Implement & link m_scene.c

This commit is contained in:
Cuyler36
2023-10-13 06:26:17 -04:00
parent b2256aed1b
commit 414545081e
24 changed files with 1153 additions and 166 deletions
+4
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@@ -218,6 +218,10 @@ m_time.c:
.rodata: [0x806433B0, 0x806433D8]
.data: [0x8065E378, 0x8065E438]
.bss: [0x8129F410, 0x8129F420]
m_scene.c:
.text: [0x803F0610, 0x803F1528]
.rodata: [0x806432F8, 0x80643310]
.data: [0x8065DE80, 0x8065DEC8]
m_skin_matrix.c:
.text: [0x803f1528, 0x803f1bb4]
.rodata: [0x80643310, 0x80643318]
+19
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@@ -8,6 +8,25 @@
extern "C" {
#endif
typedef struct arrange_room_actor_s ARRANGE_ROOM_ACTOR;
typedef void (*aAR_REDMA_PROC)();
typedef struct arrange_room_actor_clip_s {
ARRANGE_ROOM_ACTOR* arrange_room_actor_p;
aAR_REDMA_PROC redma_proc;
} aAR_Clip_c;
struct arrange_room_actor_s {
ACTOR actor_class;
int _174;
u8* wall_data_p;
int wall_num;
u8* floor_data_p;
int floor_num;
aAR_Clip_c clip;
};
extern ACTOR_PROFILE Arrange_Room_Profile;
#ifdef __cplusplus
+1 -1
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@@ -100,7 +100,7 @@ typedef struct ftr_profile_s {
typedef struct furniture_collision_s {
f32 start[2]; /* starting xz pos */
f32 end[2]; /* ending xz pos */
f32 normal[2] /* xz normal */
f32 normal[2]; /* xz normal */
f32 height; /* collision y */
f32 edge_contact_ratio; /* percentage of the xz collision in contact with edge to count as collision */
} aFTR_collision_c;
+49
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@@ -8,6 +8,55 @@
extern "C" {
#endif
typedef struct my_indoor_actor_s MY_INDOOR_ACTOR;
typedef mActor_name_t (*aMI_CHANGE_WALL_PROC)(mActor_name_t item);
typedef mActor_name_t (*aMI_CHANGE_CARPET_PROC)(mActor_name_t item);
typedef void (*aMI_INDOOR_DMA_AGAIN_PROC)();
typedef void (*aMI_CHANGE_2_DEFAULT_PROC)();
typedef void (*aMI_WALL_IDX_2_CHANGE_WALL_PROC)(int wall_idx, int is_original_design);
typedef void (*aMI_FLOOR_IDX_2_CHANGE_FLOOR_PROC)(int floor_idx, int is_original_design);
typedef struct my_room_actor_clip_s {
MY_INDOOR_ACTOR* my_indoor_actor_p;
aMI_CHANGE_WALL_PROC change_wall_proc;
aMI_CHANGE_CARPET_PROC change_carpet_proc;
aMI_INDOOR_DMA_AGAIN_PROC indoor_dma_again_proc;
aMI_CHANGE_2_DEFAULT_PROC change_2_default_proc;
aMI_WALL_IDX_2_CHANGE_WALL_PROC wall_idx_2_change_wall_proc;
aMI_FLOOR_IDX_2_CHANGE_FLOOR_PROC floor_idx_2_change_floor_proc;
} aMI_Clip_c;
typedef struct my_indoor_data_bank_s {
u8 _00[0x0C - 0x00];
u8* floor_data_p;
u8* wall_data_p;
int _14;
} aMI_bank_c;
struct my_indoor_actor_s {
ACTOR actor_class;
s16 floor_num;
s16 wall_num;
int floor_is_original_design;
int wall_is_original_design;
s16 floor_bank_idx;
s16 wall_bank_idx;
aMI_bank_c banks[2];
int _1B4;
aMI_Clip_c clip;
s16 room_kind;
int change_wall_flag;
int reserved_wall_num;
int reserved_wall_is_original_design;
int change_floor_flag;
int reserved_floor_num;
int reserved_floor_is_original_design;
int room_step[4];
int _200; // very small chance this is part of room_step
int house_floor_no;
};
extern ACTOR_PROFILE My_Indoor_Profile;
#ifdef __cplusplus
+57
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@@ -3,11 +3,68 @@
#include "types.h"
#include "m_actor.h"
#include "ac_furniture.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct my_room_actor_s MY_ROOM_ACTOR;
typedef struct my_room_clock_info_s {
int tick0; /* set on frame 15 */
int tick1; /* set on frame 45 */
int tick_stop; /* set on frame 0 */
int frame; /* 0-119 */
} aMR_clock_info_c;
typedef int (*aMR_JUDGE_BREED_NEW_FTR_PROC)(GAME_PLAY* play, u16 ftr_no, int* ut_x, int* ut_z, u16* rotation, int* square_offset, int* layer);
typedef mActor_name_t (*aMR_SEARCH_PICKUP_FURNITURE_PROC)(GAME_PLAY* play);
typedef void (*aMR_FURNITURE2ITEMBAG_PROC)(GAME_PLAY* play);
typedef int (*aMR_JUDGE_PLAYER_ACTION_PROC)(xyz_t* wpos0, xyz_t* wpos1, int ftr_actor_idx);
typedef void (*aMR_PLAYER_MOVE_FURNITURE_PROC)(int ftr_actor_idx, xyz_t* wpos);
typedef int (*aMR_FTR_ID_2_WPOS_PROC)(xyz_t* wpos, int ftr_id);
typedef int (*aMR_UNIT_NUM_2_FTR_ITEMNO_FTRID_PROC)(mActor_name_t* ftr_item_no, int* ftr_id, int ut_x, int ut_z, s16 layer);
typedef void (*aMR_FTR_ID_2_EXTINGUISH_FURNITURE_PROC)(int ftr_id);
typedef void (*aMR_REDMA_FTR_BANK_PROC)();
typedef int (*aMR_RESERVE_FURNITURE_PROC)(GAME_PLAY* play, u16 ftr_no, int judge_res, int ut_x, int ut_z, u16 rotation, int square_offset, int layer);
typedef int (*aMR_COUNT_FRIEND_FURNITURE_PROC)(FTR_ACTOR* ftr_actor, u8 switch_on);
typedef int (*aMR_JUDGE_PLACE_2ND_LAYER_PROC)(int ut_x, int ut_z);
typedef void (*aMR_OPEN_CLOSE_COMMON_MOVE_PROC)(FTR_ACTOR* ftr_actor, ACTOR* actor, GAME* game, f32 start_frame, f32 end_frame);
typedef struct my_room_clip_s {
MY_ROOM_ACTOR* my_room_actor_p;
aMR_JUDGE_BREED_NEW_FTR_PROC judge_breed_new_ftr_proc;
aMR_SEARCH_PICKUP_FURNITURE_PROC search_pickup_ftr_proc;
aMR_FURNITURE2ITEMBAG_PROC ftr2itemBag_proc;
aMR_JUDGE_PLAYER_ACTION_PROC judge_player_action_proc;
aMR_PLAYER_MOVE_FURNITURE_PROC player_move_ftr_proc;
aMR_FTR_ID_2_WPOS_PROC ftrId2wpos_proc;
aMR_UNIT_NUM_2_FTR_ITEMNO_FTRID_PROC unitNum2ftrItemNoftrId_proc;
aMR_FTR_ID_2_EXTINGUISH_FURNITURE_PROC ftrId2extinguishFtr_proc;
aMR_REDMA_FTR_BANK_PROC redma_ftr_bank_proc;
aMR_RESERVE_FURNITURE_PROC reserve_ftr_proc;
aMR_COUNT_FRIEND_FURNITURE_PROC count_friend_ftr_proc;
aMR_JUDGE_PLACE_2ND_LAYER_PROC judge_place_2nd_layer_proc;
aMR_OPEN_CLOSE_COMMON_MOVE_PROC open_close_common_move_proc;
/* TODO: function definitions */
void* get_bed_action_proc;
void* mini_disk_common_move_proc;
void* famicom_emum_common_move_proc;
void* set_leaf_proc;
void* ftr2leaf_proc;
void* leaf_start_pos_proc;
void* pickup_ftr_layer_proc;
void* leaf_pickuped_proc;
void* ftrNo2bankAddress_proc;
void* call_sit_down_ongen_pos_se_proc;
aMR_clock_info_c* clock_info_p; /* used for playing the clock tick? sfx */
void* sound_melody_proc;
void* check_danna_kill_proc;
} aMR_Clip_c;
/* TODO: my room actor */
extern ACTOR_PROFILE My_Room_Profile;
#ifdef __cplusplus
+5 -1
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@@ -35,6 +35,8 @@ typedef ACTOR* (*aNPC_GET_ACTOR_AREA_PROC)(size_t, const char*, int);
typedef void (*aNPC_FREE_ACTOR_AREA_PROC)(ACTOR*);
typedef void (*aNPC_SET_ATTENTION_REQUEST_PROC)(u8, ACTOR*, xyz_t*);
typedef void (*aNPC_REBUILD_DMA_PROC)();
typedef int (*aNPC_FORCE_CALL_REQ_PROC)(NPC_ACTOR*, int);
struct ac_npc_clip_s {
@@ -45,7 +47,9 @@ struct ac_npc_clip_s {
aNPC_FREE_ACTOR_AREA_PROC free_actor_area_proc;
aNPC_DMA_DRAW_DATA_PROC dma_draw_data_proc;
aNPC_SET_ATTENTION_REQUEST_PROC set_attention_request_proc;
void* _01C[(0x124 - 0x01C) / sizeof(void*)];
void* _01C[(0x0F8 - 0x01C) / sizeof(void*)];
aNPC_REBUILD_DMA_PROC rebuild_dma_proc;
void* _0FC[(0x124 - 0x0FC) / sizeof(void*)];
aNPC_FORCE_CALL_REQ_PROC force_call_req_proc;
void* _128;
};
+29
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@@ -8,6 +8,35 @@
extern "C" {
#endif
typedef struct shop_indoor_actor_s SHOP_INDOOR_ACTOR;
typedef int (*aSI_CHANGE_WALL_PROC)(mActor_name_t item);
typedef int (*aSI_CHANGE_CARPET_PROC)(mActor_name_t item);
typedef void (*aSI_INDOOR_DMA_AGAIN_PROC)();
typedef void (*aSI_CHANGE2DEFAULT_PROC)();
typedef struct shop_indoor_clip_s {
SHOP_INDOOR_ACTOR* shop_indoor_actor;
aSI_CHANGE_WALL_PROC change_wall_proc;
aSI_CHANGE_CARPET_PROC change_carpet_proc;
aSI_INDOOR_DMA_AGAIN_PROC indoor_dma_again_proc;
aSI_CHANGE2DEFAULT_PROC change2default_proc;
} aSI_Clip_c;
struct shop_indoor_actor_s {
ACTOR actor_class;
s16 floor_default_tex_no;
s16 wall_default_tex_no;
s16 floor_data_idx;
s16 wall_data_idx;
int _17C;
u8* floor_data_p[2];
u8* wall_data_p[2];
s16 shop_idx;
aSI_Clip_c clip;
int fukubiki_active;
};
extern ACTOR_PROFILE Shop_Indoor_Profile;
#ifdef __cplusplus
+38
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@@ -8,6 +8,44 @@
extern "C" {
#endif
typedef struct manekin_actor_s {
xyz_t wpos;
int ut_x;
int ut_z;
mActor_name_t item;
u8* tex_p;
u8* palette_p;
mCoBG_bg_regist_c bg_regist;
int move_bg_num;
int _4C;
int naked;
} MANEKIN_ACTOR;
typedef struct shop_manekin_actor_s SHOP_MANEKIN_ACTOR;
typedef void (*aSM_MANEKIN_DMA_AGAIN_PROC)();
typedef void (*aSM_CHANGE2NAKEDMANEKIN_PROC)(int ut_x, int ut_z);
typedef void (*aSM_NAKED2CLOTH_PROC)(int ut_x, int ut_z);
typedef struct shop_manekin_clip_s {
SHOP_MANEKIN_ACTOR* shop_manekin_actor_p;
aSM_MANEKIN_DMA_AGAIN_PROC manekin_dma_again_proc;
aSM_CHANGE2NAKEDMANEKIN_PROC change2naked_manekin_proc;
aSM_NAKED2CLOTH_PROC naked2cloth_proc;
} aSM_Clip_c;
struct shop_manekin_actor_s {
ACTOR actor_class;
int current_block_manekin_num;
MANEKIN_ACTOR* manekin_actors;
int now_block_x;
int now_block_z;
aSM_Clip_c clip;
u8* naked_tex_p;
u8* naked_pal_p;
int _19C;
};
extern ACTOR_PROFILE Shop_Manekin_Profile;
#ifdef __cplusplus
+34
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@@ -8,6 +8,40 @@
extern "C" {
#endif
typedef struct shop_umbrella_actor_s SHOP_UMBRELLA_ACTOR;
typedef void (*aShopUmbrella_UMBRELLA_DMA_AGAIN_PROC)();
typedef void (*aShopUmbrella_DELETE_UMBRELLA_PROC)(int ut_x, int ut_z);
typedef struct shop_umbrella_actor_clip_s {
SHOP_UMBRELLA_ACTOR* shop_umbrella_actor_p;
aShopUmbrella_UMBRELLA_DMA_AGAIN_PROC umbrella_dma_again_proc;
aShopUmbrella_DELETE_UMBRELLA_PROC delete_umbrella_proc;
} aShopUmbrella_Clip_c;
typedef struct umbrella_actor_s {
xyz_t wpos;
int ut_x;
int ut_z;
mActor_name_t item;
int umbrella_idx;
int _1C;
mCoBG_bg_regist_c bg_regist;
int move_bg_idx;
int _4C;
s16 state;
f32 scale;
} aShopUmbrella_umbrella_c;
struct shop_umbrella_actor_s {
ACTOR actor_class;
int umbrella_num;
aShopUmbrella_umbrella_c* umbrellas;
int bx;
int bz;
aShopUmbrella_Clip_c clip;
};
extern ACTOR_PROFILE Shop_Umbrella_Profile;
#ifdef __cplusplus
+8
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@@ -3,11 +3,19 @@
#include "types.h"
#include "libu64/gfxprint.h"
#include "m_personal_id.h"
#include "m_land_h.h"
#include "m_private.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct {
mLd_land_info_c land;
PersonalID_c pid[PLAYER_NUM];
} mCD_persistent_data_c;
extern u8 mCD_GetThisLandSlotNo_code(int* player_no, int* slot_card_results);
extern void mCD_save_data_aram_malloc();
extern void mCD_set_aram_save_data();
+36 -6
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@@ -14,31 +14,61 @@
#include "ac_aprilfool_control.h"
#include "ac_groundhog_control.h"
#include "ac_event_manager.h"
#include "ac_shop_manekin.h"
#include "ac_shop_indoor.h"
#include "ac_my_room.h"
#include "ac_my_indoor.h"
#include "ac_arrange_room.h"
#include "ac_shop_umbrella.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef void (*CLIP_NONE_PROC)();
/* sizeof(Clip_c) == 0x104 */
typedef struct clip_s {
/* 0x000 */ void* _000[(0x040 - 0x000) / sizeof(void*)];
/* 0x000 */ void* _000[(0x020 - 0x000) / sizeof(void*)];
/* 0x020 */ int arrange_ftr_num;
/* 0x024 */ void* _024[(0x040 - 0x024) / sizeof(void*)];
/* 0x040 */ aNPC_Clip_c* npc_clip;
/* 0x044 */ void* _044[(0x074 - 0x044) / sizeof(void*)];
/* 0x044 */ void* _044[(0x060 - 0x044) / sizeof(void*)];
/* 0x060 */ aSM_Clip_c* shop_manekin_clip;
/* 0x064 */ void* _064;
/* 0x068 */ CLIP_NONE_PROC _068;
/* 0x06C */ void* _06C;
/* 0x070 */ aSI_Clip_c* shop_indoor_clip;
/* 0x074 */ bIT_Clip_c* bg_item_clip;
/* 0x078 */ void* _078;
/* 0x07C */ aINS_Clip_c* insect_clip;
/* 0x080 */ void* _080[(0x08C - 0x080) / sizeof(void*)];
/* 0x080 */ aMR_Clip_c* my_room_clip;
/* 0x084 */ void* _084;
/* 0x088 */ void* _088;
/* 0x08C */ aSTR_Clip_c* structure_clip;
/* 0x090 */ eEC_EffectControl_Clip_c* effect_clip;
/* 0x094 */ aTOL_Clip_c* tools_clip;
/* 0x098 */ void* _094[(0x0A0 - 0x098) / sizeof(void*)];
/* 0x098 */ void* _098;
/* 0x09C */ aMI_Clip_c* my_indoor_clip;
/* 0x0A0 */ mDemo_Clip_c* demo_clip; /* can be multiple clip classes */
/* 0x0A4 */ void* demo_clip2; /* can be multiple clip classes */
/* 0x0A8 */ void* _0A8;
/* 0x0AC */ aGYO_Clip_c* gyo_clip;
/* 0x0B0 */ void* _0B0[(0x0DC - 0x0B0) / sizeof(void*)];
/* 0x0B0 */ void* _0B0;
/* 0x0B4 */ void* _0B4;
/* 0x0B8 */ aShopUmbrella_Clip_c* shop_umbrella_clip;
/* 0x0BC */ aAR_Clip_c* arrange_room_clip;
/* 0x0C0 */ void* _0C0;
/* 0x0C4 */ void* _0C4;
/* 0x0C8 */ void* _0C8;
/* 0x0CC */ void* _0CC;
/* 0x0D0 */ void* _0D0;
/* 0x0D4 */ CLIP_NONE_PROC ball_redma_proc; /* removed in DnM+ */
/* 0x0D8 */ void* _0D8;
/* 0x0DC */ aAL_Clip_c* animal_logo_clip;
/* 0x0E0 */ void* _0E0[(0x0EC - 0x0E0) / sizeof(void*)];
/* 0x0E0 */ void* _0E0;
/* 0x0E4 */ void* _0E4;
/* 0x0E8 */ void* _0E8;
/* 0x0EC */ aAPC_Clip_c* aprilfool_control_clip;
/* 0x0F0 */ aEvMgr_Clip_c* event_manager_clip;
/* 0x0F4 */ aGHC_Clip_c* groundhog_control_clip;
+4 -2
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@@ -31,6 +31,7 @@
#include "m_npc_schedule_h.h"
#include "m_all_grow.h"
#include "m_fishrecord.h"
#include "m_card.h"
#ifdef __cplusplus
extern "C" {
@@ -221,7 +222,8 @@ typedef struct common_data_s {
/* 0x02852E */ s16 goods_power;
/* 0x028530 */ Door_data_c door_data; /* misc door data */
/* 0x028544 */ Door_data_c structure_exit_door_data; /* door data for when exiting a building */
/* 0x028558 */ u8 tmp1[0x028590 - 0x028558];
/* 0x028558 */ u8 _28558[0x02857C - 0x028558];
/* 0x02857C */ Door_data_c famicom_emu_exit_door_data;
/* 0x028590 */ u8 remove_cut_tree_info_bitfield; /* resets the cut tree states for trees in a visible acre */
/* 0x028591 */ u8 floor_idx;
/* 0x028592 */ s16 demo_profiles[mDemo_CLIP_TYPE_NUM - 1];
@@ -284,7 +286,7 @@ typedef struct common_data_s {
/* 0x02DB40 */ u8 auto_nwrite_set; /* when true, saved nwrite time will be utilized. Seems to be used to keep same date for fishing tourney stuff. */
/* 0x02DB42 */ u16 select_last_select_no;
/* 0x02DB44 */ u16 select_last_top_no;
/* 0x02DB46 */ u8 _2DB46[0x2DBA2 - 0x2DB46];
/* 0x02DB46 */ mCD_persistent_data_c travel_persistent_data; /* used for checking if travelling back to town */
/* 0x02DBA2 */ s16 island_weather;
/* 0x02DBA4 */ s16 island_weather_intensity;
/* 0x02DBA6 */ u8 _2DBA6[0x2DBAC - 0x2DBA6];
+1 -1
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@@ -134,7 +134,7 @@ typedef struct home_floor_s {
u8 wall_original:1; /* is wallpaper a pattern (original)? */
u8 floor_original:1; /* is flooring a pattern (original)? */
u8 bit_2_7:6; /* unused? */
} fllot_bit; /* Name exposed? by mISL_gc_to_agb_fllot_bit */
} fllot_bit; /* Name exposed? by mISL_gc_to_agb_fllot_bit, may also be floor_bit_info as 'mRmTp_GetNowSceneFloorBitInfoP' */
} mHm_flr_c;
/* sizeof(mHm_flg_c) == 1 */
+1
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@@ -241,6 +241,7 @@ extern void mNpc_SetNpcHomeYpos();
extern void mNpc_SendRegisteredGoodbyMail();
extern void mNpc_IslandNpcRoomDataSet(mFM_fg_data_c** sorted_fg_data_list, int fg_name_start);
extern Animal_c* mNpc_GetAnimalInfoP(mActor_name_t npc_name);
extern int mNpc_RegistMaskNpc(mActor_name_t mask_id, mActor_name_t npc_id, mActor_name_t cloth);
extern void mNpc_PrintRemoveInfo(gfxprint_t* gfxprint);
extern void mNpc_PrintFriendship_fdebug(gfxprint_t* gfxprint);
+3 -4
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@@ -33,7 +33,7 @@ struct game_play_s {
/* 0x00E4 */ mFI_block_tbl_c block_table;
/* 0x00F4 */ mFI_block_tbl_c last_block_table;
/* 0x0104 */ u8 _0104[0x010C - 0x0104];
/* 0x010C */ Scene_status_c* current_scene_data;
/* 0x010C */ Scene_Word_u* current_scene_data;
/* 0x0110 */ Object_Exchange_c object_exchange;
/* 0x1A68 */ View view;
/* 0x1B88 */ Camera2 camera;
@@ -45,8 +45,7 @@ struct game_play_s {
/* 0x1FA4 */ s8 unk1FA4;
/* 0x1FA8 */ u8 _1FA4[0x1FB8 - 0x1FA8];
/* 0x1FB8 */ PreRender prerender;
/* 0x2000 */ Door_data_c* door_data;
/* 0x2004 */ int _2004;
/* 0x2000 */ Door_info_c door_info;
/* 0x2008 */ int next_scene_no;
/* 0x200C */ MtxF projection_matrix;
/* 0x204C */ MtxF billboard_matrix;
@@ -71,7 +70,7 @@ struct game_play_s {
/* 0x2328 */ CollisionCheck_c collision_check;
/* 0x23F8 */ DRAW_CHK_PROC draw_chk_proc; // only used by mikanbox actor
/* 0x23FC */ u32 fade_color_value;
/* 0x2400 */ Scene_status_c* scene_data_2400;
/* 0x2400 */ Scene_data_status_c* scene_data_status;
/* 0x2404 */ u8 _2400[0x2600 - 0x2404];
};
+5
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@@ -28,6 +28,11 @@ extern int mPlib_Get_address_able_display();
extern int mPlib_get_player_actor_main_index(GAME_PLAY* play);
extern int mPlib_check_player_actor_main_index_AllWade(GAME_PLAY* play);
extern void mPlib_Object_Exchange_keep_new_PlayerMdl(GAME_PLAY* play);
extern void mPlib_Object_Exchange_keep_new_PlayerTex(GAME_PLAY* play, int bank_id, int base_idx);
extern void mPlib_Object_Exchange_keep_new_PlayerFaceTex(GAME_PLAY* play);
extern void mPlib_Object_Exchange_keep_new_PlayerFacePallet(GAME_PLAY* play, int bank_id, int base_idx);
#define GET_PLAYER_ACTOR(play) get_player_actor_withoutCheck(play)
#define GET_PLAYER_ACTOR_NOW() get_player_actor_withoutCheck((GAME_PLAY*)gamePT)
+1
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@@ -22,6 +22,7 @@ extern "C" {
#define mPr_WALLET_MAX 99999
#define mPr_DEPOSIT_MAX 999999999
#define mPr_FLAG_MASK_CAT_SCHEDULED (1 << 0) // Blanca appears when travelling
#define mPr_FLAG_POSTOFFICE_GIFT0 (1 << 2) // 1,000,000 Bells
#define mPr_FLAG_POSTOFFICE_GIFT1 (1 << 3) // 10,000,000 Bells
#define mPr_FLAG_POSTOFFICE_GIFT2 (1 << 4) // 100,000,000 Bells
+164 -69
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@@ -2,13 +2,17 @@
#define M_SCENE_H
#include "types.h"
#include "m_actor.h"
#include "m_lib.h"
#include "famicom_emu.h"
#include "m_scene_table.h"
#ifdef __cplusplus
extern "C" {
#endif
#define mSc_ARENA_SIZE 0xA000
typedef struct door_data_s {
int next_scene_id;
u8 exit_orientation;
@@ -25,87 +29,178 @@ typedef struct door_data_s {
typedef struct object_bank_s {
s16 bank_id;
char* ram_start;
// TODO: others
u8 _08[0x58 - 0x08];
char* dma_start;
u32 rom_addr;
size_t size;
u32 _14;
int _18;
int _1C;
int _20;
int _24;
int _28;
OSMessageQueue* msg_queue_p;
OSMessage _30_msg;
OSMessageQueue dma_controller_msg_queue;
OSMessage dma_controller_msg;
s16 num_exist;
u8 _0x5A[0x5C - 0x5A];
u8 part_id;
u8 state;
} Object_Bank_c;
typedef struct object_exchange_s {
Object_Bank_c banks[mSc_OBJECT_BANK_NUM];
int bank_id;
int _192C;
int bank_idx;
int keep_id;
int exchange_id;
u8 _1934[0x1958-0x1934];
char* next_bank_ram_address;
char* max_ram_address;
char* start_address_save[2];
char* end_address_save[2];
char* _194C;
int selected_partition;
int _1954;
} Object_Exchange_c;
typedef struct scene_status_s{
u8 unk0[0x13];
u8 unk13;
}Scene_status_c;
enum {
mSc_SCENE_DATA_TYPE_PLAYER_PTR,
mSc_SCENE_DATA_TYPE_CTRL_ACTOR_PTR,
mSc_SCENE_DATA_TYPE_ACTOR_PTR,
mSc_SCENE_DATA_TYPE_OBJECT_EXCHANGE_BANK_PTR,
mSc_SCENE_DATA_TYPE_DOOR_DATA_PTR,
mSc_SCENE_DATA_TYPE_FIELD_CT,
mSc_SCENE_DATA_TYPE_MY_ROOM_CT,
mSc_SCENE_DATA_TYPE_ARRANGE_ROOM_CT,
mSc_SCENE_DATA_TYPE_ARRANGE_FURNITURE_CT,
mSc_SCENE_DATA_TYPE_SOUND,
mSc_SCENE_DATA_TYPE_END,
extern Scene_status_c test01_info;
extern Scene_status_c test02_info;
extern Scene_status_c test03_info;
extern Scene_status_c water_test_info;
extern Scene_status_c test_step01_info;
extern Scene_status_c test04_info;
extern Scene_status_c npc_room01_info;
extern Scene_status_c test_fd_npc_land_info;
extern Scene_status_c field_tool_field_info;
extern Scene_status_c shop01_info;
extern Scene_status_c BG_TEST01_info;
extern Scene_status_c BG_TEST01_XLU_info;
extern Scene_status_c broker_shop_info;
extern Scene_status_c fg_tool_in_info;
extern Scene_status_c post_office_info;
extern Scene_status_c start_demo1_info;
extern Scene_status_c start_demo2_info;
extern Scene_status_c police_box_info;
extern Scene_status_c buggy_info;
extern Scene_status_c player_select_info;
extern Scene_status_c player_room_s_info;
extern Scene_status_c player_room_m_info;
extern Scene_status_c player_room_l_info;
extern Scene_status_c shop02_info;
extern Scene_status_c shop03_info;
extern Scene_status_c shop04_1f_info;
extern Scene_status_c test05_info;
extern Scene_status_c PLAYER_SELECT2_info;
extern Scene_status_c PLAYER_SELECT3_info;
extern Scene_status_c shop04_2f_info;
extern Scene_status_c event_notification_info;
extern Scene_status_c kamakura_info;
extern Scene_status_c field_tool_field_info;
extern Scene_status_c title_demo_info;
extern Scene_status_c PLAYER_SELECT4_info;
extern Scene_status_c museum_entrance_info;
extern Scene_status_c museum_picture_info;
extern Scene_status_c museum_fossil_info;
extern Scene_status_c museum_insect_info;
extern Scene_status_c museum_fish_info;
extern Scene_status_c player_room_ll1_info;
extern Scene_status_c player_room_ll2_info;
extern Scene_status_c p_room_bm_s_info;
extern Scene_status_c p_room_bm_m_info;
extern Scene_status_c p_room_bm_l_info;
extern Scene_status_c p_room_bm_ll1_info;
extern Scene_status_c NEEDLEWORK_info;
extern Scene_status_c player_room_island_info;
extern Scene_status_c npc_room_island_info;
extern Scene_status_c start_demo3_info;
extern Scene_status_c lighthouse_info;
extern Scene_status_c tent_info;
mSc_SCENE_DATA_TYPE_NUM
};
extern int mSc_secure_exchange_keep_bank(Object_Exchange_c*, Object_Bank_c*, int);
typedef struct {
u8 type;
u8 num_actors;
Actor_data* data_p;
} Scene_Word_Data_Actor_c;
typedef struct {
u8 type;
u8 num_ctrl_actors;
s16* ctrl_actor_profile_p;
} Scene_Word_Data_Ctrl_Actor_c;
typedef struct {
u8 type;
u8 num_banks;
s16* banks_p;
} Scene_Word_Data_Object_Bank_c;
typedef struct {
u8 type;
u8 num_doors;
Door_data_c* door_data_p;
} Scene_Word_Data_Door_Data_c;
typedef struct {
u8 type;
u8 item_type;
u8 bg_num;
u16 bg_disp_size;
u8 room_type;
u8 draw_type;
} Scene_Word_Data_FieldCt_c;
typedef struct {
u8 type;
u8 arrange_ftr_num;
} Scene_Word_Data_ArrangeFurniture_ct_c;
typedef struct {
u8 type;
} Scene_Word_Data_Misc_c;
typedef union scene_word_u {
Scene_Word_Data_Misc_c misc; /* MY_ROOM_CT, ARRANGE_ROOM_CT, ARRANGE_FURNITURE_CT, SOUND */
Scene_Word_Data_Actor_c actor; /* PLAYER_PTR, ACTOR_PTR */
Scene_Word_Data_Ctrl_Actor_c control_actor;
Scene_Word_Data_Object_Bank_c object_bank;
Scene_Word_Data_Door_Data_c door_data;
Scene_Word_Data_FieldCt_c field_ct;
Scene_Word_Data_ArrangeFurniture_ct_c arrange_ftr_ct;
} Scene_Word_u;
typedef struct door_info_s {
u8 num_doors;
Door_data_c* door_data_p;
} Door_info_c;
extern Scene_Word_u test01_info[];
extern Scene_Word_u test02_info[];
extern Scene_Word_u test03_info[];
extern Scene_Word_u water_test_info[];
extern Scene_Word_u test_step01_info[];
extern Scene_Word_u test04_info[];
extern Scene_Word_u npc_room01_info[];
extern Scene_Word_u test_fd_npc_land_info[];
extern Scene_Word_u field_tool_field_info[];
extern Scene_Word_u shop01_info[];
extern Scene_Word_u BG_TEST01_info[];
extern Scene_Word_u BG_TEST01_XLU_info[];
extern Scene_Word_u broker_shop_info[];
extern Scene_Word_u fg_tool_in_info[];
extern Scene_Word_u post_office_info[];
extern Scene_Word_u start_demo1_info[];
extern Scene_Word_u start_demo2_info[];
extern Scene_Word_u police_box_info[];
extern Scene_Word_u buggy_info[];
extern Scene_Word_u player_select_info[];
extern Scene_Word_u player_room_s_info[];
extern Scene_Word_u player_room_m_info[];
extern Scene_Word_u player_room_l_info[];
extern Scene_Word_u shop02_info[];
extern Scene_Word_u shop03_info[];
extern Scene_Word_u shop04_1f_info[];
extern Scene_Word_u test05_info[];
extern Scene_Word_u PLAYER_SELECT2_info[];
extern Scene_Word_u PLAYER_SELECT3_info[];
extern Scene_Word_u shop04_2f_info[];
extern Scene_Word_u event_notification_info[];
extern Scene_Word_u kamakura_info[];
extern Scene_Word_u field_tool_field_info[];
extern Scene_Word_u title_demo_info[];
extern Scene_Word_u PLAYER_SELECT4_info[];
extern Scene_Word_u museum_entrance_info[];
extern Scene_Word_u museum_picture_info[];
extern Scene_Word_u museum_fossil_info[];
extern Scene_Word_u museum_insect_info[];
extern Scene_Word_u museum_fish_info[];
extern Scene_Word_u player_room_ll1_info[];
extern Scene_Word_u player_room_ll2_info[];
extern Scene_Word_u p_room_bm_s_info[];
extern Scene_Word_u p_room_bm_m_info[];
extern Scene_Word_u p_room_bm_l_info[];
extern Scene_Word_u p_room_bm_ll1_info[];
extern Scene_Word_u NEEDLEWORK_info[];
extern Scene_Word_u player_room_island_info[];
extern Scene_Word_u npc_room_island_info[];
extern Scene_Word_u start_demo3_info[];
extern Scene_Word_u lighthouse_info[];
extern Scene_Word_u tent_info[];
extern char* mSc_secure_exchange_keep_bank(Object_Exchange_c* exchange, s16 bank_id, size_t size);
extern void mSc_background_dmacopy_controller(Object_Bank_c* bank);
extern void mSc_dmacopy_data_bank(Object_Exchange_c* exchange);
extern int mSc_bank_regist_check(Object_Exchange_c* exchange, s16 bank_id);
extern void mSc_regist_initial_exchange_bank(GAME_PLAY* play);
extern void mSc_dmacopy_data_bank(Object_Exchange_c*);
extern void mSc_data_bank_ct(GAME_PLAY*, Object_Exchange_c*);
extern void Door_info_ct(Door_data_c**);
extern void Scene_ct(GAME_PLAY*, void*);
extern void mSc_decide_exchange_bank(Object_Exchange_c*);
extern void return_emu_game(GAME*);
extern void mSc_dmacopy_all_exchange_bank(Object_Exchange_c* exchange);
extern void mSc_data_bank_ct(GAME_PLAY* play, Object_Exchange_c* exchange);
extern void mSc_decide_exchange_bank(Object_Exchange_c* exchange);
extern void Scene_ct(GAME_PLAY* play, Scene_Word_u* scene_data);
extern void Door_info_ct(Door_info_c* door_info);
extern int goto_other_scene(GAME_PLAY* play, Door_data_c* door_data, int update_player_mode);
extern int goto_next_scene(GAME_PLAY* play, int next_idx, int update_player_mode);
extern int goto_emu_game(GAME_PLAY* play, u8 famicom_rom_id);
extern void return_emu_game(GAME* game);
#ifdef __cplusplus
+18
View File
@@ -0,0 +1,18 @@
#ifndef M_SCENE_FTR_H
#define M_SCENE_FTR_H
#include "types.h"
#include "m_play_h.h"
#ifdef __cplusplus
extern "C" {
#endif
extern void mScn_ObtainMyRoomBank(GAME_PLAY* play);
extern void mScn_ObtainCarpetBank(GAME_PLAY* play);
#ifdef __cplusplus
}
#endif
#endif
+7 -2
View File
@@ -2,7 +2,7 @@
#define M_SCENE_TABLE_H
#include "types.h"
#include "m_scene.h"
//#include "m_scene.h"
#ifdef __cplusplus
extern "C" {
@@ -17,6 +17,11 @@ enum field_draw_type {
FIELD_DRAW_TYPE_NUM
};
typedef struct scene_status_s {
u8 unk0[0x13];
u8 unk13;
} Scene_data_status_c;
/*
TODO: is this right? I assume so based on file names but
there may be a better place for this
@@ -94,7 +99,7 @@ enum scene_table {
#define mSc_IS_SCENE_MUSEUM_ROOM(scene) \
((scene) >= SCENE_MUSEUM_ENTRANCE && (scene) <= SCENE_MUSEUM_ROOM_FISH)
extern Scene_status_c scene_data_status[SCENE_NUM];
extern Scene_data_status_c scene_data_status[SCENE_NUM];
#ifdef __cplusplus
}
+1
View File
@@ -113,6 +113,7 @@ extern void mSM_submenu_move(Submenu*);
extern void mSM_submenu_draw(Submenu*, GAME_PLAY*);
extern int mSM_CHECK_ALL_FISH_GET();
extern int mSM_CHECK_ALL_INSECT_GET();
extern void mSM_Object_Exchange_keep_new_Menu(GAME_PLAY* play);
#ifdef __cplusplus
}
+2 -2
View File
@@ -114,9 +114,9 @@ static void aTOL_secure_pl_umbrella_bank_area(GAME* game){
int id;
exchange = &play->object_exchange;
id = exchange->bank_id;
id = exchange->bank_idx;
if(mSc_secure_exchange_keep_bank(exchange, NULL, 0xC00) != 0U){
if(mSc_secure_exchange_keep_bank(exchange, 0, 0xC00) != NULL){
Common_Set(clip.tools_clip->bank_id, id);
}
else{
+78 -78
View File
@@ -911,7 +911,7 @@ void Gameplay_Scene_Init(GAME_PLAY* play){
mSc_data_bank_ct(play, &play->object_exchange);
Global_light_ct(&play->global_light);
Door_info_ct(&play->door_data);
Door_info_ct(&play->door_info);
common_data_clear();
Scene_ct(play, play->current_scene_data);
mSc_decide_exchange_bank(&play->object_exchange);
@@ -920,95 +920,95 @@ void Gameplay_Scene_Init(GAME_PLAY* play){
u8 mPl_SceneNo2SoundRoomType(int scene) {
switch (scene) {
case 20:
return 1;
case SCENE_MY_ROOM_S:
return 1;
case 6:
case 9:
case 12:
case 14:
case 18:
case 21:
case 31:
case 41:
case 51:
return 2;
case SCENE_NPC_HOUSE:
case SCENE_SHOP0:
case SCENE_BROKER_SHOP:
case SCENE_POST_OFFICE:
case SCENE_BUGGY:
case SCENE_MY_ROOM_M:
case SCENE_KAMAKURA:
case SCENE_MY_ROOM_LL2:
case SCENE_TENT:
return 2;
case 22:
case 23:
case 24:
case 25:
case 29:
case 40:
case 47:
case 17:
return 3;
case SCENE_MY_ROOM_L:
case SCENE_CONVENI:
case SCENE_SUPER:
case SCENE_DEPART:
case SCENE_DEPART_2:
case SCENE_MY_ROOM_LL1:
case SCENE_COTTAGE_MY:
case SCENE_POLICE_BOX:
return 3;
default:
return 0;
return 0;
}
}
void Gameplay_Scene_Read(GAME_PLAY* play, s16 idx){
static Scene_status_c* scene_word_data[SCENE_NUM] = {
&test01_info,
&test02_info,
&test03_info,
&water_test_info,
&test_step01_info,
&test04_info,
&npc_room01_info,
&test_fd_npc_land_info,
&field_tool_field_info,
&shop01_info,
&BG_TEST01_info,
&BG_TEST01_XLU_info,
&broker_shop_info,
&fg_tool_in_info,
&post_office_info,
&start_demo1_info,
&start_demo2_info,
&police_box_info,
&buggy_info,
&player_select_info,
&player_room_s_info,
&player_room_m_info,
&player_room_l_info,
&shop02_info,
&shop03_info,
&shop04_1f_info,
&test05_info,
&PLAYER_SELECT2_info,
&PLAYER_SELECT3_info,
&shop04_2f_info,
&event_notification_info,
&kamakura_info,
&field_tool_field_info,
&title_demo_info,
&PLAYER_SELECT4_info,
&museum_entrance_info,
&museum_picture_info,
&museum_fossil_info,
&museum_insect_info,
&museum_fish_info,
&player_room_ll1_info,
&player_room_ll2_info,
&p_room_bm_s_info,
&p_room_bm_m_info,
&p_room_bm_l_info,
&p_room_bm_ll1_info,
&NEEDLEWORK_info,
&player_room_island_info,
&npc_room_island_info,
&start_demo3_info,
&lighthouse_info,
&tent_info,
static Scene_Word_u* scene_word_data[SCENE_NUM] = {
test01_info,
test02_info,
test03_info,
water_test_info,
test_step01_info,
test04_info,
npc_room01_info,
test_fd_npc_land_info,
field_tool_field_info,
shop01_info,
BG_TEST01_info,
BG_TEST01_XLU_info,
broker_shop_info,
fg_tool_in_info,
post_office_info,
start_demo1_info,
start_demo2_info,
police_box_info,
buggy_info,
player_select_info,
player_room_s_info,
player_room_m_info,
player_room_l_info,
shop02_info,
shop03_info,
shop04_1f_info,
test05_info,
PLAYER_SELECT2_info,
PLAYER_SELECT3_info,
shop04_2f_info,
event_notification_info,
kamakura_info,
field_tool_field_info,
title_demo_info,
PLAYER_SELECT4_info,
museum_entrance_info,
museum_picture_info,
museum_fossil_info,
museum_insect_info,
museum_fish_info,
player_room_ll1_info,
player_room_ll2_info,
p_room_bm_s_info,
p_room_bm_m_info,
p_room_bm_l_info,
p_room_bm_ll1_info,
NEEDLEWORK_info,
player_room_island_info,
npc_room_island_info,
start_demo3_info,
lighthouse_info,
tent_info,
};
Scene_status_c* current = &scene_data_status[idx];
Scene_data_status_c* current = &scene_data_status[idx];
current->unk13 = 0;
play->scene_data_2400 = current;
play->scene_data_status = current;
play->scene_id = idx;
play->current_scene_data = scene_word_data[idx];
current->unk13 = 0;
+588
View File
@@ -0,0 +1,588 @@
#include "m_scene.h"
#include "m_player_lib.h"
#include "libultra/libultra.h"
#include "libjsys/jsyswrapper.h"
#include "m_play.h"
#include "m_common_data.h"
#include "m_npc.h"
#include "m_name_table.h"
#include "m_card.h"
#include "m_submenu.h"
#include "m_scene_ftr.h"
static void mSc_set_bank_status_after(Object_Bank_c* bank) {
bank->bank_id = ABS(bank->bank_id);
bank->ram_start = bank->dma_start;
bank->state = 0;
}
static void mSc_clear_bank_status(Object_Bank_c* bank) {
bank->bank_id = 0;
bank->size = 0;
bank->dma_start = NULL;
bank->ram_start = NULL;
}
static void Object_Exchange_keep_new_Player(GAME_PLAY* play) {
mPlib_Object_Exchange_keep_new_PlayerMdl(play);
mPlib_Object_Exchange_keep_new_PlayerTex(play, 0, 0);
mPlib_Object_Exchange_keep_new_PlayerPallet(play, 0, 0);
mPlib_Object_Exchange_keep_new_PlayerTex(play, 1, 2);
mPlib_Object_Exchange_keep_new_PlayerPallet(play, 1, 2);
mPlib_Object_Exchange_keep_new_PlayerFaceTex(play);
mPlib_Object_Exchange_keep_new_PlayerFacePallet(play, 1, 0);
mPlib_Object_Exchange_keep_new_PlayerFacePallet(play, 2, 1);
}
extern char* mSc_secure_exchange_keep_bank(Object_Exchange_c* exchange, s16 bank_id, size_t size) {
char* area = NULL;
Object_Bank_c* bank = exchange->banks + exchange->bank_idx;
if (exchange->bank_idx < mSc_OBJECT_BANK_NUM) {
area = (char*)ALIGN_NEXT((u32)exchange->next_bank_ram_address + size, 32);
if (area >= exchange->max_ram_address) {
area = NULL;
}
else {
bank->bank_id = bank_id;
bank->ram_start = exchange->next_bank_ram_address;
bank->dma_start = exchange->next_bank_ram_address;
bank->rom_addr = 0;
bank->size = size;
bank->num_exist = 0;
bank->state = 3;
exchange->next_bank_ram_address = area;
exchange->bank_idx++;
}
}
return area;
}
extern void mSc_background_dmacopy_controller(Object_Bank_c* bank) {
switch (bank->state) {
case 1:
{
if (bank->_14 == 0) {
osCreateMesgQueue(&bank->dma_controller_msg_queue, &bank->dma_controller_msg, 1);
_JW_GetResourceAram(bank->rom_addr, (u8*)bank->dma_start, bank->size);
DCStoreRangeNoSync(bank->dma_start, bank->size);
bank->state = 0;
}
break;
}
case 2:
{
if (osRecvMesg(&bank->dma_controller_msg_queue, NULL, OS_MESSAGE_NOBLOCK) == FALSE) {
mSc_set_bank_status_after(bank);
}
break;
}
}
}
extern void mSc_dmacopy_data_bank(Object_Exchange_c* exchange) {
/* stubbed */
}
extern int mSc_bank_regist_check(Object_Exchange_c* exchange, s16 bank_id) {
int res = -1;
int i;
for (i = 0; i < mSc_OBJECT_BANK_NUM; i++) {
if (ABS(exchange->banks[i].bank_id) == bank_id) {
res = i;
break;
}
}
return res;
}
extern void mSc_regist_initial_exchange_bank(GAME_PLAY* play) {
play->object_exchange.selected_partition = 0;
play->object_exchange.exchange_id = play->object_exchange.bank_idx;
if (Common_Get(field_type) == mFI_FIELDTYPE2_FG) {
u32 size;
/* Split the remaining object exchange space into two equal portions */
size = (u32)(play->object_exchange.max_ram_address - play->object_exchange.next_bank_ram_address) / 2;
play->object_exchange.start_address_save[0] = play->object_exchange.next_bank_ram_address;
play->object_exchange.end_address_save[0] = (char*)ALIGN_NEXT((u32)play->object_exchange.next_bank_ram_address + size, 32);
play->object_exchange.start_address_save[1] = play->object_exchange.end_address_save[0];
play->object_exchange.end_address_save[1] = play->object_exchange.max_ram_address;
/* Temporarily limit the maximum address to half the remaining free space */
play->object_exchange.max_ram_address = play->object_exchange.end_address_save[0];
}
else {
play->object_exchange.start_address_save[0] = play->object_exchange.next_bank_ram_address;
play->object_exchange.end_address_save[0] = play->object_exchange.max_ram_address;
play->object_exchange.start_address_save[1] = play->object_exchange.next_bank_ram_address;
play->object_exchange.end_address_save[1] = play->object_exchange.max_ram_address;
}
play->object_exchange.exchange_id = play->object_exchange.bank_idx; /* leftover from DnM? */
}
static void mSc_dmacopy_all_exchange_bank_sub(Object_Bank_c* bank, Object_Exchange_c* exchange, int idx) {
if (idx >= exchange->exchange_id) {
char* area = (char*)ALIGN_NEXT((u32)exchange->next_bank_ram_address + bank->size, 32);
if (area >= exchange->max_ram_address) {
exchange->selected_partition = (exchange->selected_partition + 1) % 2;
exchange->next_bank_ram_address = exchange->start_address_save[exchange->selected_partition];
exchange->max_ram_address = exchange->end_address_save[exchange->selected_partition];
area = (char*)ALIGN_NEXT((u32)exchange->next_bank_ram_address + bank->size, 32);
}
bank->dma_start = exchange->next_bank_ram_address;
bank->part_id = exchange->selected_partition;
exchange->next_bank_ram_address = area;
}
_JW_GetResourceAram(bank->rom_addr, (u8*)bank->dma_start, bank->size);
DCStoreRangeNoSync(bank->dma_start, bank->size);
mSc_set_bank_status_after(bank);
}
extern void mSc_dmacopy_all_exchange_bank(Object_Exchange_c* exchange) {
Object_Bank_c* bank;
int i;
bank = exchange->banks + exchange->keep_id;
exchange->next_bank_ram_address = exchange->start_address_save[exchange->selected_partition];
for (i = exchange->keep_id; i < mSc_OBJECT_BANK_NUM; i++) {
if (bank->bank_id != 0 && bank->state != 3) {
if (bank->bank_id < 0) {
mSc_dmacopy_all_exchange_bank_sub(bank, exchange, i);
}
else if (bank->num_exist != 0) {
mSc_dmacopy_all_exchange_bank_sub(bank, exchange, i);
}
else if (i >= exchange->exchange_id) {
mSc_clear_bank_status(bank);
}
else {
bank->bank_id = 0;
}
}
bank++;
}
if (Common_Get(clip).npc_clip != NULL) {
Common_Get(clip).npc_clip->rebuild_dma_proc();
}
if (Common_Get(clip)._068 != NULL) {
(*Common_Get(clip)._068)();
}
if (Common_Get(clip).shop_manekin_clip != NULL) {
Common_Get(clip).shop_manekin_clip->manekin_dma_again_proc();
}
if (Common_Get(clip).shop_indoor_clip != NULL) {
Common_Get(clip).shop_indoor_clip->indoor_dma_again_proc();
}
if (Common_Get(clip).my_room_clip != NULL) {
Common_Get(clip).my_room_clip->redma_ftr_bank_proc();
}
if (Common_Get(clip).my_indoor_clip != NULL) {
Common_Get(clip).my_indoor_clip->indoor_dma_again_proc();
}
if (Common_Get(clip).arrange_room_clip != NULL) {
Common_Get(clip).arrange_room_clip->redma_proc();
}
if (Common_Get(clip).shop_umbrella_clip != NULL) {
Common_Get(clip).shop_umbrella_clip->umbrella_dma_again_proc();
}
if (Common_Get(clip).ball_redma_proc != NULL) {
(*Common_Get(clip).ball_redma_proc)();
}
}
extern void mSc_data_bank_ct(GAME_PLAY* play, Object_Exchange_c* exchange) {
char* exchange_arena;
bzero(exchange, sizeof(Object_Exchange_c));
exchange->keep_id = -1;
exchange->exchange_id = -1;
exchange_arena = (char*)THA_allocAlign(&play->game.tha, mSc_ARENA_SIZE, ~0x1F);
exchange->next_bank_ram_address = exchange_arena;
exchange->start_address_save[0] = exchange_arena;
exchange->start_address_save[1] = exchange_arena;
exchange_arena += mSc_ARENA_SIZE;
exchange->max_ram_address = exchange_arena;
exchange->end_address_save[0] = exchange_arena;
exchange->end_address_save[1] = exchange_arena;
}
extern void mSc_decide_exchange_bank(Object_Exchange_c* exchange) {
exchange->keep_id = exchange->bank_idx;
exchange->_194C = exchange->next_bank_ram_address;
}
static void Scene_player_select(int scene_no, int npc_actor) {
if (Save_Get(scene_no) == scene_no) {
int met_villagers_bitfield = 0;
int met_villagers_num = 0;
mActor_name_t npc_id;
Animal_c* animal = Save_Get(animals);
Anmmem_c* memory;
int i;
int j;
int selected;
/* Track all villagers who have met a player from town before */
for (i = 0; i < ANIMAL_NUM_MAX; i++) {
if (mNpc_CheckFreeAnimalPersonalID(&animal->id) == FALSE) {
memory = animal->memories;
for (j = 0; j < ANIMAL_MEMORY_NUM; j++) {
if (
memory->memory_player_id.land_id == Save_Get(land_info).id &&
mLd_CheckCmpLandName(memory->memory_player_id.land_name, Save_Get(land_info).name) == TRUE
) {
met_villagers_bitfield |= (1 << i);
met_villagers_num++;
break;
}
memory++;
}
}
animal++;
}
/* Roll a random villager if none have met a player in town before */
if (met_villagers_num == 0) {
do {
selected = RANDOM(ANIMAL_NUM_MAX);
} while (mNpc_CheckFreeAnimalPersonalID(&Save_Get(animals[selected]).id));
npc_id = Save_Get(animals[selected]).id.npc_id;
i = mNpc_SearchAnimalinfo(Save_Get(animals), npc_id, ANIMAL_NUM_MAX);
}
else {
/* Pick a random villager which has met a player in town */
selected = RANDOM(met_villagers_num);
for (i = 0; i < ANIMAL_NUM_MAX; i++) {
if ((met_villagers_bitfield & 1) != 0) {
if (selected == 0) {
break;
}
else {
selected--;
}
}
met_villagers_bitfield >>= 1;
}
npc_id = Save_Get(animals[i]).id.npc_id;
}
if (scene_no == SCENE_PLAYERSELECT_2) {
Common_Set(player_select_animal_no, i);
}
mNpc_RegistEventNpc(npc_actor, npc_id, npc_id, Save_Get(animals[i]).cloth);
}
}
static void Scene_Proc_Player_Ptr(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_Ctrl_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_Object_Exchange_Bank_Ptr(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_Door_Data_Ptr(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_Field_ct(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_MyRoom_ct(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_ArrangeRoom_ct(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_ArrangeFurniture_ct(GAME_PLAY* play, Scene_Word_u* data);
static void Scene_Proc_Sound(GAME_PLAY* play, Scene_Word_u* data);
typedef void (*mSc_SCENE_WORD_PROC)(GAME_PLAY*, Scene_Word_u*);
extern void Scene_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
static mSc_SCENE_WORD_PROC Scene_Proc[mSc_SCENE_DATA_TYPE_NUM] = {
&Scene_Proc_Player_Ptr,
&Scene_Proc_Ctrl_Actor_Ptr,
&Scene_Proc_Actor_Ptr,
&Scene_Proc_Object_Exchange_Bank_Ptr,
&Scene_Proc_Door_Data_Ptr,
&Scene_Proc_Field_ct,
&Scene_Proc_MyRoom_ct,
&Scene_Proc_ArrangeRoom_ct,
&Scene_Proc_ArrangeFurniture_ct,
&Scene_Proc_Sound,
NULL
};
/* Initialize all scene data */
while (TRUE) {
u32 type = scene_data->misc.type;
if (type == mSc_SCENE_DATA_TYPE_END) {
break;
}
if (type < mSc_SCENE_DATA_TYPE_NUM) {
(*Scene_Proc[type])(play, scene_data);
}
scene_data++;
}
/* Setup player select actors */
Scene_player_select(SCENE_PLAYERSELECT_2, SP_NPC_P_SEL2); // load
Scene_player_select(SCENE_PLAYERSELECT_SAVE, SP_NPC_RESTART); // save
/* Select Rover or Blanca for visiting town scene */
if (Save_Get(scene_no) == SCENE_START_DEMO3) {
int rover_shown = FALSE;
if (
mLd_CheckCmpLand(
Common_Get(now_private)->player_ID.land_name, Common_Get(now_private)->player_ID.land_id,
Common_Get(travel_persistent_data).land.name, Common_Get(travel_persistent_data).land.id
) == TRUE
) {
if (Common_Get(now_private)->state_flags & mPr_FLAG_MASK_CAT_SCHEDULED) {
Common_Get(now_private)->state_flags &= ~mPr_FLAG_MASK_CAT_SCHEDULED;
rover_shown = TRUE;
}
else if (fqrand() < 0.5f) {
Common_Get(now_private)->state_flags |= mPr_FLAG_MASK_CAT_SCHEDULED; // Blanca is scheduled
}
else {
Common_Get(now_private)->state_flags &= ~mPr_FLAG_MASK_CAT_SCHEDULED;
rover_shown = TRUE;
}
}
else {
rover_shown = TRUE;
}
if (rover_shown == FALSE) {
mActor_name_t blanca_cloth;
mSP_SelectRandomItem_New(NULL, &blanca_cloth, 1, NULL, 0, mSP_KIND_CLOTH, mSP_LISTTYPE_ABC, FALSE);
mNpc_RegistMaskNpc(SP_NPC_MASK_CAT2, SP_NPC_MASK_CAT2, blanca_cloth);
Save_Get(mask_cat).cloth_no = (blanca_cloth >= ITM_CLOTH_START && blanca_cloth < ITM_CLOTH_END) ? (blanca_cloth - ITM_CLOTH_START) : EMPTY_NO;
}
else {
mNpc_RegistMaskNpc(SP_NPC_MASK_CAT2, SP_NPC_GUIDE, EMPTY_NO); // Rover
}
}
}
static void Scene_Proc_Player_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
static s16 angle_table[8] = {
DEG2SHORT_ANGLE( 0.0f), /* 0x0000 */
DEG2SHORT_ANGLE( 45.0f), /* 0x2000 */
DEG2SHORT_ANGLE( 90.0f), /* 0x4000 */
DEG2SHORT_ANGLE( 135.0f), /* 0x6000 */
DEG2SHORT_ANGLE(-180.0f), /* 0x8000 */
DEG2SHORT_ANGLE(-135.0f), /* 0xA000 */
DEG2SHORT_ANGLE( -90.0f), /* 0xC000 */
DEG2SHORT_ANGLE( -45.0f) /* 0xE000 */
};
Actor_data* data = scene_data->actor.data_p;
play->player_data = data;
/* Update player position & orientation based on the current door exit data */
if (Common_Get(door_data).next_scene_id != 0) {
mem_copy((u8*)&data->position, (u8*)&Common_Get(door_data).exit_position, sizeof(s_xyz));
data->rotation.y = angle_table[Common_Get(door_data).exit_orientation];
}
data->arg = Common_Get(door_data).extra_data;
Object_Exchange_keep_new_Player(play);
mSM_Object_Exchange_keep_new_Menu(play);
}
static void Scene_Proc_Ctrl_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
s16* data = scene_data->control_actor.ctrl_actor_profile_p;
play->ctrl_actor_data_num = scene_data->control_actor.num_ctrl_actors;
play->ctrl_actor_data = data;
}
static void Scene_Proc_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
Actor_data* data_p = scene_data->actor.data_p;
play->actor_data_num = scene_data->actor.num_actors;
play->actor_data = data_p;
}
static void Scene_Proc_Object_Exchange_Bank_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
play->obj_bank_data_num = scene_data->object_bank.num_banks;
play->obj_bank_data = scene_data->object_bank.banks_p;
}
static void Scene_Proc_Door_Data_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
Door_data_c* data_p = scene_data->door_data.door_data_p;
play->door_info.num_doors = scene_data->door_data.num_doors;
play->door_info.door_data_p = data_p;
}
extern void Door_info_ct(Door_info_c* door_info) {
door_info->num_doors = 0;
}
static void Scene_Proc_Sound(GAME_PLAY* play, Scene_Word_u* scene_data) {
// stubbed
}
static void set_item_info(GAME_PLAY* play, Scene_Word_Data_FieldCt_c* field_ct) {
static s16 profile_table[4] = {
mAc_PROFILE_BGITEM,
mAc_PROFILE_DUMMY,
mAc_PROFILE_BGPOLICEITEM,
mAc_PROFILE_BGPOSTITEM
};
int item_type = field_ct->item_type;
if (item_type == 0) {
Common_Set(bg_item_profile, Common_Get(time).bgitem_profile);
}
else {
Common_Set(bg_item_profile, profile_table[item_type]);
}
Common_Set(bg_item_type, item_type);
}
static void Scene_Proc_Field_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
mFM_SetFieldInitData(scene_data->field_ct.bg_num, scene_data->field_ct.bg_disp_size);
set_item_info(play, &scene_data->field_ct);
Common_Set(field_draw_type, scene_data->field_ct.draw_type);
Common_Set(game_started, FALSE);
Common_Set(in_initial_block, TRUE);
Common_Set(sunlight_flag, TRUE);
}
static void Scene_Proc_MyRoom_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
mScn_ObtainMyRoomBank(play);
}
static void Scene_Proc_ArrangeRoom_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
mScn_ObtainCarpetBank(play);
}
static void Scene_Proc_ArrangeFurniture_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
Common_Get(clip).arrange_ftr_num = scene_data->arrange_ftr_ct.arrange_ftr_num;
}
extern int goto_other_scene(GAME_PLAY* play, Door_data_c* door_data, int update_player_mode) {
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
int res = 0; // failed
if (player != NULL) {
if (play->fb_wipe_mode == 0) {
play->fb_fade_type = 2;
if (door_data->wipe_type == 0) {
play->fb_wipe_type = 3;
}
else {
play->fb_wipe_type = door_data->wipe_type;
}
if (Common_Get(transition).wipe_type == 0xFF) {
Common_Get(transition).wipe_type = play->fb_wipe_type;
}
Common_Set(door_data, *door_data);
Common_Get(door_data).next_scene_id = door_data->next_scene_id + 1;
play->next_scene_no = door_data->next_scene_id;
if (update_player_mode) {
mPlib_request_main_invade_type1(play);
}
restore_fgdata_all(play);
play->game.pad_initialized = FALSE;
res = 1; // success
}
else {
res = 2; // already changing scenes
}
}
return res;
}
extern int goto_next_scene(GAME_PLAY* play, int next_idx, int update_player_mode) {
int res = FALSE;
if (play->door_info.num_doors != 0) {
res = goto_other_scene(play, play->door_info.door_data_p + next_idx, update_player_mode);
}
return res;
}
extern int goto_emu_game(GAME_PLAY* play, u8 famicom_rom_id) {
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
int res = FALSE;
if (player != NULL) {
Door_data_c* door_data;
play->fb_fade_type = 3;
play->fb_wipe_type = 3;
res = TRUE;
door_data = Common_GetPointer(famicom_emu_exit_door_data);
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = 0;
door_data->exit_type = 0;
door_data->extra_data = 0;
door_data->exit_position.x = player->actor_class.world.position.x;
door_data->exit_position.y = player->actor_class.world.position.y;
door_data->exit_position.z = player->actor_class.world.position.z;
door_data->door_actor_name = EMPTY_NO;
Common_Set(current_famicom_rom, famicom_rom_id);
}
return res;
}
extern void return_emu_game(GAME* game) {
mem_copy((u8*)Common_GetPointer(door_data), (u8*)Common_GetPointer(famicom_emu_exit_door_data), sizeof(Door_data_c)); // copy exit door data
Common_Get(door_data).next_scene_id = Common_Get(famicom_emu_exit_door_data).next_scene_id + 1;
game->pad_initialized = FALSE;
game_goto_next_game_play(game);
Save_Set(scene_no, Common_Get(famicom_emu_exit_door_data).next_scene_id);
}