link unused actors

This commit is contained in:
Prakxo
2023-06-24 21:42:07 +02:00
parent 9891e85696
commit e1f0036e9d
9 changed files with 142 additions and 0 deletions
+9
View File
@@ -157,6 +157,15 @@ ac_animal_logo.c:
.data: [0x8065FB68, 0x8065FBA8]
ac_animal_logo_misc.c:
.text: [0x804117D4, 0x80411A60]
ac_boxManager.c:
.text: [0x80415BD8,0x80415BE8]
.data: [0x806818A0, 0x806818C8]
ac_boxMove.c:
.text: [0x80415BE8, 0x80415BF8]
.data: [0x806818C8, 0x806818F0]
ac_boxTrick01.c:
.text: [0x80415BF8, 0x80415C04]
.data: [0x806818F0, 0x80681918]
ac_set_manager.c:
.text: [0x80496AB8, 0x80496F50]
.rodata: [0x80644DB8, 0x80644DC8]
+5
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@@ -8,6 +8,11 @@
extern "C" {
#endif
typedef struct box_manager_s{
ACTOR actor_class;
u8 pad[0x1F8 - 0x174];
}BOXMANAGER_ACTOR;
extern ACTOR_PROFILE BoxManager_Profile;
#ifdef __cplusplus
+5
View File
@@ -8,6 +8,11 @@
extern "C" {
#endif
typedef struct box_move_s{
ACTOR actor_class;
u8 pad[0x28C - 0x174];
}BOXMOVE_ACTOR;
extern ACTOR_PROFILE BoxMove_Profile;
#ifdef __cplusplus
+7
View File
@@ -8,8 +8,15 @@
extern "C" {
#endif
typedef struct box_trick01_s{
ACTOR actor_class;
u8 pad[0x17C - 0x174];
}BOXTRICK01_ACTOR;
extern ACTOR_PROFILE BoxTrick01_Profile;
#ifdef __cplusplus
}
#endif
+1
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@@ -14,6 +14,7 @@ extern "C" {
typedef void (*mActor_proc)(ACTOR*, GAME*);
#define ACTOR_STATE_NONE 0
#define ACTOR_STATE_NO_MOVE_WHILE_CULLED (1 << 4)
#define ACTOR_STATE_NO_DRAW_WHILE_CULLED (1 << 5)
#define ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES (1 << 29)
+2
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@@ -474,6 +474,8 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define ETC_START 0x8000
#define ETC_AIRPLANE ETC_START
#define ETC_BOXTRICK (ETC_START + 4)
#define ETC_BOXMANAGER (ETC_START + 5)
#define MISC_ACTOR_START 0x9000
#define MISC_ACTOR_SAMPLE MISC_ACTOR_START
+40
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@@ -0,0 +1,40 @@
#include "ac_boxManager.h"
#include "m_name_table.h"
static void BoxManager_Actor_ct(ACTOR* actor, GAME* game);
static void BoxManager_Actor_dt(ACTOR* actor, GAME* game);
static void BoxManager_Actor_move(ACTOR* actor, GAME* game);
static void BoxManager_Actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE BoxManager_Profile = {
mAc_PROFILE_BOXMANAGER,
ACTOR_PART_BG,
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
ETC_BOXMANAGER,
ACTOR_OBJ_BANK_3,
sizeof(BOXMANAGER_ACTOR),
&BoxManager_Actor_ct,
&BoxManager_Actor_dt,
&BoxManager_Actor_move,
&BoxManager_Actor_draw,
NULL
};
static void BoxManager_Actor_ct(ACTOR* actor, GAME* game){
}
static void BoxManager_Actor_dt(ACTOR* actor, GAME* game){
}
static void BoxManager_Actor_move(ACTOR* actor, GAME* game){
}
static void BoxManager_Actor_draw(ACTOR* actor, GAME* game){
}
+39
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@@ -0,0 +1,39 @@
#include "ac_boxMove.h"
#include "m_name_table.h"
static void BoxMove_Actor_ct(ACTOR* actor, GAME* game);
static void BoxMove_Actor_dt(ACTOR* actor, GAME* game);
static void BoxMove_Actor_move(ACTOR* actor, GAME* game);
static void BoxMove_Actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE BoxMove_Profile = {
mAc_PROFILE_BOXMOVE,
ACTOR_PART_BG,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_3,
sizeof(BOXMOVE_ACTOR),
&BoxMove_Actor_ct,
&BoxMove_Actor_dt,
&BoxMove_Actor_move,
&BoxMove_Actor_draw,
NULL
};
static void BoxMove_Actor_ct(ACTOR* actor, GAME* game){
}
static void BoxMove_Actor_dt(ACTOR* actor, GAME* game){
}
static void BoxMove_Actor_move(ACTOR* actor, GAME* game){
}
static void BoxMove_Actor_draw(ACTOR* actor, GAME* game){
}
+34
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@@ -0,0 +1,34 @@
#include "ac_boxTrick01.h"
#include "m_name_table.h"
extern void BoxTrick01_Actor_ct(ACTOR* actor, GAME* game);
extern void BoxTrick01_Actor_dt(ACTOR* actor, GAME* game);
extern void BoxTrick01_Actor_move(ACTOR* actor, GAME* game);
ACTOR_PROFILE BoxTrick01_Profile = {
mAc_PROFILE_BOXTRICK01,
ACTOR_PART_BG,
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
ETC_BOXTRICK,
ACTOR_OBJ_BANK_3,
sizeof(BOXTRICK01_ACTOR),
&BoxTrick01_Actor_ct,
&BoxTrick01_Actor_dt,
&BoxTrick01_Actor_move,
(mActor_proc)&none_proc1,
NULL
};
static void BoxTrick01_Actor_ct(ACTOR* actor, GAME* game){
}
static void BoxTrick01_Actor_dt(ACTOR* actor, GAME* game){
}
static void BoxTrick01_Actor_move(ACTOR* actor, GAME* game){
}