Add scene table (#3131)

* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp
This commit is contained in:
Pepe20129
2023-09-01 18:46:19 +02:00
committed by GitHub
parent 0e7c658523
commit 45b7520dcb
109 changed files with 2407 additions and 2521 deletions
+110 -110
View File
@@ -834,53 +834,53 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
SceneTableEntry* loadedScene = play->loadedScene;
// size_t size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart;
switch (play->sceneNum) {
case SCENE_YDAN:
case SCENE_DEKU_TREE:
texture = gDekuTreeTitleCardENGTex;
break;
case SCENE_DDAN:
case SCENE_DODONGOS_CAVERN:
texture = gDodongosCavernTitleCardENGTex;
break;
case SCENE_BDAN:
case SCENE_JABU_JABU:
texture = gJabuJabuTitleCardENGTex;
break;
case SCENE_BMORI1:
case SCENE_FOREST_TEMPLE:
texture = gForestTempleTitleCardENGTex;
break;
case SCENE_HIDAN:
case SCENE_FIRE_TEMPLE:
texture = gFireTempleTitleCardENGTex;
break;
case SCENE_MIZUSIN:
case SCENE_WATER_TEMPLE:
texture = gWaterTempleTitleCardENGTex;
break;
case SCENE_JYASINZOU:
case SCENE_SPIRIT_TEMPLE:
texture = gSpiritTempleTitleCardENGTex;
break;
case SCENE_HAKADAN:
case SCENE_SHADOW_TEMPLE:
texture = gShadowTempleTitleCardENGTex;
break;
case SCENE_HAKADANCH:
case SCENE_BOTTOM_OF_THE_WELL:
texture = gBottomOfTheWellTitleCardENGTex;
break;
case SCENE_ICE_DOUKUTO:
case SCENE_ICE_CAVERN:
texture = gIceCavernTitleCardENGTex;
break;
case SCENE_MEN:
case SCENE_GERUDO_TRAINING_GROUND:
texture = gGERudoTrainingGroundTitleCardENGTex;
break;
case SCENE_GERUDOWAY:
case SCENE_THIEVES_HIDEOUT:
texture = gThievesHideoutTitleCardENGTex;
break;
case SCENE_GANON_TOU:
case SCENE_OUTSIDE_GANONS_CASTLE:
texture = gGanonsCastleTitleCardENGTex;
break;
case SCENE_GANONTIKA:
case SCENE_INSIDE_GANONS_CASTLE:
texture = gInsideGanonsCastleTitleCardENGTex;
break;
case SCENE_TAKARAYA:
case SCENE_TREASURE_BOX_SHOP:
texture = gTreasureBoxShopTitleCardENGTex;
break;
case SCENE_MARKET_ALLEY:
case SCENE_MARKET_ALLEY_N:
case SCENE_BACK_ALLEY_DAY:
case SCENE_BACK_ALLEY_NIGHT:
texture = gBackAlleyTitleCardENGTex;
break;
case SCENE_MARKET_DAY:
@@ -888,130 +888,130 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
case SCENE_MARKET_RUINS:
texture = gMarketTitleCardENGTex;
break;
case SCENE_SHOP1:
case SCENE_BAZAAR:
texture = gBazaarTitleCardENGTex;
break;
case SCENE_KOKIRI_SHOP:
texture = gKokiriShopTitleCardENGTex;
break;
case SCENE_GOLON:
case SCENE_GORON_SHOP:
texture = gGoronShopTitleCardENGTex;
break;
case SCENE_ZOORA:
case SCENE_ZORA_SHOP:
texture = gZoraShopTitleCardENGTex;
break;
case SCENE_NIGHT_SHOP:
case SCENE_BOMBCHU_SHOP:
texture = gBombchuShopTitleCardENGTex;
break;
case SCENE_DRAG:
case SCENE_MAHOUYA:
case SCENE_ALLEY_SHOP:
case SCENE_POTION_SHOP_KAKARIKO:
case SCENE_POTION_SHOP_GRANNY:
case SCENE_POTION_SHOP_MARKET:
texture = gPotionShopTitleCardENGTex;
break;
case SCENE_FACE_SHOP:
case SCENE_HAPPY_MASK_SHOP:
texture = gHappyMaskShopTitleCardENGTex;
break;
case SCENE_MALON_STABLE:
case SCENE_STABLE:
texture = gStableTitleCardENGTex;
break;
case SCENE_HYLIA_LABO:
case SCENE_LAKESIDE_LABORATORY:
texture = gLakesideLaboratoryTitleCardENGTex;
break;
case SCENE_HUT:
case SCENE_GRAVEKEEPERS_HUT:
texture = gGravekeepersHutTitleCardENGTex;
break;
case SCENE_DAIYOUSEI_IZUMI:
case SCENE_YOUSEI_IZUMI_YOKO:
case SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC:
case SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS:
texture = gGreatFairysFountainTitleCardENGTex;
break;
case SCENE_YOUSEI_IZUMI_TATE:
case SCENE_FAIRYS_FOUNTAIN:
texture = gFairysFountainTitleCardENGTex;
break;
case SCENE_HAKAANA_OUKE:
case SCENE_ROYAL_FAMILYS_TOMB:
texture = gRoyalFamilysTombTitleCardENGTex;
break;
case SCENE_SYATEKIJYOU:
case SCENE_SHOOTING_GALLERY:
texture = gShootingGalleryTitleCardENGTex;
break;
case SCENE_TOKINOMA:
case SCENE_TEMPLE_OF_TIME:
texture = gTempleOfTimeTitleCardENGTex;
break;
case SCENE_KENJYANOMA:
case SCENE_CHAMBER_OF_THE_SAGES:
texture = gChamberOfTheSagesTitleCardENGTex;
break;
case SCENE_HAIRAL_NIWA:
case SCENE_HAIRAL_NIWA_N:
case SCENE_NAKANIWA:
case SCENE_CASTLE_COURTYARD_GUARDS_DAY:
case SCENE_CASTLE_COURTYARD_GUARDS_NIGHT:
case SCENE_CASTLE_COURTYARD_ZELDA:
case SCENE_HAIRAL_NIWA2:
texture = gCastleCourtyardTitleCardENGTex;
break;
case SCENE_HAKASITARELAY:
case SCENE_WINDMILL_AND_DAMPES_GRAVE:
texture = gQuestionMarkTitleCardENGTex;
break;
case SCENE_TURIBORI:
case SCENE_FISHING_POND:
texture = gFishingPondTitleCardENGTex;
break;
case SCENE_BOWLING:
case SCENE_BOMBCHU_BOWLING_ALLEY:
texture = gBombchuBowlingAlleyCardENGTex;
break;
case SCENE_KINSUTA:
case SCENE_HOUSE_OF_SKULLTULA:
texture = gHouseOfSkulltulaTitleCardENGTex;
break;
case SCENE_SPOT00:
case SCENE_HYRULE_FIELD:
texture = gHyruleFieldTitleCardENGTex;
break;
case SCENE_SPOT01:
case SCENE_KAKARIKO_VILLAGE:
texture = gKakarikoVillageTitleCardENGTex;
break;
case SCENE_SPOT02:
case SCENE_GRAVEYARD:
texture = gGraveyardTitleCardENGTex;
break;
case SCENE_SPOT03:
case SCENE_ZORAS_RIVER:
texture = gZorasRiverTitleCardENGTex;
break;
case SCENE_SPOT04:
case SCENE_KOKIRI_FOREST:
texture = gKokiriForestTitleCardENGTex;
break;
case SCENE_SPOT05:
case SCENE_SACRED_FOREST_MEADOW:
texture = gSacredForestMeadowTitleCardENGTex;
break;
case SCENE_SPOT06:
case SCENE_LAKE_HYLIA:
texture = gLakeHyliaTitleCardENGTex;
break;
case SCENE_SPOT07:
case SCENE_ZORAS_DOMAIN:
texture = gZorasDomainTitleCardENGTex;
break;
case SCENE_SPOT08:
case SCENE_ZORAS_FOUNTAIN:
texture = gZorasFountainTitleCardENGTex;
break;
case SCENE_SPOT09:
case SCENE_GERUDO_VALLEY:
texture = gGERudoValleyTitleCardENGTex;
break;
case SCENE_SPOT10:
case SCENE_LOST_WOODS:
texture = gLostWoodsTitleCardENGTex;
break;
case SCENE_SPOT11:
case SCENE_DESERT_COLOSSUS:
texture = gDesertColossusTitleCardENGTex;
break;
case SCENE_SPOT12:
case SCENE_GERUDOS_FORTRESS:
texture = gGERudosFortressTitleCardENGTex;
break;
case SCENE_SPOT13:
case SCENE_HAUNTED_WASTELAND:
texture = gHauntedWastelandTitleCardENGTex;
break;
case SCENE_SPOT15:
case SCENE_HYRULE_CASTLE:
texture = gHyruleCastleTitleCardENGTex;
break;
case SCENE_SPOT16:
case SCENE_DEATH_MOUNTAIN_TRAIL:
texture = gDeathMountainTrailTitleCardENGTex;
break;
case SCENE_SPOT17:
case SCENE_DEATH_MOUNTAIN_CRATER:
texture = gDeathMountainCraterTitleCardENGTex;
break;
case SCENE_SPOT18:
case SCENE_GORON_CITY:
texture = gGoronCityTitleCardENGTex;
break;
case SCENE_SPOT20:
case SCENE_LON_LON_RANCH:
texture = gLonLonRanchTitleCardENGTex;
break;
default:
@@ -1200,7 +1200,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
if (CVarGetInteger("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
&& (play->sceneNum != SCENE_DDAN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
&& (play->sceneNum != SCENE_DODONGOS_CAVERN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
actor->uncullZoneForward = 32767.0f;
actor->uncullZoneScale = 32767.0f;
actor->uncullZoneDownward = 32767.0f;
@@ -2843,7 +2843,7 @@ s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) {
if (CVarGetInteger("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
&& (play->sceneNum != SCENE_DDAN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
&& (play->sceneNum != SCENE_DODONGOS_CAVERN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
return true;
}
@@ -3740,69 +3740,69 @@ void Actor_SetTextWithPrefix(PlayState* play, Actor* actor, s16 baseTextId) {
s16 prefix;
switch (play->sceneNum) {
case SCENE_YDAN:
case SCENE_YDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_KOKIRI_HOME:
case SCENE_KOKIRI_HOME3:
case SCENE_KOKIRI_HOME4:
case SCENE_KOKIRI_HOME5:
case SCENE_DEKU_TREE:
case SCENE_DEKU_TREE_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_KNOW_IT_ALL_BROS_HOUSE:
case SCENE_TWINS_HOUSE:
case SCENE_MIDOS_HOUSE:
case SCENE_SARIAS_HOUSE:
case SCENE_KOKIRI_SHOP:
case SCENE_LINK_HOME:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT10:
case SCENE_LINKS_HOUSE:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LOST_WOODS:
case 112:
prefix = 0x1000;
break;
case SCENE_MALON_STABLE:
case SCENE_SPOT00:
case SCENE_SPOT20:
case SCENE_STABLE:
case SCENE_HYRULE_FIELD:
case SCENE_LON_LON_RANCH:
prefix = 0x2000;
break;
case SCENE_HIDAN:
case SCENE_DDAN_BOSS:
case SCENE_FIRE_BS:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_FIRE_TEMPLE:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
prefix = 0x3000;
break;
case SCENE_BDAN:
case SCENE_BDAN_BOSS:
case SCENE_SPOT03:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_JABU_JABU:
case SCENE_JABU_JABU_BOSS:
case SCENE_ZORAS_RIVER:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
prefix = 0x4000;
break;
case SCENE_HAKADAN:
case SCENE_HAKADAN_BS:
case SCENE_KAKARIKO:
case SCENE_KAKARIKO3:
case SCENE_IMPA:
case SCENE_HUT:
case SCENE_HAKAANA:
case SCENE_HAKASITARELAY:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SHADOW_TEMPLE:
case SCENE_SHADOW_TEMPLE_BOSS:
case SCENE_KAKARIKO_CENTER_GUEST_HOUSE:
case SCENE_BACK_ALLEY_HOUSE:
case SCENE_DOG_LADY_HOUSE:
case SCENE_GRAVEKEEPERS_HUT:
case SCENE_REDEAD_GRAVE:
case SCENE_WINDMILL_AND_DAMPES_GRAVE:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
prefix = 0x5000;
break;
case SCENE_JYASINZOU:
case SCENE_JYASINBOSS:
case SCENE_LABO:
case SCENE_TENT:
case SCENE_SPOT06:
case SCENE_SPOT09:
case SCENE_SPOT11:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_IMPAS_HOUSE:
case SCENE_CARPENTERS_TENT:
case SCENE_LAKE_HYLIA:
case SCENE_GERUDO_VALLEY:
case SCENE_DESERT_COLOSSUS:
prefix = 0x6000;
break;
case SCENE_ENTRA:
case SCENE_MARKET_ALLEY:
case SCENE_MARKET_ALLEY_N:
case SCENE_MARKET_ENTRANCE_DAY:
case SCENE_BACK_ALLEY_DAY:
case SCENE_BACK_ALLEY_NIGHT:
case SCENE_MARKET_DAY:
case SCENE_MARKET_NIGHT:
case SCENE_MARKET_RUINS:
case SCENE_SPOT15:
case SCENE_HYRULE_CASTLE:
prefix = 0x7000;
break;
default:
@@ -5096,7 +5096,7 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 16:
if (play->sceneNum == SCENE_SPOT15) {
if (play->sceneNum == SCENE_HYRULE_CASTLE) {
retTextId = 0x7002;
} else if (Flags_GetInfTable(INFTABLE_6A)) {
retTextId = 0x7004;