[docs] Upstream updates 1 (#1955)

* First round of upstream updates and commenting patternss

* Renames from z64player

* Renames from z64save

* Undo changes to legacy save struct

* Add missing reference from entrance rando

* Fixes from stat tracker

* More tweaks
This commit is contained in:
Garrett Cox 2022-11-29 17:28:57 -06:00 committed by GitHub
parent 8064ad9dfe
commit d7c3522142
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GPG Key ID: 4AEE18F83AFDEB23
69 changed files with 1721 additions and 1040 deletions

16
soh/include/alignment.h Normal file
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@ -0,0 +1,16 @@
#ifndef ALIGNMENT_H
#define ALIGNMENT_H
#define ALIGN8(val) (((val) + 7) & ~7)
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN32(val) (((val) + 0x1F) & ~0x1F)
#define ALIGN64(val) (((val) + 0x3F) & ~0x3F)
#define ALIGN256(val) (((val) + 0xFF) & ~0xFF)
#ifdef __GNUC__
#define ALIGNED8 __attribute__ ((aligned (8)))
#else
#define ALIGNED8
#endif
#endif

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@ -3,49 +3,51 @@
#include <endianness.h>
// Upstream TODO: Document reasoning for change
// #ifndef __GNUC__
// #define __attribute__(x)
// #endif
// #ifndef AVOID_UB
// #define BAD_RETURN(type) type
// #else
// #define BAD_RETURN(type) void
// #endif
// #define UNUSED __attribute__((unused))
// #define FALLTHROUGH __attribute__((fallthrough))
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
#define PHYSICAL_TO_VIRTUAL(addr) (void*)((uintptr_t)(addr) + 0x80000000)
#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - 0x80000000)
// Upstream TODO: Document reasoning for change
//#define SEGMENTED_TO_VIRTUAL(addr) PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)] + SEGMENT_OFFSET(addr))
#define SEGMENTED_TO_VIRTUAL(addr) addr
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN32(val) (((val) + 0x1F) & ~0x1F)
#define ALIGN64(val) (((val) + 0x3F) & ~0x3F)
#define ALIGN256(val) (((val) + 0xFF) & ~0xFF)
#define OFFSETOF(structure, member) ((size_t)&(((structure*)0)->member))
#define SQ(x) ((x)*(x))
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#define DECR(x) ((x) == 0 ? 0 : --(x))
#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
#define MEDIAN3(a1, a2, a3) \
(((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \
: (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3))))
#define RGBA8(r, g, b, a) ((((r) & 0xFF) << 24) | (((g) & 0xFF) << 16) | (((b) & 0xFF) << 8) | (((a) & 0xFF) << 0))
#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].head)
#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamera])
#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamera]) // Upstream TODO: Camera
#define LINK_IS_ADULT (gSaveContext.linkAge == 0)
#define LINK_IS_CHILD (gSaveContext.linkAge == 1)
#define CHECK_EQUIPMENT_AGE(i, j) (CVar_GetS32("gTimelessEquipment", 0) || (gEquipAgeReqs[i][j] == 9) || (gEquipAgeReqs[i][j] == ((void)0, gSaveContext.linkAge)))
#define CHECK_SLOT_AGE(slotIndex) (CVar_GetS32("gTimelessEquipment", 0) || (gSlotAgeReqs[slotIndex] == 9) || gSlotAgeReqs[slotIndex] == ((void)0, gSaveContext.linkAge))
#define CHECK_ITEM_AGE(itemIndex) (CVar_GetS32("gTimelessEquipment", 0) || (gItemAgeReqs[itemIndex] == 9) || (gItemAgeReqs[itemIndex] == gSaveContext.linkAge))
#define LINK_IS_ADULT (gSaveContext.linkAge == LINK_AGE_ADULT)
#define LINK_IS_CHILD (gSaveContext.linkAge == LINK_AGE_CHILD)
#define YEARS_CHILD 5
#define YEARS_ADULT 17
#define LINK_AGE_IN_YEARS (!LINK_IS_ADULT ? YEARS_CHILD : YEARS_ADULT)
#define CLOCK_TIME(hr, min) ((s32)(((hr) * 60 + (min)) * (f32)0x10000 / (24 * 60) + 0.5f))
#define IS_DAY (gSaveContext.nightFlag == 0)
#define IS_NIGHT (gSaveContext.nightFlag == 1)
@ -56,7 +58,15 @@
#define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
#define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
#define CHECK_OWNED_EQUIP(equip, value) ((gBitFlags[value] << gEquipShifts[equip]) & gSaveContext.inventory.equipment)
#define OWNED_EQUIP_FLAG(equip, value) (gBitFlags[value] << gEquipShifts[equip])
#define OWNED_EQUIP_FLAG_ALT(equip, value) ((1 << (value)) << gEquipShifts[equip])
#define CHECK_OWNED_EQUIP(equip, value) (OWNED_EQUIP_FLAG(equip, value) & gSaveContext.inventory.equipment)
#define CHECK_OWNED_EQUIP_ALT(equip, value) (gBitFlags[(value) + (equip) * 4] & gSaveContext.inventory.equipment)
#define SWORD_EQUIP_TO_PLAYER(swordEquip) (swordEquip)
#define SHIELD_EQUIP_TO_PLAYER(shieldEquip) (shieldEquip)
#define TUNIC_EQUIP_TO_PLAYER(tunicEquip) ((tunicEquip) - 1)
#define BOOTS_EQUIP_TO_PLAYER(bootsEquip) ((bootsEquip) - 1)
#define CUR_UPG_VALUE(upg) ((s32)(gSaveContext.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
@ -72,6 +82,21 @@
#define HIGH_SCORE(score) (gSaveContext.highScores[score])
#define GET_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
#define SET_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
#define CLEAR_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
#define GET_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
#define SET_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
#define GET_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] & (1 << ((flag) & 0xF)))
#define SET_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] |= (1 << ((flag) & 0xF)))
#define CLEAR_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
#define GET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
#define SET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
#define CLEAR_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
#define B_BTN_ITEM ((gSaveContext.buttonStatus[0] == ITEM_NONE) \
? ITEM_NONE \
: (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) \
@ -82,15 +107,13 @@
? gSaveContext.equips.buttonItems[(button) + 1] \
: ITEM_NONE)
#define DPAD_ITEM(button) ((gSaveContext.buttonStatus[(button) + 5] != BTN_DISABLED) \
? gSaveContext.equips.buttonItems[(button) + 4] \
: ITEM_NONE)
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
// #region SOH [General]
// Logging changes
#ifndef NDEBUG
#define LOG(exp, value, format) \
do { \
@ -133,30 +156,8 @@
#define LOG_THREAD_ID() ((void)0)
#define LOG_HUNGUP_THREAD() ((void)0)
#endif
// #endregion
#define MATRIX_TOMTX(dest) Matrix_ToMtx(dest, __FILE__, __LINE__)
#define MATRIX_NEWMTX(gfxCtx) Matrix_NewMtx(gfxCtx, __FILE__, __LINE__)
#define MATRIX_CHECKFLOATS(mf) Matrix_CheckFloats(mf, __FILE__, __LINE__)
#define ZELDA_ARENA_MALLOC_DEBUG(size) ZeldaArena_MallocDebug(size, __FILE__, __LINE__)
#define ZELDA_ARENA_MALLOC_RDEBUG(size) ZeldaArena_MallocRDebug(size, __FILE__, __LINE__)
#define ZELDA_ARENA_REALLOC_DEBUG(ptr, newSize) ZeldaArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
#define ZELDA_ARENA_FREE_DEBUG(ptr) ZeldaArena_FreeDebug(ptr, __FILE__, __LINE__)
#define SYSTEM_ARENA_MALLOC_DEBUG(size) SystemArena_MallocDebug(size, __FILE__, __LINE__)
#define SYSTEM_ARENA_MALLOC_RDEBUG(size) SystemArena_MallocRDebug(size, __FILE__, __LINE__)
#define SYSTEM_ARENA_REALLOC_DEBUG(ptr, newSize) SystemArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
#define SYSTEM_ARENA_FREE_DEBUG(ptr) SystemArena_FreeDebug(ptr, __FILE__, __LINE__)
#define DEBUG_ARENA_MALLOC_DEBUG(size) DebugArena_MallocDebug(size, __FILE__, __LINE__)
#define DEBUG_ARENA_MALLOC_RDEBUG(size) DebugArena_MallocRDebug(size, __FILE__, __LINE__)
#define DEBUG_ARENA_REALLOC_DEBUG(ptr, newSize) DebugArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
#define DEBUG_ARENA_FREE_DEBUG(ptr) DebugArena_FreeDebug(ptr, __FILE__, __LINE__)
#define GAMESTATE_ALLOC_MC(gameState, size) GameState_Alloc(gameState, size, __FILE__, __LINE__)
#define GAMESTATE_MALLOC_DEBUG(gameState, size) GameAlloc_MallocDebug(gameState, size, __FILE__, __LINE__)
#define BGCHECK_POS_ERROR_CHECK(vec3f) BgCheck_PosErrorCheck(vec3f, __FILE__, __LINE__)
#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
do { \
@ -180,12 +181,17 @@ extern GraphicsContext* __gfxCtx;
#define WORK_DISP __gfxCtx->work.p
#define POLY_OPA_DISP __gfxCtx->polyOpa.p
#define POLY_XLU_DISP __gfxCtx->polyXlu.p
// #region SOH [General]
// Upstream TODO: Document reasoning for these only existing in SoH
#define WORLD_OVERLAY_DISP __gfxCtx->worldOverlay.p
#define POLY_KAL_DISP __gfxCtx->polyKal.p
// #endregion
#define OVERLAY_DISP __gfxCtx->overlay.p
// __gfxCtx shouldn't be used directly.
// Use the DISP macros defined above when writing to display buffers.
// #region SOH [General]
// Augmented to provide debug information in debug build and support interpolation
#ifndef NDEBUG
#define OPEN_DISPS(gfxCtx) \
{ \
@ -221,6 +227,7 @@ extern GraphicsContext* __gfxCtx;
} \
(void)0
#endif
// #endregion
/**
* `x` vertex x
@ -237,11 +244,13 @@ extern GraphicsContext* __gfxCtx;
#define VTX_T(x,y,z,s,t,cr,cg,cb,a) { { x, y, z }, 0, { s, t }, { cr, cg, cb, a } }
// #region SOH [WiiU]
#ifdef __WIIU__
#define ASSERT(expression) (void)((!!(expression)) || (_assert(#expression, __FILE__, (unsigned)(__LINE__)), 0))
#else
#define ASSERT(expression) (void)((!!(expression)) || (__assert(#expression, __FILE__, (unsigned)(__LINE__)), 0))
#endif
// #endregion
#define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \
do { \
@ -256,14 +265,51 @@ extern GraphicsContext* __gfxCtx;
((height)-1) << G_TEXTURE_IMAGE_FRAC); \
} while (0)
#ifdef __GNUC__
#define ALIGNED8 __attribute__ ((aligned (8)))
#else
#define ALIGNED8
#endif
// #region SOH [General]
#define OFFSETOF(structure, member) ((size_t)&(((structure*)0)->member))
#define MEDIAN3(a1, a2, a3) \
(((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \
: (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3))))
#define MATRIX_TOMTX(dest) Matrix_ToMtx(dest, __FILE__, __LINE__)
#define MATRIX_NEWMTX(gfxCtx) Matrix_NewMtx(gfxCtx, __FILE__, __LINE__)
#define MATRIX_CHECKFLOATS(mf) Matrix_CheckFloats(mf, __FILE__, __LINE__)
#define ZELDA_ARENA_MALLOC_DEBUG(size) ZeldaArena_MallocDebug(size, __FILE__, __LINE__)
#define ZELDA_ARENA_MALLOC_RDEBUG(size) ZeldaArena_MallocRDebug(size, __FILE__, __LINE__)
#define ZELDA_ARENA_REALLOC_DEBUG(ptr, newSize) ZeldaArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
#define ZELDA_ARENA_FREE_DEBUG(ptr) ZeldaArena_FreeDebug(ptr, __FILE__, __LINE__)
#define SYSTEM_ARENA_MALLOC_DEBUG(size) SystemArena_MallocDebug(size, __FILE__, __LINE__)
#define SYSTEM_ARENA_MALLOC_RDEBUG(size) SystemArena_MallocRDebug(size, __FILE__, __LINE__)
#define SYSTEM_ARENA_REALLOC_DEBUG(ptr, newSize) SystemArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
#define SYSTEM_ARENA_FREE_DEBUG(ptr) SystemArena_FreeDebug(ptr, __FILE__, __LINE__)
#define DEBUG_ARENA_MALLOC_DEBUG(size) DebugArena_MallocDebug(size, __FILE__, __LINE__)
#define DEBUG_ARENA_MALLOC_RDEBUG(size) DebugArena_MallocRDebug(size, __FILE__, __LINE__)
#define DEBUG_ARENA_REALLOC_DEBUG(ptr, newSize) DebugArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
#define DEBUG_ARENA_FREE_DEBUG(ptr) DebugArena_FreeDebug(ptr, __FILE__, __LINE__)
#define GAMESTATE_ALLOC_MC(gameState, size) GameState_Alloc(gameState, size, __FILE__, __LINE__)
#define GAMESTATE_MALLOC_DEBUG(gameState, size) GameAlloc_MallocDebug(gameState, size, __FILE__, __LINE__)
#define BGCHECK_POS_ERROR_CHECK(vec3f) BgCheck_PosErrorCheck(vec3f, __FILE__, __LINE__)
#define SEG_ADDR(seg, addr) (addr | (seg << 24) | 1)
// #endregion
// #region SOH [Enhancements]
#define CHECK_EQUIPMENT_AGE(i, j) (CVar_GetS32("gTimelessEquipment", 0) || (gEquipAgeReqs[i][j] == 9) || (gEquipAgeReqs[i][j] == ((void)0, gSaveContext.linkAge)))
#define CHECK_SLOT_AGE(slotIndex) (CVar_GetS32("gTimelessEquipment", 0) || (gSlotAgeReqs[slotIndex] == 9) || gSlotAgeReqs[slotIndex] == ((void)0, gSaveContext.linkAge))
#define CHECK_ITEM_AGE(itemIndex) (CVar_GetS32("gTimelessEquipment", 0) || (gItemAgeReqs[itemIndex] == 9) || (gItemAgeReqs[itemIndex] == gSaveContext.linkAge))
#define DPAD_ITEM(button) ((gSaveContext.buttonStatus[(button) + 5] != BTN_DISABLED) \
? gSaveContext.equips.buttonItems[(button) + 4] \
: ITEM_NONE)
// #endregion
// #region SOH [Randomizer]
#define NUM_TRIALS 6
#define NUM_SHOP_ITEMS 64
#define NUM_SCRUBS 46
@ -277,5 +323,6 @@ extern GraphicsContext* __gfxCtx;
#define GERUDO_FORTRESS_SMALL_KEY_MAX 4
#define GANONS_CASTLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_GANONTIKA) ? 3 : 2)
#define TREASURE_GAME_SMALL_KEY_MAX 6
// #endregion
#endif

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@ -24,6 +24,7 @@
#include "z64skin.h"
#include "z64transition.h"
#include "z64interface.h"
#include "alignment.h"
#include "sequence.h"
#include "sfx.h"
#include <color.h>

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@ -2,6 +2,7 @@
#define Z64PLAYER_H
#include "z64actor.h"
#include "alignment.h"
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
struct Player;
@ -64,84 +65,85 @@ typedef enum {
} PlayerMask;
typedef enum {
/* 0x00 */ PLAYER_AP_NONE,
/* 0x01 */ PLAYER_AP_LAST_USED,
/* 0x02 */ PLAYER_AP_FISHING_POLE,
/* 0x03 */ PLAYER_AP_SWORD_MASTER,
/* 0x04 */ PLAYER_AP_SWORD_KOKIRI,
/* 0x05 */ PLAYER_AP_SWORD_BGS,
/* 0x06 */ PLAYER_AP_STICK,
/* 0x07 */ PLAYER_AP_HAMMER,
/* 0x08 */ PLAYER_AP_BOW,
/* 0x09 */ PLAYER_AP_BOW_FIRE,
/* 0x0A */ PLAYER_AP_BOW_ICE,
/* 0x0B */ PLAYER_AP_BOW_LIGHT,
/* 0x0C */ PLAYER_AP_BOW_0C,
/* 0x0D */ PLAYER_AP_BOW_0D,
/* 0x0E */ PLAYER_AP_BOW_0E,
/* 0x0F */ PLAYER_AP_SLINGSHOT,
/* 0x10 */ PLAYER_AP_HOOKSHOT,
/* 0x11 */ PLAYER_AP_LONGSHOT,
/* 0x12 */ PLAYER_AP_BOMB,
/* 0x13 */ PLAYER_AP_BOMBCHU,
/* 0x14 */ PLAYER_AP_BOOMERANG,
/* 0x15 */ PLAYER_AP_MAGIC_SPELL_15,
/* 0x16 */ PLAYER_AP_MAGIC_SPELL_16,
/* 0x17 */ PLAYER_AP_MAGIC_SPELL_17,
/* 0x18 */ PLAYER_AP_FARORES_WIND,
/* 0x19 */ PLAYER_AP_NAYRUS_LOVE,
/* 0x1A */ PLAYER_AP_DINS_FIRE,
/* 0x1B */ PLAYER_AP_NUT,
/* 0x1C */ PLAYER_AP_OCARINA_FAIRY,
/* 0x1D */ PLAYER_AP_OCARINA_TIME,
/* 0x1E */ PLAYER_AP_BOTTLE,
/* 0x1F */ PLAYER_AP_BOTTLE_FISH,
/* 0x20 */ PLAYER_AP_BOTTLE_FIRE,
/* 0x21 */ PLAYER_AP_BOTTLE_BUG,
/* 0x22 */ PLAYER_AP_BOTTLE_POE,
/* 0x23 */ PLAYER_AP_BOTTLE_BIG_POE,
/* 0x24 */ PLAYER_AP_BOTTLE_LETTER,
/* 0x25 */ PLAYER_AP_BOTTLE_POTION_RED,
/* 0x26 */ PLAYER_AP_BOTTLE_POTION_BLUE,
/* 0x27 */ PLAYER_AP_BOTTLE_POTION_GREEN,
/* 0x28 */ PLAYER_AP_BOTTLE_MILK,
/* 0x29 */ PLAYER_AP_BOTTLE_MILK_HALF,
/* 0x2A */ PLAYER_AP_BOTTLE_FAIRY,
/* 0x2B */ PLAYER_AP_LETTER_ZELDA,
/* 0x2C */ PLAYER_AP_WEIRD_EGG,
/* 0x2D */ PLAYER_AP_CHICKEN,
/* 0x2E */ PLAYER_AP_BEAN,
/* 0x2F */ PLAYER_AP_POCKET_EGG,
/* 0x30 */ PLAYER_AP_POCKET_CUCCO,
/* 0x31 */ PLAYER_AP_COJIRO,
/* 0x32 */ PLAYER_AP_ODD_MUSHROOM,
/* 0x33 */ PLAYER_AP_ODD_POTION,
/* 0x34 */ PLAYER_AP_SAW,
/* 0x35 */ PLAYER_AP_SWORD_BROKEN,
/* 0x36 */ PLAYER_AP_PRESCRIPTION,
/* 0x37 */ PLAYER_AP_FROG,
/* 0x38 */ PLAYER_AP_EYEDROPS,
/* 0x39 */ PLAYER_AP_CLAIM_CHECK,
/* 0x3A */ PLAYER_AP_MASK_KEATON,
/* 0x3B */ PLAYER_AP_MASK_SKULL,
/* 0x3C */ PLAYER_AP_MASK_SPOOKY,
/* 0x3D */ PLAYER_AP_MASK_BUNNY,
/* 0x3E */ PLAYER_AP_MASK_GORON,
/* 0x3F */ PLAYER_AP_MASK_ZORA,
/* 0x40 */ PLAYER_AP_MASK_GERUDO,
/* 0x41 */ PLAYER_AP_MASK_TRUTH,
/* 0x42 */ PLAYER_AP_LENS,
/* 0x43 */ PLAYER_AP_SHIELD_DEKU,
/* 0x44 */ PLAYER_AP_SHIELD_HYLIAN,
/* 0x45 */ PLAYER_AP_SHIELD_MIRROR,
/* 0x46 */ PLAYER_AP_TUNIC_KOKIRI,
/* 0x47 */ PLAYER_AP_TUNIC_GORON,
/* 0x48 */ PLAYER_AP_TUNIC_ZORA,
/* 0x49 */ PLAYER_AP_BOOTS_KOKIRI,
/* 0x4A */ PLAYER_AP_BOOTS_IRON,
/* 0x4B */ PLAYER_AP_BOOTS_HOVER,
/* 0x4C */ PLAYER_AP_MAX
} PlayerActionParam;
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_LAST_USED,
/* 0x02 */ PLAYER_IA_FISHING_POLE,
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,
/* 0x05 */ PLAYER_IA_SWORD_BGS,
/* 0x06 */ PLAYER_IA_STICK,
/* 0x07 */ PLAYER_IA_HAMMER,
/* 0x08 */ PLAYER_IA_BOW,
/* 0x09 */ PLAYER_IA_BOW_FIRE,
/* 0x0A */ PLAYER_IA_BOW_ICE,
/* 0x0B */ PLAYER_IA_BOW_LIGHT,
/* 0x0C */ PLAYER_IA_BOW_0C,
/* 0x0D */ PLAYER_IA_BOW_0D,
/* 0x0E */ PLAYER_IA_BOW_0E,
/* 0x0F */ PLAYER_IA_SLINGSHOT,
/* 0x10 */ PLAYER_IA_HOOKSHOT,
/* 0x11 */ PLAYER_IA_LONGSHOT,
/* 0x12 */ PLAYER_IA_BOMB,
/* 0x13 */ PLAYER_IA_BOMBCHU,
/* 0x14 */ PLAYER_IA_BOOMERANG,
/* 0x15 */ PLAYER_IA_MAGIC_SPELL_15,
/* 0x16 */ PLAYER_IA_MAGIC_SPELL_16,
/* 0x17 */ PLAYER_IA_MAGIC_SPELL_17,
/* 0x18 */ PLAYER_IA_FARORES_WIND,
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE,
/* 0x1A */ PLAYER_IA_DINS_FIRE,
/* 0x1B */ PLAYER_IA_NUT,
/* 0x1C */ PLAYER_IA_OCARINA_FAIRY,
/* 0x1D */ PLAYER_IA_OCARINA_TIME,
/* 0x1E */ PLAYER_IA_BOTTLE,
/* 0x1F */ PLAYER_IA_BOTTLE_FISH,
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE,
/* 0x21 */ PLAYER_IA_BOTTLE_BUG,
/* 0x22 */ PLAYER_IA_BOTTLE_POE,
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE,
/* 0x24 */ PLAYER_IA_BOTTLE_LETTER,
/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED,
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE,
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN,
/* 0x28 */ PLAYER_IA_BOTTLE_MILK,
/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF,
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY,
/* 0x2B */ PLAYER_IA_LETTER_ZELDA,
/* 0x2C */ PLAYER_IA_WEIRD_EGG,
/* 0x2D */ PLAYER_IA_CHICKEN,
/* 0x2E */ PLAYER_IA_BEAN,
/* 0x2F */ PLAYER_IA_POCKET_EGG,
/* 0x30 */ PLAYER_IA_POCKET_CUCCO,
/* 0x31 */ PLAYER_IA_COJIRO,
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM,
/* 0x33 */ PLAYER_IA_ODD_POTION,
/* 0x34 */ PLAYER_IA_SAW,
/* 0x35 */ PLAYER_IA_SWORD_BROKEN,
/* 0x36 */ PLAYER_IA_PRESCRIPTION,
/* 0x37 */ PLAYER_IA_FROG,
/* 0x38 */ PLAYER_IA_EYEDROPS,
/* 0x39 */ PLAYER_IA_CLAIM_CHECK,
/* 0x3A */ PLAYER_IA_MASK_KEATON,
/* 0x3B */ PLAYER_IA_MASK_SKULL,
/* 0x3C */ PLAYER_IA_MASK_SPOOKY,
/* 0x3D */ PLAYER_IA_MASK_BUNNY,
/* 0x3E */ PLAYER_IA_MASK_GORON,
/* 0x3F */ PLAYER_IA_MASK_ZORA,
/* 0x40 */ PLAYER_IA_MASK_GERUDO,
/* 0x41 */ PLAYER_IA_MASK_TRUTH,
/* 0x42 */ PLAYER_IA_LENS,
// Upstream TODO: Document why these entries were added
/* 0x43 */ PLAYER_IA_SHIELD_DEKU,
/* 0x44 */ PLAYER_IA_SHIELD_HYLIAN,
/* 0x45 */ PLAYER_IA_SHIELD_MIRROR,
/* 0x46 */ PLAYER_IA_TUNIC_KOKIRI,
/* 0x47 */ PLAYER_IA_TUNIC_GORON,
/* 0x48 */ PLAYER_IA_TUNIC_ZORA,
/* 0x49 */ PLAYER_IA_BOOTS_KOKIRI,
/* 0x4A */ PLAYER_IA_BOOTS_IRON,
/* 0x4B */ PLAYER_IA_BOOTS_HOVER,
/* 0x4C */ PLAYER_IA_MAX
} PlayerItemAction;
typedef enum {
/* 0x00 */ PLAYER_LIMB_NONE,
@ -170,27 +172,59 @@ typedef enum {
} PlayerLimb;
typedef enum {
/* 0 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
/* 1 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
/* 2 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
/* 3 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
/* 4 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
/* 5 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
/* 6 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
/* 7 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
/* 8 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
/* 9 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
/* 10 */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
/* 11 */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
/* 12 */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
/* 13 */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
/* 14 */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
/* 15 */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
/* 16 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
/* 17 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
/* 18 */ PLAYER_BODYPART_MAX
/* 0x00 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
/* 0x02 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
/* 0x03 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
/* 0x04 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
/* 0x05 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
/* 0x06 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
/* 0x07 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
/* 0x08 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
/* 0x09 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
/* 0x0A */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
/* 0x0B */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
/* 0x0C */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
/* 0x0D */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
} PlayerBodyPart;
typedef enum {
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H,
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H,
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H,
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H,
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H,
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H,
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H,
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H,
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H,
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H,
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H,
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H,
/* 12 */ PLAYER_MWA_STAB_1H,
/* 13 */ PLAYER_MWA_STAB_2H,
/* 14 */ PLAYER_MWA_STAB_COMBO_1H,
/* 15 */ PLAYER_MWA_STAB_COMBO_2H,
/* 16 */ PLAYER_MWA_FLIPSLASH_START,
/* 17 */ PLAYER_MWA_JUMPSLASH_START,
/* 18 */ PLAYER_MWA_FLIPSLASH_FINISH,
/* 19 */ PLAYER_MWA_JUMPSLASH_FINISH,
/* 20 */ PLAYER_MWA_BACKSLASH_RIGHT,
/* 21 */ PLAYER_MWA_BACKSLASH_LEFT,
/* 22 */ PLAYER_MWA_HAMMER_FORWARD,
/* 23 */ PLAYER_MWA_HAMMER_SIDE,
/* 24 */ PLAYER_MWA_SPIN_ATTACK_1H,
/* 25 */ PLAYER_MWA_SPIN_ATTACK_2H,
/* 26 */ PLAYER_MWA_BIG_SPIN_1H,
/* 27 */ PLAYER_MWA_BIG_SPIN_2H,
/* 28 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation;
typedef enum {
/* -1 */ PLAYER_DOORTYPE_AJAR = -1,
/* 0 */ PLAYER_DOORTYPE_NONE,
@ -200,124 +234,125 @@ typedef enum {
} PlayerDoorType;
typedef enum {
/* 0 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
/* 1 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
/* 2 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
/* 3 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 4 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 5 */ PLAYER_MODELGROUP_BGS, // biggoron sword
/* 6 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
/* 7 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 8 */ PLAYER_MODELGROUP_BOOMERANG,
/* 9 */ PLAYER_MODELGROUP_HOOKSHOT,
/* 10 */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
/* 11 */ PLAYER_MODELGROUP_HAMMER,
/* 12 */ PLAYER_MODELGROUP_OCARINA, // ocarina
/* 13 */ PLAYER_MODELGROUP_OOT, // ocarina of time
/* 14 */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
/* 15 */ PLAYER_MODELGROUP_15, // "last used"
/* 16 */ PLAYER_MODELGROUP_MAX
/* 0x00 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
/* 0x02 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
/* 0x03 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 0x04 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 0x05 */ PLAYER_MODELGROUP_BGS, // biggoron sword
/* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
/* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 0x08 */ PLAYER_MODELGROUP_BOOMERANG,
/* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT,
/* 0x0A */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
/* 0x0B */ PLAYER_MODELGROUP_HAMMER,
/* 0x0C */ PLAYER_MODELGROUP_OCARINA, // ocarina
/* 0x0D */ PLAYER_MODELGROUP_OOT, // ocarina of time
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
/* 0x0F */ PLAYER_MODELGROUP_15, // "last used"
/* 0x10 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup;
typedef enum {
/* 0 */ PLAYER_MODELGROUPENTRY_ANIM,
/* 1 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
/* 2 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
/* 3 */ PLAYER_MODELGROUPENTRY_SHEATH,
/* 4 */ PLAYER_MODELGROUPENTRY_WAIST,
/* 5 */ PLAYER_MODELGROUPENTRY_MAX
/* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM,
/* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
/* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
/* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH,
/* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST,
/* 0x05 */ PLAYER_MODELGROUPENTRY_MAX
} PlayerModelGroupEntry;
typedef enum {
// left hand
/* 0 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
/* 1 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
/* 2 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
/* 3 */ PLAYER_MODELTYPE_3, // unused, same as PLAYER_MODELTYPE_LH_SWORD
/* 4 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
/* 5 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
/* 6 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
/* 7 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
/* 0x00 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
/* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
/* 0x02 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
/* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2, // unused, same as PLAYER_MODELTYPE_LH_SWORD
/* 0x04 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
/* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
/* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
/* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
// right hand
/* 8 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
/* 9 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
/* 10 */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
/* 11 */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
/* 12 */ PLAYER_MODELTYPE_12, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
/* 13 */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
/* 14 */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
/* 15 */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
/* 0x08 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
/* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
/* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
/* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
/* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
/* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
/* 0x0E */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
/* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
// sheath
/* 16 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
/* 17 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
/* 18 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
/* 19 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
/* 0x10 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
/* 0x11 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
/* 0x12 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
/* 0x13 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
// waist
/* 20 */ PLAYER_MODELTYPE_WAIST,
/* 21 */ PLAYER_MODELTYPE_MAX,
/* 0x14 */ PLAYER_MODELTYPE_WAIST,
/* 0x15 */ PLAYER_MODELTYPE_MAX,
/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType;
typedef enum {
/* 0 */ PLAYER_ANIMTYPE_0,
/* 1 */ PLAYER_ANIMTYPE_1,
/* 2 */ PLAYER_ANIMTYPE_2,
/* 3 */ PLAYER_ANIMTYPE_3,
/* 4 */ PLAYER_ANIMTYPE_4,
/* 5 */ PLAYER_ANIMTYPE_5,
/* 6 */ PLAYER_ANIMTYPE_MAX
/* 0x00 */ PLAYER_ANIMTYPE_0,
/* 0x01 */ PLAYER_ANIMTYPE_1,
/* 0x02 */ PLAYER_ANIMTYPE_2,
/* 0x03 */ PLAYER_ANIMTYPE_3,
/* 0x04 */ PLAYER_ANIMTYPE_4,
/* 0x05 */ PLAYER_ANIMTYPE_5,
/* 0x06 */ PLAYER_ANIMTYPE_MAX
} PlayerAnimType;
typedef enum {
/* 0 */ PLAYER_ANIMGROUP_0,
/* 1 */ PLAYER_ANIMGROUP_1,
/* 2 */ PLAYER_ANIMGROUP_2,
/* 3 */ PLAYER_ANIMGROUP_3,
/* 4 */ PLAYER_ANIMGROUP_4,
/* 5 */ PLAYER_ANIMGROUP_5,
/* 6 */ PLAYER_ANIMGROUP_6,
/* 7 */ PLAYER_ANIMGROUP_7,
/* 8 */ PLAYER_ANIMGROUP_8,
/* 9 */ PLAYER_ANIMGROUP_9,
/* 10 */ PLAYER_ANIMGROUP_10,
/* 11 */ PLAYER_ANIMGROUP_11,
/* 12 */ PLAYER_ANIMGROUP_12,
/* 13 */ PLAYER_ANIMGROUP_13,
/* 14 */ PLAYER_ANIMGROUP_14,
/* 15 */ PLAYER_ANIMGROUP_15,
/* 16 */ PLAYER_ANIMGROUP_16,
/* 17 */ PLAYER_ANIMGROUP_17,
/* 18 */ PLAYER_ANIMGROUP_18,
/* 19 */ PLAYER_ANIMGROUP_19,
/* 20 */ PLAYER_ANIMGROUP_20,
/* 21 */ PLAYER_ANIMGROUP_21,
/* 22 */ PLAYER_ANIMGROUP_22,
/* 23 */ PLAYER_ANIMGROUP_23,
/* 24 */ PLAYER_ANIMGROUP_24,
/* 25 */ PLAYER_ANIMGROUP_25,
/* 26 */ PLAYER_ANIMGROUP_26,
/* 27 */ PLAYER_ANIMGROUP_27,
/* 28 */ PLAYER_ANIMGROUP_28,
/* 29 */ PLAYER_ANIMGROUP_29,
/* 30 */ PLAYER_ANIMGROUP_30,
/* 31 */ PLAYER_ANIMGROUP_31,
/* 32 */ PLAYER_ANIMGROUP_32,
/* 33 */ PLAYER_ANIMGROUP_33,
/* 34 */ PLAYER_ANIMGROUP_34,
/* 35 */ PLAYER_ANIMGROUP_35,
/* 36 */ PLAYER_ANIMGROUP_36,
/* 37 */ PLAYER_ANIMGROUP_37,
/* 38 */ PLAYER_ANIMGROUP_38,
/* 39 */ PLAYER_ANIMGROUP_39,
/* 40 */ PLAYER_ANIMGROUP_40,
/* 41 */ PLAYER_ANIMGROUP_41,
/* 42 */ PLAYER_ANIMGROUP_42,
/* 43 */ PLAYER_ANIMGROUP_43,
/* 44 */ PLAYER_ANIMGROUP_44,
/* 45 */ PLAYER_ANIMGROUP_MAX
/* 0x00 */ PLAYER_ANIMGROUP_0,
/* 0x01 */ PLAYER_ANIMGROUP_1,
/* 0x02 */ PLAYER_ANIMGROUP_2,
/* 0x03 */ PLAYER_ANIMGROUP_3,
/* 0x04 */ PLAYER_ANIMGROUP_4,
/* 0x05 */ PLAYER_ANIMGROUP_5,
/* 0x06 */ PLAYER_ANIMGROUP_6,
/* 0x07 */ PLAYER_ANIMGROUP_7,
/* 0x08 */ PLAYER_ANIMGROUP_8,
/* 0x09 */ PLAYER_ANIMGROUP_9,
/* 0x0A */ PLAYER_ANIMGROUP_10,
/* 0x0B */ PLAYER_ANIMGROUP_11,
/* 0x0C */ PLAYER_ANIMGROUP_12,
/* 0x0D */ PLAYER_ANIMGROUP_13,
/* 0x0E */ PLAYER_ANIMGROUP_14,
/* 0x0F */ PLAYER_ANIMGROUP_15,
/* 0x10 */ PLAYER_ANIMGROUP_16,
/* 0x11 */ PLAYER_ANIMGROUP_17,
/* 0x12 */ PLAYER_ANIMGROUP_18,
/* 0x13 */ PLAYER_ANIMGROUP_19,
/* 0x14 */ PLAYER_ANIMGROUP_20,
/* 0x15 */ PLAYER_ANIMGROUP_21,
/* 0x16 */ PLAYER_ANIMGROUP_22,
/* 0x17 */ PLAYER_ANIMGROUP_23,
/* 0x18 */ PLAYER_ANIMGROUP_24,
/* 0x19 */ PLAYER_ANIMGROUP_25,
/* 0x1A */ PLAYER_ANIMGROUP_26,
/* 0x1B */ PLAYER_ANIMGROUP_27,
/* 0x1C */ PLAYER_ANIMGROUP_28,
/* 0x1D */ PLAYER_ANIMGROUP_29,
/* 0x1E */ PLAYER_ANIMGROUP_30,
/* 0x1F */ PLAYER_ANIMGROUP_31,
/* 0x20 */ PLAYER_ANIMGROUP_32,
/* 0x21 */ PLAYER_ANIMGROUP_33,
/* 0x22 */ PLAYER_ANIMGROUP_34,
/* 0x23 */ PLAYER_ANIMGROUP_35,
/* 0x24 */ PLAYER_ANIMGROUP_36,
/* 0x25 */ PLAYER_ANIMGROUP_37,
/* 0x26 */ PLAYER_ANIMGROUP_38,
/* 0x27 */ PLAYER_ANIMGROUP_39,
/* 0x28 */ PLAYER_ANIMGROUP_40,
/* 0x29 */ PLAYER_ANIMGROUP_41,
/* 0x2A */ PLAYER_ANIMGROUP_42,
/* 0x2B */ PLAYER_ANIMGROUP_43,
/* 0x2C */ PLAYER_ANIMGROUP_44,
/* 0x2D */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;
#define PLAYER_LIMB_BUF_COUNT PLAYER_LIMB_MAX + 2 // 2 extra entries in limb buffers?
#define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s))
#define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
typedef struct {
/* 0x00 */ f32 unk_00;
@ -361,6 +396,9 @@ typedef struct {
/* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C
// #region SOH [General]
// Supporting pendingFlag
// Upstream TODO: Rename these to be more obviously SoH specific
typedef enum {
FLAG_NONE,
FLAG_SCENE_SWITCH,
@ -375,9 +413,10 @@ typedef struct {
/* 0x00 */ s32 flagID; // which flag to set when Player_SetPendingFlag is called
/* 0x04 */ FlagType flagType; // type of flag to set when Player_SetPendingFlag is called
} PendingFlag; // size = 0x06
// #endregion
#define PLAYER_STATE1_0 (1 << 0)
#define PLAYER_STATE1_1 (1 << 1)
#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
#define PLAYER_STATE1_2 (1 << 2)
#define PLAYER_STATE1_3 (1 << 3)
#define PLAYER_STATE1_4 (1 << 4)
@ -425,9 +464,9 @@ typedef struct {
#define PLAYER_STATE2_13 (1 << 13)
#define PLAYER_STATE2_14 (1 << 14)
#define PLAYER_STATE2_15 (1 << 15)
#define PLAYER_STATE2_16 (1 << 16)
#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
#define PLAYER_STATE2_17 (1 << 17)
#define PLAYER_STATE2_18 (1 << 18)
#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
#define PLAYER_STATE2_19 (1 << 19)
#define PLAYER_STATE2_20 (1 << 20)
#define PLAYER_STATE2_21 (1 << 21)
@ -448,24 +487,24 @@ typedef struct {
#define PLAYER_STATE3_3 (1 << 3)
#define PLAYER_STATE3_4 (1 << 4)
#define PLAYER_STATE3_5 (1 << 5)
#define PLAYER_STATE3_6 (1 << 6)
#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
#define PLAYER_STATE3_7 (1 << 7)
typedef void (*PlayerFunc674)(struct Player*, struct PlayState*);
typedef s32(*PlayerFunc82C)(struct Player*, struct PlayState*);
typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*);
typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
typedef struct Player {
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItem; // current sword Item ID
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemActionParam; // Action param for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemActionParam; // the difference between this and heldItemActionParam is unclear
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
@ -475,71 +514,71 @@ typedef struct Player {
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0174 */ DmaRequest giObjectDmaRequest;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s16 getItemId;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s16 getItemId; // Upstream TODO: Document why this is s16 while it's s8 upstream
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csMode;
/* 0x0445 */ u8 prevCsMode;
/* 0x0446 */ u8 unk_446;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x0448 */ Actor* unk_448;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 unk_46A;
/* 0x046C */ s16 unk_46C;
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x0498 */ ColliderCylinder cylinder;
/* 0x04E4 */ ColliderQuad swordQuads[2];
/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
/* 0x05E4 */ ColliderQuad shieldQuad;
/* 0x0664 */ Actor* unk_664;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 swordEffectIndex;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0674 */ PlayerFunc674 func_674;
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 unk_6A4;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
@ -565,8 +604,8 @@ typedef struct Player {
/* 0x083C */ s16 currentYaw;
/* 0x083E */ s16 targetYaw;
/* 0x0840 */ u16 unk_840;
/* 0x0842 */ s8 swordAnimation;
/* 0x0843 */ s8 swordState;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 swordState; // Upstream TODO: meleeWeaponState
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
@ -609,14 +648,14 @@ typedef struct Player {
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 windSpeed;
/* 0x08B0 */ s16 windDirection;
/* 0x08B4 */ WeaponInfo swordInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[18];
/* 0x08AC */ f32 windSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces // Upstream TODO: pushedSpeed
/* 0x08B0 */ s16 windDirection; // Yaw direction of player being pushed // Upstream TODO: pushedYaw
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[18]; // one flame per body part
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
@ -630,9 +669,15 @@ typedef struct Player {
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
/* 0x0A95 */ PendingFlag pendingFlag;
/* 0x0AA1 */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
/* 0x0AA2 */ GetItemEntry getItemEntry;
} Player; // size = 0xAAA
// #region SOH [General]
// Upstream TODO: Rename these to be more obviously SoH specific
/* */ PendingFlag pendingFlag;
/* */ GetItemEntry getItemEntry;
// #endregion
// #region SOH [Enhancements]
// Upstream TODO: Rename this to make it more obvious it is apart of an enhancement
/* */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
// #endregion
} Player; // size = 0xA94
#endif

View File

@ -9,16 +9,42 @@
#include "soh/Enhancements/gameplaystats.h"
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
typedef enum {
/* 0x0 */ MAGIC_STATE_IDLE, // Regular gameplay
/* 0x1 */ MAGIC_STATE_CONSUME_SETUP, // Sets the speed at which magic border flashes
/* 0x2 */ MAGIC_STATE_CONSUME, // Consume magic until target is reached or no more magic is available
/* 0x3 */ MAGIC_STATE_METER_FLASH_1, // Flashes border and freezes Dark Link
/* 0x4 */ MAGIC_STATE_METER_FLASH_2, // Flashes border and draws yellow magic to preview target consumption
/* 0x5 */ MAGIC_STATE_RESET, // Reset colors and return to idle
/* 0x6 */ MAGIC_STATE_METER_FLASH_3, // Flashes border with no additional behaviour
/* 0x7 */ MAGIC_STATE_CONSUME_LENS, // Magic slowly consumed by lens.
/* 0x8 */ MAGIC_STATE_STEP_CAPACITY, // Step `magicCapacity` to full capacity
/* 0x9 */ MAGIC_STATE_FILL, // Add magic until magicFillTarget is reached.
/* 0xA */ MAGIC_STATE_ADD // Add requested magic
} MagicState;
typedef enum {
/* 0 */ MAGIC_CONSUME_NOW, // Consume Magic immediately without preview
/* 1 */ MAGIC_CONSUME_WAIT_NO_PREVIEW, // Sets consume target but waits to consume. No yellow magic preview to target consumption. Unused
/* 2 */ MAGIC_CONSUME_NOW_ALT, // Identical behaviour to MAGIC_CONSUME_NOW. Unused
/* 3 */ MAGIC_CONSUME_LENS, // Lens consumption
/* 4 */ MAGIC_CONSUME_WAIT_PREVIEW, // Sets consume target but waits to consume. Draws yellow magic to target consumption
/* 5 */ MAGIC_ADD // Sets a target to add magic
} MagicChangeType;
#define MAGIC_NORMAL_METER 0x30
#define MAGIC_DOUBLE_METER (2 * MAGIC_NORMAL_METER)
typedef struct {
/* 0x00 */ u8 buttonItems[8];
/* 0x04 */ u8 cButtonSlots[7];
/* 0x08 */ u16 equipment;
/* 0x00 */ u8 buttonItems[8]; // SOH [Enhancements] Changed from 4 to 8 to support Dpad equips
/* 0x04 */ u8 cButtonSlots[7]; // SOH [Enhancements] Changed from 3 to 7 to support Dpad equips
/* 0x08 */ u16 equipment; // a mask where each nibble corresponds to a type of equipment `EquipmentType`, and each nibble is a piece `EquipValue*`
} ItemEquips; // size = 0x0A
typedef struct {
/* 0x00 */ u8 items[24];
/* 0x18 */ s8 ammo[16];
/* 0x28 */ u16 equipment;
/* 0x28 */ u16 equipment; // a mask where each nibble corresponds to a type of equipment `EquipmentType`, and each bit to an owned piece `EquipInv*`
/* 0x2C */ u32 upgrades;
/* 0x30 */ u32 questItems;
/* 0x34 */ u8 dungeonItems[20];
@ -49,11 +75,24 @@ typedef struct {
} SavedSceneFlags; // size = 0x1C
typedef struct {
/* 0x00 */ s16 scene;
/* 0x00 */ s16 scene; // Upstream TODO: sceneId
/* 0x02 */ Vec3s pos;
/* 0x08 */ s16 angle;
} HorseData; // size = 0x0A
/**
* The respawn mode names refer to the perceived player movement when respawning
* "down": being on ground
* "return": coming from the ground
* "top": coming from the air
*/
typedef enum {
/* 0x00 */ RESPAWN_MODE_DOWN, /* Normal Void Outs */
/* 0x01 */ RESPAWN_MODE_RETURN, /* Grotto Returnpoints */
/* 0x02 */ RESPAWN_MODE_TOP, /* Farore's Wind */
/* 0x03 */ RESPAWN_MODE_MAX
} RespawnMode;
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ s16 yaw;
@ -93,60 +132,71 @@ typedef struct {
typedef struct {
/* 0x0000 */ s32 entranceIndex; // start of `save` substruct, originally called "memory"
/* 0x0004 */ s32 linkAge; // 0: Adult; 1: Child
/* 0x0004 */ s32 linkAge; // 0: Adult; 1: Child (see enum `LinkAge`)
/* 0x0008 */ s32 cutsceneIndex;
/* 0x000C */ u16 dayTime; // "zelda_time"
/* 0x0010 */ s32 nightFlag;
/* 0x0014 */ s32 totalDays;
/* 0x0018 */ s32 bgsDayCount; // increments with totalDays, can be cleared with `Environment_ClearBgsDayCount`
/* 0x001C */ char newf[6]; // string "ZELDAZ". start of `info` substruct, originally called "information"
/* 0x0022 */ u16 deaths;
/* 0x0024 */ char playerName[8];
/* 0x002C */ s16 n64ddFlag;
/* 0x002E */ s16 healthCapacity; // "max_life"
/* 0x0030 */ s16 health; // "now_life"
/* 0x0032 */ s8 magicLevel;
/* 0x0033 */ s8 magic;
/* 0x0032 */ s8 magicLevel; // 0 for no magic/new load, 1 for magic, 2 for double magic
/* 0x0033 */ s8 magic; // current magic available for use
/* 0x0034 */ s16 rupees;
/* 0x0036 */ u16 swordHealth;
/* 0x0038 */ u16 naviTimer;
/* 0x003A */ u8 magicAcquired;
/* 0x003C */ u8 doubleMagic;
/* 0x003D */ u8 doubleDefense;
/* 0x003A */ u8 isMagicAcquired;
/* 0x003B */ char unk_3B[0x01];
/* 0x003C */ u8 isDoubleMagicAcquired;
/* 0x003D */ u8 isDoubleDefenseAcquired;
/* 0x003E */ u8 bgsFlag;
/* 0x003F */ u8 ocarinaGameRoundNum;
/* 0x0040 */ ItemEquips childEquips;
/* 0x004A */ ItemEquips adultEquips;
/* 0x0054 */ u32 unk_54; // this may be incorrect, currently used for alignement
/* 0x0066 */ s16 savedSceneNum;
/* 0x0054 */ u32 unk_54; // this may be incorrect, currently used for alignment
/* 0x0058 */ char unk_58[0x0E];
/* 0x0066 */ s16 savedSceneNum; // Upstream TODO: sceneId
/* 0x0068 */ ItemEquips equips;
/* 0x0074 */ Inventory inventory;
/* 0x00D4 */ SavedSceneFlags sceneFlags[124];
/* 0x0E64 */ FaroresWindData fw;
/* 0x0E8C */ char unk_E8C[0x10];
/* 0x0E9C */ s32 gsFlags[6];
/* 0x0EB4 */ char unk_EB4[0x4];
/* 0x0EB8 */ s32 highScores[7];
/* 0x0ED4 */ u16 eventChkInf[14]; // "event_chk_inf"
/* 0x0EF0 */ u16 itemGetInf[4]; // "item_get_inf"
/* 0x0EF8 */ u16 infTable[30]; // "inf_table"
/* 0x0F34 */ char unk_F34[0x04];
/* 0x0F38 */ u32 worldMapAreaData; // "area_arrival"
/* 0x0F40 */ u8 scarecrowCustomSongSet;
/* 0x0F41 */ OcarinaNote scarecrowCustomSong[108];
/* 0x0F3C */ char unk_F3C[0x4];
/* 0x0F40 */ u8 scarecrowLongSongSet;
/* 0x0F41 */ OcarinaNote scarecrowLongSong[108]; // Upstream TODO: Audio
/* 0x12A1 */ char unk_12A1[0x24];
/* 0x12C5 */ u8 scarecrowSpawnSongSet;
/* 0x12C6 */ OcarinaNote scarecrowSpawnSong[16];
/* 0x12C6 */ OcarinaNote scarecrowSpawnSong[16]; // Upstream TODO: Audio
/* 0x1346 */ char unk_1346[0x02];
/* 0x1348 */ HorseData horseData;
/* 0x1352 */ u16 checksum; // "check_sum"
/* 0x1354 */ s32 fileNum; // "file_no"
/* 0x1358 */ char unk_1358[0x0004];
/* 0x135C */ s32 gameMode;
/* 0x1360 */ s32 sceneSetupIndex;
/* 0x1360 */ s32 sceneSetupIndex; // "counter" // Upstream TODO: sceneLayer
/* 0x1364 */ s32 respawnFlag; // "restart_flag"
/* 0x1368 */ RespawnData respawn[3]; // "restart_data"
/* 0x1368 */ RespawnData respawn[RESPAWN_MODE_MAX]; // "restart_data"
/* 0x13BC */ f32 entranceSpeed;
/* 0x13C0 */ u16 entranceSound;
/* 0x13C3 */ u8 unk_13C3;
/* 0x13C2 */ char unk_13C2[0x0001];
/* 0x13C3 */ u8 retainWeatherMode;
/* 0x13C4 */ s16 dogParams;
/* 0x13C6 */ u8 textTriggerFlags;
/* 0x13C7 */ u8 showTitleCard;
/* 0x13C8 */ s16 nayrusLoveTimer;
/* 0x13CA */ char unk_13CA[0x0002];
/* 0x13CC */ s16 rupeeAccumulator;
/* 0x13CE */ s16 timer1State;
/* 0x13D0 */ s16 timer1Value;
@ -154,64 +204,69 @@ typedef struct {
/* 0x13D4 */ s16 timer2Value;
/* 0x13D6 */ s16 timerX[2];
/* 0x13DA */ s16 timerY[2];
/* 0x13DE */ char unk_13DE[0x0002];
/* 0x13E0 */ u8 seqId;
/* 0x13E1 */ u8 natureAmbienceId;
/* 0x13E2 */ u8 buttonStatus[9];
/* 0x13E2 */ u8 buttonStatus[9]; // SOH [Enhancements] Changed from 5 to 9 to support Dpad equips
/* 0x13E7 */ u8 unk_13E7; // alpha related
/* 0x13E8 */ u16 unk_13E8; // alpha type?
/* 0x13EA */ u16 unk_13EA; // also alpha type?
/* 0x13EC */ u16 unk_13EC; // alpha type counter?
/* 0x13EE */ u16 unk_13EE; // previous alpha type?
/* 0x13F0 */ s16 unk_13F0; // magic related
/* 0x13F2 */ s16 unk_13F2; // magic related
/* 0x13F4 */ s16 unk_13F4; // magic related
/* 0x13F6 */ s16 unk_13F6; // magic related
/* 0x13F8 */ s16 unk_13F8; // magic related
/* 0x13F0 */ s16 magicState; // determines magic meter behavior on each frame
/* 0x13F2 */ s16 prevMagicState; // used to resume the previous state after adding or filling magic
/* 0x13F4 */ s16 magicCapacity; // maximum magic available
/* 0x13F6 */ s16 magicFillTarget; // target used to fill magic. Target can either be full capacity (Magic_Fill, magic upgrades), or the saved magic amount (loading a file, game over)
/* 0x13F8 */ s16 magicTarget; // target for magic to step to when adding or consuming magic
/* 0x13FA */ u16 eventInf[4]; // "event_inf"
/* 0x1402 */ u16 mapIndex; // intended for maps/minimaps but commonly used as the dungeon index
/* 0x1404 */ u16 minigameState;
/* 0x1406 */ u16 minigameScore; // "yabusame_total"
/* 0x1408 */ char unk_1408[0x0001];
/* 0x1409 */ u8 language; // NTSC 0: Japanese; 1: English | PAL 0: English; 1: German; 2: French
/* 0x140A */ u8 audioSetting;
/* 0x140B */ char unk_140B[0x0001];
/* 0x140C */ u8 zTargetSetting; // 0: Switch; 1: Hold
/* 0x140E */ u16 forcedSeqId; // immediately start playing the sequence if set
/* 0x1410 */ u8 unk_1410; // transition related
/* 0x1410 */ u8 cutsceneTransitionControl; // context dependent usage: can either trigger a delayed fade or control fill alpha
/* 0x1411 */ char unk_1411[0x0001];
/* 0x1412 */ u16 nextCutsceneIndex;
/* 0x1414 */ u8 cutsceneTrigger;
/* 0x1415 */ u8 chamberCutsceneNum;
/* 0x1416 */ u16 nextDayTime; // "next_zelda_time"
/* 0x1418 */ u8 fadeDuration;
/* 0x1419 */ u8 unk_1419; // transition related
/* 0x1418 */ u8 transFadeDuration;
/* 0x1419 */ u8 transWipeSpeed;
/* 0x141A */ u16 skyboxTime;
/* 0x141C */ u8 dogIsLost;
/* 0x141D */ u8 nextTransition;
/* 0x141D */ u8 nextTransitionType;
/* 0x141E */ char unk_141E[0x0002];
/* 0x1420 */ s16 worldMapArea;
/* 0x1422 */ s16 sunsSongState; // controls the effects of suns song
/* 0x1424 */ s16 healthAccumulator;
uint32_t isMasterQuest;
RandoSetting randoSettings[300];
ItemLocationRando itemLocations[RC_MAX];
HintLocationRando hintLocations[50];
EntranceOverride entranceOverrides[ENTRANCE_OVERRIDES_MAX_COUNT];
char childAltarText[250];
char adultAltarText[750];
char ganonHintText[150];
char ganonText[250];
u8 seedIcons[5];
u16 randomizerInf[9];
u8 temporaryWeapon;
u16 adultTradeItems;
u8 pendingIceTrapCount;
u8 mqDungeonCount;
SohStats sohStats;
// #region SOH [General]
// Upstream TODO: Move these to their own struct or name to more obviously specific to SoH
/* */ uint32_t isMasterQuest;
/* */ u8 mqDungeonCount;
/* */ u8 pendingIceTrapCount;
/* */ SohStats sohStats;
/* */ u8 temporaryWeapon;
// #endregion
// #region SOH [Randomizer]
// Upstream TODO: Move these to their own struct or name to more obviously specific to Randomizer
/* */ RandoSetting randoSettings[300];
/* */ ItemLocationRando itemLocations[RC_MAX];
/* */ HintLocationRando hintLocations[50];
/* */ EntranceOverride entranceOverrides[ENTRANCE_OVERRIDES_MAX_COUNT];
/* */ char childAltarText[250];
/* */ char adultAltarText[750];
/* */ char ganonHintText[150];
/* */ char ganonText[250];
/* */ u8 seedIcons[5];
/* */ u16 randomizerInf[9];
/* */ u16 adultTradeItems;
// #endregion
} SaveContext; // size = 0x1428
typedef enum {
/* 0x00 */ RESPAWN_MODE_DOWN, /* Normal Void Outs */
/* 0x01 */ RESPAWN_MODE_RETURN, /* Grotto Returnpoints */
/* 0x02 */ RESPAWN_MODE_TOP /* Farore's Wind */
} RespawnMode;
typedef enum {
/* 0x00 */ BTN_ENABLED,
/* 0xFF */ BTN_DISABLED = 0xFF
@ -243,4 +298,521 @@ typedef enum {
/* 3 */ SUNSSONG_SPECIAL // time does not advance, but signals the song was played. used for freezing redeads
} SunsSongState;
typedef enum {
/* 0 */ GAMEMODE_NORMAL,
/* 1 */ GAMEMODE_TITLE_SCREEN,
/* 2 */ GAMEMODE_FILE_SELECT, // Note: only instance type transitions swap to file select
/* 3 */ GAMEMODE_END_CREDITS
} GameMode;
typedef enum {
/* 0 */ SCENE_LAYER_CHILD_DAY,
/* 1 */ SCENE_LAYER_CHILD_NIGHT,
/* 2 */ SCENE_LAYER_ADULT_DAY,
/* 3 */ SCENE_LAYER_ADULT_NIGHT,
/* 4 */ SCENE_LAYER_CUTSCENE_FIRST
} SceneLayer;
#define IS_CUTSCENE_LAYER (gSaveContext.sceneLayer >= SCENE_LAYER_CUTSCENE_FIRST)
typedef enum {
/* 0 */ LINK_AGE_ADULT,
/* 1 */ LINK_AGE_CHILD
} LinkAge;
/*
*
* SaveContext flags
*
*/
/*
* SaveContext.eventChkInf
*/
#define EVENTCHKINF_02 0x02
#define EVENTCHKINF_03 0x03
#define EVENTCHKINF_04 0x04
#define EVENTCHKINF_05 0x05
#define EVENTCHKINF_07 0x07
#define EVENTCHKINF_09 0x09
#define EVENTCHKINF_0A 0x0A
#define EVENTCHKINF_0B 0x0B
#define EVENTCHKINF_0C 0x0C
#define EVENTCHKINF_0F 0x0F
#define EVENTCHKINF_10 0x10
#define EVENTCHKINF_11 0x11
#define EVENTCHKINF_12 0x12
#define EVENTCHKINF_TALON_WOKEN_IN_CASTLE 0x13
#define EVENTCHKINF_TALON_RETURNED_FROM_CASTLE 0x14
#define EVENTCHKINF_15 0x15
#define EVENTCHKINF_16 0x16
#define EVENTCHKINF_EPONA_OBTAINED 0x18
#define EVENTCHKINF_1B 0x1B
#define EVENTCHKINF_1C 0x1C
#define EVENTCHKINF_1D 0x1D
#define EVENTCHKINF_1E 0x1E
#define EVENTCHKINF_20 0x20
#define EVENTCHKINF_21 0x21
#define EVENTCHKINF_22 0x22
#define EVENTCHKINF_23 0x23
#define EVENTCHKINF_25 0x25
#define EVENTCHKINF_2A 0x2A
#define EVENTCHKINF_2B 0x2B
#define EVENTCHKINF_2C 0x2C
#define EVENTCHKINF_2D 0x2D
#define EVENTCHKINF_2F 0x2F
#define EVENTCHKINF_30 0x30
#define EVENTCHKINF_31 0x31
#define EVENTCHKINF_32 0x32
#define EVENTCHKINF_33 0x33
#define EVENTCHKINF_37 0x37
#define EVENTCHKINF_38 0x38
#define EVENTCHKINF_39 0x39
#define EVENTCHKINF_3A 0x3A
#define EVENTCHKINF_3B 0x3B
#define EVENTCHKINF_3C 0x3C
// 0x40
#define EVENTCHKINF_40_INDEX 4
#define EVENTCHKINF_40_SHIFT 0
#define EVENTCHKINF_40_MASK (1 << EVENTCHKINF_40_SHIFT)
#define EVENTCHKINF_40 ((EVENTCHKINF_40_INDEX << 4) | EVENTCHKINF_40_SHIFT)
#define EVENTCHKINF_41 0x41
#define EVENTCHKINF_42 0x42
#define EVENTCHKINF_43 0x43
#define EVENTCHKINF_45 0x45
#define EVENTCHKINF_48 0x48
#define EVENTCHKINF_49 0x49
#define EVENTCHKINF_4A 0x4A
#define EVENTCHKINF_4B 0x4B
#define EVENTCHKINF_4C 0x4C
#define EVENTCHKINF_4D 0x4D
#define EVENTCHKINF_4E 0x4E
#define EVENTCHKINF_4F 0x4F
#define EVENTCHKINF_50 0x50
#define EVENTCHKINF_51 0x51
#define EVENTCHKINF_52 0x52
#define EVENTCHKINF_54 0x54
#define EVENTCHKINF_55 0x55
#define EVENTCHKINF_59 0x59
#define EVENTCHKINF_5A 0x5A
#define EVENTCHKINF_5B 0x5B
#define EVENTCHKINF_5C 0x5C
#define EVENTCHKINF_65 0x65
#define EVENTCHKINF_67 0x67
#define EVENTCHKINF_68 0x68
#define EVENTCHKINF_69 0x69
#define EVENTCHKINF_TALON_WOKEN_IN_KAKARIKO 0x6A
// 0x6B
#define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_INDEX 6
#define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_SHIFT 11
#define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_MASK (1 << EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_SHIFT)
#define EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO ((EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_INDEX << 4) | EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO_SHIFT)
#define EVENTCHKINF_6E 0x6E
#define EVENTCHKINF_6F 0x6F
#define EVENTCHKINF_70 0x70
#define EVENTCHKINF_71 0x71
#define EVENTCHKINF_72 0x72
#define EVENTCHKINF_73 0x73
#define EVENTCHKINF_74 0x74
#define EVENTCHKINF_75 0x75
#define EVENTCHKINF_76 0x76
#define EVENTCHKINF_77 0x77
#define EVENTCHKINF_78 0x78
#define EVENTCHKINF_80 0x80
#define EVENTCHKINF_82 0x82
#define EVENTCHKINF_8C 0x8C
#define EVENTCHKINF_8D 0x8D
#define EVENTCHKINF_8E 0x8E
#define EVENTCHKINF_8F 0x8F
// 0x90-0x93
// carpenters freed from the gerudo
#define EVENTCHKINF_CARPENTERS_FREE_INDEX 9
#define EVENTCHKINF_CARPENTERS_FREE_SHIFT(n) (0 + (n))
#define EVENTCHKINF_CARPENTERS_FREE_MASK(n) (1 << EVENTCHKINF_CARPENTERS_FREE_SHIFT(n))
#define EVENTCHKINF_CARPENTERS_FREE(n) ((EVENTCHKINF_CARPENTERS_FREE_INDEX << 4) | EVENTCHKINF_CARPENTERS_FREE_SHIFT(n))
#define EVENTCHKINF_CARPENTERS_FREE_MASK_ALL (\
EVENTCHKINF_CARPENTERS_FREE_MASK(0) \
| EVENTCHKINF_CARPENTERS_FREE_MASK(1) \
| EVENTCHKINF_CARPENTERS_FREE_MASK(2) \
| EVENTCHKINF_CARPENTERS_FREE_MASK(3) )
#define GET_EVENTCHKINF_CARPENTERS_FREE_ALL() \
CHECK_FLAG_ALL(gSaveContext.eventChkInf[EVENTCHKINF_CARPENTERS_FREE_INDEX], EVENTCHKINF_CARPENTERS_FREE_MASK_ALL)
#define EVENTCHKINF_94 0x94
#define EVENTCHKINF_95 0x95
#define EVENTCHKINF_96 0x96
#define EVENTCHKINF_9C 0x9C
#define EVENTCHKINF_A0 0xA0
#define EVENTCHKINF_A1 0xA1
#define EVENTCHKINF_A3 0xA3
#define EVENTCHKINF_A4 0xA4
#define EVENTCHKINF_A5 0xA5
#define EVENTCHKINF_A6 0xA6
#define EVENTCHKINF_A7 0xA7
#define EVENTCHKINF_A8 0xA8
#define EVENTCHKINF_A9 0xA9
#define EVENTCHKINF_AA 0xAA
#define EVENTCHKINF_AC 0xAC
#define EVENTCHKINF_AD 0xAD
#define EVENTCHKINF_B0 0xB0
#define EVENTCHKINF_B1 0xB1
#define EVENTCHKINF_B2 0xB2
#define EVENTCHKINF_B3 0xB3
#define EVENTCHKINF_B4 0xB4
#define EVENTCHKINF_B5 0xB5
#define EVENTCHKINF_B6 0xB6
#define EVENTCHKINF_B7 0xB7
#define EVENTCHKINF_B8 0xB8
#define EVENTCHKINF_B9 0xB9
#define EVENTCHKINF_BA 0xBA
#define EVENTCHKINF_BB 0xBB
#define EVENTCHKINF_BC 0xBC
#define EVENTCHKINF_BD 0xBD
#define EVENTCHKINF_BE 0xBE
#define EVENTCHKINF_BF 0xBF
#define EVENTCHKINF_C0 0xC0
#define EVENTCHKINF_C1 0xC1
#define EVENTCHKINF_C3 0xC3
#define EVENTCHKINF_C4 0xC4
#define EVENTCHKINF_C5 0xC5
#define EVENTCHKINF_C6 0xC6
#define EVENTCHKINF_C7 0xC7
#define EVENTCHKINF_C8 0xC8
#define EVENTCHKINF_C9 0xC9
// 0xD0-0xD6
#define EVENTCHKINF_SONGS_FOR_FROGS_INDEX 13
#define EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT 0
#define EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT 1
#define EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT 2
#define EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT 3
#define EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT 4
#define EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT 5
#define EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT 6
#define EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_ZL_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_EPONA_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_SUNS_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_SARIA_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_SOT_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_STORMS_MASK (1 << EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_CHOIR ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_ZL ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_EPONA ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_SUNS ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_SARIA ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_SOT ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT)
#define EVENTCHKINF_SONGS_FOR_FROGS_STORMS ((EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) | EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT)
// 0xDA-0xDE
#define EVENTCHKINF_DA_DB_DC_DD_DE_INDEX 13
#define EVENTCHKINF_DA_MASK (1 << 10)
#define EVENTCHKINF_DB_MASK (1 << 11)
#define EVENTCHKINF_DC_MASK (1 << 12)
#define EVENTCHKINF_DD_MASK (1 << 13)
#define EVENTCHKINF_DE_MASK (1 << 14)
/*
* SaveContext.itemGetInf
*/
#define ITEMGETINF_TALON_BOTTLE 0x02
#define ITEMGETINF_03 0x03
#define ITEMGETINF_04 0x04
#define ITEMGETINF_05 0x05
#define ITEMGETINF_06 0x06
#define ITEMGETINF_07 0x07
#define ITEMGETINF_08 0x08
#define ITEMGETINF_09 0x09
#define ITEMGETINF_0A 0x0A
#define ITEMGETINF_0B 0x0B
#define ITEMGETINF_0C 0x0C
#define ITEMGETINF_0D 0x0D
#define ITEMGETINF_0E 0x0E
#define ITEMGETINF_0F 0x0F
#define ITEMGETINF_10 0x10
#define ITEMGETINF_11 0x11
#define ITEMGETINF_12 0x12
#define ITEMGETINF_13 0x13
#define ITEMGETINF_15 0x15
#define ITEMGETINF_16 0x16
#define ITEMGETINF_17 0x17
// 0x18-0x1A
#define ITEMGETINF_18_19_1A_INDEX 1
#define ITEMGETINF_18_SHIFT 8
#define ITEMGETINF_19_SHIFT 9
#define ITEMGETINF_1A_SHIFT 10
#define ITEMGETINF_18_MASK (1 << ITEMGETINF_18_SHIFT)
#define ITEMGETINF_19_MASK (1 << ITEMGETINF_19_SHIFT)
#define ITEMGETINF_1A_MASK (1 << ITEMGETINF_1A_SHIFT)
#define ITEMGETINF_18 ((ITEMGETINF_18_19_1A_INDEX << 4) | ITEMGETINF_18_SHIFT)
#define ITEMGETINF_19 ((ITEMGETINF_18_19_1A_INDEX << 4) | ITEMGETINF_19_SHIFT)
#define ITEMGETINF_1A ((ITEMGETINF_18_19_1A_INDEX << 4) | ITEMGETINF_1A_SHIFT)
#define ITEMGETINF_1B 0x1B
#define ITEMGETINF_1C 0x1C
#define ITEMGETINF_1D 0x1D
#define ITEMGETINF_1E 0x1E
#define ITEMGETINF_1F 0x1F
#define ITEMGETINF_23 0x23
#define ITEMGETINF_24 0x24
#define ITEMGETINF_25 0x25
#define ITEMGETINF_26 0x26
#define ITEMGETINF_2A 0x2A
#define ITEMGETINF_2C 0x2C
#define ITEMGETINF_2E 0x2E
#define ITEMGETINF_30 0x30
#define ITEMGETINF_31 0x31
#define ITEMGETINF_38 0x38
#define ITEMGETINF_39 0x39
#define ITEMGETINF_3A 0x3A
#define ITEMGETINF_3B 0x3B
#define ITEMGETINF_3F 0x3F
/*
* SaveContext.infTable
*/
#define INFTABLE_00 0x00
#define INFTABLE_01 0x01
#define INFTABLE_03 0x03
#define INFTABLE_05 0x05
#define INFTABLE_0C 0x0C
#define INFTABLE_0E 0x0E
#define INFTABLE_10 0x10
#define INFTABLE_15 0x15
#define INFTABLE_17 0x17
#define INFTABLE_19 0x19
#define INFTABLE_1E 0x1E
#define INFTABLE_22 0x22
#define INFTABLE_24 0x24
#define INFTABLE_26 0x26
#define INFTABLE_28 0x28
#define INFTABLE_2A 0x2A
#define INFTABLE_2B 0x2B
#define INFTABLE_2E 0x2E
#define INFTABLE_2F 0x2F
#define INFTABLE_30 0x30
#define INFTABLE_41 0x41
#define INFTABLE_47 0x47
#define INFTABLE_51 0x51
#define INFTABLE_59 0x59
#define INFTABLE_61 0x61
#define INFTABLE_66 0x66
#define INFTABLE_6A 0x6A
#define INFTABLE_6C 0x6C
#define INFTABLE_71 0x71
#define INFTABLE_76 0x76
#define INFTABLE_77 0x77
#define INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE 0x7E
#define INFTABLE_84 0x84
#define INFTABLE_85 0x85
#define INFTABLE_8B 0x8B
#define INFTABLE_8C 0x8C
#define INFTABLE_8D 0x8D
#define INFTABLE_8E 0x8E
#define INFTABLE_94 0x94
#define INFTABLE_97 0x97
#define INFTABLE_9A 0x9A
#define INFTABLE_A2 0xA2
#define INFTABLE_AB 0xAB
#define INFTABLE_B0 0xB0
#define INFTABLE_B1 0xB1
#define INFTABLE_B4 0xB4
#define INFTABLE_B6 0xB6
#define INFTABLE_B7 0xB7
#define INFTABLE_B8 0xB8
#define INFTABLE_B9 0xB9
#define INFTABLE_BC 0xBC
#define INFTABLE_C0 0xC0
#define INFTABLE_C1 0xC1
#define INFTABLE_C2 0xC2
#define INFTABLE_C3 0xC3
#define INFTABLE_C4 0xC4
#define INFTABLE_C5 0xC5
#define INFTABLE_C6 0xC6
#define INFTABLE_C7 0xC7
#define INFTABLE_C8 0xC8
#define INFTABLE_C9 0xC9
#define INFTABLE_CA 0xCA
#define INFTABLE_CB 0xCB
#define INFTABLE_CC 0xCC
#define INFTABLE_CD 0xCD
#define INFTABLE_CE 0xCE
#define INFTABLE_D0 0xD0
#define INFTABLE_D2 0xD2
#define INFTABLE_D4 0xD4
#define INFTABLE_D6 0xD6
#define INFTABLE_D8 0xD8
#define INFTABLE_D9 0xD9
#define INFTABLE_E0 0xE0
#define INFTABLE_E3 0xE3
#define INFTABLE_E6 0xE6
#define INFTABLE_EB 0xEB
#define INFTABLE_F0 0xF0
#define INFTABLE_F4 0xF4
#define INFTABLE_F8 0xF8
#define INFTABLE_FC 0xFC
#define INFTABLE_109 0x109
#define INFTABLE_10A 0x10A
#define INFTABLE_10B 0x10B
#define INFTABLE_10C 0x10C
#define INFTABLE_10D 0x10D
#define INFTABLE_10E 0x10E
#define INFTABLE_10F 0x10F
#define INFTABLE_113 0x113
#define INFTABLE_11A 0x11A
#define INFTABLE_11E 0x11E
#define INFTABLE_124 0x124
#define INFTABLE_129 0x129
#define INFTABLE_12A 0x12A
#define INFTABLE_138 0x138
#define INFTABLE_139 0x139
#define INFTABLE_140 0x140
#define INFTABLE_141 0x141
#define INFTABLE_142 0x142
#define INFTABLE_143 0x143
#define INFTABLE_144 0x144
#define INFTABLE_145 0x145
#define INFTABLE_146 0x146
#define INFTABLE_147 0x147
#define INFTABLE_160 0x160
#define INFTABLE_161 0x161
#define INFTABLE_162 0x162
#define INFTABLE_163 0x163
#define INFTABLE_164 0x164
#define INFTABLE_166 0x166
#define INFTABLE_16A 0x16A
#define INFTABLE_16C 0x16C
#define INFTABLE_170 0x170
#define INFTABLE_171 0x171
#define INFTABLE_172 0x172
#define INFTABLE_176 0x176
#define INFTABLE_178 0x178
#define INFTABLE_17C 0x17C
#define INFTABLE_17F 0x17F
#define INFTABLE_190 0x190
#define INFTABLE_191 0x191
#define INFTABLE_192 0x192
#define INFTABLE_193 0x193
#define INFTABLE_195 0x195
#define INFTABLE_196 0x196
#define INFTABLE_197 0x197
#define INFTABLE_198 0x198
// 0x199-0x19F
#define INFTABLE_199_19A_19B_19C_19D_19E_19F_INDEX 25
#define INFTABLE_199_MASK (1 << 9)
#define INFTABLE_19A_MASK (1 << 10)
#define INFTABLE_19B_MASK (1 << 11)
#define INFTABLE_19C_MASK (1 << 12)
#define INFTABLE_19D_MASK (1 << 13)
#define INFTABLE_19E_MASK (1 << 14)
#define INFTABLE_19F_MASK (1 << 15)
// 0x1A0-0x1AF
#define INFTABLE_1AX_INDEX 26
#define INFTABLE_1A0_SHIFT 0
#define INFTABLE_1A1_SHIFT 1
#define INFTABLE_1A2_SHIFT 2
#define INFTABLE_1A3_SHIFT 3
#define INFTABLE_1A4_SHIFT 4
#define INFTABLE_1A5_SHIFT 5
#define INFTABLE_1A6_SHIFT 6
#define INFTABLE_1A7_SHIFT 7
#define INFTABLE_1A8_SHIFT 8
#define INFTABLE_1A9_SHIFT 9
#define INFTABLE_1AB_SHIFT 11
#define INFTABLE_1AD_SHIFT 13
// 0x1D0-0x1DF
#define INFTABLE_1DX_INDEX 29
/*
* SaveContext.eventInf
*/
// 0x00-0x0F
// horses related
#define EVENTINF_HORSES_INDEX 0
#define EVENTINF_HORSES_STATE_SHIFT 0
#define EVENTINF_HORSES_HORSETYPE_SHIFT 4
#define EVENTINF_HORSES_05_SHIFT 5
#define EVENTINF_HORSES_06_SHIFT 6
#define EVENTINF_HORSES_08_SHIFT 8
#define EVENTINF_HORSES_0A_SHIFT 10
#define EVENTINF_HORSES_0F_SHIFT 15 // unused?
#define EVENTINF_HORSES_STATE_MASK (0xF << EVENTINF_HORSES_STATE_SHIFT)
#define EVENTINF_HORSES_HORSETYPE_MASK (1 << EVENTINF_HORSES_HORSETYPE_SHIFT)
#define EVENTINF_HORSES_05_MASK (1 << EVENTINF_HORSES_05_SHIFT)
#define EVENTINF_HORSES_06_MASK (1 << EVENTINF_HORSES_06_SHIFT)
#define EVENTINF_HORSES_0F_MASK (1 << EVENTINF_HORSES_0F_SHIFT)
#define EVENTINF_HORSES_05 ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_05_SHIFT)
#define EVENTINF_HORSES_06 ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_06_SHIFT)
// Used in z_en_ta (Talon) to store Cucco game winning status
// and in z_en_ge1 (Gerudo) to store archery in-progress status
#define EVENTINF_HORSES_08 ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_08_SHIFT)
#define EVENTINF_CUCCO_GAME_WON EVENTINF_HORSES_08
// Used in z_en_ta (Talon) and z_en_ma3 (Malon) to store minigame finishing status
#define EVENTINF_HORSES_0A ((EVENTINF_HORSES_INDEX << 4) | EVENTINF_HORSES_0A_SHIFT)
#define EVENTINF_CUCCO_GAME_FINISHED EVENTINF_HORSES_0A
typedef enum {
/* 0 */ EVENTINF_HORSES_STATE_0,
/* 1 */ EVENTINF_HORSES_STATE_1,
/* 2 */ EVENTINF_HORSES_STATE_2,
/* 3 */ EVENTINF_HORSES_STATE_3,
/* 4 */ EVENTINF_HORSES_STATE_4,
/* 5 */ EVENTINF_HORSES_STATE_5,
/* 6 */ EVENTINF_HORSES_STATE_6,
/* 7 */ EVENTINF_HORSES_STATE_7
} EventInfHorsesState;
// "InRaceSeq"
#define GET_EVENTINF_HORSES_STATE() \
((gSaveContext.eventInf[EVENTINF_HORSES_INDEX] & EVENTINF_HORSES_STATE_MASK) >> EVENTINF_HORSES_STATE_SHIFT)
#define SET_EVENTINF_HORSES_STATE(v) \
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = \
(gSaveContext.eventInf[EVENTINF_HORSES_INDEX] & ~EVENTINF_HORSES_STATE_MASK) | \
((v) << EVENTINF_HORSES_STATE_SHIFT)
#define GET_EVENTINF_HORSES_HORSETYPE() \
((gSaveContext.eventInf[EVENTINF_HORSES_INDEX] & EVENTINF_HORSES_HORSETYPE_MASK) >> EVENTINF_HORSES_HORSETYPE_SHIFT)
#define SET_EVENTINF_HORSES_HORSETYPE(v) \
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = \
(gSaveContext.eventInf[EVENTINF_HORSES_INDEX] & ~EVENTINF_HORSES_HORSETYPE_MASK) | \
((v) << EVENTINF_HORSES_HORSETYPE_SHIFT)
#define SET_EVENTINF_HORSES_0F(v) \
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = \
(gSaveContext.eventInf[EVENTINF_HORSES_INDEX] & ~EVENTINF_HORSES_0F_MASK) | ((v) << EVENTINF_HORSES_0F_SHIFT)
#define EVENTINF_10 0x10
// 0x20-0x24
#define EVENTINF_20_21_22_23_24_INDEX 2
#define EVENTINF_20_MASK (1 << 0)
#define EVENTINF_21_MASK (1 << 1)
#define EVENTINF_22_MASK (1 << 2)
#define EVENTINF_23_MASK (1 << 3)
#define EVENTINF_24_MASK (1 << 4)
#define EVENTINF_30 0x30
#endif

View File

@ -347,18 +347,18 @@ CrowdControl::EffectResult CrowdControl::ExecuteEffect(std::string effectId, uin
if (dryRun == 0) CMD_EXECUTE(EFFECT_REMOVE_HEART_CONTAINER);
return EffectResult::Success;
} else if (effectId == EFFECT_FILL_MAGIC) {
if (!gSaveContext.magicAcquired) {
if (!gSaveContext.isMagicAcquired) {
return EffectResult::Failure;
}
if (gSaveContext.magic >= (gSaveContext.doubleMagic + 1) + 0x30) {
if (gSaveContext.magic >= (gSaveContext.isDoubleMagicAcquired + 1) + 0x30) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(EFFECT_FILL_MAGIC);
return EffectResult::Success;
} else if (effectId == EFFECT_EMPTY_MAGIC) {
if (!gSaveContext.magicAcquired || gSaveContext.magic <= 0) {
if (!gSaveContext.isMagicAcquired || gSaveContext.magic <= 0) {
return EffectResult::Failure;
}

View File

@ -355,7 +355,7 @@ static bool EntranceHandler(std::shared_ptr<Ship::Console> Console, const std::v
gPlayState->nextEntranceIndex = entrance;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransition = 11;
gSaveContext.nextTransitionType = 11;
}
static bool VoidHandler(std::shared_ptr<Ship::Console> Console, const std::vector<std::string>& args) {
@ -366,7 +366,7 @@ static bool VoidHandler(std::shared_ptr<Ship::Console> Console, const std::vecto
gPlayState->sceneLoadFlag = 0x14;
gPlayState->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
gPlayState->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
} else {
SohImGui::GetConsole()->SendErrorMessage("gPlayState == nullptr");
return CMD_FAILED;
@ -379,7 +379,7 @@ static bool ReloadHandler(std::shared_ptr<Ship::Console> Console, const std::vec
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransition = 11;
gSaveContext.nextTransitionType = 11;
} else {
SohImGui::GetConsole()->SendErrorMessage("gPlayState == nullptr");
return CMD_FAILED;

View File

@ -341,11 +341,11 @@ void DrawInfoTab() {
ImGui::SliderScalar("Health", ImGuiDataType_S16, &gSaveContext.health, &healthMin, &healthMax);
UIWidgets::InsertHelpHoverText("Current health. 16 units per full heart");
bool doubleDefense = gSaveContext.doubleDefense != 0;
if (ImGui::Checkbox("Double Defense", &doubleDefense)) {
gSaveContext.doubleDefense = doubleDefense;
bool isDoubleDefenseAcquired = gSaveContext.isDoubleDefenseAcquired != 0;
if (ImGui::Checkbox("Double Defense", &isDoubleDefenseAcquired)) {
gSaveContext.isDoubleDefenseAcquired = isDoubleDefenseAcquired;
gSaveContext.inventory.defenseHearts =
gSaveContext.doubleDefense ? 20 : 0; // Set to get the border drawn in the UI
gSaveContext.isDoubleDefenseAcquired ? 20 : 0; // Set to get the border drawn in the UI
}
UIWidgets::InsertHelpHoverText("Is double defense unlocked?");
@ -361,30 +361,30 @@ void DrawInfoTab() {
if (ImGui::BeginCombo("Magic Level", magicName.c_str())) {
if (ImGui::Selectable("Double")) {
gSaveContext.magicLevel = 2;
gSaveContext.magicAcquired = true;
gSaveContext.doubleMagic = true;
gSaveContext.isMagicAcquired = true;
gSaveContext.isDoubleMagicAcquired = true;
}
if (ImGui::Selectable("Single")) {
gSaveContext.magicLevel = 1;
gSaveContext.magicAcquired = true;
gSaveContext.doubleMagic = false;
gSaveContext.isMagicAcquired = true;
gSaveContext.isDoubleMagicAcquired = false;
}
if (ImGui::Selectable("None")) {
gSaveContext.magicLevel = 0;
gSaveContext.magicAcquired = false;
gSaveContext.doubleMagic = false;
gSaveContext.isMagicAcquired = false;
gSaveContext.isDoubleMagicAcquired = false;
}
ImGui::EndCombo();
}
UIWidgets::InsertHelpHoverText("Current magic level");
gSaveContext.unk_13F4 = gSaveContext.magicLevel * 0x30; // Set to get the bar drawn in the UI
if (gSaveContext.magic > gSaveContext.unk_13F4) {
gSaveContext.magic = gSaveContext.unk_13F4; // Clamp magic to new max
gSaveContext.magicCapacity = gSaveContext.magicLevel * 0x30; // Set to get the bar drawn in the UI
if (gSaveContext.magic > gSaveContext.magicCapacity) {
gSaveContext.magic = gSaveContext.magicCapacity; // Clamp magic to new max
}
const uint8_t magicMin = 0;
const uint8_t magicMax = gSaveContext.unk_13F4;
const uint8_t magicMax = gSaveContext.magicCapacity;
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderScalar("Magic", ImGuiDataType_S8, &gSaveContext.magic, &magicMin, &magicMax);
UIWidgets::InsertHelpHoverText("Current magic. 48 units per magic level");
@ -1392,7 +1392,7 @@ void DrawPlayerTab() {
const char* curTunic;
const char* curBoots;
switch (player->currentSwordItem) {
switch (player->currentSwordItemId) {
case ITEM_SWORD_KOKIRI:
curSword = "Kokiri Sword";
break;
@ -1521,17 +1521,17 @@ void DrawPlayerTab() {
ImGui::PushItemWidth(ImGui::GetFontSize() * 15);
if (ImGui::BeginCombo("Sword", curSword)) {
if (ImGui::Selectable("None")) {
player->currentSwordItem = ITEM_NONE;
player->currentSwordItemId = ITEM_NONE;
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
}
if (ImGui::Selectable("Kokiri Sword")) {
player->currentSwordItem = ITEM_SWORD_KOKIRI;
player->currentSwordItemId = ITEM_SWORD_KOKIRI;
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
}
if (ImGui::Selectable("Master Sword")) {
player->currentSwordItem = ITEM_SWORD_MASTER;
player->currentSwordItemId = ITEM_SWORD_MASTER;
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_MASTER);
}
@ -1540,20 +1540,20 @@ void DrawPlayerTab() {
if (gSaveContext.swordHealth < 8) {
gSaveContext.swordHealth = 8;
}
player->currentSwordItem = ITEM_SWORD_BGS;
player->currentSwordItemId = ITEM_SWORD_BGS;
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
} else {
if (gSaveContext.swordHealth < 8) {
gSaveContext.swordHealth = 8;
}
player->currentSwordItem = ITEM_SWORD_BGS;
player->currentSwordItemId = ITEM_SWORD_BGS;
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
}
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_BGS);
}
if (ImGui::Selectable("Fishing Pole")) {
player->currentSwordItem = ITEM_FISHING_POLE;
player->currentSwordItemId = ITEM_FISHING_POLE;
gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_MASTER);
}

View File

@ -1465,7 +1465,7 @@ ItemObtainability Randomizer::GetItemObtainabilityFromRandomizerGet(RandomizerGe
case RG_GERUDO_MEMBERSHIP_CARD:
return !CHECK_QUEST_ITEM(QUEST_GERUDO_CARD) ? CAN_OBTAIN : CANT_OBTAIN_ALREADY_HAVE;
case RG_DOUBLE_DEFENSE:
return !gSaveContext.doubleDefense ? CAN_OBTAIN : CANT_OBTAIN_ALREADY_HAVE;
return !gSaveContext.isDoubleDefenseAcquired ? CAN_OBTAIN : CANT_OBTAIN_ALREADY_HAVE;
case RG_GOLD_SKULLTULA_TOKEN:
return gSaveContext.inventory.gsTokens < 100 ? CAN_OBTAIN : CANT_OBTAIN_ALREADY_HAVE;
case RG_PROGRESSIVE_STRENGTH:

View File

@ -163,7 +163,7 @@ s16 Grotto_OverrideSpecialEntrance(s16 nextEntranceIndex) {
gSaveContext.respawnFlag = 2;
nextEntranceIndex = grotto.entranceIndex;
gPlayState->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
// Otherwise return 0x7FFF and let the game handle it
} else {
nextEntranceIndex = 0x7FFF;

View File

@ -385,9 +385,9 @@ void SaveManager::InitFileNormal() {
gSaveContext.rupees = 0;
gSaveContext.swordHealth = 0;
gSaveContext.naviTimer = 0;
gSaveContext.magicAcquired = 0;
gSaveContext.doubleMagic = 0;
gSaveContext.doubleDefense = 0;
gSaveContext.isMagicAcquired = 0;
gSaveContext.isDoubleMagicAcquired = 0;
gSaveContext.isDoubleDefenseAcquired = 0;
gSaveContext.bgsFlag = 0;
gSaveContext.ocarinaGameRoundNum = 0;
for (int button = 0; button < ARRAY_COUNT(gSaveContext.childEquips.buttonItems); button++) {
@ -483,15 +483,15 @@ void SaveManager::InitFileNormal() {
gSaveContext.infTable[flag] = 0;
}
gSaveContext.worldMapAreaData = 0;
gSaveContext.scarecrowCustomSongSet = 0;
for (int i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowCustomSong); i++) {
gSaveContext.scarecrowCustomSong[i].noteIdx = 0;
gSaveContext.scarecrowCustomSong[i].unk_01 = 0;
gSaveContext.scarecrowCustomSong[i].unk_02 = 0;
gSaveContext.scarecrowCustomSong[i].volume = 0;
gSaveContext.scarecrowCustomSong[i].vibrato = 0;
gSaveContext.scarecrowCustomSong[i].tone = 0;
gSaveContext.scarecrowCustomSong[i].semitone = 0;
gSaveContext.scarecrowLongSongSet = 0;
for (int i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++) {
gSaveContext.scarecrowLongSong[i].noteIdx = 0;
gSaveContext.scarecrowLongSong[i].unk_01 = 0;
gSaveContext.scarecrowLongSong[i].unk_02 = 0;
gSaveContext.scarecrowLongSong[i].volume = 0;
gSaveContext.scarecrowLongSong[i].vibrato = 0;
gSaveContext.scarecrowLongSong[i].tone = 0;
gSaveContext.scarecrowLongSong[i].semitone = 0;
}
gSaveContext.scarecrowSpawnSongSet = 0;
for (int i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++) {
@ -534,9 +534,9 @@ void SaveManager::InitFileDebug() {
gSaveContext.rupees = 150;
gSaveContext.swordHealth = 8;
gSaveContext.naviTimer = 0;
gSaveContext.magicAcquired = 1;
gSaveContext.doubleMagic = 0;
gSaveContext.doubleDefense = 0;
gSaveContext.isMagicAcquired = 1;
gSaveContext.isDoubleMagicAcquired = 0;
gSaveContext.isDoubleDefenseAcquired = 0;
gSaveContext.bgsFlag = 0;
gSaveContext.ocarinaGameRoundNum = 0;
for (int button = 0; button < ARRAY_COUNT(gSaveContext.childEquips.buttonItems); button++) {
@ -794,9 +794,9 @@ void SaveManager::LoadBaseVersion1() {
SaveManager::Instance->LoadData("rupees", gSaveContext.rupees);
SaveManager::Instance->LoadData("swordHealth", gSaveContext.swordHealth);
SaveManager::Instance->LoadData("naviTimer", gSaveContext.naviTimer);
SaveManager::Instance->LoadData("magicAcquired", gSaveContext.magicAcquired);
SaveManager::Instance->LoadData("doubleMagic", gSaveContext.doubleMagic);
SaveManager::Instance->LoadData("doubleDefense", gSaveContext.doubleDefense);
SaveManager::Instance->LoadData("isMagicAcquired", gSaveContext.isMagicAcquired);
SaveManager::Instance->LoadData("isDoubleMagicAcquired", gSaveContext.isDoubleMagicAcquired);
SaveManager::Instance->LoadData("isDoubleDefenseAcquired", gSaveContext.isDoubleDefenseAcquired);
SaveManager::Instance->LoadData("bgsFlag", gSaveContext.bgsFlag);
SaveManager::Instance->LoadData("ocarinaGameRoundNum", gSaveContext.ocarinaGameRoundNum);
SaveManager::Instance->LoadStruct("childEquips", []() {
@ -892,9 +892,9 @@ void SaveManager::LoadBaseVersion1() {
SaveManager::Instance->LoadData("", gSaveContext.infTable[i]);
});
SaveManager::Instance->LoadData("worldMapAreaData", gSaveContext.worldMapAreaData);
SaveManager::Instance->LoadData("scarecrowCustomSongSet", gSaveContext.scarecrowCustomSongSet);
SaveManager::Instance->LoadArray("scarecrowCustomSong", sizeof(gSaveContext.scarecrowCustomSong), [](size_t i) {
SaveManager::Instance->LoadData("", ((u8*)&gSaveContext.scarecrowCustomSong)[i]);
SaveManager::Instance->LoadData("scarecrowLongSongSet", gSaveContext.scarecrowLongSongSet);
SaveManager::Instance->LoadArray("scarecrowLongSong", sizeof(gSaveContext.scarecrowLongSong), [](size_t i) {
SaveManager::Instance->LoadData("", ((u8*)&gSaveContext.scarecrowLongSong)[i]);
});
SaveManager::Instance->LoadData("scarecrowSpawnSongSet", gSaveContext.scarecrowSpawnSongSet);
SaveManager::Instance->LoadArray("scarecrowSpawnSong", sizeof(gSaveContext.scarecrowSpawnSong), [](size_t i) {
@ -935,9 +935,9 @@ void SaveManager::LoadBaseVersion2() {
SaveManager::Instance->LoadData("rupees", gSaveContext.rupees);
SaveManager::Instance->LoadData("swordHealth", gSaveContext.swordHealth);
SaveManager::Instance->LoadData("naviTimer", gSaveContext.naviTimer);
SaveManager::Instance->LoadData("magicAcquired", gSaveContext.magicAcquired);
SaveManager::Instance->LoadData("doubleMagic", gSaveContext.doubleMagic);
SaveManager::Instance->LoadData("doubleDefense", gSaveContext.doubleDefense);
SaveManager::Instance->LoadData("isMagicAcquired", gSaveContext.isMagicAcquired);
SaveManager::Instance->LoadData("isDoubleMagicAcquired", gSaveContext.isDoubleMagicAcquired);
SaveManager::Instance->LoadData("isDoubleDefenseAcquired", gSaveContext.isDoubleDefenseAcquired);
SaveManager::Instance->LoadData("bgsFlag", gSaveContext.bgsFlag);
SaveManager::Instance->LoadData("ocarinaGameRoundNum", gSaveContext.ocarinaGameRoundNum);
SaveManager::Instance->LoadStruct("childEquips", []() {
@ -1048,16 +1048,16 @@ void SaveManager::LoadBaseVersion2() {
SaveManager::Instance->LoadData("", gSaveContext.infTable[i]);
});
SaveManager::Instance->LoadData("worldMapAreaData", gSaveContext.worldMapAreaData);
SaveManager::Instance->LoadData("scarecrowCustomSongSet", gSaveContext.scarecrowCustomSongSet);
SaveManager::Instance->LoadArray("scarecrowCustomSong", ARRAY_COUNT(gSaveContext.scarecrowCustomSong), [](size_t i) {
SaveManager::Instance->LoadData("scarecrowLongSongSet", gSaveContext.scarecrowLongSongSet);
SaveManager::Instance->LoadArray("scarecrowLongSong", ARRAY_COUNT(gSaveContext.scarecrowLongSong), [](size_t i) {
SaveManager::Instance->LoadStruct("", [&i]() {
SaveManager::Instance->LoadData("noteIdx", gSaveContext.scarecrowCustomSong[i].noteIdx);
SaveManager::Instance->LoadData("unk_01", gSaveContext.scarecrowCustomSong[i].unk_01);
SaveManager::Instance->LoadData("unk_02", gSaveContext.scarecrowCustomSong[i].unk_02);
SaveManager::Instance->LoadData("volume", gSaveContext.scarecrowCustomSong[i].volume);
SaveManager::Instance->LoadData("vibrato", gSaveContext.scarecrowCustomSong[i].vibrato);
SaveManager::Instance->LoadData("tone", gSaveContext.scarecrowCustomSong[i].tone);
SaveManager::Instance->LoadData("semitone", gSaveContext.scarecrowCustomSong[i].semitone);
SaveManager::Instance->LoadData("noteIdx", gSaveContext.scarecrowLongSong[i].noteIdx);
SaveManager::Instance->LoadData("unk_01", gSaveContext.scarecrowLongSong[i].unk_01);
SaveManager::Instance->LoadData("unk_02", gSaveContext.scarecrowLongSong[i].unk_02);
SaveManager::Instance->LoadData("volume", gSaveContext.scarecrowLongSong[i].volume);
SaveManager::Instance->LoadData("vibrato", gSaveContext.scarecrowLongSong[i].vibrato);
SaveManager::Instance->LoadData("tone", gSaveContext.scarecrowLongSong[i].tone);
SaveManager::Instance->LoadData("semitone", gSaveContext.scarecrowLongSong[i].semitone);
});
});
SaveManager::Instance->LoadData("scarecrowSpawnSongSet", gSaveContext.scarecrowSpawnSongSet);
@ -1108,9 +1108,9 @@ void SaveManager::SaveBase() {
SaveManager::Instance->SaveData("rupees", gSaveContext.rupees);
SaveManager::Instance->SaveData("swordHealth", gSaveContext.swordHealth);
SaveManager::Instance->SaveData("naviTimer", gSaveContext.naviTimer);
SaveManager::Instance->SaveData("magicAcquired", gSaveContext.magicAcquired);
SaveManager::Instance->SaveData("doubleMagic", gSaveContext.doubleMagic);
SaveManager::Instance->SaveData("doubleDefense", gSaveContext.doubleDefense);
SaveManager::Instance->SaveData("isMagicAcquired", gSaveContext.isMagicAcquired);
SaveManager::Instance->SaveData("isDoubleMagicAcquired", gSaveContext.isDoubleMagicAcquired);
SaveManager::Instance->SaveData("isDoubleDefenseAcquired", gSaveContext.isDoubleDefenseAcquired);
SaveManager::Instance->SaveData("bgsFlag", gSaveContext.bgsFlag);
SaveManager::Instance->SaveData("ocarinaGameRoundNum", gSaveContext.ocarinaGameRoundNum);
SaveManager::Instance->SaveStruct("childEquips", []() {
@ -1217,16 +1217,16 @@ void SaveManager::SaveBase() {
SaveManager::Instance->SaveData("", gSaveContext.infTable[i]);
});
SaveManager::Instance->SaveData("worldMapAreaData", gSaveContext.worldMapAreaData);
SaveManager::Instance->SaveData("scarecrowCustomSongSet", gSaveContext.scarecrowCustomSongSet);
SaveManager::Instance->SaveArray("scarecrowCustomSong", ARRAY_COUNT(gSaveContext.scarecrowCustomSong), [](size_t i) {
SaveManager::Instance->SaveData("scarecrowLongSongSet", gSaveContext.scarecrowLongSongSet);
SaveManager::Instance->SaveArray("scarecrowLongSong", ARRAY_COUNT(gSaveContext.scarecrowLongSong), [](size_t i) {
SaveManager::Instance->SaveStruct("", [&i]() {
SaveManager::Instance->SaveData("noteIdx", gSaveContext.scarecrowCustomSong[i].noteIdx);
SaveManager::Instance->SaveData("unk_01", gSaveContext.scarecrowCustomSong[i].unk_01);
SaveManager::Instance->SaveData("unk_02", gSaveContext.scarecrowCustomSong[i].unk_02);
SaveManager::Instance->SaveData("volume", gSaveContext.scarecrowCustomSong[i].volume);
SaveManager::Instance->SaveData("vibrato", gSaveContext.scarecrowCustomSong[i].vibrato);
SaveManager::Instance->SaveData("tone", gSaveContext.scarecrowCustomSong[i].tone);
SaveManager::Instance->SaveData("semitone", gSaveContext.scarecrowCustomSong[i].semitone);
SaveManager::Instance->SaveData("noteIdx", gSaveContext.scarecrowLongSong[i].noteIdx);
SaveManager::Instance->SaveData("unk_01", gSaveContext.scarecrowLongSong[i].unk_01);
SaveManager::Instance->SaveData("unk_02", gSaveContext.scarecrowLongSong[i].unk_02);
SaveManager::Instance->SaveData("volume", gSaveContext.scarecrowLongSong[i].volume);
SaveManager::Instance->SaveData("vibrato", gSaveContext.scarecrowLongSong[i].vibrato);
SaveManager::Instance->SaveData("tone", gSaveContext.scarecrowLongSong[i].tone);
SaveManager::Instance->SaveData("semitone", gSaveContext.scarecrowLongSong[i].semitone);
});
});
SaveManager::Instance->SaveData("scarecrowSpawnSongSet", gSaveContext.scarecrowSpawnSongSet);
@ -1600,9 +1600,9 @@ void CopyV0Save(SaveContext_v0& src, SaveContext& dst) {
dst.rupees = src.rupees;
dst.swordHealth = src.swordHealth;
dst.naviTimer = src.naviTimer;
dst.magicAcquired = src.magicAcquired;
dst.doubleMagic = src.doubleMagic;
dst.doubleDefense = src.doubleDefense;
dst.isMagicAcquired = src.magicAcquired;
dst.isDoubleMagicAcquired = src.doubleMagic;
dst.isDoubleDefenseAcquired = src.doubleDefense;
dst.bgsFlag = src.bgsFlag;
dst.ocarinaGameRoundNum = src.ocarinaGameRoundNum;
for (size_t i = 0; i < ARRAY_COUNT(src.childEquips.buttonItems); i++) {
@ -1680,8 +1680,8 @@ void CopyV0Save(SaveContext_v0& src, SaveContext& dst) {
dst.infTable[i] = src.infTable[i];
}
dst.worldMapAreaData = src.worldMapAreaData;
dst.scarecrowCustomSongSet = src.scarecrowCustomSongSet;
memcpy(&dst.scarecrowCustomSong[0], &src.scarecrowCustomSong[0], sizeof(src.scarecrowCustomSong));
dst.scarecrowLongSongSet = src.scarecrowCustomSongSet;
memcpy(&dst.scarecrowLongSong[0], &src.scarecrowCustomSong[0], sizeof(src.scarecrowCustomSong));
dst.scarecrowSpawnSongSet = src.scarecrowSpawnSongSet;
memcpy(&dst.scarecrowSpawnSong[0], &src.scarecrowSpawnSong[0], sizeof(src.scarecrowSpawnSong));
dst.horseData.scene = src.horseData.scene;

View File

@ -381,8 +381,8 @@ void GameState_Update(GameState* gameState) {
// Inf Magic
if (CVar_GetS32("gInfiniteMagic", 0) != 0) {
if (gSaveContext.magicAcquired && gSaveContext.magic != (gSaveContext.doubleMagic + 1) * 0x30) {
gSaveContext.magic = (gSaveContext.doubleMagic + 1) * 0x30;
if (gSaveContext.isMagicAcquired && gSaveContext.magic != (gSaveContext.isDoubleMagicAcquired + 1) * 0x30) {
gSaveContext.magic = (gSaveContext.isDoubleMagicAcquired + 1) * 0x30;
}
}
@ -440,7 +440,7 @@ void GameState_Update(GameState* gameState) {
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransition = 11;
gSaveContext.nextTransitionType = 11;
warped = true;
if (gPlayState->linkAgeOnLoad == 1) {
gPlayState->linkAgeOnLoad = 0;
@ -451,7 +451,7 @@ void GameState_Update(GameState* gameState) {
}
if (gPlayState) {
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransition == 255) {
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
warped = false;

View File

@ -1423,7 +1423,7 @@ s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode) {
player->csMode = csMode;
player->unk_448 = actor;
player->unk_46A = 0;
player->doorBgCamIndex = 0;
return true;
}
@ -1432,7 +1432,7 @@ s32 func_8002DF54(PlayState* play, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(play);
func_8002DF38(play, actor, csMode);
player->unk_46A = 1;
player->doorBgCamIndex = 1;
return true;
}
@ -4529,7 +4529,7 @@ void func_800355B8(PlayState* play, Vec3f* pos) {
u8 func_800355E4(PlayState* play, Collider* collider) {
Player* player = GET_PLAYER(play);
if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->swordAnimation == 0x16)) {
if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->meleeWeaponAnimation == 0x16)) {
return true;
} else {
return false;

View File

@ -14,6 +14,6 @@ void SaveContext_Init(void) {
gSaveContext.nextDayTime = 0xFFFF;
gSaveContext.skyboxTime = 0;
gSaveContext.dogIsLost = true;
gSaveContext.nextTransition = 0xFF;
gSaveContext.nextTransitionType = 0xFF;
gSaveContext.unk_13EE = 50;
}

View File

@ -562,7 +562,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
csCtx->state = CS_STATE_UNSKIPPABLE_EXEC;
Audio_SetCutsceneFlag(0);
gSaveContext.unk_1410 = 1;
gSaveContext.cutsceneTransitionControl = 1;
osSyncPrintf("\n分岐先指定!!=[%d]番", cmd->base); // "Future fork designation=No. [%d]"
@ -635,7 +635,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x02CA;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
}
break;
case 9:
@ -665,7 +665,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x010E;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 14:
play->nextEntranceIndex = 0x0457;
@ -695,7 +695,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x0324;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 19:
play->nextEntranceIndex = 0x013D;
@ -853,7 +853,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x01ED;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 15;
gSaveContext.nextTransition = 15;
gSaveContext.nextTransitionType = 15;
break;
case 49:
play->nextEntranceIndex = 0x058C;
@ -985,7 +985,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF4;
play->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 71:
gSaveContext.equips.equipment |= 0x0100;
@ -1003,7 +1003,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
play->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 73:
play->linkAgeOnLoad = 1;
@ -1017,7 +1017,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF3;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
break;
case 75:
play->linkAgeOnLoad = 1;
@ -1109,7 +1109,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x0610;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
}
break;
case 97:
@ -1122,27 +1122,27 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x0580;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
}
break;
case 98:
play->nextEntranceIndex = 0x0564;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
break;
case 99:
play->nextEntranceIndex = 0x0608;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 100:
play->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF8;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
break;
case 101:
play->nextEntranceIndex = 0x01F5;
@ -1248,7 +1248,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->nextEntranceIndex = 0x0594;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 116:
if (gSaveContext.eventChkInf[12] & 0x100) {
@ -1260,7 +1260,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
}
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
break;
case 117:
gSaveContext.gameMode = 3;
@ -1275,7 +1275,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = 0x0517;
Play_TriggerVoidOut(play);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
break;
case 119:
gSaveContext.dayTime = 0x8000;
@ -1357,7 +1357,7 @@ void Cutscene_Command_TransitionFX(PlayState* play, CutsceneContext* csCtx, CsCm
}
break;
case 9:
gSaveContext.unk_1410 = 1;
gSaveContext.cutsceneTransitionControl = 1;
break;
case 10:
case 11:
@ -1371,7 +1371,7 @@ void Cutscene_Command_TransitionFX(PlayState* play, CutsceneContext* csCtx, CsCm
}
break;
case 12:
gSaveContext.unk_1410 = 255.0f - (155.0f * temp);
gSaveContext.cutsceneTransitionControl = 255.0f - (155.0f * temp);
break;
case 13:
play->envCtx.screenFillColor[0] = 0;

View File

@ -54,7 +54,7 @@ u32 ElfMessage_CheckCondition(ElfMessage* msg) {
return ((msg->byte0 & 1) == 1) ==
(CHECK_QUEST_ITEM(msg->byte3 - ITEM_MEDALLION_FOREST + QUEST_MEDALLION_FOREST) != 0);
case (ELF_MSG_CONDITION_MAGIC << 4):
return ((msg->byte0 & 1) == 1) == (((void)0, gSaveContext.magicAcquired) != 0);
return ((msg->byte0 & 1) == 1) == (((void)0, gSaveContext.isMagicAcquired) != 0);
}
}

View File

@ -51,16 +51,16 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
break;
case 1:
this->fadeTimer += updateRate;
if (this->fadeTimer >= gSaveContext.fadeDuration) {
this->fadeTimer = gSaveContext.fadeDuration;
if (this->fadeTimer >= gSaveContext.transFadeDuration) {
this->fadeTimer = gSaveContext.transFadeDuration;
this->isDone = 1;
}
if (!gSaveContext.fadeDuration) {
if (!gSaveContext.transFadeDuration) {
// "Divide by 0! Zero is included in ZCommonGet fade_speed"
osSyncPrintf(VT_COL(RED, WHITE) "0除算! ZCommonGet fade_speed に0がはいってる" VT_RST);
}
alpha = (255.0f * this->fadeTimer) / ((void)0, gSaveContext.fadeDuration);
alpha = (255.0f * this->fadeTimer) / ((void)0, gSaveContext.transFadeDuration);
this->fadeColor.a = (this->fadeDirection != 0) ? 255 - alpha : alpha;
break;
case 2:

View File

@ -67,14 +67,14 @@ void TransitionWipe_Update(void* thisx, s32 updateRate) {
u8 unk1419;
if (this->direction != 0) {
unk1419 = gSaveContext.unk_1419;
unk1419 = gSaveContext.transWipeSpeed;
this->texY += (unk1419 * 3) / updateRate;
if (this->texY >= 0x264) {
this->texY = 0x264;
this->isDone = 1;
}
} else {
unk1419 = gSaveContext.unk_1419;
unk1419 = gSaveContext.transWipeSpeed;
this->texY -= (unk1419 * 3) / updateRate;
if (this->texY < 0x14E) {
this->texY = 0x14D;

View File

@ -15,7 +15,7 @@ void KaleidoSetup_Update(PlayState* play) {
if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
play->sceneLoadFlag == 0 && play->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) &&
play->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
play->shootingGalleryStatus <= 1 && gSaveContext.magicState != 8 && gSaveContext.magicState != 9 &&
(play->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(play, 0x38))) {
if (CVar_GetS32("gCheatEasyPauseBufferFrameAdvance", 0) == 2 && !CHECK_BTN_ALL(input->press.button, BTN_START)) {

View File

@ -295,7 +295,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
sLightningFlashAlpha = 0;
gSaveContext.unk_1410 = 0;
gSaveContext.cutsceneTransitionControl = 0;
envCtx->adjAmbientColor[0] = envCtx->adjAmbientColor[1] = envCtx->adjAmbientColor[2] = envCtx->adjLight1Color[0] =
envCtx->adjLight1Color[1] = envCtx->adjLight1Color[2] = envCtx->adjFogColor[0] = envCtx->adjFogColor[1] =
@ -326,7 +326,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
play->envCtx.unk_F2[0] = 0;
if (gSaveContext.unk_13C3 != 0) {
if (gSaveContext.retainWeatherMode != 0) {
if (((void)0, gSaveContext.sceneSetupIndex) < 4) {
switch (gWeatherMode) {
case 1:
@ -378,7 +378,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
D_8011FB38 = 0;
D_8011FB34 = 0;
gSkyboxBlendingEnabled = false;
gSaveContext.unk_13C3 = 0;
gSaveContext.retainWeatherMode = 0;
R_ENV_LIGHT1_DIR(0) = 80;
R_ENV_LIGHT1_DIR(1) = 80;
R_ENV_LIGHT1_DIR(2) = 80;
@ -2531,7 +2531,7 @@ void Environment_WarpSongLeave(PlayState* play) {
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
switch (play->nextEntranceIndex) {
case 0x147:

View File

@ -2917,7 +2917,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
// "Recording complete"
osSyncPrintf("録音終了!!!!!!!!! message->info->status=%d \n",
msgCtx->ocarinaStaff->state);
gSaveContext.scarecrowCustomSongSet = true;
gSaveContext.scarecrowLongSongSet = true;
}
Audio_PlaySoundGeneral(NA_SE_SY_OCARINA_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
@ -2930,10 +2930,10 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
osSyncPrintf("録音終了!!!!!!!!!録音終了\n");
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("\n====================================================================\n");
memcpy(gSaveContext.scarecrowCustomSong, gScarecrowCustomSongPtr,
sizeof(gSaveContext.scarecrowCustomSong));
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowCustomSong); i++) {
osSyncPrintf("%d, ", gSaveContext.scarecrowCustomSong[i]);
memcpy(gSaveContext.scarecrowLongSong, gScarecrowCustomSongPtr,
sizeof(gSaveContext.scarecrowLongSong));
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++) {
osSyncPrintf("%d, ", gSaveContext.scarecrowLongSong[i]);
}
osSyncPrintf(VT_RST);
osSyncPrintf("\n====================================================================\n");
@ -3310,7 +3310,7 @@ void Message_Draw(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
watchVar = gSaveContext.scarecrowCustomSongSet;
watchVar = gSaveContext.scarecrowLongSongSet;
Message_DrawDebugVariableChanged(&watchVar, play->state.gfxCtx);
if (BREG(0) != 0 && play->msgCtx.textId != 0) {
plusOne = Graph_GfxPlusOne(polyOpaP = POLY_OPA_DISP);

View File

@ -987,7 +987,7 @@ void func_80083108(PlayState* play) {
}
Interface_ChangeAlpha(50);
} else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & 0x00040000)) {
} else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
gSaveContext.buttonStatus[0] = BTN_DISABLED;
gSaveContext.buttonStatus[1] = BTN_DISABLED;
@ -2222,7 +2222,7 @@ u8 Item_Give(PlayState* play, u8 item) {
PerformAutosave(play, item);
return item;
} else if (item == ITEM_MAGIC_SMALL) {
if (gSaveContext.unk_13F0 != 10) {
if (gSaveContext.magicState != 10) {
if (play != NULL) {
Magic_Fill(play);
}
@ -2241,7 +2241,7 @@ u8 Item_Give(PlayState* play, u8 item) {
PerformAutosave(play, item);
return item;
} else if (item == ITEM_MAGIC_LARGE) {
if (gSaveContext.unk_13F0 != 10) {
if (gSaveContext.magicState != 10) {
if (play != NULL) {
Magic_Fill(play);
}
@ -2365,16 +2365,16 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
slot = SLOT(item);
if (item == RG_MAGIC_SINGLE) {
gSaveContext.magicAcquired = true;
gSaveContext.unk_13F6 = 0x30;
gSaveContext.isMagicAcquired = true;
gSaveContext.magicFillTarget = 0x30;
Magic_Fill(play);
return RG_NONE;
} else if (item == RG_MAGIC_DOUBLE) {
if (!gSaveContext.magicAcquired) {
gSaveContext.magicAcquired = true;
if (!gSaveContext.isMagicAcquired) {
gSaveContext.isMagicAcquired = true;
}
gSaveContext.doubleMagic = true;
gSaveContext.unk_13F6 = 0x60;
gSaveContext.isDoubleMagicAcquired = true;
gSaveContext.magicFillTarget = 0x60;
gSaveContext.magicLevel = 0;
Magic_Fill(play);
return RG_NONE;
@ -2389,7 +2389,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
}
if (item == RG_DOUBLE_DEFENSE) {
gSaveContext.doubleDefense = true;
gSaveContext.isDoubleDefenseAcquired = true;
gSaveContext.inventory.defenseHearts = 20;
gSaveContext.healthAccumulator = 0x140;
return RG_NONE;
@ -3063,7 +3063,7 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
// clang-format off
if (healthChange > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &D_801333D4, 4,
&D_801333E0, &D_801333E0, &D_801333E8);
} else if ((gSaveContext.doubleDefense != 0) && (healthChange < 0)) {
} else if ((gSaveContext.isDoubleDefenseAcquired != 0) && (healthChange < 0)) {
healthChange >>= 1;
osSyncPrintf("ハート減少半分!!=%d\n", healthChange); // "Heart decrease halved!!%d"
}
@ -3220,29 +3220,29 @@ void Inventory_ChangeAmmo(s16 item, s16 ammoChange) {
}
void Magic_Fill(PlayState* play) {
if (gSaveContext.magicAcquired) {
gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
gSaveContext.unk_13F6 = (gSaveContext.doubleMagic + 1) * 0x30;
gSaveContext.unk_13F0 = 9;
if (gSaveContext.isMagicAcquired) {
gSaveContext.prevMagicState = gSaveContext.magicState;
gSaveContext.magicFillTarget = (gSaveContext.isDoubleMagicAcquired + 1) * 0x30;
gSaveContext.magicState = 9;
}
}
void func_800876C8(PlayState* play) {
if ((gSaveContext.unk_13F0 != 8) && (gSaveContext.unk_13F0 != 9)) {
if (gSaveContext.unk_13F0 == 10) {
gSaveContext.unk_13F2 = gSaveContext.unk_13F0;
if ((gSaveContext.magicState != 8) && (gSaveContext.magicState != 9)) {
if (gSaveContext.magicState == 10) {
gSaveContext.prevMagicState = gSaveContext.magicState;
}
gSaveContext.unk_13F0 = 5;
gSaveContext.magicState = 5;
}
}
s32 func_80087708(PlayState* play, s16 arg1, s16 arg2) {
if (!gSaveContext.magicAcquired) {
if (!gSaveContext.isMagicAcquired) {
return 0;
}
if ((arg2 != 5) && (gSaveContext.magic - arg1) < 0) {
if (gSaveContext.unk_13F4 != 0) {
if (gSaveContext.magicCapacity != 0) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
return 0;
@ -3251,66 +3251,66 @@ s32 func_80087708(PlayState* play, s16 arg1, s16 arg2) {
switch (arg2) {
case 0:
case 2:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) {
if (gSaveContext.magicState == 7) {
play->actorCtx.lensActive = false;
}
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
gSaveContext.unk_13F0 = 1;
gSaveContext.magicTarget = gSaveContext.magic - arg1;
gSaveContext.magicState = 1;
return 1;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
return 0;
}
case 1:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) {
if (gSaveContext.magicState == 7) {
play->actorCtx.lensActive = false;
}
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
gSaveContext.unk_13F0 = 6;
gSaveContext.magicTarget = gSaveContext.magic - arg1;
gSaveContext.magicState = 6;
return 1;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
return 0;
}
case 3:
if (gSaveContext.unk_13F0 == 0) {
if (gSaveContext.magicState == 0) {
if (gSaveContext.magic != 0) {
play->interfaceCtx.unk_230 = 80;
gSaveContext.unk_13F0 = 7;
gSaveContext.magicState = 7;
return 1;
} else {
return 0;
}
} else {
if (gSaveContext.unk_13F0 == 7) {
if (gSaveContext.magicState == 7) {
return 1;
} else {
return 0;
}
}
case 4:
if ((gSaveContext.unk_13F0 == 0) || (gSaveContext.unk_13F0 == 7)) {
if (gSaveContext.unk_13F0 == 7) {
if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) {
if (gSaveContext.magicState == 7) {
play->actorCtx.lensActive = false;
}
gSaveContext.unk_13F8 = gSaveContext.magic - arg1;
gSaveContext.unk_13F0 = 4;
gSaveContext.magicTarget = gSaveContext.magic - arg1;
gSaveContext.magicState = 4;
return 1;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
return 0;
}
case 5:
if (gSaveContext.unk_13F4 >= gSaveContext.magic) {
gSaveContext.unk_13F8 = gSaveContext.magic + arg1;
if (gSaveContext.magicCapacity >= gSaveContext.magic) {
gSaveContext.magicTarget = gSaveContext.magic + arg1;
if (gSaveContext.unk_13F8 >= gSaveContext.unk_13F4) {
gSaveContext.unk_13F8 = gSaveContext.unk_13F4;
if (gSaveContext.magicTarget >= gSaveContext.magicCapacity) {
gSaveContext.magicTarget = gSaveContext.magicCapacity;
}
gSaveContext.unk_13F0 = 10;
gSaveContext.magicState = 10;
return 1;
}
break;
@ -3359,23 +3359,23 @@ void Interface_UpdateMagicBar(PlayState* play) {
s16 borderChangeB;
s16 temp;
switch (gSaveContext.unk_13F0) {
switch (gSaveContext.magicState) {
case 8:
temp = gSaveContext.magicLevel * 0x30;
if (gSaveContext.unk_13F4 != temp) {
if (gSaveContext.unk_13F4 < temp) {
gSaveContext.unk_13F4 += 8;
if (gSaveContext.unk_13F4 > temp) {
gSaveContext.unk_13F4 = temp;
if (gSaveContext.magicCapacity != temp) {
if (gSaveContext.magicCapacity < temp) {
gSaveContext.magicCapacity += 8;
if (gSaveContext.magicCapacity > temp) {
gSaveContext.magicCapacity = temp;
}
} else {
gSaveContext.unk_13F4 -= 8;
if (gSaveContext.unk_13F4 <= temp) {
gSaveContext.unk_13F4 = temp;
gSaveContext.magicCapacity -= 8;
if (gSaveContext.magicCapacity <= temp) {
gSaveContext.magicCapacity = temp;
}
}
} else {
gSaveContext.unk_13F0 = 9;
gSaveContext.magicState = 9;
}
break;
@ -3388,31 +3388,31 @@ void Interface_UpdateMagicBar(PlayState* play) {
}
// "Storage MAGIC_NOW=%d (%d)"
osSyncPrintf("蓄電 MAGIC_NOW=%d (%d)\n", gSaveContext.magic, gSaveContext.unk_13F6);
if (gSaveContext.magic >= gSaveContext.unk_13F6) {
gSaveContext.magic = gSaveContext.unk_13F6;
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
gSaveContext.unk_13F2 = 0;
osSyncPrintf("蓄電 MAGIC_NOW=%d (%d)\n", gSaveContext.magic, gSaveContext.magicFillTarget);
if (gSaveContext.magic >= gSaveContext.magicFillTarget) {
gSaveContext.magic = gSaveContext.magicFillTarget;
gSaveContext.magicState = gSaveContext.prevMagicState;
gSaveContext.prevMagicState = 0;
}
break;
case 1:
sMagicBorderRatio = 2;
gSaveContext.unk_13F0 = 2;
gSaveContext.magicState = 2;
break;
case 2:
gSaveContext.magic -= 2;
if (gSaveContext.magic <= 0) {
gSaveContext.magic = 0;
gSaveContext.unk_13F0 = 3;
gSaveContext.magicState = 3;
if (CVar_GetS32("gHudColors", 1) == 2) {
sMagicBorder = CVar_GetRGB("gCCMagicBorderNormPrim", sMagicBorder_ori);
} else {
sMagicBorder = sMagicBorder_ori;
}
} else if (gSaveContext.magic == gSaveContext.unk_13F8) {
gSaveContext.unk_13F0 = 3;
} else if (gSaveContext.magic == gSaveContext.magicTarget) {
gSaveContext.magicState = 3;
if (CVar_GetS32("gHudColors", 1) == 2) {
sMagicBorder = CVar_GetRGB("gCCMagicBorderNormPrim", sMagicBorder_ori);
} else {
@ -3464,7 +3464,7 @@ void Interface_UpdateMagicBar(PlayState* play) {
} else {
sMagicBorder = sMagicBorder_ori;
}
gSaveContext.unk_13F0 = 0;
gSaveContext.magicState = 0;
break;
case 7:
@ -3484,7 +3484,7 @@ void Interface_UpdateMagicBar(PlayState* play) {
play->actorCtx.lensActive = false;
Audio_PlaySoundGeneral(NA_SE_SY_GLASSMODE_OFF, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
gSaveContext.unk_13F0 = 0;
gSaveContext.magicState = 0;
if (CVar_GetS32("gHudColors", 1) == 2) {
sMagicBorder = CVar_GetRGB("gCCMagicBorderNormPrim", sMagicBorder_ori);
} else {
@ -3539,15 +3539,15 @@ void Interface_UpdateMagicBar(PlayState* play) {
case 10:
gSaveContext.magic += 4;
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (gSaveContext.magic >= gSaveContext.unk_13F8) {
gSaveContext.magic = gSaveContext.unk_13F8;
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
gSaveContext.unk_13F2 = 0;
if (gSaveContext.magic >= gSaveContext.magicTarget) {
gSaveContext.magic = gSaveContext.magicTarget;
gSaveContext.magicState = gSaveContext.prevMagicState;
gSaveContext.prevMagicState = 0;
}
break;
default:
gSaveContext.unk_13F0 = 0;
gSaveContext.magicState = 0;
break;
}
}
@ -3663,13 +3663,13 @@ void Interface_DrawMagicBar(PlayState* play) {
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterEndTex, 8, 16, PosX_Start, magicBarY, 8, 16, 1 << 10, 1 << 10);
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterMidTex, 24, 16, PosX_MidEnd, magicBarY, gSaveContext.unk_13F4, 16, 1 << 10, 1 << 10);
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterMidTex, 24, 16, PosX_MidEnd, magicBarY, gSaveContext.magicCapacity, 16, 1 << 10, 1 << 10);
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, 8, 16, 0,
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(OVERLAY_DISP++, ((rMagicBarX + gSaveContext.unk_13F4) + 8) << 2, magicBarY << 2,
((rMagicBarX + gSaveContext.unk_13F4) + 16) << 2, (magicBarY + 16) << 2, G_TX_RENDERTILE,
gSPWideTextureRectangle(OVERLAY_DISP++, ((rMagicBarX + gSaveContext.magicCapacity) + 8) << 2, magicBarY << 2,
((rMagicBarX + gSaveContext.magicCapacity) + 16) << 2, (magicBarY + 16) << 2, G_TX_RENDERTILE,
256, 0, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
@ -3677,7 +3677,7 @@ void Interface_DrawMagicBar(PlayState* play) {
ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
if (gSaveContext.unk_13F0 == 4) {
if (gSaveContext.magicState == 4) {
// Yellow part of the bar indicating the amount of magic to be subtracted
if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetRGB("gCCMagicUsePrim", magicbar_yellow).r, CVar_GetRGB("gCCMagicUsePrim", magicbar_yellow).g, CVar_GetRGB("gCCMagicUsePrim", magicbar_yellow).b, interfaceCtx->magicAlpha);
@ -3702,7 +3702,7 @@ void Interface_DrawMagicBar(PlayState* play) {
}
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
(rMagicFillX + gSaveContext.unk_13F8) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE,
(rMagicFillX + gSaveContext.magicTarget) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE,
0, 0, 1 << 10, 1 << 10);
} else {
// Fill the whole bar with the normal magic color
@ -4164,7 +4164,7 @@ void Interface_DrawItemButtons(PlayState* play) {
if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
temp = 0;
} else if ((player->stateFlags1 & 0x00200000) || (func_8008F2F8(play) == 4) ||
(player->stateFlags2 & 0x00040000)) {
(player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
temp = 70;
} else {
temp = interfaceCtx->healthAlpha;
@ -5194,7 +5194,7 @@ void Interface_Draw(PlayState* play) {
Interface_DrawLineupTick(play);
}
if (fullUi || gSaveContext.unk_13F0 > 0) {
if (fullUi || gSaveContext.magicState > 0) {
Interface_DrawMagicBar(play);
}
@ -6367,15 +6367,15 @@ void Interface_Update(PlayState* play) {
(msgCtx->msgMode == MSGMODE_NONE) && (play->sceneLoadFlag == 0) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == 0) &&
((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
if ((gSaveContext.magicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
gSaveContext.magicLevel = gSaveContext.doubleMagic + 1;
gSaveContext.unk_13F0 = 8;
if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
gSaveContext.magicState = 8;
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("魔法スター─────ト!!!!!!!!!\n"); // "Magic Start!!!!!!!!!"
osSyncPrintf("MAGIC_MAX=%d\n", gSaveContext.magicLevel);
osSyncPrintf("MAGIC_NOW=%d\n", gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
osSyncPrintf("Z_MAGIC_NOW_MAX=%d\n", gSaveContext.unk_13F4);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
osSyncPrintf("Z_MAGIC_NOW_MAX=%d\n", gSaveContext.magicCapacity);
osSyncPrintf(VT_RST);
}
@ -6463,18 +6463,18 @@ void Interface_Update(PlayState* play) {
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
gSaveContext.nextDayTime = 0;
play->fadeTransition = 4;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
play->unk_11DE9 = 1;
} else {
gSaveContext.nextDayTime = 0x8001;
play->fadeTransition = 5;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
play->unk_11DE9 = 1;
}
if (play->sceneNum == SCENE_SPOT13) {
play->fadeTransition = 14;
gSaveContext.nextTransition = 14;
gSaveContext.nextTransitionType = 14;
}
gSaveContext.respawnFlag = -2;

View File

@ -214,7 +214,7 @@ void GivePlayerRandoRewardSongOfTime(PlayState* play, RandomizerCheck check) {
Player* player = GET_PLAYER(play);
if (gSaveContext.entranceIndex == 0x050F && player != NULL && !Player_InBlockingCsMode(play, player) &&
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransition == 0xFF && !gSaveContext.pendingIceTrapCount) {
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransitionType == 0xFF && !gSaveContext.pendingIceTrapCount) {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
GiveItemEntryWithoutActor(play, getItemEntry);
player->pendingFlag.flagID = 0x1F;
@ -556,7 +556,7 @@ void Play_Init(GameState* thisx) {
if (CVar_GetS32("gSceneTransitions", 255)!= 255){
play->transitionMode = CVar_GetS32("gSceneTransitions", 0);
gSaveContext.nextTransition = CVar_GetS32("gSceneTransitions", 0);
gSaveContext.nextTransitionType = CVar_GetS32("gSceneTransitions", 0);
play->fadeTransition = CVar_GetS32("gSceneTransitions", 0);
}
@ -571,12 +571,12 @@ void Play_Init(GameState* thisx) {
play->unk_11DE9 = 0;
if (gSaveContext.gameMode != 1) {
if (gSaveContext.nextTransition == 0xFF) {
if (gSaveContext.nextTransitionType == 0xFF) {
play->fadeTransition =
(gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; // Fade In
} else {
play->fadeTransition = gSaveContext.nextTransition;
gSaveContext.nextTransition = 0xFF;
play->fadeTransition = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = 0xFF;
}
} else {
play->fadeTransition = 6;
@ -777,21 +777,21 @@ void Play_Update(PlayState* play) {
play->transitionCtx.transitionType | 0x80);
}
gSaveContext.unk_1419 = 14;
gSaveContext.transWipeSpeed = 14;
if ((play->transitionCtx.transitionType == 8) ||
(play->transitionCtx.transitionType == 9)) {
gSaveContext.unk_1419 = 28;
gSaveContext.transWipeSpeed = 28;
}
gSaveContext.fadeDuration = 60;
gSaveContext.transFadeDuration = 60;
if ((play->transitionCtx.transitionType == 4) ||
(play->transitionCtx.transitionType == 5)) {
gSaveContext.fadeDuration = 20;
gSaveContext.transFadeDuration = 20;
} else if ((play->transitionCtx.transitionType == 6) ||
(play->transitionCtx.transitionType == 7)) {
gSaveContext.fadeDuration = 150;
gSaveContext.transFadeDuration = 150;
} else if (play->transitionCtx.transitionType == 17) {
gSaveContext.fadeDuration = 2;
gSaveContext.transFadeDuration = 2;
}
if ((play->transitionCtx.transitionType == 3) ||
@ -954,7 +954,7 @@ void Play_Update(PlayState* play) {
break;
case 11:
if (gSaveContext.unk_1410 != 0) {
if (gSaveContext.cutsceneTransitionControl != 0) {
play->transitionMode = 3;
}
break;
@ -1029,9 +1029,9 @@ void Play_Update(PlayState* play) {
break;
case 17:
if (gSaveContext.unk_1410 != 0) {
play->envCtx.screenFillColor[3] = gSaveContext.unk_1410;
if (gSaveContext.unk_1410 < 0x65) {
if (gSaveContext.cutsceneTransitionControl != 0) {
play->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
if (gSaveContext.cutsceneTransitionControl < 0x65) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->sceneLoadFlag = 0;
@ -2177,11 +2177,11 @@ void Play_PerformSave(PlayState* play) {
gSaveContext.savedSceneNum = play->sceneNum;
if (gSaveContext.temporaryWeapon) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
GET_PLAYER(play)->currentSwordItem = ITEM_NONE;
GET_PLAYER(play)->currentSwordItemId = ITEM_NONE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
Save_SaveFile();
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
GET_PLAYER(play)->currentSwordItem = ITEM_SWORD_KOKIRI;
GET_PLAYER(play)->currentSwordItemId = ITEM_SWORD_KOKIRI;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
} else {
Save_SaveFile();

View File

@ -332,7 +332,7 @@ void Player_SetBootData(PlayState* play, Player* this) {
s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->sceneLoadFlag == 0x14) ||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
((gSaveContext.unk_13F0 != 0) && (Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
((gSaveContext.magicState != 0) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
}
s32 Player_InCsMode(PlayState* play) {
@ -361,8 +361,8 @@ s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & 0x400000) &&
((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
if ((CVar_GetS32("gShieldTwoHanded", 0) && (this->heldItemActionParam != PLAYER_AP_STICK) ||
((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) {
if ((CVar_GetS32("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_STICK) ||
!Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = 10;
this->rightHandDLists = &sPlayerDListGroups[10][gSaveContext.linkAge];
@ -373,7 +373,7 @@ void Player_SetModelsForHoldingShield(Player* this) {
}
this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
this->modelAnimType = 2;
this->itemActionParam = -1;
this->itemAction = -1;
}
}
}
@ -408,8 +408,8 @@ void Player_SetModelGroup(Player* this, s32 modelGroup) {
}
void func_8008EC70(Player* this) {
this->itemActionParam = this->heldItemActionParam;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
this->itemAction = this->heldItemAction;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
this->unk_6AD = 0;
}
@ -418,8 +418,8 @@ void Player_SetEquipmentData(PlayState* play, Player* this) {
this->currentShield = CUR_EQUIP_VALUE(EQUIP_SHIELD);
this->currentTunic = CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1;
this->currentBoots = CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1;
this->currentSwordItem = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
this->currentSwordItemId = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
Player_SetBootData(play, this);
}
}
@ -429,10 +429,10 @@ void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 action
if (item != ITEM_BOTTLE) {
this->heldItemId = item;
this->heldItemActionParam = actionParam;
this->heldItemAction = actionParam;
}
this->itemActionParam = actionParam;
this->itemAction = actionParam;
}
void func_8008EDF0(Player* this) {
@ -478,8 +478,8 @@ s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 y
Vec3f diff;
s32 pad;
if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) {
Math_Vec3f_Diff(&this->swordInfo[0].tip, pos, &diff);
if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_860 != 0)) {
Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
} else {
return false;
@ -525,7 +525,7 @@ s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
}
s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
s32 magicSpell = actionParam - PLAYER_AP_MAGIC_SPELL_15;
s32 magicSpell = actionParam - PLAYER_IA_MAGIC_SPELL_15;
if ((magicSpell >= 0) && (magicSpell < 6)) {
return magicSpell;
@ -535,7 +535,7 @@ s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
}
s32 Player_HoldsHookshot(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT);
return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
}
s32 func_8008F128(Player* this) {
@ -543,7 +543,7 @@ s32 func_8008F128(Player* this) {
}
s32 Player_ActionToSword(s32 actionParam) {
s32 sword = actionParam - PLAYER_AP_FISHING_POLE;
s32 sword = actionParam - PLAYER_IA_FISHING_POLE;
if ((sword > 0) && (sword < 6)) {
return sword;
@ -553,11 +553,11 @@ s32 Player_ActionToSword(s32 actionParam) {
}
s32 Player_GetSwordHeld(Player* this) {
return Player_ActionToSword(this->heldItemActionParam);
return Player_ActionToSword(this->heldItemAction);
}
s32 Player_HoldsTwoHandedWeapon(Player* this) {
if ((this->heldItemActionParam >= PLAYER_AP_SWORD_BGS) && (this->heldItemActionParam <= PLAYER_AP_HAMMER)) {
if ((this->heldItemAction >= PLAYER_IA_SWORD_BGS) && (this->heldItemAction <= PLAYER_IA_HAMMER)) {
return 1;
} else {
return 0;
@ -565,11 +565,11 @@ s32 Player_HoldsTwoHandedWeapon(Player* this) {
}
s32 Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
return (this->heldItemAction == PLAYER_IA_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
}
s32 Player_ActionToBottle(Player* this, s32 actionParam) {
s32 bottle = actionParam - PLAYER_AP_BOTTLE;
s32 bottle = actionParam - PLAYER_IA_BOTTLE;
if ((bottle >= 0) && (bottle < 13)) {
return bottle;
@ -579,11 +579,11 @@ s32 Player_ActionToBottle(Player* this, s32 actionParam) {
}
s32 Player_GetBottleHeld(Player* this) {
return Player_ActionToBottle(this, this->heldItemActionParam);
return Player_ActionToBottle(this, this->heldItemAction);
}
s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
s32 explosive = actionParam - PLAYER_AP_BOMB;
s32 explosive = actionParam - PLAYER_IA_BOMB;
if ((explosive >= 0) && (explosive < 2)) {
return explosive;
@ -593,14 +593,14 @@ s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
}
s32 Player_GetExplosiveHeld(Player* this) {
return Player_ActionToExplosive(this, this->heldItemActionParam);
return Player_ActionToExplosive(this, this->heldItemAction);
}
s32 func_8008F2BC(Player* this, s32 actionParam) {
s32 sword = 0;
if (actionParam != PLAYER_AP_LAST_USED) {
sword = actionParam - PLAYER_AP_SWORD_MASTER;
if (actionParam != PLAYER_IA_LAST_USED) {
sword = actionParam - PLAYER_IA_SWORD_MASTER;
if ((sword < 0) || (sword >= 3)) {
goto return_neg;
}
@ -857,7 +857,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
s32 temp3;
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) &&
(Player_ActionToMagicSpell(this, this->itemActionParam) < 0)) {
(Player_ActionToMagicSpell(this, this->itemAction) < 0)) {
s32 pad;
sp7C = D_80126058[gSaveContext.linkAge];
@ -931,7 +931,7 @@ s32 func_8008FCC8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
if (limbIndex == PLAYER_LIMB_ROOT) {
D_80160014 = this->leftHandType;
D_80160018 = this->rightHandType;
D_80160000 = &this->swordInfo[2].base;
D_80160000 = &this->meleeWeaponInfo[2].base;
if (!LINK_IS_ADULT) {
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
@ -1157,15 +1157,15 @@ void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
if (func_80090480(play, NULL, &this->swordInfo[0], &newTipPos[0], &newBasePos[0]) &&
if (func_80090480(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
!(this->stateFlags1 & 0x400000)) {
EffectBlure_AddVertex(Effect_GetByIndex(this->swordEffectIndex), &this->swordInfo[0].tip,
&this->swordInfo[0].base);
EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
&this->meleeWeaponInfo[0].base);
}
if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
func_80090480(play, &this->swordQuads[0], &this->swordInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(play, &this->swordQuads[1], &this->swordInfo[2], &newTipPos[2], &newBasePos[2]);
if ((this->swordState > 0) && ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]);
}
}
@ -1321,7 +1321,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void
Math_Vec3f_Copy(&this->leftHandPos, D_80160000);
if (this->itemActionParam == PLAYER_AP_STICK) {
if (this->itemAction == PLAYER_IA_STICK) {
Vec3f sp124[3];
OPEN_DISPS(play->state.gfxCtx);
@ -1330,10 +1330,10 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void
D_80126080.x = this->unk_85C * 5000.0f;
func_80090A28(this, sp124);
if (this->swordState != 0) {
EffectBlure_ChangeType(Effect_GetByIndex(this->swordEffectIndex), 7); // default sword type
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), 7); // default sword type
func_800906D4(play, this, sp124);
} else {
Math_Vec3f_Copy(&this->swordInfo[0].tip, &sp124[0]);
Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
}
}
@ -1354,15 +1354,15 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void
} else {
D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)];
if (CVar_GetS32("gSeperateSwords", 0) != 0)
EffectBlure_ChangeType(Effect_GetByIndex(this->swordEffectIndex), sSwordTypes[Player_GetSwordHeld(this)]);
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), sSwordTypes[Player_GetSwordHeld(this)]);
else
EffectBlure_ChangeType(Effect_GetByIndex(this->swordEffectIndex),1); //default sword type
EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex),1); //default sword type
}
func_80090A28(this, spE4);
func_800906D4(play, this, spE4);
} else if ((*dList != NULL) && (this->leftHandType == 7)) {
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemActionParam)];
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemAction)];
OPEN_DISPS(play->state.gfxCtx);
@ -1451,8 +1451,8 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void
}
if (this->actor.scale.y >= 0.0f) {
if ((this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ||
(this->heldItemActionParam == PLAYER_AP_LONGSHOT)) {
if ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ||
(this->heldItemAction == PLAYER_IA_LONGSHOT)) {
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
if (heldActor != NULL) {
@ -1468,7 +1468,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(
play, this, (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 38600.0f : 77600.0f);
play, this, (this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f);
}
}
}

View File

@ -217,14 +217,14 @@ void Sram_OpenSave() {
gSaveContext.health = 0x30;
}
if (gSaveContext.scarecrowCustomSongSet) {
if (gSaveContext.scarecrowLongSongSet) {
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowCustomSong, sizeof(gSaveContext.scarecrowCustomSong));
memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
ptr = (u8*)gScarecrowCustomSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowCustomSong); i++, ptr++) {
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}

View File

@ -604,7 +604,7 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
{
case SKYBOX_NORMAL_SKY:
phi_v1 = 0;
if (gSaveContext.unk_13C3 != 0 && gSaveContext.sceneSetupIndex < 4 && gWeatherMode > 0 &&
if (gSaveContext.retainWeatherMode != 0 && gSaveContext.sceneSetupIndex < 4 && gWeatherMode > 0 &&
gWeatherMode < 6) {
phi_v1 = 1;
}

View File

@ -85,7 +85,7 @@ void ArmsHook_Wait(ArmsHook* this, PlayState* play) {
if (this->actor.parent == NULL) {
Player* player = GET_PLAYER(play);
// get correct timer length for hookshot or longshot
s32 length = (player->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 13 : 26;
s32 length = (player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26;
ArmsHook_SetupAction(this, ArmsHook_Shoot);
func_8002D9A4(&this->actor, 20.0f);
@ -121,7 +121,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent;
if (Player_HoldsHookshot(player)) {
if ((player->itemActionParam != player->heldItemActionParam) || (player->actor.flags & ACTOR_FLAG_8) ||
if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_8) ||
((player->stateFlags1 & 0x4000080))) {
this->timer = 0;
ArmsHook_DetachHookFromActor(this);

View File

@ -209,12 +209,12 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
}
if (play->sceneNum == SCENE_DAIYOUSEI_IZUMI) {
if (!gSaveContext.magicAcquired && (this->fountainType != FAIRY_UPGRADE_MAGIC)) {
if (!gSaveContext.isMagicAcquired && (this->fountainType != FAIRY_UPGRADE_MAGIC)) {
Actor_Kill(&this->actor);
return;
}
} else {
if (!gSaveContext.magicAcquired) {
if (!gSaveContext.isMagicAcquired) {
Actor_Kill(&this->actor);
return;
}
@ -253,7 +253,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
} else {
switch (this->fountainType) {
case FAIRY_UPGRADE_MAGIC:
if (!gSaveContext.magicAcquired || BREG(2)) {
if (!gSaveContext.isMagicAcquired || BREG(2)) {
// "Spin Attack speed UP"
osSyncPrintf(VT_FGCOL(GREEN) " ☆☆☆☆☆ 回転切り速度UP ☆☆☆☆☆ \n" VT_RST);
this->givingSpell = true;
@ -261,7 +261,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
}
break;
case FAIRY_UPGRADE_DOUBLE_MAGIC:
if (!gSaveContext.doubleMagic) {
if (!gSaveContext.isDoubleMagicAcquired) {
// "Magic Meter doubled"
osSyncPrintf(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n" VT_RST);
this->givingSpell = true;
@ -269,7 +269,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
}
break;
case FAIRY_UPGRADE_HALF_DAMAGE:
if (!gSaveContext.doubleDefense) {
if (!gSaveContext.isDoubleDefenseAcquired) {
// "Damage halved"
osSyncPrintf(VT_FGCOL(PURPLE) " ☆☆☆☆☆ ダメージ半減 ☆☆☆☆☆ \n" VT_RST);
this->givingSpell = true;
@ -495,7 +495,7 @@ void BgDyYoseizo_HealPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
this->refillTimer = 200;
}
if (((gSaveContext.healthCapacity == gSaveContext.health) && (gSaveContext.magic == gSaveContext.unk_13F4)) ||
if (((gSaveContext.healthCapacity == gSaveContext.health) && (gSaveContext.magic == gSaveContext.magicCapacity)) ||
(this->refillTimer == 1)) {
this->healingTimer--;
if (this->healingTimer == 90) {
@ -738,21 +738,21 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
switch (actionIndex) {
case FAIRY_UPGRADE_MAGIC:
gSaveContext.magicAcquired = true;
gSaveContext.unk_13F6 = 0x30;
gSaveContext.isMagicAcquired = true;
gSaveContext.magicFillTarget = 0x30;
Interface_ChangeAlpha(9);
break;
case FAIRY_UPGRADE_DOUBLE_MAGIC:
if (!gSaveContext.magicAcquired) {
gSaveContext.magicAcquired = true;
if (!gSaveContext.isMagicAcquired) {
gSaveContext.isMagicAcquired = true;
}
gSaveContext.doubleMagic = true;
gSaveContext.unk_13F6 = 0x60;
gSaveContext.isDoubleMagicAcquired = true;
gSaveContext.magicFillTarget = 0x60;
gSaveContext.magicLevel = 0;
Interface_ChangeAlpha(9);
break;
case FAIRY_UPGRADE_HALF_DAMAGE:
gSaveContext.doubleDefense = true;
gSaveContext.isDoubleDefenseAcquired = true;
Interface_ChangeAlpha(9);
break;
}
@ -780,8 +780,8 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
itemPos.x, itemPos.y, itemPos.z, 0, 0, 0, sExItemTypes[actionIndex]);
if (this->item != NULL) {
if (gSaveContext.magicAcquired == 0) {
gSaveContext.magicAcquired = 1;
if (gSaveContext.isMagicAcquired == 0) {
gSaveContext.isMagicAcquired = 1;
} else {
Magic_Fill(play);
}

View File

@ -127,7 +127,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if ((this->collider.base.acFlags & AC_HIT) && !Player_InCsMode(play) &&
(player->swordAnimation == 22 || player->swordAnimation == 23)) {
(player->meleeWeaponAnimation == 22 || player->meleeWeaponAnimation == 23)) {
this->collider.base.acFlags &= ~AC_HIT;
if ((this->collider.elements[0].info.bumperFlags & BUMP_HIT) ||
(this->collider.elements[1].info.bumperFlags & BUMP_HIT)) {

View File

@ -89,7 +89,7 @@ void BgTokiSwd_Init(Actor* thisx, PlayState* play) {
uint32_t kokiriSwordBitMask = 1 << 0;
if (!(gSaveContext.inventory.equipment & kokiriSwordBitMask)) {
Player* player = GET_PLAYER(gPlayState);
player->currentSwordItem = ITEM_NONE;
player->currentSwordItemId = ITEM_NONE;
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
}

View File

@ -282,8 +282,8 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
webPos.y = this->dyna.actor.world.pos.y - 50.0f;
webPos.z = this->dyna.actor.world.pos.z;
if (Player_IsBurningStickInRange(play, &webPos, 70.0f, 50.0f) != 0) {
this->dyna.actor.home.pos.x = player->swordInfo[0].tip.x;
this->dyna.actor.home.pos.z = player->swordInfo[0].tip.z;
this->dyna.actor.home.pos.x = player->meleeWeaponInfo[0].tip.x;
this->dyna.actor.home.pos.z = player->meleeWeaponInfo[0].tip.z;
BgYdanSp_BurnWeb(this, play);
return;
}
@ -402,11 +402,11 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) {
if (Flags_GetSwitch(play, this->burnSwitchFlag) || (this->trisCollider.base.acFlags & 2)) {
this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f;
BgYdanSp_BurnWeb(this, play);
} else if (player->heldItemActionParam == PLAYER_AP_STICK && player->unk_860 != 0) {
func_8002DBD0(&this->dyna.actor, &sp30, &player->swordInfo[0].tip);
} else if (player->heldItemAction == PLAYER_IA_STICK && player->unk_860 != 0) {
func_8002DBD0(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip);
if (fabsf(sp30.x) < 100.0f && sp30.z < 1.0f && sp30.y < 200.0f) {
OnePointCutscene_Init(play, 3020, 40, &this->dyna.actor, MAIN_CAM);
Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->swordInfo[0].tip);
Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->meleeWeaponInfo[0].tip);
BgYdanSp_BurnWeb(this, play);
}
}

View File

@ -1188,7 +1188,7 @@ void BossGanon_SetupTowerCutscene(BossGanon* this, PlayState* play) {
this->csTimer = 0;
this->csState = 100;
this->unk_198 = 1;
gSaveContext.magic = gSaveContext.unk_13F4;
gSaveContext.magic = gSaveContext.magicCapacity;
gSaveContext.health = gSaveContext.healthCapacity;
} else {
this->actionFunc = BossGanon_SetupTowerCutscene;
@ -3962,7 +3962,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
switch (this->unk_1C2) {
case 0:
if ((player->stateFlags1 & 2) &&
if ((player->stateFlags1 & PLAYER_STATE1_SWINGING_BOTTLE) &&
(ABS((s16)(player->actor.shape.rot.y - (s16)(ganondorf->actor.yawTowardsPlayer + 0x8000))) <
0x2000) &&
(sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f)) {
@ -4003,7 +4003,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
}
// if a spin attack is used
if (player->swordAnimation >= 0x18) {
if (player->meleeWeaponAnimation >= 0x18) {
this->actor.speedXZ = 20.0f;
}
break;
@ -4447,7 +4447,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
this->actor.world.rot.x = (Math_CosS(this->unk_1A2 * 0x3400) * sp84 * 0.1f) + this->actor.shape.rot.x;
this->actor.world.rot.y = (Math_SinS(this->unk_1A2 * 0x1A00) * sp84) + this->actor.shape.rot.y;
if ((player->swordState != 0) && (player->swordAnimation >= 0x18) && (this->actor.xzDistToPlayer < 80.0f)) {
if ((player->swordState != 0) && (player->meleeWeaponAnimation >= 0x18) && (this->actor.xzDistToPlayer < 80.0f)) {
this->unk_1C2 = 0xC;
this->actor.speedXZ = -30.0f;
func_8002D908(&this->actor);

View File

@ -1668,7 +1668,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
temp_f12 = this->unk_1B8.z - player->actor.world.pos.z;
temp_a0_2 = Math_Atan2S(temp_f12, temp_f14) - player->actor.shape.rot.y;
if ((ABS(temp_a0_2) < 0x2000) && (sqrtf(SQ(temp_f14) + SQ(temp_f12)) < 70.0f) &&
(player->swordState != 0) && (player->heldItemActionParam == PLAYER_AP_SWORD_MASTER)) {
(player->swordState != 0) && (player->heldItemAction == PLAYER_IA_SWORD_MASTER)) {
func_80064520(play, &play->csCtx);
gSaveContext.sohStats.gameComplete = true;
gSaveContext.sohStats.timestamp[TIMESTAMP_DEFEAT_GANON] = GAMEPLAYSTAT_TOTAL_TIME;

View File

@ -915,7 +915,7 @@ void GivePlayerRandoRewardImpa(Actor* impa, PlayState* play, RandomizerCheck che
gSaveContext.eventChkInf[5] |= 0x200;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
// In entrance rando have impa bring link back to the front of castle grounds
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) {
play->nextEntranceIndex = 0x0138;

View File

@ -417,7 +417,7 @@ void func_80996C60(DoorShutter* this, PlayState* play) {
DoorShutter_SetupAction(this, func_80997004);
this->unk_16C = sp38;
this->unk_170 = 0.0f;
Camera_ChangeDoorCam(play->cameraPtrs[MAIN_CAM], &this->dyna.actor, player->unk_46A, 0.0f, 12, sp34, 10);
Camera_ChangeDoorCam(play->cameraPtrs[MAIN_CAM], &this->dyna.actor, player->doorBgCamIndex, 0.0f, 12, sp34, 10);
}
}

View File

@ -589,7 +589,7 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
osSyncPrintf("\n\n\nおわりおわり");
play->sceneLoadFlag = 0x14;
play->fadeTransition = 7;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
}
Math_StepToF(&this->unk_194, 2.0f, 0.01f);
@ -907,7 +907,7 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 7;
gSaveContext.nextTransitionType = 7;
}
if (this->warpTimer >= 141) {
f32 screenFillAlpha;

View File

@ -270,7 +270,7 @@ void EnButte_FlyAround(EnButte* this, PlayState* play) {
EnButte_SelectFlightParams(this, &sFlyAroundParams[this->flightParamsIdx]);
}
if (((this->actor.params & 1) == 1) && (player->heldItemActionParam == PLAYER_AP_STICK) &&
if (((this->actor.params & 1) == 1) && (player->heldItemAction == PLAYER_IA_STICK) &&
(this->swordDownTimer <= 0) &&
((Math3D_Dist2DSq(player->actor.world.pos.x, player->actor.world.pos.z, this->actor.home.pos.x,
this->actor.home.pos.z) < SQ(120.0f)) ||
@ -306,9 +306,9 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
minAnimSpeed = 0.0f;
if ((this->flightParamsIdx != 0) && (this->timer < 12)) {
swordTip.x = player->swordInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
swordTip.y = player->swordInfo[0].tip.y;
swordTip.z = player->swordInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
swordTip.x = player->meleeWeaponInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
swordTip.y = player->meleeWeaponInfo[0].tip.y;
swordTip.z = player->meleeWeaponInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &swordTip) + (s16)(Rand_ZeroOne() * D_809CE410);
if (Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000) != 0) {
@ -320,7 +320,7 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
}
}
this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->swordInfo[0].tip.y);
this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->meleeWeaponInfo[0].tip.y);
EnButte_Turn(this);
@ -336,11 +336,11 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
distSqFromHome = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
this->actor.home.pos.z);
if (!((player->heldItemActionParam == PLAYER_AP_STICK) && (fabsf(player->actor.speedXZ) < 1.8f) &&
if (!((player->heldItemAction == PLAYER_IA_STICK) && (fabsf(player->actor.speedXZ) < 1.8f) &&
(this->swordDownTimer <= 0) && (distSqFromHome < SQ(320.0f)))) {
EnButte_SetupFlyAround(this);
} else if (distSqFromHome > SQ(240.0f)) {
distSqFromSword = Math3D_Dist2DSq(player->swordInfo[0].tip.x, player->swordInfo[0].tip.z,
distSqFromSword = Math3D_Dist2DSq(player->meleeWeaponInfo[0].tip.x, player->meleeWeaponInfo[0].tip.z,
this->actor.world.pos.x, this->actor.world.pos.z);
if (distSqFromSword < SQ(60.0f)) {
EnButte_SetupTransformIntoFairy(this);

View File

@ -470,7 +470,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
switch (this->work[FHGFIRE_FIRE_MODE]) {
case FHGFIRE_LIGHT_GREEN:
canBottleReflect1 =
((player->stateFlags1 & 2) &&
((player->stateFlags1 & PLAYER_STATE1_SWINGING_BOTTLE) &&
(ABS((s16)(player->actor.shape.rot.y - (s16)(bossGnd->actor.yawTowardsPlayer + 0x8000))) <
0x2000) &&
(sqrtf(SQ(dxL) + SQ(dyL) + SQ(dzL)) <= 25.0f))
@ -510,7 +510,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
this->work[FHGFIRE_RETURN_COUNT] = 100;
}
if (!canBottleReflect2 && (player->swordAnimation >= 24)) {
if (!canBottleReflect2 && (player->meleeWeaponAnimation >= 24)) {
this->actor.speedXZ = 20.0f;
this->work[FHGFIRE_RETURN_COUNT] = 4;
} else {

View File

@ -320,7 +320,7 @@ void func_80A2F9C0(EnGb* this, PlayState* play) {
gSaveContext.infTable[0xB] |= 0x40;
}
func_80A2F180(this);
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_AP_BOTTLE);
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_IA_BOTTLE);
Rupees_ChangeBy(10);
this->actionFunc = func_80A2F83C;
}
@ -332,7 +332,7 @@ void func_80A2FA50(EnGb* this, PlayState* play) {
gSaveContext.infTable[0xB] |= 0x40;
}
func_80A2F180(this);
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_AP_BOTTLE);
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_IA_BOTTLE);
Rupees_ChangeBy(50);
HIGH_SCORE(HS_POE_POINTS) += 100;
if (HIGH_SCORE(HS_POE_POINTS) != 1000) {

View File

@ -283,7 +283,7 @@ s32 EnGeldB_ReactToPlayer(PlayState* play, EnGeldB* this, s16 arg2) {
angleToLink = ABS(angleToLink);
if (func_800354B4(play, thisx, 100.0f, 0x2710, 0x3E80, thisx->shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnGeldB_SetupSpinDodge(this, play);
return true;
} else if (play->gameplayFrames & 1) {
@ -296,7 +296,7 @@ s32 EnGeldB_ReactToPlayer(PlayState* play, EnGeldB* this, s16 arg2) {
if ((thisx->bgCheckFlags & 8) && (ABS(angleToWall) < 0x2EE0) && (thisx->xzDistToPlayer < 90.0f)) {
EnGeldB_SetupJump(this);
return true;
} else if (player->swordAnimation == 0x11) {
} else if (player->meleeWeaponAnimation == 0x11) {
EnGeldB_SetupSpinDodge(this, play);
return true;
} else if ((thisx->xzDistToPlayer < 90.0f) && (play->gameplayFrames & 1)) {
@ -1138,7 +1138,7 @@ void EnGeldB_Block(EnGeldB* this, PlayState* play) {
if ((ABS(angleToLink) <= 0x4000) && (this->actor.xzDistToPlayer < 40.0f) &&
(ABS(this->actor.yDistToPlayer) < 50.0f)) {
if (func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnGeldB_SetupSpinDodge(this, play);
} else if (play->gameplayFrames & 1) {
EnGeldB_SetupBlock(this);
@ -1159,7 +1159,7 @@ void EnGeldB_Block(EnGeldB* this, PlayState* play) {
}
} else if ((this->timer == 0) &&
func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnGeldB_SetupSpinDodge(this, play);
} else if (!EnGeldB_DodgeRanged(play, this)) {
if ((play->gameplayFrames & 1)) {

View File

@ -368,7 +368,7 @@ void EnHeishi1_Kick(EnHeishi1* this, PlayState* play) {
this->loadStarted = true;
sHeishi1PlayerIsCaught = false;
play->fadeTransition = 0x2E;
gSaveContext.nextTransition = 0x2E;
gSaveContext.nextTransitionType = 0x2E;
}
}
}

View File

@ -208,7 +208,7 @@ void func_80A55D00(EnHeishi3* this, PlayState* play) {
play->sceneLoadFlag = 0x14;
this->respawnFlag = 1;
play->fadeTransition = 0x2E;
gSaveContext.nextTransition = 0x2E;
gSaveContext.nextTransitionType = 0x2E;
}
}

View File

@ -596,7 +596,7 @@ s16 func_80A70058(PlayState* play, Actor* thisx) {
case 0x70F3:
Rupees_ChangeBy(beggarRewards[this->actor.textId - 0x70F0]);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_17);
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_AP_BOTTLE);
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_IA_BOTTLE);
break;
case 0x7016:
gSaveContext.infTable[12] |= 1;

View File

@ -180,13 +180,13 @@ void func_80A8F660(EnKakasi* this, PlayState* play) {
this->unk_196 = TEXT_STATE_DONE;
if (!LINK_IS_ADULT) {
this->unk_194 = false;
if (gSaveContext.scarecrowCustomSongSet) {
if (gSaveContext.scarecrowLongSongSet) {
this->actor.textId = 0x407A;
this->unk_196 = TEXT_STATE_EVENT;
}
} else {
this->unk_194 = true;
if (gSaveContext.scarecrowCustomSongSet) {
if (gSaveContext.scarecrowLongSongSet) {
this->actor.textId = 0x4079;
this->unk_196 = TEXT_STATE_EVENT;
}
@ -342,7 +342,7 @@ void EnKakasi_Draw(Actor* thisx, PlayState* play) {
if (BREG(3) != 0) {
osSyncPrintf("\n\n");
// "flag!"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ フラグ! ☆☆☆☆☆ %d\n" VT_RST, gSaveContext.scarecrowCustomSongSet);
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ フラグ! ☆☆☆☆☆ %d\n" VT_RST, gSaveContext.scarecrowLongSongSet);
}
func_80093D18(play->state.gfxCtx);
SkelAnime_DrawFlexOpa(play, this->skelanime.skeleton, this->skelanime.jointTable, this->skelanime.dListCount,

View File

@ -287,7 +287,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) {
u8 i;
if (hitItem->toucher.dmgFlags & 0x700) {
this->cutType = sCutTypes[player->swordAnimation];
this->cutType = sCutTypes[player->meleeWeaponAnimation];
} else {
this->cutType = CUT_POST;
}

View File

@ -85,7 +85,7 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) {
this->unk_1CA = 0;
if (player->stateFlags2 & 0x20000) {
if (!gSaveContext.magicAcquired || gSaveContext.unk_13F0 ||
if (!gSaveContext.isMagicAcquired || gSaveContext.magicState ||
(((this->actor.params & 0xFF00) >> 8) &&
!(func_80087708(play, (this->actor.params & 0xFF00) >> 8, 0)))) {
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
@ -132,7 +132,7 @@ void func_80A9F350(EnMThunder* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (player->stateFlags2 & 0x20000) {
if (player->swordAnimation >= 0x18) {
if (player->meleeWeaponAnimation >= 0x18) {
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
@ -158,7 +158,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
if (this->unk_1CA == 0) {
if (player->unk_858 >= 0.1f) {
if ((gSaveContext.unk_13F0) || (((this->actor.params & 0xFF00) >> 8) &&
if ((gSaveContext.magicState) || (((this->actor.params & 0xFF00) >> 8) &&
!(func_80087708(play, (this->actor.params & 0xFF00) >> 8, 4)))) {
func_80A9F350(this, play);
func_80A9EFE0(this, func_80A9F350);
@ -182,7 +182,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
}
if (player->unk_858 <= 0.15f) {
if ((player->unk_858 >= 0.1f) && (player->swordAnimation >= 0x18)) {
if ((player->unk_858 >= 0.1f) && (player->meleeWeaponAnimation >= 0x18)) {
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0,
@ -193,7 +193,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
} else {
player->stateFlags2 &= ~0x20000;
if ((this->actor.params & 0xFF00) >> 8) {
gSaveContext.unk_13F0 = 1;
gSaveContext.magicState = 1;
}
if (player->unk_858 < 0.85f) {
this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];

View File

@ -109,8 +109,8 @@ void EnMag_InitMq(Actor* thisx, PlayState* play) {
gSaveContext.unk_13E7 = 0;
this->globalState = MAG_STATE_DISPLAY;
sDelayTimer = 20;
gSaveContext.fadeDuration = 1;
gSaveContext.unk_1419 = 255;
gSaveContext.transFadeDuration = 1;
gSaveContext.transWipeSpeed = 255;
}
Font_LoadOrderedFont(&this->font);
@ -199,8 +199,8 @@ void EnMag_InitVanilla(Actor* thisx, PlayState* play) {
gSaveContext.unk_13E7 = 0;
this->globalState = MAG_STATE_DISPLAY;
sDelayTimer = 20;
gSaveContext.fadeDuration = 1;
gSaveContext.unk_1419 = 255;
gSaveContext.transFadeDuration = 1;
gSaveContext.transWipeSpeed = 255;
}
Font_LoadOrderedFont(&this->font);
@ -242,8 +242,8 @@ void EnMag_UpdateMq(Actor* thisx, PlayState* play) {
this->globalState = MAG_STATE_DISPLAY;
sDelayTimer = 20;
gSaveContext.fadeDuration = 1;
gSaveContext.unk_1419 = 255;
gSaveContext.transFadeDuration = 1;
gSaveContext.transWipeSpeed = 255;
}
} else if (this->globalState >= MAG_STATE_DISPLAY) {
if (sDelayTimer == 0) {
@ -413,8 +413,8 @@ void EnMag_UpdateVanilla(Actor* thisx, PlayState* play) {
this->globalState = MAG_STATE_DISPLAY;
sDelayTimer = 20;
gSaveContext.fadeDuration = 1;
gSaveContext.unk_1419 = 255;
gSaveContext.transFadeDuration = 1;
gSaveContext.transWipeSpeed = 255;
}
} else if (this->globalState >= MAG_STATE_DISPLAY) {
if (sDelayTimer == 0) {

View File

@ -630,7 +630,7 @@ void func_80ACB274(EnOwl* this, PlayState* play) {
void EnOwl_WaitDeathMountainShortcut(EnOwl* this, PlayState* play) {
EnOwl_LookAtLink(this, play);
if (!gSaveContext.magicAcquired && !gSaveContext.n64ddFlag) {
if (!gSaveContext.isMagicAcquired && !gSaveContext.n64ddFlag) {
if (func_80ACA558(this, play, 0x3062)) {
Audio_PlayFanfare(NA_BGM_OWL);
this->actionFunc = func_80ACB274;

View File

@ -349,7 +349,7 @@ void func_80AD97C8(EnPoSisters* this, PlayState* play) {
f32 sp20;
if (this->unk_195 == 0 || this->actionFunc != func_80ADAAA4) {
if ((player->swordState == 0 || player->swordAnimation >= 24) &&
if ((player->swordState == 0 || player->meleeWeaponAnimation >= 24) &&
player->actor.world.pos.y - player->actor.floorHeight < 1.0f) {
Math_StepToF(&this->unk_294, 110.0f, 3.0f);
} else {

View File

@ -479,8 +479,8 @@ void func_80AFD968(EnSkb* this, PlayState* play) {
if (this->unk_283 == 0) {
if ((this->actor.colChkInfo.damageEffect == 0xD) ||
((this->actor.colChkInfo.damageEffect == 0xE) &&
((player->swordAnimation >= 4 && player->swordAnimation <= 11) ||
(player->swordAnimation == 20 || player->swordAnimation == 21)))) {
((player->meleeWeaponAnimation >= 4 && player->meleeWeaponAnimation <= 11) ||
(player->meleeWeaponAnimation == 20 || player->meleeWeaponAnimation == 21)))) {
BodyBreak_Alloc(&this->bodyBreak, 2, play);
this->unk_283 = 1;
}

View File

@ -732,7 +732,7 @@ s32 func_80B0DFFC(EnSw* this, PlayState* play) {
false, false, true, &sp5C)) {
sp4C = false;
} else if (((play->state.frames % 4) == 2) &&
!BgCheck_EntityLineTest1(&play->colCtx, &this->actor.world.pos, &this->unk_46C, &sp50, &sp60, true,
!BgCheck_EntityLineTest1(&play->colCtx, &this->actor.world.pos, &this->subCamId, &sp50, &sp60, true,
false, false, true, &sp5C)) {
sp4C = false;
} else if (((play->state.frames % 4) == 3) &&
@ -949,7 +949,7 @@ s32 EnSw_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (limbIndex == 1) {
Matrix_MultVec3f(&sp7C, &this->unk_454);
Matrix_MultVec3f(&sp70, &this->unk_460);
Matrix_MultVec3f(&sp64, &this->unk_46C);
Matrix_MultVec3f(&sp64, &this->subCamId);
Matrix_MultVec3f(&sp58, &this->unk_478);
Matrix_MultVec3f(&sp4C, &this->unk_484);
}

View File

@ -43,7 +43,7 @@ typedef struct EnSw {
/* 0x0448 */ Vec3f unk_448;
/* 0x0454 */ Vec3f unk_454;
/* 0x0460 */ Vec3f unk_460;
/* 0x046C */ Vec3f unk_46C;
/* 0x046C */ Vec3f subCamId;
/* 0x0478 */ Vec3f unk_478;
/* 0x0484 */ Vec3f unk_484;
/* 0x0490 */ char unk_490[0x48];

View File

@ -671,10 +671,10 @@ void func_80B15424(EnTa* this, PlayState* play) {
if (gSaveContext.eventInf[0] & 0x100) {
play->fadeTransition = 46;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
} else {
play->fadeTransition = 38;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
}
play->sceneLoadFlag = 0x14;

View File

@ -496,7 +496,7 @@ void EnTest_Idle(EnTest* this, PlayState* play) {
if ((player->swordState != 0) && (ABS(yawDiff) >= 0x1F40)) {
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if (Rand_ZeroOne() > 0.7f && player->swordAnimation != 0x11) {
if (Rand_ZeroOne() > 0.7f && player->meleeWeaponAnimation != 0x11) {
EnTest_SetupJumpBack(this);
} else {
func_808627C4(this, play);
@ -627,7 +627,7 @@ void EnTest_WalkAndBlock(EnTest* this, PlayState* play) {
if (ABS(yawDiff) >= 0x1F40) {
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) {
if ((Rand_ZeroOne() > 0.7f) && (player->meleeWeaponAnimation != 0x11)) {
EnTest_SetupJumpBack(this);
} else {
EnTest_SetupStopAndBlock(this);
@ -663,7 +663,7 @@ void EnTest_WalkAndBlock(EnTest* this, PlayState* play) {
EnTest_SetupJumpslash(this);
return;
}
} else if (player->heldItemActionParam != PLAYER_AP_NONE) {
} else if (player->heldItemAction != PLAYER_IA_NONE) {
if (this->actor.isTargeted) {
if ((play->gameplayFrames % 2) != 0) {
func_808627C4(this, play);
@ -1238,7 +1238,7 @@ void func_808621D4(EnTest* this, PlayState* play) {
(this->actor.xzDistToPlayer < 80.0f))) {
EnTest_SetupJumpUp(this);
} else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) &&
(player->swordAnimation != 0x11)) {
(player->meleeWeaponAnimation != 0x11)) {
EnTest_SetupJumpBack(this);
} else {
EnTest_SetupStopAndBlock(this);
@ -1277,7 +1277,7 @@ void func_80862418(EnTest* this, PlayState* play) {
(this->actor.xzDistToPlayer < 80.0f))) {
EnTest_SetupJumpUp(this);
} else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) &&
(player->swordAnimation != 0x11)) {
(player->meleeWeaponAnimation != 0x11)) {
EnTest_SetupJumpBack(this);
} else {
EnTest_SetupStopAndBlock(this);
@ -1323,7 +1323,7 @@ void EnTest_Stunned(EnTest* this, PlayState* play) {
((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) &&
(this->actor.xzDistToPlayer < 80.0f))) {
EnTest_SetupJumpUp(this);
} else if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) {
} else if ((Rand_ZeroOne() > 0.7f) && (player->meleeWeaponAnimation != 0x11)) {
EnTest_SetupJumpBack(this);
} else {
EnTest_SetupStopAndBlock(this);
@ -1459,7 +1459,7 @@ void func_808628C8(EnTest* this, PlayState* play) {
if (!EnTest_ReactToProjectile(play, this)) {
EnTest_ChooseAction(this, play);
}
} else if (player->heldItemActionParam != PLAYER_AP_NONE) {
} else if (player->heldItemAction != PLAYER_IA_NONE) {
if ((play->gameplayFrames % 2) != 0) {
EnTest_SetupIdle(this);
} else {

View File

@ -128,16 +128,16 @@ void EnTorch2_Init(Actor* thisx, PlayState* play2) {
sInput.cur.button = sInput.press.button = sInput.rel.button = 0;
sInput.cur.stick_x = sInput.cur.stick_y = 0;
this->currentShield = PLAYER_SHIELD_HYLIAN;
this->heldItemActionParam = this->heldItemId = PLAYER_AP_SWORD_MASTER;
this->heldItemAction = this->heldItemId = PLAYER_IA_SWORD_MASTER;
Player_SetModelGroup(this, 2);
play->playerInit(this, play, &gDarkLinkSkel);
this->actor.naviEnemyId = 0x26;
this->cylinder.base.acFlags = AC_ON | AC_TYPE_PLAYER;
this->swordQuads[0].base.atFlags = this->swordQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY;
this->swordQuads[0].base.acFlags = this->swordQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
this->swordQuads[0].base.colType = this->swordQuads[1].base.colType = COLTYPE_METAL;
this->swordQuads[0].info.toucher.damage = this->swordQuads[1].info.toucher.damage = 8;
this->swordQuads[0].info.bumperFlags = this->swordQuads[1].info.bumperFlags = BUMP_ON;
this->meleeWeaponQuads[0].base.atFlags = this->meleeWeaponQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY;
this->meleeWeaponQuads[0].base.acFlags = this->meleeWeaponQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
this->meleeWeaponQuads[0].base.colType = this->meleeWeaponQuads[1].base.colType = COLTYPE_METAL;
this->meleeWeaponQuads[0].info.toucher.damage = this->meleeWeaponQuads[1].info.toucher.damage = 8;
this->meleeWeaponQuads[0].info.bumperFlags = this->meleeWeaponQuads[1].info.bumperFlags = BUMP_ON;
this->shieldQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY;
this->shieldQuad.base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
this->actor.colChkInfo.damageTable = &sDamageTable;
@ -162,11 +162,11 @@ void EnTorch2_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
Player* this = (Player*)thisx;
Effect_Delete(play, this->swordEffectIndex);
Effect_Delete(play, this->meleeWeaponEffectIndex);
func_800F5B58();
Collider_DestroyCylinder(play, &this->cylinder);
Collider_DestroyQuad(play, &this->swordQuads[0]);
Collider_DestroyQuad(play, &this->swordQuads[1]);
Collider_DestroyQuad(play, &this->meleeWeaponQuads[0]);
Collider_DestroyQuad(play, &this->meleeWeaponQuads[1]);
Collider_DestroyQuad(play, &this->shieldQuad);
}
@ -280,16 +280,16 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
// Handles Dark Link's sword clanking on Link's sword
if ((this->swordQuads[0].base.acFlags & AC_BOUNCED) || (this->swordQuads[1].base.acFlags & AC_BOUNCED)) {
this->swordQuads[0].base.acFlags &= ~AC_BOUNCED;
this->swordQuads[1].base.acFlags &= ~AC_BOUNCED;
this->swordQuads[0].base.atFlags |= AT_BOUNCED;
this->swordQuads[1].base.atFlags |= AT_BOUNCED;
if ((this->meleeWeaponQuads[0].base.acFlags & AC_BOUNCED) || (this->meleeWeaponQuads[1].base.acFlags & AC_BOUNCED)) {
this->meleeWeaponQuads[0].base.acFlags &= ~AC_BOUNCED;
this->meleeWeaponQuads[1].base.acFlags &= ~AC_BOUNCED;
this->meleeWeaponQuads[0].base.atFlags |= AT_BOUNCED;
this->meleeWeaponQuads[1].base.atFlags |= AT_BOUNCED;
this->cylinder.base.acFlags &= ~AC_HIT;
if (sLastSwordAnim != this->swordAnimation) {
if (sLastSwordAnim != this->meleeWeaponAnimation) {
sStaggerCount++;
sLastSwordAnim = this->swordAnimation;
sLastSwordAnim = this->meleeWeaponAnimation;
}
/*! @bug
* This code is needed to reset sCounterState, and should run regardless
@ -304,8 +304,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
}
}
if ((sCounterState != 0) && (this->swordState != 0)) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->swordQuads[0].base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->swordQuads[1].base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->meleeWeaponQuads[0].base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->meleeWeaponQuads[1].base);
}
// Ignores hits when jumping on Link's sword
@ -328,7 +328,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
// Handles Dark Link's initial reaction to jumpslashes
if (((player->swordState != 0) || (player->actor.velocity.y > -3.0f)) &&
(player->swordAnimation == JUMPSLASH_START)) {
(player->meleeWeaponAnimation == JUMPSLASH_START)) {
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
if (play->gameplayFrames % 2) {
@ -382,13 +382,13 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
// Handles Dark Link's reaction to sword attack other than jumpslashes
if (func_800354B4(play, &this->actor, 120.0f, 0x7FFF, 0x7FFF, this->actor.world.rot.y)) {
if ((player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) {
if ((player->meleeWeaponAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) {
// Handles the reaction to a one-handed stab. If the conditions are satisfied,
// Dark Link jumps on Link's sword. Otherwise he backflips away.
if ((this->swordState == 0) && (sCounterState == 0) && (player->invincibilityTimer == 0) &&
(player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer <= 85.0f) &&
(player->meleeWeaponAnimation == STAB_1H) && (this->actor.xzDistToPlayer <= 85.0f) &&
Actor_IsTargeted(play, &this->actor)) {
sStickTilt = 0.0f;
@ -414,17 +414,17 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
sStickAngle = thisx->yawTowardsPlayer;
input->cur.button = BTN_B;
if (player->swordAnimation <= FORWARD_COMBO_2H) {
if (player->meleeWeaponAnimation <= FORWARD_COMBO_2H) {
sStickTilt = 0.0f;
} else if (player->swordAnimation <= RIGHT_COMBO_2H) {
} else if (player->meleeWeaponAnimation <= RIGHT_COMBO_2H) {
sStickTilt = 127.0f;
sStickAngle += 0x4000;
} else if (player->swordAnimation <= LEFT_COMBO_2H) {
} else if (player->meleeWeaponAnimation <= LEFT_COMBO_2H) {
sStickTilt = 127.0f;
sStickAngle -= 0x4000;
} else if (player->swordAnimation <= HAMMER_SIDE) {
} else if (player->meleeWeaponAnimation <= HAMMER_SIDE) {
input->cur.button = BTN_R;
} else if (player->swordAnimation <= BIG_SPIN_2H) {
} else if (player->meleeWeaponAnimation <= BIG_SPIN_2H) {
EnTorch2_Backflip(this, input, &this->actor);
} else {
EnTorch2_Backflip(this, input, &this->actor);
@ -457,8 +457,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
Math_SmoothStepToS(&sStickAngle, player->actor.shape.rot.y + 0x7FFF, 1, 0x2328, 0);
}
} else if (this->actor.xzDistToPlayer > 100.0f + sp50) {
if ((player->swordState == 0) || (player->swordAnimation < SPIN_ATTACK_1H) ||
(player->swordAnimation > BIG_SPIN_2H) || (this->actor.xzDistToPlayer >= 280.0f)) {
if ((player->swordState == 0) || (player->meleeWeaponAnimation < SPIN_ATTACK_1H) ||
(player->meleeWeaponAnimation > BIG_SPIN_2H) || (this->actor.xzDistToPlayer >= 280.0f)) {
sStickTilt = 127.0f;
sStickAngle = this->actor.yawTowardsPlayer;
if (!this->actor.isTargeted) {
@ -557,8 +557,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
// Causes Dark Link to shield in place when Link is using magic attacks other than the spin attack
if ((gSaveContext.unk_13F0 == 3) && (player->swordState == 0 || (player->swordAnimation < SPIN_ATTACK_1H) ||
(player->swordAnimation > BIG_SPIN_2H))) {
if ((gSaveContext.magicState == 3) && (player->swordState == 0 || (player->meleeWeaponAnimation < SPIN_ATTACK_1H) ||
(player->meleeWeaponAnimation > BIG_SPIN_2H))) {
sStickTilt = 0.0f;
input->cur.stick_x = 0;
input->cur.stick_y = 0;
@ -589,12 +589,12 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
if ((this->actor.colChkInfo.health == 0) && sDeathFlag) {
this->csMode = 0x18;
this->unk_448 = &player->actor;
this->unk_46A = 1;
this->doorBgCamIndex = 1;
sDeathFlag = false;
}
if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) &&
(this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & 0x04000000) &&
!(this->swordQuads[0].base.atFlags & AT_HIT) && !(this->swordQuads[1].base.atFlags & AT_HIT)) {
!(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) {
if (!Actor_ApplyDamage(&this->actor)) {
func_800F5B58();
@ -704,8 +704,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
this->skelAnime.curFrame = player->skelAnime.curFrame - player->skelAnime.playSpeed;
this->skelAnime.playSpeed = player->skelAnime.playSpeed;
LinkAnimation_Update(play, &this->skelAnime);
Collider_ResetQuadAT(play, &this->swordQuads[0].base);
Collider_ResetQuadAT(play, &this->swordQuads[1].base);
Collider_ResetQuadAT(play, &this->meleeWeaponQuads[0].base);
Collider_ResetQuadAT(play, &this->meleeWeaponQuads[1].base);
}
}
if (sStaggerTimer != 0) {

View File

@ -294,7 +294,7 @@ s32 EnWf_ChangeAction(PlayState* play, EnWf* this, s16 mustChoose) {
playerYawDiff = ABS(playerYawDiff);
if (func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x2EE0, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
return true;
}
@ -311,7 +311,7 @@ s32 EnWf_ChangeAction(PlayState* play, EnWf* this, s16 mustChoose) {
if ((this->actor.bgCheckFlags & 8) && (ABS(wallYawDiff) < 0x2EE0) && (this->actor.xzDistToPlayer < 120.0f)) {
EnWf_SetupSomersaultAndAttack(this);
return true;
} else if (player->swordAnimation == 0x11) {
} else if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
return true;
} else if ((this->actor.xzDistToPlayer < 80.0f) && (play->gameplayFrames % 2) != 0) {
@ -1021,7 +1021,7 @@ void EnWf_Blocking(EnWf* this, PlayState* play) {
if ((ABS(yawDiff) <= 0x4000) && (this->actor.xzDistToPlayer < 60.0f) &&
(ABS(this->actor.yDistToPlayer) < 50.0f)) {
if (func_800354B4(play, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
} else if ((play->gameplayFrames % 2) != 0) {
EnWf_SetupBlocking(this);
@ -1044,7 +1044,7 @@ void EnWf_Blocking(EnWf* this, PlayState* play) {
}
} else if (this->actionTimer == 0) {
if (func_800354B4(play, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
} else if ((play->gameplayFrames % 2) != 0) {
EnWf_SetupBlocking(this);

View File

@ -1808,7 +1808,7 @@ void func_80B5772C(EnZl3* this, PlayState* play) {
}
void func_80B57754(EnZl3* this, PlayState* play) {
if (gSaveContext.unk_13F0 == 0) {
if (gSaveContext.magicState == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_OCEFF_WIPE4, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 1);
func_80B56DA4(this);

View File

@ -5122,7 +5122,7 @@ void Fishing_HandleOwnerDialog(Fishing* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (gSaveContext.temporaryWeapon) {
player->currentSwordItem = ITEM_NONE;
player->currentSwordItemId = ITEM_NONE;
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
gSaveContext.temporaryWeapon = false;

View File

@ -175,7 +175,7 @@ void ItemOcarina_StartSoTCutscene(ItemOcarina* this, PlayState* play) {
} else {
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
gSaveContext.nextTransition = 3;
gSaveContext.nextTransitionType = 3;
play->nextEntranceIndex = 0x050F;
gSaveContext.nextCutsceneIndex = 0;
}

View File

@ -176,8 +176,8 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
if (dmgFlags & 0x20820) {
interactionType = 1;
}
} else if (player->heldItemActionParam == PLAYER_AP_STICK) {
Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame);
} else if (player->heldItemAction == PLAYER_IA_STICK) {
Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &this->actor.world.pos, &tipToFlame);
tipToFlame.y -= 67.0f;
if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
interactionType = -1;

View File

@ -72,7 +72,7 @@ void OceffSpot_Destroy(Actor* thisx, PlayState* play) {
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode2);
func_800876C8(play);
if ((gSaveContext.nayrusLoveTimer != 0) && (play->actorCtx.actorLists[ACTORCAT_PLAYER].length != 0)) {
player->stateFlags3 |= 0x40;
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
}
}

View File

@ -62,7 +62,7 @@ void OceffStorm_Destroy(Actor* thisx, PlayState* play) {
func_800876C8(play);
if (gSaveContext.nayrusLoveTimer != 0) {
player->stateFlags3 |= 0x40;
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
}
}

View File

@ -42,7 +42,7 @@ void OceffWipe_Destroy(Actor* thisx, PlayState* play) {
func_800876C8(play);
if (gSaveContext.nayrusLoveTimer != 0) {
player->stateFlags3 |= 0x40;
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
}
}

View File

@ -42,7 +42,7 @@ void OceffWipe2_Destroy(Actor* thisx, PlayState* play) {
func_800876C8(play);
if (gSaveContext.nayrusLoveTimer != 0) {
player->stateFlags3 |= 0x40;
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
}
}

View File

@ -45,7 +45,7 @@ void OceffWipe3_Destroy(Actor* thisx, PlayState* play) {
func_800876C8(play);
if (gSaveContext.nayrusLoveTimer != 0) {
player->stateFlags3 |= 0x40;
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
}
}

File diff suppressed because it is too large Load Diff

View File

@ -2155,30 +2155,30 @@ void FileChoose_LoadGame(GameState* thisx) {
gSaveContext.unk_13EE = 0x32;
gSaveContext.nayrusLoveTimer = 0;
gSaveContext.healthAccumulator = 0;
gSaveContext.unk_13F0 = 0;
gSaveContext.unk_13F2 = 0;
gSaveContext.magicState = 0;
gSaveContext.prevMagicState = 0;
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
gSaveContext.skyboxTime = 0;
gSaveContext.nextTransition = 0xFF;
gSaveContext.nextTransitionType = 0xFF;
gSaveContext.nextCutsceneIndex = 0xFFEF;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.chamberCutsceneNum = 0;
gSaveContext.nextDayTime = 0xFFFF;
gSaveContext.unk_13C3 = 0;
gSaveContext.retainWeatherMode = 0;
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = BTN_ENABLED;
}
gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC =
gSaveContext.unk_13F4 = 0;
gSaveContext.magicCapacity = 0;
gSaveContext.unk_13F6 = gSaveContext.magic;
gSaveContext.magicFillTarget = gSaveContext.magic;
gSaveContext.magic = 0;
gSaveContext.magicLevel = gSaveContext.magic;
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.unk_13F6), gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.magicFillTarget), gSaveContext.magic);
osSyncPrintf(VT_RST);
gSaveContext.naviTimer = 0;

View File

@ -22,9 +22,9 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
osSyncPrintf(VT_RST);
if (gSaveContext.fileNum == 0xFF) {
Sram_InitDebugSave();
gSaveContext.unk_13F6 = gSaveContext.magic;
gSaveContext.magicFillTarget = gSaveContext.magic;
gSaveContext.magic = 0;
gSaveContext.unk_13F4 = 0;
gSaveContext.magicCapacity = 0;
gSaveContext.magicLevel = gSaveContext.magic;
}
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
@ -63,9 +63,9 @@ void Select_Grotto_LoadGame(SelectContext* this, s32 grottoIndex) {
osSyncPrintf(VT_RST);
if (gSaveContext.fileNum == 0xFF) {
Sram_InitDebugSave();
gSaveContext.unk_13F6 = gSaveContext.magic;
gSaveContext.magicFillTarget = gSaveContext.magic;
gSaveContext.magic = 0;
gSaveContext.unk_13F4 = 0;
gSaveContext.magicCapacity = 0;
gSaveContext.magicLevel = gSaveContext.magic;
}
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {

View File

@ -4218,20 +4218,20 @@ void KaleidoScope_Update(PlayState* play)
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
Grotto_ForceGrottoReturn();
}
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = 2;
gSaveContext.health = 0x30;
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
gSaveContext.healthAccumulator = 0;
gSaveContext.unk_13F0 = 0;
gSaveContext.unk_13F2 = 0;
gSaveContext.magicState = 0;
gSaveContext.prevMagicState = 0;
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.unk_13F6);
gSaveContext.unk_13F4 = 0;
gSaveContext.unk_13F6 = gSaveContext.magic;
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.magicFillTarget);
gSaveContext.magicCapacity = 0;
gSaveContext.magicFillTarget = gSaveContext.magic;
gSaveContext.magicLevel = gSaveContext.magic = 0;
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
osSyncPrintf(VT_RST);
} else {
play->state.running = 0;