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The quest is done! This eliminates the ET_Generic, and as a bonus, stub, from the Entity struct. This means no future code will be able to use these as defaults and will have to choose a particular extension, which is nice. As usual, while doing these cleanups I found various duplications to solve and file splits to normalize. Overall the code becomes more and more readable.
141 lines
4.6 KiB
YAML
141 lines
4.6 KiB
YAML
options:
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platform: psx
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basename: stno3
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base_path: ..
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build_path: build/us
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target_path: disks/us/ST/NO3/NO3.BIN
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asm_path: asm/us/st/no3
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asset_path: assets/st/no3
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src_path: src/st/no3
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ld_script_path: build/us/stno3.ld
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compiler: GCC
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symbol_addrs_path:
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- config/symbols.us.txt
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- config/symbols.us.stno3.txt
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undefined_funcs_auto_path: config/undefined_funcs_auto.us.stno3.txt
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undefined_syms_auto_path: config/undefined_syms_auto.us.stno3.txt
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find_file_boundaries: yes
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use_legacy_include_asm: no
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migrate_rodata_to_functions: no
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asm_jtbl_label_macro: jlabel
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extensions_path: tools/splat_ext
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disassemble_all: True
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section_order:
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- ".data"
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- ".rodata"
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- ".text"
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- ".bss"
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- ".sbss"
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sha1: 5d06216b895ab5ff892c88b0d9eff67ff16e2bd1
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segments:
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- name: stno3
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type: code
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start: 0x00000000
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vram: 0x80180000
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align: 4
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subalign: 4
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subsegments:
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- [0x0, .data, header]
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- [0x1C4, .data, header] # layers
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- [0x5A4, .data, header] # GfxBanks
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- [0x77C, .data, e_laydef] # layout entries header
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- [0x924, .data, e_init]
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- [0xAAC, data]
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- [0xDC0, .data, 377D4]
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- [0xDD0, .data, 377D4]
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- [0xE50, data]
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- [0xE70, data]
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- [0xE80, data]
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- [0xE90, data]
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- [0xEA0, .data, entrance_stage_entities]
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- [0x13A8, data]
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- [0x1ACC, .data, cutscene]
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- [0x1AD4, data]
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- [0x1B40, data]
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- [0x1C8C, .data, d_prize_drops]
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- [0x1CC0, .data, st_update]
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- [0x1CEC, .data, collision]
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- [0x20AC, .data, e_red_door]
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- [0x20C4, .data, st_common]
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- [0x22C4, .data, e_collect]
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- [0x25B4, .data, e_misc]
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- [0x26D0, data]
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- [0x3180, data]
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- [0x3870, data]
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- [0x39A0, data]
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- [0x3AC0, data]
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- [0x3AF0, data]
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- [0x3B30, data]
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- [0x3B50, .data, e_bone_scimitar]
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- [0x3C44, .data, e_bat]
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- [0x3C7C, data]
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- [0x3CC4, .data, rooms]
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- [0x3DC8, .data, e_layout] # layout entries data
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- [0x4CE0, .data, cutscene_data]
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- [0x4E60, data]
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- [0x11B88, raw, cutscene_alucard]
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- [0x12908, raw, cutscene_death]
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- [0x13688, data]
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- [0x18838, .data, tile_data] # tile data
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- [0x26638, .data, tile_data] # tile definitions
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- [0x2EA68, .data, sprites]
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- [0x373E0, data]
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- [0x373E8, .rodata, entrance_stage_entities] # EntityCastleDoor
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- [0x37400, .rodata, entrance_stage_entities] # EntityStairwayPiece
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- [0x37414, .rodata, 3C4EC]
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- [0x3742C, .rodata, 3E134] #EntityFlyingOwlAndLeaves
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- [0x37440, .rodata, cutscene] # actor names
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- [0x37458, .rodata, cutscene] # NO3_EntityCutscene
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- [0x374DC, .rodata, 3FF00] # EntityRoomTransition2
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- [0x374F4, .rodata, 3FF00] # EntityDeathStolenItems
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- [0x37514, .rodata, 3FF00] # EntityDeath
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- [0x37564, .rodata, e_explosion_puff_opaque] # EntityExplosionPuffOpaque
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- [0x37578, .rodata, e_red_door] # EntityRedDoor
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- [0x37590, .rodata, e_collect] # CollectGold text
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- [0x375E0, .rodata, e_collect] # EntityPrizeDrop
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- [0x37600, .rodata, e_collect] # EntityEquipItemDrop
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- [0x37618, .rodata, e_misc]
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- [0x37650, .rodata, e_misc]
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- [0x37664, .rodata, 4AFF0] # EntityStageNamePopup
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- [0x37698, .rodata, e_fire_warg] # EntityFireWarg
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- [0x376D0, .rodata, e_fire_warg] # EntityFireWargWaveAttack
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- [0x376E8, .rodata, e_fire_warg] # EntityUnkId2F
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- [0x376FC, .rodata, 4F58C] # EntityWarg RECT
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- [0x37704, .rodata, 4F58C] # EntityWarg
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- [0x37738, .rodata, e_merman2]
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- [0x3775C, .rodata, 53F38]
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- [0x37784, .rodata, e_bone_scimitar]
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- [0x377A4, .rodata, e_bat] # EntityBat
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- [0x377B8, .rodata, 564B0] # EntityZombie
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- [0x377CC, .rodata, prim_helpers]
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- [0x377D4, c]
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- [0x37A64, c, e_breakable]
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- [0x37B98, c, entrance_stage_entities]
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- [0x3C4EC, c]
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- [0x3E134, c]
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- [0x3E544, c, cutscene]
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- [0x3FF00, c]
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- [0x413F8, c, e_explosion_puff_opaque]
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- [0x4184C, c, st_update]
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- [0x41C80, c, collision]
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- [0x4343C, c, create_entity]
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- [0x43FB4, c, e_red_door]
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- [0x44C64, c, st_common]
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- [0x45BC0, c, e_collect]
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- [0x47680, c, blit_char]
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- [0x47930, c, e_misc]
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- [0x4AFF0, c]
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- [0x4C5A4, c, e_fire_warg]
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- [0x4F58C, c]
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- [0x50A2C, c, player_water_effect]
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- [0x516B4, c, e_merman2]
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- [0x53F38, c]
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- [0x559d0, c, e_bone_scimitar]
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- [0x56264, c, e_bat]
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- [0x564B0, c]
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- [0x56880, c, prim_helpers]
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- [0x570B0, .bss, create_entity]
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- [0x57120, .bss, bss]
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- [0x57DD8, .bss, e_collect]
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- [0x57E18]
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