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![Luciano Ciccariello](/assets/img/avatar_default.png)
Changelog: * Import all the PSP WRP data that belong to `e_collect.c` * Remove the `ext.generic` use in favour of `ET_EquipItemDrop` * Document some fields from `ET_EquipItemDrop` * Discover the extra field `mariaSubWeapon` on PSP * `g_api.AddToInventory` signature changed to allow a better match on [EntityEquipItemDrop](https://decomp.me/scratch/PULKm) * Remove the fake array `D_8003BF9C` in favour of `g_CastleFlags` * The `O_TAG` struct is also valid on PSP * Decompile `EntityPrizeDrop` on PSP * Align `func_8018CAB0` to PSP * Align `EntityPrizeDrop` to PSP with a bunch of `#ifdef` * Align `EntityEquipItemDrop` to PSP using the WIP scratch [EntityEquipItemDrop](https://decomp.me/scratch/PULKm) * `DestroyCurrentEntity` is just an dummy item collector from `EntityPrizeDrop` * Duplicate functions in other overlays are not yet aligned as I am waiting to migrate them to use `e_collect` I noticed splat is not able to successfully recognise pointers if the data is too scattered. I had to merge the `data` in the YAML and allow it to be exported into a single file before starting to import it. The only missing function from `e_collect.c` is [EntityEquipItemDrop](https://decomp.me/scratch/PULKm). Data on PSX are slightly shuffled within the same C file. I believe the PSP build retains the original data order. Thanks to @sozud for the majority of the work on `EntityPrizeDrop` and `EntityEquipItemDrop` on PSP. And thanks to @bismurphy for solving the last piece of the puzzle to match `EntityPrizeDrop`.