mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-23 05:49:50 +00:00
Match retail BSS ordering (#1927)
* Match retail BSS ordering * Revert moving some global variables to headers * Adjust block numbers after header changes * Fix debug build * Overlay bss ordering * Fix BSS ordering after header changes * gc-eu-mq OK * Implement preprocessor for #pragma increment_block_number * Transfer usage comment from reencode.sh * Use temporary directory instead of temporary file * Move ColChkMassType back
This commit is contained in:
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a94661054e
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9
Makefile
9
Makefile
@ -53,9 +53,6 @@ endif
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# Version-specific settings
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ifeq ($(VERSION),gc-eu-mq)
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DEBUG := 0
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CFLAGS += -DNON_MATCHING
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CPPFLAGS += -DNON_MATCHING
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COMPARE := 0
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else ifeq ($(VERSION),gc-eu-mq-dbg)
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DEBUG := 1
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else
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@ -312,9 +309,9 @@ $(BUILD_DIR)/src/code/jpegdecoder.o: CC := $(CC_OLD)
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# For using asm_processor on some files:
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#$(BUILD_DIR)/.../%.o: CC := $(PYTHON) tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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ifeq ($(PERMUTER),) # permuter + reencode.sh misbehaves, permuter doesn't care about encoding ((ro)data diffs) so just don't use it in that case
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# Handle encoding (UTF-8 -> EUC-JP)
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$(BUILD_DIR)/%.o: CC := tools/reencode.sh $(CC)
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ifeq ($(PERMUTER),) # permuter + preprocess.py misbehaves, permuter doesn't care about rodata diffs or bss ordering so just don't use it in that case
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# Handle encoding (UTF-8 -> EUC-JP) and custom pragmas
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$(BUILD_DIR)/src/%.o: CC := $(PYTHON) tools/preprocess.py $(CC)
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endif
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else
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@ -1,27 +0,0 @@
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.include "macro.inc"
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# assembler directives
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.set noat # allow manual use of $at
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.set noreorder # don't insert nops after branches
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.set gp=64 # allow use of 64-bit general purpose registers
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.section .bss
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# Note: This file is only included in the MATCHING build, the data is imported for non-matching
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.balign 16
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glabel sFaultInstance
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.space 4
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glabel sFaultAwaitingInput
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.space 4
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glabel sFaultStack
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.space 0x600
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glabel sFaultThreadInfo
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.space 0x20
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glabel gFaultMgr
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.space 0x850
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@ -1,19 +0,0 @@
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.include "macro.inc"
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# assembler directives
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.set noat # allow manual use of $at
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.set noreorder # don't insert nops after branches
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.set gp=64 # allow use of 64-bit general purpose registers
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.section .bss
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# Note: This file is only included in the MATCHING build, the data is imported for non-matching
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.balign 16
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glabel sFaultDrawer
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.space 0x3C
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.space 0x04 # padding
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glabel D_8016B6C0
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.space 0x20
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@ -44,8 +44,6 @@ typedef struct PadMgr {
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/* 0x0464 */ void* retraceCallbackArg;
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} PadMgr; // size = 0x468
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extern PadMgr gPadMgr;
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// Initialization
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void PadMgr_Init(PadMgr* padMgr, OSMesgQueue* serialEventQueue, IrqMgr* irqMgr, OSId id, OSPri priority, void* stack);
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@ -174,25 +174,38 @@ extern u8 gSampleBankTable[];
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extern SaveContext gSaveContext;
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extern RegEditor* gRegEditor;
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extern u8 gUseCutsceneCam;
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extern u16 D_8015FCCC;
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extern char D_8015FCD0[20];
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extern u8 D_8015FCE4;
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extern u16 gCamAtSplinePointsAppliedFrame;
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extern u16 gCamEyePointAppliedFrame;
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extern u16 gCamAtPointAppliedFrame;
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extern u8 gUseCutsceneCam;
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extern LightningStrike gLightningStrike;
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// TODO: These variables are here for BSS ordering but ideally they should not
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// be extern. This could be fixed by putting more stuff (e.g. struct definitions)
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// between gLightningStrike and gCustomLensFlareOn.
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extern s16 sLightningFlashAlpha;
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extern s16 sSunDepthTestX;
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extern s16 sSunDepthTestY;
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extern u8 gCustomLensFlareOn;
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extern Vec3f gCustomLensFlarePos;
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extern s16 gLensFlareScale;
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extern f32 gLensFlareColorIntensity;
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extern s16 gLensFlareGlareStrength;
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extern LightningStrike gLightningStrike;
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extern MapData* gMapData;
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extern f32 gBossMarkScale;
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extern u32 D_8016139C;
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extern PauseMapMarksData* gLoadedPauseMarkDataTable;
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extern TransitionTile gTransitionTile;
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extern s32 gTransitionTileState;
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extern VisMono gPlayVisMono;
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extern Color_RGBA8_u32 gVisMonoColor;
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extern PreNmiBuff* gAppNmiBufferPtr;
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extern Scheduler gScheduler;
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extern uintptr_t gSegments[NUM_SEGMENTS];
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extern Scheduler gScheduler;
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extern PadMgr gPadMgr;
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extern volatile OSTime gAudioThreadUpdateTimeTotalPerGfxTask;
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extern volatile OSTime gGfxTaskSentToNextReadyMinusAudioThreadUpdateTime;
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extern volatile OSTime gRSPAudioTimeTotal;
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@ -204,6 +217,7 @@ extern volatile OSTime gAudioThreadUpdateTimeAcc;
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extern volatile OSTime gRSPAudioTimeAcc;
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extern volatile OSTime gRSPGfxTimeAcc;
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extern volatile OSTime gRSPOtherTimeAcc;
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extern volatile OSTime D_8016A578;
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extern volatile OSTime gRDPTimeAcc;
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extern SfxBankEntry D_8016BAD0[9];
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4
spec
4
spec
@ -448,10 +448,6 @@ beginseg
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#endif
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include "$(BUILD_DIR)/src/code/fault.o"
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include "$(BUILD_DIR)/src/code/fault_drawer.o"
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#ifndef NON_MATCHING
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include "$(BUILD_DIR)/data/fault.bss.o"
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include "$(BUILD_DIR)/data/fault_drawer.bss.o"
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#endif
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include "$(BUILD_DIR)/src/code/kanread.o"
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#if OOT_DEBUG
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include "$(BUILD_DIR)/src/code/ucode_disas.o"
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@ -1,7 +1,12 @@
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#include "global.h"
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#include "terminal.h"
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OSThread gMainThread;
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// For retail BSS ordering, the block number of sMainThread must be 0 or
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// just above (the exact upper bound depends on the block numbers assigned to
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// extern variables declared in headers).
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#pragma increment_block_number 60
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OSThread sMainThread;
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STACK(sMainStack, 0x900);
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StackEntry sMainStackInfo;
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OSMesg sPiMgrCmdBuff[50];
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@ -86,8 +91,8 @@ void Idle_ThreadEntry(void* arg) {
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osViSwapBuffer((void*)0x803DA80); //! @bug Invalid vram address (probably intended to be 0x803DA800)
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osCreatePiManager(OS_PRIORITY_PIMGR, &gPiMgrCmdQueue, sPiMgrCmdBuff, ARRAY_COUNT(sPiMgrCmdBuff));
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StackCheck_Init(&sMainStackInfo, sMainStack, STACK_TOP(sMainStack), 0, 0x400, "main");
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osCreateThread(&gMainThread, THREAD_ID_MAIN, Main_ThreadEntry, arg, STACK_TOP(sMainStack), THREAD_PRI_MAIN_INIT);
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osStartThread(&gMainThread);
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osCreateThread(&sMainThread, THREAD_ID_MAIN, Main_ThreadEntry, arg, STACK_TOP(sMainStack), THREAD_PRI_MAIN_INIT);
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osStartThread(&sMainThread);
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osSetThreadPri(NULL, OS_PRIORITY_IDLE);
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for (;;) {}
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@ -44,6 +44,15 @@
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#include "terminal.h"
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#include "alloca.h"
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// For retail BSS ordering, the block number of sFaultInstance must be 0 or
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// just above (the exact upper bound depends on the block numbers assigned to
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// extern variables declared in headers).
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#if OOT_DEBUG
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#pragma increment_block_number 20
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#else
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#pragma increment_block_number 25
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#endif
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void FaultDrawer_Init(void);
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void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled);
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void FaultDrawer_DrawRecImpl(s32 xStart, s32 yStart, s32 xEnd, s32 yEnd, u16 color);
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@ -76,21 +85,11 @@ const char* sFpExceptionNames[] = {
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"Unimplemented operation", "Invalid operation", "Division by zero", "Overflow", "Underflow", "Inexact operation",
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};
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#ifndef NON_MATCHING
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// TODO: match .bss (has reordering issues)
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extern FaultMgr* sFaultInstance;
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extern u8 sFaultAwaitingInput;
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extern STACK(sFaultStack, 0x600);
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extern StackEntry sFaultThreadInfo;
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extern FaultMgr gFaultMgr;
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#else
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// Non-matching version for struct shiftability
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FaultMgr* sFaultInstance;
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u8 sFaultAwaitingInput;
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STACK(sFaultStack, 0x600);
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StackEntry sFaultThreadInfo;
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FaultMgr gFaultMgr;
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#endif
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typedef struct {
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/* 0x00 */ s32 (*callback)(void*, void*);
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@ -99,15 +99,8 @@ FaultDrawer sFaultDrawerDefault = {
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NULL,
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};
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#ifndef NON_MATCHING
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// TODO: match .bss (has reordering issues)
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extern FaultDrawer sFaultDrawer;
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extern char D_8016B6C0[0x20];
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#else
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// Non-matching version for struct shiftability
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FaultDrawer sFaultDrawer;
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char D_8016B6C0[0x20];
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#endif
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void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled) {
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sFaultDrawer.osSyncPrintfEnabled = enabled;
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@ -1,6 +1,10 @@
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#include "global.h"
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#include "terminal.h"
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// For retail BSS ordering, the block number of cbf in Math3D_CylVsCylOverlapCenterDist
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// must be 0.
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#pragma increment_block_number 190
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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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s32 Math3D_TriLineIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA,
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@ -8,6 +8,9 @@
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#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "assets/objects/object_bdoor/object_bdoor.h"
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// For retail BSS ordering, the block number of sCurCeilingPoly
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// must be between 2 and 243 inclusive.
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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@ -1894,7 +1897,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
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return false;
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}
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// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
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#pragma increment_block_number 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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LightNode* D_8015BC10;
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s32 D_8015BC14;
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@ -4,6 +4,10 @@
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#include "terminal.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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// For retail BSS ordering, the block number of D_8015BD7C
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// must be between 88 and 123 inclusive.
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#pragma increment_block_number 30
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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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s32 Camera_UpdateWater(Camera* camera);
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@ -3628,6 +3632,8 @@ s32 Camera_KeepOn3(Camera* camera) {
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return 1;
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}
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#pragma increment_block_number 100
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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static Vec3f D_8015BD60;
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@ -7,6 +7,10 @@ typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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typedef void (*ColChkVsFunc)(PlayState*, CollisionCheckContext*, Collider*, Collider*);
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typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec3f*, Vec3f*);
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// For retail BSS ordering, the block number of sparkInit in CollisionCheck_BlueBlood
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// must be between 183 and 255 inclusive.
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#pragma increment_block_number 50
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#if OOT_DEBUG
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/**
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* Draws a red triangle with vertices vA, vB, and vC.
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@ -2238,8 +2242,10 @@ void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChk
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy0;
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static s8 sBssDummy1;
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#endif
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void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
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static TriNorm tri1;
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@ -2300,10 +2306,12 @@ void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChk
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy3;
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static s8 sBssDummy4;
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static s8 sBssDummy5;
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static s8 sBssDummy6;
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#endif
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void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
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Collider* acCol) {
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@ -2350,10 +2358,12 @@ void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colCh
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy7;
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static s8 sBssDummy8;
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static s8 sBssDummy9;
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static s8 sBssDummy10;
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#endif
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void CollisionCheck_ATTrisVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
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Collider* acCol) {
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@ -2586,9 +2596,10 @@ static ColChkApplyFunc sColChkApplyFuncs[] = {
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*/
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void CollisionCheck_SetHitEffects(PlayState* play, CollisionCheckContext* colChkCtx) {
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Collider** acColP;
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Collider* acCol;
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for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
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Collider* acCol = *acColP;
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acCol = *acColP;
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if (acCol != NULL && acCol->acFlags & AC_ON) {
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if (acCol->actor != NULL && acCol->actor->update == NULL) {
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@ -2635,9 +2646,10 @@ static ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
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*/
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void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol) {
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Collider** acColP;
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Collider* acCol;
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for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
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Collider* acCol = *acColP;
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acCol = *acColP;
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if (acCol != NULL && acCol->acFlags & AC_ON) {
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if (acCol->actor != NULL && acCol->actor->update == NULL) {
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@ -2661,12 +2673,13 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collid
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*/
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void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colChkCtx) {
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Collider** atColP;
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Collider* atCol;
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if (colChkCtx->colATCount == 0 || colChkCtx->colACCount == 0) {
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return;
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}
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for (atColP = colChkCtx->colAT; atColP < colChkCtx->colAT + colChkCtx->colATCount; atColP++) {
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Collider* atCol = *atColP;
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atCol = *atColP;
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if (atCol != NULL && atCol->atFlags & AT_ON) {
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if (atCol->actor != NULL && atCol->actor->update == NULL) {
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@ -2684,6 +2697,8 @@ typedef enum {
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/* 2 */ MASSTYPE_NORMAL
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} ColChkMassType;
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#pragma increment_block_number 253
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/**
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* Get mass type. Immovable colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immovable
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* colliders.
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@ -3134,9 +3149,10 @@ static ColChkApplyFunc sApplyDamageFuncs[COLSHAPE_MAX] = {
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*/
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void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx) {
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s32 i;
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Collider* col;
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for (i = 0; i < colChkCtx->colACCount; i++) {
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Collider* col = colChkCtx->colAC[i];
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col = colChkCtx->colAC[i];
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if (col == NULL) {
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continue;
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@ -3312,12 +3328,14 @@ void Collider_SetTrisDim(PlayState* play, ColliderTris* tris, s32 elemIndex, Col
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Collider_SetTrisElementDim(play, &trisElem->dim, src);
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}
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#if OOT_DEBUG
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// Due to an unknown reason, bss ordering changed between the 2 static Vec3f variables in the function below.
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// In order to reproduce this behavior, we need a specific number of bss variables in the file before that point.
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// For this, we introduce a certain amount of dummy variables throughout the file, which we fit inside padding added
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// by the compiler between structs like TriNorm and/or Vec3f, so they don't take space in bss.
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static s8 sBssDummy11;
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static s8 sBssDummy12;
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#endif
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/**
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* Updates the world spheres for all of the collider's JntSph elements attached to the specified limb
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@ -1,5 +1,10 @@
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#include "global.h"
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// For retail BSS ordering, the block number of D_8015FA88 must be 0 or
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// just above (the exact upper bound depends on the block numbers assigned to
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// extern variables declared in headers).
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#pragma increment_block_number 60
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ALIGNED(16) SaveContext gSaveContext;
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u32 D_8015FA88;
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u32 D_8015FA8C;
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@ -1,6 +1,11 @@
|
||||
#include "global.h"
|
||||
#include "terminal.h"
|
||||
|
||||
// For retail BSS ordering, the block number of sKaleidoScopeUpdateFunc must be 0 or
|
||||
// just above (the exact upper bound depends on the block numbers assigned to
|
||||
// extern variables declared in headers).
|
||||
#pragma increment_block_number 60
|
||||
|
||||
void (*sKaleidoScopeUpdateFunc)(PlayState* play);
|
||||
void (*sKaleidoScopeDrawFunc)(PlayState* play);
|
||||
f32 gBossMarkScale;
|
||||
|
@ -4,6 +4,11 @@
|
||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
|
||||
|
||||
// For retail BSS ordering, the block number of sLensFlareUnused must be lower
|
||||
// than the extern variables declared in the header (e.g. gLightningStrike)
|
||||
// while the block number of sNGameOverLightNode must be higher.
|
||||
#pragma increment_block_number 80
|
||||
|
||||
typedef enum {
|
||||
/* 0x00 */ LIGHTNING_BOLT_START,
|
||||
/* 0x01 */ LIGHTNING_BOLT_WAIT,
|
||||
@ -183,7 +188,7 @@ f32 sSandstormLerpScale = 0.0f;
|
||||
|
||||
u8 gCustomLensFlareOn;
|
||||
Vec3f gCustomLensFlarePos;
|
||||
s16 gLensFlareUnused;
|
||||
s16 sLensFlareUnused;
|
||||
s16 gLensFlareScale;
|
||||
f32 gLensFlareColorIntensity;
|
||||
s16 gLensFlareGlareStrength;
|
||||
@ -207,6 +212,11 @@ s16 sLightningFlashAlpha;
|
||||
s16 sSunDepthTestX;
|
||||
s16 sSunDepthTestY;
|
||||
|
||||
// These variables could be moved farther down in the file to reduce the amount
|
||||
// of block number padding here, but currently this causes BSS ordering issues
|
||||
// for debug.
|
||||
#pragma increment_block_number 230
|
||||
|
||||
LightNode* sNGameOverLightNode;
|
||||
LightInfo sNGameOverLightInfo;
|
||||
LightNode* sSGameOverLightNode;
|
||||
@ -2208,7 +2218,7 @@ void Environment_DrawCustomLensFlare(PlayState* play) {
|
||||
pos.y = gCustomLensFlarePos.y;
|
||||
pos.z = gCustomLensFlarePos.z;
|
||||
|
||||
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, pos, gLensFlareUnused,
|
||||
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, pos, sLensFlareUnused,
|
||||
gLensFlareScale, gLensFlareColorIntensity, gLensFlareGlareStrength, false);
|
||||
}
|
||||
}
|
||||
|
@ -9,9 +9,9 @@ UNK_TYPE D_8012D1F4 = 0; // unused
|
||||
|
||||
Input* D_8012D1F8 = NULL;
|
||||
|
||||
TransitionTile sTransitionTile;
|
||||
TransitionTile gTransitionTile;
|
||||
s32 gTransitionTileState;
|
||||
VisMono sPlayVisMono;
|
||||
VisMono gPlayVisMono;
|
||||
Color_RGBA8_u32 gVisMonoColor;
|
||||
|
||||
#if OOT_DEBUG
|
||||
@ -199,7 +199,7 @@ void Play_Destroy(GameState* thisx) {
|
||||
CollisionCheck_DestroyContext(this, &this->colChkCtx);
|
||||
|
||||
if (gTransitionTileState == TRANS_TILE_READY) {
|
||||
TransitionTile_Destroy(&sTransitionTile);
|
||||
TransitionTile_Destroy(&gTransitionTile);
|
||||
gTransitionTileState = TRANS_TILE_OFF;
|
||||
}
|
||||
|
||||
@ -211,7 +211,7 @@ void Play_Destroy(GameState* thisx) {
|
||||
|
||||
Letterbox_Destroy();
|
||||
TransitionFade_Destroy(&this->transitionFadeFlash);
|
||||
VisMono_Destroy(&sPlayVisMono);
|
||||
VisMono_Destroy(&gPlayVisMono);
|
||||
|
||||
if (gSaveContext.save.linkAge != this->linkAgeOnLoad) {
|
||||
Inventory_SwapAgeEquipment();
|
||||
@ -409,7 +409,7 @@ void Play_Init(GameState* thisx) {
|
||||
TransitionFade_SetType(&this->transitionFadeFlash, TRANS_INSTANCE_TYPE_FADE_FLASH);
|
||||
TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255));
|
||||
TransitionFade_Start(&this->transitionFadeFlash);
|
||||
VisMono_Init(&sPlayVisMono);
|
||||
VisMono_Init(&gPlayVisMono);
|
||||
gVisMonoColor.a = 0;
|
||||
CutsceneFlags_UnsetAll(this);
|
||||
|
||||
@ -521,18 +521,18 @@ void Play_Update(PlayState* this) {
|
||||
if (gTransitionTileState != TRANS_TILE_OFF) {
|
||||
switch (gTransitionTileState) {
|
||||
case TRANS_TILE_PROCESS:
|
||||
if (TransitionTile_Init(&sTransitionTile, 10, 7) == NULL) {
|
||||
if (TransitionTile_Init(&gTransitionTile, 10, 7) == NULL) {
|
||||
PRINTF("fbdemo_init呼出し失敗!\n"); // "fbdemo_init call failed!"
|
||||
gTransitionTileState = TRANS_TILE_OFF;
|
||||
} else {
|
||||
sTransitionTile.zBuffer = (u16*)gZBuffer;
|
||||
gTransitionTile.zBuffer = (u16*)gZBuffer;
|
||||
gTransitionTileState = TRANS_TILE_READY;
|
||||
R_UPDATE_RATE = 1;
|
||||
}
|
||||
break;
|
||||
|
||||
case TRANS_TILE_READY:
|
||||
TransitionTile_Update(&sTransitionTile);
|
||||
TransitionTile_Update(&gTransitionTile);
|
||||
break;
|
||||
|
||||
default:
|
||||
@ -687,7 +687,7 @@ void Play_Update(PlayState* this) {
|
||||
this->transitionMode = TRANS_MODE_OFF;
|
||||
|
||||
if (gTransitionTileState == TRANS_TILE_READY) {
|
||||
TransitionTile_Destroy(&sTransitionTile);
|
||||
TransitionTile_Destroy(&gTransitionTile);
|
||||
gTransitionTileState = TRANS_TILE_OFF;
|
||||
R_UPDATE_RATE = 3;
|
||||
}
|
||||
@ -1135,8 +1135,8 @@ void Play_Draw(PlayState* this) {
|
||||
TransitionFade_Draw(&this->transitionFadeFlash, &gfxP);
|
||||
|
||||
if (gVisMonoColor.a > 0) {
|
||||
sPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
|
||||
VisMono_Draw(&sPlayVisMono, &gfxP);
|
||||
gPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
|
||||
VisMono_Draw(&gPlayVisMono, &gfxP);
|
||||
}
|
||||
|
||||
gSPEndDisplayList(gfxP++);
|
||||
@ -1147,7 +1147,7 @@ void Play_Draw(PlayState* this) {
|
||||
if (gTransitionTileState == TRANS_TILE_READY) {
|
||||
Gfx* sp88 = POLY_OPA_DISP;
|
||||
|
||||
TransitionTile_Draw(&sTransitionTile, &sp88);
|
||||
TransitionTile_Draw(&gTransitionTile, &sp88);
|
||||
POLY_OPA_DISP = sp88;
|
||||
goto Play_Draw_DrawOverlayElements;
|
||||
}
|
||||
|
@ -100,12 +100,22 @@ 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 };
|
||||
|
||||
// For retail BSS ordering, the block number of sGanondorf must be 0 or just above.
|
||||
|
||||
// TODO: There's probably a way to do this 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 50
|
||||
|
||||
static EnGanonMant* sCape;
|
||||
|
||||
#pragma increment_block_number 200
|
||||
|
||||
static s32 sSeed1;
|
||||
static s32 sSeed2;
|
||||
static s32 sSeed3;
|
||||
|
||||
#pragma increment_block_number 200
|
||||
|
||||
static BossGanon* sGanondorf;
|
||||
|
||||
static EnZl3* sZelda;
|
||||
|
@ -14,6 +14,9 @@
|
||||
#include "assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
|
||||
#include "terminal.h"
|
||||
|
||||
// For retail BSS ordering, the block number of sSfxPos
|
||||
// must be between 0 and 213 inclusive.
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void EnXc_Init(Actor* thisx, PlayState* play);
|
||||
@ -387,6 +390,8 @@ s32 EnXc_SerenadeCS(EnXc* this, PlayState* play) {
|
||||
void EnXc_DoNothing(EnXc* this, PlayState* play) {
|
||||
}
|
||||
|
||||
static Vec3f sSfxPos;
|
||||
|
||||
void EnXc_SetWalkingSFX(EnXc* this, PlayState* play) {
|
||||
s32 pad[2];
|
||||
u32 sfxId;
|
||||
@ -432,7 +437,6 @@ void EnXc_SetLandingSFX(EnXc* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
|
||||
static Vec3f sXyzDist;
|
||||
s16 sceneId;
|
||||
|
||||
if (gSaveContext.sceneLayer == 4) {
|
||||
@ -445,14 +449,14 @@ void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
|
||||
if (csCurFrame == 119) {
|
||||
Vec3f pos = { -611.0f, 728.0f, -2.0f };
|
||||
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sXyzDist, wDest);
|
||||
Sfx_PlaySfxAtPos(&sXyzDist, NA_SE_EV_JUMP_CONC);
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sSfxPos, wDest);
|
||||
Sfx_PlaySfxAtPos(&sSfxPos, NA_SE_EV_JUMP_CONC);
|
||||
} else if (csCurFrame == 164) {
|
||||
Vec3f pos = { -1069.0f, 38.0f, 0.0f };
|
||||
s32 pad;
|
||||
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sXyzDist, wDest);
|
||||
Sfx_PlaySfxAtPos(&sXyzDist, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_STONE);
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sSfxPos, wDest);
|
||||
Sfx_PlaySfxAtPos(&sSfxPos, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_STONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -466,8 +470,6 @@ void func_80B3D118(PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
static Vec3f D_80B42DA0;
|
||||
|
||||
void EnXc_SetColossusWindSFX(PlayState* play) {
|
||||
if (gSaveContext.sceneLayer == 4) {
|
||||
static s32 D_80B41D90 = 0;
|
||||
@ -1394,7 +1396,10 @@ void func_80B3F3D8(void) {
|
||||
Sfx_PlaySfxCentered2(NA_SE_PL_SKIP);
|
||||
}
|
||||
|
||||
#pragma increment_block_number 20
|
||||
|
||||
void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) {
|
||||
static Vec3f D_80B42DA0;
|
||||
f32 wDest[2];
|
||||
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, src, &D_80B42DA0, wDest);
|
||||
|
@ -10,6 +10,9 @@
|
||||
#include "assets/objects/object_fish/object_fish.h"
|
||||
#include "terminal.h"
|
||||
|
||||
// For retail BSS ordering, the block number of sStreamSfxProjectedPos must be 0.
|
||||
#pragma increment_block_number 201
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
#define WATER_SURFACE_Y(play) play->colCtx.colHeader->waterBoxes->ySurface
|
||||
|
@ -353,11 +353,24 @@ void Player_Action_80850E84(Player* this, PlayState* play);
|
||||
void Player_Action_CsAction(Player* this, PlayState* play);
|
||||
|
||||
// .bss part 1
|
||||
|
||||
// For retail BSS ordering, the block number of sDogSpawnPos in Player_Update
|
||||
// must be between 0 and 53 inclusive.
|
||||
|
||||
// TODO: There's probably a way to do this 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 30
|
||||
|
||||
static s32 D_80858AA0;
|
||||
|
||||
#pragma increment_block_number 250
|
||||
|
||||
static s32 D_80858AA4;
|
||||
static Vec3f sInteractWallCheckResult;
|
||||
static Input* sControlInput;
|
||||
|
||||
#pragma increment_block_number 50
|
||||
|
||||
// .data
|
||||
|
||||
static u8 sUpperBodyLimbCopyMap[PLAYER_LIMB_MAX] = {
|
||||
@ -11376,8 +11389,6 @@ typedef struct {
|
||||
|
||||
static BunnyEarKinematics sBunnyEarKinematics;
|
||||
|
||||
static Vec3s D_80858AD8[25];
|
||||
|
||||
static Gfx* sMaskDlists[PLAYER_MASK_MAX - 1] = {
|
||||
gLinkChildKeatonMaskDL, gLinkChildSkullMaskDL, gLinkChildSpookyMaskDL, gLinkChildBunnyHoodDL,
|
||||
gLinkChildGoronMaskDL, gLinkChildZoraMaskDL, gLinkChildGerudoMaskDL, gLinkChildMaskOfTruthDL,
|
||||
@ -14080,6 +14091,7 @@ void Player_Action_80850AEC(Player* this, PlayState* play) {
|
||||
|
||||
void Player_Action_80850C68(Player* this, PlayState* play) {
|
||||
if ((this->av2.actionVar2 != 0) && ((this->unk_858 != 0.0f) || (this->unk_85C != 0.0f))) {
|
||||
static Vec3s D_80858AD8[25];
|
||||
f32 updateScale = R_UPDATE_RATE * 0.5f;
|
||||
|
||||
this->skelAnime.curFrame += this->skelAnime.playSpeed * updateScale;
|
||||
|
@ -41,7 +41,7 @@ sIdleThread = 0x80006590; // size:0x1B0
|
||||
sIdleThreadStack = 0x80006740; // size:0x400
|
||||
sIdleThreadInfo = 0x80006B40; // size:0x1C
|
||||
sBootThreadStack = 0x80006B60; // size:0x400
|
||||
gMainThread = 0x80006F60; // size:0x1B0
|
||||
sMainThread = 0x80006F60; // size:0x1B0
|
||||
sMainStack = 0x80007110; // size:0x900
|
||||
sMainStackInfo = 0x80007A10; // size:0x1C
|
||||
sPiMgrCmdBuff = 0x80007A30; // size:0xC8
|
||||
@ -570,9 +570,9 @@ sKaleidoScopeUpdateFunc = 0x8011B3C0; // size:0x4
|
||||
sKaleidoScopeDrawFunc = 0x8011B3C4; // size:0x4
|
||||
gBossMarkScale = 0x8011B3C8; // size:0x4
|
||||
gLoadedPauseMarkDataTable = 0x8011B3D0; // size:0x4
|
||||
sTransitionTile = 0x8011B3E0; // size:0xE0
|
||||
gTransitionTile = 0x8011B3E0; // size:0xE0
|
||||
gTransitionTileState = 0x8011B4C0; // size:0x4
|
||||
sPlayVisMono = 0x8011B4C8; // size:0x18
|
||||
gPlayVisMono = 0x8011B4C8; // size:0x18
|
||||
gVisMonoColor = 0x8011B4E0; // size:0x4
|
||||
D_801664D0 = 0x8011B4F0; // size:0x20
|
||||
sVisCvg = 0x8011B510; // size:0x10
|
||||
|
@ -222,7 +222,7 @@ def find_compiler_command_line(filename, oot_version):
|
||||
for line in make_output:
|
||||
parts = line.split()
|
||||
if "-o" in parts and str(filename) in parts:
|
||||
makefile_command_line = parts
|
||||
compiler_command_line = parts
|
||||
found += 1
|
||||
|
||||
if found != 1:
|
||||
@ -231,49 +231,29 @@ def find_compiler_command_line(filename, oot_version):
|
||||
)
|
||||
sys.exit(1)
|
||||
|
||||
# Assume command line is of the form:
|
||||
# tools/reencode.sh [COMPILER] [COMPILER_ARGS]
|
||||
compiler_command_line = makefile_command_line[1:]
|
||||
|
||||
print(f'Command line: {" ".join(compiler_command_line)}', file=sys.stderr)
|
||||
return compiler_command_line
|
||||
|
||||
|
||||
def generate_symbol_table(command_line):
|
||||
# Find source file in compiler arguments
|
||||
source_file = None
|
||||
args = []
|
||||
for arg in command_line:
|
||||
if arg.endswith(".c"):
|
||||
source_file = Path(arg)
|
||||
else:
|
||||
args.append(arg)
|
||||
# Assume command line is of the form:
|
||||
# python3 tools/preprocess.py [COMPILER] [COMPILER_ARGS] [INPUT_FILE]
|
||||
input_file = Path(command_line[-1])
|
||||
rest = command_line[:-1]
|
||||
|
||||
if source_file is None:
|
||||
raise Exception("No source file found")
|
||||
|
||||
source_contents = source_file.read_text()
|
||||
|
||||
stem = "reencode_tmp"
|
||||
input_file = Path(f"{stem}.c")
|
||||
stem = input_file.stem
|
||||
symbol_table_file = Path(f"{stem}.T")
|
||||
ucode_file = Path(f"{stem}.B")
|
||||
|
||||
try:
|
||||
# Write temporary file with #line directive to simulate asm-processor
|
||||
with open(input_file, "w") as f:
|
||||
f.write('#line 1 "{}"\n'.format(source_file))
|
||||
f.write(source_contents)
|
||||
|
||||
# Invoke compiler
|
||||
# -Hf stops compilation after cfe so we can inspect the symbol table
|
||||
subprocess.run(args + ["-Hf", input_file], check=True)
|
||||
subprocess.run(rest + ["-Hf", input_file], check=True)
|
||||
|
||||
# Read symbol table
|
||||
return symbol_table_file.read_bytes()
|
||||
finally:
|
||||
# Cleanup
|
||||
input_file.unlink(missing_ok=True)
|
||||
symbol_table_file.unlink(missing_ok=True)
|
||||
ucode_file.unlink(missing_ok=True)
|
||||
|
||||
|
66
tools/preprocess.py
Executable file
66
tools/preprocess.py
Executable file
@ -0,0 +1,66 @@
|
||||
#!/usr/bin/env python3
|
||||
|
||||
# SPDX-FileCopyrightText: © 2024 ZeldaRET
|
||||
# SPDX-License-Identifier: CC0-1.0
|
||||
|
||||
# Usage: preprocess.py [compile command minus input file...] [single input file]
|
||||
# Preprocess a C file to:
|
||||
# * Re-encode from UTF-8 to EUC-JP (the repo uses UTF-8 for text encoding, but
|
||||
# the strings in the ROM are encoded in EUC-JP)
|
||||
# * Replace `#pragma increment_block_number N` with `N` fake structs for
|
||||
# controlling BSS ordering
|
||||
|
||||
from pathlib import Path
|
||||
import os
|
||||
import tempfile
|
||||
import subprocess
|
||||
import sys
|
||||
|
||||
|
||||
def fail(message):
|
||||
print(message, file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
def process_file(filename, input, output):
|
||||
output.write(f'#line 1 "{filename}"\n')
|
||||
for i, line in enumerate(input, start=1):
|
||||
if line.startswith("#pragma increment_block_number"):
|
||||
parts = line.split()
|
||||
if len(parts) != 3:
|
||||
fail(
|
||||
f"{filename}:{i}: increment_block_number must be followed by an integer"
|
||||
)
|
||||
try:
|
||||
amount = int(parts[2])
|
||||
except ValueError:
|
||||
fail(
|
||||
f"{filename}:{i}: increment_block_number must be followed by an integer"
|
||||
)
|
||||
# Write fake structs for BSS ordering
|
||||
for j in range(amount):
|
||||
output.write(f"struct DummyStruct_{i:05}_{j:03};\n")
|
||||
output.write(f'#line {i + 1} "{filename}"\n')
|
||||
else:
|
||||
output.write(line)
|
||||
|
||||
|
||||
def main():
|
||||
filename = Path(sys.argv[-1])
|
||||
with tempfile.TemporaryDirectory(prefix="oot_") as tmpdir:
|
||||
tmpfile = Path(tmpdir) / filename.name
|
||||
|
||||
with open(filename, mode="r", encoding="utf-8") as input:
|
||||
with open(tmpfile, mode="w", encoding="euc-jp") as output:
|
||||
process_file(filename, input, output)
|
||||
|
||||
compile_command = sys.argv[1:-1] + ["-I", filename.parent, tmpfile]
|
||||
process = subprocess.run(compile_command)
|
||||
return process.returncode
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
try:
|
||||
sys.exit(main())
|
||||
except KeyboardInterrupt:
|
||||
sys.exit(1)
|
@ -1,26 +0,0 @@
|
||||
#!/bin/bash
|
||||
# The repo uses UTF-8 for text encoding, but the strings in the ROM are encoded in EUC-JP.
|
||||
# This means for matching the source must be re-encoded to EUC-JP before IDO compiles it.
|
||||
# This is conceptually equivalent to `gcc --finput-charset=UTF-8 --fexec-charset=EUC-JP`,
|
||||
# except IDO has no equivalent arguments.
|
||||
# Usage: reencode.sh [compile command minus input file...] [single input file]
|
||||
|
||||
set -e
|
||||
|
||||
# The last argument, the input source file to be compiled
|
||||
srcfile="${@: -1}"
|
||||
|
||||
# Create a temporary file, and remove it on script exit
|
||||
tempfile=`mktemp`_oot.c
|
||||
trap "rm -f $tempfile" EXIT
|
||||
|
||||
# Re-encode from UTF-8 to EUC-JP
|
||||
{
|
||||
printf '#line 1 "%s"\n' "$srcfile" # linemarker
|
||||
cat "$srcfile"
|
||||
} | iconv -f UTF-8 -t EUC-JP > "$tempfile"
|
||||
|
||||
# All arguments but the last, forming the compile command
|
||||
# Also include the source file's directory to have the include path as if we compiled the original source.
|
||||
# Pass the EUC-JP encoded temporary file for compilation.
|
||||
"${@:1:$# - 1}" -I `dirname $srcfile` $tempfile
|
Loading…
Reference in New Issue
Block a user