2023-01-23 07:22:35 +00:00
|
|
|
g_SpriteBanks = 0x80180040;
|
Rename Stage Layout Functions and Vars Uniformly (#1162)
This change renames functions and global stage variables uniformly
across the stages so that these functions can be pulled out and shared
across all of the stages. Based on some other tests there are 12 or so
functions that this will allow to be pulled out of each stage. Since
these implementations are shared, an additional 12 asm functions can be
eliminated in a subsequent pass.
**Vars**
* `g_pStObjLayoutHorizontal` - a horizontally sorted array of stage
entities
* `g_pStObjLayoutVertical` - a vertically sorted array of stage entities
* `g_LayoutObjHorizontal` - a pointer to a `LayoutEntity` in
`g_pStObjLayoutHorizontal`
* `g_LayoutObjVertical` - a pointer to a `LayoutEntity` in
`g_pStObjLayoutVertical`
* `g_LayoutObjPosHorizontal` - the direction last traversed in
`g_LayoutObjHorizontal`
* `g_LayoutObjPosVertical` - the direction last traversed in
`g_pStObjLayoutVertical `
**Functions**
* `FindFirstEntityToTheRight` - given an `x` position, update
`g_LayoutObjHorizontal` with the first entity to the right of `x`
* `FindFirstEntityToTheLeft` - given a `x` position, update
`g_LayoutObjHorizontal` with the first entity to the left of `x`
(backwards)
* `CreateEntitiesToTheRight` - given an `x` position, create all
entities to the right (mutates `g_LayoutObjHorizontal`)
* `CreateEntitiesToTheLeft` - given an `x` position, create all entities
to the left (mutates `g_LayoutObjHorizontal`)
* `FindFirstEntityAbove` - given an `y` position, update
`g_LayoutObjVertical ` with the first entity to the above of `y`
* `FindFirstEntityBelow` - given an `y` position, update
`g_LayoutObjVertical ` with the first entity to the below of `y`
* `CreateEntitiesAbove` - given an `y` position, create all entities
above (mutates `g_LayoutObjVertical`)
* `CreateEntitiesBelow` - given an `y` position, create all entities
beneath (mutates `g_LayoutObjVertical`)
* `UpdateRoomPosition` - look at the current game loop scroll delta and
create any entities given the room layout
I believe all of these implementations are shared across all stages
(including `InitRoomEntities`, and two more `CreateEntity` functions)
(in my initial tests I had a small difference in `DER`, but I believe
that had to do with an incorrect symbol table change).
Co-authored-by: Jonathan Hohle <jon@ttkb.co>
2024-05-22 22:34:41 +00:00
|
|
|
g_pStObjLayoutHorizontal = 0x8018077C;
|
|
|
|
g_pStObjLayoutVertical = 0x80180850;
|
2023-07-09 20:29:10 +00:00
|
|
|
PfnEntityUpdates = 0x80180924;
|
2022-10-29 00:33:04 +00:00
|
|
|
g_eBreakableInit = 0x80180AAC;
|
2023-08-20 20:35:01 +00:00
|
|
|
g_InitializeData0 = 0x80180AB8;
|
2023-08-18 23:37:55 +00:00
|
|
|
g_InitializeEntityData0 = 0x80180AC4;
|
2024-01-19 03:07:13 +00:00
|
|
|
g_EInitGeneric = 0x80180ADC;
|
2024-05-24 18:41:07 +00:00
|
|
|
g_eInitGeneric2 = 0x80180B00;
|
2024-05-22 20:24:42 +00:00
|
|
|
g_eDamageDisplayInit = 0x80180B0C;
|
2024-05-24 18:41:07 +00:00
|
|
|
g_eRedDoorTiles = 0x80180DA0;
|
2022-10-29 00:33:04 +00:00
|
|
|
g_eBreakableAnimations = 0x80180E50;
|
|
|
|
g_eBreakableHitboxes = 0x80180E70;
|
|
|
|
g_eBreakableExplosionTypes = 0x80180E78;
|
2023-02-12 01:00:23 +00:00
|
|
|
g_eBreakableanimSets = 0x80180E80;
|
2024-01-20 21:16:03 +00:00
|
|
|
g_eBreakableDrawModes = 0x80180E90;
|
2023-05-06 01:16:56 +00:00
|
|
|
g_TrapDoorFlag = 0x8018123C;
|
2023-08-07 23:33:22 +00:00
|
|
|
UNK_Invincibility0 = 0x80181CC0;
|
2024-05-27 09:04:31 +00:00
|
|
|
g_testCollEnemyLookup = 0x80181CEC;
|
|
|
|
g_testCollLuckCutoff = 0x8018200C;
|
|
|
|
g_testColluCoords = 0x80182010;
|
|
|
|
g_testCollvCoords = 0x80182018;
|
|
|
|
g_testCollElementLookup = 0x80182020;
|
|
|
|
g_testColliFrames = 0x80182034;
|
|
|
|
g_testCollPrizeTable = 0x80182040;
|
|
|
|
g_testCollRandTable = 0x80182080;
|
2024-05-22 20:24:42 +00:00
|
|
|
g_eDamageDisplayClut = 0x8018209C;
|
2024-05-24 18:41:07 +00:00
|
|
|
g_eRedDoorUV = 0x801820AC;
|
2023-01-24 22:56:36 +00:00
|
|
|
c_GoldPrizes = 0x80182460;
|
2024-01-13 11:40:56 +00:00
|
|
|
c_HeartPrizes = 0x801824F0;
|
2023-03-13 20:56:36 +00:00
|
|
|
g_Rooms = 0x80183CC4;
|
2023-11-23 20:04:41 +00:00
|
|
|
g_UnkPrimHelperRot = 0x801B77CC;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityCavernDoorVase = 0x801B77D4;
|
|
|
|
EntityUnkId12 = 0x801B78A8;
|
2022-10-29 00:13:38 +00:00
|
|
|
EntityBreakable = 0x801B7A64;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityUnkId16 = 0x801B7B98;
|
|
|
|
EntityBackgroundLightning = 0x801B7C4C;
|
|
|
|
EntityShuttingWindow = 0x801B8254;
|
|
|
|
EntityCastleDoor = 0x801B8564;
|
|
|
|
EntityBackgroundBushes = 0x801B8A74;
|
|
|
|
EntityUnkId1C = 0x801B8ED0;
|
|
|
|
EntityTransparentWater = 0x801B9198;
|
|
|
|
EntityCavernDoorLever = 0x801B9650;
|
|
|
|
EntityCavernDoorPlatform = 0x801B97D0;
|
|
|
|
EntityCavernDoor = 0x801B989C;
|
|
|
|
EntityClickSwitch = 0x801B9CE8;
|
|
|
|
EntityPathBlockSmallWeight = 0x801B9E10;
|
|
|
|
EntityPathBlockTallWeight = 0x801BA0A0;
|
|
|
|
EntityTrapDoor = 0x801BA348;
|
|
|
|
EntityMermanRockLeftSide = 0x801BA4C0;
|
|
|
|
EntityMermanRockRightSide = 0x801BA868;
|
|
|
|
EntityUnkId26 = 0x801BABE8;
|
|
|
|
EntityFallingRock2 = 0x801BAD6C;
|
2023-08-26 02:00:12 +00:00
|
|
|
EntityStairwayPiece = 0x801BAEF0;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityFallingRock = 0x801BB3BC;
|
|
|
|
EntityDeathSkySwirl = 0x801BBB8C;
|
|
|
|
EntityUnkId29 = 0x801BBDC0;
|
|
|
|
EntityUnkId2A = 0x801BBE70;
|
|
|
|
EntitySwitch = 0x801BBF38;
|
|
|
|
EntityHeartRoomGoldDoor = 0x801BC05C;
|
|
|
|
EntityUnkId49 = 0x801BC3FC;
|
|
|
|
EntityPushAlucard = 0x801BC4EC;
|
2023-08-27 21:23:07 +00:00
|
|
|
EntityCastleDoorTransition = 0x801BC780;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityForegroundTree = 0x801BC93C;
|
|
|
|
EntityUnkId50 = 0x801BCC4C;
|
|
|
|
EntityBackgroundPineTrees = 0x801BCE08;
|
|
|
|
EntityUnkId52 = 0x801BD564;
|
2023-08-27 21:23:07 +00:00
|
|
|
EntityCastleBridge = 0x801BD71C;
|
2023-08-27 18:24:14 +00:00
|
|
|
EntityBackgroundTrees = 0x801BDEB0;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityBackgroundCastleWall = 0x801BE080;
|
|
|
|
EntityFlyingOwlAndLeaves = 0x801BE134;
|
|
|
|
EntityFallingLeaf = 0x801BE444;
|
|
|
|
EntityRoomTransition1 = 0x801BEEB0;
|
|
|
|
EntityRoomTransition2 = 0x801BFF00;
|
|
|
|
EntityDeathStolenItem = 0x801C033C;
|
2023-08-28 21:41:32 +00:00
|
|
|
EntityDeath = 0x801C083C;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityUnkId5B = 0x801C11A4;
|
|
|
|
EntityUnkId5E = 0x801C12E8;
|
2023-01-27 20:21:38 +00:00
|
|
|
EntityWargExplosionPuffOpaque = 0x801C14B8;
|
2022-08-23 22:43:05 +00:00
|
|
|
Random = 0x801C184C;
|
2023-01-23 07:22:35 +00:00
|
|
|
Update = 0x801C187C;
|
2023-08-08 19:12:12 +00:00
|
|
|
UpdateStageEntities = 0x801C1B78;
|
2024-05-27 17:01:30 +00:00
|
|
|
HitDetection = 0x801C1C80;
|
2024-05-22 20:24:42 +00:00
|
|
|
EntityDamageDisplay = 0x801C2D98;
|
2023-01-23 07:22:35 +00:00
|
|
|
InitRoomEntities = 0x801C3C98;
|
Rename Stage Layout Functions and Vars Uniformly (#1162)
This change renames functions and global stage variables uniformly
across the stages so that these functions can be pulled out and shared
across all of the stages. Based on some other tests there are 12 or so
functions that this will allow to be pulled out of each stage. Since
these implementations are shared, an additional 12 asm functions can be
eliminated in a subsequent pass.
**Vars**
* `g_pStObjLayoutHorizontal` - a horizontally sorted array of stage
entities
* `g_pStObjLayoutVertical` - a vertically sorted array of stage entities
* `g_LayoutObjHorizontal` - a pointer to a `LayoutEntity` in
`g_pStObjLayoutHorizontal`
* `g_LayoutObjVertical` - a pointer to a `LayoutEntity` in
`g_pStObjLayoutVertical`
* `g_LayoutObjPosHorizontal` - the direction last traversed in
`g_LayoutObjHorizontal`
* `g_LayoutObjPosVertical` - the direction last traversed in
`g_pStObjLayoutVertical `
**Functions**
* `FindFirstEntityToTheRight` - given an `x` position, update
`g_LayoutObjHorizontal` with the first entity to the right of `x`
* `FindFirstEntityToTheLeft` - given a `x` position, update
`g_LayoutObjHorizontal` with the first entity to the left of `x`
(backwards)
* `CreateEntitiesToTheRight` - given an `x` position, create all
entities to the right (mutates `g_LayoutObjHorizontal`)
* `CreateEntitiesToTheLeft` - given an `x` position, create all entities
to the left (mutates `g_LayoutObjHorizontal`)
* `FindFirstEntityAbove` - given an `y` position, update
`g_LayoutObjVertical ` with the first entity to the above of `y`
* `FindFirstEntityBelow` - given an `y` position, update
`g_LayoutObjVertical ` with the first entity to the below of `y`
* `CreateEntitiesAbove` - given an `y` position, create all entities
above (mutates `g_LayoutObjVertical`)
* `CreateEntitiesBelow` - given an `y` position, create all entities
beneath (mutates `g_LayoutObjVertical`)
* `UpdateRoomPosition` - look at the current game loop scroll delta and
create any entities given the room layout
I believe all of these implementations are shared across all stages
(including `InitRoomEntities`, and two more `CreateEntity` functions)
(in my initial tests I had a small difference in `DER`, but I believe
that had to do with an incorrect symbol table change).
Co-authored-by: Jonathan Hohle <jon@ttkb.co>
2024-05-22 22:34:41 +00:00
|
|
|
UpdateRoomPosition = 0x801C3E10;
|
2023-01-28 02:47:59 +00:00
|
|
|
CreateEntityFromCurrentEntity = 0x801C3EC4;
|
|
|
|
CreateEntityFromEntity = 0x801C3F38;
|
2022-11-05 21:00:42 +00:00
|
|
|
EntityRedDoor = 0x801C402C;
|
2022-11-05 20:53:40 +00:00
|
|
|
DestroyEntity = 0x801C4C64;
|
2022-02-06 16:35:17 +00:00
|
|
|
AnimateEntity = 0x801C4D94;
|
2023-07-12 07:18:59 +00:00
|
|
|
GetDistanceToPlayerX = 0x801C4F64;
|
|
|
|
GetDistanceToPlayerY = 0x801C4FA0;
|
|
|
|
GetSideToPlayer = 0x801C4FD4;
|
2022-03-03 23:38:38 +00:00
|
|
|
MoveEntity = 0x801C5018;
|
|
|
|
FallEntity = 0x801C5048;
|
2022-02-06 16:35:17 +00:00
|
|
|
AllocEntity = 0x801C54D4;
|
2023-07-07 16:25:55 +00:00
|
|
|
SetStep = 0x801C58A4;
|
2022-02-06 16:35:17 +00:00
|
|
|
InitializeEntity = 0x801C5974;
|
2022-11-05 20:53:40 +00:00
|
|
|
EntityDummy = 0x801C5A70;
|
2023-03-25 20:37:41 +00:00
|
|
|
EntityPrizeDrop = 0x801C6684;
|
2022-11-05 20:53:40 +00:00
|
|
|
EntityExplosion = 0x801C6EF8;
|
2023-03-26 15:25:05 +00:00
|
|
|
EntityEquipItemDrop = 0x801C7098;
|
2023-01-05 19:35:01 +00:00
|
|
|
EntityRelicOrb = 0x801C7930;
|
|
|
|
EntityHeartDrop = 0x801C8400;
|
2023-09-01 09:08:20 +00:00
|
|
|
EntityMessageBox = 0x801C8528;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityUnkId13 = 0x801C8B74;
|
|
|
|
EntityUnkId14 = 0x801C8E9C;
|
|
|
|
EntityUnkId15 = 0x801C8F8C;
|
2022-11-05 21:09:21 +00:00
|
|
|
EntityIntenseExplosion = 0x801C992C;
|
2022-11-05 20:53:40 +00:00
|
|
|
EntityStageNamePopup = 0x801CAFF0;
|
2023-06-10 16:44:16 +00:00
|
|
|
EntitySoulStealOrb = 0x801CBC74;
|
2022-11-05 21:04:00 +00:00
|
|
|
EntityEnemyBlood = 0x801CC008;
|
2022-11-05 20:53:40 +00:00
|
|
|
EntityRoomForeground = 0x801CC4B8;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityStrongWarg = 0x801CC974;
|
|
|
|
EntityUnkId30 = 0x801CDD80;
|
|
|
|
EntityUnkId31 = 0x801CDF10;
|
|
|
|
EntityExplosion3 = 0x801CE2F4;
|
|
|
|
EntityStrongWargWaveAttack = 0x801CE98C;
|
|
|
|
EntityUnkId2F = 0x801CED60;
|
|
|
|
EntityStrongWargDeathBeams = 0x801CEF88;
|
2022-02-05 21:07:33 +00:00
|
|
|
EntityWarg = 0x801CF740;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityUnkId4B = 0x801D04A4;
|
2023-01-27 20:21:38 +00:00
|
|
|
EntityWargExplosionPuffTransparent = 0x801D0624;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityAlucardWaterEffect = 0x801D0B34;
|
2023-08-21 01:38:18 +00:00
|
|
|
EntitySplashWater = 0x801D16B4;
|
|
|
|
EntitySurfacingWater = 0x801D1FC0;
|
|
|
|
EntitySideWaterSplash = 0x801D24AC;
|
|
|
|
EntitySmallWaterDrop = 0x801D2840;
|
|
|
|
EntityWaterDrop = 0x801D2A9C;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityMerman3 = 0x801D2E4C;
|
|
|
|
EntityExplosion2 = 0x801D3F38;
|
|
|
|
EntityMediumWaterSplash = 0x801D4168;
|
2023-08-22 22:05:16 +00:00
|
|
|
EntityMermanWaterSplash = 0x801D423C;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityFallingObject2 = 0x801D4668;
|
|
|
|
EntityUnkId3D = 0x801D4700;
|
|
|
|
EntityLargeFallingObject = 0x801D48F8;
|
2023-06-13 12:44:32 +00:00
|
|
|
EntityMermanSpawner = 0x801D49C4;
|
2022-02-05 21:07:33 +00:00
|
|
|
EntityMerman = 0x801D4B20;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityMermanFireball = 0x801D56D8;
|
|
|
|
EntityFallingObject = 0x801D583C;
|
|
|
|
EntityMermanExplosion = 0x801D58D4;
|
2022-11-05 20:53:40 +00:00
|
|
|
EntityBoneScimitar = 0x801D5AAC;
|
2023-05-06 01:16:56 +00:00
|
|
|
EntityBoneScimitarParts = 0x801D615C;
|
2022-02-05 21:07:33 +00:00
|
|
|
EntityBat = 0x801D6264;
|
|
|
|
EntityZombie = 0x801D64B0;
|
2023-05-22 20:43:36 +00:00
|
|
|
EntityZombieSpawner = 0x801D6710;
|
2023-11-23 20:04:41 +00:00
|
|
|
UnkPrimHelper = 0x801D6880;
|
2024-01-18 19:04:04 +00:00
|
|
|
UnkPolyFunc2 = 0x801D6FCC;
|
Rename Stage Layout Functions and Vars Uniformly (#1162)
This change renames functions and global stage variables uniformly
across the stages so that these functions can be pulled out and shared
across all of the stages. Based on some other tests there are 12 or so
functions that this will allow to be pulled out of each stage. Since
these implementations are shared, an additional 12 asm functions can be
eliminated in a subsequent pass.
**Vars**
* `g_pStObjLayoutHorizontal` - a horizontally sorted array of stage
entities
* `g_pStObjLayoutVertical` - a vertically sorted array of stage entities
* `g_LayoutObjHorizontal` - a pointer to a `LayoutEntity` in
`g_pStObjLayoutHorizontal`
* `g_LayoutObjVertical` - a pointer to a `LayoutEntity` in
`g_pStObjLayoutVertical`
* `g_LayoutObjPosHorizontal` - the direction last traversed in
`g_LayoutObjHorizontal`
* `g_LayoutObjPosVertical` - the direction last traversed in
`g_pStObjLayoutVertical `
**Functions**
* `FindFirstEntityToTheRight` - given an `x` position, update
`g_LayoutObjHorizontal` with the first entity to the right of `x`
* `FindFirstEntityToTheLeft` - given a `x` position, update
`g_LayoutObjHorizontal` with the first entity to the left of `x`
(backwards)
* `CreateEntitiesToTheRight` - given an `x` position, create all
entities to the right (mutates `g_LayoutObjHorizontal`)
* `CreateEntitiesToTheLeft` - given an `x` position, create all entities
to the left (mutates `g_LayoutObjHorizontal`)
* `FindFirstEntityAbove` - given an `y` position, update
`g_LayoutObjVertical ` with the first entity to the above of `y`
* `FindFirstEntityBelow` - given an `y` position, update
`g_LayoutObjVertical ` with the first entity to the below of `y`
* `CreateEntitiesAbove` - given an `y` position, create all entities
above (mutates `g_LayoutObjVertical`)
* `CreateEntitiesBelow` - given an `y` position, create all entities
beneath (mutates `g_LayoutObjVertical`)
* `UpdateRoomPosition` - look at the current game loop scroll delta and
create any entities given the room layout
I believe all of these implementations are shared across all stages
(including `InitRoomEntities`, and two more `CreateEntity` functions)
(in my initial tests I had a small difference in `DER`, but I believe
that had to do with an incorrect symbol table change).
Co-authored-by: Jonathan Hohle <jon@ttkb.co>
2024-05-22 22:34:41 +00:00
|
|
|
g_LayoutObjHorizontal = 0x801D7110;
|
|
|
|
g_LayoutObjVertical = 0x801D7114;
|
|
|
|
g_LayoutObjPosHorizontal = 0x801D7118;
|
|
|
|
g_LayoutObjPosVertical = 0x801D711C;
|
2023-09-07 13:09:31 +00:00
|
|
|
g_Dialogue = 0x801D7D24;
|
|
|
|
g_ItemIconSlots = 0x801D7DD8;
|