mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-26 20:00:30 +00:00
Completely match ntsc-1.0/1.1 bss and add to CI (#2294)
This commit is contained in:
parent
a04912a017
commit
8ce69c3ac9
18
Jenkinsfile
vendored
18
Jenkinsfile
vendored
@ -29,10 +29,10 @@ pipeline {
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// The ROMs are built in an order that maximizes compiler flags coverage in a "fail fast" approach.
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// Specifically we start with a retail ROM for BSS ordering, and make sure we cover all of
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// N64/GC/NTSC/PAL/MQ/DEBUG as quickly as possible.
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stage('Build ntsc-1.2') {
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stage('Build ntsc-1.0') {
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steps {
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script {
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build('ntsc-1.2', 'oot-ntsc-1.2-us.z64')
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build('ntsc-1.0', 'oot-ntsc-1.0-us.z64')
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}
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}
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}
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@ -64,6 +64,13 @@ pipeline {
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}
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}
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}
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stage('Build ntsc-1.2') {
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steps {
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script {
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build('ntsc-1.2', 'oot-ntsc-1.2-us.z64')
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}
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}
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}
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stage('Build gc-us') {
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steps {
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script {
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@ -99,6 +106,13 @@ pipeline {
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}
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}
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}
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stage('Build ntsc-1.1') {
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steps {
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script {
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build('ntsc-1.1', 'oot-ntsc-1.1-us.z64')
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}
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}
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}
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stage('Build gc-us-mq') {
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steps {
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script {
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7
Makefile
7
Makefile
@ -23,6 +23,8 @@ ORIG_COMPILER ?= 0
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COMPILER ?= ido
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# Target game version. Ensure the corresponding input ROM is placed in baseroms/$(VERSION)/baserom.z64.
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# Currently the following versions are supported:
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# ntsc-1.0 N64 NTSC 1.0 (Japan/US depending on REGION)
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# ntsc-1.1 N64 NTSC 1.1 (Japan/US depending on REGION)
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# pal-1.0 N64 PAL 1.0 (Europe)
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# ntsc-1.2 N64 NTSC 1.2 (Japan/US depending on REGION)
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# pal-1.1 N64 PAL 1.1 (Europe)
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@ -34,9 +36,6 @@ COMPILER ?= ido
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# gc-eu GameCube Europe/PAL
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# gc-eu-mq GameCube Europe/PAL Master Quest
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# gc-jp-ce GameCube Japan (Collector's Edition disc)
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# The following versions are work-in-progress and not yet matching:
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# ntsc-1.0 N64 NTSC 1.0 (Japan/US depending on REGION)
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# ntsc-1.1 N64 NTSC 1.1 (Japan/US depending on REGION)
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VERSION ?= gc-eu-mq-dbg
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# Number of threads to extract and compress with.
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N_THREADS ?= $(shell nproc)
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@ -62,13 +61,11 @@ ifeq ($(VERSION),ntsc-1.0)
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REGION ?= JP
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PLATFORM := N64
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DEBUG := 0
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COMPARE := 0
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else ifeq ($(VERSION),ntsc-1.1)
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REGIONAL_CHECKSUM := 1
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REGION ?= JP
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PLATFORM := N64
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DEBUG := 0
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COMPARE := 0
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else ifeq ($(VERSION),pal-1.0)
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REGION ?= EU
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PLATFORM := N64
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@ -29,6 +29,8 @@ It builds the following versions:
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| Name | Build timestamp | Description | MD5 hash of input ROM(s) |
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|--------------|-------------------|-------------------------------------------|--------------------------|
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| ntsc-1.0 | 98-10-21 04:56:31 | NTSC 1.0 (Japan/US) | `9f04c8e68534b870f707c247fa4b50fc`<br>`5bd1fe107bf8106b2ab6650abecd54d6` |
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| ntsc-1.1 | 98-10-26 10:58:45 | NTSC 1.1 (Japan/US) | `1bf5f42b98c3e97948f01155f12e2d88`<br>`721fdcc6f5f34be55c43a807f2a16af4` |
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| pal-1.0 | 98-11-10 14:34:22 | PAL 1.0 (Europe) | `e040de91a74b61e3201db0e2323f768a` |
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| ntsc-1.2 | 98-11-12 18:17:03 | NTSC 1.2 (Japan/US) | `2258052847bdd056c8406a9ef6427f13`<br>`57a9719ad547c516342e1a15d5c28c3d` |
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| pal-1.1 | 98-11-18 17:36:49 | PAL 1.1 (Europe) | `d714580dd74c2c033f5e1b6dc0aeac77` |
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@ -1,6 +1,6 @@
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#if PLATFORM_N64
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#pragma increment_block_number "ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#pragma increment_block_number "ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#include "global.h"
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#include "fault.h"
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@ -8,7 +8,7 @@
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#include "stack.h"
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#include "terminal.h"
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#pragma increment_block_number "ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
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#pragma increment_block_number "ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
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typedef struct FaultMgr {
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OSThread thread;
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@ -8,7 +8,7 @@
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#define GFXPOOL_TAIL_MAGIC 0x5678
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#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" \
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"ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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/**
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* The time at which the previous `Graph_Update` ended.
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@ -5,7 +5,7 @@
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extern uintptr_t gSegments[NUM_SEGMENTS];
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#pragma increment_block_number "gc-eu:252 gc-eu-mq:252 gc-jp:252 gc-jp-ce:252 gc-jp-mq:252 gc-us:252 gc-us-mq:252" \
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"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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extern struct PreNmiBuff* gAppNmiBufferPtr;
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extern struct Scheduler gScheduler;
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@ -24,7 +24,7 @@ extern struct IrqMgr gIrqMgr;
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#endif
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
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"ntsc-1.2:151 pal-1.0:149 pal-1.1:149"
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"ntsc-1.0:151 ntsc-1.1:151 ntsc-1.2:151 pal-1.0:149 pal-1.1:149"
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extern u8 _buffersSegmentEnd[];
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@ -6,7 +6,7 @@
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#include "sys_math3d.h"
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#pragma increment_block_number "gc-eu:103 gc-eu-mq:103 gc-jp:103 gc-jp-ce:103 gc-jp-mq:103 gc-us:103 gc-us-mq:103" \
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"ntsc-1.2:79 pal-1.0:80 pal-1.1:80"
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"ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:79 pal-1.0:80 pal-1.1:80"
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s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
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Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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@ -12,7 +12,7 @@
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#include "assets/objects/object_bdoor/object_bdoor.h"
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#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" \
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"ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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@ -2072,7 +2072,7 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
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}
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#pragma increment_block_number "gc-eu:22 gc-eu-mq:22 gc-jp:22 gc-jp-ce:22 gc-jp-mq:22 gc-us:22 gc-us-mq:22" \
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"ntsc-1.2:22 pal-1.0:22 pal-1.1:22"
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"ntsc-1.0:22 ntsc-1.1:22 ntsc-1.2:22 pal-1.0:22 pal-1.1:22"
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// Local data used for Farore's Wind light (stored in BSS)
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LightInfo D_8015BC00;
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "terminal.h"
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#pragma increment_block_number "ntsc-1.2:136"
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#pragma increment_block_number "ntsc-1.0:136 ntsc-1.1:136 ntsc-1.2:136"
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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@ -5,7 +5,7 @@
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#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" \
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"ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
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s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
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@ -3639,7 +3639,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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}
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#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" \
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"ntsc-1.2:93 pal-1.0:91 pal-1.1:91"
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"ntsc-1.0:93 ntsc-1.1:93 ntsc-1.2:93 pal-1.0:91 pal-1.1:91"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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@ -16,7 +16,7 @@
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#include "z_lib.h"
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#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" \
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"ntsc-1.2:104 pal-1.0:104 pal-1.1:104"
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"ntsc-1.0:104 ntsc-1.1:104 ntsc-1.2:104 pal-1.0:104 pal-1.1:104"
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typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
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typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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@ -2225,7 +2225,7 @@ void CollisionCheck_ATTrisVsACCyl(PlayState* play, CollisionCheckContext* colChk
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}
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#pragma increment_block_number "gc-eu:252 gc-eu-mq:252 gc-jp:252 gc-jp-ce:252 gc-jp-mq:252 gc-us:252 gc-us-mq:252" \
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"ntsc-1.2:252 pal-1.0:252 pal-1.1:252"
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"ntsc-1.0:252 ntsc-1.1:252 ntsc-1.2:252 pal-1.0:252 pal-1.1:252"
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void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
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static TriNorm tri1;
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@ -3,7 +3,7 @@
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#include "versions.h"
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#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" \
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"ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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ALIGNED(16) SaveContext gSaveContext;
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u32 D_8015FA88;
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@ -13,7 +13,7 @@ typedef struct InputCombo {
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} InputCombo; // size = 0x4
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#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" \
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"ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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RegEditor* gRegEditor;
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@ -125,7 +125,7 @@ u16 gCamEyePointAppliedFrame;
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u16 gCamAtPointAppliedFrame;
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#pragma increment_block_number "gc-eu:188 gc-eu-mq:176 gc-jp:188 gc-jp-ce:188 gc-jp-mq:176 gc-us:188 gc-us-mq:176" \
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"ntsc-1.2:80 pal-1.0:80 pal-1.1:80"
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"ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:80 pal-1.0:80 pal-1.1:80"
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// Cam ID to return to when a scripted cutscene is finished
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s16 sReturnToCamId;
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@ -1,5 +1,5 @@
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#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" \
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"ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
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#include "global.h"
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#include "terminal.h"
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@ -1,5 +1,5 @@
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#pragma increment_block_number "gc-eu:244 gc-eu-mq:244 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ntsc-1.2:224 pal-1.0:252 pal-1.1:252"
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:252 pal-1.1:252"
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#include "global.h"
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#include "ultra64.h"
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@ -215,7 +215,7 @@ s16 sSunDepthTestX;
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s16 sSunDepthTestY;
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#pragma increment_block_number "gc-eu:240 gc-eu-mq:240 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ntsc-1.2:224 pal-1.0:240 pal-1.1:240"
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:240 pal-1.1:240"
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LightNode* sNGameOverLightNode;
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LightInfo sNGameOverLightInfo;
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@ -8,7 +8,7 @@
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#endif
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.2:112 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:112 pal-1.0:128 pal-1.1:128"
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#if !PLATFORM_GC
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#define OCARINA_BUTTON_A_PRIM_1_R 80
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@ -6,7 +6,7 @@
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#include "stack.h"
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#include "versions.h"
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#pragma increment_block_number "ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#pragma increment_block_number "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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typedef struct struct_801D9C30 {
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/* 0x000 */ s32 unk_000; // disk start
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@ -101,22 +101,22 @@ static ColliderCylinderInit sLightBallCylinderInit = {
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static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14, 16, 10, 16, 14 };
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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#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-1.2:0" \
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"pal-1.0:0 pal-1.1:0"
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#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-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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static EnGanonMant* sCape;
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// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
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// data around. It would be easier if we had more options for controlling BSS ordering in debug.
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#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" \
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"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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static s32 sSeed1;
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static s32 sSeed2;
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static s32 sSeed3;
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#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" \
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"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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static BossGanon* sGanondorf;
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@ -14,8 +14,8 @@
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#include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
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#include "terminal.h"
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#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-1.2:0" \
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"pal-1.0:0 pal-1.1:0"
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#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-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
@ -1397,7 +1397,7 @@ void func_80B3F3D8(void) {
|
||||
}
|
||||
|
||||
#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" \
|
||||
"ntsc-1.2:64 pal-1.0:64 pal-1.1:64"
|
||||
"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;
|
||||
|
@ -36,7 +36,7 @@
|
||||
#endif
|
||||
|
||||
#pragma increment_block_number "gc-eu:180 gc-eu-mq:180 gc-jp:180 gc-jp-ce:180 gc-jp-mq:180 gc-us:180 gc-us-mq:180" \
|
||||
"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
|
@ -343,21 +343,21 @@ void Player_Action_CsAction(Player* this, PlayState* play);
|
||||
// .bss part 1
|
||||
|
||||
#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" \
|
||||
"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
"ntsc-1.0:64 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
|
||||
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:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
|
||||
"ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
|
||||
"ntsc-1.0:192 ntsc-1.1:128 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
|
||||
|
||||
static s32 sSavedCurrentMask;
|
||||
static Vec3f sInteractWallCheckResult;
|
||||
static Input* sControlInput;
|
||||
|
||||
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
|
||||
"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
"ntsc-1.0:128 ntsc-1.1:192 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
|
||||
// .data
|
||||
|
||||
|
@ -16,7 +16,7 @@
|
||||
#include "terminal.h"
|
||||
#include "versions.h"
|
||||
|
||||
#pragma increment_block_number "ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
#pragma increment_block_number "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
|
||||
|
||||
#if !PLATFORM_GC
|
||||
#define KALEIDO_PROMPT_CURSOR_R 100
|
||||
|
Loading…
Reference in New Issue
Block a user