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:
cadmic 2024-04-14 14:51:32 -07:00 committed by GitHub
parent a94661054e
commit f643499462
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
25 changed files with 224 additions and 165 deletions

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@ -53,9 +53,6 @@ endif
# Version-specific settings
ifeq ($(VERSION),gc-eu-mq)
DEBUG := 0
CFLAGS += -DNON_MATCHING
CPPFLAGS += -DNON_MATCHING
COMPARE := 0
else ifeq ($(VERSION),gc-eu-mq-dbg)
DEBUG := 1
else
@ -312,9 +309,9 @@ $(BUILD_DIR)/src/code/jpegdecoder.o: CC := $(CC_OLD)
# For using asm_processor on some files:
#$(BUILD_DIR)/.../%.o: CC := $(PYTHON) tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
ifeq ($(PERMUTER),) # permuter + reencode.sh misbehaves, permuter doesn't care about encoding ((ro)data diffs) so just don't use it in that case
# Handle encoding (UTF-8 -> EUC-JP)
$(BUILD_DIR)/%.o: CC := tools/reencode.sh $(CC)
ifeq ($(PERMUTER),) # permuter + preprocess.py misbehaves, permuter doesn't care about rodata diffs or bss ordering so just don't use it in that case
# Handle encoding (UTF-8 -> EUC-JP) and custom pragmas
$(BUILD_DIR)/src/%.o: CC := $(PYTHON) tools/preprocess.py $(CC)
endif
else

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@ -1,27 +0,0 @@
.include "macro.inc"
# assembler directives
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.set gp=64 # allow use of 64-bit general purpose registers
.section .bss
# Note: This file is only included in the MATCHING build, the data is imported for non-matching
.balign 16
glabel sFaultInstance
.space 4
glabel sFaultAwaitingInput
.space 4
glabel sFaultStack
.space 0x600
glabel sFaultThreadInfo
.space 0x20
glabel gFaultMgr
.space 0x850

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@ -1,19 +0,0 @@
.include "macro.inc"
# assembler directives
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.set gp=64 # allow use of 64-bit general purpose registers
.section .bss
# Note: This file is only included in the MATCHING build, the data is imported for non-matching
.balign 16
glabel sFaultDrawer
.space 0x3C
.space 0x04 # padding
glabel D_8016B6C0
.space 0x20

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@ -44,8 +44,6 @@ typedef struct PadMgr {
/* 0x0464 */ void* retraceCallbackArg;
} PadMgr; // size = 0x468
extern PadMgr gPadMgr;
// Initialization
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[];
extern SaveContext gSaveContext;
extern RegEditor* gRegEditor;
extern u8 gUseCutsceneCam;
extern u16 D_8015FCCC;
extern char D_8015FCD0[20];
extern u8 D_8015FCE4;
extern u16 gCamAtSplinePointsAppliedFrame;
extern u16 gCamEyePointAppliedFrame;
extern u16 gCamAtPointAppliedFrame;
extern u8 gUseCutsceneCam;
extern LightningStrike gLightningStrike;
// TODO: These variables are here for BSS ordering but ideally they should not
// be extern. This could be fixed by putting more stuff (e.g. struct definitions)
// between gLightningStrike and gCustomLensFlareOn.
extern s16 sLightningFlashAlpha;
extern s16 sSunDepthTestX;
extern s16 sSunDepthTestY;
extern u8 gCustomLensFlareOn;
extern Vec3f gCustomLensFlarePos;
extern s16 gLensFlareScale;
extern f32 gLensFlareColorIntensity;
extern s16 gLensFlareGlareStrength;
extern LightningStrike gLightningStrike;
extern MapData* gMapData;
extern f32 gBossMarkScale;
extern u32 D_8016139C;
extern PauseMapMarksData* gLoadedPauseMarkDataTable;
extern TransitionTile gTransitionTile;
extern s32 gTransitionTileState;
extern VisMono gPlayVisMono;
extern Color_RGBA8_u32 gVisMonoColor;
extern PreNmiBuff* gAppNmiBufferPtr;
extern Scheduler gScheduler;
extern uintptr_t gSegments[NUM_SEGMENTS];
extern Scheduler gScheduler;
extern PadMgr gPadMgr;
extern volatile OSTime gAudioThreadUpdateTimeTotalPerGfxTask;
extern volatile OSTime gGfxTaskSentToNextReadyMinusAudioThreadUpdateTime;
extern volatile OSTime gRSPAudioTimeTotal;
@ -204,6 +217,7 @@ extern volatile OSTime gAudioThreadUpdateTimeAcc;
extern volatile OSTime gRSPAudioTimeAcc;
extern volatile OSTime gRSPGfxTimeAcc;
extern volatile OSTime gRSPOtherTimeAcc;
extern volatile OSTime D_8016A578;
extern volatile OSTime gRDPTimeAcc;
extern SfxBankEntry D_8016BAD0[9];

4
spec
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@ -448,10 +448,6 @@ beginseg
#endif
include "$(BUILD_DIR)/src/code/fault.o"
include "$(BUILD_DIR)/src/code/fault_drawer.o"
#ifndef NON_MATCHING
include "$(BUILD_DIR)/data/fault.bss.o"
include "$(BUILD_DIR)/data/fault_drawer.bss.o"
#endif
include "$(BUILD_DIR)/src/code/kanread.o"
#if OOT_DEBUG
include "$(BUILD_DIR)/src/code/ucode_disas.o"

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@ -1,7 +1,12 @@
#include "global.h"
#include "terminal.h"
OSThread gMainThread;
// For retail BSS ordering, the block number of sMainThread 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
OSThread sMainThread;
STACK(sMainStack, 0x900);
StackEntry sMainStackInfo;
OSMesg sPiMgrCmdBuff[50];
@ -86,8 +91,8 @@ void Idle_ThreadEntry(void* arg) {
osViSwapBuffer((void*)0x803DA80); //! @bug Invalid vram address (probably intended to be 0x803DA800)
osCreatePiManager(OS_PRIORITY_PIMGR, &gPiMgrCmdQueue, sPiMgrCmdBuff, ARRAY_COUNT(sPiMgrCmdBuff));
StackCheck_Init(&sMainStackInfo, sMainStack, STACK_TOP(sMainStack), 0, 0x400, "main");
osCreateThread(&gMainThread, THREAD_ID_MAIN, Main_ThreadEntry, arg, STACK_TOP(sMainStack), THREAD_PRI_MAIN_INIT);
osStartThread(&gMainThread);
osCreateThread(&sMainThread, THREAD_ID_MAIN, Main_ThreadEntry, arg, STACK_TOP(sMainStack), THREAD_PRI_MAIN_INIT);
osStartThread(&sMainThread);
osSetThreadPri(NULL, OS_PRIORITY_IDLE);
for (;;) {}

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@ -44,6 +44,15 @@
#include "terminal.h"
#include "alloca.h"
// For retail BSS ordering, the block number of sFaultInstance must be 0 or
// just above (the exact upper bound depends on the block numbers assigned to
// extern variables declared in headers).
#if OOT_DEBUG
#pragma increment_block_number 20
#else
#pragma increment_block_number 25
#endif
void FaultDrawer_Init(void);
void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled);
void FaultDrawer_DrawRecImpl(s32 xStart, s32 yStart, s32 xEnd, s32 yEnd, u16 color);
@ -76,21 +85,11 @@ const char* sFpExceptionNames[] = {
"Unimplemented operation", "Invalid operation", "Division by zero", "Overflow", "Underflow", "Inexact operation",
};
#ifndef NON_MATCHING
// TODO: match .bss (has reordering issues)
extern FaultMgr* sFaultInstance;
extern u8 sFaultAwaitingInput;
extern STACK(sFaultStack, 0x600);
extern StackEntry sFaultThreadInfo;
extern FaultMgr gFaultMgr;
#else
// Non-matching version for struct shiftability
FaultMgr* sFaultInstance;
u8 sFaultAwaitingInput;
STACK(sFaultStack, 0x600);
StackEntry sFaultThreadInfo;
FaultMgr gFaultMgr;
#endif
typedef struct {
/* 0x00 */ s32 (*callback)(void*, void*);

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@ -99,15 +99,8 @@ FaultDrawer sFaultDrawerDefault = {
NULL,
};
#ifndef NON_MATCHING
// TODO: match .bss (has reordering issues)
extern FaultDrawer sFaultDrawer;
extern char D_8016B6C0[0x20];
#else
// Non-matching version for struct shiftability
FaultDrawer sFaultDrawer;
char D_8016B6C0[0x20];
#endif
void FaultDrawer_SetOsSyncPrintfEnabled(u32 enabled) {
sFaultDrawer.osSyncPrintfEnabled = enabled;

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@ -1,6 +1,10 @@
#include "global.h"
#include "terminal.h"
// For retail BSS ordering, the block number of cbf in Math3D_CylVsCylOverlapCenterDist
// must be 0.
#pragma increment_block_number 190
s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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 @@
#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "assets/objects/object_bdoor/object_bdoor.h"
// For retail BSS ordering, the block number of sCurCeilingPoly
// must be between 2 and 243 inclusive.
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;
@ -1894,7 +1897,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
return false;
}
// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
#pragma increment_block_number 22
// Local data used for Farore's Wind light (stored in BSS)
LightInfo D_8015BC00;
LightNode* D_8015BC10;
s32 D_8015BC14;

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@ -4,6 +4,10 @@
#include "terminal.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
// For retail BSS ordering, the block number of D_8015BD7C
// must be between 88 and 123 inclusive.
#pragma increment_block_number 30
s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
s32 Camera_UpdateWater(Camera* camera);
@ -3628,6 +3632,8 @@ s32 Camera_KeepOn3(Camera* camera) {
return 1;
}
#pragma increment_block_number 100
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50;
static Vec3f D_8015BD60;

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@ -7,6 +7,10 @@ typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
typedef void (*ColChkVsFunc)(PlayState*, CollisionCheckContext*, Collider*, Collider*);
typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec3f*, Vec3f*);
// For retail BSS ordering, the block number of sparkInit in CollisionCheck_BlueBlood
// must be between 183 and 255 inclusive.
#pragma increment_block_number 50
#if OOT_DEBUG
/**
* Draws a red triangle with vertices vA, vB, and vC.
@ -2238,8 +2242,10 @@ void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChk
}
}
#if OOT_DEBUG
static s8 sBssDummy0;
static s8 sBssDummy1;
#endif
void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
static TriNorm tri1;
@ -2300,10 +2306,12 @@ void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChk
}
}
#if OOT_DEBUG
static s8 sBssDummy3;
static s8 sBssDummy4;
static s8 sBssDummy5;
static s8 sBssDummy6;
#endif
void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
@ -2350,10 +2358,12 @@ void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colCh
}
}
#if OOT_DEBUG
static s8 sBssDummy7;
static s8 sBssDummy8;
static s8 sBssDummy9;
static s8 sBssDummy10;
#endif
void CollisionCheck_ATTrisVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
@ -2586,9 +2596,10 @@ static ColChkApplyFunc sColChkApplyFuncs[] = {
*/
void CollisionCheck_SetHitEffects(PlayState* play, CollisionCheckContext* colChkCtx) {
Collider** acColP;
Collider* acCol;
for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
Collider* acCol = *acColP;
acCol = *acColP;
if (acCol != NULL && acCol->acFlags & AC_ON) {
if (acCol->actor != NULL && acCol->actor->update == NULL) {
@ -2635,9 +2646,10 @@ static ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
*/
void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol) {
Collider** acColP;
Collider* acCol;
for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
Collider* acCol = *acColP;
acCol = *acColP;
if (acCol != NULL && acCol->acFlags & AC_ON) {
if (acCol->actor != NULL && acCol->actor->update == NULL) {
@ -2661,12 +2673,13 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collid
*/
void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colChkCtx) {
Collider** atColP;
Collider* atCol;
if (colChkCtx->colATCount == 0 || colChkCtx->colACCount == 0) {
return;
}
for (atColP = colChkCtx->colAT; atColP < colChkCtx->colAT + colChkCtx->colATCount; atColP++) {
Collider* atCol = *atColP;
atCol = *atColP;
if (atCol != NULL && atCol->atFlags & AT_ON) {
if (atCol->actor != NULL && atCol->actor->update == NULL) {
@ -2684,6 +2697,8 @@ typedef enum {
/* 2 */ MASSTYPE_NORMAL
} ColChkMassType;
#pragma increment_block_number 253
/**
* Get mass type. Immovable colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immovable
* colliders.
@ -3134,9 +3149,10 @@ static ColChkApplyFunc sApplyDamageFuncs[COLSHAPE_MAX] = {
*/
void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx) {
s32 i;
Collider* col;
for (i = 0; i < colChkCtx->colACCount; i++) {
Collider* col = colChkCtx->colAC[i];
col = colChkCtx->colAC[i];
if (col == NULL) {
continue;
@ -3312,12 +3328,14 @@ void Collider_SetTrisDim(PlayState* play, ColliderTris* tris, s32 elemIndex, Col
Collider_SetTrisElementDim(play, &trisElem->dim, src);
}
#if OOT_DEBUG
// Due to an unknown reason, bss ordering changed between the 2 static Vec3f variables in the function below.
// In order to reproduce this behavior, we need a specific number of bss variables in the file before that point.
// For this, we introduce a certain amount of dummy variables throughout the file, which we fit inside padding added
// by the compiler between structs like TriNorm and/or Vec3f, so they don't take space in bss.
static s8 sBssDummy11;
static s8 sBssDummy12;
#endif
/**
* 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 @@
#include "global.h"
// For retail BSS ordering, the block number of D_8015FA88 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
ALIGNED(16) SaveContext gSaveContext;
u32 D_8015FA88;
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;

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@ -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);
}
}

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@ -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;
}

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@ -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;

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@ -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);

View File

@ -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

View File

@ -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;

View File

@ -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

View File

@ -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
View 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)

View File

@ -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