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Dragorn421 2025-06-09 23:12:30 +02:00
parent 07c0027942
commit 73a624a297
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16 changed files with 32 additions and 30 deletions

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@ -34,7 +34,7 @@
#define GFXPOOL_TAIL_MAGIC 0x5678
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:128" \
"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
/**
* The time at which the previous `Graph_Update` ended.

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@ -14,7 +14,7 @@
#include "player.h"
#include "skin_matrix.h"
#pragma increment_block_number "ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144"
#pragma increment_block_number "ntsc-1.0:112 ntsc-1.1:112 ntsc-1.2:112"
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);

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@ -26,8 +26,8 @@
#include "save.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64 ique-cn:64" \
"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
@ -3661,7 +3661,7 @@ s32 Camera_KeepOn3(Camera* camera) {
}
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:82 ntsc-1.1:82 ntsc-1.2:82 pal-1.0:82 pal-1.1:82"
"ique-cn:128 ntsc-1.0:110 ntsc-1.1:110 ntsc-1.2:110 pal-1.0:110 pal-1.1:110"
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50;

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@ -17,7 +17,7 @@
#include "z_lib.h"
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ique-cn:192 ntsc-1.0:168 ntsc-1.1:168 ntsc-1.2:168 pal-1.0:168 pal-1.1:168"
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);

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@ -22,7 +22,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-eu-mq-dbg:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128" \
"gc-us-mq:128 ique-cn:128 ntsc-1.0:128 ntsc-1.2:128"
"gc-us-mq:128 ique-cn:128 ntsc-1.0:0 ntsc-1.2:0"
#define FLAGS 0

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@ -1,5 +1,5 @@
#pragma increment_block_number "gc-eu:80 gc-eu-mq:80 gc-jp:80 gc-jp-ce:80 gc-jp-mq:80 gc-us:80 gc-us-mq:80 ique-cn:64" \
"ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
#pragma increment_block_number "gc-eu:48 gc-eu-mq:48 gc-jp:48 gc-jp-ce:48 gc-jp-mq:48 gc-us:48 gc-us-mq:48 ique-cn:32" \
"ntsc-1.0:48 ntsc-1.1:48 ntsc-1.2:48 pal-1.0:48 pal-1.1:48"
#include "libu64/debug.h"
#include "kaleido_manager.h"

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@ -1,5 +1,5 @@
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:192 pal-1.1:192"
#include "libc64/qrand.h"
#include "libu64/gfxprint.h"

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@ -26,8 +26,8 @@
#include "assets/textures/parameter_static/parameter_static.h"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:32" \
"ntsc-1.1:32 ntsc-1.2:32 pal-1.0:0 pal-1.1:0"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:0" \
"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
#if !PLATFORM_IQUE
#define MSG_BUF_DECODED (msgCtx->msgBufDecoded)

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@ -47,8 +47,8 @@
#include "save.h"
#include "vis.h"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:224" \
"ntsc-1.0:240 ntsc-1.1:240 ntsc-1.2:240 pal-1.0:240 pal-1.1:240"
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
"ique-cn:214 ntsc-1.0:240 ntsc-1.1:240 ntsc-1.2:240 pal-1.0:240 pal-1.1:240"
TransitionTile gTransitionTile;
s32 gTransitionTileState;

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@ -125,15 +125,15 @@ static ColliderCylinderInit sLightBallCylinderInit = {
static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
static EnGanonMant* sCape;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
static s32 sSeed1;
static s32 sSeed2;

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@ -26,8 +26,8 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_tw/object_tw.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \

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@ -23,7 +23,7 @@
#include "assets/objects/object_toki_objects/object_toki_objects.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:0 pal-1.1:0"
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)

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@ -25,6 +25,8 @@
#include "assets/objects/object_torch2/object_torch2.h"
#pragma increment_block_number "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
ACTOR_FLAG_DRAW_CULLING_DISABLED)

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@ -33,8 +33,8 @@
#include "assets/scenes/indoors/tokinoma/tokinoma_scene.h"
#include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:0 gc-us:128 gc-us-mq:0 ique-cn:0" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
@ -1415,8 +1415,8 @@ void func_80B3F3D8(void) {
Sfx_PlaySfxCentered2(NA_SE_PL_SKIP);
}
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64 ique-cn:64" \
"ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
#pragma increment_block_number "gc-eu:64 gc-eu-mq:128 gc-jp:64 gc-jp-ce:64 gc-jp-mq:128 gc-us:64 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) {
static Vec3f D_80B42DA0;

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@ -37,8 +37,8 @@
#include "cic6105.h"
#endif
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:128" \
"ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED

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@ -363,14 +363,14 @@ void Player_Action_CsAction(Player* this, PlayState* play);
// .bss part 1
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:0 pal-1.1:0"
static s32 D_80858AA0;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ique-cn:192 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
static s32 sSavedCurrentMask;
static Vec3f sInteractWallCheckResult;