z_scene functions now use the same structs as OOT (#3)

* z_scene now uses OOT structs where available

Additionally commits a decompiled z_actor function.

* Fixes audio_setBGM function call in Scene_HeaderCommand15

* Update structs.h

Co-authored-by: rozlette <uberpanzermensch@gmail.com>
Co-authored-by: Egor Ananyin <ananinegor@gmail.com>
This commit is contained in:
Kenix3 2020-04-29 23:14:29 -04:00 committed by GitHub
parent 5687f3741a
commit f230898dfe
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 233 additions and 251 deletions

View File

@ -1937,8 +1937,8 @@ void func_80105294(void); // func_80105294
void func_80105318(void); // func_80105318 void func_80105318(void); // func_80105318
void func_80105328(void); // func_80105328 void func_80105328(void); // func_80105328
void func_8010534C(void); // func_8010534C void func_8010534C(void); // func_8010534C
void func_8010549C(GlobalContext* ctxt, u32 segmentAddress); // func_8010549C void func_8010549C(GlobalContext* ctxt, void* segmentAddress); // func_8010549C
void func_8010565C(GlobalContext* ctxt, u8 num, u32 segmentAddress); // func_8010565C void func_8010565C(GlobalContext* ctxt, u8 num, void* segmentAddress); // func_8010565C
void func_80105818(GlobalContext* ctxt, unsigned int uParm2, TransitionActorInit* puParm3); // func_80105818 void func_80105818(GlobalContext* ctxt, unsigned int uParm2, TransitionActorInit* puParm3); // func_80105818
void func_80105A40(void); // func_80105A40 void func_80105A40(void); // func_80105A40
void func_80105B34(void); // func_80105B34 void func_80105B34(void); // func_80105B34

View File

@ -628,215 +628,200 @@ typedef struct {
} RoomMeshType2Params; // size = 0x10 } RoomMeshType2Params; // size = 0x10
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ u32 data2;
/* 0x4 */ u32 segment; } SCmdBase;
} SCmdActorList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdSpawnList;
} SCmdAltHeaders; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 num;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 data2; } SCmdActorList;
} SCmdBase; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdCsCameraList;
} SCmdColHeader; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdColHeader;
} SCmdCsCameraList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 num;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdRoomList;
} SCmdCutsceneActorList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x02 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u32 segment; /* 0x04 */ s8 west;
} SCmdCutsceneData; // size = 0x8 /* 0x05 */ s8 vertical;
/* 0x06 */ s8 south;
/* 0x07 */ u8 clothIntensity;
} SCmdWindSettings;
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x5]; /* 0x04 */ void* segment;
/* 0x7 */ u8 echo; } SCmdEntranceList;
} SCmdEchoSettings; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 cUpElfMsgNum;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ u32 keepObjectId;
/* 0x4 */ u32 data2; } SCmdSpecialFiles;
} SCmdEndMarker; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 gpFlag1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ u32 gpFlag2;
/* 0x4 */ u32 segment; } SCmdRoomBehavior;
} SCmdEntranceList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdMesh;
} SCmdExitList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 num;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdObjectList;
} SCmdLightList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 num;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdLightList;
} SCmdLightSettingList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdPathList;
} SCmdMesh; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 num;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdTransiActorList;
} SCmdMinimapChests; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ UNK_TYPE1 pad1[0x3]; /* 0x01 */ u8 num;
/* 0x4 */ u32 segment; /* 0x04 */ void* segment;
} SCmdMinimapSettings; // size = 0x8 } SCmdLightSettingList;
// Cloudmodding has this as Environment Settings
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 cameraMovement; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x02 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u32 area; /* 0x04 */ u8 hour;
} SCmdMiscSettings; // size = 0x8 /* 0x05 */ u8 min;
/* 0x06 */ u8 unk6;
} SCmdTimeSettings;
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x02 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u32 segment; /* 0x04 */ u8 skyboxId;
} SCmdObjectList; // size = 0x8 /* 0x05 */ u8 unk5;
/* 0x06 */ u8 unk6;
} SCmdSkyboxSettings;
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x02 */ UNK_TYPE1 pad2[2];
/* 0x4 */ u32 segment; /* 0x04 */ u8 unk4;
} SCmdPathList; // size = 0x8 /* 0x05 */ u8 unk5;
} SCmdSkyboxDisables;
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 gpFlag1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 gpFlag2; } SCmdExitList;
} SCmdRoomBehavior; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ u32 data2;
/* 0x4 */ u32 segment; } SCmdEndMarker;
} SCmdRoomList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 bgmId;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x02 */ UNK_TYPE1 pad2[4];
/* 0x4 */ u8 unk4; /* 0x06 */ u8 nighttimeSFX;
/* 0x5 */ u8 unk5; /* 0x07 */ u8 musicSeq;
} SCmdSkyboxDisables; // size = 0x6 } SCmdSoundSettings;
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x02 */ UNK_TYPE1 pad2[5];
/* 0x4 */ u8 skyboxId; /* 0x07 */ u8 echo;
/* 0x5 */ u8 unk5; } SCmdEchoSettings;
/* 0x6 */ u8 unk6;
} SCmdSkyboxSettings; // size = 0x7
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 bgmId; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x4]; /* 0x04 */ void* segment;
/* 0x6 */ u8 nighttimeSFX; } SCmdCutsceneData;
/* 0x7 */ u8 musicSeq;
} SCmdSoundSettings; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdAltHeaders;
} SCmdSpawnList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 cUpElfMsgNum; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ u32 data2;
/* 0x4 */ u32 keepObjectId; } SCmdWorldMapVisited;
} SCmdSpecialFiles; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u8 hour; } SCmdTextureAnimations;
/* 0x5 */ u8 min;
/* 0x6 */ u8 unk6;
} SCmdTimeSettings; // size = 0x7
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 num; /* 0x01 */ u8 num;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ u32 segment; } SCmdCutsceneActorList;
} SCmdTransiActorList; // size = 0x8
typedef struct { typedef struct {
/* 0x0 */ u8 code; /* 0x00 */ u8 code;
/* 0x1 */ u8 data1; /* 0x01 */ u8 data1;
/* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment;
/* 0x4 */ s8 unk4; } SCmdMinimapSettings;
/* 0x5 */ s8 unk5;
/* 0x6 */ s8 unk6; typedef struct {
/* 0x7 */ u8 unk7; /* 0x00 */ u8 code;
} SCmdWindSettings; // size = 0x8 /* 0x01 */ u8 num;
/* 0x04 */ void* segment;
} SCmdMinimapChests;
// Extra information in the save context that is not saved // Extra information in the save context that is not saved
typedef struct { typedef struct {
@ -889,35 +874,38 @@ typedef struct {
} SaveContext_struct2; // size = 0x22 } SaveContext_struct2; // size = 0x22
typedef union { typedef union {
SCmdBase base; /* Command: N/A */ SCmdBase base;
SCmdSpawnList spawnList; /* Command: 0x00 */ SCmdSpawnList spawnList;
SCmdActorList actorList; /* Command: 0x01 */ SCmdActorList actorList;
SCmdCsCameraList csCameraList; /* Command: 0x02 */ SCmdCsCameraList csCameraList;
SCmdRoomList roomList; /* Command: 0x03 */ SCmdColHeader colHeader;
SCmdEntranceList entranceList; /* Command: 0x04 */ SCmdRoomList roomList;
SCmdObjectList objectList; /* Command: 0x05 */ SCmdWindSettings windSettings;
SCmdLightList lightList; /* Command: 0x06 */ SCmdEntranceList entranceList;
SCmdPathList pathList; /* Command: 0x07 */ SCmdSpecialFiles specialFiles;
SCmdTransiActorList transiActorList; /* Command: 0x08 */ SCmdRoomBehavior roomBehavior;
SCmdLightSettingList lightSettingList; /* Command: 0x09 */ // Unused
SCmdExitList exitList; /* Command: 0x0A */ SCmdMesh mesh;
SCmdColHeader colHeader; /* Command: 0x0B */ SCmdObjectList objectList;
SCmdMesh mesh; /* Command: 0x0C */ SCmdLightList lightList;
SCmdSpecialFiles specialFiles; /* Command: 0x0D */ SCmdPathList pathList;
SCmdCutsceneData cutsceneData; /* Command: 0x0E */ SCmdTransiActorList transiActorList;
SCmdRoomBehavior roomBehavior; /* Command: 0x0F */ SCmdLightSettingList lightSettingList;
SCmdWindSettings windSettings; /* Command: 0x10 */ SCmdTimeSettings timeSettings;
SCmdTimeSettings timeSettings; /* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings;
SCmdSkyboxSettings skyboxSettings; /* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables;
SCmdSkyboxDisables skyboxDisables; /* Command: 0x13 */ SCmdExitList exitList;
SCmdEndMarker endMarker; /* Command: 0x14 */ SCmdEndMarker endMarker;
SCmdSoundSettings soundSettings; /* Command: 0x15 */ SCmdSoundSettings soundSettings;
SCmdEchoSettings echoSettings; /* Command: 0x16 */ SCmdEchoSettings echoSettings;
SCmdMiscSettings miscSettings; /* Command: 0x17 */ SCmdCutsceneData cutsceneData;
SCmdAltHeaders altHeaders; /* Command: 0x18 */ SCmdAltHeaders altHeaders;
SCmdCutsceneActorList cutsceneActorList; /* Command: 0x19 */ SCmdWorldMapVisited worldMapVisited;
SCmdMinimapSettings minimapSettings; /* Command: 0x1A */ SCmdTextureAnimations textureAnimations;
SCmdMinimapChests minimapChests; /* Command: 0x1B */ SCmdCutsceneActorList cutsceneActorList;
/* Command: 0x1C */ SCmdMinimapSettings minimapSettings;
/* Command: 0x1D */ // Unused
/* Command: 0x1E */ SCmdMinimapChests minimapChests;
} SceneCmd; // size = 0x8 } SceneCmd; // size = 0x8
typedef struct { typedef struct {
@ -1769,12 +1757,12 @@ typedef struct {
/* 0xA9 */ UNK_TYPE1 unkA9; /* 0xA9 */ UNK_TYPE1 unkA9;
/* 0xAA */ UNK_TYPE1 unkAA; /* 0xAA */ UNK_TYPE1 unkAA;
/* 0xAB */ UNK_TYPE1 unkAB; /* 0xAB */ UNK_TYPE1 unkAB;
/* 0xAC */ s16 unkAC; /* 0xAC */ s16 windWest;
/* 0xAE */ s16 unkAE; /* 0xAE */ s16 windVertical;
/* 0xB0 */ s16 unkB0; /* 0xB0 */ s16 windSouth;
/* 0xB2 */ UNK_TYPE1 unkB2; /* 0xB2 */ UNK_TYPE1 unkB2;
/* 0xB3 */ UNK_TYPE1 unkB3; /* 0xB3 */ UNK_TYPE1 unkB3;
/* 0xB4 */ f32 unkB4; /* 0xB4 */ f32 windClothIntensity;
/* 0xB8 */ u8 environmentSettingsCount; /* 0xB8 */ u8 environmentSettingsCount;
/* 0xB9 */ UNK_TYPE1 unkB9; /* 0xB9 */ UNK_TYPE1 unkB9;
/* 0xBA */ UNK_TYPE1 unkBA; /* 0xBA */ UNK_TYPE1 unkBA;

View File

@ -359,20 +359,20 @@ f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point) {
return Math_Vec3f_DistXZ(&actor->currPosRot.pos, point); return Math_Vec3f_DistXZ(&actor->currPosRot.pos, point);
} }
#ifdef NON_MATCHING
void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* point) { void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* point) {
f32 cos_rot_x; f32 cos_rot_y;
f32 sin_rot_x; f32 sin_rot_y;
f32 imm_x;
cos_rot_x = Math_Coss(actor->shape.rot.x); f32 imm_z;
sin_rot_x = Math_Sins(actor->shape.rot.x);
offset->x = (point->x - actor->currPosRot.pos.x * cos_rot_x) - (point->z - actor->currPosRot.pos.z * sin_rot_x); cos_rot_y = Math_Coss(actor->shape.rot.y);
sin_rot_y = Math_Sins(actor->shape.rot.y);
imm_x = point->x - actor->currPosRot.pos.x;
imm_z = point->z - actor->currPosRot.pos.z;
offset->x = ((imm_x * cos_rot_y) - (imm_z * sin_rot_y));
offset->z = ((imm_z * cos_rot_y) + (imm_x * sin_rot_y));
offset->y = point->y - actor->currPosRot.pos.y; offset->y = point->y - actor->currPosRot.pos.y;
offset->z = (point->z - actor->currPosRot.pos.z * cos_rot_x) + (point->x - actor->currPosRot.pos.x * sin_rot_x);
} }
#else
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_CalcOffsetOrientedToDrawRotation.asm")
#endif
f32 Actor_YDistance(Actor* actor1, Actor* actor2) { f32 Actor_YDistance(Actor* actor1, Actor* actor2) {
return actor2->currPosRot.pos.y - actor1->currPosRot.pos.y; return actor2->currPosRot.pos.y - actor1->currPosRot.pos.y;

View File

@ -9,13 +9,11 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_ReloadUnloadedObjects.asm")
s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) { s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) {
s32 i; s32 i;
for(i = 0; i < sceneCtxt->objectCount; i++) { for(i = 0; i < sceneCtxt->objectCount; i++) {
if((sceneCtxt->objects[i].id < 0 ? -sceneCtxt->objects[i].id : sceneCtxt->objects[i].id) == objectId) { if((sceneCtxt->objects[i].id < 0 ? -sceneCtxt->objects[i].id : sceneCtxt->objects[i].id) == objectId) {
return i; return i;
} }
} }
return -1; return -1;
} }
@ -38,10 +36,8 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
void* objectVramAddr; void* objectVramAddr;
s16 temp16; s16 temp16;
u8 unk20; u8 unk20;
ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt(entry->spawnList.segment) +
ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->spawnList.segment) +
ctxt->setupEntranceList[ctxt->curSpawn].spawn; ctxt->setupEntranceList[ctxt->curSpawn].spawn;
if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C || if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF) (gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF)
) { ) {
@ -50,18 +46,13 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
} }
loadReturn = Scene_LoadObject(&ctxt->sceneContext, 0x11); loadReturn = Scene_LoadObject(&ctxt->sceneContext, 0x11);
global = ctxt; global = ctxt;
objectVramAddr = global->sceneContext.objects[global->sceneContext.objectCount].vramAddr; objectVramAddr = global->sceneContext.objects[global->sceneContext.objectCount].vramAddr;
ctxt->sceneContext.objectCount = loadReturn; ctxt->sceneContext.objectCount = loadReturn;
ctxt->sceneContext.unk9 = loadReturn; ctxt->sceneContext.unk9 = loadReturn;
unk20 = gSaveContext.perm.unk20; unk20 = gSaveContext.perm.unk20;
temp16 = D_801C2730[unk20]; temp16 = D_801C2730[unk20];
actorOverlayTable[0].initInfo->objectId = temp16; actorOverlayTable[0].initInfo->objectId = temp16;
Scene_LoadObject(&ctxt->sceneContext, temp16); Scene_LoadObject(&ctxt->sceneContext, temp16);
ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr = objectVramAddr; ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr = objectVramAddr;
@ -69,14 +60,14 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x01: Actor List // Scene Command 0x01: Actor List
void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->sceneNumActorsToLoad = (u16) entry->base.data1; ctxt->sceneNumActorsToLoad = (u16) entry->actorList.num;
ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt(entry->actorList.segment);
ctxt->actorCtx.unkC = (u16)0; ctxt->actorCtx.unkC = (u16)0;
} }
// Scene Command 0x02: Cutscene Camera List // Scene Command 0x02: Cutscene Camera List
void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt(entry->csCameraList.segment);
} }
// Scene Command 0x03: Collision Header // Scene Command 0x03: Collision Header
@ -84,7 +75,7 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
BgMeshHeader* temp_ret; BgMeshHeader* temp_ret;
BgMeshHeader* temp_s0; BgMeshHeader* temp_s0;
temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt((void*)entry->base.data2); temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt(entry->colHeader.segment);
temp_s0 = temp_ret; temp_s0 = temp_ret;
temp_s0->vertices = (BgVertex*)Lib_PtrSegToVirt(temp_ret->vertices); temp_s0->vertices = (BgVertex*)Lib_PtrSegToVirt(temp_ret->vertices);
temp_s0->polygons = (BgPolygon*)Lib_PtrSegToVirt(temp_s0->polygons); temp_s0->polygons = (BgPolygon*)Lib_PtrSegToVirt(temp_s0->polygons);
@ -103,40 +94,42 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x04: Room List // Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->numRooms = (u8) entry->base.data1; ctxt->numRooms = entry->roomList.num;
ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt(entry->roomList.segment);
} }
// Scene Command 0x06: Entrance List // Scene Command 0x06: Entrance List
void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt(entry->entranceList.segment);
} }
// Scene Command 0x07: Special Files // Scene Command 0x07: Special Files
void Scene_HeaderCommand07(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand07(GlobalContext* ctxt, SceneCmd* entry) {
if (entry->base.data2 != 0) { if (entry->specialFiles.keepObjectId != 0) {
ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext, entry->base.data2); ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext,
gRspSegmentPhysAddrs[5] = (u32)(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr) + 0x80000000; entry->specialFiles.keepObjectId);
gRspSegmentPhysAddrs[5] = (u32)(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr)
+ 0x80000000;
} }
if (entry->base.data1 != 0) { if (entry->specialFiles.cUpElfMsgNum != 0) {
ctxt->unk18868 = Play_LoadScene(ctxt, &D_801C2650[entry->base.data1 - 1]); ctxt->unk18868 = Play_LoadScene(ctxt, &D_801C2650[entry->specialFiles.cUpElfMsgNum - 1]);
} }
} }
// Scene Command 0x08: Room Behavior // Scene Command 0x08: Room Behavior
void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.unk3 = entry->base.data1; ctxt->roomContext.currRoom.unk3 = entry->roomBehavior.gpFlag1;
ctxt->roomContext.currRoom.unk2 = entry->base.data2 & 0xFF; ctxt->roomContext.currRoom.unk2 = entry->roomBehavior.gpFlag2 & 0xFF;
ctxt->roomContext.currRoom.unk5 = (entry->base.data2 >> 8) & 1; ctxt->roomContext.currRoom.unk5 = (entry->roomBehavior.gpFlag2 >> 8) & 1;
ctxt->msgCtx.unk12044 = (entry->base.data2 >> 0xa) & 1; ctxt->msgCtx.unk12044 = (entry->roomBehavior.gpFlag2 >> 0xa) & 1;
ctxt->roomContext.currRoom.enablePosLights = (entry->base.data2 >> 0xb) & 1; ctxt->roomContext.currRoom.enablePosLights = (entry->roomBehavior.gpFlag2 >> 0xb) & 1;
ctxt->kankyoContext.unkE2 = (entry->base.data2 >> 0xc) & 1; ctxt->kankyoContext.unkE2 = (entry->roomBehavior.gpFlag2 >> 0xc) & 1;
} }
// Scene Command 0x0A: Mesh Header // Scene Command 0x0A: Mesh Header
void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt(entry->mesh.segment);
} }
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0B.asm") GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0B.asm")
@ -146,8 +139,8 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
s32 i; s32 i;
LightInfo* lightInfo; LightInfo* lightInfo;
lightInfo = (LightInfo*)Lib_PtrSegToVirt((void*)entry->base.data2); lightInfo = (LightInfo*)Lib_PtrSegToVirt(entry->lightList.segment);
for (i = 0; i < entry->base.data1; i++) for (i = 0; i < entry->lightList.num; i++)
{ {
Lights_Insert(ctxt, &ctxt->lightCtx, lightInfo); Lights_Insert(ctxt, &ctxt->lightCtx, lightInfo);
lightInfo++; lightInfo++;
@ -156,13 +149,13 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x0D: Path List // Scene Command 0x0D: Path List
void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->setupPathList = (void*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->setupPathList = (void*)Lib_PtrSegToVirt(entry->pathList.segment);
} }
// Scene Command 0x0E: Transition Actor List // Scene Command 0x0E: Transition Actor List
void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->transitionActorCount = entry->base.data1; ctxt->transitionActorCount = entry->transiActorList.num;
ctxt->transitionActorList = (TransitionActorInit*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->transitionActorList = (TransitionActorInit*)Lib_PtrSegToVirt((void*)entry->transiActorList.segment);
func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList); func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList);
} }
@ -172,19 +165,19 @@ void func_8012FEBC(GlobalContext* ctxt, u8* nbTransitionActors) {
// Scene Command 0x0F: Light Setting List // Scene Command 0x0F: Light Setting List
void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->kankyoContext.environmentSettingsCount = entry->base.data1; ctxt->kankyoContext.environmentSettingsCount = entry->lightSettingList.num;
ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt((void*)entry->base.data2); ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt(entry->lightSettingList.segment);
} }
s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) { s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) {
s32 vromStart = D_801C2660[fileIndex].vromStart; s32 vromStart = D_801C2660[fileIndex].vromStart;
s32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart; s32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart;
if (fileSize) { if (fileSize) {
ctxt->roomContext.unk74 = GameStateHeap_AllocFromEnd(&ctxt->state.heap, fileSize); ctxt->roomContext.unk74 = GameStateHeap_AllocFromEnd(&ctxt->state.heap, fileSize);
return DmaMgr_SendRequest0((s32)ctxt->roomContext.unk74, vromStart, fileSize); return DmaMgr_SendRequest0((s32)ctxt->roomContext.unk74, vromStart, fileSize);
} }
// UB: Undefined behaviour to not have a return statement here, but it breaks matching to add one. // UB: Undefined behaviour to not have a return statement here, but it breaks matching to add one.
} }
@ -206,18 +199,17 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand10.asm")
// Scene Command 0x05: Wind Settings // Scene Command 0x05: Wind Settings
void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) {
s8 temp1 = entry->windSettings.unk4; s8 temp1 = entry->windSettings.west;
s8 temp2 = entry->windSettings.unk5; s8 temp2 = entry->windSettings.vertical;
s8 temp3 = entry->windSettings.unk6; s8 temp3 = entry->windSettings.south;
ctxt->kankyoContext.windWest = temp1;
ctxt->kankyoContext.unkAC = temp1; ctxt->kankyoContext.windVertical = temp2;
ctxt->kankyoContext.unkAE = temp2; ctxt->kankyoContext.windSouth = temp3;
ctxt->kankyoContext.unkB0 = temp3; ctxt->kankyoContext.windClothIntensity = entry->windSettings.clothIntensity;
ctxt->kankyoContext.unkB4 = entry->windSettings.unk7;
} }
void Scene_HeaderCommand13(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand13(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->setupExitList = (void*)Lib_PtrSegToVirt((void*)entry->exitList.segment); ctxt->setupExitList = (void*)Lib_PtrSegToVirt(entry->exitList.segment);
} }
// Scene Command 0x09: Undefined // Scene Command 0x09: Undefined
@ -243,11 +235,9 @@ void Scene_HeaderCommand16(GlobalContext* ctxt, SceneCmd* entry) {
void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) {
SceneCmd** altHeaderList; SceneCmd** altHeaderList;
SceneCmd* altHeader; SceneCmd* altHeader;
if (gSaveContext.extra.sceneSetupIndex) { if (gSaveContext.extra.sceneSetupIndex) {
altHeaderList = (SceneCmd**)Lib_PtrSegToVirt((void*)entry->altHeaders.segment); altHeaderList = (SceneCmd**)Lib_PtrSegToVirt(entry->altHeaders.segment);
altHeader = altHeaderList[gSaveContext.extra.sceneSetupIndex - 1]; altHeader = altHeaderList[gSaveContext.extra.sceneSetupIndex - 1];
if (altHeader != NULL) { if (altHeader != NULL) {
Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_PtrSegToVirt(altHeader)); Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_PtrSegToVirt(altHeader));
(entry + 1)->base.code = 0x14; (entry + 1)->base.code = 0x14;
@ -263,7 +253,8 @@ void Scene_HeaderCommand17(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x1B: Cutscene Actor List // Scene Command 0x1B: Cutscene Actor List
void Scene_HeaderCommand1B(GlobalContext* ctxt, SceneCmd* entry) { void Scene_HeaderCommand1B(GlobalContext* ctxt, SceneCmd* entry) {
ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt((void*)entry->cutsceneActorList.segment), entry->cutsceneActorList.num); ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt(entry->cutsceneActorList.segment),
entry->cutsceneActorList.num);
} }
// Scene Command 0x1C: Mini Maps // Scene Command 0x1C: Mini Maps
@ -284,7 +275,10 @@ void Scene_HeaderCommand1E(GlobalContext* ctxt, SceneCmd* entry) {
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand19.asm") GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand19.asm")
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand1A.asm") // 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") GLOBAL_ASM("./asm/non_matchings/z_scene/func_801306A4.asm")