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1380 Commits
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640ad9d47f
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Update for full PSP match on st0 e_collect (#2076)
Updated with code sharing between PSX and PSP Was able to resolve some of the data loading inside `collect_heart` which on ST0/beta is just an inline array init I'm pretty sure I can bring in WRP PSP here too but I will do it in a separate PR |
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17e6aa40ef
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Decompile more ST0 cutscene (#2075)
The `Dialogue` struct is 4 bytes shorter on PSP. It's hard to tell which field is different without decompiling `ST0_EntityCutscene`. But I re-adjusted the offsets based on what I think the struct is shorter. The `g_Dialogue.prim[5]` is infact missing on PSP. Data is imported using `CH(x)` instead of `_S(X)`. This is because `sotn-str` cannot yet be integrated on the build-chain on PSP. A longer discussion about it happened here: https://discord.com/channels/1079389589950705684/1079395311350452255/1309620547696595015 Some functions were far too different to be ported to the shared headers. |
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c8b8f4ab97
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Update for PSP match on st0 e_particles (#2070)
Already matching code wise Added codesharing for `e_particles` with PSX which is working with auto deadstripping of `entity_enemy_blood.h` which is not in PSP Shared code for Maria particles between `st0` and `wrp` |
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327fd162db
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PSP DRA CheckGravityBootsInput (#2068)
Got stuck with registers on the -O4 area I was working on, so I'm refocusing to this area of code which should be easier. Also simplified the selection of compiler optimizations; it seems like DRA is roughly 50/50 on O4 and O0 so it doesn't make sense to check for the overlay first. |
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b23eb3dd0b
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Update for PSP match on st0 EntityCutscene file (#2065)
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Mostly already matching, just needed a few tweaks including the `static` keyword on a nearby func. |
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836ca340bd
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Decompile no1 EntityMistDoor (#2063)
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PSX: https://decomp.me/scratch/KHdpC PSP: https://decomp.me/scratch/RdP5H |
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c2e355ff78
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Factor out register pointers (#2062)
I was getting back into the project and noticed all of the duped registers around 0x235E8; I reckon the library devs might have accidentally made these read/write when they probably could have been de-duped in the .rodata (or even just a macro really...). The symbol additions are a happy coincidence, if the remaining files had used these registers as well it would have been more annoying unless everything else were decompiled. |
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f7086b647f
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Add PSP code sharing for st0 st_debug (#2061)
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Small one which was already a match on PSP |
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63f01a2731
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Decompile no1 EntityBoneArcher (#2060)
PSX: https://decomp.me/scratch/Vj0BS PSP: https://decomp.me/scratch/IVeT2 edit: EntityBoneArcherArrow was an easy one: PSX: https://decomp.me/scratch/Y0fky PSP: https://decomp.me/scratch/s6o5d |
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d9507c7c3b
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PSP DRA func_800EDB08 (#2059)
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Next one. Now we're getting into some of the SDK differences. Note what I did with P_TAG. It's probably wrong, but matches for now. Would benefit from better research; left a comment highlighting that it could use some revising. |
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75edb0be9b
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PSP DRA func_800EDAE4 (#2058)
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Needed some small tweaks, but nothing crazy. Weirdly the psp needs to return 0, even though the function clearly acts like a void. Check it out in the last instruction here: https://decomp.me/scratch/h5dVZ |
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7c1fbdd3a8
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PSP ST0 DrawCutsceneActorName (#2057)
Vastly different from `DrawCutsceneActorName` on PSX. I also found the localization function that select between languages. |
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0a863ddf55
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PSP DRA DestroyAllPrimitives (#2056)
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Next one in sequence. No big things. |
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ead48b46d9
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PSP ST0 prologue_scroll (#2055)
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Tons of refactor that ended up matching on PSX without changes, few new `#ifdef` for micro-changes I am not exactly familiar with. There's a BGM ID that shifts, it will be good at some point to have an enum. Some functions had to be marked as `static` to match. |
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8d538e5649
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PSP DRA DestroyPrimitive (#2054)
Simple and easy. Making this one `static` preemptively since that's a prerequisite for one of the later functions to end up matching. |
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0bbfb59ac8
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Two more PSP DRA functions (#2053)
Had to skip func_psp_090DFFD0 because the registers are just too darn wild. Pick it up here, if you dare: https://decomp.me/scratch/oM6nP Otherwise, these two are the same as what exists. |
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7830dae08a
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Update create_entity funcs for PSP (#2052)
Matched with codesharing for WRP and ST0 |
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cf37fe0087
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Remove Unncessary Symbols (#2049)
Cleans up symbols that are now determined at compile or link time and no longer references from ASM. |
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0019ad3b18
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PSP DRA func_800EA720 (#2048)
Required some rearrangement for this one. Since those color masks aren't used anywhere else, I moved them out of dra.h and instead they're just attached to the function. |
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5eee03b1b0
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Decompile Several tt_004 Functions (#2044)
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Decompiles `UpdateServantDefault`, `func_us_801746BC`, and `func_us_80176270`. I've added the `gte_stdp` and `gte_stflg` macros here which are required for `func_us_80172E84`, but don't have a match there yet. |
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4caef8566d
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Import no1 e_init (#2047)
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e77461aa09
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PSP for DRA func_800EA5E4 (#2045)
Mostly simple, but required some adjustments to get it just right. I un-split files to match what we currently have, and I think this might end up being a single file, but we'll see if other file splits become needed. As usual, modified the existing function until it matched on PSP, then pulled it into the repo for both systems. Future code sharing should be possible. Tricky since this area is all `-O4`, but nothing is impossible :) |
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cb477b9285
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Add st0 e_red_door codesharing (#2046)
Another small easy one which was already matching on PSP |
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3754cc374a
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Add st0 codesharing for various files (#2041)
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Adds full PSP code sharing for files in my earlier PRs #2022 #2027 #2033 Would have done this earlier but didn't know it was possible until I saw some of Xeeynamo/bismurphy's recent PRs |
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0424463796
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Finish a file for PSP DRA, with full code sharing (#2040)
Decided to finish out this file since the functions were simple - this PR was initially one function but I decided the changes to finish it were small so I did it all in one go rather than making tons of PRs one after another. |
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d05ffb3f23
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PSP for DRA func_801028AC (#2039)
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I got stuck on HUD stuff so pivoting to this. This is the first function after one of our shared cross-platform C files. I couldn't get one of the if-conditions to work in both systems, so it's changed to an ifdef for now until someone finds a solution. It's taking a decrement and either pre-comparing to zero or post-comparing to -1. I decided to unify D_801379A4 and D_801379A8 into an array since there was an optimization that was keeping a pointer around for ...A8, so that indicates it's a member of an array or struct. Further study will likely adapt this over time. But for now, yet another function matching on both systems. Tricky one since it was O4. |
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dd04dbb613
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PSP GTE & Game Symbols (#2038)
Several GTE and game engine symbols that were not previously mapped for PSP. |
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dcdf1253ce
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DrawRichterHUD matching for PSP (#2037)
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Yet another one in sequence. As usual, a bit of tweaking for the match, but looks nice on both systems. Very curious what the PSP sprite is. Might need to fire up my PSP version and compare side by side. As far as I know there isn't a good debugging-friendly PSP emulator out there, because it would be nice to be able to view the VRAM to see what's in the tpage. |
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7f7bf8b67d
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PSP ST0 title_card (#2036)
US and PSP are almost identical. d1db9d87b17a5f4a70d134c95b95dcc1235f793e contains all the changes required to match on pspeu. |
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51537a555e
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PSP ST0 e_collect (#2021)
Decompiled most of `e_collect.c` in PSP ST0. The two missing functions are `CollectHeart` (https://decomp.me/scratch/6IYdJ) and `EntityEquipItemDrop`.. The biggest function I had to adapt was `EntityPrizeDrop`, which was a mix between the PSP version of WRP and the US ST0. There are five known variants of the function: US ST0, US MAD, US final, PSP ST0 and PSP final. It was quite challenging to bring everything together in a way that is decent to read. I added some comments on how I speculate the function evolved through the development. |
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8ddd2ecc83
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Update st0 collision for PSP match (#2033)
PSP related fixes for `ST0_HitDetection` https://decomp.me/scratch/KITuv Also made the same fixes to the shared `HitDetection` for other overlays as I think the same fixes are likely to be required there for PSP match when the time comes. |
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280bd78b75
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Decompile PSP version of DRA parallax, unsplit files (#2031)
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Next function in sequence. As usual, decompiled the PSP version, used that for both versions, and adjusted PSP files to more closely match our existing setup. This is a bit of a diversion from the HUD stuff, just because this was next in sequence for PSP. I think I'll be doing more HUD soon. |
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5be69b9265
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Dedupe st0 e_lock_camera (#2027)
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Re-decompiled these a little for PSP match PlayerIsWithinHitbox: https://decomp.me/scratch/2JQMy EntityLockCamera: https://decomp.me/scratch/EQ1iu |
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7621d6e48a
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PSP DRA func_800F087C and an important file split (#2028)
86A0.c is the HUD file I've been doing. This is the next function in that file. However, it's completely unrelated, is not the next one in the US version, and has different compiler optimization (-O0 versus -O4). This heavily indicates that there should be a file split here. So, this PR decompiles the function, swaps out that decompilation for the US version, and performs the file split to continue preparing for a future `hud.c`. Nice to see that we now have the two versions ending the HUD file at the same place, now just need to get the starts to align the same way. |
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3330afbd34
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Update DrawRichterHudSubweapon for PSP (#2025)
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Implement a matching PSP version, and modify the existing one to correspond with that version. Overall this represents a good boost in code quality. I'm starting to think we might end up with a shared `hud.c` or something, which will be cool if it can come together. |
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8eb007dc7d
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Add global_vram_start to PSP splat configs to allow mapping additional symbols in output asm (#2026)
Noticed this in `stst0` when trying to map ``` PLAYER_posX_i_hi = 0x91E1682; PLAYER_posY_i_hi = 0x91E1686; ``` That it would not pick up in the output asm. ``` /* 106A0 09247D20 1E09023C */ lui $v0, (0x91E1682 >> 16) /* 106A4 09247D24 82164284 */ lh $v0, (0x91E1682 & 0xFFFF)($v0) ... /* 10700 09247D80 1E09023C */ lui $v0, (0x91E1686 >> 16) /* 10704 09247D84 86164284 */ lh $v0, (0x91E1686 & 0xFFFF)($v0) ``` After this suggestion from bismurphy it now picks up these symbols (and more in the globals) correctly: ``` /* 106A0 09247D20 1E09023C */ lui $v0, %hi(PLAYER_posX_i_hi) /* 106A4 09247D24 82164284 */ lh $v0, %lo(PLAYER_posX_i_hi)($v0) ... /* 10700 09247D80 1E09023C */ lui $v0, %hi(PLAYER_posY_i_hi) /* 10704 09247D84 86164284 */ lh $v0, %lo(PLAYER_posY_i_hi)($v0) ``` I've also added this to make-config so it should be added for new PSP overlays going forwards |
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7dc6e68581
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DrawHud working for PSP (#2024)
Next one to go with my previous function. Hoping to get full code-sharing working soon. |
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2348cd0d40
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Dedupe PSP stst0 st_update (#2022)
Small one just so I could get a taste for it 😄
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103a21f48c
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Pull DRA DrawHudSubweapon into PSP (#2023)
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Re-decompiled this for PSP and put the matching code into both. Code should be the same in both versions now; on the path toward being able to share code between the two. I also identified LoadTPage, which required some adjustments to BlitChar to get the right types. |
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54d8f601b8
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Update/document game logic for handling elemental resistances, absorbs, etc (#2020)
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Lots of cleanups here with renaming stuff, creating enums, and more. This was the kind of thing where I kept on having a cycle where I would improve all the uses of a certain field, then in doing so, I'd see where it was used, rename the function, notice more fields, and so on. But I think in the end I tied up the loose ends that I found, and this becomes a nicely contained PR which should help lots of study. |
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b778ddf88e
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Integrate tooling test in the CI pipeline (#2018)
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We have tests for most of the important tools, but they need to be ran manually. It is possible to easily introduce accidental regressions. This PR adds new steps to the CI to run all those tests, plus a regression fix found by @JoshSchreuder --------- Co-authored-by: sozud <JoshSchreuder@users.noreply.github.com> |
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7c1d88599b
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Decompile no1 e_blue_axe_knight (#2017)
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Apologies for the size, this ended up being bigger than expected the more I picked at it. Decompiles the blue version of axe knight found in Outer Wall, Castle Keep, Colosseum. This enemy is very similar to the existing green axe knight header we had, but has some additional attacks and an extra function. As I decompiled it, I found it easier to separate this into a separate entity rather than trying to fit into the current shared header with conditionals. |
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f4773ded75
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Dedupe no1 e_red_door + EntityUnkId12 (#2012)
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746f10d734
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Decompile tt_004 func_us_80176674 and BSS (#2014)
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9d1f7571b1
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Minor Servant Related Symbol Names (#2013)
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Naming `D_80170000` and updating some constants to reflect values that have already been named. |
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5fa4630311
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Decompile tt_004 ServantInit and func_us_80176BF8 (#2011)
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This also includes the data segment to leverage the compiler generated offsets instead of manual symbol table entries. Both `ServantInit` and `func_us_80176BF8` reference some data with fixed offsets that get generated as separate symbols by splat but can otherwise be a contiguous array. Unlike other servants, the Sword Familiar splits its CLUT into two non-contiguous sections, so the common `g_ServantClut` declaration could not be used. It also does not have an obvious `SpriteParts` analog and draws differently from other familiars. |
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3ec30f1843
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Define common symbols for AllocEntity (#2010)
`g_Entities[160]` and `g_Entities[224]` are commonly used for `AllocEntity()`. Define the symbols to make decompilation easier. |
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bb1aa2feac
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More ST0 PSP (#2008)
I've not been working on this branch for a while and I do not plan to until the new year starts. I am submitting this in case it overlaps with someone else work |
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f71648dcba
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More NO1 dedupes (#2006)
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* e_collect * e_misc * e_skeleton |
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19ec93b9e9
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Decompile no1 func_us_801CF298 and func_us_801CEB28 (#2003)
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PSX: https://decomp.me/scratch/wN0ZC PSP: https://decomp.me/scratch/TvRvN edit: Added func_us_801CEB28 PSX: https://decomp.me/scratch/urYUm PSP: https://decomp.me/scratch/bBEHo |