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Fixed Ganondorf's lair and Spirit Temple crashes on 64 bits
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@ -1516,11 +1516,7 @@ void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, Collis
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if (globalCtx->sceneNum == SCENE_MALON_STABLE) {
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if (globalCtx->sceneNum == SCENE_MALON_STABLE) {
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// "/* BGCheck LonLon Size %dbyte */\n"
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// "/* BGCheck LonLon Size %dbyte */\n"
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osSyncPrintf("/* BGCheck LonLonサイズ %dbyte */\n", 0x3520);
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osSyncPrintf("/* BGCheck LonLonサイズ %dbyte */\n", 0x3520);
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#ifdef _SOH64
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colCtx->memSize = 0x3520 * (sizeof(void*) / 4);
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#else
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colCtx->memSize = 0x3520;
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colCtx->memSize = 0x3520;
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#endif
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} else {
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} else {
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// "/* BGCheck Mini Size %dbyte */\n"
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// "/* BGCheck Mini Size %dbyte */\n"
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osSyncPrintf("/* BGCheck ミニサイズ %dbyte */\n", 0x4E20);
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osSyncPrintf("/* BGCheck ミニサイズ %dbyte */\n", 0x4E20);
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@ -1588,6 +1584,11 @@ void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, Collis
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&colCtx->subdivLength.y, &colCtx->subdivLengthInv.y);
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&colCtx->subdivLength.y, &colCtx->subdivLengthInv.y);
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BgCheck_SetSubdivisionDimension(colCtx->minBounds.z, colCtx->subdivAmount.z, &colCtx->maxBounds.z,
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BgCheck_SetSubdivisionDimension(colCtx->minBounds.z, colCtx->subdivAmount.z, &colCtx->maxBounds.z,
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&colCtx->subdivLength.z, &colCtx->subdivLengthInv.z);
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&colCtx->subdivLength.z, &colCtx->subdivLengthInv.z);
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#ifdef _SOH64
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colCtx->memSize *= (sizeof(void*) / 4);
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#endif
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memSize = colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z +
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memSize = colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z +
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colCtx->colHeader->numPolygons * sizeof(u8) + colCtx->dyna.polyNodesMax * sizeof(SSNode) +
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colCtx->colHeader->numPolygons * sizeof(u8) + colCtx->dyna.polyNodesMax * sizeof(SSNode) +
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colCtx->dyna.polyListMax * sizeof(CollisionPoly) + colCtx->dyna.vtxListMax * sizeof(Vec3s) +
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colCtx->dyna.polyListMax * sizeof(CollisionPoly) + colCtx->dyna.vtxListMax * sizeof(Vec3s) +
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