mirror of
https://github.com/Xeeynamo/sotn-decomp.git
synced 2024-11-27 06:50:35 +00:00
80d9bd8cc5
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.
86 lines
2.5 KiB
YAML
86 lines
2.5 KiB
YAML
options:
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platform: psx
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basename: ric
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base_path: ..
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build_path: build/hd
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target_path: disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/ric.bin
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asm_path: asm/hd/ric
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asset_path: assets/ric
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src_path: src/ric
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ld_script_path: build/hd/ric.ld
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compiler: GCC
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symbol_addrs_path:
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- config/symbols.hd.txt
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- config/symbols.hd.ric.txt
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undefined_funcs_auto_path: config/undefined_funcs_auto.hd.ric.txt
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undefined_syms_auto_path: config/undefined_syms_auto.hd.ric.txt
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find_file_boundaries: true
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use_legacy_include_asm: false
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migrate_rodata_to_functions: true
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asm_jtbl_label_macro: jlabel
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extensions_path: tools/splat_ext
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symbol_name_format: hd_$VRAM
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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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ld_bss_is_noload: false
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disasm_unknown: true
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include_macro_inc: false
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sha1: 1dcd6b881e2c0906854c3d53839dfb4ae0d359d6
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segments:
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- name: ric
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type: code
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start: 0
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vram: 0x8013C000
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align: 4
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subalign: 4
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subsegments:
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- [0x0, .data, pl_header]
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- [0x20, spritesheet, richter, disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/f_game2.bin, 32]
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- [0x170AC, .data, spriteparts]
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- [0x18568, .data, d_18568]
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- [0x18688, assets, subweapondefs, D_80154688]
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- [0x188F4, .data, 211D0]
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- [0x1895C, .data, 211D0] # entity table
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- [0x18A6C, .data, 211D0] # blueprints
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- [0x18C40, .data, 24788]
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- [0x18F7C, .data, 26C84]
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- [0x1938C, .data, pl_anims]
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- [0x199AC, .data, 2A060]
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- [0x19D94, .data, 2C4C4]
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- [0x19EE0, .data, 319C4]
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- [0x19EFC, .data, e_giant_spinning_cross]
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- [0x1A444, .rodata, 1AC60]
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- [0x1A608, .rodata, 1CB04]
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- [0x1A7C0, .rodata, 1FCD0]
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- [0x1A7D8, .rodata, 211D0]
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- [0x1A8E4, .rodata, 24788]
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- [0x1A9B4, .rodata, 26C84]
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- [0x1A9F4, .rodata, 2A060]
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- [0x1AA88, .rodata, 2C4C4]
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- [0x1AB04, .rodata, 319C4]
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- [0x1AC1C, .rodata, e_giant_spinning_cross]
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- [0x1AC2C, c, 1AC60]
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- [0x1CB28, c, 1CB04]
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- [0x1FCD8, c, 1FCD0]
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- [0x202B0, c, 202A8]
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- [0x208E8, c, 20920]
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- [0x211C8, c, 211D0]
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- [0x246C4, c, 24788]
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- [0x26DD8, c, 26C84]
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- [0x29F9C, c, 2A060]
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- [0x2C42C, c, 2C4C4]
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- [0x31918, c, 319C4]
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- [0x371E0, c, e_giant_spinning_cross]
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- [0x37AB8, .bss, 1CB04]
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- [0x38ED0, .bss, 211D0]
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- [0x38F54, .bss, 2A060]
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- [0x38FDC, .bss, 2C4C4]
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- [0x397E8, .bss, 319C4]
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- [0x39834, bss]
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- [0x399AC]
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