mirror of
https://github.com/Xeeynamo/sotn-decomp.git
synced 2024-11-23 04:59:41 +00:00
807375d669
`CutsceneUnk2` uses 8 prims but only 7 are allocated. It looks like at some point the game writes to the address `0x00000000` but I did not confirm it with a PS1 debugger. This is a potential bug. `CutsceneUnk2` signature was also wrong. I had to get rid of `GfxBank` in `src/st/cen/header.c` and I probably need to do the same for the other header files. The code reads chunks of WORDS at the time and a structure would be too large to include `GFX_TERMINATE` in it. CEN is there but not linked because it conflicts with some WRP symbols. I decided to take a much simpler approach compared to what I did with WRP (which needs to be refactored later on). There's a cutscene parser. The asset manager is exporting it to `src/st/cen/cutscene_data.h` if you want to have a look. I know I am still using `config/assets.us.weapon.yaml` and it probably needs to be renamed as `config/assets.us.yaml` later on. I am still deciding. |
||
---|---|---|
.. | ||
go.mod | ||
main.go |