sotn-decomp/config/splat.hd.ric.yaml
bismurphy 80d9bd8cc5
Refactor some stuff with subweapons (#1702)
Primary goal here was to eliminate `ext.generic.unkB0`. It turns out
that the only entity that reaches up into this unkB0 region is the
Subweapon entity.

I went through and changed these all to `ext.subweapon.subweaponId`, but
also did some analysis on all the uses to make sure this was an accurate
change to make.

Other highlights:

- Naming CheckSubwpnChainLimit and its RIC counterpart
- Moving the RIC version of that function to the next file, split makes
more sense this way.
- Made both versions of that function `static`
- renamed subweapondef's unk6 to be chainLimit
- Changed g_unkGraphicsStruct.unk0 to be called `pauseEnemies`. It's
true when the stopwatch subweapon is used, and in cutscenes. Found this
due to looking at the stopwatch subweapon setting this value. Also made
it a bool since it's only ever used as a bool.
- Added some playersteps enum uses where they were still using hex
values
- Studied RicEntityStopwatchCrashLightning in order to give it that name

I think that's about it. Overall just some modest cleanup, but continues
to make the game code more readable.
2024-09-30 21:19:51 +01:00

86 lines
2.5 KiB
YAML

options:
platform: psx
basename: ric
base_path: ..
build_path: build/hd
target_path: disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/ric.bin
asm_path: asm/hd/ric
asset_path: assets/ric
src_path: src/ric
ld_script_path: build/hd/ric.ld
compiler: GCC
symbol_addrs_path:
- config/symbols.hd.txt
- config/symbols.hd.ric.txt
undefined_funcs_auto_path: config/undefined_funcs_auto.hd.ric.txt
undefined_syms_auto_path: config/undefined_syms_auto.hd.ric.txt
find_file_boundaries: true
use_legacy_include_asm: false
migrate_rodata_to_functions: true
asm_jtbl_label_macro: jlabel
extensions_path: tools/splat_ext
symbol_name_format: hd_$VRAM
disassemble_all: True
section_order:
- .data
- .rodata
- .text
- .bss
- .sbss
ld_bss_is_noload: false
disasm_unknown: true
include_macro_inc: false
sha1: 1dcd6b881e2c0906854c3d53839dfb4ae0d359d6
segments:
- name: ric
type: code
start: 0
vram: 0x8013C000
align: 4
subalign: 4
subsegments:
- [0x0, .data, pl_header]
- [0x20, spritesheet, richter, disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/f_game2.bin, 32]
- [0x170AC, .data, spriteparts]
- [0x18568, .data, d_18568]
- [0x18688, assets, subweapondefs, D_80154688]
- [0x188F4, .data, 211D0]
- [0x1895C, .data, 211D0] # entity table
- [0x18A6C, .data, 211D0] # blueprints
- [0x18C40, .data, 24788]
- [0x18F7C, .data, 26C84]
- [0x1938C, .data, pl_anims]
- [0x199AC, .data, 2A060]
- [0x19D94, .data, 2C4C4]
- [0x19EE0, .data, 319C4]
- [0x19EFC, .data, e_giant_spinning_cross]
- [0x1A444, .rodata, 1AC60]
- [0x1A608, .rodata, 1CB04]
- [0x1A7C0, .rodata, 1FCD0]
- [0x1A7D8, .rodata, 211D0]
- [0x1A8E4, .rodata, 24788]
- [0x1A9B4, .rodata, 26C84]
- [0x1A9F4, .rodata, 2A060]
- [0x1AA88, .rodata, 2C4C4]
- [0x1AB04, .rodata, 319C4]
- [0x1AC1C, .rodata, e_giant_spinning_cross]
- [0x1AC2C, c, 1AC60]
- [0x1CB28, c, 1CB04]
- [0x1FCD8, c, 1FCD0]
- [0x202B0, c, 202A8]
- [0x208E8, c, 20920]
- [0x211C8, c, 211D0]
- [0x246C4, c, 24788]
- [0x26DD8, c, 26C84]
- [0x29F9C, c, 2A060]
- [0x2C42C, c, 2C4C4]
- [0x31918, c, 319C4]
- [0x371E0, c, e_giant_spinning_cross]
- [0x37AB8, .bss, 1CB04]
- [0x38ED0, .bss, 211D0]
- [0x38F54, .bss, 2A060]
- [0x38FDC, .bss, 2C4C4]
- [0x397E8, .bss, 319C4]
- [0x39834, bss]
- [0x399AC]