All z_scene functions now OK

This commit is contained in:
Kenix3 2020-06-04 20:41:16 -04:00
parent 6046720adc
commit dfbcac539e
3 changed files with 322 additions and 35 deletions

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@ -839,7 +839,7 @@ void func_800B9EF4(GlobalContext* ctxt, int numActors, Actor** actors); // func_
s32 func_800BA2D8(GlobalContext* ctxt, Actor* actor); // func_800BA2D8
s32 func_800BA2FC(GlobalContext* ctxt, Actor* actor, Vec3f* param_3, f32 param_4); // func_800BA2FC
void Actor_DrawAll(GlobalContext* ctxt, ActorContext* aCtxt); // func_800BA42C
void func_800BA6FC(void); // func_800BA6FC
void func_800BA6FC(GlobalContext* ctxt, ActorContext* aCtxt); // func_800BA6FC
void func_800BA798(GlobalContext* ctxt, ActorContext* aCtxt); // func_800BA798
void func_800BA8B8(GlobalContext* ctxt, ActorContext* actCtxt); // func_800BA8B8
void func_800BA9B4(void); // func_800BA9B4
@ -2431,7 +2431,7 @@ void Scene_ReloadUnloadedObjects(SceneContext* sceneCtxt); // func_8012F4FC
s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 id); // func_8012F608
s32 Scene_IsObjectLoaded(SceneContext* iParm1, s32 index); // func_8012F668
void Scene_DmaAllObjects(SceneContext* sceneCtxt); // func_8012F698
u32 func_8012F73C(SceneContext* sceneCtxt, s32 iParm2, s16 id); // func_8012F73C
void* func_8012F73C(SceneContext* sceneCtxt, s32 iParm2, s16 id); // func_8012F73C
void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry); // func_8012F79C
void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry); // func_8012F90C
void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry); // func_8012F954
@ -2467,7 +2467,7 @@ void Scene_HeaderCommand1A(GlobalContext* ctxt, SceneCmd* entry); // func_801306
void func_801306A4(GlobalContext* ctxt); // func_801306A4
s32 Scene_ProcessHeader(GlobalContext* ctxt, SceneCmd* header); // func_801306E8
u32 Scene_CreateEntrance(u32 sceneIndex, u32 spawnIndex, u32 offset); // func_80130768
void func_80130784(void); // func_80130784
void func_80130784(u32 spawnIndex); // func_80130784
void SceneProc_DrawCurrentSceneAnimatedTextures(GlobalContext* ctxt); // func_801307C0
void SceneProc_DrawSceneConfig0(GlobalContext* ctxt); // func_801307F4
Gfx* SceneProc_SetTile1Layer(GlobalContext* ctxt, ScrollingTextureParams* params); // func_80130834
@ -2508,7 +2508,7 @@ EntranceRecord* SceneTable_LookupEntrance(u32 entrance); // func_801322C0
s32 SceneTable_LookupEntranceScene(u32 entrance); // func_8013230C
s32 SceneTable_LookupEntranceAbsoluteScene(u32 entrance); // func_80132338
void func_80132374(void); // func_80132374
void func_801323A0(void); // func_801323A0
s16 func_801323A0(u32 entrance); // func_801323A0
void func_801323D0(void); // func_801323D0
void func_80132428(void); // func_80132428
void func_80132494(void); // func_80132494

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@ -837,7 +837,11 @@ typedef struct {
/* 0x282 */ u16 unk282;
/* 0x284 */ UNK_TYPE1 pad284[0x28];
/* 0x2AC */ u8 cutsceneTrigger;
/* 0x2AD */ UNK_TYPE1 pad2AD[0x17];
/* 0x2AD */ UNK_TYPE1 pad2AD[0x5];
/* 0x2B2 */ u16 environmentTime;
/* 0x2B4 */ UNK_TYPE1 pad2B4[0x4];
/* 0x2B8 */ s16 unk2b8;
/* 0x2BA */ UNK_TYPE1 pad2BA[0xA];
/* 0x2C4 */ f32 unk2C4;
/* 0x2C8 */ CycleSceneFlags cycleSceneFlags[120];
} SaveContextExtra; // size = 0xC28
@ -915,7 +919,7 @@ typedef struct {
} SceneEntranceTableEnty; // size = 0xC
typedef struct {
/* 0x00 */ s16 scenes[27];
/* 0x00 */ u16 scenes[27];
} SceneIdList; // size = 0x36
typedef struct {
@ -923,8 +927,8 @@ typedef struct {
/* 0x02 */ UNK_TYPE1 pad2[0x2];
/* 0x04 */ void* vramAddr;
/* 0x08 */ DmaRequest dmaReq;
/* 0x28 */ OSMesgQueue unk28;
/* 0x40 */ UNK_TYPE1 pad40[0x4];
/* 0x28 */ OSMesgQueue loadQueue;
/* 0x40 */ OSMesg loadMsg;
} SceneObject; // size = 0x44
typedef struct {
@ -1433,7 +1437,7 @@ typedef struct {
typedef struct {
/* 0x0000 */ u32 entranceIndex; // bits 0-3 : offset; 4-8: spawn index; 9-15: scene index
/* 0x0004 */ UNK_TYPE1 pad4[0x4];
/* 0x0008 */ u32 cutscene;
/* 0x0008 */ s32 cutscene;
/* 0x000C */ u16 time;
/* 0x000E */ UNK_TYPE1 padE[0xA];
/* 0x0018 */ u32 day;
@ -1461,8 +1465,8 @@ typedef struct {
/* 0x000 */ void* objectVramStart;
/* 0x004 */ void* objectVramEnd;
/* 0x008 */ u8 objectCount;
/* 0x009 */ u8 unk9;
/* 0x00A */ u8 unkA;
/* 0x009 */ u8 spawnedObjectCount;
/* 0x00A */ u8 mainKeepIndex;
/* 0x00B */ u8 keepObjectId;
/* 0x00C */ SceneObject objects[35];
} SceneContext; // size = 0x958
@ -1646,8 +1650,7 @@ typedef struct {
typedef struct {
/* 0x00 */ UNK_TYPE1 unk0;
/* 0x01 */ UNK_TYPE1 unk1;
/* 0x02 */ UNK_TYPE1 unk2;
/* 0x03 */ UNK_TYPE1 unk3;
/* 0x02 */ u16 unk2;
/* 0x04 */ f32 unk4;
/* 0x08 */ f32 unk8;
/* 0x0C */ f32 unkC;
@ -2828,7 +2831,9 @@ struct GlobalContext {
/* 0x18876 */ UNK_TYPE1 pad18876[0x4];
/* 0x1887A */ u16 unk1887A;
/* 0x1887C */ s8 unk1887C;
/* 0x1887D */ UNK_TYPE1 pad1887D[0x7];
/* 0x1887D */ UNK_TYPE1 pad1887D[0x2];
/* 0x1887F */ u8 unk1887F;
/* 0x18880 */ UNK_TYPE1 pad18880[0x4];
/* 0x18884 */ CollisionCheckContext colCheckCtx;
/* 0x18B20 */ UNK_TYPE1 pad18B20[0x28];
/* 0x18B48 */ u8 curSpawn;

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@ -1,11 +1,108 @@
#include <ultra64.h>
#include <global.h>
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_LoadObject.asm")
/*
TODO: There are a few issues left with this file, but rely on larger structural project changes.
I am avoiding these in the mean time in order to not break the Ghidra project structures.
We need a header file for just z_scene. Including OBJECT_EXCHANGE_BANK_MAX and relevant structs, Scene, and Object enums.
We need a macro header file for ALIGN16, PHYSICAL_TO_VIRTUAL and other global macros.
We need to convert a lot of u32 struct members to void* to avoid UB.
u32 -> void*: gRspSegmentPhysAddrs, Lib_PtrSegToVirt, DmaMgr_SendRequest0, DmaMgr_SendRequestImpl
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_Init.asm")
Additionally, the .data, .bss, and .rodata sections are not migrated to this file yet.
*/
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_ReloadUnloadedObjects.asm")
s32 Scene_LoadObject(SceneContext* sceneCtxt, s16 id) {
u32 size;
sceneCtxt->objects[sceneCtxt->objectCount].id = id;
size = objectFileTable[id].vromEnd - objectFileTable[id].vromStart;
if (sceneCtxt) {}
if (size) {
// TODO: UB to convert vramAddr to u32
DmaMgr_SendRequest0((u32)sceneCtxt->objects[sceneCtxt->objectCount].vramAddr,
objectFileTable[id].vromStart, size);
}
// TODO: This 0x22 is OBJECT_EXCHANGE_BANK_MAX - 1 in OOT
if (sceneCtxt->objectCount < 0x22) {
sceneCtxt->objects[sceneCtxt->objectCount + 1].vramAddr =
// TODO: ALIGN16 macro here
(void*)((((u32)sceneCtxt->objects[sceneCtxt->objectCount].vramAddr + size) + 0xF) & ~0xF);
}
sceneCtxt->objectCount++;
sceneCtxt->spawnedObjectCount = sceneCtxt->objectCount;
return sceneCtxt->objectCount - 1;
}
void Scene_Init(GlobalContext* ctxt, SceneContext* sceneCtxt) {
GlobalContext* global = ctxt; // Needs to be a new variable to match (possibly a sub struct?)
u32 unused;
u32 spaceSize;
s32 i;
// TODO: Needs scene enums!
if (global->sceneNum == 0x6F || global->sceneNum == 0x6C || global->sceneNum == 0x6E || global->sceneNum == 0x6D) {
spaceSize = 1566720;
} else if (global->sceneNum == 0x15) {
spaceSize = 1617920;
} else if (global->sceneNum == 0x2D) {
spaceSize = 1505280;
} else {
spaceSize = 1413120;
}
sceneCtxt->objectCount = 0;
sceneCtxt->spawnedObjectCount = 0;
sceneCtxt->mainKeepIndex = 0;
sceneCtxt->keepObjectId = 0;
// TODO: 0x23 is OBJECT_EXCHANGE_BANK_MAX in OOT
for (i = 0; i < 0x23; i++) sceneCtxt->objects[i].id = 0;
sceneCtxt->objectVramStart = sceneCtxt->objects[0].vramAddr = GameStateHeap_AllocFromEnd(&ctxt->state.heap, spaceSize);
// UB to cast sceneCtxt->objectVramStart to s32
sceneCtxt->objectVramEnd = (void*)((u32)sceneCtxt->objectVramStart + spaceSize);
// TODO: Second argument here is an object enum
sceneCtxt->mainKeepIndex = Scene_LoadObject(sceneCtxt, 1);
// TODO: PHYSICAL_TO_VIRTUAL macro
// TODO: Segment number enum
gRspSegmentPhysAddrs[4] = (u32)sceneCtxt->objects[sceneCtxt->mainKeepIndex].vramAddr + 0x80000000;
}
void Scene_ReloadUnloadedObjects(SceneContext* sceneCtxt) {
s32 i;
SceneObject* status;
ObjectFileTableEntry* objectFile;
u32 size;
status = &sceneCtxt->objects[0];
for (i = 0; i < sceneCtxt->objectCount; i++) {
if (status->id < 0) {
s32 id = -status->id;
if (status->dmaReq.vromStart == 0) {
objectFile = &objectFileTable[id];
size = objectFile->vromEnd - objectFile->vromStart;
if (size == 0) {
status->id = 0;
} else {
osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
// TODO: UB to cast pointer to u32
DmaMgr_SendRequestImpl(&status->dmaReq, (u32)status->vramAddr, objectFile->vromStart,
size, 0, &status->loadQueue, NULL);
}
} else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) {
status->id = id;
}
}
status++;
}
}
s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) {
s32 i;
@ -25,42 +122,78 @@ s32 Scene_IsObjectLoaded(SceneContext* iParm1, s32 index) {
}
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_DmaAllObjects.asm")
void Scene_DmaAllObjects(SceneContext* sceneCtxt) {
s32 i;
s32 id;
u32 vromSize;
GLOBAL_ASM("./asm/non_matchings/z_scene/func_8012F73C.asm")
for (i = 0; i < sceneCtxt->objectCount; i++) {
id = sceneCtxt->objects[i].id;
vromSize = objectFileTable[id].vromEnd - objectFileTable[id].vromStart;
if (vromSize == 0) {
continue;
}
// TODO: UB to cast void* to u32
DmaMgr_SendRequest0((u32)sceneCtxt->objects[i].vramAddr, objectFileTable[id].vromStart, vromSize);
}
}
void* func_8012F73C(SceneContext* sceneCtxt, s32 iParm2, s16 id) {
u32 addr;
u32 vromSize;
ObjectFileTableEntry* fileTableEntry;
sceneCtxt->objects[iParm2].id = -id;
sceneCtxt->objects[iParm2].dmaReq.vromStart = 0;
fileTableEntry = &objectFileTable[id];
vromSize = fileTableEntry->vromEnd - fileTableEntry->vromStart;
// TODO: UB to cast void to u32
addr = ((u32)sceneCtxt->objects[iParm2].vramAddr) + vromSize;
// TODO: This is ALIGN16 macro from OOT. Seems to be aligning an address to DMA
addr = (addr + 0xF) & ~0xF;
// UB to cast u32 to pointer
return (void*)addr;
}
// Scene Command 0x00: Link Spawn List
void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
GlobalContext* global;
s32 loadReturn;
GlobalContext* global = ctxt; // Needs to be a new variable to match (possibly a sub struct?)
s32 loadedCount;
void* objectVramAddr;
s16 temp16;
u8 unk20;
// TODO: UB to cast a u32 to pointer
ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt(entry->spawnList.segment) +
ctxt->setupEntranceList[ctxt->curSpawn].spawn;
if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF)
) {
// TODO: 0x192 is an object enum
Scene_LoadObject(&ctxt->sceneContext, 0x192);
return;
}
loadReturn = Scene_LoadObject(&ctxt->sceneContext, 0x11);
global = ctxt;
// TODO: 0x11 is an object enum
loadedCount = Scene_LoadObject(&ctxt->sceneContext, 0x11);
objectVramAddr = global->sceneContext.objects[global->sceneContext.objectCount].vramAddr;
ctxt->sceneContext.objectCount = loadReturn;
ctxt->sceneContext.unk9 = loadReturn;
ctxt->sceneContext.objectCount = loadedCount;
ctxt->sceneContext.spawnedObjectCount = loadedCount;
unk20 = gSaveContext.perm.unk20;
temp16 = D_801C2730[unk20];
actorOverlayTable[0].initInfo->objectId = temp16;
Scene_LoadObject(&ctxt->sceneContext, temp16);
// TODO: UB to cast pointer to u32
ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr = objectVramAddr;
}
// Scene Command 0x01: Actor List
void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->sceneNumActorsToLoad = (u16) entry->actorList.num;
ctxt->sceneNumActorsToLoad = (u16)entry->actorList.num;
ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt(entry->actorList.segment);
ctxt->actorCtx.unkC = (u16)0;
}
@ -108,6 +241,8 @@ void Scene_HeaderCommand07(GlobalContext* ctxt, SceneCmd* entry) {
if (entry->specialFiles.keepObjectId != 0) {
ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext,
entry->specialFiles.keepObjectId);
// TODO: PHYSICAL_TO_VIRTUAL macro
// TODO: Segment number enum
gRspSegmentPhysAddrs[5] = (u32)(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr)
+ 0x80000000;
}
@ -132,7 +267,55 @@ void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt(entry->mesh.segment);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0B.asm")
// Scene Command 0x0B: Object List
void Scene_HeaderCommand0B(GlobalContext *ctxt, SceneCmd *entry) {
s32 i, j, k;
SceneObject* firstObject;
SceneObject* status;
SceneObject* status2;
s16* objectEntry;
void* nextPtr;
objectEntry = (s16*)Lib_PtrSegToVirt(entry->objectList.segment);
k = 0;
i = ctxt->sceneContext.spawnedObjectCount;
status = &ctxt->sceneContext.objects[i];
firstObject = ctxt->sceneContext.objects;
while (i < ctxt->sceneContext.objectCount) {
if (status->id != *objectEntry) {
status2 = &ctxt->sceneContext.objects[i];
for (j = i; j < ctxt->sceneContext.objectCount; j++) {
status2->id = 0;
status2++;
}
ctxt->sceneContext.objectCount = i;
func_800BA6FC(ctxt, &ctxt->actorCtx);
continue;
}
i++;
k++;
objectEntry++;
status++;
}
while (k < entry->objectList.num) {
nextPtr = func_8012F73C(&ctxt->sceneContext, i, *objectEntry);
// TODO: This 0x22 is OBJECT_EXCHANGE_BANK_MAX - 1 in OOT
if (i < 0x22) {
// TODO: UB to cast pointer to u32
firstObject[i + 1].vramAddr = nextPtr;
}
i++;
k++;
objectEntry++;
}
ctxt->sceneContext.objectCount = i;
}
// Scene Command 0x0C: Light List
void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
@ -170,12 +353,13 @@ void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) {
}
s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) {
s32 vromStart = D_801C2660[fileIndex].vromStart;
s32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart;
u32 vromStart = D_801C2660[fileIndex].vromStart;
u32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart;
if (fileSize) {
ctxt->roomContext.unk74 = GameStateHeap_AllocFromEnd(&ctxt->state.heap, fileSize);
return DmaMgr_SendRequest0((s32)ctxt->roomContext.unk74, vromStart, fileSize);
// TODO: UB to cast pointer to u32
return DmaMgr_SendRequest0((u32)ctxt->roomContext.unk74, vromStart, fileSize);
}
// UB: Undefined behaviour to not have a return statement here, but it breaks matching to add one.
@ -195,7 +379,53 @@ void Scene_HeaderCommand12(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->kankyoContext.unk16 = entry->skyboxDisables.unk5;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand10.asm")
// Scene Command 0x10: Time Settings
void Scene_HeaderCommand10(GlobalContext *ctxt, SceneCmd *entry) {
u32 dayTime;
if (entry->timeSettings.hour != 0xFF && entry->timeSettings.min != 0xFF) {
gSaveContext.extra.environmentTime = gSaveContext.perm.time =
(u16)(((entry->timeSettings.hour + (entry->timeSettings.min / 60.0f)) * 60.0f) / 0.021972656f);
}
if (entry->timeSettings.unk6 != 0xFF) {
ctxt->kankyoContext.unk2 = entry->timeSettings.unk6;
} else {
ctxt->kankyoContext.unk2 = 0;
}
if (gSaveContext.perm.inv.items[0] == 0xFF) {
if (ctxt->kankyoContext.unk2 != 0) {
ctxt->kankyoContext.unk2 = 5;
}
}
if (gSaveContext.extra.unk2b8 == 0) {
// TODO: Needs REG macro
gStaticContext->data[0x0F] = ctxt->kankyoContext.unk2;
}
dayTime = gSaveContext.perm.time;
ctxt->kankyoContext.unk4 = -(Math_Sins(dayTime - 0x8000) * 120.0f) * 25.0f;
dayTime = gSaveContext.perm.time;
ctxt->kankyoContext.unk8 = (Math_Coss(dayTime - 0x8000) * 120.0f) * 25.0f;
dayTime = gSaveContext.perm.time;
ctxt->kankyoContext.unkC = (Math_Coss(dayTime - 0x8000) * 20.0f) * 25.0f;
if (ctxt->kankyoContext.unk2 == 0 && gSaveContext.perm.cutscene < 0xFFF0) {
gSaveContext.extra.environmentTime = gSaveContext.perm.time;
if (gSaveContext.extra.environmentTime >= 0x2AAA && gSaveContext.extra.environmentTime < 0x4555) {
gSaveContext.extra.environmentTime = 0x3555;
} else if (gSaveContext.extra.environmentTime >= 0x4555 && gSaveContext.extra.environmentTime < 0x5555) {
gSaveContext.extra.environmentTime = 0x5555;
} else if (gSaveContext.extra.environmentTime >= 0xAAAA && gSaveContext.extra.environmentTime < 0xB555) {
gSaveContext.extra.environmentTime = 0xB555;
} else if (gSaveContext.extra.environmentTime >= 0xC000 && gSaveContext.extra.environmentTime < 0xCAAA) {
gSaveContext.extra.environmentTime = 0xCAAA;
}
}
}
// Scene Command 0x05: Wind Settings
void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) {
@ -273,19 +503,71 @@ void Scene_HeaderCommand1E(GlobalContext* ctxt, SceneCmd* entry) {
func_8010565C(ctxt, entry->minimapChests.num, entry->minimapChests.segment);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand19.asm")
// Scene Command 0x19: Misc. Settings (Camera & World Map Area)
void Scene_HeaderCommand19(GlobalContext *ctxt, SceneCmd *entry) {
s16 j;
s16 i;
j = 0;
i = 0;
while (1) {
if (scenesPerMapArea[i].scenes[j] == 0xFFFF) {
i++;
j=0;
// 0x0B is sizeof(scenesPerMapArea) / sizeof(SceneIdList) ... but does not match calculated
if (i == 0x0B) {
break;
}
}
if (ctxt->sceneNum == scenesPerMapArea[i].scenes[j]) {
break;
}
j++;
}
// 0x0B is sizeof(scenesPerMapArea) / sizeof(SceneIdList) ... but does not match calculated
if (i < 0x0B) {
// This bitwise OR could be a macro, but all sane looking versions break matching.
gSaveContext.perm.mapsVisited = (gBitFlags[i] | gSaveContext.perm.mapsVisited) | gSaveContext.perm.mapsVisited;
}
}
// Scene Command 0x1A: Texture Animations
void Scene_HeaderCommand1A(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->sceneTextureAnimations = (AnimatedTexture*)Lib_PtrSegToVirt(entry->textureAnimations.segment);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/func_801306A4.asm")
void func_801306A4(GlobalContext *ctxt) {
ctxt->unk1887F = func_801323A0(ctxt->unk1887A) & 0x7F;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_ProcessHeader.asm")
s32 Scene_ProcessHeader(GlobalContext* ctxt, SceneCmd* header) {
u32 cmdCode;
while (1) {
cmdCode = header->base.code;
if (cmdCode == 0x14) {
break;
}
if (cmdCode < 0x1F) {
sceneHeaderFuncTable[cmdCode](ctxt, header);
}
header++;
}
return 0;
}
u32 Scene_CreateEntrance(u32 sceneIndex, u32 spawnIndex, u32 offset) {
return (((sceneIndex << 9) | (spawnIndex << 4)) | offset) & 0xFFFF;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/func_80130784.asm")
void func_80130784(u32 spawnIndex) {
Scene_CreateEntrance(gSaveContext.perm.entranceIndex >> 9, spawnIndex, 0);
}