROM_SEGMENT(Z2_10YUKIYAMANOMURA2)
DECLARE_ROM_SEGMENT(Z2_10YUKIYAMANOMURA2_room_00)
DECLARE_ROM_SEGMENT(Z2_10YUKIYAMANOMURA2_room_01)
DECLARE_ROM_SEGMENT(Z2_14YUKIDAMANOMITI)
DECLARE_ROM_SEGMENT(Z2_14YUKIDAMANOMITI_room_00)
DECLARE_ROM_SEGMENT(Z2_12HAKUGINMAE)
DECLARE_ROM_SEGMENT(Z2_12HAKUGINMAE_room_00)
DECLARE_ROM_SEGMENT(Z2_17SETUGEN)
DECLARE_ROM_SEGMENT(Z2_17SETUGEN_room_00)
DECLARE_ROM_SEGMENT(Z2_17SETUGEN2)
DECLARE_ROM_SEGMENT(Z2_17SETUGEN2_room_00)
DECLARE_ROM_SEGMENT(Z2_SEA_BS)
DECLARE_ROM_SEGMENT(Z2_SEA_BS_room_00)
DECLARE_ROM_SEGMENT(Z2_RANDOM)
DECLARE_ROM_SEGMENT(Z2_RANDOM_room_00)
DECLARE_ROM_SEGMENT(Z2_RANDOM_room_01)
DECLARE_ROM_SEGMENT(Z2_RANDOM_room_02)
@ -537,21 +453,17 @@ DECLARE_ROM_SEGMENT(Z2_RANDOM_room_03)
DECLARE_ROM_SEGMENT(Z2_RANDOM_room_04)
DECLARE_ROM_SEGMENT(Z2_RANDOM_room_05)
DECLARE_ROM_SEGMENT(Z2_YADOYA)
DECLARE_ROM_SEGMENT(Z2_YADOYA_room_00)
DECLARE_ROM_SEGMENT(Z2_YADOYA_room_01)
DECLARE_ROM_SEGMENT(Z2_YADOYA_room_02)
DECLARE_ROM_SEGMENT(Z2_YADOYA_room_03)
DECLARE_ROM_SEGMENT(Z2_YADOYA_room_04)
DECLARE_ROM_SEGMENT(Z2_KONPEKI_ENT)
DECLARE_ROM_SEGMENT(Z2_KONPEKI_ENT_room_00)
DECLARE_ROM_SEGMENT(Z2_INSIDETOWER)
DECLARE_ROM_SEGMENT(Z2_INSIDETOWER_room_00)
DECLARE_ROM_SEGMENT(Z2_INSIDETOWER_room_01)
DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI)
DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI_room_00)
DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI_room_01)
DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI_room_02)
@ -562,12 +474,10 @@ DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI_room_06)
DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI_room_07)
DECLARE_ROM_SEGMENT(Z2_26SARUNOMORI_room_08)
DECLARE_ROM_SEGMENT(Z2_LOST_WOODS)
DECLARE_ROM_SEGMENT(Z2_LOST_WOODS_room_00)
DECLARE_ROM_SEGMENT(Z2_LOST_WOODS_room_01)
DECLARE_ROM_SEGMENT(Z2_LOST_WOODS_room_02)
DECLARE_ROM_SEGMENT(Z2_LAST_LINK)
DECLARE_ROM_SEGMENT(Z2_LAST_LINK_room_00)
DECLARE_ROM_SEGMENT(Z2_LAST_LINK_room_01)
DECLARE_ROM_SEGMENT(Z2_LAST_LINK_room_02)
@ -577,40 +487,28 @@ DECLARE_ROM_SEGMENT(Z2_LAST_LINK_room_05)
DECLARE_ROM_SEGMENT(Z2_LAST_LINK_room_06)
DECLARE_ROM_SEGMENT(Z2_LAST_LINK_room_07)
DECLARE_ROM_SEGMENT(Z2_SOUGEN)
DECLARE_ROM_SEGMENT(Z2_SOUGEN_room_00)
DECLARE_ROM_SEGMENT(Z2_BOMYA)
DECLARE_ROM_SEGMENT(Z2_BOMYA_room_00)
DECLARE_ROM_SEGMENT(Z2_KYOJINNOMA)
DECLARE_ROM_SEGMENT(Z2_KYOJINNOMA_room_00)
DECLARE_ROM_SEGMENT(Z2_KOEPONARACE)
DECLARE_ROM_SEGMENT(Z2_KOEPONARACE_room_00)
DECLARE_ROM_SEGMENT(Z2_GORONRACE)
DECLARE_ROM_SEGMENT(Z2_GORONRACE_room_00)
DECLARE_ROM_SEGMENT(Z2_TOWN)
DECLARE_ROM_SEGMENT(Z2_TOWN_room_00)
DECLARE_ROM_SEGMENT(Z2_ICHIBA)
DECLARE_ROM_SEGMENT(Z2_ICHIBA_room_00)
DECLARE_ROM_SEGMENT(Z2_BACKTOWN)
DECLARE_ROM_SEGMENT(Z2_BACKTOWN_room_00)
DECLARE_ROM_SEGMENT(Z2_CLOCKTOWER)
DECLARE_ROM_SEGMENT(Z2_CLOCKTOWER_room_00)
DECLARE_ROM_SEGMENT(Z2_ALLEY)
DECLARE_ROM_SEGMENT(Z2_ALLEY_room_00)
DECLARE_ROM_SEGMENT(SPOT00)
DECLARE_ROM_SEGMENT(SPOT00_room_00)
DECLARE_ROM_SEGMENT(KAKUSIANA)
DECLARE_ROM_SEGMENT(KAKUSIANA_room_00)
DECLARE_ROM_SEGMENT(KAKUSIANA_room_01)
DECLARE_ROM_SEGMENT(KAKUSIANA_room_02)

View File

@ -0,0 +1,229 @@
/**
* Scene Table
*
* DEFINE_SCENE should be used for non-empty scenes
* - Argument 0: Name of the scene segment in spec
* - Argument 1: Enum value for this scene
* - Argument 2: Title card's text id, or zero for no title card
* - Argument 3: Scene draw config index
* - Argument 4: Restriction flags. See `RESTRICTIONS_SET` on z_parameter.c
* - Argument 5: Persistent cycle flag set: bitwise flags which won't be turned off on a cycle reset (will persist between cycles)
*
* DEFINE_SCENE_UNSET is needed to define empty entries from the original game
* - Argument 0: Enum value for this scene
*/
// Southern Swamp (Clear)
/* 0x00 */ DEFINE_SCENE(Z2_20SICHITAI2, SCENE_20SICHITAI2, 0x116, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10) | (1 << 11), 0, 0, (1 << 30)))
/* 0x01 */ DEFINE_SCENE_UNSET(SCENE_UNSET_01)
/* 0x02 */ DEFINE_SCENE_UNSET(SCENE_UNSET_02)
/* 0x03 */ DEFINE_SCENE_UNSET(SCENE_UNSET_03)
/* 0x04 */ DEFINE_SCENE_UNSET(SCENE_UNSET_04)
/* 0x05 */ DEFINE_SCENE_UNSET(SCENE_UNSET_05)
/* 0x06 */ DEFINE_SCENE_UNSET(SCENE_UNSET_06)
// Lone Peak Shrine & Grottos
/* 0x07 */ DEFINE_SCENE(KAKUSIANA, SCENE_KAKUSIANA, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 2) | (1 << 10) | (1 << 11)))
// Cutscene Scene
/* 0x08 */ DEFINE_SCENE(SPOT00, SCENE_SPOT00, 0, SCENE_DRAW_CFG_NOTHING, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
/* 0x09 */ DEFINE_SCENE_UNSET(SCENE_UNSET_09)
// Magic Hags' Potion Shop
/* 0x0A */ DEFINE_SCENE(Z2_WITCH_SHOP, SCENE_WITCH_SHOP, 0x11A, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Majora's Lair
/* 0x0B */ DEFINE_SCENE(Z2_LAST_BS, SCENE_LAST_BS, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_MOON, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Beneath the Graveyard
/* 0x0C */ DEFINE_SCENE(Z2_HAKASHITA, SCENE_HAKASHITA, 0x113, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Curiosity Shop
/* 0x0D */ DEFINE_SCENE(Z2_AYASHIISHOP, SCENE_AYASHIISHOP, 0x10E, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
/* 0x0E */ DEFINE_SCENE_UNSET(SCENE_UNSET_0E)
/* 0x0F */ DEFINE_SCENE_UNSET(SCENE_UNSET_0F)
// Mama's House (Ranch House in PAL) & Barn
/* 0x10 */ DEFINE_SCENE(Z2_OMOYA, SCENE_OMOYA, 0x132, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Honey & Darling's Shop
/* 0x11 */ DEFINE_SCENE(Z2_BOWLING, SCENE_BOWLING, 0x108, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// The Mayor's Residence
/* 0x12 */ DEFINE_SCENE(Z2_SONCHONOIE, SCENE_SONCHONOIE, 0x10B, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Ikana Canyon
/* 0x13 */ DEFINE_SCENE(Z2_IKANA, SCENE_IKANA, 0x141, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 20), 0, 0, (1 << 1) | (1 << 30)))
// Pirates' Fortress
/* 0x14 */ DEFINE_SCENE(Z2_KAIZOKU, SCENE_KAIZOKU, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Milk Bar
/* 0x15 */ DEFINE_SCENE(Z2_MILK_BAR, SCENE_MILK_BAR, 0x10C, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Stone Tower Temple
/* 0x16 */ DEFINE_SCENE(Z2_INISIE_N, SCENE_INISIE_N, 0x144, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 26), 0, 0, 0))
// Treasure Chest Shop
/* 0x17 */ DEFINE_SCENE(Z2_TAKARAYA, SCENE_TAKARAYA, 0x109, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_SET(2, 0, 0, 0))
// Inverted Stone Tower Temple
/* 0x18 */ DEFINE_SCENE(Z2_INISIE_R, SCENE_INISIE_R, 0x144, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 26), 0, 0, 0))
// Clock Tower Rooftop
/* 0x19 */ DEFINE_SCENE(Z2_OKUJOU, SCENE_OKUJOU, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Before Clock Town
/* 0x1A */ DEFINE_SCENE(Z2_OPENINGDAN, SCENE_OPENINGDAN, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 0) | (1 << 1) | (1 << 2) | (1 << 3), 0, 0, 0))
// Woodfall Temple
/* 0x1B */ DEFINE_SCENE(Z2_MITURIN, SCENE_MITURIN, 0x11F, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 12) | (1 << 13) | (1 << 15) | (1 << 20) | (1 << 21) | (1 << 22), 0, 0, 0))
// Path to Mountain Village
/* 0x1C */ DEFINE_SCENE(Z2_13HUBUKINOMITI, SCENE_13HUBUKINOMITI, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Ancient Castle of Ikana
/* 0x1D */ DEFINE_SCENE(Z2_CASTLE, SCENE_CASTLE, 0x142, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, (1 << 31), 0, (1 << 10)))
// Deku Scrub Playground
/* 0x1E */ DEFINE_SCENE(Z2_DEKUTES, SCENE_DEKUTES, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_NONE)
// Odolwa's Lair
/* 0x1F */ DEFINE_SCENE(Z2_MITURIN_BS, SCENE_MITURIN_BS, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Town Shooting Gallery
/* 0x20 */ DEFINE_SCENE(Z2_SYATEKI_MIZU, SCENE_SYATEKI_MIZU, 0x107, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Snowhead Temple
/* 0x21 */ DEFINE_SCENE(Z2_HAKUGIN, SCENE_HAKUGIN, 0x12B, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 5) | (1 << 21) | (1 << 23) | (1 << 24), 0, 0, 0))
// Milk Road
/* 0x22 */ DEFINE_SCENE(Z2_ROMANYMAE, SCENE_ROMANYMAE, 0x149, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, 0))
// Pirates' Fortress Interior
/* 0x23 */ DEFINE_SCENE(Z2_PIRATE, SCENE_PIRATE, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 12)))
// Swamp Shooting Gallery
/* 0x24 */ DEFINE_SCENE(Z2_SYATEKI_MORI, SCENE_SYATEKI_MORI, 0x11B, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Pinnacle Rock
/* 0x25 */ DEFINE_SCENE(Z2_SINKAI, SCENE_SINKAI, 0x135, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 2))
// Fairy's Fountain
/* 0x26 */ DEFINE_SCENE(Z2_YOUSEI_IZUMI, SCENE_YOUSEI_IZUMI, 0x13E, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, 0))
// Swamp Spider House
/* 0x27 */ DEFINE_SCENE(Z2_KINSTA1, SCENE_KINSTA1, 0x11E, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_NONE)
// Oceanside Spider House
/* 0x28 */ DEFINE_SCENE(Z2_KINDAN2, SCENE_KINDAN2, 0x13F, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Astral Observatory
/* 0x29 */ DEFINE_SCENE(Z2_TENMON_DAI, SCENE_TENMON_DAI, 0x114, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Moon Deku Trial
/* 0x2A */ DEFINE_SCENE(Z2_LAST_DEKU, SCENE_LAST_DEKU, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_MOON, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 2))
// Deku Palace
/* 0x2B */ DEFINE_SCENE(Z2_22DEKUCITY, SCENE_22DEKUCITY, 0x118, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 30)))
// Mountain Smithy
/* 0x2C */ DEFINE_SCENE(Z2_KAJIYA, SCENE_KAJIYA, 0x127, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Termina Field
/* 0x2D */ DEFINE_SCENE(Z2_00KEIKOKU, SCENE_00KEIKOKU, 0x100, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 4), 0, 0, 0))
// Post Office
/* 0x2E */ DEFINE_SCENE(Z2_POSTHOUSE, SCENE_POSTHOUSE, 0x111, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_SET(3, 0, 0, 0))
// Marine Research Lab
/* 0x2F */ DEFINE_SCENE(Z2_LABO, SCENE_LABO, 0x13A, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_NONE)
// Beneath the Graveyard (Day 3) and Dampe's House
/* 0x30 */ DEFINE_SCENE(Z2_DANPEI2TEST, SCENE_DANPEI2TEST, 0x113, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
/* 0x31 */ DEFINE_SCENE_UNSET(SCENE_UNSET_31)
// Goron Shrine
/* 0x32 */ DEFINE_SCENE(Z2_16GORON_HOUSE, SCENE_16GORON_HOUSE, 0x124, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Zora Hall
/* 0x33 */ DEFINE_SCENE(Z2_33ZORACITY, SCENE_33ZORACITY, 0x136, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Trading Post
/* 0x34 */ DEFINE_SCENE(Z2_8ITEMSHOP, SCENE_8ITEMSHOP, 0x10F, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_NONE)
// Romani Ranch
/* 0x35 */ DEFINE_SCENE(Z2_F01, SCENE_F01, 0x12E, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Twinmold's Lair
/* 0x36 */ DEFINE_SCENE(Z2_INISIE_BS, SCENE_INISIE_BS, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Great Bay Coast
/* 0x37 */ DEFINE_SCENE(Z2_30GYOSON, SCENE_30GYOSON, 0x134, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10) | (1 << 20), 0, 0, (1 << 1) | (1 << 5)))
// Zora Cape
/* 0x38 */ DEFINE_SCENE(Z2_31MISAKI, SCENE_31MISAKI, 0x134, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, (1 << 7)))
// Lottery Shop
/* 0x39 */ DEFINE_SCENE(Z2_TAKARAKUJI, SCENE_TAKARAKUJI, 0x112, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_NONE)
/* 0x3A */ DEFINE_SCENE_UNSET(SCENE_UNSET_3A)
// Pirates' Fortress Moat
/* 0x3B */ DEFINE_SCENE(Z2_TORIDE, SCENE_TORIDE, 0x138, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, 0))
// Fisherman's Hut
/* 0x3C */ DEFINE_SCENE(Z2_FISHERMAN, SCENE_FISHERMAN, 0x13B, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_NONE)
// Goron Shop
/* 0x3D */ DEFINE_SCENE(Z2_GORONSHOP, SCENE_GORONSHOP, 0x129, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Deku King's Chamber
/* 0x3E */ DEFINE_SCENE(Z2_DEKU_KING, SCENE_DEKU_KING, 0x11C, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Moon Goron Trial
/* 0x3F */ DEFINE_SCENE(Z2_LAST_GORON, SCENE_LAST_GORON, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_MOON, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 2))
// Road to Southern Swamp
/* 0x40 */ DEFINE_SCENE(Z2_24KEMONOMITI, SCENE_24KEMONOMITI, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 1) | (1 << 31)))
// Doggy Racetrack
/* 0x41 */ DEFINE_SCENE(Z2_F01_B, SCENE_F01_B, 0x130, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_NONE)
// Cucco Shack
/* 0x42 */ DEFINE_SCENE(Z2_F01C, SCENE_F01C, 0x12F, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_NONE)
// Ikana Graveyard
/* 0x43 */ DEFINE_SCENE(Z2_BOTI, SCENE_BOTI, 0x106, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Goht's Lair
/* 0x44 */ DEFINE_SCENE(Z2_HAKUGIN_BS, SCENE_HAKUGIN_BS, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Southern Swamp (poison)
/* 0x45 */ DEFINE_SCENE(Z2_20SICHITAI, SCENE_20SICHITAI, 0x116, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10) | (1 << 11), 0, 0, (1 << 30)))
// Woodfall
/* 0x46 */ DEFINE_SCENE(Z2_21MITURINMAE, SCENE_21MITURINMAE, 0x117, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0x102, 0, 0, (1 << 10)))
// Moon Zora Trial
/* 0x47 */ DEFINE_SCENE(Z2_LAST_ZORA, SCENE_LAST_ZORA, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_MOON, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 2))
// Goron Village (spring)
/* 0x48 */ DEFINE_SCENE(Z2_11GORONNOSATO2, SCENE_11GORONNOSATO2, 0x123, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 30)))
// Great Bay Temple
/* 0x49 */ DEFINE_SCENE(Z2_SEA, SCENE_SEA, 0x13D, SCENE_DRAW_CFG_GREAT_BAY_TEMPLE, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 4) | (1 << 5) | (1 << 6), 0, 0, 0))
// Waterfall Rapids
/* 0x4A */ DEFINE_SCENE(Z2_35TAKI, SCENE_35TAKI, 0x137, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Beneath the Well
/* 0x4B */ DEFINE_SCENE(Z2_REDEAD, SCENE_REDEAD, 0x145, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Zora Hall Rooms
/* 0x4C */ DEFINE_SCENE(Z2_BANDROOM, SCENE_BANDROOM, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 30)))
// Goron Village (winter)
/* 0x4D */ DEFINE_SCENE(Z2_11GORONNOSATO, SCENE_11GORONNOSATO, 0x123, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 30)))
// Goron Graveyard
/* 0x4E */ DEFINE_SCENE(Z2_GORON_HAKA, SCENE_GORON_HAKA, 0x12A, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Sakon's Hideout
/* 0x4F */ DEFINE_SCENE(Z2_SECOM, SCENE_SECOM, 0x143, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 0, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Mountain Village (winter)
/* 0x50 */ DEFINE_SCENE(Z2_10YUKIYAMANOMURA, SCENE_10YUKIYAMANOMURA, 0x122, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 20), 0, 0, (1 << 31)))
// Ghost Hut
/* 0x51 */ DEFINE_SCENE(Z2_TOUGITES, SCENE_TOUGITES, 0x146, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Deku Shrine
/* 0x52 */ DEFINE_SCENE(Z2_DANPEI, SCENE_DANPEI, 0x120, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_NONE)
// Road to Ikana
/* 0x53 */ DEFINE_SCENE(Z2_IKANAMAE, SCENE_IKANAMAE, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Swordsman's School
/* 0x54 */ DEFINE_SCENE(Z2_DOUJOU, SCENE_DOUJOU, 0x110, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1), PERSISTENT_CYCLE_FLAGS_NONE)
// Music Box House
/* 0x55 */ DEFINE_SCENE(Z2_MUSICHOUSE, SCENE_MUSICHOUSE, 0x147, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Igos du Ikana's Lair
/* 0x56 */ DEFINE_SCENE(Z2_IKNINSIDE, SCENE_IKNINSIDE, 0x142, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_NONE)
// Tourist Information
/* 0x57 */ DEFINE_SCENE(Z2_MAP_SHOP, SCENE_MAP_SHOP, 0x119, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Stone Tower
/* 0x58 */ DEFINE_SCENE(Z2_F40, SCENE_F40, 0x140, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, 0))
// Inverted Stone Tower
/* 0x59 */ DEFINE_SCENE(Z2_F41, SCENE_F41, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, 0))
// Mountain Village (spring)
/* 0x5A */ DEFINE_SCENE(Z2_10YUKIYAMANOMURA2, SCENE_10YUKIYAMANOMURA2, 0x122, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 20), 0, 0, (1 << 31)))
// Path to Snowhead
/* 0x5B */ DEFINE_SCENE(Z2_14YUKIDAMANOMITI, SCENE_14YUKIDAMANOMITI, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 8)))
// Snowhead
/* 0x5C */ DEFINE_SCENE(Z2_12HAKUGINMAE, SCENE_12HAKUGINMAE, 0x125, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 10), 0, 0, 0))
// Path to Goron Village (winter)
/* 0x5D */ DEFINE_SCENE(Z2_17SETUGEN, SCENE_17SETUGEN, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 7)))
// Path to Goron Village (spring)
/* 0x5E */ DEFINE_SCENE(Z2_17SETUGEN2, SCENE_17SETUGEN2, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 7)))
// Gyorg's Lair
/* 0x5F */ DEFINE_SCENE(Z2_SEA_BS, SCENE_SEA_BS, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 31)))
// Secret Shrine
/* 0x60 */ DEFINE_SCENE(Z2_RANDOM, SCENE_RANDOM, 0x12C, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 10)))
// Stock Pot Inn
/* 0x61 */ DEFINE_SCENE(Z2_YADOYA, SCENE_YADOYA, 0x10A, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Great Bay Cutscene
/* 0x62 */ DEFINE_SCENE(Z2_KONPEKI_ENT, SCENE_KONPEKI_ENT, 0x139, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Clock Tower Interior
/* 0x63 */ DEFINE_SCENE(Z2_INSIDETOWER, SCENE_INSIDETOWER, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_SET(0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 0), PERSISTENT_CYCLE_FLAGS_SET(1 << 0, 0, 0, 0))
// Woods of Mystery
/* 0x64 */ DEFINE_SCENE(Z2_26SARUNOMORI, SCENE_26SARUNOMORI, 0x11D, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_NONE)
// Lost Woods (Intro)
/* 0x65 */ DEFINE_SCENE(Z2_LOST_WOODS, SCENE_LOST_WOODS, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Moon Link Trial
/* 0x66 */ DEFINE_SCENE(Z2_LAST_LINK, SCENE_LAST_LINK, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_MOON, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 2))
// The Moon
/* 0x67 */ DEFINE_SCENE(Z2_SOUGEN, SCENE_SOUGEN, 0, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_MOON, PERSISTENT_CYCLE_FLAGS_NONE)
// Bomb Shop
/* 0x68 */ DEFINE_SCENE(Z2_BOMYA, SCENE_BOMYA, 0x10D, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_INDOORS, PERSISTENT_CYCLE_FLAGS_NONE)
// Giants' Chamber
/* 0x69 */ DEFINE_SCENE(Z2_KYOJINNOMA, SCENE_KYOJINNOMA, 0, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// Gorman Track
/* 0x6A */ DEFINE_SCENE(Z2_KOEPONARACE, SCENE_KOEPONARACE, 0x131, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NO_DOUBLE_TIME, PERSISTENT_CYCLE_FLAGS_NONE)
// Goron Racetrack
/* 0x6B */ DEFINE_SCENE(Z2_GORONRACE, SCENE_GORONRACE, 0x126, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// East Clock Town
/* 0x6C */ DEFINE_SCENE(Z2_TOWN, SCENE_TOWN, 0x101, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(1, 0, 0, 0))
// West Clock Town
/* 0x6D */ DEFINE_SCENE(Z2_ICHIBA, SCENE_ICHIBA, 0x102, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_NONE)
// North Clock Town
/* 0x6E */ DEFINE_SCENE(Z2_BACKTOWN, SCENE_BACKTOWN, 0x103, SCENE_DRAW_CFG_DEFAULT, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, (1 << 10)))
// South Clock Town
/* 0x6F */ DEFINE_SCENE(Z2_CLOCKTOWER, SCENE_CLOCKTOWER, 0x104, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET((1 << 20), 0, 0, (1 << 10)))
// Laundry Pool
/* 0x70 */ DEFINE_SCENE(Z2_ALLEY, SCENE_ALLEY, 0x105, SCENE_DRAW_CFG_MAT_ANIM, RESTRICTIONS_NONE, PERSISTENT_CYCLE_FLAGS_SET(0, 0, 1, 0))

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@ -581,7 +581,7 @@ extern s16 gPlayerFormObjectIndices[PLAYER_FORM_MAX];
extern ObjectId gObjectTableSize;
extern RomFile gObjectTable[OBJECT_ID_MAX];
extern SceneTableEntry gSceneTable[];
extern SceneTableEntry gSceneTable[SCENE_MAX];
extern UNK_PTR D_801C5C50;
// extern UNK_TYPE1 D_801C5C9C;
extern UNK_PTR D_801C5CB0;
@ -2422,6 +2422,7 @@ extern volatile OSTime sRSPOtherTotalTime;
// extern UNK_TYPE1 D_801FBB18;
extern volatile OSTime gRDPTotalTime;
// extern UNK_TYPE1 D_801FBB28;
extern OSViMode sNotebookViMode;
extern void* gFramebuffers[2];
extern OSViMode* gActiveViMode;
@ -2446,6 +2447,7 @@ extern s16 gCfbHeight;
extern s16 gCfbLeftAdjust;
extern s16 gCfbUpperAdjust;
extern u8 gSysCfbHiResEnabled;
extern Vec3f D_801FBBF0;
extern LineSegment Math3D_ColSphereTri_line;
extern Vec3f Math3D_ColSphereTri_point;

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@ -584,123 +584,17 @@ typedef enum {
/* 6 */ TINGLE_MAP_MAX
} TingleMapId;
typedef enum {
/* 0x00 */ SCENE_20SICHITAI2, // Southern Swamp (Clear)
/* 0x01 */ SCENE_UNSET_1,
/* 0x02 */ SCENE_UNSET_2,
/* 0x03 */ SCENE_UNSET_3,
/* 0x04 */ SCENE_UNSET_4,
/* 0x05 */ SCENE_UNSET_5,
/* 0x06 */ SCENE_UNSET_6,
/* 0x07 */ SCENE_KAKUSIANA, // Lone Peak Shrine & Grottos
/* 0x08 */ SCENE_SPOT00, // Cutscene Scene
/* 0x09 */ SCENE_UNSET_9,
/* 0x0A */ SCENE_WITCH_SHOP, // Magic Hags' Potion Shop
/* 0x0B */ SCENE_LAST_BS, // Majora's Lair
/* 0x0C */ SCENE_HAKASHITA, // Beneath the Graveyard
/* 0x0D */ SCENE_AYASHIISHOP, // Curiosity Shop
/* 0x0E */ SCENE_UNSET_E,
/* 0x0F */ SCENE_UNSET_F,
/* 0x10 */ SCENE_OMOYA, // Mama's House (Ranch House in PAL) & Barn
/* 0x11 */ SCENE_BOWLING, // Honey & Darling's Shop
/* 0x12 */ SCENE_SONCHONOIE, // The Mayor's Residence
/* 0x13 */ SCENE_IKANA, // Ikana Canyon
/* 0x14 */ SCENE_KAIZOKU, // Pirates' Fortress
/* 0x15 */ SCENE_MILK_BAR, // Milk Bar
/* 0x16 */ SCENE_INISIE_N, // Stone Tower Temple
/* 0x17 */ SCENE_TAKARAYA, // Treasure Chest Shop
/* 0x18 */ SCENE_INISIE_R, // Inverted Stone Tower Temple
/* 0x19 */ SCENE_OKUJOU, // Clock Tower Rooftop
/* 0x1A */ SCENE_OPENINGDAN, // Before Clock Town
/* 0x1B */ SCENE_MITURIN, // Woodfall Temple
/* 0x1C */ SCENE_13HUBUKINOMITI, // Path to Mountain Village
/* 0x1D */ SCENE_CASTLE, // Ancient Castle of Ikana
/* 0x1E */ SCENE_DEKUTES, // Deku Scrub Playground
/* 0x1F */ SCENE_MITURIN_BS, // Odolwa's Lair
/* 0x20 */ SCENE_SYATEKI_MIZU, // Town Shooting Gallery
/* 0x21 */ SCENE_HAKUGIN, // Snowhead Temple
/* 0x22 */ SCENE_ROMANYMAE, // Milk Road
/* 0x23 */ SCENE_PIRATE, // Pirates' Fortress Interior
/* 0x24 */ SCENE_SYATEKI_MORI, // Swamp Shooting Gallery
/* 0x25 */ SCENE_SINKAI, // Pinnacle Rock
/* 0x26 */ SCENE_YOUSEI_IZUMI, // Fairy's Fountain
/* 0x27 */ SCENE_KINSTA1, // Swamp Spider House
/* 0x28 */ SCENE_KINDAN2, // Oceanside Spider House
/* 0x29 */ SCENE_TENMON_DAI, // Astral Observatory
/* 0x2A */ SCENE_LAST_DEKU, // Moon Deku Trial
/* 0x2B */ SCENE_22DEKUCITY, // Deku Palace
/* 0x2C */ SCENE_KAJIYA, // Mountain Smithy
/* 0x2D */ SCENE_00KEIKOKU, // Termina Field
/* 0x2E */ SCENE_POSTHOUSE, // Post Office
/* 0x2F */ SCENE_LABO, // Marine Research Lab
/* 0x30 */ SCENE_DANPEI2TEST, // Beneath the Graveyard (Day 3) and Dampe's House
/* 0x31 */ SCENE_UNSET_31,
/* 0x32 */ SCENE_16GORON_HOUSE, // Goron Shrine
/* 0x33 */ SCENE_33ZORACITY, // Zora Hall
/* 0x34 */ SCENE_8ITEMSHOP, // Trading Post
/* 0x35 */ SCENE_F01, // Romani Ranch
/* 0x36 */ SCENE_INISIE_BS, // Twinmold's Lair
/* 0x37 */ SCENE_30GYOSON, // Great Bay Coast
/* 0x38 */ SCENE_31MISAKI, // Zora Cape
/* 0x39 */ SCENE_TAKARAKUJI, // Lottery Shop
/* 0x3A */ SCENE_UNSET_3A,
/* 0x3B */ SCENE_TORIDE, // Pirates' Fortress Moat
/* 0x3C */ SCENE_FISHERMAN, // Fisherman's Hut
/* 0x3D */ SCENE_GORONSHOP, // Goron Shop
/* 0x3E */ SCENE_DEKU_KING, // Deku King's Chamber
/* 0x3F */ SCENE_LAST_GORON, // Moon Goron Trial
/* 0x40 */ SCENE_24KEMONOMITI, // Road to Southern Swamp
/* 0x41 */ SCENE_F01_B, // Doggy Racetrack
/* 0x42 */ SCENE_F01C, // Cucco Shack
/* 0x43 */ SCENE_BOTI, // Ikana Graveyard
/* 0x44 */ SCENE_HAKUGIN_BS, // Goht's Lair
/* 0x45 */ SCENE_20SICHITAI, // Southern Swamp (poison)
/* 0x46 */ SCENE_21MITURINMAE, // Woodfall
/* 0x47 */ SCENE_LAST_ZORA, // Moon Zora Trial
/* 0x48 */ SCENE_11GORONNOSATO2, // Goron Village (spring)
/* 0x49 */ SCENE_SEA, // Great Bay Temple
/* 0x4A */ SCENE_35TAKI, // Waterfall Rapids
/* 0x4B */ SCENE_REDEAD, // Beneath the Well
/* 0x4C */ SCENE_BANDROOM, // Zora Hall Rooms
/* 0x4D */ SCENE_11GORONNOSATO, // Goron Village (winter)
/* 0x4E */ SCENE_GORON_HAKA, // Goron Graveyard
/* 0x4F */ SCENE_SECOM, // Sakon's Hideout
/* 0x50 */ SCENE_10YUKIYAMANOMURA, // Mountain Village (winter)
/* 0x51 */ SCENE_TOUGITES, // Ghost Hut
/* 0x52 */ SCENE_DANPEI, // Deku Shrine
/* 0x53 */ SCENE_IKANAMAE, // Road to Ikana
/* 0x54 */ SCENE_DOUJOU, // Swordsman's School
/* 0x55 */ SCENE_MUSICHOUSE, // Music Box House
/* 0x56 */ SCENE_IKNINSIDE, // Igos du Ikana's Lair
/* 0x57 */ SCENE_MAP_SHOP, // Tourist Information
/* 0x58 */ SCENE_F40, // Stone Tower
/* 0x59 */ SCENE_F41, // Inverted Stone Tower
/* 0x5A */ SCENE_10YUKIYAMANOMURA2, // Mountain Village (spring)
/* 0x5B */ SCENE_14YUKIDAMANOMITI, // Path to Snowhead
/* 0x5C */ SCENE_12HAKUGINMAE, // Snowhead
/* 0x5D */ SCENE_17SETUGEN, // Path to Goron Village (winter)
/* 0x5E */ SCENE_17SETUGEN2, // Path to Goron Village (spring)
/* 0x5F */ SCENE_SEA_BS, // Gyorg's Lair
/* 0x60 */ SCENE_RANDOM, // Secret Shrine
/* 0x61 */ SCENE_YADOYA, // Stock Pot Inn
/* 0x62 */ SCENE_KONPEKI_ENT, // Great Bay Cutscene
/* 0x63 */ SCENE_INSIDETOWER, // Clock Tower Interior
/* 0x64 */ SCENE_26SARUNOMORI, // Woods of Mystery
/* 0x65 */ SCENE_LOST_WOODS, // Lost Woods (Intro)
/* 0x66 */ SCENE_LAST_LINK, // Moon Link Trial
/* 0x67 */ SCENE_SOUGEN, // The Moon
/* 0x68 */ SCENE_BOMYA, // Bomb Shop
/* 0x69 */ SCENE_KYOJINNOMA, // Giants' Chamber
/* 0x6A */ SCENE_KOEPONARACE, // Gorman Track
/* 0x6B */ SCENE_GORONRACE, // Goron Racetrack
/* 0x6C */ SCENE_TOWN, // East Clock Town
/* 0x6D */ SCENE_ICHIBA, // West Clock Town
/* 0x6E */ SCENE_BACKTOWN, // North Clock Town
/* 0x6F */ SCENE_CLOCKTOWER, // South Clock Town
/* 0x70 */ SCENE_ALLEY, // Laundry Pool
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, _restrictionFlags, _persistentCycleFlags) enumValue,
#define DEFINE_SCENE_UNSET(enumValue) enumValue,
typedef enum SceneId {
#include "tables/scene_table.h"
/* 0x71 */ SCENE_MAX
} SceneId;
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
typedef enum {
/* 0x00 */ ENTR_SCENE_MAYORS_RESIDENCE,
/* 0x01 */ ENTR_SCENE_MAJORAS_LAIR,

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@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
UNK_TYPE4 D_8009BE30;

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@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
u8 sYaz0DataBuffer[0x400];

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@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "buffers.h"
#include "system_malloc.h"

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@ -42,6 +42,7 @@
* -Y +Z -Y
*
*/
#include "global.h"
#include "z64quake.h"
#include "z64shrink_window.h"

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@ -273,6 +273,7 @@ void EffectSS_DrawAllParticles(PlayState* play) {
s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2) {
s16 ret = (arg2 == 0) ? arg1 : arg0 + (s32)((arg1 - arg0) / (f32)arg2);
return ret;
}

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@ -73,125 +73,21 @@ Input sPostmanTimerInput[MAXCONTROLLERS];
#define RESTRICTIONS_MOON RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0)
#define RESTRICTIONS_NO_DOUBLE_TIME RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0)
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, restrictionFlags, _persistentCycleFlags) \
{ enumValue, restrictionFlags },
#define DEFINE_SCENE_UNSET(enumValue) { enumValue, RESTRICTIONS_NONE },
RestrictionFlags sRestrictionFlags[] = {
{ SCENE_20SICHITAI2, RESTRICTIONS_NONE },
{ SCENE_UNSET_1, RESTRICTIONS_NONE },
{ SCENE_UNSET_2, RESTRICTIONS_NONE },
{ SCENE_UNSET_3, RESTRICTIONS_NONE },
{ SCENE_UNSET_4, RESTRICTIONS_NONE },
{ SCENE_UNSET_5, RESTRICTIONS_NONE },
{ SCENE_UNSET_6, RESTRICTIONS_NONE },
{ SCENE_KAKUSIANA, RESTRICTIONS_NONE },
{ SCENE_SPOT00, RESTRICTIONS_NONE },
{ SCENE_UNSET_9, RESTRICTIONS_NONE },
{ SCENE_WITCH_SHOP, RESTRICTIONS_INDOORS },
{ SCENE_LAST_BS, RESTRICTIONS_MOON },
{ SCENE_HAKASHITA, RESTRICTIONS_NONE },
{ SCENE_AYASHIISHOP, RESTRICTIONS_INDOORS },
{ SCENE_UNSET_E, RESTRICTIONS_NONE },
{ SCENE_UNSET_F, RESTRICTIONS_NONE },
{ SCENE_OMOYA, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0) },
{ SCENE_BOWLING, RESTRICTIONS_INDOORS },
{ SCENE_SONCHONOIE, RESTRICTIONS_INDOORS },
{ SCENE_IKANA, RESTRICTIONS_NONE },
{ SCENE_KAIZOKU, RESTRICTIONS_NONE },
{ SCENE_MILK_BAR, RESTRICTIONS_INDOORS },
{ SCENE_INISIE_N, RESTRICTIONS_NONE },
{ SCENE_TAKARAYA, RESTRICTIONS_INDOORS },
{ SCENE_INISIE_R, RESTRICTIONS_NONE },
{ SCENE_OKUJOU, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0) },
{ SCENE_OPENINGDAN, RESTRICTIONS_NONE },
{ SCENE_MITURIN, RESTRICTIONS_NONE },
{ SCENE_13HUBUKINOMITI, RESTRICTIONS_NONE },
{ SCENE_CASTLE, RESTRICTIONS_NONE },
{ SCENE_DEKUTES, RESTRICTIONS_SET(0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1) },
{ SCENE_MITURIN_BS, RESTRICTIONS_NONE },
{ SCENE_SYATEKI_MIZU, RESTRICTIONS_INDOORS },
{ SCENE_HAKUGIN, RESTRICTIONS_NONE },
{ SCENE_ROMANYMAE, RESTRICTIONS_NONE },
{ SCENE_PIRATE, RESTRICTIONS_NONE },
{ SCENE_SYATEKI_MORI, RESTRICTIONS_INDOORS },
{ SCENE_SINKAI, RESTRICTIONS_NONE },
{ SCENE_YOUSEI_IZUMI, RESTRICTIONS_NONE },
{ SCENE_KINSTA1, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_KINDAN2, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_TENMON_DAI, RESTRICTIONS_SET(0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0) },
{ SCENE_LAST_DEKU, RESTRICTIONS_MOON },
{ SCENE_22DEKUCITY, RESTRICTIONS_NONE },
{ SCENE_KAJIYA, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0) },
{ SCENE_00KEIKOKU, RESTRICTIONS_NONE },
{ SCENE_POSTHOUSE, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1) },
{ SCENE_LABO, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1) },
{ SCENE_DANPEI2TEST, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_UNSET_31, RESTRICTIONS_NONE },
{ SCENE_16GORON_HOUSE, RESTRICTIONS_NONE },
{ SCENE_33ZORACITY, RESTRICTIONS_SET(0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0) },
{ SCENE_8ITEMSHOP, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1) },
{ SCENE_F01, RESTRICTIONS_NONE },
{ SCENE_INISIE_BS, RESTRICTIONS_NONE },
{ SCENE_30GYOSON, RESTRICTIONS_NONE },
{ SCENE_31MISAKI, RESTRICTIONS_NONE },
{ SCENE_TAKARAKUJI, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1) },
{ SCENE_UNSET_3A, RESTRICTIONS_NONE },
{ SCENE_TORIDE, RESTRICTIONS_NONE },
{ SCENE_FISHERMAN, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1) },
{ SCENE_GORONSHOP, RESTRICTIONS_INDOORS },
{ SCENE_DEKU_KING, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0) },
{ SCENE_LAST_GORON, RESTRICTIONS_MOON },
{ SCENE_24KEMONOMITI, RESTRICTIONS_NONE },
{ SCENE_F01_B, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_F01C, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_BOTI, RESTRICTIONS_NONE },
{ SCENE_HAKUGIN_BS, RESTRICTIONS_NONE },
{ SCENE_20SICHITAI, RESTRICTIONS_NONE },
{ SCENE_21MITURINMAE, RESTRICTIONS_NONE },
{ SCENE_LAST_ZORA, RESTRICTIONS_MOON },
{ SCENE_11GORONNOSATO2, RESTRICTIONS_NONE },
{ SCENE_SEA, RESTRICTIONS_NONE },
{ SCENE_35TAKI, RESTRICTIONS_NONE },
{ SCENE_REDEAD, RESTRICTIONS_NONE },
{ SCENE_BANDROOM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0) },
{ SCENE_11GORONNOSATO, RESTRICTIONS_NONE },
{ SCENE_GORON_HAKA, RESTRICTIONS_NONE },
{ SCENE_SECOM, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 0, 3, 0, 0, 0) },
{ SCENE_10YUKIYAMANOMURA, RESTRICTIONS_NONE },
{ SCENE_TOUGITES, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0) },
{ SCENE_DANPEI, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_IKANAMAE, RESTRICTIONS_NONE },
{ SCENE_DOUJOU, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 1) },
{ SCENE_MUSICHOUSE, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0) },
{ SCENE_IKNINSIDE, RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0) },
{ SCENE_MAP_SHOP, RESTRICTIONS_INDOORS },
{ SCENE_F40, RESTRICTIONS_NONE },
{ SCENE_F41, RESTRICTIONS_NONE },
{ SCENE_10YUKIYAMANOMURA2, RESTRICTIONS_NONE },
{ SCENE_14YUKIDAMANOMITI, RESTRICTIONS_NONE },
{ SCENE_12HAKUGINMAE, RESTRICTIONS_NONE },
{ SCENE_17SETUGEN, RESTRICTIONS_NONE },
{ SCENE_17SETUGEN2, RESTRICTIONS_NONE },
{ SCENE_SEA_BS, RESTRICTIONS_NONE },
{ SCENE_RANDOM, RESTRICTIONS_NONE },
{ SCENE_YADOYA, RESTRICTIONS_INDOORS },
{ SCENE_KONPEKI_ENT, RESTRICTIONS_NONE },
{ SCENE_INSIDETOWER, RESTRICTIONS_SET(0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 0) },
{ SCENE_26SARUNOMORI, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_LOST_WOODS, RESTRICTIONS_NONE },
{ SCENE_LAST_LINK, RESTRICTIONS_MOON },
{ SCENE_SOUGEN, RESTRICTIONS_MOON },
{ SCENE_BOMYA, RESTRICTIONS_INDOORS },
{ SCENE_KYOJINNOMA, RESTRICTIONS_NONE },
{ SCENE_KOEPONARACE, RESTRICTIONS_NO_DOUBLE_TIME },
{ SCENE_GORONRACE, RESTRICTIONS_NONE },
{ SCENE_TOWN, RESTRICTIONS_NONE },
{ SCENE_ICHIBA, RESTRICTIONS_NONE },
{ SCENE_BACKTOWN, RESTRICTIONS_NONE },
{ SCENE_CLOCKTOWER, RESTRICTIONS_NONE },
{ SCENE_ALLEY, RESTRICTIONS_NONE },
#include "tables/scene_table.h"
// { RESTRICTIONS_TABLE_END, RESTRICTIONS_NONE }, // See note below
};
//! @note: in `Interface_SetSceneRestrictions`, `RESTRICTIONS_TABLE_END` act as a terminating value to
// stop looping through the array. If a scene is missing, then this will cause issues.
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
s16 sPictoState = PICTO_BOX_STATE_OFF;
s16 sPictoPhotoBeingTaken = false;

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@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#define FLAGS \

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@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
s32 sMatAnimStep;

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@ -1,127 +1,27 @@
#include "global.h"
#define SCENE_ENTRY(name, textId, config) \
{ { SEGMENT_ROM_START(name), SEGMENT_ROM_END(name) }, textId, 0, config, 0, 0 }
#define DEFINE_SCENE(name, _enumValue, textId, drawConfig, _restrictionFlags, _persistentCycleFlags) \
DECLARE_ROM_SEGMENT(name)
#define SCENE_ENTRY_NONE() \
{ { 0, 0 }, 0, 0, 0, 0, 0 }
#define DEFINE_SCENE_UNSET(_enumValue)
SceneTableEntry gSceneTable[] = {
/* 0x00 */ SCENE_ENTRY(Z2_20SICHITAI2, 0x0116, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x01 */ SCENE_ENTRY_NONE(),
/* 0x02 */ SCENE_ENTRY_NONE(),
/* 0x03 */ SCENE_ENTRY_NONE(),
/* 0x04 */ SCENE_ENTRY_NONE(),
/* 0x05 */ SCENE_ENTRY_NONE(),
/* 0x06 */ SCENE_ENTRY_NONE(),
/* 0x07 */ SCENE_ENTRY(KAKUSIANA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x08 */ SCENE_ENTRY(SPOT00, 0x0000, SCENE_DRAW_CFG_NOTHING),
/* 0x09 */ SCENE_ENTRY_NONE(),
/* 0x0A */ SCENE_ENTRY(Z2_WITCH_SHOP, 0x011A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0B */ SCENE_ENTRY(Z2_LAST_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0C */ SCENE_ENTRY(Z2_HAKASHITA, 0x0113, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0D */ SCENE_ENTRY(Z2_AYASHIISHOP, 0x010E, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x0E */ SCENE_ENTRY_NONE(),
/* 0x0F */ SCENE_ENTRY_NONE(),
/* 0x10 */ SCENE_ENTRY(Z2_OMOYA, 0x0132, SCENE_DRAW_CFG_DEFAULT),
/* 0x11 */ SCENE_ENTRY(Z2_BOWLING, 0x0108, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x12 */ SCENE_ENTRY(Z2_SONCHONOIE, 0x010B, SCENE_DRAW_CFG_DEFAULT),
/* 0x13 */ SCENE_ENTRY(Z2_IKANA, 0x0141, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x14 */ SCENE_ENTRY(Z2_KAIZOKU, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x15 */ SCENE_ENTRY(Z2_MILK_BAR, 0x010C, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x16 */ SCENE_ENTRY(Z2_INISIE_N, 0x0144, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x17 */ SCENE_ENTRY(Z2_TAKARAYA, 0x0109, SCENE_DRAW_CFG_DEFAULT),
/* 0x18 */ SCENE_ENTRY(Z2_INISIE_R, 0x0144, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x19 */ SCENE_ENTRY(Z2_OKUJOU, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x1A */ SCENE_ENTRY(Z2_OPENINGDAN, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1B */ SCENE_ENTRY(Z2_MITURIN, 0x011F, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1C */ SCENE_ENTRY(Z2_13HUBUKINOMITI, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x1D */ SCENE_ENTRY(Z2_CASTLE, 0x0142, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1E */ SCENE_ENTRY(Z2_DEKUTES, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x1F */ SCENE_ENTRY(Z2_MITURIN_BS, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x20 */ SCENE_ENTRY(Z2_SYATEKI_MIZU, 0x0107, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x21 */ SCENE_ENTRY(Z2_HAKUGIN, 0x012B, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x22 */ SCENE_ENTRY(Z2_ROMANYMAE, 0x0149, SCENE_DRAW_CFG_DEFAULT),
/* 0x23 */ SCENE_ENTRY(Z2_PIRATE, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x24 */ SCENE_ENTRY(Z2_SYATEKI_MORI, 0x011B, SCENE_DRAW_CFG_DEFAULT),
/* 0x25 */ SCENE_ENTRY(Z2_SINKAI, 0x0135, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x26 */ SCENE_ENTRY(Z2_YOUSEI_IZUMI, 0x013E, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x27 */ SCENE_ENTRY(Z2_KINSTA1, 0x011E, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x28 */ SCENE_ENTRY(Z2_KINDAN2, 0x013F, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x29 */ SCENE_ENTRY(Z2_TENMON_DAI, 0x0114, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2A */ SCENE_ENTRY(Z2_LAST_DEKU, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x2B */ SCENE_ENTRY(Z2_22DEKUCITY, 0x0118, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2C */ SCENE_ENTRY(Z2_KAJIYA, 0x0127, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2D */ SCENE_ENTRY(Z2_00KEIKOKU, 0x0100, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x2E */ SCENE_ENTRY(Z2_POSTHOUSE, 0x0111, SCENE_DRAW_CFG_DEFAULT),
/* 0x2F */ SCENE_ENTRY(Z2_LABO, 0x013A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x30 */ SCENE_ENTRY(Z2_DANPEI2TEST, 0x0113, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x31 */ SCENE_ENTRY_NONE(),
/* 0x32 */ SCENE_ENTRY(Z2_16GORON_HOUSE, 0x0124, SCENE_DRAW_CFG_DEFAULT),
/* 0x33 */ SCENE_ENTRY(Z2_33ZORACITY, 0x0136, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x34 */ SCENE_ENTRY(Z2_8ITEMSHOP, 0x010F, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x35 */ SCENE_ENTRY(Z2_F01, 0x012E, SCENE_DRAW_CFG_DEFAULT),
/* 0x36 */ SCENE_ENTRY(Z2_INISIE_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x37 */ SCENE_ENTRY(Z2_30GYOSON, 0x0134, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x38 */ SCENE_ENTRY(Z2_31MISAKI, 0x0134, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x39 */ SCENE_ENTRY(Z2_TAKARAKUJI, 0x0112, SCENE_DRAW_CFG_DEFAULT),
/* 0x3A */ SCENE_ENTRY_NONE(),
/* 0x3B */ SCENE_ENTRY(Z2_TORIDE, 0x0138, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3C */ SCENE_ENTRY(Z2_FISHERMAN, 0x013B, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3D */ SCENE_ENTRY(Z2_GORONSHOP, 0x0129, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3E */ SCENE_ENTRY(Z2_DEKU_KING, 0x011C, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x3F */ SCENE_ENTRY(Z2_LAST_GORON, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x40 */ SCENE_ENTRY(Z2_24KEMONOMITI, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x41 */ SCENE_ENTRY(Z2_F01_B, 0x0130, SCENE_DRAW_CFG_DEFAULT),
/* 0x42 */ SCENE_ENTRY(Z2_F01C, 0x012F, SCENE_DRAW_CFG_DEFAULT),
/* 0x43 */ SCENE_ENTRY(Z2_BOTI, 0x0106, SCENE_DRAW_CFG_DEFAULT),
/* 0x44 */ SCENE_ENTRY(Z2_HAKUGIN_BS, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x45 */ SCENE_ENTRY(Z2_20SICHITAI, 0x0116, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x46 */ SCENE_ENTRY(Z2_21MITURINMAE, 0x0117, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x47 */ SCENE_ENTRY(Z2_LAST_ZORA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x48 */ SCENE_ENTRY(Z2_11GORONNOSATO2, 0x0123, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x49 */ SCENE_ENTRY(Z2_SEA, 0x013D, SCENE_DRAW_CFG_GREAT_BAY_TEMPLE),
/* 0x4A */ SCENE_ENTRY(Z2_35TAKI, 0x0137, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4B */ SCENE_ENTRY(Z2_REDEAD, 0x0145, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4C */ SCENE_ENTRY(Z2_BANDROOM, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4D */ SCENE_ENTRY(Z2_11GORONNOSATO, 0x0123, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4E */ SCENE_ENTRY(Z2_GORON_HAKA, 0x012A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x4F */ SCENE_ENTRY(Z2_SECOM, 0x0143, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP),
/* 0x50 */ SCENE_ENTRY(Z2_10YUKIYAMANOMURA, 0x0122, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x51 */ SCENE_ENTRY(Z2_TOUGITES, 0x0146, SCENE_DRAW_CFG_DEFAULT),
/* 0x52 */ SCENE_ENTRY(Z2_DANPEI, 0x0120, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x53 */ SCENE_ENTRY(Z2_IKANAMAE, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x54 */ SCENE_ENTRY(Z2_DOUJOU, 0x0110, SCENE_DRAW_CFG_DEFAULT),
/* 0x55 */ SCENE_ENTRY(Z2_MUSICHOUSE, 0x0147, SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP),
/* 0x56 */ SCENE_ENTRY(Z2_IKNINSIDE, 0x0142, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x57 */ SCENE_ENTRY(Z2_MAP_SHOP, 0x0119, SCENE_DRAW_CFG_DEFAULT),
/* 0x58 */ SCENE_ENTRY(Z2_F40, 0x0140, SCENE_DRAW_CFG_DEFAULT),
/* 0x59 */ SCENE_ENTRY(Z2_F41, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x5A */ SCENE_ENTRY(Z2_10YUKIYAMANOMURA2, 0x0122, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5B */ SCENE_ENTRY(Z2_14YUKIDAMANOMITI, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x5C */ SCENE_ENTRY(Z2_12HAKUGINMAE, 0x0125, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5D */ SCENE_ENTRY(Z2_17SETUGEN, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5E */ SCENE_ENTRY(Z2_17SETUGEN2, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x5F */ SCENE_ENTRY(Z2_SEA_BS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x60 */ SCENE_ENTRY(Z2_RANDOM, 0x012C, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x61 */ SCENE_ENTRY(Z2_YADOYA, 0x010A, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x62 */ SCENE_ENTRY(Z2_KONPEKI_ENT, 0x0139, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x63 */ SCENE_ENTRY(Z2_INSIDETOWER, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x64 */ SCENE_ENTRY(Z2_26SARUNOMORI, 0x011D, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x65 */ SCENE_ENTRY(Z2_LOST_WOODS, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x66 */ SCENE_ENTRY(Z2_LAST_LINK, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x67 */ SCENE_ENTRY(Z2_SOUGEN, 0x0000, SCENE_DRAW_CFG_DEFAULT),
/* 0x68 */ SCENE_ENTRY(Z2_BOMYA, 0x010D, SCENE_DRAW_CFG_DEFAULT),
/* 0x69 */ SCENE_ENTRY(Z2_KYOJINNOMA, 0x0000, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x6A */ SCENE_ENTRY(Z2_KOEPONARACE, 0x0131, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x6B */ SCENE_ENTRY(Z2_GORONRACE, 0x0126, SCENE_DRAW_CFG_DEFAULT),
/* 0x6C */ SCENE_ENTRY(Z2_TOWN, 0x0101, SCENE_DRAW_CFG_DEFAULT),
/* 0x6D */ SCENE_ENTRY(Z2_ICHIBA, 0x0102, SCENE_DRAW_CFG_DEFAULT),
/* 0x6E */ SCENE_ENTRY(Z2_BACKTOWN, 0x0103, SCENE_DRAW_CFG_DEFAULT),
/* 0x6F */ SCENE_ENTRY(Z2_CLOCKTOWER, 0x0104, SCENE_DRAW_CFG_MAT_ANIM),
/* 0x70 */ SCENE_ENTRY(Z2_ALLEY, 0x0105, SCENE_DRAW_CFG_MAT_ANIM),
#include "tables/scene_table.h"
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
#define DEFINE_SCENE(name, _enumValue, textId, drawConfig, _restrictionFlags, _persistentCycleFlags) \
{ { SEGMENT_ROM_START(name), SEGMENT_ROM_END(name) }, textId, 0, drawConfig, 0, 0 },
#define DEFINE_SCENE_UNSET(_enumValue) { 0 },
SceneTableEntry gSceneTable[SCENE_MAX] = {
#include "tables/scene_table.h"
};
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
static EntranceTableEntry sMayorsResidenceEntrance0[] = {
{ SCENE_SONCHONOIE, 0, 0x4102 },
};

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@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "z64skin.h"

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@ -10,128 +10,30 @@ void func_80147414(SramContext* sramCtx, s32 fileNum, s32 arg2);
((newf)[0] != 'Z' || (newf)[1] != 'E' || (newf)[2] != 'L' || (newf)[3] != 'D' || (newf)[4] != 'A' || \
(newf)[5] != '3')
// default scene flags (?)
// indices of subarray:
// - 0: switch0
// - 1: switch1
// - 2: chest
// - 3: collectible
u32 D_801C5FC0[SCENE_MAX][4] = {
{ 0xC00, 0, 0, 0x40000000 }, // SCENE_20SICHITAI2
{ 0, 0, 0, 0 }, // SCENE_UNSET_1
{ 0, 0, 0, 0 }, // SCENE_UNSET_2
{ 0, 0, 0, 0 }, // SCENE_UNSET_3
{ 0, 0, 0, 0 }, // SCENE_UNSET_4
{ 0, 0, 0, 0 }, // SCENE_UNSET_5
{ 0, 0, 0, 0 }, // SCENE_UNSET_6
{ 0, 0, 0, 0xC04 }, // SCENE_KAKUSIANA
{ 0, 0, 0, 0 }, // SCENE_SPOT00
{ 0, 0, 0, 0 }, // SCENE_UNSET_9
{ 0, 0, 0, 0 }, // SCENE_WITCH_SHOP
{ 0, 0, 0, 0x80000000 }, // SCENE_LAST_BS
{ 0, 0, 0, 0x80000000 }, // SCENE_HAKASHITA
{ 0, 0, 0, 0 }, // SCENE_AYASHIISHOP
{ 0, 0, 0, 0 }, // SCENE_UNSET_E
{ 0, 0, 0, 0 }, // SCENE_UNSET_F
{ 0, 0, 0, 0 }, // SCENE_OMOYA
{ 0, 0, 0, 0 }, // SCENE_BOWLING
{ 0, 0, 0, 0 }, // SCENE_SONCHONOIE
{ 0x100000, 0, 0, 0x40000002 }, // SCENE_IKANA
{ 0, 0, 0, 0 }, // SCENE_KAIZOKU
{ 0, 0, 0, 0 }, // SCENE_MILK_BAR
{ 0x4000000, 0, 0, 0 }, // SCENE_INISIE_N
{ 2, 0, 0, 0 }, // SCENE_TAKARAYA
{ 0x4000000, 0, 0, 0 }, // SCENE_INISIE_R
{ 0, 0, 0, 0 }, // SCENE_OKUJOU
{ 0xF, 0, 0, 0 }, // SCENE_OPENINGDAN
{ 0x70B000, 0, 0, 0 }, // SCENE_MITURIN
{ 0, 0, 0, 0 }, // SCENE_13HUBUKINOMITI
{ 0, 0x80000000, 0, 0x400 }, // SCENE_CASTLE
{ 0, 0, 0, 0 }, // SCENE_DEKUTES
{ 0, 0, 0, 0x80000000 }, // SCENE_MITURIN_BS
{ 0, 0, 0, 0 }, // SCENE_SYATEKI_MIZU
{ 0x1A00020, 0, 0, 0 }, // SCENE_HAKUGIN
{ 0x400, 0, 0, 0 }, // SCENE_ROMANYMAE
{ 0, 0, 0, 0x1000 }, // SCENE_PIRATE
{ 0, 0, 0, 0 }, // SCENE_SYATEKI_MORI
{ 0, 0, 0, 2 }, // SCENE_SINKAI
{ 0x400, 0, 0, 0 }, // SCENE_YOUSEI_IZUMI
{ 0, 0, 0, 0 }, // SCENE_KINSTA1
{ 0, 0, 0, 0x80000000 }, // SCENE_KINDAN2
{ 0, 0, 0, 0 }, // SCENE_TENMON_DAI
{ 0, 0, 0, 2 }, // SCENE_LAST_DEKU
{ 0, 0, 0, 0x40000000 }, // SCENE_22DEKUCITY
{ 0, 0, 0, 0 }, // SCENE_KAJIYA
{ 0x10, 0, 0, 0 }, // SCENE_00KEIKOKU
{ 3, 0, 0, 0 }, // SCENE_POSTHOUSE
{ 0, 0, 0, 0 }, // SCENE_LABO
{ 0, 0, 0, 0x80000000 }, // SCENE_DANPEI2TEST
{ 0, 0, 0, 0 }, // SCENE_UNSET_31
{ 0, 0, 0, 0 }, // SCENE_16GORON_HOUSE
{ 0, 0, 0, 0 }, // SCENE_33ZORACITY
{ 0, 0, 0, 0 }, // SCENE_8ITEMSHOP
{ 0, 0, 0, 0 }, // SCENE_F01
{ 0, 0, 0, 0x80000000 }, // SCENE_INISIE_BS
{ 0x100400, 0, 0, 0x22 }, // SCENE_30GYOSON
{ 0x400, 0, 0, 0x80 }, // SCENE_31MISAKI
{ 0, 0, 0, 0 }, // SCENE_TAKARAKUJI
{ 0, 0, 0, 0 }, // SCENE_UNSET_3A
{ 0x400, 0, 0, 0 }, // SCENE_TORIDE
{ 0, 0, 0, 0 }, // SCENE_FISHERMAN
{ 0, 0, 0, 0 }, // SCENE_GORONSHOP
{ 0, 0, 0, 0 }, // SCENE_DEKU_KING
{ 0, 0, 0, 2 }, // SCENE_LAST_GORON
{ 0, 0, 0, 0x80000002 }, // SCENE_24KEMONOMITI
{ 0, 0, 0, 0 }, // SCENE_F01_B
{ 0, 0, 0, 0 }, // SCENE_F01C
{ 0, 0, 0, 0 }, // SCENE_BOTI
{ 0, 0, 0, 0x80000000 }, // SCENE_HAKUGIN_BS
{ 0xC00, 0, 0, 0x40000000 }, // SCENE_20SICHITAI
{ 0x102, 0, 0, 0x400 }, // SCENE_21MITURINMAE
{ 0, 0, 0, 2 }, // SCENE_LAST_ZORA
{ 0, 0, 0, 0x40000000 }, // SCENE_11GORONNOSATO2
{ 0x70, 0, 0, 0 }, // SCENE_SEA
{ 0, 0, 0, 0 }, // SCENE_35TAKI
{ 0, 0, 0, 0 }, // SCENE_REDEAD
{ 0, 0, 0, 0x40000000 }, // SCENE_BANDROOM
{ 0, 0, 0, 0x40000000 }, // SCENE_11GORONNOSATO
{ 0, 0, 0, 0 }, // SCENE_GORON_HAKA
{ 0, 0, 0, 0 }, // SCENE_SECOM
{ 0x100000, 0, 0, 0x80000000 }, // SCENE_10YUKIYAMANOMURA
{ 0, 0, 0, 0 }, // SCENE_TOUGITES
{ 0, 0, 0, 0 }, // SCENE_DANPEI
{ 0, 0, 0, 0 }, // SCENE_IKANAMAE
{ 0, 0, 0, 0 }, // SCENE_DOUJOU
{ 0, 0, 0, 0 }, // SCENE_MUSICHOUSE
{ 0, 0, 0, 0 }, // SCENE_IKNINSIDE
{ 0, 0, 0, 0 }, // SCENE_MAP_SHOP
{ 0x400, 0, 0, 0 }, // SCENE_F40
{ 0x400, 0, 0, 0 }, // SCENE_F41
{ 0x100000, 0, 0, 0x80000000 }, // SCENE_10YUKIYAMANOMURA2
{ 0, 0, 0, 0x100 }, // SCENE_14YUKIDAMANOMITI
{ 0x400, 0, 0, 0 }, // SCENE_12HAKUGINMAE
{ 0, 0, 0, 0x80 }, // SCENE_17SETUGEN
{ 0, 0, 0, 0x80 }, // SCENE_17SETUGEN2
{ 0, 0, 0, 0x80000000 }, // SCENE_SEA_BS
{ 0, 0, 0, 0x400 }, // SCENE_RANDOM
{ 0, 0, 0, 0 }, // SCENE_YADOYA
{ 0, 0, 0, 0 }, // SCENE_KONPEKI_ENT
{ 1, 0, 0, 0 }, // SCENE_INSIDETOWER
{ 0, 0, 0, 0 }, // SCENE_26SARUNOMORI
{ 0, 0, 0, 0 }, // SCENE_LOST_WOODS
{ 0, 0, 0, 2 }, // SCENE_LAST_LINK
{ 0, 0, 0, 0 }, // SCENE_SOUGEN
{ 0, 0, 0, 0 }, // SCENE_BOMYA
{ 0, 0, 0, 0 }, // SCENE_KYOJINNOMA
{ 0, 0, 0, 0 }, // SCENE_KOEPONARACE
{ 0, 0, 0, 0 }, // SCENE_GORONRACE
{ 1, 0, 0, 0 }, // SCENE_TOWN
{ 0, 0, 0, 0 }, // SCENE_ICHIBA
{ 0, 0, 0, 0x400 }, // SCENE_BACKTOWN
{ 0x100000, 0, 0, 0x400 }, // SCENE_CLOCKTOWER
{ 0, 0, 1, 0 }, // SCENE_ALLEY
typedef struct PersistentCycleFlags {
/* 0x0 */ u32 switch0;
/* 0x4 */ u32 switch1;
/* 0x8 */ u32 chest;
/* 0xC */ u32 collectible;
} PersistentCycleFlags; // size = 0x10
#define PERSISTENT_CYCLE_FLAGS_SET(switch0, switch1, chest, collectible) { switch0, switch1, chest, collectible },
#define PERSISTENT_CYCLE_FLAGS_NONE PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 0)
#define DEFINE_SCENE(_name, _enumValue, _textId, _drawConfig, _restrictionFlags, persistentCycleFlags) \
persistentCycleFlags
#define DEFINE_SCENE_UNSET(_enumValue) PERSISTENT_CYCLE_FLAGS_NONE
/**
* Array of bitwise flags which won't be turned off on a cycle reset (will persist between cycles)
*/
PersistentCycleFlags sPersistentCycleFlags[SCENE_MAX] = {
#include "tables/scene_table.h"
};
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
// TODO: figure out a way to use the WEEKEVENTREG defines here
// weekEventReg flags which will be not be cleared on a cycle reset
u16 D_801C66D0[ARRAY_COUNT(gSaveContext.save.saveInfo.weekEventReg)] = {
@ -350,18 +252,21 @@ void Sram_SaveEndOfCycle(PlayState* play) {
sceneId = Play_GetOriginalSceneId(play->sceneId);
Play_SaveCycleSceneFlags(&play->state);
play->actorCtx.sceneFlags.chest &= D_801C5FC0[sceneId][2];
play->actorCtx.sceneFlags.switches[0] &= D_801C5FC0[sceneId][0];
play->actorCtx.sceneFlags.switches[1] &= D_801C5FC0[sceneId][1];
play->actorCtx.sceneFlags.collectible[0] &= D_801C5FC0[sceneId][3];
play->actorCtx.sceneFlags.chest &= sPersistentCycleFlags[sceneId].chest;
play->actorCtx.sceneFlags.switches[0] &= sPersistentCycleFlags[sceneId].switch0;
play->actorCtx.sceneFlags.switches[1] &= sPersistentCycleFlags[sceneId].switch1;
play->actorCtx.sceneFlags.collectible[0] &= sPersistentCycleFlags[sceneId].collectible;
play->actorCtx.sceneFlags.clearedRoom = 0;
for (i = 0; i < SCENE_MAX; i++) {
gSaveContext.cycleSceneFlags[i].switch0 = ((void)0, gSaveContext.cycleSceneFlags[i].switch0) & D_801C5FC0[i][0];
gSaveContext.cycleSceneFlags[i].switch1 = ((void)0, gSaveContext.cycleSceneFlags[i].switch1) & D_801C5FC0[i][1];
gSaveContext.cycleSceneFlags[i].chest = ((void)0, gSaveContext.cycleSceneFlags[i].chest) & D_801C5FC0[i][2];
gSaveContext.cycleSceneFlags[i].switch0 =
((void)0, gSaveContext.cycleSceneFlags[i].switch0) & sPersistentCycleFlags[i].switch0;
gSaveContext.cycleSceneFlags[i].switch1 =
((void)0, gSaveContext.cycleSceneFlags[i].switch1) & sPersistentCycleFlags[i].switch1;
gSaveContext.cycleSceneFlags[i].chest =
((void)0, gSaveContext.cycleSceneFlags[i].chest) & sPersistentCycleFlags[i].chest;
gSaveContext.cycleSceneFlags[i].collectible =
((void)0, gSaveContext.cycleSceneFlags[i].collectible) & D_801C5FC0[i][3];
((void)0, gSaveContext.cycleSceneFlags[i].collectible) & sPersistentCycleFlags[i].collectible;
gSaveContext.cycleSceneFlags[i].clearedRoom = 0;
gSaveContext.save.saveInfo.permanentSceneFlags[i].unk_14 = 0;
gSaveContext.save.saveInfo.permanentSceneFlags[i].rooms = 0;

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@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "ultra64.h"
#include "global.h"

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@ -4,6 +4,7 @@
* Description: Goron Link Switch
*/
#include "prevent_bss_reordering.h"
#include "z_bg_hakugin_switch.h"
#include "z64rumble.h"
#include "objects/object_goronswitch/object_goronswitch.h"

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@ -4,7 +4,6 @@
* Description: Igos du Ikana window - curtains and ray effects
*/
#include "prevent_bss_reordering.h"
#include "z_boss_06.h"
#include "z64shrink_window.h"
#include "overlays/actors/ovl_En_Knight/z_en_knight.h"

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@ -3,7 +3,7 @@
* Overlay: ovl_En_Fishing
* Description: Fishing Pond Elements (Owner, Fish, Props, Effects...)
*/
#include "prevent_bss_reordering.h"
#include "z_en_fishing.h"
#include "z64rumble.h"
#include "z64shrink_window.h"

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@ -4,7 +4,6 @@
* Description: Keaton grass
*/
#include "prevent_bss_reordering.h"
#include "z_en_kusa2.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#include "objects/gameplay_keep/gameplay_keep.h"

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@ -4,6 +4,7 @@
* Description: Soaring effects (wings, sphere, etc)
*/
#include "prevent_bss_reordering.h"
#include "z_en_test7.h"
#include "objects/gameplay_keep/gameplay_keep.h"

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@ -1935,7 +1935,7 @@
0x801C5EB0:("D_801C5EB0","UNK_TYPE4","",0x4),
0x801C5EC4:("D_801C5EC4","UNK_TYPE2","",0x2),
0x801C5F44:("D_801C5F44","UNK_TYPE4","",0x4),
0x801C5FC0:("D_801C5FC0","u32","[452]",0x710),
0x801C5FC0:("sPersistentCycleFlags","u32","[452]",0x710),
0x801C66D0:("D_801C66D0","UNK_TYPE2","",0x2),
0x801C6798:("D_801C6798","UNK_TYPE4","",0x4),
0x801C67B0:("gAmmoItems","UNK_TYPE1","",0x1),